Reception Capsule

Reception Capsule

alaindustrial:reception_capsule
UtilityLVImplementedtier-lvutilityenergysettlement

Summary

The Reception Capsule is where the archive brings the settlement's residents back. For energy and materials it restores one shift worker at a time: a former record of this world that has no name, only a number on its back. In look and in meaning it is a relative of the Teleporter's capsule: the archive brings a record back.

The capsule closes the path through a work town: find the town → power the Settlement Core → restore the town hall and a house → bring back the first shift worker. Each shift worker needs a house of its own: without a free house fit to live in, the capsule does not release a new worker.

Quick example: the core in the town hall is lit, the settlement is yours, and the drones have restored the town hall and the first capsule house. Run an LV cable to the lower part of the capsule, put in 1 Electronic Circuit, 8 Rubber and 4 Copper Plates and wait until the capsule has gathered 100 000 EU/FE. After one in-game day of restoring (≈20 minutes) a shift worker with a number on its back, for example W-117, appears on the floor of the flask and moves into the free house straight away.

How it works

  1. Its own settlement. The capsule finds by itself the settlement whose territory it stands on; if the territories of two settlements overlap, it takes the one whose core is closer. While the capsule stands, its settlement does not change.
  2. Conditions. The capsule works only if its settlement's core is in place and lit, the capsule itself is on that territory, the settlement has a restorer, there are fewer living shift workers than the limit (4 at LV) and there is a free house fit to live in for the new worker — a capsule house the settlement has counted (see the Settlement Core, "Shift workers' houses"). Without such a house the capsule stands with the reason "No housing: no free house fit to live in", and if there are no fit houses at all — "No homes: restore or build a house". A dead worker being brought back needs no free house: it keeps its own house while it waits to be brought back.
  3. Price. The capsule gathers EU/FE in its buffer and holds the materials in three slots; each slot takes only its own material — by hand, from a hopper or through a pipe. Once everything is in, restoring begins: one in-game day — 24 000 ticks, about 20 minutes. From the very first tick the bar and the status line show at least 1 %, so you can see the process has started.
  4. Result. At the end of restoring exactly one shift worker appears in the flask — on the floor, facing out — and only after that does the capsule take the price: the EU/FE and the materials at once. The new worker moves into a free house straight away. A worker's number looks like <letter>-<three digits> and is never repeated anywhere in the world; the worker's look depends on the number too.
  5. A refusal takes nothing. No core, the core taken away or dark, the capsule outside the territory, no restorer, the settlement full, no free house, not enough materials or EU/FE, the archive failing to place the worker in the world — the materials and the gathered energy stay in the capsule. The capsule's window names the reason in a line.
  6. Progress is not lost. If the core goes dark in the middle of restoring, the bar freezes; once the core is lit again, restoring carries on from the same spot. If the archive does not answer (the worker could not be placed in the world), the bar resets, and the capsule waits one restoring before it tries again.
  7. Only its own (R98). Only the restorer of a woken settlement opens the capsule's window. A stranger gets no window and reads in the chat "The core does not recognise you: you are not part of this settlement." An operator in creative mode opens the window, but the slots and the choice of worker do not obey them.

Bringing back the dead

A dead shift worker's number is never handed to a new one. By default a shift worker's death is final. If the server turns that off, a dead worker waits to be brought back, and the capsule offers a choice: a button in the window cycles "New worker" → the settlement's dead by number → "New worker" again.

Resetting a worker's points

The capsule is also where a shift worker's stats get redistributed. When a living worker of the settlement stands no more than 3 blocks from a capsule of its settlement, the settlement's restorer sees a "Reset points (50 000 EU/FE)" button on the worker's card. It turns all invested points back into free ones, ready to be invested again. The price is taken from the capsule's buffer, so the button only shows when the buffer holds 50 000 EU/FE and the worker has at least one invested point. The card and the points are described on the Settlement Core page, section "The settlement's shift workers".

When the settlement sleeps

The settlement falls asleep because of the core, not the capsule: when the core goes dark, the settlement's shift workers keep working on their batteries while there is charge in them, then freeze where they stood and do not die from it; when the power comes back, the core recharges them and they carry on from the same spot. While the core is dark, the capsule stands still too: a restoring in progress freezes and later carries on from the same spot, losing nothing.

Energy

FieldValue
Roleconsumer that gathers energy in a buffer
Tier / grid intakeLV, up to 32 EU/FE per tick; a cable connects to the lower part of the capsule, on any side except the open front
Buffer200 000 EU/FE — exactly the price of bringing back a dead worker
EU/FE per shift worker100 000 EU/FE (bringing one back — 200 000)
Restoring time24 000 ticks (one in-game day, ≈20 min)

On a full LV packet (32 EU/FE per tick) 100 000 EU/FE take 3125 ticks to gather — about 156 seconds. From one fuel generator (8 EU/FE per tick) it takes 12 500 ticks, about 10.4 minutes, and meanwhile the settlement's core spends its own 8 EU/FE per tick. So the first shift worker needs several generators or a stored reserve.

Inventory

SlotTakesHow many per shift worker
1Electronic Circuit1 (bringing one back — 2)
2Rubber8 (bringing one back — 16)
3Copper Plate4 (bringing one back — 8)

This is not a recipe but a price: the materials sit in the capsule until it is time to take them. The circuit is the electronics of the shift worker's work suit, the rubber is the overall itself, the copper is the helmet's parts and the battery on the back. All of it is made before MV machines.

Interface

Block Properties

FieldValue
Shapea glass flask three blocks tall, open at the front: a steel floor, corner posts and walls at the bottom, and on top a roof with an emitter and a cap. A shift worker as tall as a player stands inside it whole. The flask is see-through and does not hide neighbouring blocks
Collisionthe posts, walls, thin floor, roof and cap follow the model; inside there is room for one shift worker, who can walk out at the front
Placingfaces the player; the spot needs two free cells above it. Breaking any of the three parts removes the whole capsule
Windowa click on any part of the flask opens the capsule's window
Hardness and toolunbreakable, like bedrock, and immune to explosions; the settlement's restorer breaks it with any pickaxe, like a block of hardness 5
Pistoncannot be pushed
Dropexactly one capsule plus the materials from its slots. Without a capsule the settlement takes no new shift workers; everything else keeps working
Where it standsin the town hall of every work town: empty, three cells west of the core, with its open side facing the core; also in the creative tab

Recipes

The capsule has no recipe: it already stands in the town hall of every work town, and it can also be taken from the creative tab.

Progression