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POWER

Hand Crank & Valve Handle

Manual rotation for testing and small one-off interactions.

Manual generators are excellent diagnostic tools and early crafting helpers. They are not intended to sustain a serious production line.

Uses

  • Test whether a component is placed and oriented correctly before building a full generator.
  • Operate very small early jobs when a permanent network is not worth building.
  • Use a manual control point for contraption assembly or mechanisms that should not run constantly.

Limitations

  • A player must supply input, so throughput and automation are deliberately limited.
  • Move to a Water Wheel quickly for repeatable processing.

Choosing a generator

  • Manual rotation is for tests and small interactions; continuous workshops need automatic power.
  • Match the generator to the scale and identity of the build: wheel houses, windmills and boiler halls all create useful landmarks.

Scaling safely

  • Leave room for additional output and transmission.
  • Commission power before routing a full processing line.
  • Monitor stress after each production module is attached.

Power-house planning

Power sources are functional architecture. A mill race, windmill or boiler hall can establish the identity of a settlement while supplying the workshops around it.

A generator deserves clear shaft exits, room for expansion and access for inspection. Burying it in a sealed wall may look tidy at first, but makes every future breakdown harder to understand.

Choosing scale

Choose the smallest source that runs the intended job reliably, then reserve room for the next stage of growth. Early workshops benefit from simple, low-maintenance rotation; larger works benefit from dedicated power infrastructure and modular branch lines.

Components covered

Further reading

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