AUTOMATION & MACHINES
Automation lets your team build unattended base machinery: custom machines (built on reskinned vanilla blocks) that sit inside your claimed territory and run on their own, pulling power from a shared team energy bus and/or spending small amounts of credits to produce resources, craft items, or move goods along conveyor belts. Once you’ve set up a chain, it keeps working while you’re off doing something else.
Machines tick on their own schedule — the main automation tick runs every 5 seconds, while item movement (conveyors, extractors, grabbers) runs on a faster transport tick every 2 seconds.
Getting machines
There are a few ways to get your hands on a machine:
- Engineering Merchant — 22 non-spawner machines plus 3 vanilla bootstrap items, 25 lines total, priced 5–200 credits, sorted cheapest to most expensive.
- Spawner Depot — all 27 tech-gated spawners, 10–200 credits each. Each spawner is locked behind its matching researched tech.
- Bandit Quartermaster — 12 lines, including the 4 contraband spawners, 100–500 credits. These are gated by faction reputation instead of tech.
- Crafted directly — the Fabricator can build a Grabber, Extractor, Upgraded Extractor, or Auto-Smelter straight from resources.
Every machine needs a researched tech to place, except the Conveyor (free from the start, no tech needed) and the 4 contraband spawners (reputation-gated instead).
Placing machines
- You must place machines inside your team’s claimed chunks, and your team needs a Base Core.
- Each Base Core tier caps how many machine blocks you can have: T1 = 8, T2 = 16, T3 = 32, T4 = 64, T5 = 128.
- Spawners have their own per-chunk cap by core tier: T1 = 10, T2 = 12, T3 = 14, T4 = 16, T5 = 20.
- Only one Quarry is allowed per team.
Breaking a machine
Breaking a machine drops a custom item you can re-place later. It keeps:
- Spawner upgrade level
- Crafter upgrade tracks (Speed / Capacity / Efficiency)
It loses (resets on re-placement):
- Fuel and water buffers
- Quarry dig progress
- Priority setting and Always-On flag
- Input/output facing
Anything physically in transit at the moment of breaking — belt buffers, a crafter’s stock, its output buffer — drops on the ground instead of vanishing.
The energy system
Every team shares one energy bus. Generators feed power into it; most other machines draw power out.
- Supply is capped by your Base Core level — think of it as an intake ceiling.
- If total demand outruns supply, machines get shed (paused, shown as “brown-out”) starting with the lowest-priority machines first.
- Priority is a dial from 1–5 set per machine: 1 is the most protected (shed last), 5 is shed first. Left-click a machine to cycle its priority (1 → 5 → 1). Requires Officer rank or above.
- Always On is a toggle (right-click, Officer+) available only on the Water Reservoir and Repair Station. It sorts those machines to the very back of the shed order — but it is not a hard exemption. If the whole base runs out of power, even Always-On machines go dark.
- Both the cursor-GUI Energy tab and the chest-menu Base Core “ENERGY” page expose the same priority/Always-On controls.
- Conveyor belts also draw energy (1 point each) and freeze their belt animation when unpowered.
1. Generators
Five machines produce power for your base.
| Machine | Tier | Tech required | Energy | Cost | Base block | Notes |
|---|---|---|---|---|---|---|
| Coal Generator | 1 | energy.coal_generator |
+20 | 10 cr | Furnace | Burns wood/planks/logs as fuel (8 ticks per unit, 3-slot buffer). Also ejects 1 Charcoal per fuel unit burned, worth 0.015 cr each to the team. |
| Solar Panel | 3 | energy.solar_panels |
+30 | 50 cr | Daylight Detector | Only generates during daytime (in-game time 0–13000). Idle overnight (“no daylight”). |
| Wind Turbine | 4 | energy.wind_turbine |
+40 | 100 cr | White Banner | Output scales with height: full power at 10+ blocks above ground, zero at ground level or below — put it on the roof. |
| Water Turbine | 5 | energy.water_turbine |
+60 | 200 cr | Blue Glazed Terracotta | Free if built next to natural water; otherwise draws 20 water/tick from your team’s Water Reservoir. Idles with no water source. |
| Water Boiling Engine | 4 | machinery.water_boiling_engine |
+50 | 100 cr | Blast Furnace | Burns Water Buckets as fuel (20 ticks/unit) and returns the empty Bucket when spent. |
2. Processors & Crafters
Ten machines run one unified auto-crafting design: each keeps a stock of input materials and an output buffer, crafts continuously while stocked, and pushes finished goods toward a chosen face (belt or container). If the output can’t go anywhere, the machine backs up rather than losing items — only true overflow drops on the ground. You can feed them by hand through their Stock menu or automatically by belt.
Two of them use a free-form 3×3 crafting grid (any valid vanilla recipe works, and ingredients are returned if you cancel); the rest use a locked preset recipe you pick from a menu.
Free-form grid crafters
| Machine | Tier | Tech | Energy | Cost | Cost/craft | Base block |
|---|---|---|---|---|---|---|
| Auto-Crafter | 2 | machinery.auto_crafter |
-8 | 20 cr | 0.025 cr | Crafting Table |
| Upgraded Auto-Crafter | 4 | machinery.auto_crafter_t4 |
-10 | 100 cr | 0.05 cr | Fletching Table |
Preset-recipe crafters
| Machine | Tier | Tech | Energy | Cost | Cost/craft | Base block | Recipes |
|---|---|---|---|---|---|---|---|
| Auto-Smelter | 1 | machinery.auto_smelter |
-6 | 10 cr | 0.025 cr | Blast Furnace | Iron/Gold/Copper Ore (and deepslate variants) → Ingot, 1:1, 3 ticks each |
| Upgraded Auto-Smelter | 4 | machinery.auto_smelter_t4 |
-8 | 100 cr | 0.05 cr | Smoker | Same ore set, plus raw iron/gold/copper → ingot, all 1 tick (much faster) |
| Copper Smelting Furnace | 3 | machinery.copper_furnace |
-10 | 50 cr | 0.025 cr | Smoker | Raw copper/iron/gold → ingot, 2 ticks each |
| Cloth Making Machine | 3 | machinery.cloth_making_machine |
-8 | 50 cr | 0.025 cr | Loom | 4 Bamboo → 2 String (2 ticks); 1 White Wool → 4 String (3 ticks) |
| Water Generator | 2 | machinery.water_generator |
-4 | 20 cr | 0.05 cr | Cauldron | 1 empty Bucket → 1 Water Bucket, 10 ticks |
| Upgraded Water Generator | 4 | machinery.water_generator_t4 |
-6 | 100 cr | 0.075 cr | Cauldron | 1 Bucket → 1 Water Bucket (4 ticks), or 2 → 2 (6 ticks) |
| Shield Crafter | 4 | machinery.shield_crafter |
-10 | 100 cr | 0.05 cr | Anvil | 4 Iron Ingot + 1 Oak Planks → 1 Shield, 6 ticks |
| Fabricator | 3 | machinery.fabricator |
-12 | 50 cr | 0.025 cr | Smithing Table | 7 recipes — see below |
Fabricator recipes (the most versatile crafter):
| Recipe | Ingredients | Output | Ticks |
|---|---|---|---|
| Reinforced Copper | 6 Copper Ingot + 1 Iron Ingot | 4 Waxed Oxidized Cut Copper | 6 |
| Shield Plating | 4 Iron Ingot + 2 Copper Ingot | 8 Iron Bars | 8 |
| Make Grabber | 5 Iron Ingot + 1 Hopper | 1 Grabber (machine item) | 10 |
| Make Extractor | 5 Iron Ingot + 1 Hopper | 1 Extractor (machine item) | 10 |
| Make Upgraded Extractor | 8 Iron Ingot + 1 Hopper + 4 Redstone | 1 Extractor T2 (machine item) | 14 |
| Make Auto-Smelter | 8 Iron Ingot + 1 Blast Furnace | 1 Auto-Smelter (machine item) | 12 |
| Compact Deepslate | 1 Cobbled Deepslate | 2 Compacted Deepslate | 8 |
Compact Deepslate is the go-to use for a Quarry’s deepslate spoil — Compacted Deepslate is used in defense building.
Upgrade tracks
Any of the 10 crafters above can be upgraded along three separate tracks:
- Speed — craft time multiplier by level: ×3, ×2, ×2, ×1, ×1 ticks.
- Capacity — stock cap +16 per level.
- Efficiency — chance to not consume an ingredient: 5% / 10% / 15% / 20% / 25%.
Each track goes up to level 5, and the cost ladder per step is 2,000 → 8,000 → 30,000 → 100,000 credits. This is a deliberately large, separate cost track from the cheap machine purchase prices — don’t be alarmed by the jump. Upgrades survive breaking and re-placing the machine.
3. Spawners
Spawners are passive resource producers — 31 in total (27 tech-unlocked, 4 contraband). Each spawner counts down a timer; when it hits zero, it charges your team’s treasury a per-drop fee and ejects one unit of output toward its facing (belt, container, or the ground if nothing’s connected). The fee is most of the item’s market value, so a spawner is a steady material source rather than a money printer — sold at the Imperial Market, a level-1 spawner pays for itself in about two days. At level 1 the basic spawners drop every 15–40 seconds (stone, wood, sand and gravel every 15 s; animal and ore spawners every 25–40 s); the spawner’s menu shows the exact interval. If your team can’t afford the fee, the spawner pauses with a “no funds” status.
Each spawner can be individually upgraded through 5 levels — every level speeds up the drop cadence while the per-drop fee stays about the same, with an upgrade-price discount at higher Base Core tiers. Per-chunk spawner caps (from the Base Core tier table above) apply when placing them.
Tech-gated spawners (Spawner Depot)
| Spawner | Tier | Output | Buy price |
|---|---|---|---|
| Gravel Spawner | 2 | Gravel | 10 cr |
| Sand Spawner | 2 | Sand | 10 cr |
| Wood Spawner | 2 | Oak Log | 20 cr |
| Egg Spawner | 3 | Egg | 20 cr |
| Feather Spawner | 3 | Feather | 20 cr |
| Chicken Spawner | 3 | Chicken | 20 cr |
| Stone Spawner | 2 | Stone | 50 cr |
| Bone Spawner | 3 | Bone | 50 cr |
| Clay Spawner | 3 | Clay Ball | 50 cr |
| Coal Spawner | 3 | Coal | 50 cr |
| Cod Spawner | 3 | Cod | 50 cr |
| Cow Spawner | 3 | Beef | 50 cr |
| Deepslate Spawner | 3 | Cobbled Deepslate | 50 cr |
| Leather Spawner | 3 | Leather | 50 cr |
| Pig Spawner | 3 | Porkchop | 50 cr |
| Rabbit Spawner | 3 | Rabbit | 50 cr |
| Sheep Spawner | 3 | White Wool | 50 cr |
| String Spawner | 3 | String | 50 cr |
| Honeycomb Spawner | 4 | Honeycomb | 50 cr |
| Ink Spawner | 4 | Ink Sac | 50 cr |
| Copper Spawner | 4 | Copper Ingot | 100 cr |
| Lapis Spawner | 4 | Lapis Lazuli | 100 cr |
| Redstone Spawner | 4 | Redstone | 100 cr |
| Quartz Spawner | 5 | Quartz | 100 cr |
| Slime Spawner | 5 | Slime Ball | 100 cr |
| Iron Spawner | 4 | Iron Ingot | 200 cr |
| Gold Spawner | 5 | Gold Ingot | 200 cr |
Handy pairings to know:
- The Chicken, Cow, and Pig spawners share one tech node (
machinery.spawner_animal). - The Coal Spawner is the only source of fuel for both the Coal Generator and the Water Boiling Engine.
- Sheep and String spawners are meant to feed the Cloth Making Machine.
Contraband spawners (Bandit Quartermaster)
No tech gate — instead these require a minimum faction reputation with the bandits.
| Spawner | Tier | Output | Buy price | Reputation required |
|---|---|---|---|---|
| Gunpowder Spawner | 3 | Gunpowder | 100 cr | 500 rep |
| Blaze Rod Spawner | 4 | Blaze Rod | 200 cr | 1000 rep |
| Ender Pearl Spawner | 4 | Ender Pearl | 200 cr | 1000 rep |
| Breeze Rod Spawner | 5 | Breeze Rod | 500 cr | 1200 rep |
Contraband spawners drop 2–5× slower than a tech spawner of the same tier (Gunpowder every 80 s, Blaze Rod and Ender Pearl every 2 min, Breeze Rod every 3 min at level 1), and their fee is set so they pay for themselves at about the same pace. You’re paying for access to a rare resource, not for faster income.
There is no Ancient Debris / Netherite spawner — Netherite only comes from the Volcano Heart world feature, never from automation.
4. Item transport — conveyors & movers
Four machines move goods around for you. All four are free to run — they only cost energy, no credits.
| Machine | Tier | Tech | Energy | Cost | Base block | Behavior |
|---|---|---|---|---|---|---|
| Conveyor | 1 | None — buildable from the start | -1 | 5 cr | Piston | Moves items one belt-segment forward each transport tick, into the next belt, a crafter’s input, or a container. Backs up rather than losing items if the target is full. Freezes its animation when unpowered. Buffer capacity scales with belt tier (currently only tier 1 ships, at 8 slots; tiers up to 32 slots exist in config for the future). Re-aimable after placement. |
| Grabber | 1 | machinery.grabber |
-2 | 5 cr | Observer | Merges two belt lines: pulls items off a belt on one side, delivers them out the opposite side. Moves up to 4 items per transport tick. |
| Extractor | 1 | machinery.extractor |
-2 | 5 cr | Observer | Pulls items out of a chest or barrel and puts them onto a belt on the opposite side — your standard “chest to belt” on-ramp. |
| Upgraded Extractor | 2 | machinery.extractor_t2 |
-3 | 10 cr | Observer | Like the Extractor, but delivery can be aimed at any of the 3 non-pull sides, and it moves twice as many items per tick (8). |
A typical chain: Spawner → Conveyor → Chest → Extractor → Conveyor → Grabber (merge) → Conveyor → Auto-Crafter → Chest — fully unattended once it’s set up.
5. Storage & utility machines
| Machine | Tier | Tech | Energy | Cost | Cost/tick | Base block | Notes |
|---|---|---|---|---|---|---|---|
| Water Reservoir | 4 | machinery.water_reservoir |
0 (always on, no power draw) | 100 cr | — | Cauldron | Team-wide water storage. Fill by pouring buckets in via its menu (1 bucket = 1000 water units, empty bucket returned) or passively during rainstorms while sky-exposed (50 units/tick). Tier-4 capacity is 20,000 units. Feeds Water Turbines and water-cost recipes/upgrades. Shows a fill-level animation. |
| Repair Station | 4 | machinery.repair_station |
-12 | 100 cr | 0.025 cr | Smithing Table | Menu-driven: insert a damaged item plus the right tier resource and it restores durability at 64 points per resource unit. Tier 3 → Copper Ingot, Tier 4 → Iron Ingot, Tier 5 → Gold Ingot, Tier 6 → Diamond, Tier 7 → Netherite Ingot. |
| Quarry | 5 | machinery.quarry |
-50 | 50 cr | 0.05 cr | Dispenser | Digs an underground slice of its own chunk (Y -64 to Y -48, 16 layers) at 4 blocks/tick, converting ore into raw product and building-variant deepslate into Cobbled Deepslate. Only one per team. Output facing can only be set at placement — no menu, no re-aiming. Cannot be broken during an active raid loot window on that base. |
Quarry spoil table
The Quarry has no fortune/luck bonus — yields below are fixed, not rolled, for predictable output.
| Block mined | Yield |
|---|---|
| Deepslate Coal Ore | 1 Coal |
| Deepslate Iron Ore | 1 Raw Iron |
| Deepslate Gold Ore | 1 Raw Gold |
| Deepslate Copper Ore | 3 Raw Copper |
| Deepslate Redstone Ore | 4 Redstone |
| Deepslate Emerald Ore | 1 Emerald |
| Deepslate Lapis Ore | 6 Lapis Lazuli |
| Deepslate Diamond Ore | 1 Diamond |
| Any building-variant deepslate (plain, cobbled, infested, bricks, tiles, cracked/polished) | 1 Cobbled Deepslate |
Feed the Cobbled Deepslate spoil into a Fabricator’s Compact Deepslate recipe for Compacted Deepslate, used in defense building.
6. Crop Harvester
The newest machine in the catalog — genuine passive farm automation.
- Tier 2, tech
machinery.crop_harvester, energy -6, cost 40 cr, upkeep 0.01 cr/tick. Base block: Composter. Sold by the Engineering Merchant. - Works only within its own chunk, like the Quarry. Each tick it scans an 8-block vertical band across the chunk and harvests up to 4 mature crops per tick.
- Harvesting resets a crop to age 0 in place — a free automatic replant. Nothing is broken or destroyed.
- Yield goes out its output face (belt or container), or drops on the ground if nothing’s connected.
- Yields are fixed 1:1 per harvest — not randomized, matching the Quarry’s no-luck design.
| Crop | Yield |
|---|---|
| Wheat | Wheat |
| Carrots | Carrot |
| Potatoes | Potato |
| Beetroots | Beetroot |
| Nether Wart | Nether Wart |
Any crop not on this list is left standing untouched — plant a field of one of these five inside the harvester’s chunk and it will keep itself running indefinitely.
Using and managing machines
- Right-click a machine (not sneaking) to open its GUI — blocked if you’re not on the owning team.
- Generators other than the Coal Generator have nothing to configure, so right-clicking them just shows a status chat line instead of a menu. The Quarry has no GUI at all — everything about it is set at placement.
- Crafter menus typically have MAIN / CRAFT (recipe pick) / STOCK (hand-feed) / UPGRADE / CONFIG (facing) tabs. Simpler machines (Grabber, Extractor, Conveyor) just have a facing/config menu.
- Auto-crafters only accept meta-free items in their stock slots — enchanted or named gear is refused outright, not silently stripped.
Quick reference: what needs what
- No tech required: Conveyor.
- Reputation-gated, not tech: the 4 contraband spawners (Gunpowder, Blaze Rod, Ender Pearl, Breeze Rod).
- Everything else needs its matching researched tech before you can place it.