Fabrication Chain
Stage 5 connects physical resource samples to repeatable cultivation without trusting client item data. All three processing machines use Neroland Core energy storage, upgrades, and item/energy Side Config. Their five-slot inventory is exposed through the native automation capability on every loader.
Fragment Extractor
The Extractor accepts a real sample in its first input. It resolves one deterministic material from the
current server catalog, then matches a material_extraction datapack recipe. Only after the recipe,
energy, and both output slots remain valid does it consume the sample. It produces neutral tier fragment
and a fresh Resource Fragment stack whose material and tier are rebuilt from the server catalog.
Fragment Infuser
The Infuser performs the default 4:1 condensation steps from Territe through Voidite fragment. Supplying a Blank Seed in its second input instead selects a charging recipe. The output Charged Seed carries only a versioned tier component. Destination gates are checked when work begins and again at completion.
Seed Synthesizer
The Synthesizer uses three inputs: a real material sample (first slot), enough matching neutral Tier Fragments of the material's tier (second slot), and a Prospora Seed base (third slot). It also requires the player's Core material-discovery and Agriculture research milestones. The server rechecks the recipe, catalog, gate, milestones, components, output space, and physical inputs before producing a fresh Resource Seed. Hoppers and pipes can feed all three inputs — the machine's slot filter accepts exactly what the recipes consume (Tier Fragments in the second slot, Prospora Seeds in the third).
Putting Resource Fragment in the first slot selects a conservative material-conversion recipe instead. The recipe must name the same material, meet its catalog conversion cost, and output the catalog's exact resource item.
Player- or team-scoped checks (gates, research milestones, tier unlocks) are owner-bound: each
machine records its placer's UUID (opt-out via automation.track_owner; server-only, erasure-aware —
see Privacy) and credits that player. Only an ownerless machine falls back to
an eligible player within 16 blocks, so opting out never bricks progression. The screen shows progress,
NF, and explicit blocked states such as no power, closed gate, missing research, invalid components, or
full output.
Removing a machine by any means — survival or creative break, or an explosion — drops its inventory, including installed upgrade modules; nothing inside is ever voided.