All pluginsMC Skylines

Extraction & production

MCSkylines-Industry

Version 0.2.1 · Documentation refreshed October 12, 2026

Large industrial multiblocks for finite oil extraction, refining, steel, polymers, and diesel power, built on Utilities.

Required plugins: MCSkylines-Utilities. Optional integrations: None declared.

01

Feature reference

What it handles

Feature overview

Finite oil fields

Survey deposits and manually start extraction batches. Wells share the remaining reserves of their field.

Refining

Convert crude into diesel, naphtha, refinery gas, and residue using configurable gameplay recipes.

Metallurgy & polymers

Electric furnaces produce steel; polymer reactors turn naphtha into resin.

Manual production

Players start finite batches. Inputs are reserved, output space and power are checked, and no next batch starts automatically.

Virtual fluid transport

Configured endpoint links move liquids and gases without ticking pipes or loading either endpoint.

Shared machinery controls

Uses Utilities ownership, permissions, storage, dashboards, persistence, and approved-plot policy.

02

Mechanics, workflows & reference

Encyclopedia

Contents · jump to a topic

Configuration defaults: Values shown for operator-configurable settings are the bundled defaults, and can be changed in the module’s configuration or definitions. The server’s active settings take precedence, so costs, speeds, ranges, durations, chances, effects, recipes, limits and enabled features may differ. Command examples illustrate syntax; fixed mechanics and validation bounds are not configuration defaults.

Industry adds finite crude extraction, refinery fractions, steel, polymer resin and diesel generation to Utilities. Utilities owns commissioning, property ownership/operator ACL, grids, containers, virtual transport, reservations, simulation and persistence. Both modules need to enable before saved machines restore.

Starter content

The following footprints and machine definitions are bundled defaults, configurable in Industry’s config.yml. Inspect the active blueprint before building.

MachineFootprintOperation
Oil well3 × 3 × 5Manually extract a finite batch from a surveyed oil field
Refinery5 × 5 × 7Separate crude into diesel, naphtha, gas, and residue
Industrial furnace3 × 3 × 3Iron and charcoal to steel
Polymer reactor3 × 3 × 4Naphtha to polymer resin
Diesel generator3 × 3 × 3Consume delivered diesel to supply electricity virtually

The production recipes are fictional gameplay abstractions and initial balance samples. Refinery stages, additional alloys, finished products, and more elaborate progression can be added or revised in config.yml. All commissioned machines run virtually on approved plots, without loading chunks, and production still runs only one manually requested batch at a time. Staff approve properties with /utilities industrial on.

/industry help exposes the same machine operations as /utilities help. There is one consistent ownership/operator model; infrastructure grid permissions remain separate from inventory access.

First factory workflow

  1. Use the Utilities commissioning guide to register a property, approve machinery, install its meter/grid and supply power.
  2. Survey a field before commissioning an oil well; wells in the same field share its finite reserve. Exhausted/no field is not replenished by moving an inventory item.
  3. Inspect each blueprint, build its complete footprint and commission a unique ID. Required AIR is part of validation.
  4. Manually start extraction, move crude by sealed containers or an authorized same-grid link, and start one refining batch.
  5. Store all output fractions with sufficient capacity. Feed naphtha to the polymer reactor, iron/carbon to the furnace and delivered diesel to a generator.
  6. Start the next batch manually after completion; nothing runs an infinite automatic recipe loop.

Bundled recipes and resources

All quantities, inputs, outputs, batch durations and power demands in this table are configurable defaults in Industry’s config.yml; use the active recipe for your server.

Recipe ID / machineInputsOne-batch outputTime / power demand
extract_oil / oil wellShared field reserve1,000 L crude30 seconds / 40 EU demand
refine_crude / refinery1,000 L crude400 L diesel, 300 L naphtha, 100 L refinery gas, 200 L residue60 seconds / 100 EU demand
make_steel / industrial furnace8 iron + 2 carbon (charcoal)8 steel30 seconds / 80 EU demand
make_polymer / polymer reactor300 L naphtha16 polymer resin45 seconds / 60 EU demand

The diesel generator’s configurable defaults are 100,000 EU capacity, 400 power, diesel fuel and 200 fuel-energy in config.yml. These are initial abstract gameplay values, not real industrial physics. Stock resource IDs are iron, carbon, steel, crude_oil, diesel, naphtha, refinery_gas, residue, polymer_resin.

Batches, storage, and transport

Starting reserves inputs and checks destination capacity/power. Missing supply, lost authorization, known structural damage or full output pauses progress. Cancelling returns reserved inputs. Tanks contain one fluid at a time and require emptying before changing resource. Input/output modes, auto-eject, contents locks and link rates are ordinary inventory dashboard controls. Neither this simulation nor its links load chunks; offline server time earns no catch-up batches.

Configuration, appearance, and limitations

plugins/MCSkylines-Industry/config.yml defines footprints, capacities, resource quantities, recipes, durations and power; edit then restart. Preserve commissioned footprints/signatures during upgrades. Industry messages reload separately; shared dashboards/portable items use Utilities messages. Resources/machines/recipes accept display names and resources support lore/gauge material. Tagged commodities have matching pack models; vanilla iron/charcoal remain vanilla.

There is no remote Technology factory app, Utilities debit for ordinary brewery recipes, or automatic general-purpose grid fuel conversion into every vehicle. Use only documented API consumers. Utilities' machine permissions and stock ownership remain authoritative.

Reading command syntax

Configuration defaults: Values shown for operator-configurable settings are the bundled defaults, and can be changed in the module’s configuration or definitions. The server’s active settings take precedence, so costs, speeds, ranges, durations, chances, effects, recipes, limits and enabled features may differ. Command examples illustrate syntax; fixed mechanics and validation bounds are not configuration defaults.

<argument> is required; [argument] is optional. Replace the placeholder, including its brackets, with your value. Choices separated by a vertical bar mean choose one. ... accepts the remaining words. Do not type quotation marks around multiword names unless the command specifically requires them. A bare command has no required arguments. Examples use sample players/IDs: substitute entries from your server and use Tab for configured IDs.

player means a username; operational actions usually require that player online. amount and price are currency values such as 25.00, unless the row specifies items, levels, or units. reason, memo, message, name, and statement accept text where supported. duration uses the module's duration format (for example 10m, 2h, or 7d); it is not a bare number of minutes unless stated. id is the exact identifier displayed by that system, not its friendly name. Permissions and ownership/state/location checks both apply.

Shared machine commands

Both /industry and /industry route to this interface. All gameplay commands require utilities.use and an in-game player; targeted stock/batch actions also require owner/operator ACL. Staff grid/zoning permissions do not grant stock access. Industry reload refreshes Industry messages; Utilities reload refreshes shared messages, not machine footprints/recipes.

SyntaxRequired/optional values and actionAdditional authority
/industry, /industry openOpen looked-at machine dashboardOperator
/industry helpHelpUse
/industry typesList registered machine type IDsUse
/industry resourcesList registered resource IDsUse
/industry blueprint <type>Print relative block coordinates/materials, including AIRUse
/industry build <type>Place blueprint directly for testingutilities.admin
/industry commission <type> <unique-id>Register looked-at fully built controller/footprintProperty/build control, approval except meters
/industry grid <name>Create named grid IDutilities.grid.manage
/industry connect <grid-name>Connect looked-at meterutilities.grid.connect
/industry disconnectDisconnect looked-at meterutilities.grid.connect
/industry access listOwner/operators of looked-at machineOwner/admin
/industry access add <player-or-UUID>Add cached/online player or exact UUID delegateOwner/admin
/industry access remove <player-or-UUID>Remove delegateOwner/admin
/industry depositDeposit supported main-hand stack into targetOperator
/industry withdraw <resource> [item-count]Withdraw portable items; defaults one, not litersOperator and inventory space
/industry start <recipe>Start exactly one configured recipe batchOperator; input/power/output checks
/industry pause, /industry resumeDisable/enable target operationOperator
/industry cancelCancel target batch and return reserved inputsOperator
/industry removeDecommission empty target, removing attached linksOwner/admin; no batch, stock, energy or fuel credit
/industry link <source-id> <destination-id> <fluid> <liters-per-second>Directed virtual fluid route, integer rate bounded by configured limitOperator at both endpoints, same world/grid
/industry linksList links accessible at either endpointOperator
/industry unlink <link-id>Remove route ID shown by linksOperator at either endpoint
/industry industrial <on or off>Approve/revoke the property you stand inutilities.plots.manage
/industry lamp <add or remove>Register/unregister looked-at configured electrical lamputilities.grid.connect; property/meter/grid
/industry surveySurvey finite local field stateUse
/industry statusLogical registries/background simulation countsUse
/industry saveExplicit state snapshotutilities.admin
/utilities reloadShared message catalog onlyutilities.reload; player/console
/industry reloadIndustry message catalog onlyindustry.reload; player/console

IDs use lowercase letters/digits/underscore/hyphen and begin with a letter. Type, resource and recipe IDs come from config/types/resources/dashboard. Links use the listed generated ID. Example: /industry link oil_storage refinery_input crude_oil 100. Fluid defaults use 100-liter portable containers, so withdraw water 2 requests two containers rather than two liters.

Root commands and aliases

These are the registered command entry points. The subcommand tables above describe their complete operations. Alias names use the same arguments as their root.

SyntaxPurposePermission / aliases
/industry helpIndustrial machinery and resource surveyingChecked by operation

03

Registered entry points

Command roots

Use the command syntax sections above for every required argument and subcommand. The short usage below is the plugin’s registered help text.

CommandUsageDescriptionPermission
/industry/industry helpIndustrial machinery and resource surveyingSubcommand-based

04

LuckPerms reference

Permissions

NodeDefaultDescription / children
industry.reloadopReload Industry command messages; content changes require restart
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Command and permission references reflect the current plugin.yml manifests in this workspace.