Moving Laser Power
Carry Aquatic Power (AP) from a source to the machines that run on it.
How a Beam Works
Every NauTec machine runs on Aquatic Power, carried by a laser beam. A beam is a rate, measured in AP per tick. Nothing along the way stores it, and machines do not use it up: a machine runs as long as enough AP per tick is arriving.
- A beam travels in a straight line, up to 16 blocks from most laser blocks and 64 from a relay (both configurable).
- The first block with a hitbox in its path stops it. Water, glass and glass panes do not, stained glass included, so you can box a beam in glass to keep people out of it. A low laser block such as the Charger catches a beam coming from the side, even though the beam runs over its top.
- It only connects when the block at the far end accepts a beam on the face it hits. Connections are rechecked every half second.
- A powered beam burns any mob or player standing in it, twice a second. The damage of each hit grows with the square root of the beam's power, the same curve machines speed up by: a 10 AP beam deals 3 damage (a heart and a half), a 40 AP beam 6, a 160 AP beam 12 and a 1,000 AP beam 30. Fire Resistance blocks it.
laserDamage,laserDamageReferencePower,laserDamageScalingandlaserDamageMaxinconfig/nautec-common.tomlchange it. - An item dropped into a powered beam can be changed by Item Transformation.
Beams also carry purity, which some recipes need. See Beam Optics for how routing changes it.
Tip: the
Prism Monocle shows the power and purity arriving at any laser block you look at.
What Machines Need
| Machine | AP per tick it needs |
|---|---|
| Mixer | 10 or more |
| Deep Sea Drain | more than 20 |
| Charger | any amount (the item takes what the beam delivers, up to its input limit) |
| Fishing Station | 1 or more |
| Confined Spawner | 50 to run nonstop (less runs it in bursts) |
An
Aquatic Catalyst burning Prismarine Shards sends 12 AP per tick, and burning Prismarine Crystal Shards it sends 20. Burning Prismarine Crystals it sends 6. The machine requirements above are configurable.
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Prismarine Laser Relay
Takes a beam in at the back and sends it out the front, up to 64 blocks (relayLaserDistance). Power and purity pass through unchanged, so chain relays to cover any distance. Relays can sit underwater.
A relay lines itself up when you place it against another laser block. Place it on a source's emitting face (a catalyst's lens, another relay's front) and it takes that beam in and passes it on away from the source. Place it on a machine that takes a beam and it points into that machine. Against anything else, its front points the way you are looking. To aim it, right-click it with an empty hand. The screen shows all six faces, with Front being the face pointing at you, so faces pressed against other blocks are still easy to reach. Click a face to fire the beam out of it, or right-click a face to take the beam in there; the opposite face always takes the other role. You can also right-click it with an
Aquarine Steel Wrench in Rotate mode to turn it to the next direction.

Laser Junction
Merges beams and sends them where you choose. Each of its six faces can be an input, an output or closed, and all of them start closed.
- Right-click it with an empty hand to open a screen with all six faces, with Front being the face pointing at you. Click a face to switch it between Off, Input and Output, or right-click to step back. This reaches faces that sit flush against other blocks.
- Right-click a face with an
Aquarine Steel Wrench to make it an input. Do it again to close it. - Shift-right-click a face to make it an output. Do it again to close it.
The power of every input is added together and split evenly between the connected outputs, rounded down. Two outputs from a 25 AP input get 12 AP each. Purity stays close to the purest input, losing a quarter of the gap to the average of every connected input. A source that has gone idle counts as zero, so an empty input still pulls the purity down a little.
Each output can also be capped. In the face screen, scroll over an output to set the most AP it sends each tick; hold Shift to step by 1 or Ctrl to step by 10, and scroll down past 1 to remove the cap. Whatever a capped output does not take is shared among the other outputs instead of being split evenly. This lets one beam run a row of machines: give each machine a junction whose machine output is capped at what the machine needs and whose other output carries on to the next junction. A 100 AP beam then runs four 20 AP machines, with 80, 60 and 40 AP passed along the row, instead of halving at every junction. The Configuration Card copies the caps along with the faces.
Use one to add two weak sources together, for example two catalysts into a Deep Sea Drain. It also turns a beam round a corner (one input, one output on another face) and splits one beam evenly between up to five machines, with no loss of purity either way.
Longer and Bent Routes
Chain relays for distance, and use a Laser Junction wherever the beam has to turn or split. Beam Optics covers the Focusing Lens, which raises purity. For power that has to cross the map or reach another dimension, see the Prism Satellite.
Laser P2P Tunnel
With Applied Energistics 2 installed, a beam can also travel through an ME network. Right-click an ME P2P Tunnel with a Prismarine Laser Relay or a Laser Junction to turn it into a Laser P2P Tunnel, then link the tunnels with a Memory Card like any other P2P Tunnel.
- Fire a beam into the input tunnel's face, from any laser block in range. The beam connects to it the same way it connects to a machine.
- Each output tunnel powers the laser block its face is pressed against, as if a beam arrived on that side. The block has to take a beam on that face.
- The power is split evenly between the outputs that have a block to power, and purity passes through unchanged. Two outputs from a 100 AP beam get 50 AP each.
- The tunnels need a channel and power from the ME network like any P2P Tunnel. Without them the beam still reaches the input, but nothing comes out.
An output tunnel never feeds a beam back to a block that is already upstream of it, so a loop through a tunnel cannot multiply power.

