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GT New HorizonsGTNH 2.9.0 · Community server

GT New Horizons · Extreme Voltage (EV)

Large Neutralization Engine

The Large Neutralization Engine (LNE) is an EV tier multiblock for generating power from acids. The LNE is a direct upgrade from singleblock acid generators because it has much higher fuel efficiency and theoretically no upper limit on the amount of EU/t it can produce. The only mandatory requirement is fuel but the machine can be boosted with bases. Boosting is highly recommended because it increases the power output and efficiency from 100% up to 500%. The challenge, however, is that burning acids produces toxic residue inside the LNE which can cause the machine to explode if it ever exceeds the maximum tolerance or capacity. Regulate the input rate of fuel to reduce toxic residue buildup, upgrade the structure to increase the maximum capacity, and supply robot arms to boost the toxic residue decay rate. Acids slowly corrode the robot arm(s) which creates a small chance every minute for exactly one to void regardless if the machine is active or not.

Spreadsheet: GTNH Power Planner 2.9

Construction

The LNE is available in three tiers but the only structural difference between them is the type of machine casings. Higher tiers have a higher capacity for toxic residue and a higher base decay. Buses/hatches may replace any machine casing anywhere on the structure which is highly recommended to reduce the cost of upgrading. Multi-amp and laser dynamo hatches are supported for serious power generation. The interior of the structure is entirely mandatory air. Use the Multiblock Structure Hologram Projector to visualize/build the structure where the projector stack size determines the machine casing tier.

Unique to the LNE is the toxic residue sensor hatch which outputs a redstone signal if the current toxic residue level is greater than the target threshold. The signal can be inverted and the threshold can be entered as an absolute value or a percentage. Use as an emergency shutoff.

Structure

  • Controller: Top center, 6th layer
  • 30-43 Machine Casing (Tiered)
  • 34 PTFE Frame Box
  • 15 PTFE Pipe Casing
  • 0+ Toxic Residue Sensor Hatch: Any machine casing
  • 1+ Dynamo Hatch: Any machine casing
  • 1 Maintenance Hatch: Any machine casing
  • 0+ Input Bus: Any machine casing
  • 1+ Input Hatch: Any machine casing

Wallsharing

LNEs may wallshare each of their sides to save on casings, frame boxes, and buses/hatches. Sharing the back is the most effective and highly recommended because the machine casings are the most expensive part of the structure. Sharing the input hatch is possible because there is a built-in fluid regulator in the controller, but it is NOT recommended because toxic residue is randomized and the machines would eventually diverge. Only share the dynamo hatch if it has enough throughput to support two machines simultaneously.

Usage

The LNE generates power from acid fuels. The following table lists all the available options and their densities (EU/L). The most popular options are highlighted BLUE. Note that chlorosulfonic acid requires a few ores from other dimensions, such as quantium and bismuthinite which are unlocked after the T3 rocket.

Optionally, supply one of the following bases in addition to the fuel to boost the efficiency ( η {\displaystyle {\displaystyle \eta }} ) of the machine. Only one base/dust is consumed at a time and higher tiers are prioritized first. Neither fuel nor bases are consumed while the machine is idle.

Acid Fuel EU/L Acid Fuel EU/L
Diluted Sulfuric Acid 14 Phosphoric Acid 66
Acetic Acid 21 Nitric Acid 72
Diluted Hydrochloric Acid 26 Propionic Acid 150
Sulfuric Acid 28 Industrial Hydrogen Chloride 224
Mercury 32 Naphthenic Acid 250
Molten Redstone 40 Phthalic Acid 270
Formic Acid 40 Industrial Hydrofluoric Acid 320
Hydrochloric Acid 52 Hexafluorosilicic Acid 350
Hypochlorous Acid 56 Chlorosulfonic Acid 2,304
Hydrofluoric Acid 60 Fluoroantimonic Acid 5,760
Base Efficiency Input Rate
None 100% ---- ----
Sodium Hydroxide 150% 1 per 1.0s 60 per min
Potassium Hydroxide 190% 1 per 2.5s 24 per min
Caesium Hydroxide 250% 1 per 10s 6 per min
Francium Hydroxide 500% 1 per 12s 5 per min

The total power output of the LNE depends on the density and amount of fuel consumed as well as the efficiency ( η {\displaystyle {\displaystyle \eta }} ) of the current base, as seen in the following equation. Theoretically there is no upper limit on the EU/t it can produce, but more acid means more toxic residue. Exceeding the maximum EU/t or the total EU in the dynamo's buffer is extremely wasteful but perfectly safe; the LNE will not explode if an attached battery buffer or Lapotronic Supercapacitor (LSC) is full and there is nowhere for the EU to go. Any additional EU is simply voided. It is highly recommended to automatically toggle the LNE with a redstone RS latch to avoid wasting fuel--see the LSC page for a guide on setting that up.

EU/t = EU/L × L/t × η {\displaystyle {\displaystyle {\text{EU/t}}={\text{EU/L}}\times {\text{L/t}}\times \eta }}

The LNE has a short 10 second warm-up period during which it outputs a proportional amount of power to its current runtime out of 10 seconds. This is displayed as another "efficiency" value in WAILA and immediately resets back to 0% whenever the machine is disabled or runs out of fuel.

Toxic Residue

Burning acids in the LNE produces toxic residue inside the machine which can cause it to explode if the current level ever exceeds the maximum tolerance or capacity. Toxic residue simultaneously increases and decreases every tick that the machine is active, but both before the current level is ever compared to the maximum capacity. View the current changes in toxic residue through the GUI of the controller, and use the built-in fluid regulator to control the acid consumption rate. Also upgrade the structure to increase the maximum capacity and use the toxic residue sensor hatch as an emergency shutoff. Use the planner linked at the top to help measure or predict the performance of the machine.

LNE Capacity Base Decay
T1 375,000 200
T2 1,000,000 400
T3 2,500,000 700

The increase in toxic residue depends on the density and amount of fuel consumed, as seen in the following equation. The last term is a random value between 0.7 and 1.3 (inclusive) which causes the increase to vary significantly. The random value is not re-rolled every single tick and instead follows a random walk pattern. That means it chooses a random value, slowly "walks" towards it from the previous value, and only ever re-rolls a new random value after reaching the target.

+ Toxic Residue/t = 0.05 × EU/L 0.8 × L/t × rand ( 0.7 , 1.3 ) {\displaystyle {\displaystyle +{\text{Toxic Residue/t}}=0.05\times {\text{EU/L}}^{0.8}\times {\text{L/t}}\times {\text{rand}}(0.7,1.3)}}

The decrease in toxic residue depends on the base decay of the structure, the decay boost of the robot arms, and the current level of toxic residue, as seen in the following equation. Notice that the decrease is higher as the toxic residue approaches the maximum capacity so optimal setups push the limit as much as possible without creating too much risk. Unlike the increase in toxic residue, the decrease in toxic residue also occurs while the machine is idle but it is only 10% effective during that time.

− Toxic Residue/t = Base Decay × Decay Boost × Toxic Residue 0.08 × { 1 , if active 0.1 , if idle {\displaystyle {\displaystyle -{\text{Toxic Residue/t}}={\text{Base Decay}}\times {\text{Decay Boost}}\times {\text{Toxic Residue}}^{0.08}\times {\begin{cases}1,&{\text{if active}}\\0.1,&{\text{if idle}}\end{cases}}}}

Decay Boost

Optionally, supply robot arms through an input bus to increase the decay boost of the LNE. The decay boost is calculated differently depending on the tier ( T {\displaystyle {\displaystyle {\text{T}}}} ) of the robot arms used, as seen in the following equation. Those that are LuV or higher scale much better than those that are IV or lower. If there are no robot arms, then the decay boost is 1. All robot arms must be the same tier to be counted and the maximum is 16. The challenge, however, is that acids slowly corrode the robot arm(s) which creates a small chance every minute for exactly ONE to void regardless if the machine is active or not.

Decay Boost = Min ( 16 , Robot Arms ) × { 1.2 T-1 , if IV- 1.4 T-1 , if LuV+ {\displaystyle {\displaystyle {\text{Decay Boost}}={\sqrt {{\text{Min}}(16,{\text{Robot Arms}})}}\times {\begin{cases}1.2^{\text{T-1}},&{\text{if IV-}}\\1.4^{\text{T-1}},&{\text{if LuV+}}\end{cases}}}} Loss Chance  ( % ) = Min ( 16 , Robot Arms ) 45 × ( T + 1 ) {\displaystyle {\displaystyle {\text{Loss Chance }}(\%)={\frac {{\text{Min}}(16,{\text{Robot Arms}})}{45\times ({\text{T}}+1)}}}}
Tier Robot Arm Minimum (1 Robot Arm) Maximum (16 Robot Arms)
Decay Boost Loss Chance Average Lifespan Decay Boost Loss Chance Average Lifespan
1 LV 1.000 1.111% 90m 0s per 4.000 17.778% 5m 38s per
2 MV 1.200 0.741% 135m 0s per 4.800 11.852% 8m 26s per
3 HV 1.440 0.556% 180m 0s per 5.760 8.889% 11m 15s per
4 EV 1.728 0.444% 225m 0s per 6.912 7.111% 14m 4s per
5 IV 2.074 0.370% 270m 0s per 8.294 5.926% 16m 53s per
6 LuV 5.378 0.317% 315m 0s per 21.51 5.079% 19m 41s per
7 ZPM 7.530 0.278% 360m 0s per 30.12 4.444% 22m 30s per
8 UV 10.54 0.247% 405m 0s per 42.17 3.951% 25m 19s per
9 UHV 14.76 0.222% 450m 0s per 59.03 3.556% 28m 8s per
10 UEV 20.66 0.202% 495m 0s per 82.64 3.232% 30m 56s per
11 UIV 28.93 0.185% 540m 0s per 115.7 2.963% 33m 45s per

Trivia

  • Breaking the controller immediately resets the toxic residue back to zero.