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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
CategoryMachines and Automation
Player useFirst real crafting station; one of the early quest steps asks you to craft and place it.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare 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 useCrafting 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 summaryUse: Place it only after the input, output, power, and storage route are clear.
Stack size: 1
Recycler value: 1
Crafted or processed by: [Crafting Table](/reference/machines-and-automation/#record-crafting-table)
Gameplay statsMax stack size: 1
Burn time (fuel): 80s
Recycler value: 1 (Recycler return)
Item type: Devices, Other
Interaction: Buildable
Crafted or processed byCrafting Table option 1 at Crafting Table, Quick Craft (Starting recipe): 6 Log -> 1 Crafting Table
Recipes crafted hereAdvanced Crafting Table, Animal Feed, Animal Feeds, Animal Tag, Barrel and Crate, Bathtub, Bed, Beehive, Benches, Bird Fountain, Birdhouses, Build Hammer, Campfire, Candle Plate, Carpet, Carrot Seed, Chest, Chicken Coop, Cloth, Commode, Corn Seed, Cotton Seed, Cotton Wax, Couch, Crafting Table, Curtain, Decorative Books, Decorative Bookshelf, Decorative Bucket, Decorative Cacti, Decorative Fairy Lights, Decorative Guitar, Decorative Insect Hotel, Decorative Log Stacks, Decorative Shelf, Decorative Stone Clusters, Decorative Succulents, Diamond Axe, Diamond Hoe, Diamond Pickaxe, Dock, Dough, Empty Carafe, Feeding Trough, Fireplaces, Fishing Rod, Folded Towels, Food Basket, Fruit Bowl, Furnace, Grain Sack, Growbox, Handbook, Hanging Decorative Plants, Hay Bale, Hoe, Iron Axe, Iron Hoe, Iron Pickaxe, Kickstarter Axe, Kickstarter Bonsai Decoration, Kickstarter Flowerpots, Kickstarter Hoe, Kickstarter Pedestal, Kickstarter Pickaxe, Kickstarter Statues, Kitchen Counter, Kitchen Details, Large Decorative Plants, Map Marker, Medium Decorative Plants, Outdoor Candle, Paprika Seed, Parasol, Pergola, Picnic Table, Pig Shelter, Rain Collector, Raspberry Seed, Rectangular Decorative Bush, Red Flower Box, Repair Kit, Research Table, Rocking Chair, Scarecrow, Seating, Sheep Shelter, Shelf, Signs, Sink, Small Decorative Plants, Special Flower Seed, Standing Torch, Stick, Stone Axe, Stone Pickaxe, Storage Shelf, Sunflower Seed, Tablecloth, Tables, Tables, Toilet House, Tomato Seed, Trash Can, Trunk With Axe, Vertical Picture, Wall Torch, Washtub, Water Trough, Watermelon Seed, Well, Wheat Seed, Wheelbarrows, Wooden Arch, Wooden Swing, Wooden Water Can
RelatedAutomation, Energy System, Energy And Logic, Building, Building Base Layout
Advanced Crafting Table
CategoryMachines and Automation
Player useLater crafting station for advanced recipes.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare 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 useAdvanced 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 summaryUse: 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 byAdvanced Crafting Table option 1 at Crafting Table (Unlock recipe): 5 Iron, 6 Copper, 4 Log, 2 Glass -> 1 Advanced Crafting Table
Recipes crafted hereAdvanced 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
RelatedAutomation, Energy System, Energy And Logic, Building, Building Base Layout
Research Table
CategoryMachines and Automation
Player useUsed to research and unlock new crafting recipes.
Best checkBuild this early after the first crafting table; it starts the unlock tree for water, storage, animals, power, and travel.
When it mattersCare 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 useResearch 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 summaryUse: 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 textUnlock "Animal Basics Pack" in the Research Table to learn more about animals.
Gameplay statsMax stack size: 1
Burn time (fuel): 80s
Recycler value: 1 (Recycler return)
Item type: Devices, Other
Interaction: Buildable
Crafted or processed byResearch Table option 1 at Crafting Table (Starting recipe): 8 Log, 1 Cloth -> 1 Research Table
Research available hereBeehive (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.
RelatedAutomation, Energy System, Energy And Logic, Building, Building Base Layout
Campfire
CategoryMachines and Automation
Player useEarly fire source for basic survival and cooking-adjacent setup.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare 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 useCampfire 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 summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Devices, Other
Interaction: Buildable
Crafted or processed byCampfire option 1 at Crafting Table (Starting recipe): 8 Stick, 6 Stone -> 1 Campfire
RelatedAutomation, Energy System, Energy And Logic
Furnace
CategoryMachines and Automation
Player useCrafts glass and other useful resources.
Best checkCheck whether the next tool, machine, building, or power unlock needs this processed material.
When it mattersCare 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 useFurnace 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 summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Devices, Other
Interaction: Buildable
Crafted or processed byFurnace option 1 at Crafting Table (Unlock recipe): 15 Stone -> 1 Furnace
Unlocked by researchFurnace (3 Stone)
Research cost and unlocksEnergy and Automation: 3 Stone -> Furnace. -
RelatedAutomation, Energy System, Energy And Logic
Energy Furnace
CategoryMachines and Automation
Player useA furnace that runs on energy.
Best checkCheck whether the next tool, machine, building, or power unlock needs this processed material.
When it mattersCare 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 useEnergy 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 summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed byEnergy Furnace option 1 at Advanced Crafting Table (Unlock recipe): 15 Iron, 15 Silicon, 15 Copper -> 1 Energy Furnace
Unlocked by researchEnergy Furnace (1 Electrical Component)
Research cost and unlocksEnergy and Automation: 1 Electrical Component -> Energy Furnace. A furnace that runs on energy.
RelatedAutomation, Energy System, Energy And Logic
Rain Collector
CategoryMachines and Automation
Player useCollects clean rainwater for drinking.
Best checkUse it when clean water, watering, or longer trips are the bottleneck.
When it mattersCare 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 useRain Collector belongs on the water route, close enough that watering, drinking, animal care, or trip prep does not become a separate chore.
Record summaryUse: 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 statsMax stack size: 1
Burn time (fuel): 10s
Recycler value: 1 (Recycler return)
Item type: Devices, Other
Interaction: Buildable
Crafted or processed byRain Collector option 1 at Crafting Table (Unlock recipe): 6 Log, 8 Stone, 6 Stick -> 1 Rain Collector
Unlocked by researchRain Collector (2 Wood)
Research cost and unlocksWater: 2 Wood -> Rain Collector. Available immediately; Available immediately
RelatedAutomation, Energy System, Energy And Logic
Well
CategoryMachines and Automation
Player useProvides water for the water can; well water is dirty and cannot be drunk directly.
Best checkUse it when clean water, watering, or longer trips are the bottleneck.
When it mattersCare 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 useWell belongs on the water route, close enough that watering, drinking, animal care, or trip prep does not become a separate chore.
Record summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Devices, Other
Interaction: Buildable
Crafted or processed byWell option 1 at Crafting Table (Unlock recipe): 15 Stone, 10 Log, 6 Stick -> 1 Well
Unlocked by researchWell (3 Stone, 2 Wood, 2 Stick)
Research cost and unlocksWater: 3 Stone, 2 Wood, 2 Stick -> Well. Available immediately; Available immediately
RelatedAutomation, Energy System, Energy And Logic
Recycler
CategoryMachines and Automation
Player useDecomposes items back into crafting parts.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare 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 useRecycler needs a clear input and output destination. Label the storage first, then add automation so it moves materials instead of hiding them.
Record summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed byRecycler option 1 at Advanced Crafting Table (Unlock recipe): 10 Iron, 10 Copper, 10 Silicon, 10 Cobalt -> 1 Recycler
Unlocked by researchPostbox (1 Electrical Component)
Research cost and unlocksEnergy and Automation: 1 Electrical Component -> Uncrafter. Decompose items back into their crafting parts
RelatedAutomation, Energy System, Energy And Logic
Uncrafter
CategoryMachines and Automation
Player useReverse-crafting style machine listed in recipes.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare 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 useUncrafter needs a clear input and output destination. Label the storage first, then add automation so it moves materials instead of hiding them.
Record summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed byUncrafter option 1 at Advanced Crafting Table (Unlock recipe): 10 Iron, 10 Copper, 10 Silicon, 10 Cobalt -> 1 Uncrafter
Unlocked by researchRecycler (1 Electrical Component)
RelatedAutomation, Energy System, Energy And Logic
Forester
CategoryMachines and Automation
Player useAutomatically produces wood.
Best checkCheck whether the next tool, machine, building, or power unlock needs this processed material.
When it mattersCare 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 useForester needs a clear input and output destination. Label the storage first, then add automation so it moves materials instead of hiding them.
Record summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed byForester 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 researchForester Bot (1 Electrical Component)
RelatedAutomation, Energy System, Energy And Logic
Transport Drone
CategoryMachines and Automation
Player useTransports resources, including routes between islands; after naming it, select it from drills to choose pickup and base delivery.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare 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 useTransport Drone needs a clear input and output destination. Label the storage first, then add automation so it moves materials instead of hiding them.
Record summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed byTransport Drone option 1 at Advanced Crafting Table (Unlock recipe): 8 Cobalt, 16 Iron, 16 Copper, 16 Silicon -> 1 Transport Drone
Unlocked by researchTransport Drone (1 Electrical Component)
Research cost and unlocksEnergy and Automation: 1 Electrical Component -> Transport Drone. Transport drones move resources between base routes.
Loot sourcesPhase 6: Special, 10%, 100%, 100%, 90%, 60%
RelatedAutomation, Energy System, Energy And Logic
Magnetic Fisher
CategoryMachines and Automation
Player useRetrieves resources from water and sometimes pulls non-magnetic items too.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare 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 useMagnetic Fisher needs a clear input and output destination. Label the storage first, then add automation so it moves materials instead of hiding them.
Record summaryUse: 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 byMagnetic Fisher option 1 at Advanced Crafting Table (Unlock recipe): 10 Iron, 10 Silicon, 10 Copper, 10 Cobalt -> 1 Magnetic Fisher
Unlocked by researchAlgae Drone (1 Electrical Component)
RelatedAutomation, Energy System, Energy And Logic
Sprinkler
CategoryMachines and Automation
Player useAutomatically pumps water from the ground and waters surrounding fields.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare 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 useSprinkler belongs beside fields with reliable power and enough water coverage to replace manual watering, not just decorate a farm.
Record summaryUse: 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 textA 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed bySprinkler option 1 at Advanced Crafting Table (Unlock recipe): 5 Iron, 5 Copper -> 1 Sprinkler
Unlocked by researchEnergy Crafting Table (1 Electrical Component)
Sprinkler (1 Electrical Component)
Research cost and unlocksEnergy and Automation: 1 Electrical Component -> Sprinkler. Sprinklers automatically water nearby fields.
RelatedAutomation, Energy System, Energy And Logic
Battery
CategoryMachines and Automation
Player useAutomatically stores excess electricity and releases it when needed; each battery has limited energy intake and output.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare 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 useBattery belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose.
Record summaryUse: 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 textA 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed byBattery option 1 at Advanced Crafting Table (Unlock recipe): 10 Iron, 15 Silicon, 10 Copper -> 1 Battery
Unlocked by researchBattery (1 Electrical Component)
Research cost and unlocksEnergy and Automation: 1 Electrical Component -> Battery. Batteries store excess power and release it when production drops; each battery has intake and output limits.
Loot sourcesNormal: Main, 40%, 100%, 90%, 55%, 20%
Phase 5: Special, 10%, 100%, 100%, 90%, 60%
Phase 6: Special, 10%, 100%, 100%, 90%, 60%
RelatedAutomation, Energy System, Energy And Logic
Generator
CategoryMachines and Automation
Player useEnergy source for powered bases.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare about power generation once a powered device actually improves the base. Add generation before adding more consumers, then stabilize the network with batteries.
Direct useGenerator belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose.
Record summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed byGenerator option 1 at Advanced Crafting Table (Unlock recipe): 5 Iron, 5 Copper -> 1 Generator
Unlocked by researchEnergy Crafting Table (1 Electrical Component)
RelatedAutomation, Energy System, Energy And Logic
Solar Panel
CategoryMachines and Automation
Player useGenerates energy when exposed to the sun.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare about power generation once a powered device actually improves the base. Add generation before adding more consumers, then stabilize the network with batteries.
Direct useSolar Panel belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose.
Record summaryUse: 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 bySolar Panel option 1 at Advanced Crafting Table (Unlock recipe): 8 Iron, 8 Glass, 8 Copper -> 1 Solar Panel
Unlocked by researchSolar Panel (1 Electrical Component)
Research cost and unlocksEnergy and Automation: 1 Electrical Component -> Solar Panel. Generates energy when exposed to the sun.
Loot sourcesPhase 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.
RelatedAutomation, Energy System, Energy And Logic
Windmill
CategoryMachines and Automation
Player useProduces energy based on current wind strength.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare about power generation once a powered device actually improves the base. Add generation before adding more consumers, then stabilize the network with batteries.
Direct useWindmill belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose.
Record summaryUse: 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 textA large wooden windmill produces around twice as much energy as a regular windmill.
A windmill produces energy based on the current wind strength.
Gameplay statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed byWindmill option 1 at Advanced Crafting Table (Unlock recipe): 8 Iron, 8 Copper, 15 Cobalt, 15 Silicon -> 1 Windmill
Unlocked by researchWindmill (1 Electrical Component)
Research cost and unlocksEnergy and Automation: 1 Electrical Component -> Windmill. A windmill produces energy based on the current wind strength.
RelatedAutomation, Energy System, Energy And Logic
Sky Turbine
CategoryMachines and Automation
Player useLarge turbine that produces a lot of energy.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare about power generation once a powered device actually improves the base. Add generation before adding more consumers, then stabilize the network with batteries.
Direct useSky Turbine belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose.
Record summaryUse: 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 textA large wooden windmill produces around twice as much energy as a regular windmill.
Crafted or processed bySky Turbine option 1 at Advanced Crafting Table (Unlock recipe): 30 Cloth, 1 Circuit Board, 20 Iron -> 1 Sky Turbine
Unlocked by researchSky Turbine (1 Electrical Component)
Research cost and unlocksEnergy and Automation: 1 Electrical Component -> Sky Turbine. A large sky turbine that produces a lot of energy.
RelatedAutomation, Energy System, Energy And Logic
Cable Connector Small
CategoryMachines and Automation
Player useCable connector used to link energy networks.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare about power-control parts after basic generation and storage work. These are network-cleanup tools, not the first thing a survival base needs.
Direct useCable Connector Small belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose.
Record summaryUse: 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 byCable Connector Small option 1 at Advanced Crafting Table (Unlock recipe): 2 Iron, 2 Copper -> 2 Cable Connector Small
Unlocked by researchEnergy Crafting Table (1 Electrical Component)
Loot sourcesNormal: 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.
RelatedAutomation, Energy System, Energy And Logic
Daytime Sensor
CategoryMachines and Automation
Player useEnergy sensor used for time-based switching.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare about power-control parts after basic generation and storage work. These are network-cleanup tools, not the first thing a survival base needs.
Direct useDaytime Sensor belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose.
Record summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed byDaytime Sensor option 1 at Advanced Crafting Table (Unlock recipe): 5 Iron, 5 Silicon, 5 Copper -> 1 Daytime Sensor
Unlocked by researchSensors & Logic Block (1 Electrical Component)
RelatedAutomation, Energy System, Energy And Logic
Rain Sensor
CategoryMachines and Automation
Player useEnergy sensor used for weather-based switching.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare about power-control parts after basic generation and storage work. These are network-cleanup tools, not the first thing a survival base needs.
Direct useRain Sensor belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose.
Record summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed byRain Sensor option 1 at Advanced Crafting Table (Unlock recipe): 5 Iron, 5 Silicon, 5 Copper -> 1 Rain Sensor
Unlocked by researchSensors & Logic Block (1 Electrical Component)
RelatedAutomation, Energy System, Energy And Logic
Weather Station
CategoryMachines and Automation
Player useWeather and switching device unlocked with the weather station research path.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare 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 useWeather 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 summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed byWeather Station option 1 at Advanced Crafting Table (Unlock recipe): 4 Iron, 3 Glass, 4 Copper -> 1 Weather Station
Unlocked by researchWeather Station & Switch (1 Electrical Component)
RelatedAutomation, Energy System, Energy And Logic
Logic Block
CategoryMachines and Automation
Player useEnergy logic device used with sensors to open or close connections.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare about power-control parts after basic generation and storage work. These are network-cleanup tools, not the first thing a survival base needs.
Direct useLogic Block belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose.
Record summaryUse: 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 byLogic 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 researchSensors & Logic Block (1 Electrical Component)
Weather Station & Switch (1 Electrical Component)
RelatedAutomation, Energy System, Energy And Logic
Incubator
CategoryMachines and Automation
Player usePowered animal progression station unlocked after the base has energy and animal systems moving.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare 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 useIncubator 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 summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed byIncubator option 1 at Advanced Crafting Table (Unlock recipe): 15 Iron, 15 Copper, 5 Glass -> 1 Incubator
RelatedAutomation, Energy System, Energy And Logic
Network Display
CategoryMachines and Automation
Player useOverview device for power networks.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare about power-control parts after basic generation and storage work. These are network-cleanup tools, not the first thing a survival base needs.
Direct useNetwork Display belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose.
Record summaryUse: 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 statsMax stack size: 1
Recycler value: 1 (Recycler return)
Item type: Electronics
Interaction: Buildable
Crafted or processed byNetwork Display option 1 at Advanced Crafting Table (Unlock recipe): 1 Iron, 1 Copper, 1 Glass -> 1 Network Display
Unlocked by researchEnergy Crafting Table (1 Electrical Component)
RelatedAutomation, Energy System, Energy And Logic
Wireless Connector
CategoryMachines and Automation
Player useWireless connector used in powered base layouts.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare about power-control parts after basic generation and storage work. These are network-cleanup tools, not the first thing a survival base needs.
Direct useWireless Connector belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose.
Record summaryUse: 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 byWireless Connector option 1 at Advanced Crafting Table (Unlock recipe): 15 Iron, 10 Copper, 10 Silicon, 5 Cobalt -> 1 Wireless Connector
Unlocked by researchLights Pack (1 Electrical Component)
RelatedAutomation, Energy System, Energy And Logic
Wireless Sprinkler
CategoryMachines and Automation
Player useSprinkler variant tied to wireless power.
Best checkPlace it only after the input, output, power, and storage route are clear.
When it mattersCare 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 useWireless Sprinkler belongs inside a readable power network. Keep generation, storage, controls, and consumers grouped so outages are easy to diagnose.
Record summaryUse: Place it only after the input, output, power, and storage route are clear.
Game textA 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.
RelatedAutomation, Energy System, Energy And Logic

Crafting Machines And Materials, Energy And Logic, Automation, Energy System, Energy Network Parts