A placed enervation dynamo can be instantly picked up by dismantling it with a crescent hammer. Its configuration is preserved in the item. It can also be mined using a pickaxe, though this can be much slower.
When placed, an enervation dynamo faces up. It can face any direction, and can be rotated using a crescent hammer or similar.
When fuel or an item that holds Redstone Flux is placed in an enervation dynamo’s fuel slot, the dynamo will start extracting energy from it. Every unit of fuel yields a certain amount of energy when consumed. Items that hold energy are not consumed, only drained.
The speed at which energy is extracted from items depends on how much power can be emitted, and on the dynamo’s maximum power output. A basic enervation dynamo has a maximum power output of 40 RF/t. This can be increased by upgrading the dynamo to a higher tier, and by installing certain augments.
When an active enervation dynamo cannot emit the energy it generates, it will keep working at its minimum power output (a tenth of its maximum power output). Any more energy that is extracted in this case is lost. This can be resolved by installing an excitation field limiter.
An enervation dynamo emits Redstone Flux from its coil, which points in the direction the dynamo is facing. It only emits energy when it is active. Items can enter an enervation dynamo through its sides. They cannot enter it through the coil, unless transmission coil ducting is installed.
An enervation dynamo may be configured to respond to redstone signals. It can be in one of three modes:
The current mode can be set using the Redstone Control tab in the dynamo’s GUI.
When an enervation dynamo must stop working due to a redstone signal and is still generating energy from a consumed unit of fuel, it will finish generating energy from that unit of fuel before stopping.
An enervation dynamo can have a signalum security lock installed to restrict who can access it.
An enervation dynamo’s configuration can be saved on a redprint to be copied to other dynamos.
When an enervation dynamo is active, it emits a light level of 7.
Enervation dynamos come in six tiers.
|Tier||Max. power output||Augment slots|
|Resonant / Creative||120 RF/t||4|
An enervation dynamo can have augments installed to improve certain properties or to change how it works. The amount of augments that can be installed depends on the dynamo’s tier. A basic enervation dynamo cannot be augmented.
Augments can be installed in the Augmentation tab in an enervation dynamo’s GUI.
|Auxiliary Transmission Coil||Any dynamo||Increases a dynamo's maximum power output (speed). However, also decreases the amount of energy generated from each unit of fuel. Can be installed multiple times.|
|Fuel Catalyzer||Any dynamo||Increases the amount of energy a dynamo generates from each unit of fuel. Can be installed multiple times.|
|Transmission Coil Ducting||Any dynamo||Allows items and fluids to enter a dynamo through its coil, which can normally only emit energy.|
|Excitation Field Limiter||Any dynamo||Lowers the minimum power output of a dynamo to zero, preventing energy loss when it is active and cannot emit the energy it generates.|
The following items can be consumed by an enervation dynamo to generate varying amounts of energy.
|Fuel||Energy per unit|
|Block of Redstone||640,000 RF|