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Accelerator Control Point
Accelerator Control Point are used to define Accelerator node as part of your Large Hadron Collider setup. This is also where you can grab your outputs.
An Accelerator Control Point is placed directly next to a main Electromagnet, exactly vertically or horizontally aligned with the center of the Accelerator Node.
When placed at an invalid position or without a Control Channel set, the Accelerator Control Point will remains offline with a dimmed color. This is not an indication that an Accelerator Controller has connected or not with it.
With collider nodes, you'll want to place containers like chests next to the Accelerator Control Point to collect your result. Electromagnetic Cells found in the chests will be filled as Particle Bunches collision happens.
Due to the heavy radiation emitted in the area, it's strongly to shutdown the accelerator before approaching it. No known Hazmat suit can't protect you from those levels of radiations.
You can produce an Accelerator Control Point with 2 vanilla hoppers, a Diamond Crystal, a Void Shell, a Computer Interface and an Emerald Crystal.
It's used to craft Particles Injectors and Accelerator Controller.
You can modify the Control Channel use a Tuning Fork or the LUA controlChannel() method.
Breaking an Accelerator Control Point will effectively disable the attached node (except for input nodes since they don't need one in the first place).
In compact designs, it's possible to have the same Accelerator Control Node for multiple Accelerator Nodes.
In case of overlaps, only the first found Accelerator Control Node will be taken into account.
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