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Codex Getting Started Building Plants
Plants are large machines built from many blocks. Every plant has:
- a controller, the block with the plant's window, which checks the structure;
- walls of the plant's casing or bricks, often with sight glass;
- ports that move items, fluids, gases or heat in and out;
- energy input hatches, tier 1 to 6. No plant demands a certain hatch tier; for more power, add more hatches.
Ports hold nothing themselves. Once the plant is complete, they pass everything on to the controller.
After every change, the controller checks the structure on its next tick. When everything fits, the plant is formed: the controller shows "Formed", the ports connect, and you earn an advancement for that plant. If something is wrong, the controller's window names the problem, for example a wrong block at a position, missing parts or too many ports of one kind. A plant with parts in unloaded chunks pauses until they load again.
Many plants can be built in several sizes. No edge may be longer than perf.maxStructureSize (default 16, allowed 5–32).
The
Build Projector shows a plant as a hologram before you build it:
- Place the controller.
- Right-click the controller with the projector. The projector's window opens.
- Choose the size, the layer to show and, where the plant allows it, a sight-glass front.
- Build along the ghost blocks. Missing blocks show as see-through copies at full size, blocks in the way get a red see-through box, and a bar at the top of the screen shows how far you are: placed and missing blocks and, in red, the blocks in the way.
The window also lists the material and what you still lack in your inventory. Sneak and right-click to turn the projection off. The projector does not place blocks for you. Only players holding a projector see the hologram, unless the server turns on works.projectorEntities (default false).

Shown size: 5 wide, 5 high, 5 deep (adjustable: Height 4–8).
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 | Refractory Bricks | 78 | |
| B | Industrial Sight Glass | 8 | |
| E | Induction Coil | 4 | |
| H | Casting Basin | 3 | |
| F | Energy Input Hatch (Tier 3) | 1 | |
| G | Gas Input Port | 1 | |
| C | Item Input Port | 1 | |
| D | Item Output Port | 1 | |
| 0 | Foundry Controller | 1 |
Casings join into smooth walls together with their glass, ports and controller. Two different casings keep a frame between them.
QNet Codex
Getting Started
- Welcome to QNet
- The First Machines
- Tiers and Components
- Energy, Fluids and Gases
- Building Plants
- The Quanta Linker
- Teams and Rights
- Upgrades and Plant Modules
Energy
- Energy Overview
- Basic Dynamo
- Thermoelectric Generator
- Stirling Generator
- Geothermal Heat Exchanger
- Solar Array
- Wind Turbine
- Solar Thermal Field
- Industrial Boiler
- Steam Turbine
- Gasifier
- Natural Gas and the Gas Derrick
- Gas Engine
- Gas Turbine
- Fission Reactor
- Nuclear Fuel Cycle
- Advanced Reactor Model
- Centrifuge Cascade
- Tokamak
- Little Star
- Micro Black Hole Plant
- Hawking Reactor
- Capacitor Bank
- Battery Hall
- Molten-Salt Store
- Gravity Store
- SMES
- Dimensional Store
- Process Heat
- Electric Heater and Heat Exchanger
- Incidents and Safety
- Radiation
Processing
- Crusher
- Induction Furnace
- Metal Former
- Assembler
- Plant Processor
- Farming Station
- Tree Harvester
- Electrolyzer
- Air Separator
- Chemical Reactor
- Industrial Centrifuge
- Crystallizer
- Tunnel Furnace
- Foundry
- Chemical Plant
- Assembly Complex
- Agricultural Facility
- Particle Facility
- Quantum Facility
- Matter Reconstructor
- Deep Core Extractor
- Plant Speed Modules
- Materials and Recipes
Rift
- The Rift
- Building the Complex
- Structure Parts
- Rift Gate Assembly
- Power Injection Array
- Stabilization Tower
- Coordinate Computation Array
- Dimensional Observatory
- Extraction Array
- Matter Receiving Facility
- Linking the Complex
- Running the Rift
- The Rift Console
- Research and Signals
- The Research Tree
- Mining
- Sectors and Diminishing Returns
- The Job Program
- Rift Map Table
- Command Terminal and Monitors
- Rift Materials
Storage
- The Storage Network
- Storage Controller
- Storage Units
- Storage Access Terminal
- Storage Interface
- External Storage Interface
- Bulk Tank
- Warehouse
- Linking Storage
Logic
Reference
Items and Blocks
- Advanced Circuit
- Ash
- Basic Circuit
- Bio Fertilizer
- Biomass
- Block Die
- Block Mold
- Casting Basin
- Charged Quantum Crystal
- Coal Dust
- Conductive Alloy Ingot
- Conveyor
- Copper Coil
- Copper Dust
- Copper Plate
- Copper Wire
- Creative Battery
- Creative Gas Tank
- Deepslate Lead Ore
- Deepslate Lithium Ore
- Deepslate Uranium Ore
- Efficiency Upgrade
- Emergency Vent
- Energy Cell
- Energy Transformer
- Exotic Matter
- Field Emitter
- Field Stabilizer
- Fluid Tank
- Gas Compressor
- Gas Tank
- Gear Die
- Gear Mold
- Generator Coil
- Gold Dust
- Gold Plate
- Heat Exchanger Tubes
- Induction Coil
- Industrial Frame
- Ingot Mold
- Iron Dust
- Iron Plate
- Irradiated Residue
- Laser Optic
- Block of Lead
- Lead Ingot
- Lead Ore
- Lithium Carbonate
- Lithium Dust
- Lithium Ore
- Machine Frame
- Nugget Mold
- Parallel Upgrade
- Pattern Card
- Plant Fiber
- Plate Die
- Plate Mold
- Polymer Sheet
- Precision Alloy Ingot
- Precision Frame
- Pump
- Quanta Linker
- Quantum Crystal
- Quantum Frame
- Quantum Processor
- Range Upgrade
- Raw Lead
- Raw Lithium
- Raw Uranium
- Refractory Bricks
- Rod Die
- Rod Mold
- Rotor Blade
- Rotor Shaft
- Sensor Module
- Servo Motor
- Silicon
- Silicon Boule
- Silicon Wafer
- Solidified Melt
- Speed Upgrade
- Stabilized Matter
- Steel Blend
- Steel Dust
- Steel Gear
- Steel Ingot
- Steel Plate
- Steel Rod
- Superconductor Wire
- Uranium Dust
- Uranium Ore
- Wire Die
- Yield Upgrade