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Machines

Base machines. Each has four tiers (Mk1–Mk4): the higher the tier, the more power and upgrade slots.

Base machines. Each has four tiers (Mk1–Mk4): the higher the tier, the more power and upgrade slots.

Coal Generator

Burns furnace fuel into energy

A generator turns heat into motion and motion into current. Every machine here comes in four versions: the next is assembled from the previous one and a machine core, works faster and takes more upgrade cards.

Solar Panel

Works by day under open sky. The farther from the Sun, the weaker

Light falls off with the square of the distance: at Jupiter a panel gives a twenty-seventh of what it gives on Earth. A reflector card adds a third.

Battery Block

Stores spare energy. A 2×2×2 cube of these grows into a large battery, 3×3×3 into a huge one

Charged batteries also fly: each rocket flight drains one. A charging station fills portable batteries in sunlight; a charging gantry fills the rocket straight from the grid, by a beam.

Electric Furnace

Smelts twice as fast as a furnace and needs no coal

Heat from current has no smoke and no ash; on a world without air there is nothing to burn anyway.

Bioreactor

Kelp and light make oxygen. Needs energy; the oxygen leaves through pipes

Algae make most of the oxygen on Earth. A catalyst card squeezes a quarter more out of the same kelp.

Oxygen Tank

Stores oxygen and fills spacesuits, even the one you wear. Needs no energy

One unit of oxygen is one breath. A tank of the first version holds fifty thousand: enough for a long stay without air.

Oxygen Dome

Holds a bubble of air around itself, walls or no walls. Uses a lot of oxygen

A field leaks: the dome spends far more oxygen than a sealed room of the same size. A membrane card closes a fifth of the leak.

Air Blower

Fills a sealed room with air. A big room takes several blowers

The blower finds the room itself: air spreads from the block until it meets walls. One hole, and it leaks out.

Energy Converter

Joins the beam grid with the energy of other mods: put their cable or machine right against it

The machines of this mod take and give the energy of other mods by themselves — RF, FE, EU: on Fabric through Team Reborn Energy, on NeoForge through its own energy. The converter is for where an explicit bridge is wanted: one block, and the beam grid sees a foreign machine.

Suit Rack

Fits modules into a spacesuit torso and fills it with oxygen from the pipes and charge from the beam grid: the torso you wear, or one put on the rack

A cooling unit keeps out the heat of a lunar day, a heating unit the cold of its night; both spend charge. A solar film charges the suit in the sun, an antigravity unit keeps gravity down to Earth's on heavy worlds.

Fuel Depot

Stores liquid fuel for the fuel pipes: drains full canisters and fills empty ones. Needs no energy

A canister is a thousand units of fuel. The depot drains full canisters and fills empty ones, but holds one kind at a time: rocket fuel, helium-3, liquid pearl or coolant.

Launch Gantry

Put it by the launch pad: fills the rocket with fuel from the fuel pipes. Needs no energy

The gantry takes the fuel the rocket needs: a lunar rocket runs on rocket fuel, a heavy one on helium-3.

Charging Gantry

Put it by the launch pad: charges the rocket with a beam of energy from the grid

Eight thousand units of energy make one rocket battery. With a gantry, no battery ever has to be carried.

Gravity Generator

Holds a sphere of its own gravity around itself, from a quarter of Earth's to twice it, on a light moon or a heavy giant alike. The wider and the heavier, the hungrier

On the Moon a jump carries you three blocks up; on Jupiter you cannot climb a step. The field makes a home out of both. The wider and stronger it is, the more energy it eats.

Acid Scrubber

Holds a bubble of clean air in the acid clouds of Venus: inside it nothing corrodes

The clouds of Venus are droplets of sulfuric acid; the surface below is hot enough to melt lead. The scrubber drives the air through alkali and keeps a ball of clean air around itself.

Pearl Liquefier

Melts ender pearls into liquid pearl, the fuel of the rift shuttle. It fills empty canisters, and without them sends the pearl down the fuel pipes to a launch gantry

Two pearls make a portion of liquid pearl; the shuttle holds ten. The liquid keeps the pearls' habit of slipping through space, and that is what carries the shuttle through a rift.

Cryo Still

Distills coolant for the diving bell from ice and magma cream. It fills empty canisters, and without them sends the coolant down the fuel pipes to a launch gantry

Blue ice gives the most, a plain block of ice the least; one magma cream binds a portion so it does not boil away in the Nether. The bell spends the coolant to stay cool in the lava.

Crusher

Grinds raw ore into two dusts and the rock of other worlds into glass, salt and fuel

Every world is a quarry once you know what its stones are made of. The crusher knows the raw ores of other mods too — by the common c: tags they become two dusts of that mod — and the machines of other mods grind our ores.

Melt Pump

Put it by a sea of molten gold or a lake of tears: it draws ingots out of the melt next to it

The sea does not end. Your patience and your charge will. The pump takes three more melts: the living gold of the spires gives more gold, the pupil glass of the Eye sets into gaze crystal and gives lens crystals, and plain lava cools to obsidian and gives magma cream — the binder of the cryo still.

Induction Emitter

Powers the machines in its field without beams: it takes energy from the grid and loses a quarter of it

Nothing is free: a quarter of the energy only warms the air. An economizer card saves some of it, a field amplifier widens the field. Short arcs show which machines the emitter feeds.

Spectral Laboratory

Click it with an ore, a gas or a piece of a creature: the arc burns the sample and the prism spreads its light into a spectrum. Empty hand — read the spectrum; sneak — the panel

The arc burns the sample, the prism spreads its light, and lines stand on the screen: every substance has its own. This is how Kirchhoff and Bunsen learned in 1859 what the Sun is made of without leaving Heidelberg.

Pneumatic Station

Sends items in capsules through glass tubes and receives them. Put it right against a chest, a machine or a storage cell

A capsule flies only when there is room at the other end. Tubes branch freely: the item goes to the receiver with the highest priority, a filtered one before an unfiltered one, then the nearest. A red lamp and steam mean the receiver has nowhere to put things. Stations work with the chests and machines of other mods too.

Storage Cell

Holds items by count, not by stacks. Cells standing side by side and a terminal make one storage. A broken cell carries its contents away with it

Storage Terminal

Shows everything in the cells standing against it: search, sorting, orders by pneumatic mail. Needs energy

Click takes a stack, right-click half, Shift puts it in your inventory; Shift-click in your inventory stores a stack. A pneumatic station "On request" against the storage sends orders through the tubes: Ctrl+click an item (Cmd on a Mac). A broken cell keeps its contents.

Auto-Assembler

Builds parts by a recipe card from its tray. A pneumatic station beside it brings what is missing

A pneumatic station "On request" beside the assembler brings missing parts from a storage with another such station. A hopper below takes the finished parts. Several recipes for one item: use the card again.

Lift Drive

The foot of a lift shaft: stack guide rails on it, the cabin rides in front. Floors are the call posts beside the shaft

In the cabin a jump takes you a floor up and a sneak a floor down; a click on its floor opens the list. Calls from several floors wait their turn. If the power fails between floors, the cabin holds on its brakes: sneak to let it creep down to the floor below. A higher mark is faster and climbs higher.

Jump Beacon

Jumps you to another beacon of yours in the same world. A jump costs charge by distance and takes time to charge

A jump costs charge by distance, and only you go, with what you carry. Sneak-click opens the panel: there the owner lets guests in. Between worlds beacons do not jump: that is what gates, rockets and ships are for.

Drone Nest

A drone carries items between two storages by a route card. Cheap and slow: for places a tube will not reach

A sample in the other hand, when you use the card, tells the drone what to carry. The drone flies straight or arches over an obstacle, takes only what the other end has room for, and charges in the nest. It is slow: where a tube reaches, pneumatic mail is better.

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