Settlement Core

Settlement Core

alaindustrial:settlement_core
UtilityLVImplementedtier-lvutilityenergysettlement

Summary

The Settlement Core stands in the town hall of every ALA work town — a dead settlement above an abandoned lab. You find the core dark: the town is dead, there is no territory, the capsules are empty. Run a cable to the core and it comes alive: the settlement's territory appears around the town, and the Reception Capsule can bring back the first shift worker — a resident of the settlement.

The core is the centre of the whole town: it sets the size of the territory, how many houses the settlement may have and how many shift workers. The territory of a town covers all of its buildings, however far from the town hall they stand.

Quick example: you found a town — go into the town hall, find the dark core and run an LV cable to it from your base. The core lights up; open it and the window shows the territory (for a desert town stretched along its pipe, for example 93 × 65 blocks), "Houses: up to 4", "Shift workers: up to 4" — and you become the restorer of the settlement.

How it works

  1. Dark. A dark core spends nothing — it is switched off. There is no territory, the reception capsule does not work. The settlement's shift workers (if it has any yet) live on their own batteries, and those whose charge has run out stand frozen in place.
  2. Lighting up. The core lights up once its buffer holds enough for 20 ticks of work — 160 EU/FE. While it is lit, it pays 8 EU/FE every tick: the territory holds and the town lives.
  3. Going dark. The grid is gone — the core lives on its own buffer. Once the buffer is empty the core runs up a debt, and when the debt reaches those same 20 ticks, it goes dark. With the supply cut completely, that is exactly 20 ticks (1 second) after the buffer ran dry. A supply below 8 EU/FE per tick puts the core out too, only later: three quarters of the price do not hold a settlement forever. The shift workers keep working on their batteries while there is charge in them, then freeze where they stood and do not die from it. Once the core is lit again, it recharges them and wakes them, and they carry on from the same spot.

Only the core's buffer decides whether it is lit: the core has no timer and no switch. The reserve for lighting up is there so that a supply just below the upkeep does not flicker the territory on and off every tick.

In this version every core is LV: the territory, house limit and worker limit below are for LV. Higher core tiers (with a larger territory and a larger settlement) will come later.

Territory

That is why every building of a stretched-out desert town is inside: at LV its territory is about 93 × 65 blocks. A town's layout is random, so in your world the size will be different — the core's window shows it.

Restorer and access

Breaking and moving

Energy

FieldValue
Roleconsumer; a cable connects to any of the six faces
Tier / grid intakeLV; takes packets one tier above its own — up to 128 EU/FE per tick (an MV packet)
Buffer2000 EU/FE
Upkeep while lit8 EU/FE/t
Reserve for lighting up and debt limit20 ticks of upkeep (160 EU/FE)
Outputonly into the Town Roads through the town hall's inlet — whatever lies above the reserve for 20 ticks of upkeep, and only while the core is lit; the core gives no energy out through its own faces

After the grid is cut, a full buffer holds the settlement for 2000 / 8 = 250 ticks (12.5 s), then 20 ticks of debt more, and the core goes dark. Re-laying a cable for a moment will not put the town to sleep, while a real outage shuts it down quickly.

The core pays for the whole settlement: the reception capsule takes its own price separately, and the shift workers take no EU/FE from the grid themselves. Each awake shift worker drains 0.25 EU/FE/t from its own battery. A worker who has a house charges at home, on the Charging Bed, from the House Inlet; a homeless worker is topped up by the lit core once a second from its buffer. That comes on top of the core's own 8 EU/FE/t, so the core's demand on the grid grows by what the homeless workers drain. The house inlets get their energy from the core along the town roads. The core never spends the reserve for 20 ticks of its own upkeep on recharging or on the roads. Beyond its upkeep the core fills its buffer, like any machine. How much energy arrives also depends on the wire: a copper cable passes 12 EU/FE per tick, a gold one 48, an electrum one 192.

Interface

The settlement's needs

Every 5 seconds a lit core looks at what the settlement lacks and writes it on the "Core" tab. At the top is one line, "The town needs: …", the most urgent thing; below it, a short list of everything needed right now. The settlement speaks with one voice: not a request from each shift worker, but one list. Each need carries its picture, so the player sees at a glance what the settlement wants: a battery for energy, the first missing item for materials, a 3D house for a home, the building's 3D icon (as on the "Construction" cards) for a restoration or a repair. The most urgent need's picture stands beside the "The town needs" line; each need of the list has a small one at the start of its row.

  1. Energy: the core cannot keep up its upkeep, or holds less than its reserve of 20 ticks.
  2. Materials for an order: an order stands still because the dispatcher's buffer lacks something: "Glass ×6, Bricks ×12". Put what is missing into the buffer; the drone tries again by itself, and the line goes away.
  3. A home: living shift workers have no home, or the next worker the capsule could bring back has nowhere to live.
  4. Restoration: a building can be ordered now, a house of a known type within the house limit or the town hall whose plan is already in the dispatcher; and mending of a building restored before and damaged since.
  5. A workplace: a shift worker has nowhere to work. It comes with workplaces (the next step of the release); today this line never appears.

A dark core shows no needs: a dark settlement has one need, and the state line names it.

The settlement's chronicle

The "Chronicle" tab is the town hall's log: short lines about what changed the settlement, newest first. A line shows the game day, the shift worker it is about (number and name) and what happened:

A line about a shift worker starts with its number and name, with no colon, and reads as a sentence: "N-906 moved into Capsule house (type 1)".

The line about a restoration reads the same whatever the building's name: "Building restored: Town hall". A long line takes two rows, a very long one is scaled down and may take three; the highlight under the mouse covers the whole entry, its day and every row. A line's tooltip shows it whole and wraps like vanilla tooltips. The same event again in a row adds no line: the line gets a count, "(×3)". A settlement keeps at most 200 lines; the oldest go first. The chronicle lives in the settlement's data, not in a block: a broken town hall does not lose it. Only the settlement's own may read the chronicle and the needs (R98).

Construction

The settlement knows all its buildings and keeps their orders: what to clear, where to lay a road, what to rebuild. Executors take the jobs — Construction Drones from the nests on the town hall's roof, then shift workers. The materials, the town hall's plan and the queue of orders lie in the dispatcher. The "Construction" tab of the core's window shows it all.

Shift workers' houses

Each shift worker of the settlement needs a capsule house of its own: without a free house fit to live in, the Reception Capsule does not release a new worker.

The settlement's shift workers

Every shift worker has a card. A right click on the worker or a row of the list in the core's window opens it. Any player within 10 blocks of the worker may look at the card, and from its settlement's core's window only those the settlement recognises (R98); only the settlement's restorer may change anything on it, and only for a living worker.

Charging with a battery. A right click on a living worker with a charged battery from the mod (or another charged item from the mod that gives out charge) pours EU/FE into the worker's battery at once, as much as fits; the rest stays in the item. Above the hotbar you see how much went in ("W-117: +500 EU/FE into the battery") or "the battery is already full". Any player may charge a worker. Charging wakes a frozen worker but gives no experience. A dead worker or one awaiting return cannot be charged. A right click with an empty hand, an empty battery or any other item opens the card; on a living worker's card, under the health, there is the hint "Charge: right-click it with a battery".

Mobs. Hostile mobs hunt shift workers just as they hunt players. A worker runs from them but never leaves its settlement's territory.

Showing the borders

The eye button in the core's window turns the settlement's borders on and off — only for the player who pressed it. A core placed outside every settlement has no borders, and its button does not light up.

Block Properties

FieldValue
Shapefull 16³ cube; a steel casing with a copper window on the sides and a copper ring on top
Lighta lit core glows (light level 13) and its window "breathes"; a dark one gives no light
Hardness and toolunbreakable, like bedrock, and immune to explosions; the settlement's restorer breaks it with any pickaxe, like a block of hardness 5; in creative mode anyone breaks it
Pistoncannot be pushed
Dropthe core itself, an ordinary item; it does not remember the settlement; nothing drops in creative mode
Where it standsin the town hall of every work town, above the hatch into the lab; on the roof above the core is a landing pad for drones
Creative tabthe mod's tab and the vanilla "Functional Blocks" tab

Recipes

The core is a late-game block: a Crafting Table, 3×3 shape.

Resonant Crystal (charged)Reactor Control CircuitResonant Crystal (charged)
Resonance CoilAdvanced Machine CasingResonance Coil
Reinforced BearingReinforced Energy StorageReinforced Bearing

→ 1 Settlement Core. The recipe unlocks in the recipe book once you have had a Resonant Crystal, a Reactor Control Circuit, a Reinforced Bearing and a Reinforced Energy Storage in your inventory.

Why so expensive. The core is the heart of a settlement, not a machine. It holds three Advanced Machine Casings (one of its own and two inside the energy storage), a Reactor Control Circuit, two Resonance Coils, two crystals and two bearings — more than a pair of Workstations and more than any MV machine. A player makes parts like these only after the reactor. The energy storage in the middle of the bottom row is the core's "one tier up" reserve: an LV core takes an MV packet.

Crafting a core does not give you a settlement of your own: a core outside every settlement stays dark. The recipe is there to give a core back to a settlement that lost its own (it burned, sank in lava or went missing some other way).

Progression

Crafting

Shaped Crafting
Resonant Crystal
Reactor Control Circuit
Resonant Crystal
Resonance Coil
Advanced Machine Casing
Resonance Coil
Reinforced Bearing
Reinforced Energy Storage
Reinforced Bearing
Crafting Table
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Settlement Core
Settlement Core