Skip to content
Neryos edited this page Sep 17, 2026 · 2 revisions

A Room racks into a bay with the same gesture as a machine. What it hosts is different: not a block you place, but a space you build in.

Entering a room, building in it, ejecting it as an item and racking it in another Workbay

The three sizes

Room Interior
Room 3 x 3 x 3
Wide Room 9 x 9 x 9
Vast Room 13 x 13 x 13

Each one is a cube, and each one fits inside a single chunk. All three are built on a Housing, like the upgrades.

Using one

  1. Rack the Room into an empty bay. A Room cannot be placed in the world - right-clicking the ground with one is refused and tells you so.
  2. Press Enter on that bay's panel.
  3. Build whatever you want inside.
  4. Leave through a door.

Inside a room: tiled walls, lit doors centred in each wall, and a build in progress

Each wall has a lit door dead centre, so Leave is always where you expect it.

A bay holding a room is not like a bay holding a machine: it has no face cube and no channels of its own, and any channels that bay was carrying are taken off it and parked under Add rather than deleted. A room reaches the network through Connectors you place inside it, and those travel with the room.

Rooms travel

A Room as an item on the ground

Pull the Room out of the bay and it is an item again - one that:

  • carries everything built inside it, exactly as you left it. Pulling it out disturbs nothing: anybody standing inside stays inside, and Leave still brings them out;
  • cannot be destroyed, so there is no way to lose a build to fire, lava or a careless explosion;
  • racks into any other Workbay, with the build still there;
  • nests - a Room can go inside a Room, as deep as you like.

What nesting refuses is a loop: a Room may not go into a Workbay that is standing inside that Room, or inside anything that Room contains. A Room already racked somewhere else is refused too, and so is a copy of a Room item - only the item that came out of the bay opens it.

On the ground a Room item behaves like a proper item entity: it never expires, it bobs and turns like anything else you drop, and it never stacks with another Room. One that was saved mid-spin reads back fresh rather than frozen.

What Rooms are good for

  • A workshop you can carry between bases.
  • A storage hall that takes up one bay instead of a building.
  • Anything you want to build once and take with you - a Room racked in a Workbay that is itself in your inventory is a base in a pocket.

Next: Networks and Locking.

Clone this wiki locally