Field Manual
Zero Point Modules
A Zero Point Module draws energy from a pocket of space of its own. It holds more than anything else in the game, and it never comes back once spent.
The module
- Holds 2,000,000,000,000 EU (2 trillion). A full one runs a gate for years, or the chair for hours.
- It never recharges. How much it has given is shown as entropy: 0% is new, 100% is spent.
- It cannot be crafted. The only one in a world sits in the Control Chair in the Ancient Outpost, nearly spent.
Where a module goes
| Into | What it does |
|---|---|
| The back of a DHD | Powers that DHD's gate without any cable. |
| The back of the Control Chair | Wakes the chair and pays for its drones and dials. |
| A ZPM Hub | Feeds every gate within 64 blocks, before anything else. |
The ZPM Hub

A titanium console two blocks across that holds up to three modules. It turns its front towards whoever sets it down.
- Insert: right-click it with a module. It goes into the empty socket nearest where you clicked, sinks in, and an iris of six blades seals it. Only a sealed module gives power.
- Take out: right-click with an empty hand. The iris over the nearest module opens and the module rises back into your hands.
- Sharing: the load is split by what each module still holds: the fuller one gives more, and they all run out together.
- Feeding: every Stargate within 64 blocks, without cables, and first in line. Only gates draw on a hub, and only while it is loaded.
Look at the hub to see every socket: the module in it, what it holds and its entropy. Light shows through the seams of a sealed iris, dimmer as its module runs down.
TitaniumTitaniumTitaniumTitanium
TitaniumTitaniumTitaniumTitanium
ZPM Hub
TitaniumTitaniumTitaniumTitanium8× Titanium Ingot, 1× Master Control Crystal