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Special buildings

Special nodes, building controls, rates and limits.

The palette offers routing, storage, extractors, generators and special assemblies. Available buildings and settings depend on your model’s game data.

  • Open palette: double-click or right-click empty canvas. A or Insert opens it near the view centre. There is no + Add toolbar button.
  • Add and connect: drag a port connection into empty space, then choose a compatible node.
  • Find an entry: search names, inputs or outputs. Switch between grid and detailed list. Recipe filters cover mods, tiers, progression and alternates. Search and filters reset when the palette reopens.
  • Read a special node before placing it: hover it in the palette for what it is, how it is used and why it exists.
Special nodePurpose
Existing FactoryGroup a sub-factory behind boundary ports: what enters outside is handed out inside, what is delivered inside leaves outside. Inputs sit ahead of outputs. Scale it by a count, give it a title and an item or building icon, and state the MW it consumes or generates. Left empty, the rate set on each port is what one factory moves; the count is where the plan starts and grows when more factories are needed. Double-click to enter. Not an individual game building; older outposts and blueprints open as this node.
Sub-modelAnother model placed as one node. Its ports carry what one copy of that model takes in and hands out; the calculation counts the copies like the buildings of a recipe and adds the power one copy draws and makes. No overclock or Somersloops. Open model in the header shows the model it stands for; Refresh reads it again; the footer says what a copy draws and how many copies stand there.
Model Input / Model OutputThe interface of a model meant to be placed elsewhere. One part each: an input hands it in from whoever places the model, an output collects it for them. What flows through them is what one copy of the model needs and delivers.
SplitterOne solid part. Starts with one input and three outputs.
MergerCombine the same solid part. Starts with three inputs and one output.
Pipeline JunctionOne liquid or gas. Starts with two inputs and two outputs. No solids.
AWESOME SinkConsume sinkable solids and report points per minute. No fluids or unsinkable items.
Storage / Fluid BufferStore solids or fluids. Choose the building and state in the inspector.
Dimensional DepotUpload eligible solids with an optional upload-tier ceiling.
Space ElevatorDelivery endpoint. Phase costs and rates are unavailable, so delivery calculation is unsupported.

Splitters, mergers and junctions carry one part per node. Add or remove ports in the inspector. Splitting does not create different products; merging cannot mix Iron and Copper Ingots. In Full mode, connection order sets priority on a shared port. Older priority nodes still work but are no longer palette entries.

Storage states:

  • Partially full (default): incoming and outgoing rates may differ.
  • Empty: blocks outgoing flow.
  • Full: blocks incoming flow.
  • Input equals output: balances each part’s incoming and outgoing rates.

Storage does not simulate filling time or stock depletion.

Extractors: set resource, available purity, node count and clock in the inspector. A new extractor starts at the default node purity, Impure until you change it. Automatic calculation may grow an unfixed count to meet demand. Keep this count fixed prevents growth. In automatic modes this is a capacity ceiling, not a fixed output rate. Clock bounds depend on the building.

Fuel generators: choose fuel and clock. Supply the required fuel and supplemental resources; handle any waste ports. Only supported generator profiles appear in the palette.

Recipes made in a machine based on BurnerManufacturer have a separate fuel input. Choose Fuel in the inspector and supply both that input and the recipe ingredients. If the recipe also uses the selected fuel as an ingredient, keep the two inputs connected separately.

Fuel use follows the machine’s producing power, clock and Somersloop settings. It does not add electric grid consumption. Loading several fuel items at once changes the in-game inventory requirement, not the average fuel rate. The modeler calculates continuous operation, not fuel-loading delays or startup.

Changing fuel removes incompatible fuel connections while keeping recipe connections. Switching to an electric producer removes the fuel input. Both changes can be undone. Import fresh game data from KModelerExporter if your catalog does not contain the machine’s burner profile. Missing fuel or power data prevents a supported calculation.

  • Boiler: includes its required heater on the same assembly node. Neither role can be omitted. Coolers have separate assemblies.
  • Turbine: select a compatible Generator role when available. Power uses that generator’s curve and ceiling at the turbine’s maximum running RPM.
  • Assumptions: steady running, session power multiplier of 1. Startup and shutdown are not simulated.
  • Missing power data: shows a warning, not a reliable zero-power result. Material flow can still calculate when RPM, generator curve or ceiling data is missing.

Choose a Solar Tower assembly for its input fluid, then select a compatible mirror. Set Linked mirrors, Mirrors with line of sight, and Daylight factor in the inspector. These describe a snapshot, not average production over a full day. Use 0 for night and the game’s daylight factor between 0 and 1 otherwise. New nodes start with enough clear mirrors at factor 1.

Only mirrors with line of sight contribute heat. The tower clamps their combined heat between 29 and 600, then checks the selected fluid’s minimum heat. Too little heat prevents calculation; extra heat does not speed up the recipe. Its water/fluid consumption, output and cycle time come from the active modpack. Installed mirrors count toward buildings, construction cost and power even when they are obscured. Environment changes support undo/redo.

Export fresh game data to include these profiles. The exporter uses the first matching recipe in RefinedRDApi’s live list, just as the tower does. Missing runtime recipes, cycle data or mirror ratings produce explicit diagnostics.

Add an Icarus assembly and select a compatible Railgun. The receiver’s water and steam amounts, cycle time, cooldown and orbital stock thresholds come from your modpack. Set Daytime, Cooldown active and each Orbital stock in the inspector. These are planned operating conditions, not a live save reading. Night, an active cooldown or insufficient orbital stock prevents calculation.

The game permits one receiver per world. Its duty can fall below 100 percent, but the model cannot create another receiver to meet excess demand or multiply it through an Existing Factory count. Construction cost still includes one whole receiver and one selected Railgun at partial duty.

Orbital upkeep is separate from the water/steam cycle: supply 3 of every orbital item per minute, even when receiver demand is lower or zero. The real subsystem also drains stocks at night. Keep enough stock above the displayed minimum to bridge the gaps between launches.

Railgun charge capacity, accepted items and the 26-second firing sequence are exported. Charging itself advances per game tick, so this plan does not predict charging times, launch batches or how many Railguns sustain a particular batch schedule. The selected Railgun’s operating power is counted independently of receiver duty. Check the actual launch schedule in game; the material rates describe sustained operation with adequately maintained orbital stocks.

Add a Modular Reactor assembly for the fuel you want to burn. One assembly contains its foundation, support ring, I/O ring and ten reactor chambers. Choose one shielding tier. The cooling addon is counted only when Cooling addon installed is enabled.

Set Reactor clock, Factory ticks per second, Starting heat, the cooling supply, and whether the cycle produces power, steam or both. Selecting both outputs follows the game’s split-power and split-water paths. The modeler uses the exported heat-to-cooling and heat-to-steam curves, applies integer inventory rounding once per Factory Tick, and includes the fuel-load and waste ticks around each active cycle. A cycle that reaches emergency-stop heat is rejected instead of reporting production.

Factory tick rate is explicit because the game consumes cooling and produces steam per tick without multiplying those inventory amounts by delta time. Use the rate that applies to the server or session you are planning. These are planned snapshot conditions, not live reactor telemetry. Fresh game data from KModelerExporter is required; incomplete fuel, component, shielding, curve or tick metadata remains unsupported.

  • Environment: set temperature and humidity in the inspector. In game, out-of-range conditions stop production rather than scale its speed.
  • New nodes: start within the slug’s comfort ranges. The module-free values of 25 degrees and 0.5 humidity are kept where suitable; otherwise the range midpoint is used. Maintain these conditions with modules in game.
  • Comfort warnings: planning continues at active recipe rates. Saved readings stay unchanged. Use comfortable conditions resets them and can be undone. Invalid or unsupported readings cause calculation errors.
  • Time of day: hatchery rates cover active time only. The day/night gate is not modelled. Terrarium breeding has no time-of-day check.
  • Use expected value: requests chance-weighted output, not guaranteed slugs per egg. Chance-bearing recipes and the model’s chance setting can also enable this.

Choose the crop’s plot entry, then edit Modules.

  • One slot each: harvester, irrigation and greenhouse.
  • Required modules start selected. Missing, unsupported or forbidden module combinations cause calculation errors.
  • Greenhouse: 50 percent faster cycles. Both seed/water consumption and crop output rise by 50 percent. Other modules do not change the rate.

Set Environment in the inspector. Canvas placement does not supply these readings.

  • Scanning variant: enter scanned nodes or pillars and other collectors in range. An unscanned collector still produces the minimum.
  • Height variant: enter Build height in centimetres. The base multiplier rises from 1 at 4,000 cm (40 m) to 5 at 45,000 cm (450 m), clamped at both ends. New nodes start at 4,000 cm with no neighbours.
  • Crowding: divides the amount per cycle by 1 plus 1.1 times the other collector count. Both variants apply it.

The scan yield or height yield is clamped to the building’s amount limits, reduced by crowding, rounded down in 500-unit steps, then clamped again. Those are amount units, not per-minute rates. Cycle duration determines the final rate.

One variant works from build height instead of scanning. There you enter how high the collector stands, and its base output scales from once to five times across the range the buildable allows. Height is measured in centimetres and can include a fractional part. For example, 8,817.5 cm with one nearby collector yields 3,500 litres per six-second cycle, or 35 cubic metres per minute, for the height-based air profile.

Choose the resource’s palette entry. Configure it in the inspector:

  • Mining head: meet the displayed minimum head requirement.
  • Waste attachment / Fluid attachment: choose compatible options. The configuration determines output, waste and fluid-input ports.
  • Booster slots: choose boosters individually. Some resources require them. Available slots, rate bonuses and power costs depend on the resource.
  • Merge both outputs onto one belt: combines the two main outputs only when both contain the same part. It does not mix resources or convert waste.
  • Changing attachments: disconnect a fixed input before removing it through a configuration change.

Clock scales material rates, including acid intake. Fixed fluid intake is per installed miner, so partial production can still require the full intake at the chosen clock. Check the clock control’s range: a Modular Miner can stop at 100 percent where an ordinary miner supports 250 percent.

Connect eligible solids, then select Depot upload tier in the inspector.

  • Rates: 15 items/min at base. Standard research adds 30, 60, 120 and 240 items/min tiers where present in the game data.
  • Tier ceiling: caps total incoming flow across all depot inputs. It does not demand that rate or detect your save’s completed research.
  • No tier: a new depot, a cleared tier or missing tier data leaves upload uncapped. Calculation continues with a warning.
  • Custom ceiling: set an input port to At most. This limits that port only, not the whole depot.
  • Solar panels: set Node count in the inspector. Power uses the exported night/day range multiplied by count. No long-run average is calculated, and the day value is not guaranteed constant output.
  • Wind turbines: not offered as supported generators. Missing session, height and wind data prevent a supported power calculation, including for imported turbines. Nearby-turbine placement restrictions are not simulated.

Capacity and fixed rates are different controls:

  • At most 60/min: a ceiling. Actual flow may be lower.
  • Exactly 60/min: a fixed rate. Can conflict with supply or another limit.
  • Switch port mode: use the inspector or click the node’s existing limit badge. Recipe machine limits also offer At most and Exactly.
  • Capacity: on recipes and sinks, the selected belt or pipe caps total connected flow in each direction. It is not a production target. Depots use their upload tier instead.
  • Manual mode: entered machine and port limits become exact constraints.

Save-wide building limits are separate. The machines summary shows the model’s usage, remaining allowance and excess. It does not count buildings already placed in your save. Exceeding the allowance warns without blocking calculation. Missing assembly roles, invalid modules and incompatible parts can still block the affected calculation.

Choose FaxIT Network when drive profiles are available, then select FaxIT drives in the inspector. This is a network, not a drive-crafting recipe.

  • Drives contribute power draw and capacity for distinct item types.
  • No drives, too many copies of a drive, or too many distinct parts cause errors.
  • Only parts marked as storable in FaxIT are accepted.
  • Storage duration and filling time are not simulated.