Version 1.36

New specifics will be uploaded once confirmed.

Energy Collectors, formerly known as Glowstone Aggregators, are machines that use light to upgrade fuel items into higher tiers over time (for example, upgrading redstone into coal). Fuel is placed into the storage queue on the left, and is automatically cycled through the collector one stack at a time. Once a stack is completed, it will cycle to the end of the queue and the next stack of items will replace it.

Energy Collectors can also be used to provide EMC to an Energy Condenser, possibly channeled through a Relay.

A fuel item can be placed into the target slot on the right; when this happens, fuels will be directly upgraded into that type, skipping all the levels in between. The time taken to upgrade these fuels remains the same, however.

Energy Collectors come in three tiers. Each tier features faster EMC generation, higher light output and increased storage space.

Upgrading Progression

Mark One

Energy_Collector_2.png
!!
glowstone,glass,glowstone:2,diamond_block,glowstone:2,furnace,glowstone=energy_collector
Material

EMC Value

Quantity

Total
Glass

1

1

1
Furnace

8

1

8
Glowstone Block

1,536

6

9,216
Diamond Block

73,728

1

73,728




Total

82,953

Mark Two

collectorMK2.png
!!
glowstone,dark_matter,glowstone:2,energy_collector,glowstone:2,glowstone,glowstone=energy_collectormk2
Material

EMC Value

Quantity

Total
Glowstone Block

1,536

7

10,752
Energy Collector Mk1

82,953

1

82,953
Dark Matter

139,264

1

139,264




Total

232,969

Mark Three

collectorMK3.png
!!
glowstone,red_matter,glowstone:2,energy_collectormk2,glowstone:2,glowstone,glowstone=energy_collectormk3
Material

EMC Value

Quantity

Total
Glowstone Block

1,536

7

10,752
Energy Collector Mk2

232,969

1

232,969
Red Matter

466,994

1

466,994




Total

710,665

Fuel Conversion Order

Energy collectors upgrade fuels in this order:
Charcoal (32) -> Redstone (64) -> Coal (128) -> Gunpowder (192) -> Glowstone Dust (384) -> Alchemical Coal (512) -> Blaze Powder (768) -> Glowstone Blocks (1,536) -> Mobius Fuel (2,048) -> Aeternalis Fuel (8,192)

This process requires light to be above the Energy Collector, the amount of light will affect the speed at which this process happens (a good way to accelerate this process would be to place either a glowstone block or jack-o-lantern on top of the collector, as explained in the getting started in v6 page). Fuel will cycle into the intake automatically from the internal storage on the left eventually pushing stacks of output back into the internal storage. Inserting one of these fuels into the rightmost box (with the target icon), the collector targets that fuel, directly converting whatever is input to that targeted fuel without converting to any possible intermediate fuels in the chain.



EMC generation

The amount of EMC produced is static based on the Tier level of the Energy Collector. Energy Collectors also produce Light level based on tier.
Tier

EMC/s

Light Level
Mk1

4

7
Mk2

12

11
Mk3

40

15


The light level above the Energy Collector determines the exact EMC gained (see internal details below). The EMC generated is used to progress fuels to the next step in the progression, all the EMC generated is put into the Input fuel moving the progression forward. If an item is taken out mid-conversion, the excess EMC generated is stored back in the collector (and displayed as passive EMC) and is instantly used on the progression of the next placed input item, possibly very quickly upgrading several lower EMC valued materials. Thus, generated EMC is conserved.

If an Energy collector is not upgrading fuel and is adjacent to an AntiMatter Relay, all the EMC produced by the Energy Collector will be transferred to the relay and stored. If there are multiple AntiMatter Relays adjacent, the EMC will be evenly distributed to each Relay.

Energy collectors that aren't upgrading any fuel and placed adjacent to Dark Matter Furnace or Red Matter Furnace will power those as well.


Internal details

The EMC/second produced is based on the level of light shining on the top of the Energy Collector. The light scale is 1 to 16, 1 being complete darkness 16 being Sunlight or the equivalent of it. The percentage of light reducing the effectiveness of EMC production.

For the purpose of the following example, we ignore the light the Collector emits.

A single Energy Collector MK1 is sitting in a field, open to the sky. During the day, the surface light level is 16. The Collector will have full output at daytime, producing a full 4 EMC / second. (16 / 16 = 100%) Under the night sky, the surface light level is 5. The Collector will only have 31% efficiency at night, only producing about 1.25 EMC / second. (5 / 16 = 31%) In a pitch black cave, the light level is 1. The Collector will have a mere 6% efficiency rate with this amount of light, so will only produce 1 EMC / 4 seconds. (1 / 16 = 6%) The light level cannot go below 1.

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