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Batteries
Batteries are the core of the energy grid system, serving not only as a way to store energy, but also as the energy transmitters. The energy system in Mechanization is completely wireless, with batteries serving as the relay between generators and machines. As such, a battery is required to get started in Mechanization. There are currently 3 tiers of batteries, with an extra Quantum Battery.
Batteries keep their energy when broken with a wrench, so feel free to move them around!
Machine Upgrade: +25% Transfer Rate, +25% Capacity
Ender Upgrade: +100% Transfer Rate
Nether Upgrade: +100% Capacity
Capacity | Transfer Rate | Transfer Range | Recipe | |
---|---|---|---|---|
Tier 1 Battery | 100,000 kJ | 100 kW | 12 Blocks | |
Tier 2 Battery | 350,000 kJ | 400 kW | 16 Blocks | |
Tier 3 Battery | 1,000,000_kJ | 1000 kW | 24 Blocks | |
Quantum Battery | 500,000 kJ | 1000 kW | 16 Blocks* |
*The Quantum Battery is special in that, like an Ender Chest, it shares its power across all other Quantum Batteries (set to the same grid id). This works over any distance and across dimensions, meaning a Quantum Battery can be used to transfer power over any range.
- Mechanical Manual
- Getting Started
- Ore Generation
- Machine Crafting Table
- Tools
- Rods, Plates, & Gears
- Machine Frames
- Machine Upgrades
- Energy Cables
- Batteries
- Energy Relay
- Steam Generator
- Thermoelectric Generator
- Solar Generator
- Bio Generator
- Dimensional Generator
- Lightning Generator
- Fluid Pipes
- Fluid Tanks
- Liquid Accumulator
- Arc Furnace
- Casting Basin
- Alloy Furnace
- Electric Furnace
- Grinder
- Block Breaker
- Tree Feller
- Growth Accelerator
- Quarry
- Auto Farm
- Auto Fisher
- Item Reformer
- Mob Grinder
- Electric Lamp
- Spawner Controller
- Spawner Mover
- Teleporter
- Enchanting Station
WIP: nuclear ascension is undergoing a remake and is currently not available.
- Charging Station
- Portable Battery
- Tinker Table
- Drill
- Energy Saber
- Modular Armor
- Special Armors
- Extreme Plasma Annihilator Cannon (EPAC)