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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.

  • 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

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.

Generators output UE/s.

A second network beside power.

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.

  1. 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
  2. One Thermal Generator (Furnace + 5 Iron/Lead + 5 Tin/Copper + 10 Circuit Boards, Anvil)
  3. Energy Pipeline to the work area (5 Circuit Boards + 5 Tin/Copper, 333 segments)
  4. Mining Machine over ore (every tile in the 3×6 below must hold a block)
  5. Collector beside the miner, chests around it

Gel, coal, and early wood are enough to feed the thermal generator.

  • 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