Machines and energy
Machine tiers, the resonance energy network, pipes and base logistics.
Every machine has four tiers — Mk1–Mk4: the higher the tier, the more power and upgrade slots. Numbers and all tiers are in the machine reference.
Energy
Energy travels through the resonance network — beams of light between the machines’ lenses. The first source is the
Coal Generator Mk1; by day under the open sky a solar panel works, and a battery stores the surplus
(2×2×2 and 3×3×3 cubes grow together into a big battery). The induction emitter powers machines inside its field without
beams, losing a quarter. The energy converter links the network to the energy of other mods.
Fluids and pipes
Fuel, coolant and oxygen flow through pipes. The mod’s fluids work with other mods’ pipes and tanks.
All four craft fuels come in canisters: the
Fuel Plant fills rocket fuel and helium-3,
the
Pearl Liquefier Mk1 fills a
Liquid Pearl Canister, the
Cryo Still Mk1 —
a
Coolant Canister (empty canisters go into the slot on the right; without them the liquid goes into the pipes).
The
Fuel Depot Mk1 turns any fuel into canisters and back. A canister of the right fuel is poured into a craft
with a click or put into its window; a bucket of that fuel works too.
Logistics
- Pneumatic mail — capsules with items traveling through glass tubes between stations.
- Storage — cells where items are kept by count, and a terminal with everything in them.
- Auto-assembler — crafts an item from a recipe card and requests what is missing by mail.
- Base conveniences: the lift, the teleport beacon between bases, the carrier drone, the knapsack.
What next
- “Rockets and flight” — the fuel plant makes their fuel.
- “Oxygen, spacesuit and climate” — the air and warmth of a base.
- Base instruments: “Spectral laboratory” and “Radio telescope”.


