Particle Accelerator
The Particle Accelerator is NeroTech's endgame build and its standalone route to space-grade dusts. It is not a multiblock: you lay Accelerator Guide Coils wherever you like, in whatever shape you like, and the Accelerator Controller fires a particle round the loop, winds it up to speed, and smashes it into a second particle.
The whole progression axis is ring geometry. Bigger rings hold faster particles; faster particles carry more collision energy; richer recipes demand more energy. There is no tier list of coils to craft — there is only how much room you are willing to give the beam.
Mechanic inspired by Oritech's particle accelerator. NeroTech's implementation is clean-room — no code or assets are shared.
Building a ring
Three rules, and then you are done:
- Every Accelerator Guide Coil sits at the same Y level as the Accelerator Controller.
- The beam leaves the controller in the direction the controller faces, and marches in a
straight line — one of the eight compass headings — until it hits a guide, up to
acceleratorMaxGap(default 16) blocks away. Guides do not need to touch; the space between them can be anything. - Right-click a guide (empty hand, or with the Configurator) to cycle its bend: straight → 45° left → 45° right. The actionbar names the new setting.
Chain the bends so the beam comes back into the controller and you have a closed loop. Anything else is an open line and the particle would simply fly off the end — the controller says so.
Your first octagon
Eight vertices, all bends set right, the controller facing east. Straight runs of 4 blocks alternate with diagonal runs of 3.
z=0 . . . C . . . G . . . C = Accelerator Controller (facing east)
z=1 . . . . . . . . . . . G = Accelerator Guide Coil (bend = right)
z=2 . . . . . . . . . . . . = anything at all (the beam ignores it)
z=3 G . . . . . . . . . G
z=4 . . . . . . . . . . . Footprint: 11 x 11
z=5 . . . . . . . . . . . Guides needed: 7
z=6 . . . . . . . . . . . Straight runs: 4 blocks
z=7 G . . . . . . . . . G Diagonal runs: 3 steps (4.24 blocks)
z=8 . . . . . . . . . . .
z=9 . . . . . . . . . . .
z=10 . . . G . . . G . . .
Follow it round: east 4 → right → south-east 3 → right → south 4 → right → south-west 3 → right → west 4 → right → north-west 3 → right → north 4 → right → north-east 3 → back into the controller.
Nothing between the guides matters. Build the loop through your base, around a mountain, over a lake — the beam only cares about the guides it meets.
Reading the ring
Once a controller closes a loop, every guide on it lights up: a cyan arrow appears on the coil's top face showing the direction the beam leaves that coil on, with the 45° kink of its bend drawn in. Walk the ring and you can read the beam's whole route off the floor.
A coil with no arrow is not part of any closed beam line — it was missed by the march, or the line it sits on never came home. That makes the arrows your first debugging tool: build the loop, look for the dark coil, fix the bend that points away from it. The arrows refresh whenever the controller re-traces (within about five seconds of a change, or instantly when something next to the controller changes), so a bend you have just cycled by hand may read stale for a moment.
The three rules the beam obeys
| Rule | What it says | Config |
|---|---|---|
| Gap rule | A stretch L is survivable at speed s only when L ≤ 4 + 0.12·s | acceleratorMinGapAllowance, acceleratorGapPerSpeed |
| Bend rule | A 45° turn survives at most 20 × L, L = the stretch before it | acceleratorBendSpeedBase |
| Energy | A collision carries E = 0.5 · s² · 0.5 joules | acceleratorEnergyScale |
Read together, those three are the whole game:
- Injection. The controller injects at the slowest speed the loop's longest stretch tolerates
(the gap rule inverted), floored at
acceleratorLaunchSpeed(default 10). Wide rings start fast. - Top speed. The shortest stretch that ends in a bend caps the loop, at
20 ×its length. Push past it and the particle crashes — a puff of smoke, a heat spike, and a lost particle. - Losing power. Every guide passed costs
acceleratorNePerGuide(default 50 NE) and addsacceleratorBoostPerGuide(default +2) to the speed. With an empty buffer the particle coasts and bleedsacceleratorDragPerGuide(default 0.5) per guide instead — coast long enough and it drops below the gap rule and fizzles on the long stretch.
The ring-size ladder
Regular octagons, at the default config. "Runs" are the straight / diagonal stretches between guides.
| Runs (straight / diagonal) | Footprint | Shortest bend stretch | Top speed | Max collision energy |
|---|---|---|---|---|
| 4 / 3 | 11 × 11 | 4.00 | 80 | 1,600 J |
| 6 / 4 | 15 × 15 | 5.66 | 113 | 3,198 J |
| 8 / 6 | 21 × 21 | 8.00 | 160 | 6,400 J |
| 12 / 8 | 29 × 29 | 11.31 | 226 | 12,803 J |
Every one of them costs the same 7 guides. The only thing you are spending is space.
Running it
- Slots: injection (left), collision target (middle), output (right), plus the usual four upgrade slots.
- Sides: items in/out and energy in on the standard
PROCESSORpreset — see Side Config & the Configurator. - Starting a run: automatic. With a closed loop, an item in the injection slot and NE in the buffer, the particle launches. There is no button.
- Colliding: put the partner item in the collision slot. Every lap the beam passes the controller it looks for a matching recipe and checks the current energy against the recipe's floor. Under it, the particles miss and the beam keeps lapping — just wait. Over it, both are consumed, the product lands in the output slot and the controller flashes.
- Readouts: the GUI shows beam speed (m/s), current collision energy (J), the guide count and whether the loop closes, and a status line naming exactly what went wrong.
- Heat: 3× the base per-guide heat of a Tier-1 processor, plus a spike on a crash — plan coolant (see Thermal System). Too hot and it refuses to inject.
- Pollution: emits at the normal per-operation rate; the Scrubber handles it.
You can watch the particle: it draws a streak of white sparks along the beam line, so a lap is visible from the ground.
Recipes
Collision recipes (nerotech:collider)
Datapack-driven like every NeroTech machine recipe — override or extend them file-by-file. Both
inputs are consumed one at a time, and the pair is order-free (either item may be the injected
one). min_energy is in the same joules the GUI reads.
| Collision | Product | Min energy | Smallest octagon |
|---|---|---|---|
| Copper Dust + Copper Dust | nerotech:iron_dust | 800 J | 4 / 3 |
| Iron Dust + Iron Dust | nerotech:gold_dust | 1,500 J | 4 / 3 |
| Netherite Scrap + Iron Dust | nerolandcore:starsteel_dust | 3,000 J | 6 / 4 |
| Echo Shard + Amethyst Shard | nerolandcore:void_crystal_dust | 3,000 J | 6 / 4 |
| Stellar Cell + Stellar Cell | nerotech:antimatter_cell | 12,000 J | 12 / 8 |
Both dusts smelt into their material (Starsteel Ingot / Void Crystal) through Neroland Core's own blasting/smelting recipes, so the accelerator feeds straight into the advanced tier.
A datapack recipe looks like this:
{
"type": "nerotech:collider",
"input_a": "minecraft:netherite_scrap",
"input_b": "nerotech:iron_dust",
"min_energy": 3000,
"result": { "id": "nerolandcore:starsteel_dust" }
}
Antimatter
The accelerator is the only source of the Antimatter Cell, and it is the one recipe that demands a genuinely large ring — 12,000 J means a 29 × 29 loop. See Exotic Endgame for what the reactor does with it (and what it does to the reactor).
Transmutation
Two of the recipes above turn one metal dust into another, two in for one out, paid for in the power and the real estate a run costs.
- Copper Dust ×2 → Iron Dust — turn a surplus of the cheap metal into the useful one.
- Iron Dust ×2 → Gold Dust — the classic transmutation, and the most expensive gold in the game.
Crafting
Deliberately vanilla + NeroTech only — no Starsteel or Void Crystal anywhere, because the accelerator has to be buildable before you have any.
Accelerator Guide Coil ×2
C I C C = Nero Coil
I F I I = Iron Ingot
C I C F = Machine Frame
Accelerator Controller ×1
B C B B = Circuit Board
D F D C = Nero Coil
B C B D = Diamond, F = Machine Frame
Seven guides is four crafts, whatever size ring you build.
Balance
The accelerator is the standalone / automation route, never the cheapest one:
- With Nerospace installed, mining meteors and planet ores is the faster source of Starsteel and Void Crystal by a wide margin. Keep mining.
- Without it, the accelerator is the only source — the advanced tier and the Fusion Reactor are reachable on Earth alone, at the cost of land and a power budget.
- Even where both exist, it earns its place as the fully automatable source: pipes in, pipes out.
Servers can retune the whole system from config: acceleratorMaxGap, acceleratorMaxGuides,
acceleratorTickScale, acceleratorLaunchSpeed, acceleratorBoostPerGuide, acceleratorNePerGuide,
acceleratorDragPerGuide, acceleratorMinGapAllowance, acceleratorGapPerSpeed,
acceleratorBendSpeedBase and acceleratorEnergyScale.
Troubleshooting
| The GUI says | What to do |
|---|---|
| No guides found | Nothing within 16 blocks along the controller's facing, at its own Y. |
| Beam line does not close | Follow the arrows round; the first unlit coil is where the line dies. |
| Particle lost — guides too far apart | A stretch outran the gap rule. Shorten it, or check you have power. |
| Particle crashed — bend too sharp | The loop hit its top speed. Lengthen the stretch before that bend. |
| Output slot full | The collision succeeded but had nowhere to put the product. |