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* '''Gemeralds:''' late Recovery Modules and upgrades cost [[Gemeralds]], and [[Transmutation]] converts them.
* '''Gemeralds:''' late Recovery Modules and upgrades cost [[Gemeralds]], and [[Transmutation]] converts them.
* '''Leaderboards:''' the daily and weekly Refined leaderboards reward top refiners with [[DX Coolant]], [[Salvage]] and [[XenoServer]]s. See [[Refinery#Top refiners]].
* '''Leaderboards:''' the daily and weekly Refined leaderboards reward top refiners with [[DX Coolant]], [[Salvage]] and [[XenoServer]]s. See [[Refinery#Top refiners]].
== History ==
{{Update history/relay-network}}


{{Guide link|Relay Network|Relay Network|Relay Heat and Cooling|Relay heat and cooling|Relay Research and Transmutation|Research and Transmutation}}
{{Guide link|Relay Network|Relay Network|Relay Heat and Cooling|Relay heat and cooling|Relay Research and Transmutation|Research and Transmutation}}

Revision as of 23:48, 2 November 2026

The Relay Network is Bconomy's infrastructure system. You build Bays full of Modules that keep working on their own: one makes BC, one turns items into Salvage, one cools the others down, and one cuts your action cooldowns. Almost everything in the Network is paid for with Salvage, which the Network itself produces.

It unlocks at the Missing game reference: unlockRequirement rank. Players who have Ascended at least once have it unlocked already.

Relay Network overview
How the Relay Network fits together. Items go into the Refinery and come out as Salvage. Salvage fuels the Mint and the Recovery Bay and pays for Research, Bay Upgrades, Modules and the Network Store. Cooling burns Cryo Gel and takes heat away from the other three Bays.

How the parts connect

The Network has four kinds of Bay. You can own one of each.

Bay Takes in Produces What the output is for
Refinery Items you commit to it Salvage Fuel, Modules, Research, Upgrades and the Network Store. The Refinery is where the whole Network gets its currency.
Mint Nothing required. Optional Salvage fuel BC, plus a Work boost while fueled BC goes to your balance, or partly to your Faction or personal Vault. Fuel powers the Work Amplifier and Work cooldown cuts.
Recovery Salvage fuel (required) Charge Charge gives your Fish, Hunt, Explore and Mine actions a chance to cut their cooldowns, and can bank surplus quest finds.
Cooling Cryo Gel Cooling supply Lowers heat on your Mint, Refinery and Recovery Bays once they pass half heat.

Three things apply to every Bay that produces something (Mint, Refinery and Recovery):

  • Heat. Running a Bay builds heat. A hot Bay slows down. Cooling Bays and DX Coolant bring heat back down.
  • Operating mode. Each Bay runs Off, Underclocked, Normal or Overclocked. Higher modes produce more, make more heat and burn more fuel. See operating modes.
  • Improvements. Relay Research improves the whole Network at once. Bay Upgrades improve one Bay. Both cost Salvage plus items.

The Salvage loop

Salvage is the thread that ties the Network together:

  1. The Refinery turns items into Salvage.
  2. Salvage is spent on more and better Modules, on Relay Research, Bay Upgrades and the Network Store.
  3. Salvage also fuels the Mint (for the Work boost) and the Recovery Bay (required for it to work at all).
  4. Better Modules make the Refinery produce more Salvage, and the loop grows.

If Salvage runs short, everything else in the Network stalls with it. A steady Refinery comes first. See Salvage for every source and use.

Bays and Modules

  • Buying a Bay. Each Bay costs a basket of Relay items such as Relay Frames, Signal Matrices and Solar Panels. Each new Bay costs more than the last. From the third Bay on, it also costs Salvage. Missing ingredients can be crafted automatically during the purchase.
  • Order. Bays unlock in a fixed order: Mint, Refinery, Cooling, then Recovery.
  • Modules. A Bay does its work through Modules. You craft each Module from items and Salvage, and level it up from 1 to 15. Higher levels produce more and run cooler.
  • Module limits. The Mint has no Module limit. Refinery, Cooling and Recovery Bays start with 5 Module slots, raised by the Module Capacity Expansion upgrade.
  • XenoServer. The XenoServer Special installs a Module without its item cost. On a Mint it is completely free; on other Bays it also halves the Salvage cost.
  • Pausing. Individual Modules can be paused without selling them.

The idle rule

The whole Network runs at full speed for Missing game reference: relayIdleTime after your last Relay action. After that it stops producing until you come back. Time away past that window is not paid back later.

Any Relay action restarts the window, such as claiming, depositing or changing a mode. The Hypervisor Prestige Perk extends the window.

Where to start

  1. Buy your first Bay (the Mint) and a few Modules. It starts making BC straight away, with or without fuel.
  2. Buy the Refinery and commit cheap crafted items. Claim the Salvage regularly.
  3. Spend early Salvage on Refinery Modules and levels, so Salvage income grows.
  4. Research Bay Telemetry (exact numbers) and Overflow Cutoff (stops the Refinery wasting items when its buffer is full) early.
  5. Add Cooling once heat starts slowing your Bays, then Recovery when you play actively and want shorter cooldowns.

History

Release date Update Changes
October 31, 2026 v2026.10.31
  • install several XenoServer modules into a Relay bay up to its free slots.
August 28, 2026 v2026.08.28

Improvements

  • Relay page keeps its buy, store and research buttons visible while the bay list scrolls, matching Farm page.
  • Relay status section is pinned to the top, matching Farm page as well.

Bug Fixes

  • Relay bays now unlock in a fixed order: Mint → Refinery → Cooling → Recovery. Only the next bay is offered, so you won’t be choosing between two at once.
  • If you already own Recovery without Cooling, Cooling will be offered next.
August 19, 2026 v2026.08.19
  • DX Coolant is available for 250 Salvage each. There’s a daily purchase limit that grows with your total module levels (capped at 5,000 per day).
August 17, 2026 v2026.08.17.2
  • You can now level up modules from the grouped module list even without Batch Operations research if that group contains a single module.
  • “Lv +” buttons now dim when you can’t afford the next level (even after auto-crafting), so you can see at a glance which modules you can actually upgrade.
August 16, 2026 v2026.08.16
  • The Relay Network status box is now a set of bars to match the overall feel of the whole page.
August 14, 2026 v2026.08.14.2
  • Classic theme Relay module rows use their original lighter blue-purple background again, so the old look is back.
August 9, 2026 v2026.08.09
  • Relay Network usages are now shown in Used to Purchase / Upgrade / Research item modal sections.
August 3, 2026 v2026.08.03
  • Mint, Cooling, Refinery and Recovery bay leaderboards now include players who own just 1 module.
July 29, 2026 v2026.07.29
  • levels 1000 and up that list two XenoServers will now actually give two XenoServers.
  • those missing XenoServers have been granted to your account automatically.
July 20, 2026 v2026.07.20.2
  • Adds a Relay section to the right-hand action sidebar with a compact card for each of your relay bays.
  • Each card’s bar shows that bay’s input (fuel/items) level.
  • Clicking a card jumps to the Relay page with that bay opened.
  • Every card has a refuel button that opens the same deposit popover used on the Relay page.
  • Overclockable cards also have an overclock (🚀) button.
  • You can toggle the whole section under Settings → Sidebar → 📡 Show Relay, and reorder it like the other sidebar sections.
July 9, 2026 v2026.07.09.2
  • Tapping the relay overclock ⚡ badge no longer shifts the sidebar or hides menu actions on mobile.
July 7, 2026 v2026.07.07
  • The Relay tab (with Bay Telemetry researched) now shows a status badge: warnings for stalled/short-for-cooling bays, a countdown to the next overclock window, or a ⚡ when a bay is ready for it.
June 27, 2026 v2026.06.27 – Update 2
  • You can now find museum collectibles while playing through the Relay: when you claim a bay output, level a module, buy an upgrade, unlock a bay, or unlock research.
June 22, 2026 v2026.06.22
  • New top-tier Relay Network node: Stellar Ascendant (🌌). It’s the completionist apex above Network Sovereign (or Government, as some call it).
  • Unlock requirements: Network Sovereign plus every bay’s module slots full and maxed (the Mint counts as full at 25 modules), plus a big salvage + materials cost. The node grants the Stellar Ascendant title when unlocked.
  • If the requirements ever change and the node re-locks, you’ll be refunded any materials no longer needed; re-unlocking only charges the difference if the cost rises.
June 18, 2026 v2026.06.18
  • /relay/setmode command now supports passing optional coolant amount as the last argument.
June 14, 2026 v2026.06.14 – Update 2
  • When you unlock a Relay Network apex node you now get a themed cosmetic preset you can apply: a name colour, a chat-message background, and an emoji — quick to apply, unlocked by research.
  • The Network Sovereign completionist node also unlocks an exclusive animated name effect and a special profile background.
  • You can apply these presets from the apex node in the research view or from the profile customization menu.
June 9, 2026 v2026.06.09
  • The “Use N coolant when overclocking” choice is remembered.
  • The action buttons for a bay (Mode, Coolant, Deposit, Craft, Allocation) now sit next to the bar they affect instead of all being at the top.
  • There’s no separate “effectiveness” bar anymore. Each output bar’s tooltip shows a clear breakdown: Base / bonus / heat taper / Net rate.
  • The heat tooltip now lists DX Coolant and overclock drift as their own lines for better transparency.
  • If Grid Resonance is enabled, the fuel and refinery basket bars will turn yellow once they drop below 50% threshold.
June 4, 2026 v2026.06.04
  • Relay bay cards now show clear timing and state info: remaining overclock time, cooldown end, and how long active DX Coolant will last on that bay.
  • A single clear Stalled badge replaces the older mix (hover it to see the reason), and new bars show mint fuel remaining and refinery deposit remaining.
  • DX Coolant can be active per bay (you can run coolant on mint and refinery at the same time), and the heat readout is now next to the bay name consistently on desktop and mobile.
May 31, 2026 v2026.05.31
  • The “Modules N / Y” line is now a toggle: collapse/expand the module list. There’s also a new ⚙️ module-count bar that switches the list between per-module rows and a grouped-by-level view.
  • Grouped view shows one row per level (e.g. “3 x Level 5”) with an aggregate stat tooltip and group actions (bulk level, bulk Pause/Run).
May 25, 2026 v2026.05.25
  • Relay bay panel state persistence. (Shadybliss)
    • Relay bay panels now remember whether they were open or closed when you leave and return to the page.
    • If a Refinery output is full, deposit is empty or fully consumed, that’s now called out directly in the bay header so you can spot it at a glance.
  • XenoServer waivers full Salvage cost for Mint. (TheDepartedOne)
    • Using a XenoServer on the Mint bay now waives the full Salvage cost (previously half was still charged).
    • On any other bay it continues to charge half the Salvage cost as before.
May 23, 2026 v2026.05.23
  • Relay UI overhaul. (Shadybliss)
    • The Relay Network screens got a visual refresh: more consistent game-themed colors across status panels, bay cards, module rows, and action buttons so things read cleaner at a glance.
    • Clicking a prerequisite link in research graph moves it to that prerequisite.
  • You can now apply DX Coolant to a bay that is in forced recovery to shave time off its recovery pool.
May 22, 2026 v2026.05.22.2
  • XenoServer changes. (TheDepartedOne)
    • You can again use XenoServers directly via special item modal.
    • You can no longer use XenoServers to push a refinery bay past its module slot cap.
    • If you already had a refinery bay with more modules than the current cap, the excess modules were removed and you were refunded what you spent.
May 21, 2026 Relay Network (Game Update)
  • Relay Network. (TheDepartedOne)
    • The Relay Network replaces Generators with a full system of bays, modules, heat, Salvage, and an account-wide research tree. Read the full launch post for the deep dive.
May 21, 2026 Welcome to the Relay Network
  • Generators are gone. The Relay Network is here.
  • For years, Generators were a passive BC faucet you bought, leveled, and forgot about. The Relay Network keeps that BC flowing, but now it also burns surplus inventory into a new material, runs hot under load, and gives you real decisions about how to push it.

TL;DR

  • Your old generators are decommissioned at launch and migrate one-for-one into Mint modules at the same level. You get a final BC payout.

What happens to your generators

  • Every legacy generator becomes one Mint module at the same level. A level-15 generator becomes a level-15 module.
  • Your DX Coolant stockpile is preserved. It now has a real job (see below).
  • One gate: to migrate, you first need to buy a Mint bay. Until you do, the Legacy Migration page tells you so. The first bay costs 50M BC. Once it is built, hit migrate and collect.

Bays, modules, families

  • The Relay Network is built around bays. Each bay holds modules of one family. You can own at most one bay per family.
  • Mint: produces BC. This is where your old generators end up.
  • Refinery: burns surplus inventory and outputs Salvage, the new relay material.

Heat, Coolant, Overclock

  • Heat dissipates passively when you switch to a cooler mode. DX Coolant gives you an instant temperature drop plus a temporary reduction in heat rate. The size of the drop scales with how many coolants you apply at once, one to five. Only one coolant application is allowed per overclock session, so you cannot stack them indefinitely.

Modules: crafting, leveling, pausing

  • Modules: crafting, leveling, pausing
  • Modules are the workhorses inside each bay. Crafting installs a new module at level 1, leveling makes that module pull more weight, and pausing takes a module offline without uninstalling it.
  • Crafting costs Salvage plus a basket of items, with the price climbing as your bay fills up. Two onboarding discounts soften the entry: the first 10 Mint modules cost no Salvage, and the very first Refinery module is also Salvage-free. New players can stand up a working Refinery before they have any Salvage saved up.
  • Leveling costs Salvage plus items per level, up to a max level of 15 in both families. The payoff is real:
  • A level-15 Mint module produces roughly 4x as much BC per minute as a level-1 module in the same slot. Salvage fuel consumption scales similarly if you choose to feed it.
  • A level-15 Refinery module’s throughput factor is also about 4x its level-1 value.
  • Leveling improves your heat budget in both families. Mint modules earn an outright heat discount at every fifth level. Refinery modules do generate more heat at higher levels, but throughput scales faster than heat, so the heat you pay per BC refined drops as you level up.
  • One thing to watch on Refinery stacks: each additional module contributes a little less throughput than the previous one, ranked by level. The bay still scales as you add slots, but the curve flattens. Once your stack is wide, leveling existing modules beats crafting new low-level ones.
  • Pausing lets you sideline a module without uninstalling it. A paused module contributes nothing to heat, fuel burn, output, or any buffer cap, but it still occupies its slot and can be leveled up while paused. Handy when you need to cool down a hot bay without dismantling progress, or to park spare modules until you decide what to do with them.

Idle window

  • Idle window
  • The whole network shares one idle window. The base is 12 hours and the Hypervisor perk adds 4 hours per level. The idle timer resets on any bay action, not just claims. Switching modes, depositing fuel, buying an upgrade, all of it keeps your bays earning.
  • Past the window, BC and Salvage accrual halts, heat dissipates at the regular rate as if bays were manually switched off. Come back, do anything, and you are back online.

XenoServer

  • XenoServer is now a universal module chassis. Using one installs a fresh level-1 module in the bay of your choice, waiving the item costs, charging only half of the Salvage cost. XenoServers also ignore your Refinery’s module cap, so they can install slots above the upgrade-derived limit. Mint has no cap anyway, so this matters mostly for Refinery players sitting at or near max capacity.

Trophies and leaderboards

  • Trophies and leaderboards
  • Three new lifetime stats now track for you forever: BC Minted, Salvage Earned, and BC Value Refined. Each has Daily and Weekly counters as well.
  • Six new leaderboards are live: daily and weekly versions of Salvage, BC Refined, and BC Minted. Top finishers in the Refined ladders get rewards directly:
  • Daily Refined: the top 10 split a DX Coolant ladder (1 up to 10 coolants, 55 total) plus a 666-Salvage lottery.
  • Weekly Refined: the top 3 each get XenoServers (1, 2, 3).

DX Coolant in your daily reward

  • DX Coolant is now a possible drop from the Exquisite Trunk loot pool. It is naturally rare given how the loot table works, but it will trickle in over time as part of your normal daily play.

The Relay Network Launch season

  • 6 new trophies: Initiate, Tinkerer, Engineer, Operator, Architect, Overcharged, at quest levels 100, 250, 500, 1000, 2500, 5000.
  • 3 new pet skins: Overclocked (hot, glowing), Signal (greenish-cyan phosphor), Static (washed-out CRT). Static at level 50, Overclocked at 100, Signal at 200.
  • 3 new pet auras: deepskyblue, magenta, white. Quest rewards only; not in the random Auralyzer pool.
  • DX Coolant drops at every quest level 25, scaling from 1 up to 10 per claim.
  • Your old generators are decommissioned at release. You have not lost anything.
  • You get a final BC payout for whatever your generators had earned at the moment of decommission, capped by the usual idle window. Same maths as any other generator claim.
  • The five apex unlocks plus a one-shot Founding Engineer trophy (migrate within 30 days of launch) and the tiered Decommissioner / Liquidator / Last of the Generators trophies (50 / 150 / 300 modules at migration) round out the new trophy list.
April 8, 2026 Relay Preparations
  • New item: Relay Frame. It’s intentionally non-tradable and cannot be listed on the market, so you’ll keep it in your inventory if you earn one. Will be useful soon.
April 4, 2026 v2026.04.04
  • New Auto-upgrade toggle in purchase modals for farm plots and generators. Turn it on and the server will attempt to upgrade the new facility immediately after you buy it (as far as your materials allow).
April 13, 2025 Game Update (04-13-2025)
  • Hypervisor, Vitality
    • Perk benefit decreased to 4hr per level (from 6hr)
    • Maximum perk level increased to 21 (from 10)
April 5, 2025 Prestige Perks Revamp
  • Hypervisor: Increases time Generators can run for before they idle
January 16, 2025 Game Update (01-16-2025)
  • XenoServer, Golden Lariat Specials are now usable
  • An unlimited amount of Generators are now able to be purchased, limited only by whether you can afford the Item cost requirement
    • The new infinite upgrade scaling mechanic introduced in this update is used here: each purchase will increase the Item requirement amount and complexity required for the next one
December 24, 2024 Game Update (12-24-2024)
  • Max of 20 Generators can be owned (from 10)
  • Base earn rate for each Generator increased to 5,000 BC/min (from 3,000)
  • Earn rate increase per level increased to 1,500 BC/min (from 200)
  • Upgrades now cost sets of Items, rather than BC
    • The Items required for each level change as you upgrade your Generator
  • Maximum level for each Generator is now Level 15
December 16, 2024 The Boss Fight Update
  • New Specials: Fairy Ring, XenoServer, Golden Lariat, Forged Banknote
    • These are currently only obtainable as a Boss drop
    • These Specials are earnable in-game, but can’t be used yet…
December 5, 2024 The Quests Update: A Cold Start
  • New: DX Coolant
    • A seasonal Item that prevents Generator overheat when applied! As Generator overclocking is still in development, this item can’t actually be used for now
August 6, 2024 2024 Relaunch
  • Streamlined Generator, Farm and Action Tools game mechanic updates
November 7, 2023 v8.2.0
  • Misc Changes Optimizations have been made to client-server reconnect logic, greatly lowering latency in re-establishing server connection with game data caching. Bank balance live update now smoothly increases. Default text command prefix is now “/” instead of “b”. Farm and Gen status now dynamically update. Improvements to Discord client downtime reporting (Discord client may be offline for a few days before stabilizing). Various misc. improvements and bug fixes.
July 12, 2023 Bconomy “Zero” – Update 4
  • Generators now shows earnings from last claim, OR time until next claim
May 20, 2022 v6.0.9.9
  • Generators now show overheat modifiers
May 15, 2022 v6.0.8
  • Full button and menu navigation for Generator Shop
June 28, 2021 v5.7.12
  • Decreased generator buy price and overheat rate
  • Prestige users can now add gen slots at any rank
June 26, 2021 v5.7.10 – Generators Update Phase 2
  • Release of Generator Upgrades – see bgen upgrades or bhelp gens for more info
  • Overheat Risk slightly decreased
  • Mining loot table adjusted to drop more metals
  • Renamed "Server Rack" to "Machine Casing"
June 25, 2021 v5.7.9
  • Cooldowns menu now uses circles and generator CD works properly.
  • Multiple gen bugfixes
  • Included more information on gen help menu
June 25, 2021 v5.7.8 – The Long Awaited Generators Update Phase 1
  • Generators (previously known as miners) have arrived!
  • Type bhelp gens to view all information.
  • New generator crafting recipes.
  • Transmute replaced with generator time on Cooldowns.