# 🔧 Upgradeable Blocks

### How to get Upgradeable Blocks?

Super simple! Do `/shop` and you can find upgradeable furnaces, smokers, and hoppers. To get upgradeable spawners you can also buy keys from `/shop`, or find spawners naturally in the wild.

### 🧲 Upgradeable Hoppers

Smarter hoppers that you can level for faster transfer, larger suction radius, long-range linking, and more links.

#### Types & Base Costs

* **Upgradeable Hopper** (NORMAL) — **$500**
* **Chunk Hopper** (CHUNK; vacuum within chunk radius) — **$1,500**

#### Transfer Timings (techy note)

* NORMAL: transfers/sucks every **40 ticks** (≈2s)
* CHUNK: transfers/sucks every **60 ticks** (≈3s)

#### Upgrades & Costs (NORMAL)

**Transfer Amount (items per tick cycle)**

* Lv1 **8** (free) → Lv2 **16** ($200) → Lv3 **32** ($500) → Lv4 **64** ($1,000) → Lv5 **128** ($1,500)

**Suction Radius (blocks; 3D)**

* Lv1 **2** (free) → Lv2 **5** ($200) → Lv3 **10** ($500) → Lv4 **20** ($1,000)

**Links Amount (targets you can feed)**

* Lv1 **2** (free) → Lv2 **4** ($500) → Lv3 **8** ($1,000) → Lv4 **16** ($2,500) → Lv5 **32** ($3,500)

**Link Distance (blocks)**

* Lv1 **50** (free) → Lv2 **100** ($250) → Lv3 **150** ($500) → Lv4 **200** ($750)

#### Upgrades & Costs (CHUNK)

**Transfer Amount**

* Lv1 **16** (free) → 18 ($170) → 24 ($230) → 28 ($370) → 32 ($480) → 64 ($1,000) → 128 ($2,500) → **256** ($5,000)

**Suction Radius (chunk-pull style)**

* Lv1 **1** (free) → **2** ($1,500) → **3** ($3,000)

**Links Amount**

* Lv1 **1** (free) → **4** ($1,000) → **8** ($2,000) → **16** ($3,000)

**Link Distance**

* Lv1 **50** (free) → **125** ($1,000) → **150** ($1,500) → **200** ($2,000)

#### Linking & Filters

* Link to **any container** (whitelist/blacklist modes per link; strict matching optional).
* Redstone: hoppers **do not pause** on power (we keep them flowing).
* Teleport to a hopper from `/hopper list`

***

### 🧿 Upgradeable Spawners

Spawners with levels for faster ticks, bigger per-period caps, larger player range, and higher nearby-entity caps.

Get upgradeable spawners from either `/shop` via spawner keys or from mining spawners in the wild\
\
**Vanilla conversion:** interacting with a vanilla spawner **claims & converts** it to upgradeable.

* **Redstone control:** **powered spawners pause** (great for farms on demand).

#### Upgrade Tracks & Costs

**Spawn Interval** *(seconds; lower is better)*\
Lv1 **60** (free) → 55 ($250) → 50 ($500) → 45 ($750) → 40 ($1,000) → 35 ($2,000) → 30 ($3,000) → 25 ($4,000) → 20 ($5,000) → 15 ($7,500) → **10** ($10,000)

**Spawn Amount** *(mobs per attempt; disabled in GUI by default)*\
Lv1 **3** (free) → **4** ($1,000) → **5** ($2,500)

**Period Amount** *(mobs per 1h window)*\
Lv1 **120** (free) → **240** ($1,000) → **350** ($2,500) → **500** ($5,000)

**Required Player Range** *(bigger = activates from further away)*\
Lv1 **16** (free) → **25** ($250) → **30** ($500) → **35** ($1,000)

**Max Nearby Entities** *(how many similar mobs may exist near the spawner)*\
Lv1 **8** (free) → **12** ($500) → **15** ($1,000) → **20** ($2,500)

#### Other Notes

* Spawn eggs **cannot** change entities
* Silk Touch mining for **vanilla** spawners is enabled (and they’ll convert).

***

### 🔥 Faster Furnaces (Furnace / Blast Furnace / Smoker)

Placeable, upgradable furnaces that **smelt faster** and **stretch fuel**. GUI-based; supports shops & claims.

Get these from `/shop`

#### Levels (shared per type)

* **Lv1** (free): **Cook −10%**, **Fuel +10%**
* **Lv2** (100): **Cook −20%**, **Fuel +20%**
* **Lv3** (300): **Cook −25%**, **Fuel +25%**
* **Lv4** (450): **Cook −35%**, **Fuel +35%**
* **Lv5** (700): **Cook −50%**, **Fuel +50%**
* **Lv6** (1000): **Cook −70%**, **Fuel +70%**

> “Cook −X%” = faster smelts. “Fuel +X%” = each coal lasts longer.\
> Result: way fewer furnaces needed for the same output.

***

### 🧰 How to Use (All Three)

* **Place your block** (hopper/spawner/furnace) inside your claim/island.
* **Left-click** to open the GUI.
* **Upgrade** with money via the **Upgrade** menu.
* **Trust** teammates via the built-in trust tab

***

### 🧯 Why We Limit Things (Lag Policy)

CubeCadia is big on **performance-first** design:

* Hoppers are designed to **move more per tick** (upgrade the amount) instead of spamming long chains.
* Where applicable we apply **stacking & merge** windows (30s) to keep entities lean.

If you’re building a mega-farm, **prioritize**:

* Fewer, **higher-tier** hoppers instead of lots of basics.
* **Redstone-pausable** spawner arrays.

Have questions or want balancing tweaks? Drop ideas in **#suggestions** in [discord.gg/smp](https://discord.gg/smp)
