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Electric Furnace
The Electric Furnace smelts and cooks everything the normal Furnace does, using electricity instead of item fuel. Recipes give the same quantities and take 10 seconds at full power.
- At a Machinist's Bench, combine one Furnace, one Machine Casing and four Copper Wire to make one Electric Furnace. Ingredient positions do not matter.
- Place it, then connect a Power Cable to any face. Use a connected generator or a charged Battery.
- Open it with right-click or Interact (default E). Put a smeltable or cookable ingredient in INPUT, then collect its product from OUTPUT.
The furnace needs 200 W while processing, or 2 kJ per current recipe. Four fully powered electric furnaces can use one 800 W boiler/alternator supply when there are no other loads. A short supply makes it work more slowly. An empty battery or broken cable pauses progress; restoring power resumes it. Idle and output-blocked furnaces draw no electricity.
There is no fuel slot. Logs make charcoal as ingredients; coal is not accepted as furnace fuel. The full recipe list is on the item page and in the inventory recipe browser.
Run chest → Item Pipe → Electric Furnace → Item Pipe → chest. Select a Wrench and right-click each machine-facing pipe end to set its direction. Blue Input arrows point into a machine; red Output arrows point out. Ingredient input and product output can use any face, including the rear. Fuel-only items stay in the source chest. See Pipes for branching and disconnected ends.
An optional Blue Signal connection at the front lets a lever switch processing off and on. The priority button chooses how the furnace receives power when a grid is short.
Saved checkpoints retain ingredients, completed products, orientation, priority and partial work. Loading grants no offline production.
Captured in the Unity 6000.4.4f1 Windows review player on 2026-09-13.




Rivet Reach · © Starbugstone · All rights reserved. These guides describe the current playable alpha.
Rivet Reach field guide
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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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Factory stress-test gallery — actual factory, storm and farm captures from the pre-0.1.0 review.