Fusion reactors in Star Technology generate power through a tier-based system where each energy hatch contributes 10 million heat to the multiblock, enabling recipe unlocking; overclocking is achieved through reactor tiers (Mark 2 halves recipe time at double power cost) and reflector tiers (each tier above recipe requirement provides multiplicative speed boost), with recipes like europium requiring specific materials and being the key to accessing the modular combustion engine.
Deep Dive
Prerequisite Knowledge
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Deep Dive
Star Technology E23: Fission and FusionAdded:
Hello and welcome to episode 23 of the Hamorp training manual. In this episode, we finish off the knack line, craft a datab bank for more assembly line research, set up a nuclear reactor for plutonium, and finally set up fusion.
Yep, we got a lot done.
H So looking at the knack line, it's actually basically the same as in FTB interactions, which is the diagram I have open here. The numbers are slightly different but the general routing of items and fluids is exactly the same. I need to make fluoroentinic acid. I combine this with nack dust to get impure enriched nquata and impure nquadria solutions along with titanium triloride which becomes titanium. The solutions are centrifuge to get trinium sulfide which is the trinium that I need indium phosphide and antimony trilloride in both cases which is recycled to make fluoroentinic acid. And I also get enriched Nquata solution and Nquadria solution. This is a bit of a typo. I never bothered to fix it. Those get mixed with sulfuric acid to get acidic versions of the same solutions which get centrifuged to make some sulfates, florine and some waste. Waste is distilled to get sulfuric acid, some sulfides and both types of solution. So it kind of loops into both loops if you know what I mean. There's one loop that goes like this. And then there's also just the normal two loops over here like that. This is very easy to handle with AE2. And I will show you how to do that.
Pretty easy to set up. This was a pretty short line. Only 1 2 3 4 5 6 7 eight machines. Not a lot at all. The loop is handled by AE2. I basically just buffer all of the intermediate things in these uh filtered cells. So the partial refund of the loop is automatically handled because everything is just stored in the cells and then autopulled to be processed again. The outputs of this line are aquadriulfate, enriched aquatulfate, trinium sulfide, gallium sulfide, barerium sulfide, titanium and indium phospide. The barerium and indium dusts have no use but to be electrolyed. So, I guess I could honestly just pattern this. So, when I need barium, I just automatically uh electrolyze this. Same thing with the gallium sulfide for gallium and the trinium sulfide for trinium. Except this one is not electrolysis. It's a blast furnace recipe. Trinium sulfide has no use but to be blasted. This is going to be my pattern for hot trinium ingots.
The zinc sulfide gets electrolyed cuz it has no other use. Similar thing with nquadria sulfate. It has no use but to be blasted with hydrogen, but it needs trinium coils, so I can't quite do it yet. Though, maybe I can with heat bonus from overclocking, but I haven't looked.
But trrenium will do it. This gets me hot nuadria ingots and some sulfuric acid back. And finally, the enriched Nquata sulfate. Uh, also the same thing, only uses to be blasted, but enriched Nquata. I could also just blast enriched Nquata dust. It is slower by a pretty decent amount, like a whole uh 20some% slower, but I get enriched Nquata dust in much larger quantities than the enriched Nquata sulfate because it's part of uh or processing. It's a byproduct. So, I already have 20k enriched Nquata dust. So, that is basically free. It's basically the Nquadria and the trinium that I care about here. As for the start of the neckline, I have a level emitter because I don't want this to run all the time. I have it set to only run when I have more than 16,384 Nquata dust because I don't want to consume all of my Nquata dust. I still need Nquata dust itself for other stuff.
But it does seem like I generate it faster than I'm consuming it. So this limit is probably not going to get hit with this configuration. Now power is really starting to be a problem. So I kind of want to rush fusion a bit instead of scaling things more because it seems a little pointless cuz I'm about to get fusion anyway. And fusion is not that far because I have Nquata byproducts now. I have indium tin barium titanium couprate ingots or I could I have uh pick chips which means I can make superconducting coils and that along with the basic neutron reflector casings which need IV field gens and a bunch of kind of regular stuff. Uh all of this stuff combined allows me to make fusion and this is going to make way more power because turbine bonus. Oh my god, it's going to be crazy. Scan for this is a superconducting coil block.
The controller needs kind of the stuff that I just mentioned basically. Also some plutonium 241 which I might have to look into. And the structure needs basic neutron reflector casings, fusion machine casings, which are a little expensive, but it's not so bad. And fusion glass, which is also kind of similar, but the same. I don't know. It doesn't look too bad. Nothing looks too bad. Everything's free. This game's easy. Okay, I'm going to start crafting some stuff. And honestly, I think I'm going to be back with Fusion. But before I do that, I do want to say I am now in Theta 1 hotfix 1. I skipped Theta 1. I was on testing until now and now I'm on the hot fix version. Guess we'll see if any more bugs pop up, but I am now on the latest version as of recording.
Anyway, cool. I'll be back with some fusion stuff.
Okay, that's some good progress with blasting stuff. But I've decided actually I am going to swap out all of the coils on these hiffs to nuara because nquata is super duper cheap.
Actually, it's very very cheap. I have thousands of nuara. It's not a problem at all. But trrenium coils are are kind of a lot more expensive actually. So, I will use them just for that one quad for recipe unlocks, but I am not going to be upgrading all of these to Trinium.
Trinium anyway needs ZPM energy hatch to make. So, can't even do it yet. And if I'm really unlucky, I probably need to make the ZPM assembler. I guess we'll see. But, Nuadria therefore has to wait cuz uh it needs trunium. For right now, I am crafting up my 640 Nquata coil blocks. This is maybe going to take some time. So, I'm going to AFK a little bit.
And then once that's done, I'll start patterning the rest of the fusion stuff.
I'll even start patterning the uh the plasma turbines. I haven't looked at these yet. Oh, it's just tungsten steel.
This is so so free. Ooh, actually, I have access to dragon steel now. So, I should probably upgrade my uh my rotors again to dragon steel.
Small issue with the data sticks. Uh, I don't have space in my data hatches. In fact, I've already kind of not had space for a little bit. So, quick little pivot. Let's set up data banks. I'm going to make a datab bank. I'm going to make a research station. And I'm going to make a high performance computing array. No, I'm not. It needs uranium roodium dinquadide, which um I don't know why it's gated behind trinium because I'm pretty sure I can make it without Oh, no. I need trumium. Okay, never mind. But, okay. Well, in that case, I'll just make the data bank.
These two things are sort of ZPM things, so they can wait. Datab bank is really nice because it basically is a really big data access hatch, but it's its own multi, and it looks like this. Should be pretty easy to make. I don't think it's anything particularly difficult. The controller needs data access hatch scan and is constructed in an assembly line.
I will probably only make one datab bank. So, I'll just do this craft like by hand or manually. It does need a data orb as well, which is a circuit assembler craft, but it's nothing crazy.
Okay, data bank is set up. This works.
It's pretty nice because um I have a lot more data access space. There's more hatches here. There's space for even more hatches if I need. So, I'm no longer limited to just nine recipes, which is pretty nice. That said, one thing that's a bit annoying is that the connections from datab bank to assembly line is one one. I need one optical data transmission hatch per assembly line because these cables cannot connect and that is on purpose. So, it's going to have to be one one. Anytime I add more assembly lines, I need to add more of these transmission hatches. But one thing that's nice about data banks is you can chain them. So, I can have another data bank below that just has a ton of hatches and send all of its data through one transmission and reception hatch from the bottom data bank into the top one. And then the top one can just route it to all of the assembly lines.
And now I have space for more stuff. So, back to Fusion. Oh man, I just noticed I'm out of ethanol and I've just done an investigation into why. And it's because I'm out of biomass because a recipe has been removed from the game. There used to be a paralyze oven recipe that made biomass because clearly this is an output hatch making biomass, but uh that's gone. So this needs to be replaced. This needs to be replaced with a large brewing vat. I can make this an ivy. I couldn't have done it before, but this is basically a multib block brewery. And I need to figure out what I can put in the brewery. Um, probably bioshaft, which I think I think this used to be the recipe. Just bioshaft plus water and makes biomass because there's bioshaft here and in this input bus. So, that must have been what it is. Yeah.
Reservoir hatch. Okay. So, basically the machine required has been changed. So, I'm going to swap it out over here.
So, remember how I said the plutonium 241 could be an issue? It is. It is an issue. So, I've crafted up a nuclear reactor. Even though it's deprecated, it still has a recipe. I can still craft it. It still functions. It's just uh supposed to be removed in Theta 2. But this is Theta 1. So, I kind of need this because while I can make plutonium 241 without it, it needs an insane amount of U238, like 10 times more than what I have, if not more. So, definitely going to have to make this nuclear reactor.
It's the only realistic way to get going. The nuclear reactor, though, is a power generator, so that's nice. That's going to help with this situation a little bit. I would give it like a full proper building, like a nuclear power plant building, but if it's deprecated and it's going to be removed, I kind of don't see the point. So, I suppose I'll just treat it as an autocrafting multi block and set it up in my autocrafting building. Uh because that is kind of the primary purpose. Like, it makes power, but it's honestly not a lot. Since I'm going to be doing the HU fuel, this only makes like 6 amps of LUV. It's something. It's definitely not nothing, but uh I don't think I want to rely on it as my main power source or even as an auxiliary power source. It's just going to be a little bit of extra power cuz why not? All right, let's build this.
Let's try this thing out. Uh, I'm going to initially start out with thorium fuel rods because I actually don't have enough U235 to even make the fuel rods that I need here. The HU fuel rods. I guess that's highly enriched uranium, I would guess.
But, uh, I want to see how this thing works. It would be mildly disappointing if it's literally just you put in the items and then you get power and output and nothing else, but that is what it seems like. in which case I'm I see why it's deprecated. Something more interesting would be cool, but let's see. That's cool. But I think it genuinely is just uh we wait and we get power. Okay, cool. Zero risk nuclear reactor design. Cool. Yeah, four fusion reactors. Bet you thought I was just going to make one. We go big here in Amcorp. Yeah. Yeah, I could have gone bigger. I know. Anyway, I'm going to set these up over here. Um, to be completely honest, I'm not feeling very inspired for a building. So, that might that might be another building stream thing, but I think that's normal. I don't think it's really reasonable to expect me to have inspiration for buildings all the time. But, uh, I'll think of something.
For now, let me just at least like claim the space.
And I know what I want to do is kind of what I did with my synretrons in GTNH.
So, I'm going to have these on their side.
So like this or like this and then have a a tunnel going through or like a a platform catwalk going through that you can walk through. That's always so cool to me. I think that's cool. But as for what is actually going to house the entire structure, I I don't know. I also don't know how many fusion reactors I need. So I guess I'll just plan for it to be expandable, which means kind of the rings are going to be this way, facing this way. And I believe there is a better type of fusion reactor that gets unlocked later too, the auxiliary one, which is quite a bit bigger. Uh, this one is 25x 25. Meanwhile, this Mark1 fusion reactor is 15 by 15. So, I'm just going to plan for maybe even a bit bigger. Maybe 27x 27. Just a little bit of extra space cuz why not? And it will expand that way. So, I'm going to plan out the platform, replace it with dark oak, and then I will construct the donuts.
Here's for donuts. Yummy. I still have to wire them up and connect them to E2.
But first, I want to talk about how they work. Fusion reactors. Uh, first of all, they store a bunch of EU. And the amount of EU they store depends on the number of energy hatches. So, each energy hatch, despite having a internal buffer of 1 million EU, contributes 10 million heat to the multiblock. And heat is what we need to unlock recipes. I think fusion progresses at a constant speed.
So if we take a look at one of these recipes like Europium for example, which is probably the most important thing right now, this is going to take 28.8 seconds for 144 muckets constantly.
Constantly in the sense that this isn't going to overclock if I provide more energy because that is not how fusion reactors overclock. They overclock with tier. What that means is this is a Mark1 reactor. If I use a Mark 2 reactor, this recipe gets done in half the time at double the power cost. So, it's a perfect 22 overclock. That's probably something you already know if you've played with fusion reactors before in other mod packs. But one thing that I think is unique to start T is the reflector overclock. This applies fusion overclocks for each tier of reflector above the one required in the recipe.
So, for example, looking at Europium again, if I had a tier three reflector on a Mark 1 reactor, this would happen four times as fast for four times the power cost. That stacks multiplicatively with the reactor tier. However, for unlocking higher tiers of recipes, this one's Mark 1, for example, I do need to upgrade the fusion reactor itself.
Upgrading the reflector tier does not unlock new recipes. It's only for speed.
So, let's take a quick look at all of the different recipes and see what I actually have unlocked right now.
There's europium, which is the most important thing at the moment. There's luteesium, which I can make with lanthum and silicon, and there's helium plasma, which is probably what I'm going to use for power. That's actually it. There's nothing else. So, what I plan to do here is dedicate two of these to helium plasma, one of them to europium, and one of them to luteium. I'm still, to be honest, a little on the fence about the luteium itself because I don't know what it's used for. It's used for further fusion, which is cool and all, but is it used for anything else? It's used for a higher tier of soldering alloy in UHP, so that's a little bit away, but as far as I can tell, that's that's it. So, maybe two Europium and two helium plasma. Also, by the way, I I use these LUV input and output hatches everywhere because they're cheaper and quicker to make than Fusion machine casings, but uh realistically, I just need one input and output or maybe two inputs and one output. And they would be me components instead of the analog ones. So, what I'm going to do here is I'm going to lock all of these to like something that's impossible to get in Fusion, like water.
So, they're basically duds and they don't actually function. And just the one me output that I'll replace over here is the one that matters. So cool.
I'm going to set this up and I will be back with some helium plasma and some europium. And then we'll see where to go. Uh because I can continue with progression. But if I remember correctly, Europium was the one thing I needed to get access to the modular combustion engine. Sorry, modular combustion frame. And I I really want this thing. It's so cool and big. And I get to burn hog. I love burning hog.
Plus, the helium plasma could be burned, too. So, I should probably make some uh plasma turbines. Where do I put those? H maybe here. I don't know. We'll see.
First, I got to set these up to be passive. Ooh, we're going. Here's some helium plasma.
Tridium plus dutyium, which I get from my air distillation, actually. And europium is done as well. Europium's really slow. really really slow. 5 millib buckets per second. Oof, that's painful. So yeah, glad to have these on passive. I will prepare for the next episode by making some dragon steel stuff, the turbines specifically, and probably also a bunch of cables. And I'll also make the large plasma turbines and set them up. And I will start to look into the modular combustion frame and its modules because I am very, very tired of struggling for power. So far, I've had to just like run around, go to the passive processes area, just turn stuff off to recover on power because I'm definitely using more than I make right now. It's been a bit of a struggle to make sure I don't soft lock myself.
Anyway, next time more power. Thank you for watching this episode of the Hamp Trading Manual. In the next episode, we will finally address power problems properly. We are going to scale our power generation massively. It'll be a fun one. See you next time.
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