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 — 24 non-spawner machines (the Packer included) plus the Repair Kit and 2 vanilla bootstrap items (Hopper, Piston), 27 lines total, priced 0.05–100 credits, sorted cheapest to most expensive.
- Spawner Depot — all 27 tech-gated spawners, 10–400 credits each. Each spawner is locked behind its matching researched tech.
- Bandit Quartermaster — 10 lines, including the 4 contraband spawners at 100–125 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).
- Company offices — each company sells its licensed machines once your rank with it allows: Alloy Furnace, Casting Mill, Rolling Mill, Wire Drawer and Tube Mill (Mining), Precision Lathe, Forge Press, Cell Assembler and Circuit Printer (Arms), Food Processor, Canning Line, Bioreactor and Lab Synthesizer (Biotech), Kiln, Prefab Press, Joinery and Fitting Assembler (Colonial). They need no research. They are the only way to make Fine and Masterwork company goods, and their licence climbs five levels paid with team credits plus company goods. See Companies.
The Packer
The Packer (5 cr, no research) packs company goods and the vanilla goods the companies order into Packs, Boxes or Pallets, or unpacks them. Pick its mode in its Craft page, feed it by hand or by belt, and it sends the result out of its output side. It also packs iron ingots, wheat, redstone and melon slices, whose 3×3 in the crafting grid makes their vanilla block.
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.
- A Quarry can’t be placed in a chunk that a Quarry (any team’s) has already dug out.
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
- Priority setting and Always-On flag
- Input/output facing
Quarry dig progress stays with the chunk, not the item. Place a Quarry back in a half-dug chunk and it picks up at the layer where the last one stopped.
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 Power tab and the chest-menu Base Core “Power” tab expose the same priority/Always-On controls.
- Conveyor belts also draw energy (1 point each) and freeze their belt animation when unpowered.
- Credits are only charged while a machine works: a spawner pays per drop, a crafter per craft, the Coal Generator per charcoal, and the Quarry and Crop Harvester only on a tick where they actually dig or harvest. An idle machine costs nothing, and the Repair Station, Water Reservoir, belts and movers never cost credits at all. The item tooltip, the machine’s menu and the PDA show each fee and the most it can cost per hour.
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 | 2 cr | Furnace | Burns wood/planks/logs as fuel (8 ticks per unit, 3-slot buffer). Also ejects 1 Charcoal per fuel unit burned, charging the team 0.001 cr per charcoal. |
| Solar Panel | 3 | energy.solar_panels |
+30 | 20 cr | Daylight Detector | Only generates during daytime (in-game time 0–13000). Idle overnight (“no daylight”). |
| Wind Turbine | 4 | energy.wind_turbine |
+40 | 50 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 | 100 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 | 50 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 | 5 cr | 0.002 cr | Crafting Table |
| Upgraded Auto-Crafter | 4 | machinery.auto_crafter_t4 |
-10 | 100 cr | 0.005 cr | Fletching Table |
Preset-recipe crafters
| Machine | Tier | Tech | Energy | Cost | Cost/craft | Base block | Recipes |
|---|---|---|---|---|---|---|---|
| Auto-Smelter | 1 | machinery.auto_smelter |
-6 | 2 cr | 0.002 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 | 0.002 cr | Smoker | Same ore set, plus raw iron/gold/copper → ingot, all 1 tick (much faster) |
| Copper Smelting Furnace | 3 | machinery.copper_furnace |
-10 | 20 cr | 0.002 cr | Smoker | Raw copper/iron/gold → ingot, 2 ticks each |
| Cloth Making Machine | 3 | machinery.cloth_making_machine |
-8 | 20 cr | 0.002 cr | Loom | 4 Bamboo → 2 String (2 ticks); 1 White Wool → 4 String (3 ticks) |
| Water Generator | 2 | machinery.water_generator |
-4 | 5 cr | 0.01 cr | Cauldron | 1 empty Bucket → 1 Water Bucket, 10 ticks. A water bucket sells only for the iron in its bucket, so this machine makes water, not money |
| Upgraded Water Generator | 4 | machinery.water_generator_t4 |
-6 | 20 cr | 0.02 cr | Cauldron | 1 Bucket → 1 Water Bucket (4 ticks), or 2 → 2 (6 ticks) |
| Shield Crafter | 4 | machinery.shield_crafter |
-10 | 50 cr | 0.005 cr | Anvil | 4 Iron Ingot + 1 Oak Planks → 1 Shield, 6 ticks |
| Fabricator | 3 | machinery.fabricator |
-12 | 20 cr | 0.002 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 by level: 5, 4, 3, 2, 1 ticks.
- Capacity — stock cap +16 per level.
- Efficiency — chance to not consume an ingredient: 5% / 10% / 15% / 20% / 25%. It never refunds a container the output is carried in (a Water Generator never hands its bucket back) or an ingredient the output can be crafted back into (iron ingots going into an iron block).
Each track goes up to level 5, and the cost ladder per step is 5 → 10 → 50 → 100 credits (L1→L2, L2→L3, L3→L4, L4→L5). A higher Base Core tier discounts every step. The same ladder is charged separately on each of the three tracks, so fully maxing one crafter costs 495 credits before the discount. 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 a modest running cost, about 15–30% of the item’s market value (0.001 cr a drop on the cheapest outputs), so a spawner is slow, steady income — sold at the Imperial Market, a level-1 spawner pays for itself in about three days. At level 1 the basic spawners drop every 25–40 seconds (stone, wood, sand, gravel and string every 25 s; animal and ore spawners every 30–40 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 shortens the drop interval at the same per-drop fee, so every upgrade raises what the spawner earns, and the upgrade button shows the next level’s interval and fee. Upgrades are priced so a spawner bought straight up to level 5 pays for itself in about seven days, and a higher Base Core tier discounts every upgrade. 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 | 80 cr |
| Egg Spawner | 3 | Egg | 35 cr |
| Feather Spawner | 3 | Feather | 35 cr |
| Chicken Spawner | 3 | Chicken | 35 cr |
| Stone Spawner | 2 | Stone | 10 cr |
| Bone Spawner | 3 | Bone | 50 cr |
| Clay Spawner | 3 | Clay Ball | 50 cr |
| Coal Spawner | 3 | Coal | 140 cr |
| Cod Spawner | 3 | Cod | 50 cr |
| Cow Spawner | 3 | Beef | 50 cr |
| Deepslate Spawner | 3 | Cobbled Deepslate | 10 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 | 10 cr |
| Honeycomb Spawner | 4 | Honeycomb | 100 cr |
| Ink Spawner | 4 | Ink Sac | 70 cr |
| Copper Spawner | 4 | Copper Ingot | 100 cr |
| Lapis Spawner | 4 | Lapis Lazuli | 140 cr |
| Redstone Spawner | 4 | Redstone | 140 cr |
| Quartz Spawner | 5 | Quartz | 150 cr |
| Slime Spawner | 5 | Slime Ball | 125 cr |
| Iron Spawner | 4 | Iron Ingot | 350 cr |
| Gold Spawner | 5 | Gold Ingot | 400 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 | 125 cr | 1000 rep |
| Ender Pearl Spawner | 4 | Ender Pearl | 125 cr | 1000 rep |
| Breeze Rod Spawner | 5 | Breeze Rod | 120 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, about three days at level 1. 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 | 0.5 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 | 1 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 | 1 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 | 2 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/working tick | Base block | Notes |
|---|---|---|---|---|---|---|---|
| Water Reservoir | 4 | machinery.water_reservoir |
0 (always on, no power draw) | 50 cr | — | Cauldron | Team-wide water storage. Fill it from its menu: drop water buckets into its slots, or press Pour to pour every bucket you carry (1 bucket = 1000 water units, you get the empty bucket back) 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 | 50 cr | — | Smithing Table | No credit cost, the resources are the price. Menu-driven: put a damaged item and the right tier resource in its slots, or pick a damaged item you carry and it takes the resource from your inventory. 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. Only plain resource counts: a renamed ingot or a Crate Key is never used. |
| Quarry | 4 | machinery.quarry |
-50 | 50 cr | 0.002 cr | Dispenser | Digs out the deepslate under its own chunk: the 3 layers right below your build floor (the 7th, 8th and 9th blocks under the ground in each column, 768 blocks in all) at 4 blocks/tick, about 16 minutes a chunk. Ore becomes its raw product and building-variant deepslate becomes Cobbled Deepslate. Once the chunk is dug out it shuts down: it stops drawing energy and upkeep, and your online teammates get a chat message. The dug-out space is yours to build in: in a finished chunk you can place and break blocks down to the bottom of the 3 layers, a 3-block-tall room for storage or a vault. It opens only when the chunk is finished, not layer by layer, and you still can’t mine deepslate by hand below it. Break it and place it in another claimed chunk to keep digging: a dug-out chunk refuses any Quarry, and a half-dug one resumes where the last Quarry stopped. 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 20 cr, upkeep 0.001 cr per tick it harvests (an idle harvester costs nothing). 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 menu. Only the owning team can. With the server resource pack loaded it opens as the full-screen menu, otherwise as a chest menu; both do the same things.
/automation listshows every machine your team owns and what each one is doing.- Generators other than the Coal Generator and the Water Boiling Engine have nothing to configure, so right-clicking them just shows a status chat line instead of a menu. The Quarry and the Crop Harvester have no menu at all: everything about them is set at placement. On the full-screen menu, fuel goes in with the Load fuel button, which takes every fuel stack you carry that fits.
- Crafter menus have Overview / Recipe / Stock / Upgrade / Output sections. On the full-screen menu, a free-form crafter’s recipe is a 3×3 you fill from the materials you are carrying (nothing leaves your inventory), and Stock lists what you carry, with a Deposit all matching button. Simpler machines (Grabber, Extractor, Conveyor) just have a side picker.
- Auto-crafters only accept meta-free items in their stock — enchanted or named gear is refused outright, not silently stripped.
- Breaking a machine closes any menu still open on it, and anything you had put in its slots comes back to you.
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.