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Electromagnetic plant

CategoryProduction
electromagnetic-plant
Category
Production
Footprint
4×4
Power consumption (kW)
2000
Drain (kW)
66.67
Production speed
2
Pollution / min
4
Module slots
5
Prototype type
assembling-machine
Internal name
electromagnetic-plant
Planet
Fulgora
Official description

Critical for electromagnetic research and processes.

Overview

The electromagnetic plant is an advanced assembling building used on Fulgora and in late-game production chains. It is unlocked by Electromagnetic plant research and is crafted on assembling machine 2 or assembling machine 3 from holmium plate, processing unit, refined concrete, and steel plate. Its main advantage is that it grants 50% productivity to the recipes it can craft, making it especially valuable for expensive intermediates and specialized Fulgora-era products.

Several recipes are exclusive to the electromagnetic plant. These include electrolyte, superconductor, supercapacitor, Tesla gun, Tesla ammo, Tesla turret, lightning collector, and electromagnetic science pack. Some of these recipes are tied to Fulgora-specific progression, while others belong to later technology branches such as Tesla weapons and electromagnetic science. The plant is also the required machine for quantum processor production on Aquilo space platform, where it crafts that item from carbon fiber, fluoroketone (cold), lithium plate, processing unit, superconductor, and tungsten carbide, outputting fluoroketone (hot).

In addition to its exclusive recipes, the electromagnetic plant can also craft a selection of common intermediate products, but with the benefit of its productivity bonus. These include:

  • small electric pole
  • medium electric pole
  • big electric pole
  • substation
  • solar panel
  • accumulator
  • lightning rod
  • beacon
  • copper cable
  • electronic circuit
  • advanced circuit
  • processing unit
  • discharge defense

Because the building’s productivity bonus applies to these recipes, it is often worth using even when a recipe is not exclusive to it. This is particularly useful for high-value outputs such as processing units, beacons, and accumulators, where extra output effectively reduces material cost. For Fulgora production chains, the electromagnetic plant also serves as the central machine for combining holmium-based materials with petroleum-derived intermediates such as light oil and heavy oil into the game’s more advanced electric and electromagnetic components.

The plant’s recipe pool makes it a specialized late-game production building rather than a general-purpose replacement for assembling machines. It is best placed where its unique recipes are needed or where its productivity bonus can offset expensive inputs. Since several of its recipes depend on research from Fulgora and later planets, the electromagnetic plant becomes increasingly important as the player moves deeper into interplanetary production.

Official description

Critical for electromagnetic research and processes.

Other entities of this type

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