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Rieno edited this page Jun 23, 2026 · 2 revisions

Embers Re-Ignited: Complete Guide

Embers is a dwarven magic-tech workshop built around Ember, a warm power drawn from deep stone and worked into machines, alchemy, metal, steam, and a little violence. This guide collects the full wiki into one page and arranges it in the order a new workshop is likely to need it.

Recipe ingredients can change with a modpack or datapack. Use JEI for exact recipes and this guide for placement, linking, inputs, outputs, and working examples.

Contents

  1. Getting Started
  2. Understanding Embers
  3. First Ember Setup
  4. Ember Generation
  5. Ember Transport and Storage
  6. Item Transport
  7. Fluid Transport and Storage
  8. Metalworking
  9. Advanced Ember Generation
  10. Heat, Water, and Steam
  11. Alchemy and Forging
  12. Seeds, Upgrades, and Workshop Blocks
  13. Forge Energy, Create, Aeronautics, and Sable
  14. Starter Setups and Complete Build Examples
  15. Troubleshooting

Getting Started

The first step is not a machine. Find an Ancient Golem, break it apart, and use what it drops to make the Ancient Codex. Keep the Codex close while learning the mod; this port changes enough old habits that guides for earlier Embers versions can be misleading.

Make a Tinker's Hammer as soon as possible. It rotates blocks, links Ember packet machines, and handles several small workshop jobs. A Tinker's Lens or Ashen Goggles will reveal machine faces, inventories, fluid tanks, Ember inputs, and upgrade positions.

Your first progression should be:

  1. Use a Field Chart to find a rich patch of Ember.
  2. Build an Ember Bore near bedrock.
  3. Feed the Bore fuel and collect its Ember material.
  4. Burn that material in an Ember Activator.
  5. Move the resulting Ember with an Ember Emitter and Ember Receptor.
  6. Add a Copper Cell so the workshop has a buffer.
  7. Build a Melter, Stamp Base, and Stamper for metal parts.

Most redstone-controlled Embers blocks require a signal by default. A server config can invert that behavior. Unless your pack says otherwise, assume Emitters, Extractors, Vacuums, and Automatic Hammers need redstone power.

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Understanding Embers

Ember is not Forge Energy. It is its own power, stored in machines, cells, carried vessels, and visible packets.

The normal Ember chain is:

Ember field
    -> Ember Bore
    -> Ember crystal material
    -> Activator / Pressure Refinery / Ignem Reactor
    -> stored Ember
    -> Emitter and Receptor, Ejector, Funnel, or direct capability
    -> machine or storage cell

An Ember Emitter pulls Ember from the block behind it, keeps a small buffer, and fires packets while powered. A Receptor catches packets and pushes Ember into the block behind it. Relays continue packet travel, Mirror Relays turn it, and Beam Splitters divide it.

Linking Ember Blocks

Use this order for this port:

  1. Hold a Tinker's Hammer.
  2. Click the sending block, such as an Emitter, Relay, Mirror Relay, or Beam Splitter output.
  3. Click the receiving block.
  4. Power the original Emitter if the link begins with one.
  5. Watch for the visible Ember packet and check the destination with an Ember Dial, Jade, a Tinker's Lens, or Ashen Goggles.

Example:

[Activator top] [Emitter]  . . Ember packet . .>  [Receptor] [Copper Cell]
                           redstone signal

The Emitter must touch the source. The Receptor must touch the destination. A link alone does not bridge the final one-block gap.

Machine Faces

Machine sides matter. If a setup has power but does nothing, inspect it with goggles or a lens before moving pipes at random. Multiblocks often divide responsibilities between top and bottom blocks:

  • Activator: item input below, Ember output above.
  • Melter: item and Ember input at the top, molten output at the top.
  • Mixer Centrifuge: molten inputs below, Ember input and alloy output above.
  • Pressure Refinery: Ember material and water below, Ember output above.

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First Ember Setup

This is a complete starter build using only the first useful machines.

What You Need

  • 1 Field Chart
  • 1 Ember Bore
  • fuel for the Bore
  • 1 Ember Activator
  • 1 Ember Emitter
  • 1 Ember Receptor
  • 1 Copper Cell
  • 1 Tinker's Hammer
  • a lever or other redstone source
  • optional Item Pipes and an Item Extractor

Step by Step

  1. Carry the Field Chart through the area where you can reach bedrock and find a strong reading.
  2. Dig down safely and clear enough room for the Bore and its blades.
  3. Place the Bore so its blades touch at least three bedrock blocks.
  4. Insert ordinary fuel into the Bore's fuel slot.
  5. Leave the Bore's output slots clear or connect an Item Extractor and Item Pipes.
  6. Place the Activator nearby. It forms a two-block machine.
  7. Feed Ember Shards, Crystals, Grit, or other valid activation fuel into the lower Activator block.
  8. Place an Emitter against the upper Activator block.
  9. Place a Receptor against a Copper Cell.
  10. Click the Emitter with the Tinker's Hammer, then click the Receptor.
  11. Power the Emitter with a lever.
  12. Confirm that packets leave the Activator and the Copper Cell begins filling.

Recommended layout:

Bedrock workshop                          Main workshop

[Bore] -> item pipe -> [Activator lower]
                         [Activator upper][Emitter]  . . .>  [Receptor][Copper Cell]
                                                   lever

Do not feed every new machine directly from the Activator. Put storage between generation and use so short production gaps do not stop the whole workshop.

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Ember Generation

Field Chart

The Field Chart reads the Ember richness below an area. Place it in the area you want to test and use the normal block interaction to read it. It can show both the current Ember field and the base field.

Step-by-step example:

  1. Choose several possible Bore sites.
  2. Place and read the chart at each site.
  3. Prefer a location with a strong base reading, not merely a passing hot patch.
  4. Mark the best position and build the Bore below it.

Ember Bore

The Ember Bore burns ordinary fuel near bedrock and draws Ember material from below.

Setup:

  1. Place the Bore low in the world.
  2. Make sure its blades touch at least three bedrock blocks.
  3. Put fuel in the fuel slot.
  4. Keep its output slots clear.
  5. Pull results away with an Item Extractor if automating it.

The default dig attempt takes 200 ticks before speed modifiers. The Bore produces material, not stored Ember. Send its output to an Activator, Pressure Refinery, or Ignem Reactor.

Excavation Buckets

Excavation Buckets let an Ember Bore dig heavier things than Ember crystals.

  1. Place them as part of the Bore's excavation setup.
  2. Run the Bore normally with fuel.
  3. Keep enough output space for the extra results.
  4. Add them after the basic Ember supply is stable; early on, crystals matter more.

Ember Activator

The Ember Activator burns Ember crystal material into usable Ember.

  1. Place the Activator and let it form its two-block machine.
  2. Insert Ember material into the lower block.
  3. Pull Ember from the upper block.
  4. Put an Emitter on the upper block for packet transfer, or attach another valid Ember transfer block.
  5. Give the output somewhere to go so the internal store does not fill.

The Activator is the simplest generator and is enough for a first Melter, Stamper, Hearth Coil, and storage cell.

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Ember Transport and Storage

Ember Emitter

The Emitter draws Ember from the block behind it and fires linked packets while powered.

  1. Place it directly against a source or storage block.
  2. Click the Emitter with a Tinker's Hammer.
  3. Click the receiving block.
  4. Power the Emitter with redstone.
  5. Make sure the target has room before sending large batches.

An Emitter pulls up to 10 Ember into its buffer per tick and sends packets up to 40 Ember.

Ember Receptor

The Receptor catches packets and pushes Ember into the block behind it.

  1. Place it directly against the destination machine or cell.
  2. Link a sender to it with the Tinker's Hammer.
  3. Leave the destination enough free capacity.

The Receptor needs no redstone. If it cannot insert everything it receives, part of the packet can be lost.

Ember Relay

The Ember Relay carries packets farther.

  1. Place it along the desired route.
  2. Link the source Emitter to the Relay.
  3. Click the Relay with the Hammer, then click the next valid target.
  4. Add more Relays when a run must continue farther.
[Emitter] . .> [Relay] . .> [Relay] . .> [Receptor][Machine]

Mirror Relay

The Mirror Relay turns a packet path.

  1. Place it at the corner.
  2. Link the incoming sender to the Mirror Relay.
  3. Link the Mirror Relay to the next target.

Use it when walls, floors, or compact machinery make a straight line awkward.

Beam Splitter

The Beam Splitter divides incoming Ember between two targets.

  1. Place it in the packet path.
  2. Link each output side to a valid receiver.
  3. Link the upstream sender to the splitter.
  4. Leave room in both destinations for an even split.

If both targets can accept half, both are fed. If only one can accept Ember, the splitter can send the packet there instead. This port does not keep an internal splitter buffer.

                         . .> [Receptor][Machine A]
[Emitter] . .> [Splitter]
                         . .> [Receptor][Machine B]

Ember Ejector

The Ejector moves Ember in larger bursts than a normal Emitter.

  1. Place it on an Ember source or storage block.
  2. Aim its output toward nearby receiving blocks.
  3. Let it pull from the attached source.

It pulls up to 100 Ember per tick and transfers up to 400 Ember at a time. Use it when a normal Emitter is too gentle for a hungry machine.

Ember Funnel

The Funnel spreads Ember from one source into nearby hungry machines.

  1. Place it against a cell or generator.
  2. Arrange several Ember-using machines nearby.
  3. Feed the Funnel and let it distribute to valid inputs.

Example workbench:

             [Melter]
[Stamper] [Ember Funnel] [Hearth Coil]
             [Cell]

The Funnel is best for compact rooms where several small machines share one buffer.

Copper Cell

The Copper Cell is the first practical Ember buffer.

  1. Feed it with a Receptor, Ejector, Funnel, or direct Ember capability.
  2. Pull from it with an Emitter or another valid output.
  3. Place it between generation and consumption.

Copper Charger

The Copper Charger moves Ember between a Copper Cell and carried Ember vessels.

  1. Place it beside a charged Copper Cell.
  2. Insert an Ember Jar, Cartridge, Bulb, or another supported vessel.
  3. Let the charger move Ember at its steady transfer rate.
  4. Remove the charged item and use it with Ember tools.

Crystal Cell

The Crystal Cell grows into a very large Ember reserve.

  1. Build the Crystal Cell multiblock.
  2. Feed Ember crystals into its item input.
  3. Supply and extract Ember through normal transfer blocks.
  4. Keep feeding crystals to increase capacity.

It starts with 64000 Ember capacity and can grow as high as 1440000.

Ember Siphon

The Ember Siphon exposes Ember from the block below it.

  1. Place it directly above an Ember holder.
  2. Attach the transfer or upgrade work to the Siphon.
  3. Use it when the original block's useful face is blocked.

Ember Dial

Place an Ember Dial facing a machine or cell to read its stored Ember. Use one on storage and advanced generators when diagnosing a line that stops under load.

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Item Transport

Item Pipes insert into inventories but do not pull items by themselves. An Item Extractor begins the flow.

Item Pipe

  1. Run Item Pipes between source and destination.
  2. Put an Item Extractor on any inventory that must be emptied.
  3. Use the Tinker's Hammer to close unwanted side connections.
  4. Keep routes simple until the line works.

Item Extractor

  1. Place it against the source inventory.
  2. Connect an Item Pipe to its output.
  3. Power it with redstone.

When powered, it extracts items and does not accept incoming pipe items. When unpowered, it behaves more like a normal pipe section.

Item Transfer

The Item Transfer forces direction from back to front and can filter items.

  1. Face its back toward the source.
  2. Face its front toward the destination.
  3. Put the desired filter item in its filter slot.

Example filtered Bore line:

[Bore][Extractor] -> pipe -> [Item Transfer: Ember Crystal] -> [Activator]
                        `----> [Item Transfer: other output] -> [Bin]

Item Vacuum

  1. Face the intake toward the place loose items land.
  2. Attach Item Pipes to the back.
  3. Power it with redstone.

Use it under droppers, around seed farms, and anywhere output becomes an item entity.

Item Dropper

  1. Insert or pipe items into the top.
  2. Leave an open block below.
  3. Put an Item Vacuum nearby if the dropped item should re-enter automation.

Bin

The Bin stores many stacks of one item.

  1. Insert the item the Bin should remember.
  2. Pipe more of that item into it.
  3. Extract from it when the workshop needs a steady supply.

Bins are good for Bore output, fuel, ingots, plates, and stamps.

Item Dial

Place an Item Dial facing an inventory to see what it holds. It is useful on Bins and machine inventories hidden by compact builds.

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Fluid Transport and Storage

Fluid Pipes insert into tanks but do not pull by themselves. A Fluid Extractor begins the flow.

Fluid Pipe

  1. Run Fluid Pipes between source and destination.
  2. Add a Fluid Extractor to tanks that must be drained.
  3. Close unwanted side connections with the Tinker's Hammer.
  4. Separate molten metal, water, steam, and gas lines where possible.

Fluid Extractor

  1. Place it against the source tank.
  2. Attach a Fluid Pipe.
  3. Power it with redstone.

When powered, it extracts and refuses incoming pipe fluid. When unpowered, it behaves more like a normal pipe.

Fluid Transfer

  1. Face its back toward the source.
  2. Face its front toward the destination.
  3. Set its filter with the required fluid or a representative container.

Use one wherever molten inputs share a wall with water or steam lines.

Fluid Vessel

The Fluid Vessel stores one fluid and holds 16000 mB by default.

  1. Pipe fluid into the Vessel.
  2. Put a powered Fluid Extractor on the side that should drain it.
  3. Add a Fluid Dial if the contents are not visible from the work area.

Reservoir

The Reservoir is an open, scalable caminite tank.

  1. Place the Reservoir heart.
  2. Build its walls with Caminite Rings.
  3. Add a Caminite Valve where pipes or buckets should reach the tank.
  4. Add a Caminite Gauge where the level should be visible.
  5. Cap the tank when holding gas.

Each Caminite Ring adds 40000 mB by default.

Caminite Ring

Caminite Rings form the Reservoir walls and add capacity. Place them against existing Reservoir parts until the required shape is complete.

Caminite Valve

Place the Valve in the Reservoir wall and attach Fluid Pipes to it. Use the Valve for bucket interaction as well. Plain Rings provide structure and capacity, not convenient automation access.

Caminite Gauge

Place the Gauge in the Reservoir wall to see how full the tank is. It reads the tank; it does not fill or drain it.

Fluid Dial

Place a Fluid Dial facing a tank or machine fluid port to read its contents. This is particularly useful on molten alloy inputs.

Atmospheric Gauge

Place an Atmospheric Gauge near pressure or steamwork to read pressure. It is a diagnostic block and does not create pressure.

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Metalworking

The first complete metal line is Melter to Stamp Base to Stamper.

items + Ember -> [Melter] -> molten metal pipe -> [Stamp Base]
                                                       ^
                                                   [Stamper]
                                                   + Ember

Melter

The Melter turns metal items into molten fluid.

  1. Place the Melter and let it form its two-block machine.
  2. Feed Ember into the top.
  3. Insert meltable items into the top inventory.
  4. Pull molten metal from the top fluid output.
  5. Provide a Fluid Vessel, Stamp Base, Mixer, or separator before processing a large batch.

The default process takes 200 ticks and costs 1 Ember/t before upgrades. A full output tank stops the machine.

Geologic Separator

The Geologic Separator catches eligible byproducts from melting.

  1. Place it beside the Melter where it can receive output.
  2. Pipe the separator's molten output away.
  3. Leave capacity in both the separator and Melter.

It is optional for basic melting but useful once metal production is stable.

Stamp Base

The Stamp Base holds molten metal and one stamp.

  1. Pipe molten metal into the Base.
  2. Insert the required Ingot, Plate, Gear, Nugget, Flat, or other valid stamp.
  3. Place a Stamper directly above.

The Base holds 1500 mB by default.

Stamper

The Stamper presses the metal in the Stamp Base.

  1. Put it directly above the Stamp Base.
  2. Feed Ember into the Stamper.
  3. Put the correct stamp in the Base.
  4. Supply enough molten metal for the recipe.
  5. Leave room for the output.

The Stamper spends 80 Ember per operation by default, with a 70 tick press and a short retract.

Mixer Centrifuge

The Mixer Centrifuge combines molten metals into alloys.

  1. Place the two-block machine.
  2. Feed Ember into the top.
  3. Pipe the recipe's molten metals into the side tanks on the lower block.
  4. Match the exact amounts shown in JEI.
  5. Pull alloy output from the top.

Example:

Molten A -> [west side ]
Molten B -> [east side ] [Mixer lower]
                         [Mixer upper] -> alloy output
                              ^
                            Ember

If it refuses to start, inspect all four lower tanks with Fluid Dials or Jade. Wrong measures do nothing.

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Advanced Ember Generation

Pressure Refinery

The Pressure Refinery improves crystal activation with water and pressure.

  1. Place the two-block Refinery.
  2. Insert Ember material into the lower block.
  3. Pipe water into the lower tank.
  4. Pull Ember from the upper block.
  5. Keep both water and output capacity available.

It consumes 25 mB of water per process by default and starts at a 1.25x multiplier.

Example upgrade from an Activator line:

[Bore output] -> item pipe -> [Refinery lower] <- water pipe <- [Mechanical Pump]
                                [Refinery upper][Emitter] . .> [Receptor][Crystal Cell]

Ignem Reactor

The Ignem Reactor burns Ember material with catalyst and combustion support.

  1. Place the Reactor.
  2. Attach one or more Catalysis and Combustion Chambers in valid adjacent positions.
  3. Feed Ember material into the Reactor.
  4. Feed catalyst items into Catalysis Chambers.
  5. Feed combustion items into Combustion Chambers.
  6. Pull generated Ember into a large cell or transfer line.

Catalysis Chamber

The Catalysis Chamber prepares catalyst for an adjacent Ignem Reactor.

  1. Place it against the Reactor.
  2. Insert a valid catalyst shown by JEI.
  3. Keep the chamber stocked while the Reactor processes fuel.

Combustion Chamber

The Combustion Chamber supplies combustion work to an adjacent Ignem Reactor.

  1. Place it against the Reactor.
  2. Insert a valid combustion item.
  3. Pair it with Catalysis support for a complete Reactor build.

Recommended Reactor room:

                  [Catalysis Chamber]
[Combustion] [Ignem Reactor] [Combustion]
                  [Catalysis Chamber]
                         |
                    Ember output

Use the arrangement accepted by the in-game structure and machine faces; the diagram shows the intended grouping, not a mandatory recipe footprint.

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Heat, Water, and Steam

Hearth Coil

The Hearth Coil burns Ember into cooking heat.

  1. Build the Hearth Coil multiblock.
  2. Feed Ember into the Coil.
  3. Insert cookable items.
  4. Allow it to heat before expecting its fastest work.
  5. Pull cooked output away.

By default, it consumes 1 Ember/t, heats by 1 per tick, cools by 1 per tick, reaches 280 heat, and cooks faster as heat rises.

Heat Insulation

Heat Insulation raises a Hearth Coil's maximum heat and reduces cooling.

  1. Place insulation in valid upgrade positions around the Coil.
  2. Heat the Coil to a useful temperature.
  3. Use redstone control to let it coast between heating periods.

Insulation rewards pulsed operation. Keeping the Coil lit every tick wastes the heat it could have retained.

Heat Exchanger

The Heat Exchanger moves heat between nearby heatwork.

  1. Place it between the heat source and the block that needs heat.
  2. Keep the relevant faces aligned.
  3. Supply heat at the source; the exchanger does not create it.

Atmospheric Bellows

The Atmospheric Bellows pushes heat work harder.

  1. Aim it into a machine or heat setup that accepts bellows work.
  2. Supply the supporting heat and Ember system.
  3. With Create installed, use it with a Hearth Coil to force supported Blaze Burners toward superheat.

Mechanical Pump

The Mechanical Pump draws water from the world with Ember.

  1. Place the intake where it can reach water.
  2. Feed Ember into the lower machine.
  3. Attach a Fluid Pipe to the output.
  4. Send water to a Pressure Refinery, Mini Boiler, Reservoir, or Fluid Vessel.

It costs 0.5 Ember/t by default while working.

Mini Boiler

The Mini Boiler converts water into steam when heated.

  1. Pipe water into the Boiler.
  2. Provide a supported heat source.
  3. Attach a powered Fluid Extractor to the steam output.
  4. Send steam into a Fluid Vessel, Reservoir, or Wildfire Stirling.
  5. Never let the gas side remain full.

It holds 16000 mB of liquid and gas by default. The Boiler can explode when overfilled with gas unless the server config disables that behavior.

Kinetic Mini Boiler

The Kinetic Mini Boiler turns water into steam when nearby Ember work and Create rotation keep it moving.

  1. Place it in a valid Mini Boiler upgrade position.
  2. Connect a Create shaft to its shaft face.
  3. Keep it between 16 RPM and 192 RPM.
  4. Pipe water in and steam out.
  5. Let nearby Ember-consuming or Ember-producing work give it something to answer.

The best work is at 96 RPM. Outside its working speed range it stops helping.

Wildfire Stirling

The Wildfire Stirling consumes steam or gaseous fuel for mechanical work.

  1. Pipe steam or Dwarven Gas into it.
  2. Attach it to the Embers mechanical setup that needs motion.
  3. Keep the gas supply steady.

The internal tank holds four buckets.

Kinetic Wildfire Stirling

The Kinetic Wildfire Stirling eases Ember costs for supported machine work with Create rotation instead of steam.

  1. Place it in a valid upgrade position or within Mechanical Core reach.
  2. Connect a Create shaft to its shaft face.
  3. Keep it between 32 RPM and 256 RPM.
  4. Watch the target machine's Ember draw after adding it.

The best work is at 128 RPM. At the sweet spot it matches an ordinary Wildfire Stirling, and away from it the savings fall off.

Complete steam line:

water source -> [Mechanical Pump] -> [Mini Boiler] -> steam vessel -> [Wildfire Stirling]
                    ^                    ^
                  Ember                heat

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Alchemy and Forging

Exchange Tablet

The Exchange Tablet performs alchemy with a central item, pedestal contents, and Ember.

  1. Place the Tablet in an open work area.
  2. Arrange Alchemy Pedestals around it.
  3. Put the central ingredient on the Tablet.
  4. Put aspectus and side ingredients on the Pedestals.
  5. Aim a charged Beam Cannon at the Tablet.
  6. Pulse the Cannon with redstone.
  7. Wait for the exchange and collect the result.

The Tablet needs enough Ember to begin and continues processing after the beam starts the work.

Alchemy Pedestal

Alchemy Pedestals hold aspectus and side ingredients.

  1. Place them within the Tablet's working arrangement.
  2. Insert the exact aspectus or item required by the recipe.
  3. Expect successful alchemy to consume recipe contents where applicable.

Beam Cannon

The Beam Cannon fires stored Ember as a beam.

  1. Place it facing the target.
  2. Feed Ember into its internal buffer.
  3. Wait until it has at least the firing threshold.
  4. Give it a redstone pulse.

For alchemy, point it at the Exchange Tablet. It can also damage creatures and move a large Ember charge into a Receptor or Beam Splitter. Keep the firing lane clear.

Example alchemy room:

              [Pedestal]
                  |
[Beam Cannon] -> [Tablet] -- [Pedestal]
                  |
              [Pedestal]

Beam Cannon: Ember input + redstone pulse
Tablet: central ingredient
Pedestals: aspectus and side ingredients

Mnemonic Inscriber

The Mnemonic Inscriber records successful alchemy.

  1. Place it near the Tablet setup.
  2. Insert paper.
  3. Complete a valid exchange.
  4. Collect the written Alchemy Note.

Kinetic Mnemonic Inscriber

The Kinetic Mnemonic Inscriber records successful alchemy through shaft work instead of the older feed.

  1. Place it near the Tablet setup.
  2. Insert paper.
  3. Connect a Create shaft to its shaft face.
  4. Keep it between 8 RPM and 128 RPM while successful exchange work is happening nearby.

The best work is at 64 RPM.

Alchemy Notes

Alchemy Notes record recipes you have proven. Keep them for recipes that took experimentation; they are cheaper than repeating the same failure.

Dawnstone Anvil

The Dawnstone Anvil repairs, works, and augments Ember-touched gear.

  1. Put the target item in one slot.
  2. Put the required material, augment, or recipe item in the other.
  3. Strike the Anvil with a valid hammer.
  4. Continue until the work completes.

The default maximum is 40 hits.

Automatic Hammer

The Automatic Hammer performs hammer work for the block in front of it.

  1. Face it directly at a Dawnstone Anvil or another hammerable target.
  2. Feed it Ember.
  3. Power it with redstone.
  4. Put the recipe items in the target block.

It stores up to 12000 Ember, spends 40 Ember per action by default, and works every 20 ticks before upgrades.

Inferno Forge

The Inferno Forge performs the hottest Ember work.

  1. Build the multiblock.
  2. Feed Ember into the Forge.
  3. Insert the item required by the recipe.
  4. Leave it closed and supplied until forging completes.

It consumes 16 Ember/t by default during its 200 tick process.

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Seeds, Upgrades, and Workshop Blocks

Ember Injector

The Ember Injector feeds a growing Crystal Seed.

  1. Place a Crystal Seed.
  2. Put the Injector directly beside it; the default maximum distance is 1 block.
  3. Feed Ember into the Injector.
  4. Leave room for the seed's growth and output.

Crystal Seeds

Crystal Seeds grow metal when fed with Ember.

  1. Place the seed.
  2. Attach an Ember Injector.
  3. Keep a stable Ember buffer feeding the Injector.
  4. Collect material as the grown crystal splits off pieces.

Seeds exist for copper, iron, gold, lead, silver, dawnstone, mithril, and other supported metals.

Dynamic Crystal Seed

The Dynamic Crystal Seed adopts the metal worked into it.

  1. Prepare it through the matching alchemy or recipe path.
  2. Place it like another seed.
  3. Feed it through an Ember Injector.

This fork supports dynamic seeds so compatible addon metals do not each need a hand-authored block.

Mechanical Core

The Mechanical Core extends upgrade and capability reach.

  1. Place it close to the target machine.
  2. Put upgrades around the Core where they fit more cleanly.
  3. Keep the target within the default 3 block proxy distance.

It is an Embers proxy, not a universal item, fluid, or energy cable.

Catalytic Plug

The Catalytic Plug boosts supported machine work at a fuel cost.

  1. Place it in a valid upgrade slot or within Mechanical Core reach.
  2. Feed the required gaseous fuel when the target machine needs it.
  3. Watch the target's Ember and fuel consumption after adding plugs.

On the Ember Kinetic Generator, plugs raise RPM and stress capacity but also raise Ember burn.

Kinetic Catalytic Plug

The Kinetic Catalytic Plug boosts supported machine work with Create rotation instead of gaseous fuel.

  1. Place it in a valid upgrade slot or within Mechanical Core reach.
  2. Connect a Create shaft to its shaft face.
  3. Keep it between 32 RPM and 256 RPM.
  4. Watch the target machine's speed and Ember use after adding it.

The best work is at 128 RPM. At the sweet spot it matches an ordinary Catalytic Plug, and away from it the effect weakens.

Clockwork Attenuator

The Clockwork Attenuator gives a machine separate active and inactive speeds.

  1. Place it in a valid upgrade position.
  2. Apply or remove redstone to select a state.
  3. Right-click and sneak-right-click while the matching state is active to tune its setting.

Use it to let a machine idle gently and work harder on demand.

Cinder Plinth

The Cinder Plinth burns items into ash without scattering the result.

  1. Place the input item on the Plinth.
  2. Feed Ember into it.
  3. Collect ash or the matching processed output.

Char Instiller

The Char Instiller prepares charred material for recipes and upgrade work.

  1. Place it as required by the recipe or machine arrangement.
  2. Keep it within upgrade reach when the setup expects upgrades.
  3. Treat it as a support station rather than an Ember generator.

Entropic Enumerator

The Entropic Enumerator is a specialized, upgrade-capable support block.

  1. Place it in the arrangement shown by the recipe or Codex.
  2. Follow the layout exactly.
  3. Keep relevant upgrade access available.

Workshop Dials

  • Ember Dial: reads stored Ember.
  • Item Dial: reads an adjacent inventory.
  • Fluid Dial: reads an adjacent tank.
  • Atmospheric Gauge: reads pressure.

Use these before rebuilding a machine that is merely empty, full, or connected on the wrong side.

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Forge Energy, Create, Aeronautics, and Sable

Ember Dynamo

The Ember Dynamo converts Ember into Forge Energy.

  1. Feed Ember into the Dynamo with a Receptor or another supported transfer block.
  2. Rotate it so its FE output faces a machine, cable, or battery that accepts energy.
  3. Keep an Ember buffer behind the input.

It stores 20000 FE, converts each Ember into 100 FE, and can output up to 1000 FE/t.

[Copper Cell][Emitter] . .> [Receptor][Ember Dynamo] -> FE cable -> FE machine

Tinker Wrench

The Tinker Wrench combines the Embers hammer and the Create wrench in one hand tool.

  1. Use it as a normal Tinker's Hammer for links, rotation, and workshop work.
  2. Use it on Create wrenchable blocks for ordinary wrench actions.
  3. Sneak-use it on those same blocks for the alternate wrench action.

It is made by deploying a Create Wrench onto a Tinker's Hammer.

Create Support

When Create is installed, Embers can power Create rotation, drive several Embers upgrades with shafts, and feed Blaze Burners.

Ember Kinetic Generator

  1. Place it with the shaft face aimed into a Create kinetic network.
  2. Feed Ember through its Ember input.
  3. Connect a Create shaft to the output face.
  4. Add Catalytic Plugs only after checking the network's stress needs.

The generator stores 4000 Ember.

Active Catalytic Plugs Speed Stress Capacity
0 64 RPM 16 su
1 128 RPM 16 su
2 128 RPM 32 su
3 256 RPM 32 su
4 256 RPM 384 su

Ember burn starts at 1 Ember/t and rises with active plugs to 8 Ember/t at full boost.

Example:

[Crystal Cell][Emitter] . .> [Receptor][Kinetic Generator]--shaft--[Create machines]
                                              |
                                      Catalytic Plugs

Ember-Fed Blaze Burners

  1. Place a Create Blaze Burner.
  2. Feed Ember into its Embers capability with a supported Ember input.
  3. Let stored Ember maintain normal heat at the configured normal cost, 1 Ember/t by default.
  4. Add Hearth Coil and Atmospheric Bellows support for superheat.
  5. Budget for the configured superheat cost, 8 Ember/t by default.

Do not feed a bank of burners directly from a weak Activator. Put a Cell between the generator and burners.

Caminite Turngear

The Caminite Turngear uses Create rotation and Ember to steer a mounted Beam Cannon toward Sightstones.

  1. Place it below the Beam Cannon it should mount.
  2. Feed it Ember and connect Create rotation through the vertical shaft.
  3. Choose Auto Detect, Manual, or Linked mode with its controls.
  4. In Linked mode, strike the Turngear with a hammer first, then strike chosen Sightstones to add or remove them.
  5. In Manual mode, use the block itself to mount it and aim by hand.

It tracks valid Sightstones within 32 blocks and stores 8000 Ember. Fire control can be left on automatic or set to wait for a redstone pulse.

Ember Sightstone

The Ember Sightstone marks an Ember Funnel as a target point for a Caminite Turngear.

  1. Attach it directly to an Ember Funnel.
  2. Keep the funnel supplied so the target has Ember worth tracking.
  3. If the Turngear is in Linked mode, strike the selected Turngear first and then strike the Sightstone.

A Sightstone is only a valid target while it is attached to a Funnel. It reports the Ember held by the funnel behind it and does not store Ember by itself.

Sable Sub-Level Support

When Sable is installed, Ember packet links and several adjacent machine checks understand moving sub-levels.

Step-by-step moving link example:

  1. Place the Emitter and receiving block in their intended static or sub-level positions.
  2. Click the sender with a Tinker's Hammer.
  3. Click the receiver, even when it is inside a Sable sub-level.
  4. Move the sub-level.
  5. Let the stored tracking point refresh the physical target.
  6. If the target block was replaced or the link no longer resolves, link it again.

Emitters, Relays, Mirror Relays, and Beam Splitters store sub-level IDs, physical positions, and tracking points. Item, fluid, Ember, and FE adjacency checks use Sable-aware lookup where the machine requires it.

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Starter Setups and Complete Build Examples

Automated Bore to Ember Storage

Goal: turn ordinary fuel into stored Ember without hand-moving crystals.

  1. Build the Bore at a strong Field Chart location near bedrock.
  2. Put fuel in the Bore.
  3. Place an Item Extractor on the Bore output and power it.
  4. Run Item Pipes to the lower Activator block.
  5. Put an Emitter on the upper Activator block.
  6. Put a Receptor against a Copper Cell or Crystal Cell.
  7. Link Emitter to Receptor.
  8. Power the Emitter.
  9. Add a Bin and filtered Item Transfer if the Bore produces outputs that should not enter the Activator.
[Bore][Item Extractor] -> item pipe -> [Activator lower]
                                          [Activator upper][Emitter] . .>
                                                                  [Receptor][Cell]

Automated Plate Line

Goal: turn metal items into plates.

  1. Feed metal items into the top of a Melter.
  2. Feed Ember into the Melter.
  3. Put a Fluid Extractor on the molten output and power it.
  4. Run Fluid Pipes to a Stamp Base.
  5. Insert a Plate Stamp into the Base.
  6. Place a Stamper directly above the Base.
  7. Feed Ember into the Stamper.
  8. Pull finished plates from the appropriate item output.
metal items -> [Melter] -> molten pipe -> [Stamp Base: Plate Stamp]
   Ember --------^                              ^
                                             [Stamper] <- Ember

Buffered Workshop Distribution

Goal: prevent several machines from starving one another.

  1. Send all generator output into a Crystal Cell.
  2. Put separate Emitters on the Cell for distant systems.
  3. Use one Funnel for a compact group of low-use machines.
  4. Use an Ejector or dedicated Emitter line for high-use machines.
  5. Put an Ember Dial on the Cell.
                   . .> dedicated Receptor -> Mixer
[Crystal Cell] ----. .> dedicated Receptor -> Hearth Coil
       |
 [Ember Funnel] -> nearby Melter / Stamper / Cinder Plinth

Pressure Refinery with Water Automation

  1. Put a Mechanical Pump at a water source.
  2. Feed Ember into the Pump.
  3. Pipe water to the lower Pressure Refinery block.
  4. Pipe Ember material from a Bore line into the same lower block.
  5. Put an Emitter on the upper block.
  6. Link it to a large Cell.

Ignem Reactor Room

  1. Place the Reactor with room on several sides.
  2. Add Catalysis Chambers and Combustion Chambers against it.
  3. Use separate filtered Item Pipes for Reactor fuel, catalyst, and combustion items.
  4. Send output into a Crystal Cell.
  5. Add an Ember Dial to watch whether the Cell fills faster than the workshop consumes.

Safe Steam Line

  1. Pump water into a Mini Boiler.
  2. Provide steady heat.
  3. Put a powered Fluid Extractor on the steam output immediately.
  4. Send steam into a Fluid Vessel or capped Reservoir.
  5. Extract steam from storage into the Wildfire Stirling.
  6. Add Fluid Dials before and after storage.
  7. Never leave the Boiler's gas output blocked.

Exchange Tablet Workbench

  1. Place the Tablet centrally with clear firing space.
  2. Arrange Pedestals around it.
  3. Put the Beam Cannon on a fixed line facing the Tablet.
  4. Feed the Cannon from a Cell through a Receptor.
  5. Use a button for a clean redstone pulse.
  6. Put a Mnemonic Inscriber with paper nearby.
  7. Load the Tablet and Pedestals according to JEI.
  8. Fire once and wait for the result before changing ingredients.

Create Workshop Powered by Ember

  1. Feed Ember generation into a Crystal Cell.
  2. Give the Kinetic Generator its own Receptor line.
  3. Connect the shaft to a clutch before the main Create network.
  4. Start with no Catalytic Plugs.
  5. Measure stress use with Create goggles.
  6. Add plugs only when more speed or stress capacity is required.
  7. Use the clutch to stop Create machines without dismantling the Ember supply.

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Troubleshooting

No Ember Packet Leaves the Emitter

  1. Check that the Emitter touches an Ember source.
  2. Check that the Emitter contains Ember.
  3. Check redstone power.
  4. Relink sender first, receiver second.
  5. Make sure the destination has room.

A Machine Has Ember but Does Nothing

  1. Inspect its item and fluid inputs.
  2. Check the exact machine side with a lens, goggles, Jade, or dials.
  3. Confirm the recipe in JEI.
  4. Check output space.
  5. Check redstone if the block is controlled.

Item or Fluid Pipes Do Not Move Anything

  1. Put an Extractor on the source.
  2. Power the Extractor.
  3. Check that pipe connections are not disabled.
  4. Check Transfer block direction and filters.
  5. Confirm that the destination accepts the item or fluid on that side.

Melter or Mixer Stalls

  1. Empty the output tank.
  2. Confirm Ember supply.
  3. Inspect fluid amounts, not just fluid types.
  4. Verify that the output tank can accept the full recipe result.

Stamper Does Nothing

  1. Put the Stamper directly above the Stamp Base.
  2. Insert the correct stamp.
  3. Supply enough molten metal.
  4. Feed Ember into the Stamper.
  5. Leave room for output.

Mini Boiler Stops or Becomes Dangerous

  1. Confirm water input.
  2. Confirm heat.
  3. Empty the steam output.
  4. Add a powered Fluid Extractor and storage.
  5. Do not run it with a blocked gas line.

Create Generator Stutters

  1. Fill its 4000 Ember buffer.
  2. Check that the source can meet its Ember-per-tick cost.
  3. Remove Catalytic Plugs until supply catches up.
  4. Reduce Create network stress or disconnect the line with a clutch.

Sable Link Stops Following

  1. Confirm the target block still exists.
  2. Confirm both sub-level and destination are loaded.
  3. Relink the sender to the receiver with the Tinker's Hammer.

Useful Checks

  • Ember Dial: Is the machine empty?
  • Item Dial: Is the wrong item stuck in the slot?
  • Fluid Dial: Is the tank full of the wrong fluid?
  • Atmospheric Gauge: Is the pressure setup doing anything?
  • Jade or goggles: Is this actually the input or output face?

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