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Refinery: Difference between revisions

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Reference article: Relay Network
Tag: Removed redirect
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== Committing items ==
== Committing items ==


Build a deposit basket and commit it. Salvage then drips out at a steady rate until the basket is used up. You can withdraw committed items you no longer want to refine.
Build a deposit basket and commit it. [[Salvage]] then drips out at a steady rate until the basket is used up. You can withdraw committed items you no longer want to refine.


* '''Rate is flat.''' Which items you commit does not change how fast Salvage comes out. It changes how long the basket lasts.
* '''Rate is flat.''' Which items you commit does not change how fast Salvage comes out. It changes how long the basket lasts.
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== Output buffer ==
== Output buffer ==


Unclaimed Salvage collects in the Refinery's output buffer, which has a cap. Raise it with the Capacity Foundations Research node and the Refinery Output Capacity upgrade.
Unclaimed [[Salvage]] collects in the Refinery's output buffer, which has a cap. Raise it with the Capacity Foundations [[Research]] node and the Refinery Output Capacity upgrade.


When the buffer is full, the Refinery keeps using up items by default and the extra Salvage is lost. The '''Overflow Cutoff''' Research node pauses the basket when the buffer is full and resumes it after you claim. '''Auto-Deposit''' Research can keep the basket topped up.
When the buffer is full, the Refinery keeps using up items by default and the extra Salvage is lost. The '''Overflow Cutoff''' Research node pauses the basket when the buffer is full and resumes it after you claim. '''Auto-Deposit''' Research can keep the basket topped up.
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== Overdrive ==
== Overdrive ==


The Overdrive [[Bay Upgrades|upgrade]] makes the Refinery burn through item value much faster. Each tier doubles the item value consumed per hour, while Salvage output rises only slightly, and heat rises 10% per tier. It suits players chasing the Refined leaderboards rather than Salvage efficiency.
The Overdrive [[Bay Upgrades|upgrade]] makes the Refinery burn through item value much faster. Each tier doubles the item value consumed per hour, while [[Salvage]] output rises only slightly, and heat rises 10% per tier. It suits players chasing the Refined leaderboards rather than Salvage efficiency.


== Top refiners ==
== Top refiners ==


The daily and weekly '''Refined''' leaderboards rank players by the BC value of items fed into their Refinery. At each daily reset the top players receive [[DX Coolant]], plus a Salvage draw. At each weekly reset the top three receive XenoServers.
The daily and weekly '''Refined''' leaderboards rank players by the BC value of items fed into their Refinery. At each daily reset the top players receive [[DX Coolant]], plus a [[Salvage]] draw. At each weekly reset the top three receive [[XenoServer]]s.


{{Guide link|Relay Network|Relay Network}}
{{Guide link|Relay Network|Relay Network}}


[[Category:Relay Network]]
[[Category:Relay Network]]

Revision as of 14:47, 2 November 2026

The Refinery is the Relay Network Bay that turns items into Salvage. Salvage pays for almost everything else in the Network, so the Refinery is the Network's engine.

Takes in A committed basket of items
Produces Salvage, claimed from the Refinery's output buffer
Also hosts Transmutation
Affected by Heat and operating mode, Relay Research, Bay Upgrades

Committing items

Build a deposit basket and commit it. Salvage then drips out at a steady rate until the basket is used up. You can withdraw committed items you no longer want to refine.

  • Rate is flat. Which items you commit does not change how fast Salvage comes out. It changes how long the basket lasts.
  • Item role matters. Items are grouped by role, and each role drains your basket at a different speed:
Role What counts Basket drain
Crafted Items with a recipe Missing game reference: relayRefineryDrainCrafted
Consumable Pet food items Missing game reference: relayRefineryDrainConsumable
Raw Items that cannot be crafted Missing game reference: relayRefineryDrainRaw
Crafted items give the most Salvage for their value. The Raw, Crafted and Consumable Efficiency Research nodes reduce the drain for their role.
  • Expensive items last longer. A pricier item refines for longer per unit, so one valuable crafted item produces far more Salvage than a pile of cheap materials.
  • Not everything can be refined. Rare drops, lootboxes, items with boost effects and items marked as Relay-restricted cannot be committed.
  • Longer baskets. Higher Module levels let a basket run longer before it needs refilling.

Output buffer

Unclaimed Salvage collects in the Refinery's output buffer, which has a cap. Raise it with the Capacity Foundations Research node and the Refinery Output Capacity upgrade.

When the buffer is full, the Refinery keeps using up items by default and the extra Salvage is lost. The Overflow Cutoff Research node pauses the basket when the buffer is full and resumes it after you claim. Auto-Deposit Research can keep the basket topped up.

Modules and output

Output grows with Module count, Module level and the operating mode. Each extra Module adds a little less than the one before (the highest-level Module always counts in full), so a very large Refinery reaches a soft ceiling instead of growing forever. An idle or stalled Refinery cools down twice as fast.

Overdrive

The Overdrive upgrade makes the Refinery burn through item value much faster. Each tier doubles the item value consumed per hour, while Salvage output rises only slightly, and heat rises 10% per tier. It suits players chasing the Refined leaderboards rather than Salvage efficiency.

Top refiners

The daily and weekly Refined leaderboards rank players by the BC value of items fed into their Refinery. At each daily reset the top players receive DX Coolant, plus a Salvage draw. At each weekly reset the top three receive XenoServers.