Machines and Automation
Solarpunk machines reference for crafting table, research table, furnace, energy furnace, recycler, forester, transport drone, sprinkler, batteries, and generators.
Machines should be added in the order they remove real friction: crafting, research, water, furnace, power, then automation.
| Machine | Use |
|---|---|
| Crafting Table | First real crafting station; one of the early quest steps asks you to craft and place it. |
| Advanced Crafting Table | Later crafting station for advanced recipes. |
| Research Table | Used to research and unlock new crafting recipes. |
| Campfire | Early fire source for basic survival and cooking-adjacent setup. |
| Furnace | Crafts glass and other useful resources. |
| Energy Furnace | A furnace that runs on energy. |
| Rain Collector | Collects clean rainwater for drinking. |
| Well | Provides water for the water can; well water is dirty and cannot be drunk directly. |
| Recycler | Decomposes items back into crafting parts. |
| Uncrafter | Reverse-crafting style machine listed in recipes. |
| Forester | Automatically produces wood. |
| Transport Drone | Transports resources, including routes between islands; after naming it, select it from drills to choose pickup and base delivery. |
| Magnetic Fisher | Retrieves resources from water and sometimes pulls non-magnetic items too. |
| Sprinkler | Automatically pumps water from the ground and waters surrounding fields. |
| Battery | Automatically stores excess electricity and releases it when needed; each battery has limited energy intake and output. |
| Generator | Energy source for powered bases. |
| Solar Panel | Generates energy when exposed to the sun. |
| Windmill | Produces energy based on current wind strength. |
| Sky Turbine | Large turbine that produces a lot of energy. |
| Cable Connector Small | Cable connector used to link energy networks. |
| Daytime Sensor | Energy sensor used for time-based switching. |
| Rain Sensor | Energy sensor used for weather-based switching. |
| Weather Station | Weather and switching device unlocked with the weather station research path. |
| Logic Block | Energy logic device used with sensors to open or close connections. |
| Incubator | Powered animal progression station unlocked after the base has energy and animal systems moving. |
| Network Display | Overview device for power networks. |
| Wireless Connector | Wireless connector used in powered base layouts. |
| Wireless Sprinkler | Sprinkler variant tied to wireless power. |
Mechanics Worth Knowing
- Batteries store excess power and release it when production drops; each battery has intake and output limits.
- A device that shows information about the connected energy network.
- Sprinklers automatically water nearby fields.
- Battery capacity upgrade increases maximum storage from 2,200 to 3,500.
- Battery capacity upgrade increases maximum storage from 3,500 to 5,500.
- Battery capacity upgrade increases maximum storage from 5,500 to 8,000.
- This device can, for example, turn lights or sprinklers on and off depending on time and weather. For example: Connect your lamps on one side and the power source on the other side. Then connect a day/night sensor in the middle that opens and closes the energy circuit when it turns on/off. If you want the lights on during the day instead of at night, use the button to invert the input signal.
- A feeding trough holds food for animals.
- A water trough for animals can be filled with a water can and also fills automatically during rain.
- An animal receiving station marks the destination for animal transport.
- Animals automatically stay near their feeding trough as long as it’s filled.
- Animals can be transported to other places using an animal transporter. Place the base where you want to bring them, then use the transporter to move the animal to that base.
Record Details
Crafting Table
Advanced Crafting Table
| Category | Machines and Automation |
|---|---|
| Player use | Later crafting station for advanced recipes. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about the crafting table immediately after the first gathering steps. It turns loose wood, stone, and starter items into the first stable base loop. |
| Direct use | Advanced Crafting Table should be placed where it removes walking, waiting, or repeated clicking. Trace the route before building: what feeds it, what it outputs, whether it needs energy, and where the result should be stored. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Crafted or processed by: [Advanced Crafting Table](/reference/machines-and-automation/#record-advanced-crafting-table) |
| Crafted or processed by | Advanced Crafting Table option 1 at Crafting Table (Unlock recipe): 5 Iron, 6 Copper, 4 Log, 2 Glass -> 1 Advanced Crafting Table |
| Recipes crafted here | Advanced Dock, Animal Receiving Station, Animal Transport, Automatic Feeder, Battery, Bedside Lamp, Cable Connector Small, Circuit Board, Daytime Sensor, Decorative Mill, Drill, Energy Furnace, Forester, Generator, Incubator, Kickstarter Foresters, Logic Block, Logic Block, Loot Chest Detector, Magnetic Fisher, Network Display, Powered Water Trough, Rain Sensor, Recycler, Sky Turbine, Solar Panel, Sprinkler, Standing Lamp, Transport Drone, Uncrafter, Water Can, Weather Station, Windmill, Wireless Connector, Wireless Lamp |
| Related | Automation, Energy System, Energy And Logic, Building, Building Base Layout |
Research Table
| Category | Machines and Automation |
|---|---|
| Player use | Used to research and unlock new crafting recipes. |
| Best check | Build this early after the first crafting table; it starts the unlock tree for water, storage, animals, power, and travel. |
| When it matters | Care about the research table as soon as the first crafting table is placed. It is the gate into water, storage, animals, energy, automation, food, and travel unlocks. |
| Direct use | Research Table should be placed where it removes walking, waiting, or repeated clicking. Trace the route before building: what feeds it, what it outputs, whether it needs energy, and where the result should be stored. |
| Record summary | Use: Build this early after the first crafting table; it starts the unlock tree for water, storage, animals, power, and travel. Stack size: 1 Recycler value: 1 Crafted or processed by: [Research Table](/reference/machines-and-automation/#record-research-table) |
| Game text | Unlock "Animal Basics Pack" in the Research Table to learn more about animals. |
| Gameplay stats | Max stack size: 1 Burn time (fuel): 80s Recycler value: 1 (Recycler return) Item type: Devices, Other Interaction: Buildable |
| Crafted or processed by | Research Table option 1 at Crafting Table (Starting recipe): 8 Log, 1 Cloth -> 1 Research Table |
| Research available here | Beehive (Animals): 2 Wood -> Beehive, Candle Plate. Growbox (Progression): 2 Wood -> Growbox. Furnace (Energy and Automation): 3 Stone -> Furnace. Airship Dock (Progression and Travel): 5 Wood, 5 Iron, 5 Cloth -> Dock. Repair Kit (Tools): 2 Iron -> Repair Kit. Well (Water): 3 Stone, 2 Wood, 2 Stick -> Well. Feeding Trough (Animals): 4 Wood, 2 Stick -> Feeding Trough. Water Trough (Animals): 4 Stone, 4 Wood -> Water Trough. Energy Crafting Table (Energy and Automation): 1 Electrical Component -> Energy Crafting Table, Cable Connector Small, Network Display, Sprinkler, Generator, Drill. Research Tier 2 (Progression and Travel): 1 Build Hammer, 1 Beeswax -> Progression gate. Research Tier 3 (Progression and Travel): 1 Iron -> Progression gate. Decorative Plants Pack (Medium) (Decorations): 3 Leaf, 2 Brick -> Medium Decorative Plants. Bed (Building and Storage): 2 Wood, 2 Stick, 1 Cloth -> Bed. Chest (Building and Storage): 2 Wood -> Chest. Rain Collector (Water): 2 Wood -> Rain Collector. Decorative Plants Pack (Small) (Decorations): 1 Brick, 2 Leaf -> Small Decorative Plants, Hanging Decorative Plants. Decorative Cacti & Succulents (Decorations): 3 Brick, 5 Leaf -> Decorative Cacti, Decorative Succulents. Decorative Plants Pack (Large) (Decorations): 5 Brick, 10 Leaf -> Large Decorative Plants. Animal Basics Pack (Animals): 5 Wheat -> Chicken Coop, Water Trough, Feeding Trough, Animal Feed, Animal Tag. Sprinkler (Energy and Automation): 1 Electrical Component -> Sprinkler. Battery (Energy and Automation): 1 Electrical Component -> Battery. Weather Station & Switch (Energy and Automation): 1 Electrical Component -> Weather Station, Logic Block. Algae Drone (Energy and Automation): 1 Electrical Component -> Magnetic Fisher. Windmill (Energy and Automation): 1 Electrical Component -> Windmill. Sky Turbine (Energy and Automation): 1 Electrical Component -> Sky Turbine. Forester Bot (Energy and Automation): 1 Electrical Component -> Forester. Lights Pack (Progression): 1 Electrical Component -> Wireless Connector, Standing Lamp, Wireless Lamp, Bedside Lamp. Electrical Research Tier 2 (Progression and Travel): 1 Silicon -> Progression gate. Magnetic Fishing Rod (Tools): 1 Cloth, 1 Iron, 1 Stick -> Fishing Rod. Basic Home Decorations (Decorations): 2 Wood, 2 Cloth -> Vertical Picture, Fruit Bowl. Decorative Tables & Chairs (Decorations): 5 Wood, 2 Stick -> Tables, Seating. Decorative Couches & Carpets (Decorations): 2 Cloth, 4 Cotton, 2 Wood -> Couch, Carpet. Decorative Shelves & Dressers (Decorations): 5 Wood -> Shelf, Decorative Bookshelf, Commode. Decorative Fireplaces (Decorations): 5 Stone, 3 Wood -> Fireplaces. Farming & Animal Decorations (Animals): 5 Wood, 2 Wheat -> Wheelbarrows, Scarecrow, Birdhouses, Bird Fountain, Decorative Insect Hotel. Decorative Outdoor Bushes & Plants (Decorations): 16 Leaf -> Rectangular Decorative Bush, Red Flower Box. Decorative Outdoor Furniture (Decorations): 5 Cloth, 5 Wood -> Wooden Swing, Parasol, Benches, Pergola, Wooden Arch, Outdoor Candle. Iron Tools (Tools): 5 Iron, 1 Stone Pickaxe -> Iron Axe, Iron Pickaxe, Iron Hoe. Research Tier 4 (Progression and Travel): 1 Copper -> Progression gate. Diamond Tools (Tools): 5 Diamond, 1 Iron Pickaxe -> Diamond Axe, Diamond Pickaxe, Diamond Hoe. Transport Drone (Energy and Automation): 1 Electrical Component -> Transport Drone. Decorative Barrel & Crate (Decorations): 5 Wood -> Barrel and Crate, Decorative Bucket, Grain Sack. Bath Decoration Pack (Decorations): 5 Wood, 3 Brick, 3 Cloth -> Bathtub, Sink, Folded Towels, Decorative Shelf. Decorative Books (Decorations): 5 Cloth -> Decorative Books. Curtain (Decorations): 5 Cloth, 1 Iron -> Curtain. Decorative Fairy Lights (Decorations): 2 Iron, 2 Copper -> Decorative Fairy Lights. Decorative Haybales (Decorations): 5 Wheat -> Hay Bale. Cooking (Food and Water): 5 Brick, 2 Wood, 2 Iron -> Kitchen Counter. Decorative Plates & Pots & Pans (Decorations): 2 Iron, 1 Brick, 1 Stick -> Kitchen Details. Decorative Logs (Decorations): 3 Wood -> Decorative Log Stacks. Wooden Mill (Progression): 1 Electrical Component -> Decorative Mill. Music Decoration Pack (Decorations): 3 Wood, 2 Iron, 2 Cloth -> Decorative Guitar. Picnic Table & Tablecloth (Decorations): 3 Wood, 2 Cloth -> Picnic Table, Tablecloth. Rocking Chair (Decorations): 3 Wood, 3 Stick -> Rocking Chair. Toilet House (Decorations): 3 Wood, 3 Stick -> Toilet House. Trash Can (Decorations): 1 Wood, 1 Stick -> Trash Can. Washtub & Trunk (Decorations): 3 Wood, 3 Stick, 3 Cloth, 1 Iron -> Trunk With Axe, Washtub. Research Tier 5 (Progression and Travel): 1 Wheat -> Progression gate. Iron Rod (Tools): 3 Wood, 3 Stick, 3 Cloth, 1 Iron, 1 Electrical Component -> Progression gate. Research Tier 6 (Progression and Travel): 1 Sunflower -> Progression gate. Detector (Tools): 1 Electrical Component -> Loot Chest Detector. Research Tier 7 (Progression and Travel): 1 Corn -> Progression gate. Research Tier 8 (Progression and Travel): 1 Paprika -> Progression gate. Drill (Tools): 1 Electrical Component -> Drill. Solar Panel (Energy and Automation): 1 Electrical Component -> Solar Panel. Electrical Research Tier 3 (Progression and Travel): 1 Cobalt -> Progression gate. Electrical Research Tier 4 (Progression and Travel): 1 Algae -> Circuit Board. Electrical Research Tier 5 (Progression and Travel): 1 Diamond -> Progression gate. Sensors & Logic Block (Energy and Automation): 1 Electrical Component -> Logic Block, Rain Sensor, Daytime Sensor. Postbox (Building and Storage): 1 Electrical Component -> Recycler. Storage Shelves (Building and Storage): 3 Wood, 2 Stick -> Storage Shelf. Energy Furnace (Energy and Automation): 1 Electrical Component -> Energy Furnace. Signs & Map Markers (Building and Storage): 5 Wood -> Signs, Map Marker. Animal Transport (Animals): 1 Electrical Component -> Animal Transport, Animal Receiving Station. Research Tier 8 (Progression and Travel): 1 Diamond -> Progression gate. Wax Briquette (Building and Storage): 2 Beeswax, 2 Cloth -> Cotton Wax. Bottle (Food and Water): 2 Glass -> Empty Carafe. Pig Shelter (Animals): 5 Carrot, 5 Wood -> Pig Shelter. Sheep Shelter (Animals): 5 Corn, 5 Wood -> Sheep Shelter. Seeds Pack (Progression): 1 Raspberry, 1 Cotton, 1 Wheat, 1 Carrot, 1 Sunflower -> Raspberry Seed, Cotton Seed, Wheat Seed, Corn Seed, Watermelon Seed, Carrot Seed, Sunflower Seed. Advanced Dock (Progression and Travel): 1 Electrical Component -> Advanced Dock. Food Basket (Animals): 1 Egg, 1 Sheep Milk, 1 Truffle -> Food Basket. Better Animal Feed (Animals): 1 Animal Feed, 2 Sunflower -> Animal Feeds. Automatic Water Trough & Feed Dispenser (Animals): 1 Electrical Component -> Powered Water Trough, Automatic Feeder. Recycler (Energy and Automation): 1 Electrical Component -> Uncrafter. Glass Materials (Building and Storage): 5 Glass, 16 Wood -> Progression gate. Brick Materials (Building and Storage): 5 Brick, 16 Stone -> Progression gate. Map (Progression and Travel): 2 Cloth -> Progression gate. Additional Cooking Recipes (Food and Water): 2 Corn, 2 Truffle, 2 Raspberry -> Vegetable Stir Fry, Berry Cake, Fruit Plate. Additional Cooking Recipes (Food and Water): 5 Paprika, 1 Vegetable Stir Fry, 1 Berry Cake -> Vegetable Pizza, Vegetable Taco, Salad Bowl. |
| Related | Automation, Energy System, Energy And Logic, Building, Building Base Layout |
Campfire
| Category | Machines and Automation |
|---|---|
| Player use | Early fire source for basic survival and cooking-adjacent setup. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about Campfire when the route it improves is already visible: inputs, outputs, power, and storage. If those four pieces are unclear, build the manual route first. |
| Direct use | Campfire should be placed where it removes walking, waiting, or repeated clicking. Trace the route before building: what feeds it, what it outputs, whether it needs energy, and where the result should be stored. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Stack size: 1 Recycler value: 1 Crafted or processed by: [Campfire](/reference/machines-and-automation/#record-campfire) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Devices, Other Interaction: Buildable |
| Crafted or processed by | Campfire option 1 at Crafting Table (Starting recipe): 8 Stick, 6 Stone -> 1 Campfire |
| Related | Automation, Energy System, Energy And Logic |
Furnace
| Category | Machines and Automation |
|---|---|
| Player use | Crafts glass and other useful resources. |
| Best check | Check whether the next tool, machine, building, or power unlock needs this processed material. |
| When it matters | Care about the furnace when raw ore, sand, glass, or cooked food is blocking the next unlock. It is the key step between gathering and higher-value crafting. |
| Direct use | Furnace belongs near ore, sand, food prep, and crafting storage. The value is not just processing; it is reducing the back-and-forth between raw materials and finished projects. |
| Record summary | Use: Check whether the next tool, machine, building, or power unlock needs this processed material. Stack size: 1 Recycler value: 1 Crafted or processed by: [Furnace](/reference/machines-and-automation/#record-furnace) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Devices, Other Interaction: Buildable |
| Crafted or processed by | Furnace option 1 at Crafting Table (Unlock recipe): 15 Stone -> 1 Furnace |
| Unlocked by research | Furnace (3 Stone) |
| Research cost and unlocks | Energy and Automation: 3 Stone -> Furnace. - |
| Related | Automation, Energy System, Energy And Logic |
Energy Furnace
| Category | Machines and Automation |
|---|---|
| Player use | A furnace that runs on energy. |
| Best check | Check whether the next tool, machine, building, or power unlock needs this processed material. |
| When it matters | Care about the furnace when raw ore, sand, glass, or cooked food is blocking the next unlock. It is the key step between gathering and higher-value crafting. |
| Direct use | Energy Furnace belongs near ore, sand, food prep, and crafting storage. The value is not just processing; it is reducing the back-and-forth between raw materials and finished projects. |
| Record summary | Use: Check whether the next tool, machine, building, or power unlock needs this processed material. Stack size: 1 Recycler value: 1 Crafted or processed by: [Energy Furnace](/reference/machines-and-automation/#record-energy-furnace) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Energy Furnace option 1 at Advanced Crafting Table (Unlock recipe): 15 Iron, 15 Silicon, 15 Copper -> 1 Energy Furnace |
| Unlocked by research | Energy Furnace (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Energy Furnace. A furnace that runs on energy. |
| Related | Automation, Energy System, Energy And Logic |
Rain Collector
| Category | Machines and Automation |
|---|---|
| Player use | Collects clean rainwater for drinking. |
| Best check | Use it when clean water, watering, or longer trips are the bottleneck. |
| When it matters | Care about the rain collector early, before thirst and dirty water start dictating every trip. Clean water is one of the first systems that makes the base feel stable. |
| Direct use | Rain Collector belongs on the water route, close enough that watering, drinking, animal care, or trip prep does not become a separate chore. |
| Record summary | Use: Use it when clean water, watering, or longer trips are the bottleneck. Stack size: 1 Recycler value: 1 Crafted or processed by: [Rain Collector](/reference/machines-and-automation/#record-rain-collector) |
| Gameplay stats | Max stack size: 1 Burn time (fuel): 10s Recycler value: 1 (Recycler return) Item type: Devices, Other Interaction: Buildable |
| Crafted or processed by | Rain Collector option 1 at Crafting Table (Unlock recipe): 6 Log, 8 Stone, 6 Stick -> 1 Rain Collector |
| Unlocked by research | Rain Collector (2 Wood) |
| Research cost and unlocks | Water: 2 Wood -> Rain Collector. Available immediately; Available immediately |
| Related | Automation, Energy System, Energy And Logic |
Well
| Category | Machines and Automation |
|---|---|
| Player use | Provides water for the water can; well water is dirty and cannot be drunk directly. |
| Best check | Use it when clean water, watering, or longer trips are the bottleneck. |
| When it matters | Care about the well once crop watering or animal water is taking too many trips. It helps the water route, but well water is not the same as clean drinking water. |
| Direct use | Well belongs on the water route, close enough that watering, drinking, animal care, or trip prep does not become a separate chore. |
| Record summary | Use: Use it when clean water, watering, or longer trips are the bottleneck. Stack size: 1 Recycler value: 1 Crafted or processed by: [Well](/reference/machines-and-automation/#record-well) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Devices, Other Interaction: Buildable |
| Crafted or processed by | Well option 1 at Crafting Table (Unlock recipe): 15 Stone, 10 Log, 6 Stick -> 1 Well |
| Unlocked by research | Well (3 Stone, 2 Wood, 2 Stick) |
| Research cost and unlocks | Water: 3 Stone, 2 Wood, 2 Stick -> Well. Available immediately; Available immediately |
| Related | Automation, Energy System, Energy And Logic |
Recycler
| Category | Machines and Automation |
|---|---|
| Player use | Decomposes items back into crafting parts. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about this once storage has obsolete tools, duplicate parts, or failed layouts. Recycling matters after you have enough clutter that recovering value is better than building more chests. |
| Direct use | Recycler needs a clear input and output destination. Label the storage first, then add automation so it moves materials instead of hiding them. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Stack size: 1 Recycler value: 1 Crafted or processed by: [Recycler](/reference/machines-and-automation/#record-recycler) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Recycler option 1 at Advanced Crafting Table (Unlock recipe): 10 Iron, 10 Copper, 10 Silicon, 10 Cobalt -> 1 Recycler |
| Unlocked by research | Postbox (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Uncrafter. Decompose items back into their crafting parts |
| Related | Automation, Energy System, Energy And Logic |
Uncrafter
| Category | Machines and Automation |
|---|---|
| Player use | Reverse-crafting style machine listed in recipes. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about this once storage has obsolete tools, duplicate parts, or failed layouts. Recycling matters after you have enough clutter that recovering value is better than building more chests. |
| Direct use | Uncrafter needs a clear input and output destination. Label the storage first, then add automation so it moves materials instead of hiding them. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Stack size: 1 Recycler value: 1 Crafted or processed by: [Uncrafter](/reference/machines-and-automation/#record-uncrafter) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Uncrafter option 1 at Advanced Crafting Table (Unlock recipe): 10 Iron, 10 Copper, 10 Silicon, 10 Cobalt -> 1 Uncrafter |
| Unlocked by research | Recycler (1 Electrical Component) |
| Related | Automation, Energy System, Energy And Logic |
Forester
| Category | Machines and Automation |
|---|---|
| Player use | Automatically produces wood. |
| Best check | Check whether the next tool, machine, building, or power unlock needs this processed material. |
| When it matters | Care about the forester when wood cutting keeps interrupting research, building, or airship trips. It is strongest after storage and crafting have a clear wood input route. |
| Direct use | Forester needs a clear input and output destination. Label the storage first, then add automation so it moves materials instead of hiding them. |
| Record summary | Use: Check whether the next tool, machine, building, or power unlock needs this processed material. Stack size: 1 Recycler value: 1 Crafted or processed by: [Forester](/reference/machines-and-automation/#record-forester) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Forester option 1 at Advanced Crafting Table (Unlock recipe): 4 Circuit Board, 16 Cobalt, 50 Log, 16 Birch Sapling, 1 Iron Axe -> 1 Forester |
| Unlocked by research | Forester Bot (1 Electrical Component) |
| Related | Automation, Energy System, Energy And Logic |
Transport Drone
| Category | Machines and Automation |
|---|---|
| Player use | Transports resources, including routes between islands; after naming it, select it from drills to choose pickup and base delivery. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about transport drones after source and destination storage are already organized. They are powerful for repeated routes, but messy chests make drone automation less useful. |
| Direct use | Transport Drone needs a clear input and output destination. Label the storage first, then add automation so it moves materials instead of hiding them. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Stack size: 1 Recycler value: 1 Crafted or processed by: [Transport Drone](/reference/machines-and-automation/#record-transport-drone) Loot: 1 exact row across 1 chest family. |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Transport Drone option 1 at Advanced Crafting Table (Unlock recipe): 8 Cobalt, 16 Iron, 16 Copper, 16 Silicon -> 1 Transport Drone |
| Unlocked by research | Transport Drone (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Transport Drone. Transport drones move resources between base routes. |
| Loot sources | Phase 6: Special, 10%, 100%, 100%, 90%, 60% |
| Related | Automation, Energy System, Energy And Logic |
Magnetic Fisher
| Category | Machines and Automation |
|---|---|
| Player use | Retrieves resources from water and sometimes pulls non-magnetic items too. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about magnetic fishing when water resources or late material cleanup are worth automating. It fits best after power and storage have room for unpredictable returns. |
| Direct use | Magnetic Fisher needs a clear input and output destination. Label the storage first, then add automation so it moves materials instead of hiding them. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Crafted or processed by: [Magnetic Fisher](/reference/machines-and-automation/#record-magnetic-fisher) |
| Crafted or processed by | Magnetic Fisher option 1 at Advanced Crafting Table (Unlock recipe): 10 Iron, 10 Silicon, 10 Copper, 10 Cobalt -> 1 Magnetic Fisher |
| Unlocked by research | Algae Drone (1 Electrical Component) |
| Related | Automation, Energy System, Energy And Logic |
Sprinkler
| Category | Machines and Automation |
|---|---|
| Player use | Automatically pumps water from the ground and waters surrounding fields. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about sprinklers once hand-watering interrupts exploration, building, or crafting. Before that point, a smaller manual field is usually cheaper and easier to debug than a powered watering setup. |
| Direct use | Sprinkler belongs beside fields with reliable power and enough water coverage to replace manual watering, not just decorate a farm. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Stack size: 1 Recycler value: 1 Crafted or processed by: [Sprinkler](/reference/machines-and-automation/#record-sprinkler) |
| Game text | A sprinkler that automatically pumps water from the ground and waters the surrounding fields. This device can, for example, turn lights or sprinklers on and off depending on time and weather. For example: Connect your lamps on one side and the power source on the other side. Then connect a day/night sensor in the middle that opens and closes the energy circuit when it turns on/off. If you want the lights on during the day instead of at night, use the button to invert the input signal. |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Sprinkler option 1 at Advanced Crafting Table (Unlock recipe): 5 Iron, 5 Copper -> 1 Sprinkler |
| Unlocked by research | Energy Crafting Table (1 Electrical Component) Sprinkler (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Sprinkler. Sprinklers automatically water nearby fields. |
| Related | Automation, Energy System, Energy And Logic |
Battery
| Category | Machines and Automation |
|---|---|
| Player use | Automatically stores excess electricity and releases it when needed; each battery has limited energy intake and output. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about batteries as soon as a powered device would hurt to lose. A single generator-to-device test is fine without storage; a real base with sprinklers, drones, energy furnace work, or wireless parts should add battery capacity before adding more consumers. |
| Direct use | Battery belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Stack size: 1 Recycler value: 1 Crafted or processed by: [Battery](/reference/machines-and-automation/#record-battery) Loot: 3 exact rows across 3 chest families. |
| Game text | A battery that automatically stores excess electricity and releases it when needed. Energy intake and output are limited per battery. Battery capacity upgrade increases maximum storage from 2,200 to 3,500. Battery capacity upgrade increases maximum storage from 3,500 to 5,500. Battery capacity upgrade increases maximum storage from 5,500 to 8,000. |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Battery option 1 at Advanced Crafting Table (Unlock recipe): 10 Iron, 15 Silicon, 10 Copper -> 1 Battery |
| Unlocked by research | Battery (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Battery. Batteries store excess power and release it when production drops; each battery has intake and output limits. |
| Loot sources | Normal: Main, 40%, 100%, 90%, 55%, 20% Phase 5: Special, 10%, 100%, 100%, 90%, 60% Phase 6: Special, 10%, 100%, 100%, 90%, 60% |
| Related | Automation, Energy System, Energy And Logic |
Generator
| Category | Machines and Automation |
|---|---|
| Player use | Energy source for powered bases. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about power generation once a powered device actually improves the base. Add generation before adding more consumers, then stabilize the network with batteries. |
| Direct use | Generator belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Stack size: 1 Recycler value: 1 Crafted or processed by: [Generator](/reference/machines-and-automation/#record-generator) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Generator option 1 at Advanced Crafting Table (Unlock recipe): 5 Iron, 5 Copper -> 1 Generator |
| Unlocked by research | Energy Crafting Table (1 Electrical Component) |
| Related | Automation, Energy System, Energy And Logic |
Solar Panel
| Category | Machines and Automation |
|---|---|
| Player use | Generates energy when exposed to the sun. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about power generation once a powered device actually improves the base. Add generation before adding more consumers, then stabilize the network with batteries. |
| Direct use | Solar Panel belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Crafted or processed by: [Solar Panel](/reference/machines-and-automation/#record-solar-panel) |
| Crafted or processed by | Solar Panel option 1 at Advanced Crafting Table (Unlock recipe): 8 Iron, 8 Glass, 8 Copper -> 1 Solar Panel |
| Unlocked by research | Solar Panel (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Solar Panel. Generates energy when exposed to the sun. |
| Loot sources | Phase 4: Iron Axe, Cable Connector Small, Cobalt, Copper, Iron, Iron Pickaxe, Raspberry Muffin, Solar Panel. High-value material check for tool, machine, or power progression. |
| Related | Automation, Energy System, Energy And Logic |
Windmill
| Category | Machines and Automation |
|---|---|
| Player use | Produces energy based on current wind strength. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about power generation once a powered device actually improves the base. Add generation before adding more consumers, then stabilize the network with batteries. |
| Direct use | Windmill belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Stack size: 1 Recycler value: 1 Crafted or processed by: [Windmill](/reference/machines-and-automation/#record-windmill) |
| Game text | A large wooden windmill produces around twice as much energy as a regular windmill. A windmill produces energy based on the current wind strength. |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Windmill option 1 at Advanced Crafting Table (Unlock recipe): 8 Iron, 8 Copper, 15 Cobalt, 15 Silicon -> 1 Windmill |
| Unlocked by research | Windmill (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Windmill. A windmill produces energy based on the current wind strength. |
| Related | Automation, Energy System, Energy And Logic |
Sky Turbine
| Category | Machines and Automation |
|---|---|
| Player use | Large turbine that produces a lot of energy. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about power generation once a powered device actually improves the base. Add generation before adding more consumers, then stabilize the network with batteries. |
| Direct use | Sky Turbine belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Crafted or processed by: [Sky Turbine](/reference/machines-and-automation/#record-sky-turbine) |
| Game text | A large wooden windmill produces around twice as much energy as a regular windmill. |
| Crafted or processed by | Sky Turbine option 1 at Advanced Crafting Table (Unlock recipe): 30 Cloth, 1 Circuit Board, 20 Iron -> 1 Sky Turbine |
| Unlocked by research | Sky Turbine (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Sky Turbine. A large sky turbine that produces a lot of energy. |
| Related | Automation, Energy System, Energy And Logic |
Cable Connector Small
| Category | Machines and Automation |
|---|---|
| Player use | Cable connector used to link energy networks. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about power-control parts after basic generation and storage work. These are network-cleanup tools, not the first thing a survival base needs. |
| Direct use | Cable Connector Small belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Crafted or processed by: [Cable Connector Small](/reference/machines-and-automation/#record-cable-connector-small) |
| Crafted or processed by | Cable Connector Small option 1 at Advanced Crafting Table (Unlock recipe): 2 Iron, 2 Copper -> 2 Cable Connector Small |
| Unlocked by research | Energy Crafting Table (1 Electrical Component) |
| Loot sources | Normal: Battery, Brick, Cable Connector Small, Copper, Corn, Glass, Iron, Log, Quartz Ore, Corn Seed, Tomato Seed, Wheat Seed, Wheat. High-value material check for tool, machine, or power progression. Phase 2: Iron Axe, Bread, Cable Connector Small, Copper, Cotton Wax, Glass, Iron Hoe, Iron, Iron Pickaxe, Quartz Ore, Stone Axe, Stone Pickaxe. High-value material check for tool, machine, or power progression. Phase 3: Animal Transport, Iron Axe, Cable Connector Small, Cobalt, Copper, Small Decorative Plant, Iron Hoe, Iron, Iron Ore, Iron Pickaxe, Raspberry Muffin. High-value material check for tool, machine, or power progression. Phase 4: Iron Axe, Cable Connector Small, Cobalt, Copper, Iron, Iron Pickaxe, Raspberry Muffin, Solar Panel. High-value material check for tool, machine, or power progression. Phase 5: Iron Axe, Battery, Cable Connector Small, Cobalt, Iron Hoe, Iron, Iron Pickaxe, Raspberry Muffin, Vegetable Pizza, Vegetable Taco. High-value material check for tool, machine, or power progression. Phase 6: Diamond Axe, Iron Axe, Battery, Cable Connector Small, Cobalt, Diamond, Fruit Plate, Diamond Hoe, Iron, Diamond Pickaxe, Iron Pickaxe, Transport Drone. High-value material check for tool, machine, or power progression. Rare: Animal Feed, Bread, Brick, Cable Connector Small, Copper, Diamond, Glass, Iron, Log, Raspberry, Paprika Seed, Silicon, Truffle. High-value material check for tool, machine, or power progression. Trash: Bread, Cable Connector Small, Clay, Copper, Copper Ore, Glass, Iron, Iron Ore, Leaf, Log, Quartz Ore, Raspberry, Silicon. High-value material check for tool, machine, or power progression. |
| Related | Automation, Energy System, Energy And Logic |
Daytime Sensor
| Category | Machines and Automation |
|---|---|
| Player use | Energy sensor used for time-based switching. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about power-control parts after basic generation and storage work. These are network-cleanup tools, not the first thing a survival base needs. |
| Direct use | Daytime Sensor belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Stack size: 1 Recycler value: 1 Crafted or processed by: [Daytime Sensor](/reference/machines-and-automation/#record-daytime-sensor) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Daytime Sensor option 1 at Advanced Crafting Table (Unlock recipe): 5 Iron, 5 Silicon, 5 Copper -> 1 Daytime Sensor |
| Unlocked by research | Sensors & Logic Block (1 Electrical Component) |
| Related | Automation, Energy System, Energy And Logic |
Rain Sensor
| Category | Machines and Automation |
|---|---|
| Player use | Energy sensor used for weather-based switching. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about power-control parts after basic generation and storage work. These are network-cleanup tools, not the first thing a survival base needs. |
| Direct use | Rain Sensor belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Stack size: 1 Recycler value: 1 Crafted or processed by: [Rain Sensor](/reference/machines-and-automation/#record-rain-sensor) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Rain Sensor option 1 at Advanced Crafting Table (Unlock recipe): 5 Iron, 5 Silicon, 5 Copper -> 1 Rain Sensor |
| Unlocked by research | Sensors & Logic Block (1 Electrical Component) |
| Related | Automation, Energy System, Energy And Logic |
Weather Station
| Category | Machines and Automation |
|---|---|
| Player use | Weather and switching device unlocked with the weather station research path. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about Weather Station when the route it improves is already visible: inputs, outputs, power, and storage. If those four pieces are unclear, build the manual route first. |
| Direct use | Weather Station should be placed where it removes walking, waiting, or repeated clicking. Trace the route before building: what feeds it, what it outputs, whether it needs energy, and where the result should be stored. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Stack size: 1 Recycler value: 1 Crafted or processed by: [Weather Station](/reference/machines-and-automation/#record-weather-station) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Weather Station option 1 at Advanced Crafting Table (Unlock recipe): 4 Iron, 3 Glass, 4 Copper -> 1 Weather Station |
| Unlocked by research | Weather Station & Switch (1 Electrical Component) |
| Related | Automation, Energy System, Energy And Logic |
Logic Block
| Category | Machines and Automation |
|---|---|
| Player use | Energy logic device used with sensors to open or close connections. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about power-control parts after basic generation and storage work. These are network-cleanup tools, not the first thing a survival base needs. |
| Direct use | Logic Block belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Crafted or processed by: [Logic Block](/reference/machines-and-automation/#record-logic-block), [Logic Block](/reference/machines-and-automation/#record-logic-block) |
| Crafted or processed by | Logic Block option 1 at Advanced Crafting Table (Unlock recipe): 4 Iron, 8 Silicon, 4 Copper -> 1 Logic Block Logic Block option 1 at Advanced Crafting Table (Unlock recipe): 5 Copper, 5 Iron -> 1 Logic Block |
| Unlocked by research | Sensors & Logic Block (1 Electrical Component) Weather Station & Switch (1 Electrical Component) |
| Related | Automation, Energy System, Energy And Logic |
Incubator
| Category | Machines and Automation |
|---|---|
| Player use | Powered animal progression station unlocked after the base has energy and animal systems moving. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about Incubator when the route it improves is already visible: inputs, outputs, power, and storage. If those four pieces are unclear, build the manual route first. |
| Direct use | Incubator should be placed where it removes walking, waiting, or repeated clicking. Trace the route before building: what feeds it, what it outputs, whether it needs energy, and where the result should be stored. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Stack size: 1 Recycler value: 1 Crafted or processed by: [Incubator](/reference/machines-and-automation/#record-incubator) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Incubator option 1 at Advanced Crafting Table (Unlock recipe): 15 Iron, 15 Copper, 5 Glass -> 1 Incubator |
| Related | Automation, Energy System, Energy And Logic |
Network Display
| Category | Machines and Automation |
|---|---|
| Player use | Overview device for power networks. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about power-control parts after basic generation and storage work. These are network-cleanup tools, not the first thing a survival base needs. |
| Direct use | Network Display belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Stack size: 1 Recycler value: 1 Crafted or processed by: [Network Display](/reference/machines-and-automation/#record-network-display) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Network Display option 1 at Advanced Crafting Table (Unlock recipe): 1 Iron, 1 Copper, 1 Glass -> 1 Network Display |
| Unlocked by research | Energy Crafting Table (1 Electrical Component) |
| Related | Automation, Energy System, Energy And Logic |
Wireless Connector
| Category | Machines and Automation |
|---|---|
| Player use | Wireless connector used in powered base layouts. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about power-control parts after basic generation and storage work. These are network-cleanup tools, not the first thing a survival base needs. |
| Direct use | Wireless Connector belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. Crafted or processed by: [Wireless Connector](/reference/machines-and-automation/#record-wireless-connector) |
| Crafted or processed by | Wireless Connector option 1 at Advanced Crafting Table (Unlock recipe): 15 Iron, 10 Copper, 10 Silicon, 5 Cobalt -> 1 Wireless Connector |
| Unlocked by research | Lights Pack (1 Electrical Component) |
| Related | Automation, Energy System, Energy And Logic |
Wireless Sprinkler
| Category | Machines and Automation |
|---|---|
| Player use | Sprinkler variant tied to wireless power. |
| Best check | Place it only after the input, output, power, and storage route are clear. |
| When it matters | Care about sprinklers once hand-watering interrupts exploration, building, or crafting. Before that point, a smaller manual field is usually cheaper and easier to debug than a powered watering setup. |
| Direct use | Wireless Sprinkler belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose. |
| Record summary | Use: Place it only after the input, output, power, and storage route are clear. |
| Game text | A sprinkler that automatically pumps water from the ground and waters the surrounding fields. This device can, for example, turn lights or sprinklers on and off depending on time and weather. For example: Connect your lamps on one side and the power source on the other side. Then connect a day/night sensor in the middle that opens and closes the energy circuit when it turns on/off. If you want the lights on during the day instead of at night, use the button to invert the input signal. |
| Related | Automation, Energy System, Energy And Logic |
Related
Crafting Machines And Materials, Energy And Logic, Automation, Energy System, Energy Network Parts