Batteries and cells
Bottle your totem's plasma, powers and all. Your base keeps running while the totem is away, and you can carry its powers without carrying the totem.
The Battery Charger
A
Battery Charger with a Plasma Cable into its back (and only there) fills a battery or cell standing in it, and stamps powers from the interface into it, chosen on the charger's screen.
- Place it facing you; the Wrench turns it.
- Pipes and hoppers may put an empty battery or cell in from any other side, and take it out once full.
- Only players with Machines access on the totem may open it.
Stamping copies a power at the level the totem has. While the item sits in a fed charger, a stamped power follows the totem's level if it changes. Take the item out and the levels are fixed.
Every battery and cell is built around a
Charged Resonance Crystal, magnetised in the Magnetic Centrifuge.
Batteries: Base powers
| Battery | Holds | Base powers |
|---|---|---|
Plasma Battery I |
40,000 mB | none |
Plasma Battery II |
200,000 mB | 2 |
Plasma Battery III |
1,000,000 mB | 3 |
Plasma Battery IV |
5,000,000 mB | 4 |
A charged battery standing on a Plasma Extractor feeds it at 100 mB/t with its stamped powers until it runs dry, so projectors and chargers keep working while your totem is away or stolen. The battery lies along an axis; the Wrench turns it. A battery keeps its charge and powers when mined.
Cells and the Wave Emitter: Carried powers
| Cell | Holds | Carried powers |
|---|---|---|
Power Cell I |
8,000 mB | 1 |
Power Cell II |
24,000 mB | 2 |
Power Cell III |
60,000 mB | 3 |
The
Wave Emitter runs on one cell. Right-click it at the air (no block within four blocks) to open it: put a cell in, press ON, and read the cell's powers and how long it will last. Hold the emitter in your offhand and you get the cell's powers as if you carried the totem, while it draws 20 mB/t. A Tier III cell lasts 50 minutes. It switches off when the cell runs dry.
Right-click at a nearby block to switch it without opening the screen; sneak there to take the cell out.
Powers an emitter can give: Damage, Resistance, Mining Speed, Swiftness, Vitality, Featherfall, Night Sight, Bouncy and X-ray, at the stamped level.
Recipes
Describes BSP-Core 1.6.2. Numbers are the defaults; the server's settings may differ.
Plasma Battery I
Plasma Battery II
Plasma Battery III
Plasma Battery IV
Power Cell I
Power Cell II
Power Cell III

















