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Building a Reactor

A reactor is assembled in the world, block by block, on a station or a rented room — never on a ship. There is no menu that spawns one. You place a sealed shell of plating around a core of fuel, exchangers, and coolant; wire in a Core Console; and right-click the console to commission it. Once live, it burns fissile fuel and turns captured heat into Drive Cells.

This page is the construction half: every module block, the containment shell and its ports, what the commission gate checks, and the reference layouts. How the sim behaves once it's running is on Physics; what you feed it is on Fuel & Isotopes.

Placing or breaking a reactor block requires BUILD_MODULE rights on the host; using the console or Fuel Port requires MODULE_USE. See Stations for rooms, ACL, and renting a base.

The module blocks

Each reactor block has an inventory icon in hand and an in-world donor block once placed. Every block is a module.reactor_* item; the console reads your build from the placed blocks, so the donor block is the identity the sim sees. This table is generated live from the module templates, so the block you must actually place is always accurate:

ModuleDonor blockRole
Control RodEND_RODControl Rod — absorbs neutrons; one per fuel, the throttle
Coolant ChannelBLUE_ICECoolant Cell — carries captured heat toward a turbine
Reactor Core ConsoleRESPAWN_ANCHORCore Console — commissions, throttles, SCRAMs; anchors the whole reactor
Blast DoorIRON_DOORBlast Door — a walk-in plating door
Enrichment CentrifugeCRAFTEREnrichment Centrifuge — the dedicated uranium fuel processor (not part of the core)
Heat ExchangerCHISELED_COPPERHeat Exchanger — captures core heat into the coolant loop
Fuel AssemblyCOPPER_BULBFuel Assembly — holds a fuel rod; the heat source
Blast HatchIRON_TRAPDOORBlast Hatch — an openable plating panel for access
Neutron ModeratorPACKED_ICENeutron Moderator — slows neutrons; well-moderated = a stable burner
Reactor PlatingDEEPSLATE_TILESReactor Plating — the sealed containment shell (inert to heat)
Neutron ReflectorPOLISHED_BLACKSTONENeutron Reflector — bounces neutrons back into edge fuel (amp bonus)
TurbineVAULTTurbine — converts captured heat into Drive Cells (must vent outside)
Heat VentCOPPER_GRATEHeat Vent — dumps waste heat outside (the safety margin)
Reactor ViewportTINTED_GLASSReactor Viewport — plating you can see through

Two of these are not part of the reactor structure at all. The Enrichment Centrifuge is a standalone isotope separator (it splits raw uranium ore into Uranium-235 and Uranium-238 tailings in one run — see Fuel & Isotopes), and it never joins the core. Everything else is a cell in the reactor lattice: a role the heat-and-neutron sim understands.

The cells split into three jobs:

Containment: sealed & shielded

The reactor's radioactive, hot guts must be fully enclosed. Every sealed-core cell — Fuel, Exchanger, Coolant, Control Rod, Moderator, and Reflector — must not touch open space. If any one of them has a face on the outside air, the reactor is unshielded and won't commission. The console flags the exact blocks you left exposed so you know which faces to cover.

The shell around that core can be built from anything in the containment class:

Vents and Turbines are ports, not containment. They sit on the wall and must each have a face on open space so they can exhaust outside the shell. A Heat Vent buried in the core can't dump heat anywhere; a Turbine needs to vent spent steam. So every Vent and every Turbine must reach exterior air — bury one and the commission gate rejects the build. (These two are the only cells allowed to face outward; the sealed-core cells above never may.)

Commissioning

With the shell sealed and the ports on the wall, right-click the Core Console and confirm the Commission prompt it opens — a right-click alone never auto-commissions, so a stray click can't lock in a half-built reactor. If the build falls short, the console prints every shortfall at once — each with the current count and the fix — so you can correct them in one pass. The minimum block counts are generated live from the config the sim runs on:

RequirementMinimumWhy
Fuel Assemblies2at least one heat source
Control Rods1 per fuelevery fuel must be throttleable
Heat Vents4shed waste heat / safety margin
Heat Exchangers2capture heat for output
Coolant loop cells2a live path exchanger → turbine
Turbines1make Drive Cells (must vent outside)
Plating8a sealed, shielded containment shell

Counts are only half the gate. On top of the minimums, the console checks the build's physical coherence:

When all of it passes and you confirm, the reactor commissions and the console becomes the live status readout. Right-click it again afterward and it reopens that dashboard, not the prompt — so a reactor commissions once, never twice. From there you drive it: throttle, meters, and SCRAM on the Core Console; fuel and live internals on the Fuel Port. See Operating a Reactor.

Reference builds

Two shapes cover almost every reactor, and the difference between them is pure geometry — how tightly the fuel is packed. The schematics below are top-down grids, one per vertical layer (floor y=0 upward), colour-coded to the donor block you place. Control rods (one per fuel) and the outer Plating box are left off for clarity — wrap the finished guts in a sealed shell as described above.

The burner (start here)

A burner spreads its fuel out so no two fuel blocks touch. That keeps every fuel at amplification 1 and its net packing at zero, so it breeds nothing — it just makes power, and Doppler feedback holds it steady enough to walk away from. This is the shape the Starter Kit unpacks.

floor y=0FFFVVEEECCCCCT@Fuel Assembly · COPPER_BULBHeat Exchanger · CHISELED_COPPERCoolant Cell · BLUE_ICEHeat Vent · COPPER_GRATETurbine · VAULTCore Console · RESPAWN_ANCHOR
Burner (the T1 starter shape). Fuel is spaced two blocks apart, so no fuel touches another: net packing 0, breedFactor 0 — it makes power, not plutonium. Each fuel is exchanger-cooled into the coolant loop that spins the turbine (Drive Cells), or vent-cooled (a safe heat dump). Doppler feedback self-limits it at cruise, so it is walk-away-safe. One control rod sits on each fuel and the whole floor is wrapped in a sealed Plating box; both are omitted here for clarity.

The breeder

A breeder does the opposite: it packs fuel into a tight cube with the moderator pulled back, so each fuel sees three fuel neighbours (net packing 3). That crosses the breeding threshold and lets loaded Uranium-238 transmute to Plutonium-239 — but the same packing runs it hot and twitchy, so a breeder is attention-hungry where a burner is idle-safe. See Fuel & Isotopes for the harvest-timing.

floor y=0FFFFEECCTfloor y=1FFFFVV@Fuel Assembly · COPPER_BULBHeat Exchanger · CHISELED_COPPERCoolant Cell · BLUE_ICEHeat Vent · COPPER_GRATETurbine · VAULTCore Console · RESPAWN_ANCHOR
Breeder. The packed 2x2x2 fuel cube gives each cell three fuel neighbours and no moderator between them: net packing 3, breedFactor 1.0 — full breeding of loaded Uranium-238 into Plutonium-239. It is still exchanger-cooled to a turbine and vented and wrapped in Plating, but the tight packing runs it hot and twitchy, so it needs attention (and harvest-timing to beat the Pu-240 walk). Control rods and the outer Plating shell are omitted here for clarity.

See also