FluxWerks Guide

Heat and steam: boilers, turbines and waste heat

Heat in FluxWerks is not a meter you top up — temperature is simulated across the world and inside your machines, which is why the official feature list spends a whole section warning you about waste heat. Boiler to turbine is the spine of your power, and everything else in this page exists to stop that spine from melting.

A volcanic coastline at dusk with lava flowing down the mountain into an orange glow across the beach

What the official sources confirm about heat

The developer's own feature page ("metallibitti.fi") describes heat behaviour directly:

  • Temperature is simulated across the world and inside your machines. It is not a decorative value on one machine — the environment itself has temperature.
  • Boilers feed steam turbines. That is the stated power chain.
  • Furnaces warm their surroundings, snow melts, and water boils away. Heat spreads to what is nearby, including terrain.
  • Exchangers and thermostats are the listed tools for managing waste heat "before your factory cooks itself."

That last phrase is the design intent in five words: heat is a failure mode you are meant to engineer around, not a number you grind past.

The loop: generate, then cool, then expand

  1. Build generation (boilers feeding turbines) together with its cooling, never ahead of it.
  2. Route coolant by temperature. Fluids are simulated, so a cooling channel is a thermal decision, not just a pipe run.
  3. Watch what the furnaces do to their neighbours. Because furnaces warm their surroundings, clustering them without spacing or exchangers is the classic way to cook a line.
  4. Expand only once the previous stage holds temperature. Every expansion adds heat load to the same world.

Boilers, turbines and the numbers you should track

The Production Planner tracks power the way the game wants you to think about it: per-machine draw in kW, and a Grid power total in MW on its summary panel. A factory drawing more than it generates is a brownout waiting for the first hot afternoon.

Thing to watchWhere it shows upWhy it matters for heat
Power draw per machinePlanner node (75.00 kW, 600.00 kW)More machines = more generation = more waste heat
Total grid loadPlanner summary (Grid power 2.18 MW)Your generation target
Fuel burnPlanner node (8.53/min), summary (Coal burned 12.8/min)Fuel feeding heat-producing steps
PollutionPlanner summary (285/s, printed in amber)The planner's own warning colour, same as a caution value

A daytime rocky cliff with a wide waterfall dropping onto a plain of industrial machines

Heat interacts with fluids, terrain and weather

Because heat is a world property rather than a machine property, three other systems feed back into it:

  • Fluids. Water, lava and oil flow, pool and react where they meet; lava hardens into rock in your cooling channels, and hot springs can power an early base.
  • Terrain. Snow melting and water boiling away are stated behaviours — a cold biome and a volcanic one do not impose the same cooling bill.
  • Weather. The official page says each biome has its own temper (sandstorms are the example it gives). Weather with teeth changes the load on a factory that is already thermally balanced.

Common heat mistakes at launch

MistakeWhat it costs you
Building generation first, cooling laterThe gap is exactly when waste heat accumulates
Clustering furnaces tight for belt simplicityNeighbouring machines warm each other
Piping coolant the short way regardless of temperatureThe route fights the fluid's own thermal behaviour
Reading grid power but not fuel burnYou can be power-positive and still fuel-starved
Ignoring biome temperature when relocatingA design tuned in one biome does not transfer

What we could not confirm yet

We do not yet have verified temperature thresholds (the exact degrees at which machines take damage or fluids change state), heat capacity per fluid, exchanger throughput, or thermostat setpoint ranges. Those numbers need a datamine or controlled in-game test, and there is no player guide on Steam to cross-check against yet. The v0.5.x patch line is active enough that these should be re-checked after the next content patch — the page's footer date shows when we last verified it.

Next: Fluids & Pipes · Beginner: First Hour · FAQ & Known Issues