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Round Charger

A clip on an electrical line that charges jar rounds for a coilgun. The charge rides in the round, not in the gun: one round, one shot.

Crafting

  W
F P F

W is Copper Wire, F is Copper Foil and P is a Copper Plate.

Jar rounds

A jar round is a coilgun round seated dry: a case and an iron slug at the Reloading Press with nothing in the charge slots. The press says "Seated dry: a jar round. Charge it on a wire." It's a tiny capacitor, and it's flat until you charge it.

Using it

  • Right-click with a stack of jar rounds to put the whole stack in.
  • Right-click with an empty hand to take them out.

Connect it to a line. While its rounds hold less than the line's voltage, it draws 1 A and charges them up to the line's voltage, never past it.

A round takes 2 amp-ticks per volt, so at 1 A one round reaches 6 V in 12 ticks. A stack charges together and takes longer in proportion: sixteen rounds take sixteen times as long.

How hard a round pushes

A round is rated against 6 V, which drives the coil exactly as hard as a standard charge of four Redstone Dust. The energy it gives the slug goes up in step with its volts; the pressure on the winding goes up as the square, as it does with redstone:

Charged to Source Winding pressure, against nominal
1.1 V Galvanic Cell about 3%
1.5 V coarse Dynamo at engine speed 6%
6 V fine Dynamo at engine speed 100%
12 V fine Dynamo on a Hand Crank 400%

Overcharging isn't stopped. A round charged past nominal presses the gun's winding harder than it's rated for, and that damages the gun exactly as overpressure does. Check the Winding line on the gun's tooltip.

Rounds go flat

A charged round loses 0.001 V every tick, wherever it is: in the charger, in your pocket, in a chest, in a magazine. A full 6 V round is flat in 5 minutes. Its tooltip says how charged it is: Flat, Weakly charged, Charged, Crackling.

Charge them shortly before you need them.