Set the casing, place rods, pick blade rings and coil blocks, and see the RF/t and steam the turbine controller will show. Pick FTB Evolution 2 under Modpack for that pack's values. Got steam from a reactor? The reactor calculator links here with it filled in.
Drag to rotate. Right-drag, Shift-drag or two-finger drag to pan. Scroll or pinch to zoom.
Build from the bottom up. Step through the layers with ◀ ▶ on the 3D view; it hides everything above the layer you're on.
From TurbineValidation and TurbineBladePlacement in the Colossal Reactors 26.1.2-2.6.0.0.0 jar.
The numbered keys are in the config file. The rest come from the datapack recipes in data/colossal_reactors/recipe/turbine/, which packs can replace.
Top-down view of one rod layer. Click a cell to add or remove a rod column (it runs from the floor to the deck). Outlined cells get a rod controller in the deck: one on top of every rod from Colossal Reactors 2.5, one in the middle on 2.4. One shaft is what the Turbine Builder's Flow pattern makes (Efficient and Productive up to 2.5); the rod grid fits about twice the blades of one shaft on a 7-wide inside, and more as it grows. From 2.6 the Builder's HyperFlow pattern picks the same rod grid as this page.
Blade rings on each rod
How many coil blocks
Checked in game with the FTB Evolution 2 config: twelve test turbines (one shaft, five rods and a rod grid; full, climbing and falling rings; gold, iron, copper, netherite, mixed and empty coil zones; a single coil block; part-fed steam) matched the page's RF/t and steam to the unit. A thirteenth that the page says won't form didn't. Every blade was placed by the game's own right-click code, on the cells the page shows. Checked in game on Colossal Reactors 2.5 too (2026-10-25, same config values): a shaft, five rods with a rod controller on every rod (135,000 RF/t) and with one taken away (128,250), the Turbine Builder's Hyperflow layout, a Website import of a rod grid, and a deck with a gap, all as the page shows. And on the Colossal Reactors 2.6 dev build (2026-10-26, mod coil list): rod grids with gold, iron and an empty zone, crying obsidian and redstone above the rod controllers, two and three coil layers on 20- and 26-tall casings, a shaft under 64 blades and a 5×5 casing matched the controller's steam and RF to the unit, and the Turbine Builder placed the page's 140 blades from its code. The 2.6.0.0.0 release's turbine and coil code is the same as that dev build's. And on FTB Evolution 2 1.7.0 itself (2026-11-05): a one-shaft 7×7×9 of aurichalcum with crying obsidian, stainless steel, redstone, steel, iron, lapis or netherite above the shaft, and gold with crying obsidian, matched the controller's steam and RF to the unit.
From Colossal Reactors 2.6 every coil block has a flow value as well as its efficiency. The coil cells right above a rod controller are averaged for flow (air counts 1.0), and flow multiplies the steam the blades take, so the RF too: crying obsidian there takes ×2.8 the steam from the same blades. Gold and netherite have none (×1.0); iron ×1.25, lapis ×1.1, redstone and steel ×1.5, stainless steel ×2. Coil layers past the first add up to +20% more, up to a number of layers set by the casing's height and footprint, and less below 64 blades. In the Turbine Builder that's the Rod-column coil. FTB Evolution 2 replaces the coil list with one that has no flow values, so every coil there is ×1.0 and only the extra coil layers add flow. Checked in game on the 2.6 dev build; the 2.6.0.0.0 release computes it the same way.
flow = min(avg flow_coe, avg flow_max)
over the cells above the rod controllers
× (1 + 0.2 × (1 − 1/layers) × min(1, blades/64))
steam = blades × 150 mB × flow
TurbineValidation · TurbineFlowMath · TurbineProductionMath.compute
Since Colossal Reactors 2.4.2, coil efficiency is the average over every cell of the coil zone, and an empty cell counts as 30%. One gold block in a 25-cell layer gives 32.8%, not 100%. In game on 2.4.2: one gold block 17,711 RF/t, a full layer of gold 54,000. Any metal block beats an empty cell, so a mixed layer beats gaps, and a full layer of your best metal beats both. Up to 2.4.1 air was skipped and one block did the job of a full layer; the author called that a bug (config 001_legacyIgnoreAirInCoilAverage brings it back). FTB Evolution 2 has every cell counting from pack 1.6.0.
coilEff = Σ eff_coe / coil-zone cells (air = 0.3) 2.4.1, or legacyIgnoreAirInCoilAverage: coilEff = Σ eff_coe / coil blocks (air skipped)TurbineValidation.validateInternal
From Colossal Reactors 2.5 a turbine can have several rod controllers: all in the deck, all facing the same way, each right on top of a rod. If any rod has none, blade efficiency is multiplied by 0.95. The Turbine Builder puts one on every rod it places. Up to 2.4 a turbine had exactly one, in the middle of the deck.
bladeEff × 0.95 if a rod has no
rod controller above it
TurbineBladeEfficiency.computeFromRotorLayout · TurbineValidation
Up to 2.4 the controller finds the coil zone by counting layers down from the roof that hold a coil block, and its coil check says yes to air. The count only stops at a layer with no air at all. Leave a gap in the deck around the rod controller and the count runs down into the rotor, and the turbine won't form. From 2.5 it takes the deck from the layer the rod controllers sit in instead, and a gap in the deck no longer matters (checked in game).
2.4: inferCoilLayersFromStructure
isCoilBlock(air) == true
2.5: coilLayersFromControllerDeck
TurbineValidation · ElecCoilLoader.getModifiersForBlock
Steam capacity is every blade below the deck, and rods can stand anywhere there. The Turbine Builder's Flow pattern (Efficient and Productive up to 2.5) makes one centre shaft, but a grid of rods on every other cell fills half the rotor with blades. On a 9×9 casing that's 140 blades instead of 60. Its HyperFlow pattern builds a rod grid: from 2.6 the same one as this page, full rings included (2.5 stopped each ring a cell short of the next rod: 100 blades).
steam/t = blades × 150 mB (mod: 1000)
RF/t = steam × 9 × coil × blade eff
(mod: 4 RF per mB)
TurbineProductionMath.compute
For each layer that has more blades on its busiest rod than the layer below, output goes up 3%, until the first layer with fewer; from then on every drop costs 3%. Equal layers do nothing. A single shaft climbing to 14 rings on a 32-wide casing gets +39%.
eff = 1 + 0.03 × steps up − 0.03 × steps downTurbineBladeEfficiency.computeMultiplier
A rod's blade count is the unbroken run of blades in each of its four directions. A blade points away from the rod it was put on, and from Colossal Reactors 2.5 a run only counts blades pointing away from the rod, or blades between it and another rod in the same row (both rods count those); another rod's blade sideways in the run ends it. Up to 2.4 every touching blade counted. The total on every rod must be a multiple of 4, or the turbine won't form. That's also why one blade on its own is not enough: they go on in rings of four.
count = Σ 4 sides (blades in a row from the rod) count % 4 == 0 for every rodTurbineBladePlacement.totalBladesOnRod
The mod's own guide still says 7 RF per mB, and FTB Evolution 2's guide gives 48 mB per blade. Its line that empty coil space counts 30% is right since 2.4.2. The calculator uses what the code and the pack's config do.
| Guide | Code | |
|---|---|---|
| RF per mB steam | 7 | 4 (Evo 2: 9) |
| Steam per blade, mB/t | 48 (Evo 2) | 150 (Evo 2) |
| Empty coil space | counts 30% | 30% (Evo 2: skipped) |