Eitr Refinery
CraftingThis machine will turn soft tissue into the magical substance eitr. The process is quite volatile, however, so stand back!

Construction requirements
Produces 1 unit(s). All listed ingredients are required.
×20Black Marble
×5Black Metal
×10Yggdrasil Wood
×5Black Core
×3Sap- Makes
Eitr Refinery
Required station
Production
Nominal throughput; fuel, smoke clearance and applicable wind conditions affect operation
Effect Area configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Guide Point configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Radiator configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Switch configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Practical guidance
EditorialBurning fireplaces consume elapsedSeconds/secondsPerFuel when enabled and not infinite. Terrain, overhead blockage, smoke and optional submersion can prevent burning. Wet conditions select low/high objects and can turn off fireplaces configured to allow toggling. Cinder emission requires ownership, rejects positions inside a shield, and passes a decremented spread budget to its children. Its periodic branch additionally needs a positive spread budget, chance success and a burning fireplace when attached. Fire spread is enabled in Ashlands or by the Fire world key; burnable objects, liquid height, wetness, cleared terrain and biome gates apply. Fire damage visits characters but randomly selects one eligible non-character collider per tick. Rain and accumulated smoke can extinguish spreading fire. Effect areas refresh heat/status exposure; base value counts matching colliders rather than unique buildings.
Finder chooses the nearest beacon strictly inside its individual 3D range, then uses clamped horizontal-distance/range to interpolate ping intervals. Rune stones and vegvisirs request the configured closest/all location discovery and can set separate world or player keys. Guide points register raven text; unseen priority and distance select text, and talking records it as seen. Boss-stone visuals inspect trophy attachment, not a world boss-defeat condition.
A valid owner repeatedly waits a random interval between the authored bounds, then emits a projectile along a random upper-hemisphere direction with configured velocity. Optional collider closest-point placement offsets the launch point.
Displays check ward access, supported item shared names/types and attachment availability. Removing an item restores its saved external item state. A guardian trophy selects a guardian power after its delay; it does not immediately activate the effect. Chairs and barber seats require range, an unused seat, no encumbrance and a two-second sit interval. Doors may require and consume a matching-world-level key; keyed doors cannot be closed through their ordinary interaction branch. Signs check ward access and user-content privileges. Switches delegate to their owning gameplay callback; held use respects the authored repeat interval.

