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Codex Energy Dimensional Store

CaptainGummiball edited this page Nov 10, 2026 · 1 revision

Dimensional Store

The Dimensional Store keeps energy in a pocket of space behind a Dimension Core. Its capacity is practically unlimited; what limits it is the link to the pocket. Transfer channels carry energy through the link, cost upkeep and strain it; stabilisers hold it steady. It is the largest store of QNet, and the most demanding one: an opened pocket must be paid for every tick.

How it works

  1. Opening: the first energy that comes in opens the pocket. Everything beyond the opening energy is the first content.
  2. Linked: the transfer channels move energy in and out. Every tick the upkeep is paid from the content.
  3. The link stability follows a target that depends on channels, stabilisers and the load. A weak link loses part of every transfer, disconnects, or in the end collapses.

Building

Shown size: 5 wide, 5 high, 5 deep (adjustable: Edge 5–15).

Shown size: 5 wide, 5 high, 5 deep (adjustable: Edge 5–15).

One example of many: within the rules on this page, size and arrangement are up to you; the Build Projector shows the plan in every allowed size.

Key Block Count
A Dimensional Casing 87
B Shielded Sight Glass 8
D Transfer Channel 2
E Dimension Core 1
G Dimensional Stabiliser 1
C Energy Input Hatch (Tier 1) 1
F Energy Output Port 1
0 Dimensional Store Controller 1

Step by step

Each picture adds one layer, from the bottom up; the newest layer is bright. The controller wall faces you on the left.

Step 1: Layer 1

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (A) ×25

Step 2: Layer 2

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (A) ×13, Shielded Sight Glass (B) ×2, Dimensional Store Controller (0) ×1

Step 3: Layer 3

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (A) ×11, Shielded Sight Glass (B) ×3, Transfer Channel (D) ×2, Dimension Core (E) ×1, Dimensional Stabiliser (G) ×1, Energy Input Hatch (Tier 1) (C) ×1, Energy Output Port (F) ×1

Step 4: Layer 4

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (A) ×13, Shielded Sight Glass (B) ×3

Step 5: Layer 5

Top-down map of the layer: the yellow bar marks the controller wall.

Parts in this step: Dimensional Casing (A) ×25

Rules

  • Shape: a cube with odd edge length, at least 5, at most perf.maxStructureSize (default 16, allowed 5–32).
  • Edges and corners: only Dimensional Casing.
  • Walls, floor and roof: Dimensional Casing, Shielded Sight Glass, Inspection Hatches, the ports and the controller.
  • Inside: the Dimension Core exactly in the centre; everywhere else air, Transfer Channels and Dimensional Stabilisers.
  • Needed: at least one Transfer Channel.
  • Controller: in a wall face (not on an edge), front facing out, with the inside directly behind it.
  • Ports: Energy Input Hatches and Energy Output Ports.

The Dimension Core needs two Singularity Capsules from a Micro Black Hole Plant:

End Crystal → Dimension Core

Opening the pocket

  • While the pocket is closed, the store takes in any amount of energy per tick; all of it goes into the opening charge.
  • At volt.dimensionOpenEnergy (default 50000000000, allowed 1000–10000000000000) the pocket opens. What came in beyond that is the first content.
  • Capacity of the open pocket: volt.dimensionCapacity (default 1000000000000000, allowed 1000000–4000000000000000000).

Operation in depth

  • Rate in each direction = channels × 1,000,000 E per tick.
  • Upkeep every tick = channels × 5,000 E + stabilisers × 20,000 E, taken from the content.
  • Target stability = 0.9 + 0.08 per stabiliser − 0.06 per channel − 0.15 × load, between 0 and 1. The load is the transfer of the last tick compared with the rate (up to 2 when both directions run at full rate). If the upkeep cannot be paid, the target drops by 1: the link breaks down.
  • The stability moves slowly towards its target (0.2 % of the gap per tick), so short peaks do little harm.
  • Below 0.5: a share of every transfer is lost (0.5 minus the stability).
  • Below 0.2: the link disconnects in a controlled way: nothing moves until the stability is back above 0.35. A disconnected pocket that cannot pay its upkeep still takes energy in, so you can refill it.
  • Below 0.05: the pocket collapses. The first moment is an implosion that pulls living beings in; then it loses 1 % of its content every second until the stability recovers.
  • Self-discharge: 0.01 % per hour of game time.

Important

The upkeep never stops An opened pocket pays its upkeep even when the structure is broken: the upkeep of its last build, at least that of one channel. Breaking the store is no way around it; an empty pocket that cannot pay starts to collapse.

Tip

Channels and stabilisers Every channel lowers the target by 0.06, every stabiliser raises it by 0.08. Build roughly three stabilisers for every four channels beyond the first few, and keep the load moderate, so the stability stays above 0.5.

The screen

  • Lines: Status and Link (the state of the pocket).
  • Values: energy, capacity, rate (each way), input, output, link stability, settles at (the target), upkeep, transfer loss, channels, stabilisers, opening charge, opening needs.
Link Meaning
Pocket closed Nothing came in yet.
Opening the pocket The opening charge is filling.
Linked The pocket is open and the channels move energy.
Disconnected (stabilising) The stability fell below 0.2; wait until it is above 0.35.

Error messages

Message What to do
The plant must be a cube with odd edge length (is …) Build the same odd edge in all three directions: 5, 7, 9 …
Wrong block at … (expected: Dimension Core) Put the Dimension Core exactly in the centre of the cube.
Wrong block at … (expected: Air, Transfer Channel, Dimensional Stabiliser) Only these around the core.
Missing parts: Transfer Channel ×1 Add at least one Transfer Channel.
Structure too small (…) At least 5 × 5 × 5.
The controller must sit in a wall, front facing out Put the controller into a wall face, front outwards.
Port not allowed here: … Only energy ports work on the store.

In the world

  • The Dimension Core glows in the centre.
  • Below a stability of 0.5 violet sparks at the controller warn that the link is weak.
  • A collapse pulls living beings towards the store; see Incidents.

Breaking it

Breaking the controller loses the pocket and all of its content.

QNet Codex

Getting Started

Energy

Processing

Rift

Storage

Logic

Reference

Items and Blocks

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