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The machine_definition entry describes a machine type entirely from the panel. Placing its spawnItem creates a live instance that ticks autonomously, renders its hologram, persists across restarts and opens its menu on right-click.

Core

Slots

Recipes & Fuel

Recipes and fuels use material name strings (e.g. IRON_INGOT), resolved at runtime. recipes — list of MachineRecipeSpec: fuelTypes — list of MachineFuelSpec: material, burnTime (ticks), fuelValue (units).

Energy

Consumers must be linked to the grid before they draw. The pool is shared per world in the public build; energy physically lives in the ENERGY_CELL machines.

Tiers & Upgrades

allowedUpgrades — which MachineUpgradeTypes this machine accepts (SPEED, YIELD, ENERGY_EFFICIENCY, FORTUNE, RANGE, FILTER). Empty = refuses upgrades. upgradeSpecs — list of MachineUpgradeSpec: material, type, magnitude (SPEED/YIELD multiply; FORTUNE is a 0–1 chance; RANGE adds blocks; FILTER adds slots). tiers — list of MachineTierSpec, ascending; the highest unlocked wins and stacks multiplicatively with modules:

Archetype-specific

Visuals & Hologram

Limits & Persistence