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Clutch

clutch
Subcategory
Power
Faction
Both
Dimensions
1x1
Height
1
Science cost
400

Overview

Clutch is a building that connects or disconnects two spinning components to control how mechanical power is transmitted in a Timberborn colony. It functions as a mechanical switch placed between a power source (for example an Engine or Windmill-driven shaft) and a driven machine (for example a drill or other rotating device). When engaged, the clutch transmits rotation and thus allows the downstream machine to operate; when disengaged, the downstream machine stops while the upstream motor can continue to rotate independently.

The Clutch has three icon states that indicate how it handles power: engaged (distributes power), disengaged (does not distribute power), and automated (distributes power when it receives an automation signal). In automated mode the clutch will only pass rotation while it is receiving an appropriate automation input. This makes the Clutch an intermediary component for building conditional or scheduled mechanical systems.

Clutches are commonly used to isolate segments of a mechanical network. They allow a colony to selectively enable or disable portions of a drive train without stopping the entire power source. Practical uses include temporarily disconnecting high-consumption machines when available power is insufficient, selectively powering tools for shift-based work, and protecting sensitive mechanisms during maintenance or seasonal power drops.

  • The Clutch physically links two rotating parts and acts as a switch for mechanical power flow; the device is conceptually similar to clutches in real-world machinery that let a motor run while coupling or decoupling the driven element.
  • The automated state requires an automation signal to pass power; connect the Clutch to automation components (power meters, resource counters, weather stations, chronometers, depth sensors, etc.) to make it respond to colony conditions.
  • Use Clutches to isolate network segments when the power network has insufficient power, when goods are insufficient, when wind or weather limit power generation, or when you want machines to operate only during specific hours.
  • Clutches are appropriate between motors and devices like electric drills or pumps; the clutch lets a motor keep spinning while changing whether the downstream device spins, which is useful for precision control or staging operations.
  • The in-game interface shows the three clutch icons so you can quickly check and change its operating mode.

Images and example builds illustrate Clutch placement and usage in drive trains and dedicated builds. Clutches integrate with the game’s automation and goods systems to create efficient, conditional mechanical networks without requiring the power source to be stopped.

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