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  • Content
  • Industry
  • Requires the Framework

SV Electronics

New machines, components and production chains for the back half of the tech tree. SV Electronics gives late-game industry somewhere to go without handing players a shortcut past everything they have already built.

What it adds

Industry with somewhere to go

Everything slots into Eco's existing progression: real recipes, real inputs, real power draw. Nothing appears out of thin air.

New machines

Purpose-built stations for component fabrication, each with its own footprint and power profile.

Electronic components

Intermediate parts that give refined materials a reason to exist beyond a single recipe.

Deeper production chains

Multi-stage recipes that reward specialisation and give towns something to trade over.

Real power demand

Machines draw meaningful power, so grid planning stays part of the late game.

Balanced by default

Costs are tuned against vanilla equivalents, and every recipe is exposed in config.

Plays well with others

Built on the Framework, so it coexists with other content mods instead of colliding with them.

For server admins

Tuned to your world

Every server settles into a different pace. SV Electronics exposes the levers rather than assuming yours matches ours.

  • Recipe costs in config — adjust inputs and outputs without touching code.
  • Skill placement — decide which specialty unlocks the new content.
  • Selective content — disable individual machines you do not want on your world.
  • Clean uninstall — removing the mod leaves the rest of your world intact.
SV Electronics key art showing industrial machinery in the field

Get it running

Add SV Electronics

Install the Framework, drop in SV Electronics, restart, and tune the config to taste.