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Machine setup feedback
Open a machine with Use or your bound Interact action. The left panel pairs its illustration with setup advice that follows its current state. It explains likely next steps while the existing input, output, power and signal readouts show the exact operating state.
An unconnected machine asks for a cable or fitted power connection. A connected cable with no supply asks you to connect a working generator or a discharging battery. Low power asks for more supply or less shared demand. A full output asks for room or an output pipe. If Blue Signal disables the machine, switch the signal on or remove that control.

For item and fluid pipes, a selected Wrench cycles the machine-facing end through blue Input, red Output, and No connection. A machine output needs a red end; its destination needs a blue end. Electricity and Blue Signal remain separate connections.
The Boiler guide identifies its rear fuel inlet, water requirement and right-side shaft. Place an aligned Alternator beside that shaft and connect its electrical cable to your consumers. The Alternator reports a missing, misaligned or inactive Boiler.

The ordinary Pump draws source water directly below it and needs no electricity. A Ranged Liquid Pump searches for compatible liquid sources in its reach. Their feedback also calls out a full buffer or signal stop. A Drill needs a mineable deposit below it; extraction is finite.
Actual Windows player captures, October 2, 2026. The supplied fixture first checks a connected but unpowered Crusher, then runs a Boiler/Alternator supply to produce crushed output.
Pipes and wrench · Electricity and batteries · Machine interfaces · Home
Rivet Reach · © Starbugstone · All rights reserved. These guides describe the current playable alpha.
Rivet Reach field guide
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Workshop components — craft Cogs, Plates, Rivets and your first machine parts.
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Tools and durability — faster tiers, remaining uses and worn-tool storage.
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Electric Furnace — smelting and cooking with electricity.
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Lava — deep lakes, buckets and burning hazards.
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Floater — hovering stone enemies and Floater Rock drops.
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Farming and cooking — wild crops, fibre and basic/electric food preparation.
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Food and hunger — eating, saturation and meal planning.
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Mobs — Rustback beetles, Dusk prowlers and Floaters; encounters, combat and persistence.
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Compost — organic surplus, crop acceleration and bin automation.
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Lighting and underground farms — cave openings and growing with torches.
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Fishing — rod crafting, deep source-water ponds, bite timing and fish meals.
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Chickens — lead, breed and raise a persistent flock; collect eggs and cook meals.
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Building and inventory — picking blocks, sorting and farmland harvests.
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Floater spawners — rare cave rooms, lighting and independent cage populations.
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Spawn mechanics — light, floors, distances, natural populations, cage caps and persistent chickens.
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Beds and home spawn — craft a bed, set home and sleep until morning.
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Crates and warehouses — bulk storage, type locks and controller setup.
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Item-pipe routing — editable receiver priorities, compatible destinations and round-robin overflow.
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Weather — clear skies, rain, storms, shelter and saved weather.
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Renewable power — solar panels, wind turbines and parallel battery charging.
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Seeing your factory from a distance — distant machines, pipes and tanks, with a native camera tour.
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Factory stress-test gallery — actual factory, storm and farm captures from the pre-0.1.0 review.
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Slabs and connected glass — half-height building and clear joined windows.
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Exploration and navigation — ore heights, tool requirements, Home and Last death.
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Machine setup feedback — power, fuel, shaft and pipe guidance.