Magnetic Fisher
Solarpunk Magnetic Fisher guide: what it does, when to prioritize it, related machines and automation links, and practical player advice.
Magnetic Fisher is a Solarpunk machine or automation part. Retrieves resources from water and sometimes pulls non-magnetic items too.
Quick Answer
| Field | Details |
|---|---|
| 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. |
Exact Recipe
| Station | Output | Exact Ingredients | Notes |
|---|---|---|---|
| Advanced Crafting Table | 1 Magnetic Fisher | 10 Iron, 10 Silicon, 10 Copper, 10 Cobalt | - |
Unlocked By Research
| Research | Cost | Also Unlocks |
|---|---|---|
| Algae Drone | 1 Electrical Component | Only this unlock |
When To Care
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.
Practical 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.
Related Strategy
For machine planning, use a four-part check: input, output, energy, storage. If any part is unclear, the machine may create clutter instead of saving time.
Common Mistakes
- Do not place Magnetic Fisher away from its input, output, or power route.
- Do not scale powered machines before adding enough generation and battery support to keep the useful devices running.
- Do not automate a messy route. Clean storage and clear destinations first, then add drones, sprinklers, sensors, or other powered helpers.
Related
Machines And Automation, Automation, Energy System, Energy And Logic