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Getting Started

Theo edited this page Aug 9, 2026 · 1 revision

Getting Started

Tier 1 has no energy in it at all. You will not manage a single unit of power until you have a Field Emitter, and you cannot build one until a ruin gives you the blueprint. So the first hour is exactly what it looks like: dig, craft, explore.

1. Find raw crystal

Dig between Y 0 and −20 and look for resonance veined stone — a bluish, veined shell. It is not the ore; it is the crust around a pocket. Break through it and you find raw resonance crystal.

Raw crystal is unstable. Carrying it hurts. That is the entire justification for the next step.

While you are down there, brush the crusts of the pockets: some give raw flux deposit, which substitutes for quartz below.

2. Build a Stabilizer

The Resonance Stabilizer is crafted from a fractured chassis and a raw crystal. It needs no power — Tier 1 machines all run on their own.

Feed it raw crystal + quartz (or raw flux deposit) and 30 seconds later you get a stable resonance crystal. That is the currency of everything that follows.

If you want dust instead of crystal, the Crystal Crusher turns 1 raw crystal into 3 resonance dust in 10 seconds.

3. The rest of Tier 1

  • Component Assembler — stable crystal + 2 iron → 2 resonance components in 5 seconds. Everything above T1 eats components. This is the one T1 machine that needs power (3 Osc/tick), which means you can build it now but you cannot run it until step 5. That is deliberate, and step 4 is how you get out of it.
  • Resonance Whetstone — repairs a tool by 25% in 8 seconds. It costs a stable crystal to build and needs no field.
  • Resonance Tuner — the mod's wrench. Right-click a machine to apply the current mode, right-click the air to change mode (Rotate / On-Off / Overheat / Redstone), and shift-right-click any block entity to dismantle it — block and contents go straight into your inventory.

4. Find an outpost

You cannot craft a Field Emitter yet. You have to be given the blueprint.

Explore, or dig, until you hit a ruin. A modest dwelling gives you lore and a hint. An outpost contains a console: click it, and it hands you the T2 blueprint.

Outposts are also where the progression un-knots itself. The Field Emitter wants resonance components; the Component Assembler that makes them wants a field; the field wants an emitter. The outpost chests are guaranteed to contain components, and that is what breaks the circle. Take them.

5. Your first field

Craft the Field Emitter with the blueprint, load it with a stable crystal, and place it. It now emits a field of radius 8 with a reserve of 4000 Osc.

Put a machine inside that radius. When it lights up, it has power. That is the whole interface — there is no cable to connect and no meter to read.

From here, go to Resonance Fields for how the volume actually behaves, and Harmonics and Dissonance once you have more than one emitter and start caring which machine draws from which.

Reading your base

What you see What it means
A machine glows It is running this tick — so it has power
A machine sits dark with ingredients in it It is outside any field
A dome of coloured particles A field's reach, and its band
The glow flickers between two colours That machine is detuned
The dome turns grey Dissonance is accumulating

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