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Electromagnetic Turbine

CategoryIntermediate
electromagnetic-turbine
Category
Intermediate
Stack size
100

Overview

The Electromagnetic turbine is a crafted component made by upgrading Electric Motor. It sits at an important split in the crafting tree, feeding both the Graviton Lens line and the Super-Magnetic Ring line, and it is also used in several advanced building and spacecraft-related production chains. Because of that position, it becomes one of the key mid-game and late-game intermediates rather than a niche part.

Its raw recipe looks simple, but the production chain behind it is not. Each turbine takes a relatively long 2 s craft time, and the usual balancing approach is to double the number of assemblers rather than change the input ratio. In belt terms, the recipe still consumes the same proportion of input per output, so planning should be done consistently either in assemblers or in belts. Mixing those two systems in the same calculation leads to mistakes, especially once multiple sub-lines are involved.

A practical setup needs a steady supply of Electric motor and Magnetic Coil, and the motor side itself also depends on additional Coil throughput. A commonly noted rule of thumb is that each turbine assembler requires two supporting Electric motor assemblers to keep up with the input demand. When scaling up, the number of Coil assemblers also becomes easy to underestimate, because a small number of assemblers may look sufficient on paper while still failing to fill a full belt at factory scale.

The Electromagnetic turbine first becomes useful soon after it is unlocked, when Conveyor belt Mk.II is one of the only major consumers. At that point demand is limited, because the player usually does not yet need huge volumes of Mk.II belts. Once Structure Matrix production begins, however, demand rises sharply because the turbine is an ingredient in Super-magnetic ring and Particle Container production. That makes it a direct requirement for several important buildings and items, including Conveyor belt Mk.III, Logistics Station, EM-Rail Ejector, Ray Receiver, Mini Fusion Power Plant, and Deuteron Fuel Rod.

  • The item is not usually consumed continuously at first, but its downstream products are used in large quantities, so early automation is worthwhile.
  • Manual crafting or one or two assemblers cannot keep up with later demand spikes.
  • Stockpiling early can prevent bottlenecks when expanding into high-tier logistics and power infrastructure.
  • In the late game, the Electromagnetic turbine becomes a permanent material sink through Particle container production and the need for advanced transport and logistics components.

One source notes that each Electromagnetic turbine consumes 10 Iron Ore, so the supporting smelting load becomes significant, and later the limiting factor can shift toward Iron Ore availability itself. For that reason, building a dedicated turbine factory on a planet with abundant Iron Ore is highly effective. A useful production ratio for the full chain is Gear : Magnetic Coil : Electric motor : Electromagnetic turbine = 1 : 1 : 2 : 1, which helps keep the line balanced when designing a large automated setup.

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