Synthesis and magitech
From Gardens wiki
Synthesis research needs both kinds that came before it: Science (machines, metal, power) and Arcana (essence, runes, infusion). It is in the Science tab, under Synthesis in its filter row, in the same list and the same queue as the rest. It costs knowledge and things your garden makes, paid when you queue it and given back in full if you remove it. Some of it also needs aspect knowledge, which it only checks.
| Research | Needs first | Costs | Aspect knowledge | Takes | Effect |
|---|---|---|---|---|---|
| ⌿ Arcane conductors | ⚴ Optics (Science), ᚹ Runecraft (Arcana) | 150 𓏛 knowledge, 6 ⌭ coils, 1 ᛏ Order runes, 1 ⬙ resonant crystals | 20 Energy | 40s | The Arcane assembler and the arcane circuit; coils that carry mana as well as a current: +50 mana storage; Energy essence from capacitors |
| ⎃ Resonance engineering | ⚴ Optics (Science), 🜅 Infusion (Arcana) | 160 𓏛 knowledge, 4 ⬙ resonant crystals, 2 ‖ capacitors | 20 Tide | 40s | Crystals and capacitors tuned to one pitch: +3 stability for every infusion |
| ⏈ Magitech | ⌿ Arcane conductors (Synthesis), ⎃ Resonance engineering (Synthesis) | 180 𓏛 knowledge, 1 ⧦ arcane capacitors, 2 ⧰ arcane circuits | — | 50s | The magitech controller and the magitech Dark room: machines that run on arcane parts |
The magitech chain
Neither industry nor Arcana can make a magitech part alone. Each step is a machine you build and set to a recipe; each shows its progress, and what it is waiting for, in its tab. The arcane circuit and the arcane capacitor are made separately, and come together only in the magitech controller.
| Step | Machine | Takes (a batch) | Makes | Time | Opens with |
|---|---|---|---|---|---|
| ⫼ Roll rods | ⦷ Wire mill | 3 ♂︎ metal | 2 ⎮ rods | 10 s | ☿ Metallurgy researched |
| ⥈ Draw wire | ⦷ Wire mill | 1 ⎮ rods | 4 ⸾ wire | 8 s | ☿ Metallurgy researched |
| ⵔ Wind coil | ⌘ Assembler | 8 ⸾ wire + 1 ⛭ parts | 1 ⌭ coils | 30 s | ⚴ Optics researched |
| ⫲ Capacitor | ⌘ Assembler | 2 ▱ plates + 4 ⸾ wire | 1 ‖ capacitors | 40 s | ⚴ Optics researched |
| ◇ Resonant crystal | 🜬 Alchemy bench | 2 ◊ quartz + 1 ⸾ wire + 5 mana + 4 Tide essence | 1 ⬙ resonant crystals | 60 s | 🜔 Alchemy researched |
| 🜐 Rune ink | 🜬 Alchemy bench | 2 ⏜ oyster mushrooms + 2 𓆰 herbs + 1 ⸬ grit + 1 mana + 2 Life essence | 2 🜿 rune ink | 30 s | 🜔 Alchemy researched |
| ᚷ Energy rune | ᛞ Rune table | 1 ▱ plates + 1 ⸾ wire + 1 🜿 rune ink + 2 mana + 6 Energy essence | 1 ᛋ Energy runes | 45 s | ᚹ Runecraft researched |
| ᚨ Motion rune | ᛞ Rune table | 1 ⎮ rods + 1 🜿 rune ink + 2 mana + 6 Motion essence | 1 ᚱ Motion runes | 45 s | ᚹ Runecraft researched |
| ᚦ Order rune | ᛞ Rune table | 1 ▱ plates + 1 🜿 rune ink + 2 mana + 6 Order essence | 1 ᛏ Order runes | 45 s | ᚹ Runecraft researched |
| ⎏ Arcane circuit | ⏻ Arcane assembler | 2 ⌭ coils + 1 ᛋ Energy runes + 1 ⬙ resonant crystals + 4 mana | 1 ⧰ arcane circuits | 60 s | ⌿ Arcane conductors researched |
| 🝊 Arcane capacitor | ⫴ Infusion chamber | 1 ‖ capacitors + 4 ⌭ coils + 2 ⬙ resonant crystals + 1 ᛏ Order runes + 40 mana + 32 Energy essence + 24 Order essence + 12 Motion essence | 1 ⧦ arcane capacitors | 240 s | 🜅 Infusion researched |
| ⌳ Magitech controller | ⏻ Arcane assembler | 1 ⧦ arcane capacitors + 2 ⧰ arcane circuits + 1 ᚱ Motion runes + 4 ⛭ parts + 10 mana | 1 ⧳ magitech controllers | 120 s | ⏈ Magitech researched |
The magitech Dark room is the Dark room, where magic began, rebuilt around a magitech controller. ◙ Magitech Dark room costs 1 ⧳ magitech controllers, 40 🝛 alloy, 6 ⛭ parts and uses 4W and 0.2 mana/s while it grows. It grows every strain 2 times as fast, 2 beds at a time (the Dark room: one). It also opens Maintain targets: automation that keeps a store at a target (below).
Automation: maintain targets
Once the magitech Dark room is built, the Workshop has an Automation section. A rule names a machine, one of its recipes and a target: the machine starts runs of that recipe while what is stored, and what is already on the way, is below the target, and stops there (a run can pass it by less than one batch). Used below the target again, it starts again. A machine can carry a rule for each of its recipes; it runs the first that can start, by priority (1 first, up to 5), then in the order the rules were made. Up to 50 rules. A rule switched off does nothing: the machine runs its chosen recipe on and on, as it does without rules.
When a store can't cover everything that draws on it in a tick, it is shared out class by class, in this order; within a class everything gets the same share:
| Order | Class | Who |
|---|---|---|
| 1 | Upkeep | a building's upkeep: a habitat's oxygen, the Cold store's coal, the relay's pairs |
| 2 | Power | generators: the fuel of power and mana |
| 3 | Production | converters (Smelter, Foundry, Fuel refinery, …) and machines' runs |
| 4 | Automated work | machine runs an automation rule starts |
Each rule's row shows its target, what is stored, the rate at full work, the run's progress, its priority, what a batch needs (✓ or ✕ with have / need) and, in words, what it is doing or waiting for: waiting for resonant crystal, output full, no power, no mana, waiting for coal kept for power first, target reached. Automated runs come last when a store is short: they never take what upkeep, power or ordinary production need next.