Electromagnetic plant

Critical for electromagnetic research and processes.
Overview
The electromagnetic plant is an advanced assembling building used on 
Several recipes are exclusive to the electromagnetic plant. These include electrolyte, superconductor, supercapacitor, Tesla gun, 



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.