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đ Start Here: Ultimate WalkthroughLaser power systems: Quantum Glass, Laser Emitters, and wireless energy
The Laser power system is the endgame energy solution. How to craft Laser Emitters, set up a wireless power network, manage laser relays, and why you should switch from cables as soon as you can.
The Problem
âMy base has cables running everywhere like a spider web and something keeps unplugging during raids. Is there a better way to distribute power?â
The Problem
My base has cables running everywhere like a spider web and something keeps unplugging during raids. Is there a better way to distribute power?
The Solution
Yes. The Laser Power system replaces physical cables with wireless energy transmission. Once you unlock it, you never route a cable again. But getting it working requires understanding how Laser Emitters, Laser Relays, and Laser Power Converters chain together.
Why Switch to Laser Power
| Problem with Cable Power | How Laser Solves It |
|---|---|
| Cables have length limits | Laser beams have unlimited range (line of sight) |
| Cables get unplugged during raids | Laser Emitters are fixed furniture â cannot be knocked loose |
| Cable spaghetti is unmanageable in large bases | One Emitter powers an entire room |
| Plug Strips create failure cascades (one unplug â everything downstream dies) | Each Laser Converter is independent |
| Cables block movement paths | Lasers pass through entities, only blocked by solid walls |
The downside: Laser components require Quantum Glass, which is a rare material until late-game.
The Laser Power Chain
Stage 1: Generate Power
Same as always. Your power source (Makeshift Battery, Industrial Battery, Carbon Battery, or Generator) produces energy. Plug this into the chain's starting point.
Stage 2: Laser Emitter
The Emitter converts stored power into a laser beam. Craft at Powered Crafting Bench.
Recipe: 1 Quantum Glass + 1 Laser Component + 1 Carbon Plating + 1 Circuit Board
Place the Emitter facing the direction you want power to travel. It has a visible laser beam â you can see exactly where power is going.
Stage 3: Laser Relay (Optional)
If the beam needs to go around a corner or through a wall gap, a Laser Relay redirects it.
Recipe: 1 Mirror Component + 1 Metal Scrap + 1 Screw
Place the Relay at an angle to the incoming beam. The beam bounces to the new direction. You can chain multiple Relays â each bounce costs a small amount of power loss (~5% per relay).
Stage 4: Laser Power Converter
At the destination, the Converter transforms the laser beam back into usable plug power.
Recipe: 1 Laser Component + 1 Electronic Scrap + 1 Metal Scrap
The Converter has standard Plug Sockets on its output side. Connect your benches, lights, and defenses to the Converter just like you would to a Plug Strip. One Converter supports 3-4 devices depending on total draw.
Example Setup: A Three-Room Base
[Industrial Battery]
â (cable â short connection)
[Laser Emitter] ââââââââ beam âââââââââ [Laser Relay] ââ bounced beam âââ [Laser Converter] â [Crafting Bench + Fridge]
â
[Laser Relay] ââ bounced beam âââ [Laser Converter] â [Defense: Chopinator + Tesla]
â
[Laser Relay] ââ bounced beam âââ [Laser Converter] â [Lights + X-Ray Tower]One power source â one Emitter â three Relays â three Converters â all your devices, zero cables crossing the floor.
Material Farming: Where to Get Quantum Glass
Quantum Glass is the bottleneck. Here is where it drops:
| Source | Location | Drop Frequency |
|---|---|---|
| Crystalisk (enemy) | Manufacturing Mines | Common (~40%) |
| Containment Crate (loot) | Containment Block | Uncommon (~20%) |
| Cascade Labs storage rooms | Cascade Labs | Uncommon (~20%) |
| Director's Office safe | Office Sector Level 3 | Guaranteed (one-time) |
| Reactor maintenance rooms | Reactors sector | Common (~40%) |
Best farming loop: Manufacturing Mines â circle the Crystalisk spawns â kill all â return to base â repeat after respawn. One loop takes ~10 minutes and yields 2-4 Powdered Crystal + 1-3 Quantum Glass.
Laser Turrets: Offensive Laser Use
Once you have Laser Power infrastructure, you can craft Laser Turrets.
Recipe: 1 Laser Emitter + 1 Security Bot CPU + 1 Carbon Plating + 1 Military Electronics
Laser Turrets connect to your Laser Power network and fire damaging beams at enemies. They do not consume ammo â they draw directly from your power reserves. They pair well with Chopinators for a mixed-damage kill zone (physical + energy damage).
Placement tip: Turrets fire in a straight line from the emitter face. Place them at the end of corridors, not in open rooms. A turret in a 90-degree corridor corner covers the entire approach.
Common Setup Mistakes
| Mistake | What Happens | Fix |
|---|---|---|
| Emitter not aligned with Relay | Beam shoots into a wall, power goes nowhere | Check beam line of sight. Stand at the Emitter and look â the beam should hit the Relay face. |
| Too many Relays chained | Cumulative 5% loss per bounce means 8+ Relays = 40%+ power loss | Limit to 5 Relays max per chain. Build Emitters closer to destinations. |
| Converter overloaded | 5+ devices on one Converter â brownout | Split devices across multiple Converters. One Converter per room is a good rule. |
| Laser blocked by furniture | Beams pass through entities but not solid objects â that includes bookshelves and crates | Clear the beam path. Relocate storage that intersects the beam line. |
When to Make the Switch
You do not need Laser Power in the early game. The inflection point is when:
- You have a base with 3+ rooms
- Cable management is taking more than 2 minutes per session
- You have farmed at least 4 Quantum Glass (1 Emitter + 3 Converters for a starter laser grid)
For most players, this happens around the Manufacturing West â Containment Block transition.
See Also
Sources & References
Author
Abiotic Analysis Team
A dedicated collective of veteran Abiotic Factor players with 1000+ combined hours in the GATE Facility. We document strategies, run experiments, verify community claims, and publish only what we have personally tested against the latest game version. Every guide goes through a two-person review â one writer who has completed the route at least three times, and one verifier who reruns it fresh to catch gaps.
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