Skip to content

Machines

Dario Maselli edited this page Jul 6, 2026 · 2 revisions

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/<metal>). 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

Clone this wiki locally