Fuel Rod

Fuel Rod

alaindustrial:uranium_fuel_rod
NuclearImplementednuclearreactorfueluranium

Summary

The Fuel Rod is the reactor's only fuel and the end of the mod's uranium chain. It is assembled from a fuel rod cladding and one enriched uranium, goes into a reactor column by right-clicking — one at a time, up to four per rack — and gives up exactly 144,000 EU/FE there, after which it is an empty casing again.

It is the first and so far only consumer of refined_uranium. The mod has produced enriched uranium since, and until stage 2 of the epic not one recipe spent it: the long ore → dust → concentrate → enriched uranium chain ended in an item with nowhere to go.

Two-step fuel — and why not enriched uranium directly

The reactor could burn refined_uranium straight away, one step shorter. That is deliberately not

How it burns

ParameterValueConfig key
Charge in one rod144,000 EU/FE = x,
Durability scale1000 pointsnot configurable
Price of one point144 EU/FE, rounded UPderived
Contribution to output6 EU/FE/t before adjacency bonuses, at full depth
Contribution to heat4 scale units per tick, at full depth
Life at 6 EU/FE/t24000 ticks = 20 minutesderived

A rod is an amount of energy, not a duration. It yields 144,000 EU/FE in every layout: the adjacency bonus buys power (the rod burns faster), the HV ceiling buys autonomy (the rod lasts longer), but what is inside it never changes. The previous edition promised "1,152,000 x adjacency multiplier" per column — that is, dense packing produced fuel out of nothing. Stage 4 closed it.

LayoutEU/FE/t per rodRod life
One column (4 rods)620 min
Two adjacent columns913.3 min
Three in a row1210 min
Four in a row158 min
Four in a square186.7 min
A 3x3 layer — 36 rods share the 512 EU/FE/t ceiling14.28.4 min
A 3x3x3 room packed full — 108 rods4.725.3 min

The full breakdown with numbers is in

Control-rod depth is a throttle, not a discount: at 50 % a rod gives half the EU/FE per tick, half the heat and is consumed half as fast. Running gently stretches the uranium over time rather than wasting it — the total EU/FE in a rod depends on nothing at all.

Durability IS the remaining charge

The rod has a durability bar, and it means literally what it shows: how much energy is left in it. The scale is 1000 points, each worth 144 EU/FE. Half a bar is half a charge.

A thousand points rather than 144,000, because a bar sixteen pixels wide cannot show more anyway; a round number also reads — "damage 250" is exactly a quarter spent. It is also independent of the config: a server operator can raise, the rod gets roomier, and a full bar still means "untouched".

The controller spends energy in ticks of a few dozen EU/FE while a point costs 144, so the remainder is carried: the column banks the unspent draw and takes a point off once it adds up to a whole one. Without the carry the rod would never wear at all — every tick would round to zero. The arithmetic is covered by tests and needs no game session to verify.

The price of a point rounds up: with a truncating divide each point would cost slightly less than it yields, and the last few points would be free energy.

A half-burnt rod comes back

It used to not. A started rod could not be taken out, it did not drop when the rack was broken, and "just have a look at what is in there" was an expensive mistake. There was one reason: the remaining burn lived in the rack's block entity, so a returned item would come back full, which would make "pull it out and put it back" a perpetual reactor.

Since stage 4 the remainder lives on the item itself, so there is nothing left to throw away:

A burnt-out rod does not vanish — it becomes a fuel rod cladding right where it stands. There is still no depleted rod on the output: depleted_uranium exists in the mod and arrives by another route (mutation); wiring it to the reactor is an open question.

Recipes

fuel rod cladding + enriched uranium -> fuel rod

Two items in any cells of the grid. Refuelling happens dozens of rods at a time, and a full 3x3 layout for each one would be a punishment for scale. The item's shape is the business of the cladding's recipe — that one is a full 3x3, and it is done once.

The chain from ore to rod

StepMachineIn -> outEU/FE/operation
1Macerator1 raw uranium -> 2 uranium dust300
2Thermal Centrifuge1 dust -> 2 uranium concentrate (x2 operations)800 x 2
3Compressor2 concentrate -> 1 enriched uranium (x2 operations)260 x 2
4Workbench1 enriched uranium + a cladding -> 1 rod—

The result: one uranium ore = two rods, exactly, with no remainder and no rounding. Processing costs 2,420 EU/FE per ore = 1,210 EU/FE per rod; the first assembly adds the casing on top (~400 EU/FE for the shielding plate, plus iron) — ~1,610 EU/FE. On a refill the casing is already there, and the rod costs only its own 1,210 EU/FE and half an ore.

A shielding plate is a third of a palladium ingot and one tempered iron ingot, plus a hit from the forge hammer. Palladium is mined in the Nether alone, so the reactor is out of reach until that trip however many chests of uranium are on hand — but only once: casings come back.

Progression

Crafting

Shapeless Crafting
Fuel Rod Cladding
Enriched Uranium (U-235)
Crafting Table
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Fuel Rod
Fuel Rod