EMPIREMC

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.

Last updated 2 September 2026