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AetherGrid Player Guide

LocoShailo edited this page Nov 7, 2026 · 1 revision

Player Guide

Welcome to AetherGrid! You live on a floating grid of tiles in the sky. Every tile can run a module that works for you automatically. Build smart combinations, grow your grid and level it up.

1. Create your grid

Type /grid (or /g). The first time, AetherGrid builds your personal 3x3 grid and teleports you to the Core Tile in the middle (the one with the beacon).

Next to the beacon is a starter chest with:

  • 1x Crop Generator Tile core (your first module)
  • 16x Bread
  • 2x Oak Sapling

Fell off the edge? No problem: if you fall into the void you are returned to your Core Tile automatically.

2. How tiles work

  • Each tile is 15x15 blocks, outlined with a smooth stone border.
  • The Core Tile (centre) is your home. You cannot put modules on it, but you can build there freely.
  • Every other tile can hold one module. The polished andesite block in the middle of a tile marks where the module will sit.
  • You can build anything you like on your tiles, as long as the centre spot (and the block east of it) stays free for a module.

3. Install a module

  1. Hold a Module Core Block (they glow and say Module Core Block in the tooltip).
  2. Place it anywhere on an empty tile.
  3. The core jumps to the centre of the tile, and (for most modules) an output chest appears right next to it, on the east side.
  4. A glowing crystal starts spinning above the core, with a label showing the module, its level and its status.

The module now produces items into its chest, every few seconds.

Important: modules only work while someone from your grid is online and the tile is loaded (someone is nearby). Servers can change this, but it is the default.

Remove a module

Sneak + break the core block. You get the core back at its current level, and the items in its chest drop on the ground. You cannot break the output chest while the module is installed.

4. The dashboard (/grid)

Button What it does
Grid Statistics (nether star) Owner, grid size, level, XP bar, active modules, team size, items produced, Grid Power and Grid Essence.
Grid Overview (map) A map of your grid. Green panes are empty tiles, red panes are locked tiles, the beacon is your Core Tile. Click a module to manage it; click an empty tile to teleport there. On a 7x7 grid you can scroll with the arrows.
Upgrade Grid Size Expand your grid to the next size (only the grid owner can do this).
Module Store Buy Module Core Blocks.
Teleport Home Back to your Core Tile. Same as /grid home.
Team / Co-op Settings See your members, kick members (owner), allow or block visitors.

Tile Manager

Click a module in the Grid Overview to open its Tile Manager:

  • Upgrade Module: raises the module level (faster and more output). The price is shown in the tooltip.
  • Teleport to Tile: go straight to that tile.
  • The info item shows the status, total production and any active synergies.

5. Module status

The label above a module (and the overview) shows its status:

Status Meaning
Active Working normally.
Output Full The output chest is full. Empty it (or use hoppers) or place a Transmutator next to it.
Output Chest Missing The chest is gone. Remove and re-place the module.
Idle (chunk unloaded) Nobody is near the tile, so it is paused.
No Grid Power This module needs power and your grid has none. Build an Energy Generator.
Waiting for input A Transmutator has nothing to convert.
Scanning for hostiles A Sentry Turret has no target.
Power storage full An Energy Generator cannot store more power.

When a module is not working, its crystal stops spinning and glows red.

6. The action bar

Stand on a module tile and your action bar shows live info, for example:

Active Module: Ore Quarry Tile  Lv 1 | (Synergy Boost: +25%) | ⚡ 177/250  ✦ 508

That is: the module, its level, the synergy bonus, your grid power (current / max) and your Grid Essence. On the Core Tile you see only power and essence.

7. Buying modules

Open /grid → Module Store. Each module shows:

  • its type, outputs (with chances; ★ = rare output) and production interval,
  • how much Grid Power it uses or generates,
  • the price (money, items and/or Grid Essence),
  • the required Grid Level. Locked modules are grey.

Item prices are taken from your inventory (and off-hand). Renamed or special items are never taken.

See Modules for the full list.

8. Grid levels & XP

Your grid earns XP every time a module produces something. Higher grid levels unlock better modules and bigger grid sizes.

Level Total XP needed
2 100
3 403
4 983
5 1,902
6 3,215
8 7,223
10 13,372

(Default settings; your server may use different numbers.)

9. Expanding your grid

/grid → Upgrade Grid Size (owner only). Default prices:

Size Grid Level Price
3x3 → 5x5 3 $25,000 + 8 Iron Blocks + 128 Oak Logs
5x5 → 7x7 8 $100,000 + 4 Diamond Blocks + 16 Gold Blocks

New tiles are built around your grid within a few seconds and everyone gets a "Grid Radius Expanded!" message.

10. Play together (co-op)

Command What it does
/grid invite <player> Invite a player (owner only). They get a clickable [ACCEPT] button; the invite expires after 60 seconds.
/grid accept Accept an invite.
/grid kick <player> Remove a member (owner only). Or shift-click their head in Team Settings.
/grid leave Leave the grid you are a member of.
/grid visit <player> Visit someone else's grid, if they allow visitors.

Members can build, install, upgrade and remove modules. Only the owner can expand the grid, invite, kick and change the visitor setting. By default a grid holds up to 4 players (owner + 3 members).

Visitors can look around but cannot build, open chests or hurt animals.

11. Tips

  • Combine modules! Crops next to a Hydro Pump grow 50% faster, ore quarries next to a Magma Forge find more rare ores. See Synergies, Power & Essence.
  • Put a Transmutator between your producers: it eats their surplus cobblestone, dirt and raw ores when their chests are almost full, and turns it into Grid Essence.
  • A Sentry Turret keeps your grid free of zombies and skeletons at night. It never hurts players.
  • Hoppers under output chests work, so you can build sorting systems.

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