What's in the Thermal Series
'Thermal' isn't one mod but a quartet: Thermal Foundation (materials), Thermal Expansion (core machines), Thermal Dynamics (ducts), Thermal Innovation (endgame gear). Its identity is 'steady-state tech': compact 1x1 machines, linear upgrades (Hardened → Reinforced → Resonant), and a gentle curve compared to AE2 — the perfect first tech mod.
Starter Trio: Furnace, Sawmill, Pulverizer
Early core machines: ① Redstone Furnace — smelting with doubled ore processing; ② Sawmill — 1.5x planks per log plus sawdust byproducts; ③ Pulverizer — crushes ore into dust for 2x yield when smelted. Power them with a Steam Dynamo (water + coal, rock-solid output). Layout tip: build a 'machine wall' with uniform facing and rear ducts so later upgrades stay tidy.
Fluids & Ducts
Thermal Dynamics ducts come in three flavors: energy (RF), fluid, and item. Key concept — Augments: every machine has augment slots for 'auto-output', 'secondary byproduct recovery', 'speed boost' and more. On fluids, learn the Aqua Accumulator (infinite water) and the resin harvester — hardened resin from arboreal extractors is the base for every machine shell.
Mid Game: Alloys & Power Tiers
Mid-game mainline: ① Induction Smelter alloys — Invar (iron + nickel) gates machine upgrades; ② power upgrades: steam dynamo → compressed steam → reactor route, or Stirling bridging; ③ ore processing to the 'pulverize → wash → smelt' triple for up to 2.5x yield. Thermal's endgame is Resonant-tier gear and Flux Networks (wireless energy), laying the power foundation before AE2 automation.