Guide:Relay Network: Difference between revisions
m TheCarriedOne moved page Guide:Relay Network to Relay Network over a redirect without leaving a redirect: Restructure: guide chapters become feature articles |
m Link game terms (first mention per section) |
||
| (4 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
<small>[[Guide:New Player Guide|Guide index]] · [[Guide:Prestige Perks|Previous page]] · [[Guide:Relay Heat and Cooling|Next page]]</small> | <small>[[Guide:New Player Guide|Guide index]] · [[Guide:Prestige Perks|Previous page]] · [[Guide:Relay Heat and Cooling|Next page]]</small> | ||
Unlock the Relay Network at [[Technocrat]]. It is the current infrastructure system, replacing old generator-only progression. <strong>Bays</strong> hold <strong>Modules</strong> of one family. You can own one Bay per family: Mint, Refinery, [[Cooling]], and Recovery. Buying modules and leveling them improves the associated system. | Unlock the [[Relay Network]] at [[Technocrat]]. It is the current infrastructure system, replacing old generator-only progression. <strong>Bays</strong> hold <strong>Modules</strong> of one family. You can own one Bay per family: [[Mint]], [[Refinery]], [[Cooling]], and [[Recovery]]. Buying modules and leveling them improves the associated system. | ||
The base Network activity window is <strong>12 hours after your last action</strong>. [[Hypervisor]] extends it. Do not confuse this with a pet's food supply or the farm's watering deadline; they are separate clocks. | The base Network activity window is <strong>12 hours after your last action</strong>. [[Hypervisor]] extends it. Do not confuse this with a pet's food supply or the farm's watering deadline; they are separate clocks. | ||
| Line 7: | Line 7: | ||
== A useful way to begin == | == A useful way to begin == | ||
Read the first Bay purchase preview and build a modest setup you can afford to develop. Add the complementary resources needed by your next family. Keep some items and BC for ordinary progression. Module quantity, module levels, local upgrades, and Research are competing investments, so compare the next affordable improvements. | Read the first Bay purchase preview and build a modest setup you can afford to develop. Add the complementary resources needed by your next family. Keep some items and BC for ordinary progression. Module quantity, module levels, local upgrades, and [[Research]] are competing investments, so compare the next affordable improvements. | ||
== Mint produces BC == | == Mint produces BC == | ||
Mint output depends on the costs invested in its modules and levels. Larger investment can increase income, but deeper module counts have slower repayment. Check the projected gain and cost rather than assuming the next module has the same return as the first. | [[Mint]] output depends on the costs invested in its modules and levels. Larger investment can increase income, but deeper module counts have slower repayment. Check the projected gain and cost rather than assuming the next module has the same return as the first. | ||
Mint can burn Salvage to charge a <strong>Work Amplifier</strong>. That fuel improves Work through the amplifier; it does not directly add Mint BC. An unfueled Mint still produces its baseline BC. Later Research can route part of realized Mint income to a faction buffer or a solo [[Vault]]. | Mint can burn [[Salvage]] to charge a <strong>[[Work Amplifier]]</strong>. That fuel improves [[Work]] through the amplifier; it does not directly add Mint BC. An unfueled Mint still produces its baseline BC. Later [[Research]] can route part of realized Mint income to a faction buffer or a solo [[Vault]]. | ||
== Refinery produces Salvage == | == Refinery produces Salvage == | ||
Commit a basket of items to the Refinery. Module throughput determines how quickly Salvage is produced; the basket determines how long the run can last. Crafted, Raw, and Consumable inputs have different consumption treatment, so equal displayed base value does not necessarily buy equal running time. | Commit a basket of items to the [[Refinery]]. Module throughput determines how quickly [[Salvage]] is produced; the basket determines how long the run can last. Crafted, Raw, and Consumable inputs have different consumption treatment, so equal displayed base value does not necessarily buy equal running time. | ||
Claim Salvage before the output buffer fills. Without <strong>Overflow Cutoff</strong>, inputs can keep burning while a full buffer discards excess output. Overflow Cutoff is a valuable protection when you cannot check often. Later, Auto-Deposit can keep runs supplied from a configured basket. | Claim Salvage before the output buffer fills. Without <strong>[[Overflow Cutoff]]</strong>, inputs can keep burning while a full buffer discards excess output. Overflow Cutoff is a valuable protection when you cannot check often. Later, Auto-Deposit can keep runs supplied from a configured basket. | ||
Salvage is needed for Research, Bay Upgrades, fuel, and other Network purchases. Spend enough to improve production while keeping fuel and the next important unlock covered. It is easy to build a larger machine and then starve it of the resources that make it useful. | Salvage is needed for [[Research]], [[Bay Upgrades]], fuel, and other Network purchases. Spend enough to improve production while keeping fuel and the next important unlock covered. It is easy to build a larger machine and then starve it of the resources that make it useful. | ||
<small>Screenshots on this page: [[Guide:Relay Network#figure_14|Figure 14]] / [[Guide:Relay Network#figure_15|Figure 15]]</small> | <small>Screenshots on this page: [[Guide:Relay Network#figure_14|Figure 14]] / [[Guide:Relay Network#figure_15|Figure 15]]</small> | ||
Latest revision as of 15:06, 2 November 2026
Guide index · Previous page · Next page
Unlock the Relay Network at Technocrat. It is the current infrastructure system, replacing old generator-only progression. Bays hold Modules of one family. You can own one Bay per family: Mint, Refinery, Cooling, and Recovery. Buying modules and leveling them improves the associated system.
The base Network activity window is 12 hours after your last action. Hypervisor extends it. Do not confuse this with a pet's food supply or the farm's watering deadline; they are separate clocks.
A useful way to begin
[edit | edit source]Read the first Bay purchase preview and build a modest setup you can afford to develop. Add the complementary resources needed by your next family. Keep some items and BC for ordinary progression. Module quantity, module levels, local upgrades, and Research are competing investments, so compare the next affordable improvements.
Mint produces BC
[edit | edit source]Mint output depends on the costs invested in its modules and levels. Larger investment can increase income, but deeper module counts have slower repayment. Check the projected gain and cost rather than assuming the next module has the same return as the first.
Mint can burn Salvage to charge a Work Amplifier. That fuel improves Work through the amplifier; it does not directly add Mint BC. An unfueled Mint still produces its baseline BC. Later Research can route part of realized Mint income to a faction buffer or a solo Vault.
Refinery produces Salvage
[edit | edit source]Commit a basket of items to the Refinery. Module throughput determines how quickly Salvage is produced; the basket determines how long the run can last. Crafted, Raw, and Consumable inputs have different consumption treatment, so equal displayed base value does not necessarily buy equal running time.
Claim Salvage before the output buffer fills. Without Overflow Cutoff, inputs can keep burning while a full buffer discards excess output. Overflow Cutoff is a valuable protection when you cannot check often. Later, Auto-Deposit can keep runs supplied from a configured basket.
Salvage is needed for Research, Bay Upgrades, fuel, and other Network purchases. Spend enough to improve production while keeping fuel and the next important unlock covered. It is easy to build a larger machine and then starve it of the resources that make it useful.
Screenshots on this page: Figure 14 / Figure 15


Related pages
[edit | edit source]Adapted from Shadybliss's illustrated new-user guide, 24 October 2026. Game mechanics may change; check the current in-game Manual and previews.