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Version: Current | Authors: ROOT.WORKS Engineering Team
This is the official systems engineering manual for ROOT.WORKS. It covers every major system in the game — from early hand-crafting through quantum antimatter synthesis — with detailed graphs, progression charts, and operational guides.
- Keyboard Controls, Console Commands, & Shortcuts
- Logistics & Fluid Conduit Infrastructure
- Technology & Progression Stages
- Machines & Crafting Reference
- Digital Data Grid (AE-Style Automation)
- Programmable Logic Controllers (PLC) Scripting
- Drone Automation Systems
- Rail Transport & Train Logistics
- Advanced Reactor Engineering & High-Yield Power
- Industrial Hazards & Critical System Failures
- Survival Mechanics
| Action | Key |
|---|---|
| Move |
W A S D or Arrow Keys |
| Sprint | Hold SHIFT
|
| Mine / Harvest tile | Hold F
|
| Open Player Inventory | E |
| Open Machine Interface | Right-Click on machine |
| Build Menu | B |
| Hand Crafting / Table Menu | C |
| Equipment & Usables | U |
| Guide & Controls | G |
| Action | Key |
|---|---|
| Click to queue placement | Left Click (in build mode) |
| Drag to place continuous pipes | Hold Left Click and drag |
| Rotate blueprint | R |
| Cycle pipe shape | T |
| Open network directory | M |
| Confirm placement queue | Enter |
| Cancel / exit mode | ESC |
Tip: When placing pipes, dragging creates straight runs. If you drag perpendicular to your current direction, the game auto-inserts a corner joint (like Logisim wire routing), letting you draw L-shaped pipe runs in one motion.
| Action | Key/Action |
|---|---|
| Enter routing mode | L |
| Click start tile | Left Click on a pipe tile |
| Click end tile | Left Click on destination pipe tile |
| Cancel routing | ESC |
The blue highlight box shows where your mouse cursor currently sits in tile-space. The game runs A* pathfinding along existing pipe networks to find and create the route.
| Action | Key |
|---|---|
| Open console | / |
| Database dump to clipboard | SHIFT + J |
| Save game | SHIFT + O |
| Load game | SHIFT + L |
| Toggle Creative Mode |
SHIFT + ; or SHIFT + :
|
| Toggle Agent Mode | CTRL + SHIFT + Y |
| Toggle Agent Recording | CTRL + SHIFT + Z |
/give <item_id> <quantity> — Spawn item in inventory
/give all — Add every item & machine to inventory
/tick rate <multiplier> — Speed up/slow down simulation (e.g. /tick rate 5.0)
/tick rate default — Reset to normal speed
All item and fluid transport uses dedicated pipe networks. Each network only carries specific materials — you cannot route coal through a copper water pipe, or steam through a glass gas pipe. Ports on machines are colour-coded to match their compatible network.
| Network | Pipe Item | Color | Carries | Heavy Variant? |
|---|---|---|---|---|
| Item | item_pipe |
Dark Grey #424242
|
Solid items (ores, components, plates) | Yes (item_pipe_heavy, 12/tick) |
| Iron | iron_pipe |
Red #f44336
|
Molten Lava | No |
| Copper | copper_pipe |
Light Blue #03a9f4
|
Water, Brine, Heavy Water | No |
| Brass | brass_pipe |
Yellow #fbc02d
|
Steam | Yes (brass_pipe_heavy) |
| Glass | glass_pipe |
Cyan #00bcd4
|
Oxygen, Hydrogen, Nitrogen, Petroleum Gas, Sulfur Dioxide, Chlorine, Unrefined Gas | No |
| Lead Lined | lead_lined_pipe |
Lime Green #8bc34a
|
Sulfuric Acid | No |
| Steel | steel_pipe |
Slate Grey #90a4ae
|
Crude Oil, Semi-Refined Oil, Heavy Oil, Light Oil, Naphtha, Liquid Plastic | No |
| Insulated | insulated_pipe |
Dark Blue #1565c0
|
Liquid Nitrogen, Hot/Superheated Nitrogen | No |
| Gold-Lead | gold_lead_pipe |
Crimson #c51162
|
Nuclear Waste | No |
| Plasmatic | plasma_conduit_pipe |
Orange #ff6d00
|
Raw Plasma, Stabilized Plasma | No |
| Magnetic | magnetic_containment_pipe |
Deep Purple #aa00ff
|
Positron Streams, Antiprotons | No |
flowchart LR
A[Machine Output Port] --> B{Port Type?}
B -- Item Port --> C[Item Pipe Network]
B -- Copper Port --> D[Copper Pipe Water]
B -- Brass Port --> E[Brass Pipe Steam]
B -- Steel Port --> F[Steel Pipe Oil]
C --> G[Route to Destination]
D --> G
E --> G
F --> G
G --> H[Machine Input Port]
Items on pipes move in discrete belt ticks (every 0.5 seconds). Normal item pipes carry 1 item per tick (2/sec). Heavy item pipes carry 12 items per tick (24/sec).
graph LR
subgraph Normal Item Pipe
A1[Machine] -- 1 item/tick --> B1[Pipe] -- 1 item/tick --> C1[Machine]
end
subgraph Heavy Item Pipe
A2[Machine] -- 12 items/tick --> B2[Heavy Pipe] -- 12 items/tick --> C2[Machine]
end
Backpressure: If a destination machine's input buffer is full (at
maxStack, default 100 items per slot), items stop at the last pipe tile and back up the entire route, blocking further delivery until space opens.
| Machine Category | Default maxStack |
|---|---|
| Processing machines (furnaces, assemblers, etc.) | 100 |
| Storage boxes | 10,000 |
| Large storage chests | 2,000 |
| Fluid / Gas tanks | 5,000 |
| Digital storage | 50,000 |
| Splitters, filters | 5 |
All conduits use the indexed shape library LOGISTICS_SHAPES:
| Shape | Character | Use |
|---|---|---|
| Straight horizontal | ─ |
Linear horizontal flow |
| Straight vertical | │ |
Linear vertical flow |
| Corner NE/NW/SE/SW |
└ ┌ ┐ ┘
|
90-degree bends |
| T-junction |
┬ ┤ ┴ ├
|
Split or merge flows |
| Cross intersection | ┼ |
Full cross-connection |
| Heavy/reinforced |
━ ┃
|
Heavy pipe variants |
| Double-line hazardous |
═ ║
|
Acid, SiCu, and Hyper Wire |
graph LR
Furnace -->|coal: item pipe| Pipe1[ ] -->|corner| Pipe2[ ] -->|straight| Pipe3[ ] --> CoalMine
The factory is designed across 8 distinct industrial eras. Each stage builds on the last and requires its output to unlock the next.
graph LR
S1["Stage 1<br/>Hand Tools"] --> S2["Stage 2<br/>Steam & Kinetics"]
S2 --> S3["Stage 3<br/>Electric Grid"]
S3 --> S4["Stage 4<br/>Petrochemicals"]
S4 --> S5["Stage 5<br/>Semiconductors"]
S5 --> S6["Stage 6<br/>Nuclear Fission"]
S6 --> S7["Stage 7<br/>Fusion & Plasma"]
S7 --> S8["Stage 8<br/>Antimatter"]
Goal: Bootstrap a basic food, water, and material supply chain entirely by hand.
Key activities: Chop logs, harvest fiber and stone, till and plant farmland, hand-craft basic tools.
| Machine | Role |
|---|---|
machine_crafter |
Crafting Table — unlocks structural & tool recipes |
machine_manual_grinder |
Hand-mills wheat into flour |
machine_manual_mixer |
Mixes flour + water into dough |
Goal: Replace hand labor with coal-fired steam engines and kinetic gear trains.
flowchart LR
Coal --> CoalPump["Coal Pump<br/>Extracts Water"]
Water --> Boiler[Brass Boiler]
Coal --> Boiler
Boiler --> Steam
Steam --> SteamEngine[Steam Engine]
SteamEngine --> KineticToken[kinetic_token]
KineticToken --> Hammer[Steam Hammer]
Hammer --> IronIngot[iron_ingot]
| Machine | Role |
|---|---|
machine_coal_pump |
Extracts water using coal |
machine_brass_boiler |
Converts water + coal → steam |
machine_steam_engine |
Converts steam → kinetic_token |
machine_steam_hammer |
Forges puddled iron → iron_ingot |
machine_bronze_gear_miller |
Cuts plates into gear components |
Goal: Build the first electrical power grid using coal generators and begin alloying.
flowchart LR
Coal --> Generator[Coal Generator]
Generator --> PowerGrid[Electrical Grid kW]
PowerGrid --> ElecFurnace[Electric Furnace]
Lava --> AlloyingSmelter[Alloying Smelter]
CopperIngot --> AlloyingSmelter
ZincIngot --> AlloyingSmelter
AlloyingSmelter --> BrassIngot[brass_ingot]
| Machine | Role |
|---|---|
machine_generator |
Coal → electrical energy |
machine_magmaeous_crucible |
Stone + coal → lava |
machine_alloying_smelter |
Lava-powered alloy smelting (Brass, Bronze) |
machine_furnace_electric |
Efficient electric ore smelting |
machine_assembler |
Automated multi-input crafting |
Goal: Establish an oil extraction and multi-stage refining chain to produce plastics and fuels.
flowchart TD
CrudeOil[crude_oil] --> HeavyTower[Heavy Distillation Tower]
HeavyTower --> SemiRefined[semi_refined_oil]
HeavyTower --> HeavyOil[heavy_oil]
HeavyTower --> SourWater[sour_water]
SemiRefined --> LightTower[Light Tower]
LightTower --> LightOil[light_oil]
LightTower --> Naphtha[naphtha]
LightTower --> UnrefinedGas[unrefined_gas]
UnrefinedGas --> GasTower[Gas Tower]
GasTower --> PetroleumGas[petroleum_gas]
Naphtha --> Polymerizer[Polymerizer]
Chlorine --> Polymerizer
Polymerizer --> LiquidPlastic[liquid_plastic]
| Machine | Role |
|---|---|
machine_pumpjack |
Extracts crude_oil |
machine_heavy_tower |
Distills crude into fractions |
machine_light_tower |
Isolates light oils & naphtha |
machine_gas_tower |
Isolates gases |
machine_chemical_mixer |
Produces sulfuric_acid |
machine_polymerizer |
Naphtha + Chlorine → liquid_plastic |
Goal: Purify sand through a 7-stage pipeline into single-crystal silicon, then fabricate integrated circuits.
flowchart LR
Sand --> Washer[Sand Washer]
Washer --> Desorber[Thermal Desorber]
Desorber --> MagSep[Magnetic Separator]
MagSep --> AcidLeach[Acid Leaching Vat]
AcidLeach --> Flotation[Flotation Cell]
Flotation --> Calcin[Calcination Kiln]
Calcin --> ArcPure[Arc Purifier]
ArcPure --> PureSilica[pure_silica]
PureSilica --> CzochralskiPuller["Czochralski Puller<br/> requires HEPA zone"]
CzochralskiPuller --> SiliconIngot[silicon_ingot]
SiliconIngot --> WaferSaw[Wafer Saw]
WaferSaw --> RawWafer[raw_wafer]
RawWafer --> WaferPolisher[Wafer Polisher]
WaferPolisher --> Wafer[polished_wafer]
Wafer --> Lithographer["Lithographer<br/> UV mask exposure"]
Lithographer --> CPU_IC["cpu_ic / ram_ic"]
HEPA Containment: The
machine_czochralski_pullerandmachine_lithographerrequire amachine_hepa_purifierwithin 13x13 tiles (6 block radius). Without it, they refuse to operate.
| Machine | Role |
|---|---|
| 7-stage pipeline | Produces pure_silica from raw sand |
machine_czochralski_puller |
Pulls silicon crystal ingot |
machine_wafer_saw |
Slices ingots into raw wafers |
machine_wafer_polisher |
Polishes for lithography |
machine_stencil_press |
Punches metallic IC masks |
machine_lithographer |
UV exposure → CPU/RAM/GPU ICs |
machine_hepa_purifier |
Cleanroom air scrubber |
Goal: Process radioactive ores into enriched fuel rods and run a water-cooled fission reactor.
flowchart TD
UraniumOre[uranium_ore] --> RockBreaker[Rock Breaker]
RockBreaker --> Pulverized[pulverized_uranium]
Pulverized --> SlurryFilter[Slurry Filter Press]
SlurryFilter --> Yellowcake[yellowcake]
Yellowcake --> Precipitator[Yellowcake Precipitator]
Precipitator --> EnrichedU[enriched_uranium]
EnrichedU --> FluorGasifier[Fluorination Gasifier]
FluorGasifier --> GasifiedU[gasified_uranium]
GasifiedU --> RodAssembler[Fuel Rod Assembler]
SteelPipe --> RodAssembler
RodAssembler --> FuelRod[uranium_fuel_rod]
FuelRod --> FissionReactor[Fission Reactor]
Water --> FissionReactor
FissionReactor --> Steam[pressurized_steam]
FissionReactor --> NuclearWaste[nuclear_waste]
Steam --> SteamTurbine[Steam Turbine]
SteamTurbine --> Electricity[Electrical Output]
NuclearWaste --> GoldLeadPipe[Gold-Lead Pipe]
GoldLeadPipe --> WasteStorage[Waste Storage]
Goal: Achieve self-sustaining plasma fusion for massive power output.
flowchart TD
Deuterium --> FusionReactor[Fusion Reactor]
Tritium --> FusionReactor
LiquidN2["Liquid Nitrogen<br/>Cryocooling"] --> FusionReactor
FusionCharge["Fusion Chargers<br/> 1M kJ to ignite"] --> FusionReactor
FusionReactor --> SuperheatedN2[superheated_nitrogen]
FusionReactor --> MassivePower[Extreme Power Output]
MassivePower --> SiCuCable[SiCu Cable Manifold]
SiCuCable --> MegaTransformer[Mega Transformer]
MegaTransformer --> Grid[Power Grid]
| Machine | Role |
|---|---|
machine_particle_collider |
Synthesizes Deuterium & Tritium |
machine_cryocooler |
Nitrogen gas → Liquid Nitrogen |
machine_primitive_plasma_tap |
Siphons raw plasma |
machine_plasma_manifold |
Raw Plasma + Water → stabilized_plasma |
machine_mhd_generator |
Stabilized Plasma → electricity |
machine_fusion_reactor |
D + T → extreme power |
Goal: Synthesize antimatter, maintain ontological stability, and manufacture pseudo-matter alloys.
flowchart LR
HighEnergyRad[High-Energy Radiation] --> PairChamber[Pair Production Chamber]
PairChamber --> Positrons[positron_stream]
PairChamber --> Antiprotons[antiprotons]
Positrons --> PenningTrap[Penning Trap Array]
Antiprotons --> ConfinementRing[Magnetic Confinement Ring]
ConfinementRing --> AntimatterPellet[antimatter_pellet]
AntimatterPellet --> ContainmentVessel[Antimatter Containment Vessel]
ContainmentVessel --> AntimatterCell[antimatter_cell]
AntimatterCell --> AnnihilationReactor[Annihilation Reactor]
QuantumStabilizer["Quantum Stabilizer<br/>within 7 tiles, 1M kW"] --> AnnihilationReactor
AnnihilationReactor --> VastPower[Vast Power Output]
All standard ores can be smelted in both the coal and electric furnace:
| Ore | Output Ingot | Notes |
|---|---|---|
iron_ore |
iron_ingot |
Chance to produce ash (20%) in coal furnace |
copper_ore |
copper_ingot |
— |
zinc_ore |
zinc_ingot |
— |
tin_ore |
tin_ingot |
— |
lead_ore |
lead_ingot |
— |
gold_ore |
gold_ingot |
— |
aluminium_ore |
aluminium_ingot |
— |
titanium_ore |
titanium_ingot |
— |
| Inputs | Output | Machine |
|---|---|---|
copper_ingot + zinc_ingot
|
brass_ingot x2 |
Alloying Smelter (lava) |
copper_ingot x3 + tin_ingot
|
bronze_ingot x4 |
Alloying Smelter (lava) |
iron_ingot + coal
|
steel_ingot |
Steel Converter |
graph TD
A["Coal Burner<br/> ~100 kW"] --> P[Power Grid]
B["Steam Turbine<br/> ~1000 kW"] --> P
C["MHD Generator<br/> ~50000 kW"] --> P
D["Fusion Reactor<br/> ~500000 kW"] --> P
E["Annihilation Reactor<br/> ~5000000 kW"] --> P
P --> F[Factory Machines]
The Digital Data Grid centralizes all storage into one indexed virtual inventory accessed over Quartz Data Cables. Physical items and fluids are digitized on import and re-materialized on export.
flowchart TD
ImportUplink["Import Uplink<br/>Drains adjacent machines"] --> CDH["Central Digital Hub<br/>CDH - Network Brain<br/>20 kW baseline"]
CDH --> DiskDrive["Digital Disk Drive<br/>5,000 items"]
CDH --> FluidTank["Digital Fluid Tank<br/>50,000 units"]
CDH --> GasTank["Digital Gas Tank<br/>50,000 units"]
CDH --> AcidTank["Digital Acid Tank<br/>50,000 units"]
CDH --> Crafter["Digital Crafter<br/>Pattern-based autocrafting"]
CDH --> ExportDownlink["Export Downlink<br/>Pushes items to pipes"]
CDH --> GridTerminal["Grid Crafting Terminal<br/>Player access"]
| Component | Function |
|---|---|
| Central Digital Hub (CDH) | Master routing brain — scans storage, prioritizes imports/exports, coordinates crafters. Requires 20 kW. |
| Digital Disk Drive | Stores up to 5000 solid items |
| Digital Fluid Tank | Stores 50000 units: Water, Lava, Brine, Heavy Water, Sour Water |
| Digital Gas Tank | Stores 50000 units: Steam, Oxygen, Hydrogen, Nitrogen, Liquid Nitrogen, Chlorine |
| Digital Acid Tank | Stores 50000 units: Sulfuric Acid |
| Import Uplink | Auto-drains adjacent physical buffers into digital storage |
| Export Downlink | Continuously pulls items from digital storage into pipes |
| Digital Exporter | Scans machine in front of its port, extracts products to CDH |
| Grid Crafting Terminal | Manual view + retrieval of all digital items; request crafting jobs |
flowchart TD
Player["Player"] -->|Request craft: cpu_ic x10| Terminal[Grid Terminal]
Terminal -->|Submit job| CDH[Central Digital Hub]
CDH -->|Check ingredients| Storage[Storage Drives]
Storage -->|Ingredients available| CDH
CDH -->|Missing? Queue sub-jobs| CDH2[Sub-Job Queue]
CDH2 -->|Dispatch job| Crafter[Digital Crafter]
Crafter -->|Pull ingredients| Storage
Crafter -->|Execute recipe| Output[Output Items]
Output -->|Return to storage| Storage
Crafter -->|Vacuum-extract leftovers| Storage
Rules:
- Pattern Matching: Define input/output patterns in the Digital Crafter terminal.
- Sub-Job Chaining: Missing ingredients with registered sub-patterns are queued automatically.
- Space Pre-Check: CDH verifies output storage capacity before starting. Full storage = job on standby.
- Vacuum Extraction: Leftover ingredients from cancelled or completed jobs return to storage automatically.
A PLC Logic Processor connected via Quartz Data Cables compiles your script into an AST and runs it every simulation cycle. It communicates via input/output nodes, never touching the world directly.
| Node | Function |
|---|---|
machine_gp_input |
Reads digital storage metric or power grid value → PLC channel |
machine_gp_output |
Receives PLC channel value → broadcasts signal |
machine_pgp_input |
Reads physical machine metric (aligned via port) → PLC channel |
machine_pgp_output |
Pushes PLC channel value → enables/disables adjacent machine |
flowchart LR
PhysicalMachine -->|metric reading| PGP_Input[PGP Input Node]
DigitalStorage -->|item count / power| GP_Input[GP Input Node]
PGP_Input -->|IN channel| PLC["PLC Processor<br/>AST Logic Engine"]
GP_Input -->|IN channel| PLC
PLC -->|OUT channel| GP_Output[GP Output Node]
PLC -->|OUT channel| PGP_Output[PGP Output Node]
PGP_Output -->|enable = 0 or 1| TargetMachine[Target Machine]
| Variable | Returns |
|---|---|
energy |
Current energy buffer |
heat / temperature
|
Internal temperature (K) |
timer / progress
|
Current process timer value |
enabled |
1 = running, 0 = disabled |
fuelTime |
Remaining burn time of active fuel |
waste |
Total nuclear waste in machine buffers |
<item_id> / item:<item_id>
|
Exact item count in machine inventory |
// Variable assignment
variable = value
// Conditional
IF <condition> THEN
// code
ELSE
// code
ENDIF
// Read input channel
variable = IN(channel_index)
// Write output channel
OUT(channel_index) = value
// Operators: > < >= <= == != + - * /Monitors battery storage on Channel 0. Enables a backup coal generator (Channel 1) when power drops below 5,000 kJ; disables it above 75,000 kJ.
power = IN(0)
IF power < 5000 THEN
OUT(1) = 1
ENDIF
IF power > 75000 THEN
OUT(1) = 0
ENDIFReads core temperature (Channel 2) and water reserves (Channel 3). Cuts the reactor (Channel 4) if overheating or coolant-starved.
temp = IN(2)
water_reserves = IN(3)
IF temp > 8500 THEN
OUT(4) = 0
ELSE
IF water_reserves < 5 THEN
OUT(4) = 0
ELSE
OUT(4) = 1
ENDIF
ENDIFShuts off an Import Uplink (Channel 5) when digital storage exceeds 90% capacity, preventing network flood.
stored = IN(0)
capacity = 5000
IF stored > 4500 THEN
OUT(5) = 0
ELSE
OUT(5) = 1
ENDIFDrones extend your logistics reach for tasks that pipes cannot handle — particularly mid-game farming and bulk carrier operations.
| Station | Color | Role |
|---|---|---|
machine_drone_station_farming |
Green #8bc34a
|
Autonomously farms crops in a designated rectangular region |
machine_drone_station_carrier |
Orange #ff9800
|
Transports items between a Drone Input and Drone Output node |
flowchart LR
DroneInput["Drone Input<br/>Source buffer"] -->|Drone picks up| CarrierStation[Carrier Drone Station]
CarrierStation -->|Flies items| DroneOutput["Drone Output<br/>Destination buffer"]
DroneOutput -->|Ready for belt| NextMachine[Next Machine]
flowchart TD
FarmStation[Farming Drone Station] -->|Corner 1 and Corner 2 define area| FarmZone[Rectangular Farm Zone]
FarmZone -->|Drone plants seeds| GrowingCrops[Growing Crops]
GrowingCrops -->|Mature| HarvestReady[Harvestable Tile]
FarmStation -->|Drone harvests| HarvestedItems[Harvested Items]
HarvestedItems --> FarmStation
Drone networks use their own routing type (drone_farm or drone_carrier). Use routing mode (L) and select the drone network type to define:
- Farming: Station → Corner 1 → Corner 2 (defines rectangular farm area)
- Carrier: Station → Drone Input → Drone Output
When pipe networks become impractical for long-distance transport, the automated rail system moves bulk cargo across the map.
flowchart LR
Depot["Train Depot<br/>Builds & fuels trains"] --> LocoWagon[Locomotive + Wagons]
LocoWagon --> StopA["Train Stop A<br/>Loading Station"]
StopA -->|Condition: Wagon Full| StopB["Train Stop B<br/>Unloading Station"]
StopB -->|Condition: Wagon Empty| StopA
| Vehicle | Capacity | Notes |
|---|---|---|
| Locomotive | — | Requires coal fuel; lead engine of a train |
| Cargo Wagon | 500 solid items | Ores, components, plates |
| Fluid Wagon | 2,000 fluid units | Water, oil, acids, gases |
| Component | Function |
|---|---|
| Train Stop | Addressable station; set name via terminal (e.g. IRON_OUTPOST_1) |
| Train Depot | Deploys trains; auto-transfers coal to docked locomotive fuel boxes |
| Condition | Behavior |
|---|---|
wait_full |
Train waits until all wagons are 100% loaded |
wait_empty |
Train waits until all wagons are fully unloaded |
wait_timer: N |
Train departs after N seconds at station |
wait_inactivity: N |
Train departs if no load/unload activity for N seconds |
flowchart TD
FuelRod[uranium_fuel_rod] --> Reactor[Fission Reactor Core]
Water[Water Coolant] --> Reactor
GraphiteRod["graphite_control_rod<br/>Optional dampener"] --> Reactor
Reactor -->|320 steam per 40 water consumed| Steam[pressurized_steam]
Reactor --> NWaste[nuclear_waste]
Reactor -->|Heat| TempGauge[Core Temperature K]
Steam --> Turbine[Steam Turbine]
Turbine --> Electricity["~1000 kW"]
NWaste -->|Gold-Lead Pipe| WasteStorage[Waste Storage]
Thermal dynamics:
| Event | Heat Effect |
|---|---|
| Uranium fuel rod active | +300K per second |
| Graphite control rod inserted | Reduced to +25K per second |
| 40 water units consumed | -200K |
| Waste output buffer full | +500K per second (uncoolable) |
| Core reaches 10,000K | MELTDOWN |
flowchart TD
Charger["Fusion Chargers<br/> Charge to 1000000 kJ"] --> FusionCore[Fusion Reactor Core]
Deuterium --> FusionCore
Tritium --> FusionCore
LiqN2["Liquid Nitrogen<br/>Cryocooling"] --> FusionCore
FusionCore --> SuperN2[superheated_nitrogen]
FusionCore --> MassivePower["~500000 kW"]
MassivePower --> SiCu["SiCu Cable Manifold<br/>Required"]
SiCu --> MegaTx[Mega Transformers]
MegaTx --> Grid[Power Grid]
Thermal dangers:
| Event | Heat Effect |
|---|---|
| Liquid Nitrogen below 10 units/cycle | +50,000K per second |
| SiCu cable manifold broken/missing | +100,000K per second |
| Core reaches 500000K | SUPERNOVA COLLAPSE |
flowchart TD
AntimatterCell[antimatter_cell] --> Annihilator[Annihilation Reactor]
Matter --> Annihilator
QStabilizer["Quantum Stabilizer<br/>Within 7 tiles<br/>1M kW"] --> Annihilator
Annihilator --> VastPower["~5000000 kW"]
Annihilator --> OntologicalIndex["Ontological Stability Index<br/> 0% = REALITY COLLAPSE"]
Stability rules:
- Must have an operational
machine_quantum_stabilizerwithin 7 tiles - Stabilizer requires 1,000,000 kW constant
- If stabilizer goes offline: index drops 15% per second
- Index reaches 0% → Paradoxical Reality Collapse (see Section 10)
graph LR
CoalGen["Coal Generator<br/>~100 kW"] --> Mid["Mid-Tier<br/>Steam Turbine<br/>~1000 kW"]
Mid --> High["High-Tier<br/>MHD Generator<br/>~50000 kW"]
High --> Fusion["Fusion Reactor<br/>~500000 kW"]
Fusion --> Annihilation["Annihilation Reactor<br/>~5000000 kW"]
Operating high-tier machinery carries serious risks. Neglect cooling, control systems, or stability and your factory — or reality itself — pays the price.
graph TD
PlasmaBreach["Plasma Breach<br/>10-tile radius"] --> Meltdown["Nuclear Meltdown<br/>25-tile radius"]
Meltdown --> Supernova["Supernova Collapse<br/>150-tile radius"]
Supernova --> ParadoxCollapse["Paradoxical Reality Collapse<br/>Everything erased"]
style PlasmaBreach fill:#ff7043,color:#fff
style Meltdown fill:#e53935,color:#fff
style Supernova fill:#6a1a9a,color:#fff
style ParadoxCollapse fill:#000,color:#f44
Trigger: Internal temperature of a Plasma Manifold or Plasma Tap exceeds its containment threshold, or magnetic confinement fails.
Consequence: A high-temperature explosion in a 10-tile radius that:
- Destroys all machines and logistics inside the radius
- Vaporizes all items on belts within range
- Reduces nearby player HP by 80 points instantly
flowchart LR
PlasmaOverheat[Plasma Overheat] --> Breach[10-Tile Blast]
Breach --> DestroyMachines[Machines Destroyed]
Breach --> VaporizeBelts[Belt Items Vaporized]
Breach --> PlayerDmg[Player -80 HP]
Prevention: Maintain magnetic confinement grids; do not let stabilized plasma temperature rise unchecked.
Triggers:
- Fission Reactor core temperature reaches 10,000K
- Caused by: water starvation, no control rods, or blocked waste output buffer
- Feeding
superheated_nitrogeninto a basicmachine_cryocooler
Consequence: Nuclear detonation in a 25-tile radius that:
- Destroys all structures and pipe networks
- Permanently converts ground to radioactive barren soil
- Instantly kills any player in the blast radius
flowchart LR
WaterStarved[Water Starved] --> CoreTemp["Core Temp 10000 K"]
WasteBlocked[Waste Buffer Full] --> CoreTemp
NoControlRod[No Control Rods] --> CoreTemp
CoreTemp --> Meltdown[25-Tile Nuclear Blast]
Meltdown --> Structures[All Structures Erased]
Meltdown --> Ground[Ground → Radioactive Soil]
Meltdown --> PlayerDead[Player Instantly Killed]
Prevention:
- Keep water pumping into the core at all times
- Route nuclear waste via Gold-Lead Pipes to a Waste Storage immediately
- Insert graphite control rods during low-demand periods
Triggers:
- Fusion Reactor core temperature exceeds 500,000K (Liquid Nitrogen starvation or severed SiCu manifold)
- Running an Annihilation Reactor without adjacent Mega Transformers or connected SiCu cables
Consequence: A massive explosion in a 150-tile radius (300 tile diameter) that:
- Destroys all machinery and logistics in the zone
- Scorches terrain, converting soil to fused glass tiles
- Instantly kills all players in the radius
flowchart LR
N2Starved["Liquid Nitrogen Starved<br/>+50K per sec"] --> FusionCrit["Fusion Temp 500,000 K"]
SiCuSevered["SiCu Manifold Broken<br/>+100K per sec"] --> FusionCrit
FusionCrit --> Supernova[150-Tile Supernova Blast]
Supernova --> AllMachinesGone[All Machines Destroyed]
Supernova --> FusedGlass[Ground → Fused Glass]
Supernova --> PlayerInstakill[All Players Killed]
Prevention: Never let Liquid Nitrogen supply drop below 10 units/cycle; maintain SiCu cable manifold integrity at all times.
Trigger: Ontological Stability index of an active Annihilation Reactor falls to 0%.
flowchart LR
Online["Quantum Stabilizer Online"] -->|Stabilizer goes offline| Degrading["Index Degrading<br/>-15% per second"]
Degrading -->|Stabilizer restored| Online
Degrading -->|Index reaches 0%| Collapse["REALITY COLLAPSE<br/>Everything erased"]
style Online fill:#1b5e20,color:#fff
style Degrading fill:#e65100,color:#fff
style Collapse fill:#000,color:#f44
Index Maintenance:
- Annihilation Reactor must be within 7 tiles of an operational
machine_quantum_stabilizer - Stabilizer requires 1,000,000 kW constant electrical supply
- If stabilizer goes offline: index drops 15% per second — you have ~6 seconds to restore it
Consequence at 0%:
- World map completely wiped — all machines, pipes, belts, and items deleted
- Player HP set to -9999
- Screen locked behind an unclosable "PARADOXICAL COLLAPSE" overlay
- A fresh game restart is required
Players must manage three survival stats at all times:
graph LR
Food["Food / Bread"] --> Hunger[Hunger Bar]
Water[Drinking Water] --> Thirst[Thirst Bar]
Hunger -->|Depleted| HPDrain["HP Drains<br/>0.5/sec"]
Thirst -->|Depleted| HPDrain
HPDrain -->|HP = 0| Death[Respawn at World Center]
| Stat | Drain Rate | Effect at Zero |
|---|---|---|
| Hunger | -0.05 per second | HP drains at 0.5/sec |
| Thirst | -0.10 per second | HP drains at 0.5/sec |
| HP (when starving) | -0.5 per second | Player respawns |
| HP recovery (when fed) | +0.2 per second | Capped at 100 |
Creative Mode (
SHIFT + ;): Freezes all survival stats at 100. Useful for pure factory building sessions.
On death, the player respawns at the world center (WORLD_SIZE/2, WORLD_SIZE/2 + 3) with full HP, Hunger, and Thirst restored. Items in inventory are retained.
Equip tools via the U menu (Equipment & Usables). The equipped tool affects:
-
Mining Speed: Appropriate tools (pickaxe for ore, axe for logs) dramatically speed up the
F-key mining timer. -
Combat: The slingshot (
rock_pelletammo) deals ranged damage to monsters. Ammo count is displayed in the HUD when equipped.
ROOT.WORKS Engineering Manual — End of Document