Machines are built in the formerly blocked off back portion of the Invention Guild. Upon reaching 60 Invention, Doc will offer a short optional tutorial on machines (which can be skipped at any time after starting).
Generator and charge
The first machine built is the generator. Only one generator can be built, though it can be upgraded twice. The generator converts divine charges into 'machine charge' and distributes this to all the other machines in the guild.
The generator also has a maximum power allotment, and each machine uses some amount of this allotment. Upgrading the generator provides more power, and upgraded versions of the other machines require more power. New machines can only be built if there is still enough power available for them; you can check this by hovering over the energy icon in the building interface or checking the generator. Having all 5 tier 2 machines would require a total of 260 power, and since the Jumbo generator only provides 160 power, it is not possible to have all 5 tier 2 machines built at once.
Downgrading machines give experience as the lower tier version again, but will use additional materials.
Machines are built on hotspots in the Invention Guild basement. There are 6 hotspots and any of the machines can be built in any of the hotspots. One can build multiple copies of a single machine. Building machines costs a significant number of materials.
Once built, machines can be upgraded (using more materials) to a more powerful version that processes more, but also costs more power allotment and machine charge to run.
Machines perform their associated action automatically at every hour, on the hour - the 'machine tick'. They run even when the player is offline. Each machine processes a different amount of actions per hour, at a specific cost of machine charge (and sometimes extra items). The inputs are processed into outputs at the machine tick.
Machines will continue to process for as long as they have machine charge and input items available, and as long as there is space in the output slots.
The generator shows how much machine charge and power allotment is used and available. Machine charge can be replenished with divine charges - 3000 machine charge per divine charge.
The bar in the center shows the total machine charge available in the generator, with the small marking showing how much the machine will require to fully process all of the inputs.
There are three output slots, where the processed items will be placed, with an estimation of how long it will take to process everything (until either charge or inputs run out).
|Automatic hide tanner||93||2,950||25||10,000||225 machine charge per hour||45||Tans all types of hides into leather with no coin cost.|
|Optimised hide tanner||111||6,800||50||30,000||840 machine charge per hour||140|
|Partial potion producer||90||2,875||20||3,750|| 75 machine charge per hour|
1 per herb
|13|| Turns clean herbs into unfinished potions.|
Does not benefit from the scroll of cleansing.
|Partial potion producer DX||114||6,950||50||13,000|| 210 machine charge per hour|
1 per herb
|Plank maker||99||3,100||30||2,500||225 machine charge per hour||13||Turns logs into planks with no coin cost.|
|High capacity plank maker||117||7,100||65||7,500||600 machine charge per hour||40|
|Alchemiser||72||2,425||20||1,500|| 45 machine charge per hour|
5 per item
1 per item
|8||Casts High Level Alchemy on inputs.|
|Alchemiser mk. II||108||6,650||55||5,000|| 150 machine charge per hour|
1 per item
|Auto disassembler||60||4,250||30||7,500||180 machine charge per hour||35|| Disassembles input items.|
Uses the player's current junk reduction.
|Auto disassembler mk. II||81||5,300||40||13,000||230 machine charge per hour||60|
The material requirements to build both tiers of a machine (three tiers for generator) at once.
|Jumbo generator|| 100 , 100 , 30 , 100 , 80 |
80 , 100 , 100 , 15 , 80
|Optimised hide tanner|| 50 , 100 , 100 , 100 |
100 , 10 , 13
|Partial potion producer DX|| 100 , 500 , 250 |
125 , 30 , 45
|High capacity plank maker|| 10 , 450 , 150 , 10 |
30 , 20 , 20
|Alchemiser mk. II|| 10 , 250 , 125 , 250 |
100 , 15 , 10
|Auto disassembler mk. II|| 100 , 200 , 200 , 200 |
200 , 5 , 10
Output and maintenance
A divine charge costs 72,452 coins and provides 3,000 machine charge, so each machine charge costs the same as a single charge: 24.15 coins. The output and cost of each machine (including secondary ingredients such as vials of water, nature runes, and fire runes) are listed below:
|Machine||Items per hour||Machine charge||Secondary ingredient(s)||Cost|
|Per item||Hourly||Per item||Hourly||Per item||Hourly|
|Automatic hide tanner||45||5||225||-||-||121||5,434|
|Optimised hide tanner||140||6||840||-||-||145||20,287|
|Partial potion producer||13||5.77||75||1||13||239||3,111|
|Partial potion producer DX||40||5.25||210||1||40||227||9,072|
|High capacity plank maker||40||15||600||-||-||362||14,490|
|Alchemiser||8||5.63||45||1 , 5||8 , 40||1,000||7,999|
|Alchemiser mk. II||25||6||150||1||25||584||14,598|
|Auto disassembler mk. II||60||3.83||230||-||-||93||5,555|