Industrial System
Calamity Overhaul adds an industrial layer built on energy and logistics. All power uses UE (Universal Energy): generators produce it, pipelines or lasers move it, batteries buffer it, and machines spend it. Items flow on a separate item pipeline network that does not use UE.
UE basics
Section titled “UE basics”- Single unit: generation, transmission, storage, and consumption all use UE
- Pipeline throughput: each pipeline side moves at most 600 UE/s; the whole network balances fill rate continuously with no distance falloff
- Built-in machine storage: every machine has its own UE cap; generators keep power locally first, then push surplus to adjacent pipelines
- Items store UE too: industrial tiles save their current UE when picked up; place them again and power is still there. Pre-charge machines at a Charging Station, then carry them elsewhere
How the three device types interact
Section titled “How the three device types interact”Devices on the same pipeline behave differently by role.
- Generators: produce power, never consume it. Each adjacent pipeline side pulls up to 600 UE/s out of them, so power flows toward whichever end is short
- Consumer machines (mining machines, collectors, lumberjacks, tree planters, incinerators, spectrometers, Tesla towers, laser transmitters, charging stations): one-way input only. Pipelines feed them at up to 600 UE/s per side
- Thermal batteries: two-way, balanced by fill rate. A pipeline fuller than the battery charges it; a battery fuller than the pipeline discharges, and only when the gap exceeds about 5%. Batteries never fight consumers for power, they only bank surplus and cover shortfalls
The thing that matters is generation peak ≥ consumption peak. If you have enough, keep a small battery just to smooth spikes; if you don’t, add generators rather than stacking batteries. Batteries move power, they never create it.
Power generation
Section titled “Power generation”Generators output UE/s.
Thermal Generator
Burns fuel and converts heat to UE; efficiency peaks near optimal temperature. MK1 peak ~85 UE/s
Thermal Generator MK2
Peak ~225 UE/s, 10000 UE cap; late-game main power source
Hydroelectric
Works when the turbine tile has water; +20% in rain, +10% on new/full moon, up to ×1.3
Hydroelectric MK2
Entire body must be submerged; max output ~6.7× MK1
Wind Griven Generator
Output scales with world wind speed; recipe unlocks by breaking wilderness turbines on asteroids
Wind Griven Generator MK2
3×27 tiles tall, ~2.8× MK1 output; unlock from giant wilderness turbines
Transmission & storage
Section titled “Transmission & storage”Energy Pipeline
Basic wire, 1×1 tile, 333 segments per 5-bar craft; auto-shapes for ends, straights, corners, T, and cross
Energy Creative Pipeline
Debug/creative: network always marked powered, refills continuously, infinite source
Laser Energy Trans
Wireless point-to-point transfer, one-way; loss scales with distance, 100% loss at ~75 tiles
Thermal Battery
8000 UE capacity; two-way balance with pipelines as grid buffer
Powered machines
Section titled “Powered machines”Mining Machine
Drops ores by depth and biome below the machine; 5 UE per dig
Mining Machine Mk2
9×13 scan area, Tier 2 ore table (Hardmode ores, Chlorophyte, fossils)
Collector
Up to 3 arms pick up drops into containers within ~38 tiles; Magic Storage compatible
Lumberjack
Flying chainsaws auto-fell trees; Cycle (replant) or Clear mode
Tree Planter
Plants trees within ~50 tiles; 5 UE per tree
Electric Incinerator
Auto-smelts with ×2 output; all single-ingredient furnace recipes plus extras
Thrower
Throws items by angle, interval, and speed; ammo fires as projectiles
Spectrometer
Electric dye vat: dyes are not consumed, only UE
Tesla Electromagnetic Tower
Guard or Attack mode; guard wirelessly charges held weapons, attack arcs enemies
Tools & accessories
Section titled “Tools & accessories”Charging Station
Injects UE into chargeable weapons or industrial items; battery slot for fast top-up
Item Filter Board
36-slot whitelist for Collectors and pipeline endpoints; copy from chests
Electric Mini Rocket
Placeable, hand-launchable vehicle; steer in air, Space to stop
Logistics
Section titled “Logistics”A second network beside power.
Getting started
Section titled “Getting started”- One Thermal Generator (5 Iron/Lead + 5 Tin/Copper + Furnace, Anvil)
- Energy Pipeline to your work area (333 segments per 5-bar craft)
- 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 parallel Hydroelectric units (rain bonus)
- Add a Thermal Battery (8000 UE) to buffer spikes
- Lumberjack + Tree Planter for wood loops
- Electric Incinerator for doubled smelting output
- Wind Griven Generator MK2 (27 tiles tall, steady output)
- Laser Energy Trans for cross-base power; ~75 tiles is total loss
- Item Pipeline for chest routing; Item Filter Board on endpoints
- Tesla Electromagnetic Tower (Attack mode) on key choke points
Cross-mod notes
Section titled “Cross-mod notes”- With Calamity installed, most industrial tiles also need Dubious Plating and Mysterious Circuitry
- With Magic Storage installed, the Collector sends pickups into Magic Storage instead of normal chests