Industrial System
The industrial system has two networks: energy and logistics. Power uses UE (Universal Energy). Generators produce it, pipelines or lasers move it, batteries hold it, and machines spend it. Items travel on a separate item pipeline that does not use UE.
How UE works
Section titled “How UE works”- Generation, transmission, storage, and consumption all use UE
- Each energy-pipeline side moves at most 600 UE/s. The network keeps fill rates even. There is no distance falloff
- Every machine has its own UE cap. Generators keep power locally first, then push surplus into adjacent pipes
- Industrial tiles keep their current UE when picked up. Place them again and the charge is still there. You can fill a machine at a Charging Station, then carry it
Three device roles
Section titled “Three device roles”Devices on the same pipe behave by role.
- Generators: produce power only. Each adjacent pipe side pulls up to 600 UE/s out of them
- Consumers (mining machines, collectors, lumberjacks, tree planters, incinerators, spectrometers, Tesla towers, laser transmitters, charging stations): input only. Pipes feed them at up to 600 UE/s per side
- Thermal batteries: two-way, by fill rate. A fuller pipe charges the battery. A fuller battery discharges into the pipe. The gap has to exceed about 5%. Batteries do not compete with consumers. They store surplus and cover shortfalls
What matters is generation peak ≥ consumption peak. If you have enough, keep a small battery for spikes. If you do not, add generators. Batteries move power. They do not create it.
Power generation
Section titled “Power generation”Generators output UE/s.
Thermal Generator
Burns fuel and turns heat into UE. MK1 peak ~85 UE/s
Thermal Generator MK2
Peak ~225 UE/s, 10000 UE cap
Hydroelectric
Runs when the turbine tile has water. +20% in rain, +10% on new or full moon, up to ×1.3
Hydroelectric MK2
The whole body must sit in water. Max output is about 6.7× MK1
Wind Griven Generator
Output follows world wind. Break a wilderness turbine on an asteroid to unlock the recipe
Wind Griven Generator MK2
3×27 tiles tall, about 2.8× MK1. Unlock from a giant wilderness turbine
Magma Thermal Generator
About 24 UE/s on lava contact, about 150 UE/s from the tank
Solar Panel
Daytime only, peak at noon. MK2 about 144 UE/s
Biomass Generator
Burns seeds, herbs, mushrooms, and fish. About 36 UE/s
Transmission and storage
Section titled “Transmission and storage”Energy Pipeline
1×1 wire. 5 Circuit Boards + 5 Tin/Copper make 333 segments. Ends, straights, corners, T, and cross shapes pick themselves
Energy Creative Pipeline
Creative use. Marks the network as powered and keeps itself full
Laser Energy Trans
Wireless, one-way, point to point. Loss grows with distance. About 75 tiles is 100% loss
Thermal Battery
8000 UE. Two-way balance with pipes by fill rate
Capacitor Matrix
40000 UE. Higher throughput than the Thermal Battery
Powered machines
Section titled “Powered machines”Mining Machine
Drops ore by the layer and biome below it. 5 UE per dig
Mining Machine Mk2
9×13 scan. Table includes Hardmode ores, Chlorophyte, and fossils
Collector
Up to 3 arms pick up drops into nearby containers. Works with Magic Storage
Lumberjack
Chainsaws fell trees. Cycle mode replants. Clear mode only cuts
Tree Planter
Plants trees within about 50 tiles. 5 UE per tree
Electric Incinerator
Auto-smelts with ×2 output. Takes vanilla single-ingredient furnace recipes, plus a few extras
Thrower
Throws items by angle, interval, and speed. Ammo fires as projectiles
Spectrometer
An electric dye vat. Dye is not consumed. Only UE is
Tesla Electromagnetic Tower
Guard mode charges a held weapon. Attack mode arcs enemies
Tools and accessories
Section titled “Tools and accessories”Charging Station
Pours UE into held charge weapons or unplaced industrial items. Battery slot for a quick top-up
Item Filter Board
36-slot whitelist for Collectors and pipeline endpoints. Copy from a chest in one click
Electric Mini Rocket
Place it, or launch from your hand. Steer with the arrow keys. Space stops the flight
Logistics
Section titled “Logistics”A second network beside power.
Item Pipeline
Moves items between containers. Endpoints switch to Output or Input. Right-click with an Item Filter Board to set a whitelist
Fluid Pipeline
Moves water, lava, honey, or shimmer. 333 segments per craft
Other machines
Section titled “Other machines”Each machine has its own page. The Omega Substance Polymerizer is gone. It is not a live crafting station. Neutron-star endgame pieces use Draedon’s Forge. That line is not this grid.
Fluid Pump
Draws world liquid from under the body and sends it down fluid pipes
Fluid Injector
Pours stored liquid back under the body, about 2 UE per tile
Fluid Tank
32 tiles. Large tank 128. Breaking a tank vents it
Herb Farming Machine
Sows legal soil and harvests blooming herbs
Mushroom Farming Machine
Common mushrooms on grass, glowing mushrooms on mushroom grass
Slime Culture Vat
Spends water and power to culture gel
Auto Fisher
Needs water under the body, plus bait
Apiary
Empty bottles and power fill bottled honey. Jungle or nearby honey shortens the cycle
Ore Crusher
Two ore become three of the same ore, then go to the incinerator
Recycler
Breaks weapons, armor, and accessories into bars
Bottling Machine
Fills empty bottles and buckets, or empties full ones
Auto Crafter
Pin one recipe and pull materials from nearby chests
Shimmer Transmuter
10 UE and 64 shimmer per convert
Laser Turret
Long-range single beams. Needs line of sight
Flamethrower Turret
Piercing flames and Hellfire. Gel as optional fuel
Cryo Turret
Slows the room, then freezes after about two seconds
Shield Generator
Energy shield on players in range
Healing Station
Slow regen for every player in range
Pacifier Field
Suppresses natural spawns in range while powered
Potion Beacon
One bottle lasts twice the potion duration
Teleport Station
Every live station is a destination. Cost scales with distance
Launch Pad
Fires a standing player along a set angle
Electric Sundial
Fill the tank, right-click, skip to dawn
Weather Controller
500 UE summons or clears rain
Multi-mode Sensor
Watches charge, enemies, or world events, then pulses a wire
Grid Switch
Sits between two energy pipes and cuts the current
Wire Interface
Bridge between wires and the grid
Machine Modules
Which machine, how many slots, what each module changes
Matching quest nodes sit on the Quest Log.
Getting started
Section titled “Getting started”- Craft Circuit Board first. With Calamity: 1 Dubious Plating + 1 Mysterious Circuitry → 1 board. Without: 1 Tin/Copper + 1 Iron/Lead + 2 Glass → 2 boards
- One Thermal Generator (Furnace + 5 Iron/Lead + 5 Tin/Copper + 10 Circuit Boards, Anvil)
- Energy Pipeline to the work area (5 Circuit Boards + 5 Tin/Copper, 333 segments)
- Mining Machine over ore (every tile in the 3×6 below must hold a block)
- Collector beside the miner, chests around it
Gel, coal, and early wood are enough to feed the thermal generator.
- Upgrade to Thermal Generator MK2, or run several Hydroelectric units (rain bonus)
- Add a Thermal Battery (8000 UE) for spikes
- Lumberjack + Tree Planter for a wood loop
- Electric Incinerator for doubled smelting
- Wind Griven Generator MK2 (27 tiles tall)
- Laser Energy Trans across bases. About 75 tiles is total loss
- Item Pipeline between chests. Item Filter Board on endpoints
- Tesla Electromagnetic Tower (Attack mode) on a lane
Cross-mod notes
Section titled “Cross-mod notes”- Circuit Board recipes sit on Circuit Board. With Calamity: one Dubious Plating + one Mysterious Circuitry → 1 board. Without: 1 Tin/Copper + 1 Iron/Lead + 2 Glass → 2 boards. All three materials are required. It is not “tin or iron”
- With Magic Storage installed, the Collector sends pickups into Magic Storage