# Tier-1 Machines (Earth) NeroTech's first machines run on Earth ores and **Nero Energy (NE)** stored in each machine's internal buffer. They are built on Neroland Core's machine/energy/upgrade framework, so energy and upgrade modules behave identically across the ecosystem. Every machine is directional, opens a GUI on right-click, and survives relog (state is saved server-side). A working Earth-tier chain is **generator → ore processor → fabricator**: a Nero Generator (or Solar Array) powers the processing machines, which it feeds via Core's shared energy network. ## Power & energy Machines store **NE** in a Core `EnergyBuffer`. Generators produce NE and **push** it to adjacent machines/storage through Core's loader-neutral energy lookup; consumers pull from their own buffer as they work. Because generation talks only to Core's energy surface (never to NeroTech-internal classes), power can later migrate to NeroPower as a package move rather than a rewrite. NE bridges to Forge Energy (FE) at I/O boundaries via Core's conversion ratio. All throughput, capacities and rates are **server-config** (`config/nerotech.properties`, managed by Core; server-authoritative and synced to clients). ## Generators ### Nero Generator The entry-level power source. Burns a solid fuel (coal, charcoal, coal block, blaze rod, dried kelp block) into NE, then pushes it to neighbours. One fuel slot; four upgrade slots. ### Solar Array Daytime, fuel-free generation. Output scales with daylight and requires sky access (it stops at night or when roofed over). On Earth it runs fully standalone; per-planet output modifiers arrive with the Nerospace tier (Stage 4). **Niche:** the Solar Array is NeroTech's *basic* single-block panel — low output, but it takes upgrade modules and side config like every Tier-1 machine. It is deliberately not the same product as Nerospace's Solar Panels (three tiers, adjacent-panel array pooling, airless-dimension 2× bonus): those are the scalable solar line. Both generate onto the same Core energy network, so they complement rather than duplicate each other. ## Processing machines ### Ore Processor Turns raw Earth ore into **2 dust** — the core of the material economy (iron/copper/gold ore, deepslate ore, and raw metal all yield the matching `c:dusts/`). One input slot, one output slot. Consumes NE per tick while working; stalls cleanly when unpowered. ### Fabricator Converts refined materials into NeroTech components (e.g. iron ingot → Machine Frame, copper dust → Nero Coil, gold dust → Circuit Board). Same powered, recipe-driven behaviour as the Ore Processor. > Recipes for the Ore Processor and Fabricator currently ship as an in-code baseline (isolated for a > later datapack `RecipeType`/`RecipeSerializer` swap), mirroring the Nerospace approach. ## Upgrade modules Machines have four upgrade-module slots. Modules are Core upgrade types — **Speed** (more work per cycle / faster processing), **Efficiency** (less NE per unit of work), **Capacity** (larger buffer), and **Range** — read as aggregate modifiers each tick. NeroTech invents no bespoke upgrade system; modules are interchangeable with any machine built on Core's framework. ## Progression Placing your first NeroTech machine opens Core's **`industrial_power`** progression gate — NeroTech is the canonical opener of that milestone. Later tiers gate behind `reached_orbit` (Stage 4). ## See also - [Materials & Components](Materials-and-Components.md) - [Home](Home.md)