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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.

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A base at sunset: field domes and machines
A base at sunset: field domes and machines
At twilight: the fields glow
At twilight: the fields glow
The same base at night
The same base at night

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

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