Terraformer

Terraformer

The end-game machine: slowly converts a dead planet into livable, breathable, living land — in three visible stages.

Overview

Place a Terraformer on a barren world, power it, and it advances an ever-expanding circular frontier outward from itself. With deeper terraforming the machine runs three frontiers, each trailing the last, so a long-running world is always a gradient — raw chemistry at the edge, a living ecosystem at the centre:

StageNameWhat it does
1Rootedgrass + dirt, permanently breathable, vibrant neon terraformed biome, sparse plants
2Hydratedbasins below the machine's water table fill with real water — costs glacite via a Hydration Module
3Livingthe biome settles into a natural per-planet palette (meadow / savanna / tundra) with grown trees, rain or snow, and starter herds of the planet's livestock

Obtaining

Craft (shaped):

N D N
D O D
N B N

N = Nerosteel Ingot · D = Dirt · O = Oxygen Generator · B = Block of Nerosteel

How it works

  • Grid power: runs exclusively on piped energy — connect a Universal Pipe carrying FE. Its

    100,000 FE buffer drains as it works (higher tiers / more power = faster).

  • Expanding frontiers: each work cycle it converts a ring of surface columns per stage, then grows

    that stage's radius — uncapped, but energy-throttled. Stage 1 keeps priority (breathable ground never waits); the trailing stages take smaller shares and always stay inside the stage ahead. Stage-2 columns cost 2× energy plus 1 hydration unit per water source; stage-3 columns cost 4× energy.

  • Water (Hydrated): the water table sits one block below the machine's base. Basins under it fill

    flush with the ground; hills stay dry; chasms deeper than the cap are skipped. No glacite in the buffer = stage 2 stalls (the GUI says "Needs glacite"). On Glacira the lakes refreeze naturally.

  • Life (Living): the mature biome turns on real weather (rain; snow accumulates on Glacira),

    sparse grown trees (oak/birch, acacia, spruce by planet), and seeds starter pairs of the planet's livestock (population-capped).

  • Gravity: terraformed ground returns to normal, Earth-like gravity — so

    reclaiming a low-gravity moon makes the land you've converted feel like home (an explicit biome gravity tag, if a pack sets one, still wins).

  • Cosmetic drift: settled land keeps sprouting sparse ground cover on its own — pure garnish,

    budgeted and toggleable (terraformDriftEnabled).

  • Tiers: drop an upgrade into the upgrade slot — a Nerosteel Ingot → Tier 2, a **Cindrite →

    Tier 3**. Higher tiers convert more columns per cycle; Tier 3 also seeds a low rate of ore into the converted subsurface (configurable, defaults to Nerospace ores).

  • Lazy / catch-up: columns in unloaded chunks are skipped and converted later when you explore into

    them — all stages replay on chunk load, so a terraformed planet finishes as you walk it (no forced chunk-loading by default).

  • Old worlds: existing Terraformers keep working untouched — their land counts as stage 1 and the

    new stages simply sweep over it once you build the new blocks. No migration.

Details

  • ID: nerospace:terraformer · Tool: pickaxe, iron tier · Drops: itself

  • Companions: Hydration Module (glacite intake, must touch),

    Terraform Monitor (stage readout + comparator)

  • Config: terraformWaterEnabled, terraformWaterMaxDepth, terraformDriftEnabled,

    terraformDriftPerSecond, terraformFaunaEnabled, terraformPlantsEnabled, terraformResourcesEnabled, terraformResourceOres, terraformMaxColumnsPerTick, …

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