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Codex Rift Stabilizer Tower

CaptainGummiball edited this page Nov 10, 2026 · 1 revision

Stabilization Tower

Stabilization Towers hold the field of the rift together. A complex needs four of them: a slim glass shaft with a phase conductor in its middle and a crown of coils on top. Without four formed towers the complex does not start, and the field stability of an open rift depends on them.

Building

Shown size: 5 wide, 13 high, 5 deep.

Shown size: 5 wide, 13 high, 5 deep.

This plant has a fixed size; the rules on this page say what may differ.

Key Block Count
C Dimensional Glass 119
B Dimensional Casing 96
D Phase Coil 20
A Quantum Data Port 1
0 Stabilizer Tower 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 (B) ×24, Quantum Data Port (A) ×1

Step 2: Layer 2

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

Parts in this step: Dimensional Glass (C) ×11, Dimensional Casing (B) ×4, Phase Coil (D) ×1, Stabilizer Tower Controller (0) ×1

Step 3: Layers 3–6 (identical)

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

Place this layer 4 times on top of each other.

Parts in this step: Dimensional Glass (C) ×12, Dimensional Casing (B) ×4, Phase Coil (D) ×1

Step 4: Layer 7

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

Parts in this step: Dimensional Casing (B) ×16, Phase Coil (D) ×1

Step 5: Layers 8–12 (identical)

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

Place this layer 5 times on top of each other.

Parts in this step: Dimensional Glass (C) ×12, Dimensional Casing (B) ×4, Phase Coil (D) ×1

Step 6: Layer 13

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

Parts in this step: Dimensional Casing (B) ×16, Phase Coil (D) ×9

Layout

5 wide, 13 high, 5 deep. The controller sits in the middle of the front wall, one block above the floor.

  • Floor (layer 1): the outer ring of 16 cells are port slots ( Dimensional Casing or the Quantum Data Port); the 3 × 3 inside is casing.
  • Walls (layers 2 to 12): casing columns on the corners; the sides are Dimensional Glass, with a casing band in layer 7.
  • Core: a column of Phase Coils in the very middle, from layer 2 to layer 12.
  • Roof (layer 13): casing on the edge, 3 × 3 Phase Coils in the middle.
  • Free: the other cells around the core.
  • Ports: exactly one data port in the floor ring.

Per tower: 97 casing (with the 16 port slots), 119 glass, 20 phase coils and the controller. Build 4.

What the towers do

  • The complex needs 0.65 field stability (as a share) to keep a rift open, set with rift.stability.required (default 0.65, allowed 0.0–1.0).
  • The field the towers can hold at an address is: number of formed towers divided by 4, times a factor of the dimension (from about 0.57 for a very restless dimension up to 1 for a calm one), times the reach of the towers.
  • The reach is 1 for nearby, low-phase addresses. It drops by 0.05 for every point of difficulty above 4, down to 0.4. Each Phase Anchors research adds 0.1 to the reach (never above 1), see The research tree.
  • How difficulty works and what happens when the stability is too low, see Running the Rift.

Because the complex only starts with all four towers formed, it always works with four. A tower that breaks while the rift is open stops the complex with a fault.

Crafting the controller

→ Stabilizer Tower Controller

In the world

Two glowing gyroscope rings turn above every formed tower, faster while the rift is open. While the rift is open, each tower sends a broad violet beam to the rift.

Tip

Where to put them The towers are the smallest structures: put them close to the gate, for example two on each side. They must stand within 96 blocks of the gate controller and must not overlap any other structure.

QNet Codex

Getting Started

Energy

Processing

Rift

Storage

Logic

Reference

Items and Blocks

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