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FluxWerks Data Reference - v0.5.20: Recipes, Ratios, Power, Computing & Research

FluxWerks Build guides updated 2026-10-19 21 min read

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Start Here What This Guide Is

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This is a data reference for FluxWerks (Early Access, released 23 September 2026 by Metallibitti Oy). Everything in it was pulled out of the game's own data files in a local install, version v0.5.20 (Steam build 26008460), on 19 October 2026. Nothing here is copied from a wiki or guessed from memory, and nothing is carried over from an earlier build.

That matters, because FluxWerks is in Early Access and its numbers move. When a patch changes a recipe, the recipe in this guide will be wrong until it is rebuilt - the in-game panels are always the final authority.

v0.5.21 (19 October) changed only Steam Cloud settings sync, an exit save and some translation fixes. It contains no recipe, building or technology data, so every figure here still holds.

What is in here

  • The rules the numbers obey: speed multipliers, the temperature bands, maintenance, ticks.
  • Power and computing: what makes them, what eats them, how the grid rations them.
  • Every recipe (82), with inputs, outputs, base time and cycles per minute on each machine.
  • Every building (65): cost, build work, and its behaviour summary.
  • Every technology (87), with prerequisites, science packs, cycles and unlocks.
  • Mining, extraction and farming rates, computed from the game's own tick data.

How to read the tables

  • Power - raw game units, exactly as the data stores them. The game never names the unit anywhere in its data or its own manual, so this guide will not invent one. Compare power values to each other, not to kilowatts.
  • Thermal power - the fuel-side figure on fuel-burning buildings. It is a different quantity from grid power, not a conversion of it.
  • Computing - a shared reserve, charged by Computers and drawn by advanced machines. Shown as + provided or - required.
  • Work - the construction work your nanobots must do to finish the building.
  • Cycles/min - how many times a machine finishes that recipe per minute, at the best speed available for its recipe type.
  • Item names - the game's data stores items as internal identifiers and has no display-name table, so names like Iron Plate are derived by splitting those identifiers apart.

Colour and layout are Steam's; this guide sticks to headings, lists and tables so it stays readable on a phone and survives future editor changes.

The Five Numbers That Drive Everything

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Nearly every question in FluxWerks - how many machines, why is it slow, why did it stop - comes back to five rules. They are the game's own, quoted here in plain terms.

1. Speed multiplier

Every production building carries a speed multiplier. A building at 0.5x speed takes twice as long per recipe as one at 1.0x. That is the whole rule, and it is the one players most often get backwards.

Cycles per minute = 60 x speed / base time (seconds). The tables in this guide already do that arithmetic for the fastest machine that can run each recipe.

Recipe typeMachineSpeedPowerComputing
ProcessingFoundry MK 1x0.5fuel-
ProcessingFoundry MK 2x1fuel-
ProcessingElectric Foundryx2125-
AssemblyAssembler MK 1x1300-
AssemblyAssembler MK 2x2450-
ArcArc Furnacex12000-1500
CrushingCrusher MK 1x1600-
ChemistryChemical Plant MK 1x1500-800
FabricationFabricator MK 1x11000-1200

Foundry and Boiler burn fuel rather than drawing from the electrical grid; the Power section below explains the two budgets.

2. Temperature - the throttle

  • 0-100 C: full speed, no penalty.
  • 100-200 C: output scales down linearly. At 150 C a building runs at 50% speed; at 199 C it is nearly stopped.
  • 200 C: the heat factor hits zero and the building shuts down.

Heat is simulated per voxel across the world, so a hot neighbour, a lava field or a smothered machine all push a building up that ramp. Hot machines are the single most common cause of a factory that 'just runs slow'.

3. Maintenance - the slow rot

  • Machines with a Condition bar (most power and production buildings) wear down only in bad weather and on hostile ground. In calm weather outside hostile biomes they do not wear at all.
  • Wear happens whether the machine is running or not - it depends on where it stands and what the sky is doing.
  • Above 50% condition there is no penalty at all. Below 50% it slows down, losing speed the lower it gets, and at 0% it stops completely until repaired.
  • A worn machine is never destroyed, and repairing always brings it back - so a stalled factory is a repair job, not a loss.

4. Ticks - where every rate comes from

The world runs on a fixed 30 Hz step: the log prints '0.03333334s fixed step (30Hz), 30 subticks, 1s per cycle'. Extraction rates in the data are given in ticks per cycle, so this guide converts them at 30 ticks = 1 second, assuming one unit per extraction cycle.

5. Condition of the ground

Terrain under a building matters. Cold biomes constantly pull temperatures back down, which makes them free cooling for a hot installation; hostile biomes both heat and wear your machines. Xenomass smothers what it covers, and a buried machine cannot shed heat, so an overgrown corner starts throttling itself.

Power Making It Storing It Budgeting It

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Power has two separate budgets in FluxWerks, and confusing them is a classic early mistake.

The electrical grid

Consumers draw grid power; generators produce it. If total demand exceeds supply, the grid does not switch machines off one by one. It rations by priority: the most important consumers are served first, the tier where supply runs out shares what is left at reduced speed, and anything below it stops until supply recovers.

Every power source also carries a priority from 0 to 9, and the grid uses the highest first. At the same priority the order is solar and wind, then batteries, then generators. A battery is charged by whatever runs before it and is used before whatever runs after it.

New solar panels and wind turbines start at 8, batteries at 7 and generators at 5, which keeps the old behaviour: sun and wind first, charging the batteries, and generators burning only for what is still needed. Raise a generator to 8 and it runs ahead of your batteries and charges them; put it at 9 and it runs before everything. Set it to 6 or 7 to keep it behind the batteries but ahead of your other generators.

That priority is what makes fuel generators your load-following layer: left at their default they burn only for what is still needed, so you do not have to match generation to demand by hand. Batteries store what the sources above them did not use - a battery at 7 is filled by the sun and wind, and by any generator you deliberately put at 8 or 9 - and they cover a lull, not a demand peak.

Generators, and what each one makes

GeneratorSourcePower outNoteThermal inCost
Steam Turbine MK 2steam7000needs steam/water temp-12x Steel Frame, 12x Copper Wire, 10x Motor, 6x Advanced Circuit, 30x Concrete
Solar Panel MK 2solar3600variable output-160x Silicon, 100x Glass, 120x Copper Wire, 120x Aluminum Plate, 70x Advanced Circuit, 75x Concrete
Steam Turbine MK 1steam2500needs steam/water temp-6x Steel Frame, 5x Motor, 4x Circuit, 15x Concrete
Wind Turbine MK 1wind2500variable output-60x Steel Frame, 150x Aluminum Plate, 50x Advanced Circuit, 50x Glass, 100x Concrete
Combustion Generatorsteam400needs steam/water temp80010x Iron Plate, 10x Iron Gear
Solar Panel MK 1solar180variable output-24x Silicon, 18x Glass, 12x Circuit, 6x Steel Frame

Solar and wind are variable by design - a wind turbine's output rises with wind speed and a solar panel's follows the day-night cycle - so their figures above are peaks, not averages. Turbines make whatever their steam supply allows, whatever the sky is doing, and though a Solar Panel MK 2 peaks above a Steam Turbine MK 1, the Steam Turbine MK 2 at 7000 is still the biggest single producer in the game.

Storage

BuildingCapacityCharge rateEfficiencyCost
Battery MK 1300002000.86x Steel Frame, 6x Circuit, 4x Glass
Battery MK 250000020000.912x Steel Frame, 20x Aluminum Plate, 20x Gold Wire, 8x Advanced Circuit, 20x Concrete

What the big consumers want

BuildingPowerComputingWhat it is for
Uplink4000-Transmits Survey Data home. Holding the link open takes open sky, sust
Computer MK 23750-Provides computing cycles to the global pool. Pass water through it to
Computer MK 12500-Provides computing cycles to the global pool. Pass water through it to
Arc Furnace2000-1500Electric smelter for crushed ore and metal. Runs on grid power instead
Deep Vein Extractor1200-1500Bedrock-level extractor that taps the deep vein beneath it and never r
Fabricator MK 11000-1200Runs fabrication recipes.
Fluid Extractor MK 2600-Extracts fluid from a source pool within its scan area.
Crusher MK 1600-Electrically-powered crusher for grinding materials into finer ones.
Chemical Plant MK 1500-800Runs chemistry recipes.
Assembler MK 2450-Electrically-powered assembler for automated crafting.
Fluid Extractor MK 1400-Extracts fluid from a source pool within its scan area.
Research Terminal MK 2350-3000Consumes science packs to produce research cycles for technology unloc
Assembler MK 1300-Electrically-powered assembler for automated crafting.
Research Terminal MK 1250-2000Consumes science packs to produce research cycles for technology unloc
Drone Port250-600Loads items and fluids onto a heavy transport drone and flies them to
Air Scrubber MK 1200-Draws in the surrounding air and washes the pollution out of it. Consu
Excavator MK 2180-Harvests terrain blocks (sand, stone, etc.) from an adjacent area.
Rain Collector MK 1150-Collects rainwater while it rains, using up sand to filter it. Needs o
Cooler MK 1150-Powered heat pump. Cools the area around it to a temperature you set,
Fuel Depot150-300Burns solid fuel into stored energy and refuels drones that land here.
Electric Foundry125-Electric smelter for ores and other raw materials. Runs on grid power
Excavator MK 1120-Harvests terrain blocks (sand, stone, etc.) from an adjacent area.
Maintenance Depot MK 1100-Automatically repairs worn machines in the area around it, using repai
Harvester MK 1100-Dispatches nanobots to gather plants and trees in a wide area around i
Planter MK 1100-Dispatches nanobots to plant the selected species on prepared dirt aro
Cloud Storage100-1500Networked storage container. While powered, construction anywhere can
Mining Drill MK 275-Automatically extracts ore from the ground beneath it.
Mining Drill MK 150-Automatically extracts ore from the ground beneath it.

Computing The Second Grid

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Computing is a shared reserve of processing power, read like a battery. Computers charge it, advanced machines draw it down, and the bar in the top panel shows how full it is. Not every machine uses it - a building's card shows a Computing section only if it needs some.

  • As long as Computers' income keeps up with everyone's draw, the reserve holds steady and every consumer runs at full speed.
  • If draw outpaces income long enough, the reserve empties and every computing consumer slows down. The slowdown scales with how deep the reserve has run dry, and there is no floor: a building whose priority is never reached stops until income recovers.
  • In a shortfall, income is shared by priority, set per building in its inspector exactly like power priority. Put priority on what you cannot do without.
  • Buildings draw computing only while they are actually working. A machine waiting for inputs, blocked on a full output or paused costs nothing - so an idle factory refills the reserve on its own. Starving machines refill your computers.
  • Computers have their own priority. When the reserve is full and the bank has more capacity than the factory needs, the highest-priority Computers do the work and lower ones stand idle. An idle Computer draws no power and makes no heat, so put your best-cooled Computers first.

What charges the reserve

BuildingProvidesPower it drawsCost
Computer MK 1+1500250012x Circuit, 4x Steel Frame, 6x Glass, 10x Concrete
Computer MK 2+3000375024x Advanced Circuit, 40x Aluminum Plate, 12x Steel Frame, 16x Glass, 30x Concrete

What draws on it

BuildingDrawsPowerCost
Research Terminal MK 2-300035012x Steel Frame, 30x Aluminum Plate, 30x Gold Wire, 24x Advanced Circuit, 30x Concrete
Research Terminal MK 1-20002504x Iron Frame, 6x Copper Wire, 2x Iron Gear, 1x Motor
Arc Furnace-1500200024x Steel Frame, 20x Advanced Circuit, 20x Gold Wire, 40x Brick, 40x Concrete
Deep Vein Extractor-1500120030x Steel Frame, 16x Advanced Circuit, 12x Motor, 80x Concrete
Cloud Storage-150010040x Advanced Circuit, 30x Steel Frame, 10x Motor, 100x Concrete
Fabricator MK 1-1200100020x Steel Frame, 12x Motor, 12x PCB, 40x Concrete
Chemical Plant MK 1-80050016x Steel Frame, 10x Motor, 10x Circuit, 50x Concrete
Drone Port-60025040x Steel Frame, 50x Circuit, 100x Concrete
Fuel Depot-30015040x Steel Frame, 100x Concrete, 50x Circuit, 10x Motor

Some recipes also spend computing per craft rather than continuously:

RecipeComputing per craftType
Flux Core18000Fabrication
Survey Data36000Fabrication

Two rules worth internalising

  1. Build Computers before the machines that need them, and keep one priority step in reserve - an empty computing bar does not trip a breaker, it quietly halves your whole factory.
  1. Cluster Computers with coolant. A Computer runs fine without it, it just heats the area around it more, and in a dense cluster that self-heating pushes temperatures into the throttle band above 100 C, which cuts computing output - the exact thing you were adding computers to fix.

Heat Cooling and Cold Biomes

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Temperature is simulated per voxel. Every cell has its own temperature that moves with nearby heat sources and the biome, and the numbers that matter are the bands in the mechanics section: full speed to 100 C, linear throttle from 100-200 C, stopped at 200 C.

How heat moves

  • Every part of the world has a fixed natural temperature set when the world was generated. That background never changes on its own - only the heat your buildings add moves around.
  • Added heat spreads, rises and fades depending on what surrounds it. Insulation keeps it in; open air and water carry it away.
  • Left alone, an area eases back toward its natural biome temperature - so a cold biome is working to cool your factory for free, all the time.
  • Water carries temperature: a Fluid Extractor draws fluid at the temperature of its surroundings, and pumps and routers move that temperature along the pipe unchanged.

The two tools

ToolTypeBehaviourPowerCost
Heat Sink MK 1passiveabsorbs local heat into output water-8x Copper Plate, 2x Iron Frame
Cooler MK 1active heat pumpforces a spot below ambient, target 5 C, deadband 2 C1508x Steel Frame, 3x Motor, 4x Circuit, 30x Concrete

A Heat Sink is passive: it absorbs local heat and transfers it into the water it passes through. A Cooler is an active heat pump - it draws power and can force a spot below the surrounding temperature, which the passive sink cannot do. You set a target and it switches on whenever the area drifts above it.

This is mitigation, not an on/off requirement - but in a dense cluster it is the difference between a productive block and a self-throttling one.

Free cooling, and the cheap tricks

  • Build hot things in cold biomes. Tundra, arctic and high ground constantly pull temperatures back down; badlands, desert and volcanic ground do the opposite.
  • Pre-heat your boiler feedwater. A Boiler only spends fuel on the temperature it has to add, so water that arrives warm burns less fuel and makes less smoke. Water already at or above the boiler's target passes straight through at its own temperature, burning no fuel at all, even with an empty fuel slot.
  • Keep boilers and turbines themselves cool. They throttle when their own surroundings get too hot, even while they are handling hot water.
  • Clear xenomass. A machine buried under it cannot shed heat, and an overgrown corner throttles itself.

Steam and Water Temperature

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There is no separate steam resource: steam is water heated past its boiling point. Water always carries a temperature, and once it is hot enough a Steam Turbine can pull energy out of it.

BuildingThermal powerWater inSteam/water outTempCost
Boiler MK 115541.5 /s water1.5 /s steam @ 200 C-10x Steel Plate, 10x Steel Gear, 10x Copper Plate, 8x Brick, 12x Concrete
Boiler MK 242253 /s water3 /s steam @ 300 C-20x Steel Plate, 16x Steel Gear, 8x Advanced Circuit, 20x Brick, 30x Concrete
Steam Turbine MK 1rated limit---6x Steel Frame, 5x Motor, 4x Circuit, 15x Concrete
Steam Turbine MK 2rated limit---12x Steel Frame, 12x Copper Wire, 10x Motor, 6x Advanced Circuit, 30x Concrete
Wind Turbine MK 1rated limit---60x Steel Frame, 150x Aluminum Plate, 50x Advanced Circuit, 50x Glass, 100x Concrete
  • A Boiler takes in water, heats it to its target temperature and pushes it out. It spends fuel only on the temperature it actually has to add.
  • A Turbine is not capped at boiler temperature. The hotter the water you feed it, the larger the temperature drop, and the more power each unit makes, up to the turbine's rated limit. Reaching that limit with hotter water means the same power from less water and less fuel - that is the real efficiency gain of hotter feedwater.
  • Because a turbine's power comes from the temperature drop, a closed loop that returns cold water is doing useful work twice: cooling your factory and generating on the way out.

Machine Ratios The Formula and a Worked Example

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Machines needed = (target per minute / items per craft) x (base time / machine speed) / 60. The output amount is the term people forget: Steel Plate makes 2 per craft, so 120 a minute is only 60 crafts a minute.

The three numbers that go in

  • Items per craft - the output amount in the recipe tables. Plenty of recipes make two or more, and a few make four.
  • Base time - the recipe's own time in seconds, straight from the recipe tables.
  • Machine speed - Foundry MK 1 at x0.5, Foundry MK 2 at x1.0, Assembler MK 1 at x1.0, Assembler MK 2 at x2.0. The recipe tables list cycles per minute for the fastest machine, which collapses the last two terms: machines = target per minute / items per craft / cycles per minute.

Worked example: 120 Steel Plate per minute

Solved backwards from the game's own recipe data. Every figure below is read or computed, never estimated:

ProductRecipeMachines/cycleCyc/minMachinesEach
Iron IngotIron Ingot (Processing)Electric Foundry (x2)4604125 power
Steel PlateSteel Plate (Assembly)Assembler MK 2 (x2)3603450 power
Steel IngotSteel Ingot (Processing)Electric Foundry (x2)4302125 power
CoalCoal (Processing)Electric Foundry (x2)4302125 power

Raw inputs the chain eats: 60 Iron Ore/min, 30 Water/min, 90 Wood/min.

Ore comes from drills, not machines: 60 ore/min is 2.67 Mining Drill MK 1 (22.5 ore/min each, 50 power each) or 1.33 Mining Drill MK 2 (45 ore/min each, 75 power each). Wood comes from harvesting trees; water from a Fluid Extractor.

Alternates exist for intermediates, so you can re-route the chain around the machines you already own - Steel Ingot can also be made in the Arc Furnace by the 'Steel Ingot' recipe (10 s base, 6 cycles/min); Iron Ingot can also be made in the Arc Furnace by the 'Iron Ingot' recipe (12 s base, 5 cycles/min).

Where ratios go wrong

  • A faster machine does not need more inputs per craft - it needs them faster. Doubling speed doubles the per-minute draw, so re-check the upstream counts after every upgrade.
  • Forgetting the output amount. A recipe that returns two per craft halves the craft rate you should have used, and doubling the machine count is a common and expensive reaction.
  • Belts come in three speeds, each roughly double the one before. A line balanced on Basic belts is not automatically balanced after you switch to Fast.
  • Pipes and pumps are a separate throughput budget from belts, and a pipe carries one fluid at a time - splitting fluids is a routing problem, not a rate problem.
  • Machines only count while running. A ratio that assumes 100% uptime is wrong the moment one input starves, and the computing reserve makes that worse, not better.

Recipes Processing Smelting and Casting

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Processing recipes run in the Foundry (fuel), the Electric Foundry (grid power) and the Arc Furnace (electric). Foundry MK 1 is 0.5x, Foundry MK 2 is 1.0x and the Electric Foundry is 2.0x, so the best-machine column now names the Electric Foundry: every Foundry recipe twice as fast as a MK 2, for 125 power and no fuel, with a Flux Core slot. It is researched with Electric Smelting, after Logistics II. The Arc Furnace still handles metal only.

RecipeTypeBase sIn -> OutBest machineCyc/min
Copper IngotProcessing81 Copper Ore -> 1 Copper IngotElectric Foundry (x2)15
Iron IngotProcessing81 Iron Ore -> 1 Iron IngotElectric Foundry (x2)15
GlassProcessing61 Sand -> 1 GlassElectric Foundry (x2)20
SiliconProcessing61 Sand -> 2 SiliconElectric Foundry (x2)20
Brick (Clay)Processing62 Clay -> 1 BrickElectric Foundry (x2)20
Brick (Dirt)Processing104 Dirt + 2 Water -> 1 BrickElectric Foundry (x2)12
Steel IngotProcessing82 Iron Ingot + 1 Coal + 1 Water -> 2 Steel IngotElectric Foundry (x2)15
ConcreteProcessing61 Gravel + 1 Limestone + 1 Water -> 4 ConcreteElectric Foundry (x2)20
Sand BrickProcessing62 Sand + 1 Limestone + 1 Water -> 2 Sand BrickElectric Foundry (x2)20
IronProcessing44 Iron Ingot -> 1 IronElectric Foundry (x2)30
CopperProcessing44 Copper Ingot -> 1 CopperElectric Foundry (x2)30
SteelProcessing44 Steel Ingot -> 1 SteelElectric Foundry (x2)30
GoldProcessing44 Gold Ingot -> 1 GoldElectric Foundry (x2)30
AluminumProcessing44 Aluminum Ingot -> 1 AluminumElectric Foundry (x2)30
Gold IngotProcessing101 Gold Ore -> 1 Gold IngotElectric Foundry (x2)12
CoalProcessing83 Wood -> 1 CoalElectric Foundry (x2)15

Recipes Assembly

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Assemblers are the workhorse of the mid-game: MK 1 at 1.0x, MK 2 at 2.0x. Cyc/min is computed for the fastest machine that can run the recipe.

RecipeTypeBase sIn -> OutBest machineCyc/min
Basic Science PackAssembly7.51 Iron Ingot + 1 Copper Ingot -> 2 Basic Science PackAssembler MK 2 (x2)16
Iron PlateAssembly31 Iron Ingot -> 2 Iron PlateAssembler MK 2 (x2)40
Iron GearAssembly61 Iron Ingot -> 3 Iron GearAssembler MK 2 (x2)20
Copper WireAssembly31 Copper Ingot -> 3 Copper WireAssembler MK 2 (x2)40
Iron FrameAssembly82 Iron Plate -> 1 Iron FrameAssembler MK 2 (x2)15
Copper PlateAssembly41 Copper Ingot -> 2 Copper PlateAssembler MK 2 (x2)30
Copper GearAssembly61 Copper Ingot -> 3 Copper GearAssembler MK 2 (x2)20
Copper FrameAssembly42 Copper Plate -> 1 Copper FrameAssembler MK 2 (x2)30
MotorAssembly81 Iron Frame + 5 Iron Gear + 1 Copper Wire -> 1 MotorAssembler MK 2 (x2)15
CircuitAssembly121 Copper Wire + 2 Silicon -> 1 CircuitAssembler MK 2 (x2)10
Engineering Science PackAssembly7.51 Circuit + 1 Glass -> 1 Engineering Science PackAssembler MK 2 (x2)16
Steel PlateAssembly61 Steel Ingot -> 2 Steel PlateAssembler MK 2 (x2)20
Steel GearAssembly61 Steel Ingot -> 3 Steel GearAssembler MK 2 (x2)20
Steel FrameAssembly82 Steel Plate -> 1 Steel FrameAssembler MK 2 (x2)15
CobblestoneAssembly64 Stone -> 1 CobblestoneAssembler MK 2 (x2)20
Industrial Science PackAssembly154 Steel Plate + 2 Circuit + 2 Steel Gear -> 1 Industrial Science PackAssembler MK 2 (x2)8
Basic Repair PackAssembly41 Copper Frame + 2 Copper Gear + 1 Iron Plate -> 1 Basic Repair PackAssembler MK 2 (x2)30
Advanced Repair PackAssembly61 Steel Frame + 2 Steel Gear + 1 Advanced Circuit -> 1 Advanced Repair PackAssembler MK 2 (x2)20
Aluminum PlateAssembly41 Aluminum Ingot -> 1 Aluminum PlateAssembler MK 2 (x2)30
Titanium PlateAssembly51 Titanium Ingot -> 1 Titanium PlateAssembler MK 2 (x2)24
Titanium GearAssembly51 Titanium Ingot -> 2 Titanium GearAssembler MK 2 (x2)24
Titanium FrameAssembly82 Titanium Plate -> 1 Titanium FrameAssembler MK 2 (x2)15
Electronics Science PackAssembly301 Advanced Circuit + 2 Steel Plate + 2 PCB -> 1 Electronics Science PackAssembler MK 2 (x2)4
Gold WireAssembly41 Gold Ingot -> 2 Gold WireAssembler MK 2 (x2)30
Advanced Science PackAssembly1801 Advanced Circuit + 2 Gold Wire + 2 Aluminum Plate + 2 Flux Core -> 3 Advanced Science PackAssembler MK 2 (x2)0.7
Core CasingAssembly61 Steel Frame + 1 Glass -> 1 Core CasingAssembler MK 2 (x2)20
Data DiskAssembly61 Plastic + 1 Aluminum Plate -> 1 Data DiskAssembler MK 2 (x2)20

Recipes Chemistry

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Chemical Plant recipes are 1.0x and heavy on both power and waste heat, so plan cooling with the plant, not after it.

RecipeTypeBase sIn -> OutBest machineCyc/min
Sulfuric AcidChemistry42 Sulfur + 2 Water -> 2 Sulfuric AcidChemical Plant MK 1 (x1)15
PCBChemistry81 Plastic + 2 Copper Plate + 1 Sulfuric Acid -> 2 PCBChemical Plant MK 1 (x1)7.5
PlasticChemistry83 Oil + 1 Coal -> 2 PlasticChemical Plant MK 1 (x1)7.5
Aluminum IngotChemistry122 Bauxite Ore + 1 Sulfuric Acid + 1 Coal -> 1 Aluminum IngotChemical Plant MK 1 (x1)5
Titanium SpongeChemistry202 Titanium Ore + 2 Aluminum Ingot + 2 Coal -> 2 Titanium SpongeChemical Plant MK 1 (x1)3
Solid Fuel (Oil)Chemistry62 Oil -> 1 Solid FuelChemical Plant MK 1 (x1)10
Solid Fuel (Coal)Chemistry122 Coal + 2 Water -> 1 Solid FuelChemical Plant MK 1 (x1)5
Solid Fuel (Biomass)Chemistry3045 Biomass + 15 Xenomass -> 15 Solid FuelChemical Plant MK 1 (x1)2
Flux (Limestone)Chemistry62 Limestone + 1 Sulfuric Acid -> 2 FluxChemical Plant MK 1 (x1)10
Flux (Xenomass)Chemistry82 Xenomass + 1 Sulfuric Acid -> 2 FluxChemical Plant MK 1 (x1)7.5
XenoplasmChemistry61 Xenomass + 2 Flux -> 2 XenoplasmChemical Plant MK 1 (x1)10
Alien Science PackChemistry301 Glass + 2 Water + 4 Xenomass -> 8 Alien Science PackChemical Plant MK 1 (x1)2
FertilizerChemistry62 Biomass + 1 Sulfur -> 2 FertilizerChemical Plant MK 1 (x1)10
Oil RefiningChemistry125 Plant Oil -> 1 OilChemical Plant MK 1 (x1)5

Recipes Crushing Arc and Fabrication

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Crushing is the cheap way to break raw material down; Arc Furnace and Fabricator recipes are the late-game tier and both draw computing on top of power.

RecipeTypeBase sIn -> OutBest machineCyc/min
TitaniumArc44 Titanium Ingot -> 1 TitaniumArc Furnace (x1)15
Titanium IngotArc152 Titanium Sponge -> 1 Titanium IngotArc Furnace (x1)4
Iron IngotArc124 Iron Dust -> 4 Iron IngotArc Furnace (x1)5
Copper IngotArc124 Copper Dust -> 4 Copper IngotArc Furnace (x1)5
Steel IngotArc102 Iron Ingot -> 2 Steel IngotArc Furnace (x1)6
Iron DustCrushing82 Iron Ore + 1 Limestone -> 4 Iron DustCrusher MK 1 (x1)7.5
Copper DustCrushing82 Copper Ore + 1 Sand -> 4 Copper DustCrusher MK 1 (x1)7.5
Advanced CircuitFabrication122 PCB + 2 Silicon + 2 Gold Wire -> 1 Advanced CircuitFabricator MK 1 (x1)5
GravelCrushing81 Stone -> 2 GravelCrusher MK 1 (x1)7.5
SandCrushing83 Gravel -> 6 SandCrusher MK 1 (x1)7.5
Flux CoreFabrication121 Core Casing + 2 Flux -> 1 Flux CoreFabricator MK 1 (x1)5
Survey DataFabrication301 Data Disk + 20 Titanium Plate + 600 Basic Science Pack + 600 Engineering Science Pack + 600 Industrial Science Pack + 600 Electronics Science Pack + 600 Advanced Science Pack + 600 Alien Science Pack -> 1 Survey DataFabricator MK 1 (x1)2
Biomass (Seeds)Crushing42 Seed -> 1 BiomassCrusher MK 1 (x1)15
Biomass (Grass)Crushing64 Grass -> 1 BiomassCrusher MK 1 (x1)10
DirtCrushing81 Biomass -> 4 DirtCrusher MK 1 (x1)7.5

Recipes Hand Crafting your robot

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These are manual recipes: your robot makes them in the crafting panel, so there is no machine speed to apply. Shift + click queues 10, Ctrl + click queues 100, and Shift + Ctrl + click queues as many as your materials allow.

RecipeTypeBase sIn -> OutBest machineCyc/min
Basic Science PackHandCraft21 Iron Ingot + 1 Copper Ingot -> 2 Basic Science Packhand / robot (x1)30
Iron PlateHandCraft21 Iron Ingot -> 2 Iron Platehand / robot (x1)30
Iron GearHandCraft21 Iron Ingot -> 3 Iron Gearhand / robot (x1)30
Copper WireHandCraft21 Copper Ingot -> 3 Copper Wirehand / robot (x1)30
Iron FrameHandCraft22 Iron Plate -> 1 Iron Framehand / robot (x1)30
MotorHandCraft21 Iron Frame + 5 Iron Gear + 1 Copper Wire -> 1 Motorhand / robot (x1)30
Copper PlateHandCraft21 Copper Ingot -> 2 Copper Platehand / robot (x1)30
Copper GearHandCraft21 Copper Ingot -> 3 Copper Gearhand / robot (x1)30
Copper FrameHandCraft22 Copper Plate -> 1 Copper Framehand / robot (x1)30
Basic Repair PackHandCraft41 Copper Frame + 2 Copper Gear + 1 Iron Plate -> 1 Basic Repair Packhand / robot (x1)15

Buildings Production Machines

section 13 of 25 · 2,974 of 8,000 characters allowed

Every production building, with its cost, its construction work and its behaviour summary. The same summary appears in-game on the building's card.

BuildingCategoryCostWorkBehaviour
Arc FurnaceProduction24x Steel Frame, 20x Advanced Circuit, 20x Gold Wire, 40x Brick, 40x Concrete80arc x1.0 speed, waste heat 25%, pollution 10/s, draws 2000 power, computing -1500
Assembler MK 1Production10x Iron Plate, 5x Copper Wire, 1x Motor40assembly x1.0 speed, draws 300 power
Assembler MK 2Production10x Steel Frame, 30x Aluminum Plate, 20x Gold Wire, 12x Advanced Circuit, 4x Motor40assembly x2.0 speed, draws 450 power
Chemical Plant MK 1Production16x Steel Frame, 10x Motor, 10x Circuit, 50x Concrete160chemistry x1.0 speed, waste heat 60%, pollution 30/s, draws 500 power, computing -800
Computer MK 1Production12x Circuit, 4x Steel Frame, 6x Glass, 10x Concrete40draws 2500 power, computing +1500
Computer MK 2Production24x Advanced Circuit, 40x Aluminum Plate, 12x Steel Frame, 16x Glass, 30x Concrete40draws 3750 power, computing +3000
Crusher MK 1Production6x Steel Frame, 10x Steel Gear, 2x Motor, 2x Circuit, 20x Concrete80crushing x1.0 speed, pollution 1/s, draws 600 power
Electric FoundryProduction10x Steel Plate, 8x Steel Frame, 6x Steel Gear, 12x Brick, 10x Copper Wire, 4x Circuit40processing x2.0 speed, waste heat 50%, pollution 20/s, draws 125 power
Fabricator MK 1Production20x Steel Frame, 12x Motor, 12x PCB, 40x Concrete80fabrication x1.0 speed, pollution 5/s, draws 1000 power, computing -1200
Foundry MK 1Production20x Stone40processing x0.5 speed, waste heat 50%, pollution 10/s, fuel slot 'fuel', thermal power 150
Foundry MK 2Production10x Steel Plate, 8x Steel Frame, 6x Steel Gear, 12x Brick40processing x1.0 speed, waste heat 50%, pollution 20/s, fuel slot 'fuel', thermal power 75
Research Terminal MK 1Production4x Iron Frame, 6x Copper Wire, 2x Iron Gear, 1x Motor40draws 250 power, computing -2000, research terminal
Research Terminal MK 2Production12x Steel Frame, 30x Aluminum Plate, 30x Gold Wire, 24x Advanced Circuit, 30x Concrete40draws 350 power, computing -3000, research terminal

Buildings Power

section 14 of 25 · 1,874 of 8,000 characters allowed

BuildingCategoryCostWorkBehaviour
Battery MK 1Power6x Steel Frame, 6x Circuit, 4x Glass40stores 30000 power
Battery MK 2Power12x Steel Frame, 20x Aluminum Plate, 20x Gold Wire, 8x Advanced Circuit, 20x Concrete80stores 500000 power
Boiler MK 1Power10x Steel Plate, 10x Steel Gear, 10x Copper Plate, 8x Brick, 12x Concrete80fuel slot 'fuel', thermal power 1554, steam source
Boiler MK 2Power20x Steel Plate, 16x Steel Gear, 8x Advanced Circuit, 20x Brick, 30x Concrete80fuel slot 'fuel', thermal power 4224.7, steam source
Combustion GeneratorPower10x Iron Plate, 10x Iron Gear40fuel slot 'fuel', thermal power 800, makes 400 power
Solar Panel MK 1Power24x Silicon, 18x Glass, 12x Circuit, 6x Steel Frame40makes 180 power
Solar Panel MK 2Power160x Silicon, 100x Glass, 120x Copper Wire, 120x Aluminum Plate, 70x Advanced Circuit, 75x Concrete80makes 3600 power
Steam Turbine MK 1Power6x Steel Frame, 5x Motor, 4x Circuit, 15x Concrete80makes 2500 power
Steam Turbine MK 2Power12x Steel Frame, 12x Copper Wire, 10x Motor, 6x Advanced Circuit, 30x Concrete80makes 7000 power
Wind Turbine MK 1Power60x Steel Frame, 150x Aluminum Plate, 50x Advanced Circuit, 50x Glass, 100x Concrete40makes 2500 power

Buildings Resources and Extraction

section 15 of 25 · 1,737 of 8,000 characters allowed

Drills, extractors and harvesters. Areas are given as min-max footprints because most of these can be resized in place.

BuildingCategoryCostWorkBehaviour
Deep Vein ExtractorResources30x Steel Frame, 16x Advanced Circuit, 12x Motor, 80x Concrete80draws 1200 power, computing -1500
Excavator MK 1Resources5x Iron Frame, 5x Iron Gear, 2x Motor80draws 120 power, extracts 5x20 area, 80 ticks/cycle
Excavator MK 2Resources14x Steel Frame, 8x Motor, 8x Advanced Circuit80draws 180 power, extracts 7x30 area, 40 ticks/cycle
Fluid Extractor MK 1Resources6x Iron Frame, 2x Motor, 4x Iron Gear, 1x Circuit80draws 400 power, extracts 9x10 area, 6 ticks/cycle
Fluid Extractor MK 2Resources14x Steel Frame, 8x Motor, 12x Advanced Circuit80draws 600 power, extracts 15x16 area, 3 ticks/cycle
Mining Drill MK 1Resources3x Iron Frame, 3x Iron Gear, 3x Copper Wire, 1x Motor80draws 50 power, extracts 15x15 area, 80 ticks/cycle
Mining Drill MK 2Resources10x Steel Frame, 6x Motor, 6x Advanced Circuit80draws 75 power, extracts 25x25 area, 40 ticks/cycle
Rain Collector MK 1Resources10x Steel Frame, 16x Steel Plate, 8x Copper Plate, 8x Glass, 3x Motor, 4x Circuit, 30x Concrete160draws 150 power

Buildings Logistics and Infrastructure

section 16 of 25 · 3,000 of 8,000 characters allowed

Belts, inserters, pumps, routers, fluid outputs and elevators. Router clusters: Routers placed against each other join into one larger router - any connected shape works, up to sixteen in one cluster - and every outer face becomes a port with its own priority and filter. A Fluid Router cluster moves fluid at its slowest member's rate times its size.

BuildingCategoryCostWorkBehaviour
Elevator MK 1Infrastructure4x Iron Frame, 4x Iron Plate0elevator
Elevator MK 2Infrastructure6x Steel Frame, 2x Motor, 1x Circuit0elevator
Elevator MK 3Infrastructure16x Titanium Frame, 6x Titanium Gear, 8x Advanced Circuit0elevator
Fluid Output MK 1Infrastructure4x Iron Plate, 2x Copper Plate20fluidOutlet
Fluid Output MK 2Infrastructure3x Steel Frame, 1x Motor, 1x Circuit20fluidOutlet
Fluid Output MK 3Infrastructure8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit20fluidOutlet
Fluid Pump MK 1Infrastructure5x Iron Plate, 3x Copper Plate, 1x Iron Gear20fluidPump
Fluid Pump MK 2Infrastructure3x Steel Frame, 1x Motor, 1x Circuit20fluidPump
Fluid Pump MK 3Infrastructure8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit20fluidPump
Fluid Router MK 1Infrastructure4x Iron Plate, 2x Copper Plate0fluidRouter
Fluid Router MK 2Infrastructure3x Steel Frame, 1x Motor, 1x Circuit0fluidRouter
Fluid Router MK 3Infrastructure8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit0fluidRouter
Inserter MK 1Infrastructure2x Iron Plate, 1x Iron Gear20inserter
Inserter MK 2Infrastructure3x Steel Frame, 1x Motor, 1x Circuit20inserter
Inserter MK 3Infrastructure8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit20inserter
Router MK 1Infrastructure3x Iron Plate, 1x Copper Plate0router
Router MK 2Infrastructure3x Steel Frame, 1x Motor, 1x Circuit0router
Router MK 3Infrastructure8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit0router

Buildings Storage Utility and Decoration

section 17 of 25 · 2,489 of 8,000 characters allowed

BuildingCategoryCostWorkBehaviour
Light BlockDecoration1x Iron Frame, 10x Glass, 10x Circuit20light
Light PostDecoration1x Iron Frame, 10x Glass, 10x Circuit20light
Cloud StorageStorage40x Advanced Circuit, 30x Steel Frame, 10x Motor, 100x Concrete40draws 100 power, computing -1500, storage -, cloudStorage
Drone PortStorage40x Steel Frame, 50x Circuit, 100x Concrete160draws 250 power, computing -600, dronePort
Fluid Storage MK 1Storage5x Iron Frame, 10x Copper Plate, 1x Glass40storage -
Fuel DepotStorage40x Steel Frame, 100x Concrete, 50x Circuit, 10x Motor160draws 150 power, computing -300, fuelDepot
Storage MK 1Storage15x Iron Frame, 15x Iron Plate40storage -
Storage MK 2Storage40x Steel Frame, 40x Steel Plate, 80x Concrete80storage -
Wooden StorageStorage10x Wood40storage -
Air Scrubber MK 1Utility8x Steel Frame, 4x Motor, 4x Circuit, 4x Glass, 20x Concrete80draws 200 power
Cooler MK 1Utility8x Steel Frame, 3x Motor, 4x Circuit, 30x Concrete40draws 150 power, heatExchange, thermostat
Harvester MK 1Utility8x Steel Frame, 4x Motor, 8x Circuit, 8x Copper Wire40draws 100 power
Heat Sink MK 1Utility8x Copper Plate, 2x Iron Frame40heatExchange
Maintenance Depot MK 1Utility4x Iron Frame, 4x Copper Gear, 1x Motor, 4x Copper Wire40draws 100 power
Planter MK 1Utility8x Steel Frame, 2x Motor, 4x Circuit40draws 100 power
UplinkUtility60x Titanium Frame, 60x Advanced Circuit, 80x Gold Wire, 20x Flux Core, 300x Concrete320draws 4000 power

Mining Extraction and Farming Rates

section 18 of 25 · 4,637 of 8,000 characters allowed

Extraction times are stored as ticks, converted here at 30 ticks = 1 second (the world's fixed step). The rate column assumes one unit of resource per extraction cycle - the data does not state a per-cycle yield for drills, so treat these as per-cycle rates and confirm the real number on the building's own panel in game.

BuildingModeAreaTicksSeconds/cycleRatePower
Fluid Extractor MK 1FluidPumping1-9 x 1-10 x 3-10 (H)60.2 s300 /min400
Fluid Extractor MK 2FluidPumping1-15 x 1-16 x 3-16 (H)30.1 s600 /min600
Mining Drill MK 1OreMining3-15 x 3-15802.667 s22.5 /min50
Mining Drill MK 2OreMining3-25 x 3-25401.333 s45 /min75
Excavator MK 1Excavation1-5 x 1-20 x 4-20 (H)802.667 s22.5 /min120
Excavator MK 2Excavation1-7 x 1-30 x 4-30 (H)401.333 s45 /min180

Deep veins

BuildingTicks/cycleSecondsRatePowerComputingCost
Deep Vein Extractor802.6722.5 /min1200-150030x Steel Frame, 16x Advanced Circuit, 12x Motor, 80x Concrete

v0.5.20 cut every deep vein's yield: one unit per 80 ticks (2.67 s), or 22.5 a minute, where v0.5.19 gave one every 30 ticks (60 a minute). A factory carried on deep veins needs about 2.7 times as many extractors, though they are now much cheaper and lighter to run - 30 Steel Frame, 16 Advanced Circuit, 12 Motor and 80 Concrete, 1200 power and 1500 computing, instead of titanium frame and obsidian.

The extractor itself is also earlier: Deep Extraction now sits straight after Fabrication and opens stone, clay, water, limestone, coal, iron and copper veins. Deep Extraction II adds sulfur, oil and gold, and III adds bauxite and titanium.

Farm and harvest

Growth speed comes from the ground's fertility, its moisture and its temperature combined. The map's Fertility layer shows natural potential, the placement preview shows the square you are aiming at, and ground below the halfway point will not take a seed at all.

Plant / nodeWorkYieldsGrowthPlanting cost
Birch Tree162-4 Wood + 1-2 Seed150 s1x Seed
Bush51-2 Biomass + 1-1 Seed120 s1x Seed
Cactus81-5 Water + 1-2 Biomass + 1-1 Seed180 s1x Seed
Crystal Formation641-5 Crystal--
Dry Bush51-1 Biomass--
Fern52-4 Biomass240 s1x Seed
Kapok Tree9628-40 Wood + 1-1 Seed2400 s1x Seed
Mahogany Tree448-14 Wood + 0-1 Seed360 s1x Seed
Maple Tree321-17 Wood + 0-1 Seed200 s1x Seed
Mushroom53-5 Xenomass + 1-1 Spore240 s1x Spore, 2x Xenoplasm
Nut Tree202-5 Wood + 1-3 Seed220 s1x Seed
Oak Tree326-12 Wood + 0-1 Seed300 s1x Seed
Palm Tree243-7 Wood + 1-1 Seed240 s1x Seed
Pine Tree202-4 Wood + 1-2 Seed180 s1x Seed
Rubber Tree284-8 Wood + 1-1 Seed260 s1x Seed
Saguaro Cactus1610-20 Water + 2-4 Biomass + 1-1 Seed360 s1x Seed
Spruce Tree366-10 Wood + 0-1 Seed270 s1x Seed
Sunflower84-8 Plant Oil + 1-1 Seed240 s1x Seed

Research How the Tree Is Priced

section 19 of 25 · 1,495 of 8,000 characters allowed

A Research Terminal runs on a fixed cycle and draws on computing capacity while it works, so a computing shortfall slows research down. The building's own behaviour gives the cycle length: 10 seconds per cycle.

The tech data stores four cost knobs and, for each technology, which of them apply:

KnobValues in the data
Age base cycles10, 30, 120, 400, 900
Tier multiplierscheap x0.5, standard x1, expensive x2, gatekeeper x4
Pack amounts by age4, 6, 6, 6, 8
Cycle length10 s per research cycle (Research Terminal)

Read the per-tech table, not a formula. The extracted data lists an explicit pack cost and cycle count for each technology where they apply and leaves the field out where they do not - the game derives the rest. Every value the data does state is reproduced exactly in the tech tables, and a blank cell means the field is absent for that tech rather than zero.

  • 25 of 87 technologies carry an explicit cycle count; the rest are derived by the game.
  • 27 carry explicit science-pack costs.
  • Where a cycle count and the cycle length are both known, research time is cycles x 10 s - that is the number in brackets in the tables.
  • Stacks and repeatables exist: the data marks technologies with isStacking, maxLevel and a costScalingFactor, so repeated levels get more expensive.

Research Factory Technologies

section 20 of 25 · 7,604 of 8,000 characters allowed

All Factory-category technologies, with prerequisites resolved to names, science packs, cycles (and the time that implies at the terminal's cycle length) and what they unlock.

TechnologyPrereqsPacksCyclesUnlocks
Advanced ScienceAluminum Production--1: Advanced Science Pack
Aluminum ProductionElectronics Science--5: BauxiteOreDetection, BauxiteOreExtraction, Aluminum Ingot, Aluminum Plate +1 more
Arc SmeltingAdvanced Science--6: ArcFurnace_MK1, Iron Dust, Copper Dust, Iron Ingot +2 more
AssemblyPower Generation3 Basic Science Pack5 (50 s)16: Assembler_MK1, Basic Science Pack, Iron Plate, Iron Gear +12 more
Automated ExcavationAutomated Mining--1: Excavator_MK1
Automated MiningAssembly4 Basic Science Pack5 (50 s)1: MiningDrill_MK1
Basic ElectronicsSilicon Processing--1: Circuit
Basic Material Processing--011: Foundry_MK1, Iron Ingot, Copper Ingot, Basic Science Pack +7 more
Basic MetalworkingBasic Material Processing2 Basic Science Pack1 (10 s)5: Iron Plate, Iron Gear, Copper Wire, Copper Plate +1 more
ChemistryIndustrial Science--8: ChemicalPlant_MK1, Sulfuric Acid, Fertilizer, Oil Refining +4 more
Circuit EtchingPlastics--1: PCB
Electronics ScienceFabrication--1: Electronics Science Pack
Engineering ScienceBasic Electronics--1: Engineering Science Pack
Glass ProcessingAutomated Excavation--2: Glass, SandDetection
Industrial SciencePower Generation II--1: Industrial Science Pack
PlasticsChemistry--1: Plastic
Power GenerationBasic Metalworking2 Basic Science Pack3 (30 s)1: CombustionGenerator_MK1
Power Generation IISteel Production, Concrete Production--2: Boiler_MK1, SteamTurbine_MK1
Silicon ProcessingGlass Processing--1: Silicon
Advanced MaintenanceAdvanced Science--1: Advanced Repair Pack
Automated Excavation IIAutomated Mining II--1: Excavator_MK2
Automated Mining IIFabrication--1: MiningDrill_MK2
Brick ProcessingGlass Processing--3: Brick (Clay), Brick (Dirt), ClayDetection
FabricationCircuit Etching, Gold Refining--5: Fabricator_MK1, Advanced Circuit, Core Casing, Flux (Limestone) +1 more
Gold RefiningIndustrial Science--5: GoldOreDetection, GoldOreExtraction, Gold Ingot, Gold Wire +1 more
Logistics IAssembly4 Basic Science Pack5 (50 s)4: Belt_MK1, Inserter_MK1, Router_MK1, Elevator_MK1
Material CrushingSteel Production, Concrete Production--3: Crusher_MK1, Gravel, Sand
Solar PowerPower Generation II--1: SolarPanel_MK1
Steel ProductionFluid Handling, Brick Processing, Engineering Science--6: Steel Ingot, Steel Plate, Steel Gear, Steel Frame +2 more
Wind PowerAluminum Production--1: WindTurbine_MK1
Automated ResearchAssembly4 Basic Science Pack8 (80 s)1: ResearchTerminal_MK1
Battery Storage IIWind Power--1: Battery_MK2
Cloud StorageFabrication--1: CloudStorage
ComputingPower Generation II--1: Computer_MK1
Concrete ProductionFluid Handling--3: Concrete, Sand Brick, LimestoneDetection
Drone LogisticsFuel Synthesis--2: DronePort, FuelDepot
Fluid HandlingEngineering Science--8: Pipe, FluidExtractor_MK1, FluidPump_MK1, FluidRouter_MK1 +4 more
Fuel SynthesisChemistry--2: Solid Fuel (Oil), Solid Fuel (Coal)
IlluminationBasic Electronics--2: LightPost, LightBlock
Logistics IIIndustrial Science--4: Belt_MK2, Inserter_MK2, Router_MK2, Elevator_MK2
Machine MaintenanceSteel Production3 Basic Science Pack5 (50 s)3: Basic Repair Pack, Basic Repair Pack, MaintenanceDepot_MK1
Power Generation IIIElectronics Science--2: Boiler_MK2, SteamTurbine_MK2
Solar Power IIAluminum Production--1: SolarPanel_MK2
Air ScrubbingChemistry--1: AirScrubber_MK1
Battery StorageSolar Power--1: Battery_MK1
Deep ExtractionFabrication--9: DeepVeinExtractor_MK1, DeepVeinDetection, StoneDeepVein, ClayDeepVein +5 more
Fluid Extraction IIElectronics Science--1: FluidExtractor_MK2
Logistics IIITitanium Production--4: Belt_MK3, Inserter_MK3, Router_MK3, Elevator_MK3
Storage IEngineering Science--1: Storage_MK1
Titanium ProductionArc Smelting, Aluminum Production--8: TitaniumOreDetection, TitaniumOreExtraction, Titanium Sponge, Titanium Ingot +4 more
Deep Extraction IIDeep Extraction, Electronics Science--3: SulfurDeepVein, OilDeepVein, GoldOreDeepVein
Deep Extraction IIIDeep Extraction II, Titanium Production--2: BauxiteOreDeepVein, TitaniumOreDeepVein
Electric SmeltingLogistics II--1: ElectricFoundry_MK1
Storage IIIndustrial Science--1: Storage_MK2

Research Factory Technologies cont

section 21 of 25 · 3,500 of 8,000 characters allowed

TechnologyPrereqsPacksCyclesUnlocks
Deep Vein YieldDeep Extraction, Advanced Science4 Basic Science Pack, 4 Engineering Science Pack, 4 Industrial Science Pack, 4 Electronics Science Pack, 4 Advanced Science Pack250 (2500 s)-
TechnologyPrereqsPacksCyclesUnlocks
Fluid Handling IIIndustrial Science--3: FluidPump_MK2, FluidOutput_MK2, FluidRouter_MK2
Rain CollectionFluid Handling II--1: RainCollector_MK1
Active CoolingIndustrial Science--1: Cooler_MK1
Computing IIAluminum Production--1: Computer_MK2
Drone SpeedDrone Logistics, Electronics Science6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack400 (4000 s)-
Fluid Handling IIITitanium Production--3: FluidPump_MK3, FluidOutput_MK3, FluidRouter_MK3
VolcanologyChemistry--1: VolcanoForecast
Assembly IIAluminum Production--1: Assembler_MK2
CultivationPower Generation II--6: Harvester_MK1, Planter_MK1, Coal, Biomass (Seeds) +2 more
Drone RangeDrone Logistics, Electronics Science6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack400 (4000 s)-
Xeno FermentationFuel Synthesis, Xenomass Reclamation, Alien Science--1: Solid Fuel (Biomass)
Xenomass ReclamationCultivation, Xenobiology--1: XenomassHarvest
Alien ScienceChemistry, Xenobiology--1: Alien Science Pack
Automated Research IIAluminum Production--1: ResearchTerminal_MK2
Depot Fuel EfficiencyDrone Logistics, Electronics Science6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack400 (4000 s)-
XenobiologyComputing--2: BloomOverlay, BloomSiteProgress
Drone Cargo CapacityDrone Logistics, Electronics Science6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack400 (4000 s)-
Planetary SurveyTitanium Production, Advanced Maintenance, Alien ScienceAlien Science Pack-3: Data Disk, Survey Data, Uplink
Xeno DigestionXenoplasm SynthesisAlien Science Pack-1: Flux (Xenomass)
Xenoplasm SynthesisFabrication, Alien ScienceAlien Science Pack-2: Xenoplasm, MushroomCultivation

Research Player Upgrades

section 22 of 25 · 2,737 of 8,000 characters allowed

The other half of the tree: technologies that upgrade you and your swarm rather than your buildings.

TechnologyPrereqsPacksCyclesUnlocks
Movement Speed IEngineering Science4 Basic Science Pack, 4 Engineering Science Pack18 (180 s)-
Carry Capacity IEngineering Science4 Basic Science Pack, 4 Engineering Science Pack18 (180 s)-
Nanobot Swarm IEngineering Science4 Basic Science Pack, 4 Engineering Science Pack18 (180 s)-
Movement Speed IIMovement Speed I, Industrial Science6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack60 (600 s)-
Movement Speed IIIMovement Speed II, Electronics Science6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack200 (2000 s)-
Movement Speed IVMovement Speed III, Advanced Science8 Basic Science Pack, 8 Engineering Science Pack, 8 Industrial Science Pack, 8 Electronics Science Pack, 8 Advanced Science Pack450 (4500 s)-
Carry Capacity IICarry Capacity I, Industrial Science6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack60 (600 s)-
Carry Capacity IIICarry Capacity II, Electronics Science6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack200 (2000 s)-
Carry Capacity IVCarry Capacity III, Advanced Science8 Basic Science Pack, 8 Engineering Science Pack, 8 Industrial Science Pack, 8 Electronics Science Pack, 8 Advanced Science Pack450 (4500 s)-
Nanobot Swarm IINanobot Swarm I, Industrial Science6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack60 (600 s)-
Nanobot Swarm IIINanobot Swarm II, Electronics Science6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack200 (2000 s)-
Nanobot Swarm IVNanobot Swarm III, Advanced Science8 Basic Science Pack, 8 Engineering Science Pack, 8 Industrial Science Pack, 8 Electronics Science Pack, 8 Advanced Science Pack450 (4500 s)-

Belts Pipes and Transport Costs

section 23 of 25 · 3,885 of 8,000 characters allowed

Belts are the workhorse of item transport and come in three speeds, each roughly double the one before. Pipes carry one fluid at a time; a pump between two pipes is a one-way valve that crosses at the pump's speed and never flows back, and it will not push into a pipe holding a different fluid.

TransportTierCost per unit
BeltMK 11x Iron Plate, 1x Iron Gear
BeltMK 21x Steel Plate, 1x Steel Gear
BeltMK 31x Aluminum Plate, 1x Titanium Gear, 1x Circuit
PipeMK 11x Copper Plate

Transport buildings

BuildingBehaviourCostWork
Inserter MK 1inserter2x Iron Plate, 1x Iron Gear20
Inserter MK 2inserter3x Steel Frame, 1x Motor, 1x Circuit20
Inserter MK 3inserter8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit20
Fluid Pump MK 1fluidPump5x Iron Plate, 3x Copper Plate, 1x Iron Gear20
Fluid Pump MK 2fluidPump3x Steel Frame, 1x Motor, 1x Circuit20
Fluid Pump MK 3fluidPump8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit20
Fluid Router MK 1fluidRouter4x Iron Plate, 2x Copper Plate0
Fluid Router MK 2fluidRouter3x Steel Frame, 1x Motor, 1x Circuit0
Fluid Router MK 3fluidRouter8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit0
Fluid Output MK 1fluidOutlet4x Iron Plate, 2x Copper Plate20
Fluid Output MK 2fluidOutlet3x Steel Frame, 1x Motor, 1x Circuit20
Fluid Output MK 3fluidOutlet8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit20
Router MK 1router3x Iron Plate, 1x Copper Plate0
Router MK 2router3x Steel Frame, 1x Motor, 1x Circuit0
Router MK 3router8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit0
Elevator MK 1elevator4x Iron Frame, 4x Iron Plate0
Elevator MK 2elevator6x Steel Frame, 2x Motor, 1x Circuit0
Elevator MK 3elevator16x Titanium Frame, 6x Titanium Gear, 8x Advanced Circuit0

Routing rules worth knowing

  • Higher-priority outputs are filled first; items only spill to a lower-priority output when the preferred one is backed up. A priority input is drained first when several belts feed a Router.
  • A side's filter and priority belong to the side, not the belt: set them before the belt exists and they apply the moment one connects, and they survive the belt being removed.
  • A side with no belt can feed a belt running past it - switch that side's feed on and items slide onto the passing belt, obeying that side's priority and filter.
  • Fluid Router clusters move fluid at their slowest member's rate times the cluster size, and a mixed cluster warns you about it.
  • Drones: loading and unloading take time per unit and slow down when a port is short on power or computing. A drone that runs dry in the air crawls at a quarter speed; one that lands on an empty depot waits until its tank is full.

Twelve Mistakes That Cost Hours

section 24 of 25 · 2,411 of 8,000 characters allowed

Each of these follows directly from a rule above. They are ordered roughly by how early they bite.

  1. Treating speed as a rate. 0.5x speed means twice as long per recipe, not half the output of a 1.0x machine per craft. Fix the arithmetic before adding buildings.
  1. Ignoring the temperature ramp. A factory that slows down as it grows is usually hot, not short of machines. Check whether your machines sit above 100 C before building more.
  1. Heat-sinking instead of preventing. The passive sink moves local heat into water; only the Cooler can force a spot below ambient. Dense hot clusters need the active one.
  1. Building hot industries in hot biomes. Badlands, desert and volcanic ground fight your cooling. Cold biomes cool for free.
  1. Starving computers of coolant. Computers heat what surrounds them. Cluster them badly and the heat cuts their output, so you lose the computing you just paid for.
  1. Forgetting that a generator's priority decides when it burns. A source at 5 runs only after solar, wind and the batteries. Raise it to 8 and it runs ahead of the batteries and charges them, which is a deliberate choice to burn fuel for storage; at 9 it runs before everything. Generators only burn for what is still needed at their own priority.
  1. Expecting batteries to cover demand peaks. A battery is charged by the sources above it and used before the ones below it. That makes it a buffer for a lull, not a reserve you can count on for the factory's worst minute.
  1. Setting every computing consumer to the same priority. In a shortfall the reserve is shared by priority, and a building whose priority is never reached stops. Nominate your critical machines deliberately.
  1. Pre-heating nothing. A boiler spends fuel only on the temperature it has to add, so warm feedwater is free efficiency, and water already above the target burns nothing at all.
  1. Assuming a worn machine is broken. Condition only matters below 50%, and only bad weather and hostile ground cause wear. It is never destroyed and always repairable.
  1. Leaving xenomass where it grows. A smothered machine cannot shed heat, so an overgrown corner quietly throttles itself.
  1. Trusting any guide, including this one, after a patch. Every number here is tied to one build (v0.5.20, build 26008460). Recipes and speeds change.

Sources Provenance and What Is Deliberately Miss

section 25 of 25 · 2,582 of 8,000 characters allowed

Where these numbers come from

  • Extracted on 19 October 2026 from the game's own data files in a local Steam install (app 4436200), data version v0.5.20, Steam build 26008460.
  • 68 data documents were read out of the install, covering 65 building definitions, 82 recipes, 87 technologies, 79 items, 18 harvestables and 29 in-game manual articles.
  • The counts match the figures the game itself prints while loading, which is how the extraction was verified.
  • Rates in units per minute are computed, not quoted: they come from the recipe times and speed multipliers in the data, and from the world's fixed 30 Hz step.

Derived and inferred values, stated plainly

  • Item names are derived. The data stores items as internal identifiers (SteelPlate, IronGear) with no display-name table, so the names you see here were produced by splitting those identifiers apart. They match the game closely but are not quoted from it.
  • Power has no unit name. The game's data and manual never name the unit for power, thermal power, computing or work. Values are raw and comparable to each other only. One internal field name ends in KW, which is suggestive, but nothing in the data confirms it, so no unit is claimed here.
  • Drill yields assume one unit per extraction cycle. The data gives ticks per cycle, not yield per cycle, so excavation rates are upper bounds until you confirm one on a building panel.
  • Research costs are read off each technology, not computed from a formula. Where the data omits a field the cell is blank rather than zero.
  • Waste heat percentages, pollution rates and maintenance figures are quoted exactly as the data stores them; what they do to a specific factory depends on layout.

What is not here

  • No map layouts, seeds or spawn guidance - those depend on your world, and the data's spawn rules are not something to publish as a recipe for success.
  • No balance claims. This guide reports the numbers, not which strategy is best; the factory you want decides that.
  • No save editing. Save files in this build store their world data in an opaque, high-entropy container, so there is nothing here about altering an existing save - back them up instead.
  • No images. Everything is text and tables so it stays searchable and loads instantly.

If a number here disagrees with a panel in your game, believe the panel. Early Access builds move fast, and the fastest way to be wrong about this game is to trust a guide that was true last week.

Generated from the game's own data files. See "Sources, Provenance and What Is Deliberately Missing".

Also on Steam

This reference is also published as a Steam Guide for FluxWerks, where you can read it alongside the game:

FluxWerks Data Reference on Steam

Guide changelog

What has changed in this guide, newest first.

  • 2026-10-19Re-derived to v0.5.20 (Steam build 26008460, data extracted 19 October 2026); v0.5.21 (19 October) adds only Steam Cloud settings sync, an exit save and translation fixes, so no figure moves. v0.5.20 is a mechanics patch and it rewrites the Power section: batteries, solar panels and wind turbines now carry a power-source priority from 0 to 9 (highest used first, ties still solar and wind, then batteries, then generators; defaults 8/7/5), and a battery is charged by whatever runs before it - so the old fixed 'solar and wind, then batteries, then fuel and steam' order is gone, and both that paragraph and mistake 6 now describe the priority model. A new Electric Foundry (2.0x processing, 125 power, no fuel, Flux Core slot, researched with Electric Smelting after Logistics II) becomes the best machine on every Processing recipe, so the best-machine column, the worked 120 Steel Plate example and the processing intro moved with it. Deep veins were cut from 60 to 22.5 a minute (80 ticks per unit) while the Deep Vein Extractor got cheaper and earlier - now straight after Fabrication, opening stone/clay/water/limestone/coal/iron/copper, with II and III adding sulfur/oil/gold and bauxite/titanium - and it dropped from 2000 power and 5000 computing to 1200 and 1500, and from titanium frame and obsidian to steel frame. Battery storage rose tenfold (MK 1 3000 to 30000, MK 2 50000 to 500000), efficiency to 0.8/0.9 and charge rates to 200/2000. Straight from the data as well: Advanced Science Pack is now 180 s and 2 Flux Core to 3 packs; Gravel and Sand crushing dropped to 8 s, Sand now takes 3 Gravel to 6; Survey Data needs 600 of each science pack, not 720; Foundry MK 2 thermal power is 75. Counts are now 65 buildings and 87 technologies (was 64 and 84); recipes unchanged at 82. The extractor itself needed work first: v0.5.20 moved building names, descriptions and recipe names out of the JSON and into StreamingAssets/Localization/en.po, so fwdb.py now reads that .po file. Checked and deliberately unchanged: planter range behaviour and work-order priority are panel behaviour this data reference does not describe. The Steam copy needs its changed sections re-pasted (1-4, 7-9, 11, 13-15, 18-22, 24, 25); 5, 6, 10, 12, 16, 17 and 23 are unchanged.
  • 2026-10-12Re-derived to v0.5.19 (Steam build 25780403, data extracted 8 October 2026) from the game's own files. The patch's balance pass is what moves this guide: Wind Turbine MK 1 output 500 to 2500 with its build cost up fivefold (60x Steel Frame, 150x Aluminum Plate, 50x Advanced Circuit, 50x Glass, 100x Concrete), Solar Panel MK 2 output 720 to 3600 with its cost up 2.5 times, and nanobot build work re-levelled across 58 buildings - routers and elevators are now 0 work, and the spread above them is far flatter (Arc Furnace 200 to 80, Computer MK 2 300 to 40, Deep Vein Extractor 1000 to 80, Drone Port 200 to 160, Chemical Plant MK 1 110 to 160, Wooden Storage 10 to 40). Solar Panel MK 1 (180) and Steam Turbine MK 1 (2500) are unchanged. One prose claim in the Power section needed a real correction rather than a tidy-up: with a Solar Panel MK 2 rated above a Steam Turbine MK 1, 'Steam Turbines are the big steady producers' is no longer true, so the section now says solar output follows the day-night cycle, that the solar and wind figures are peaks rather than averages, that turbines are the weather-independent option, and that the Steam Turbine MK 2 at 7000 is still the biggest single producer in the game. Checked and deliberately left alone: Work Order Priority (nearest work first, list order optional in the N panel) is interface behaviour this data reference does not describe; the build-card average output and the maintenance repair-packs-per-hour readout are UI additions; and the grid's fixed fill order - solar and wind, then batteries, then fuel and steam - is confirmed still current in v0.5.19, because the developer's own post describes removing that priority as an idea for v0.5.20, not as a change in this build. Counts are unchanged at 82 recipes, 64 buildings and 84 technologies. The Steam copy needs its changed sections re-pasted (1, 3, 6, 13-17 and 23-25).
  • 2026-10-05Re-derived to v0.5.18 (build 25683845, data extracted 3 October 2026) from the game's own files, which replaces the reader note that pinned the tables to v0.5.17. What moved between the two builds: Solar Panel MK 1 and MK 2 output 60/360 to 180/720 with their build costs tripled and doubled, Research Terminal MK 1 and MK 2 power 500/700 to 250/350, Oil Refining base time 6 s to 12 s, Storage MK 1 and MK 2 costs up (15x Iron Frame/Plate; 40x Steel Frame/Plate with 80x Concrete), Sunflower from 2-4 to 4-8 Plant Oil, and computing for Drone Port / Fuel Depot / Cloud Storage from -2500/-600/-3000 to -600/-300/-1500. Added: the Rain Collector MK 1 building, the Solid Fuel (Biomass) recipe (45 Biomass + 15 Xenomass -> 15 Solid Fuel, 30 s) and the Rain Collection and Xeno Fermentation technologies. Counts are now 82 recipes, 64 buildings and 84 technologies. The counts quoted in section 1 (and the extraction date in sections 1 and 25) were hardcoded literals left over from the v0.5.15 build - they now come out of the data, so a re-extraction cannot leave them stale again. The Steam copy needs its changed sections re-pasted (1, 3, 4, 10, 13-15, 17-19, 21, 24 and 25). One audit note deliberately left as-is: the game's own manual does not carry the exact wording behind the 'computing is drawn only while a machine is working' claim, and v0.5.18's fixes to paused and waiting machines support it rather than contradict it.
  • 2026-10-04Verified against the game's own data (v0.5.17, build 25559483): 272 table rows re-derived from the shipped JSON - 81 recipe rows, 63 building rows, 82 technology rows, 18 harvestables, 6 extraction rows and the transport tiers - plus the power, computing, steam and research-knob tables and all 23 mechanics claims. Two figures were wrong and are fixed. The 'Every technology (86)' count: the v0.5.17 build's own log prints 82 of 82 technologies, which is also what this guide's research and provenance sections say - 86 was carried over from the v0.5.15 build. And the extraction date, 25 September 2026, which predates v0.5.17's own release on 27 September 2026 (the game's release notes and Player.log both date that build 27 September); this now reads 27 September 2026. Reader note while the tables stay pinned to v0.5.17: v0.5.18 (2 October 2026) moved 15 figures in them - Oil Refining 6 s to 12 s, Research Terminal MK 1 and MK 2 power 500/700 to 250/350, Solar Panel MK 1 and MK 2 output 60/360 to 180/720 with their build cost and build work tripled and doubled, Storage MK 1 and MK 2 costs tripled and fivefold, Drone Port, Fuel Depot and Cloud Storage computing to 600/300/1500, and Sunflower from 2-4 to 4-8 Plant Oil - and added the Rain Collector, a Solid Fuel (Biomass) recipe and two technologies. The Steam copy of this guide still carries the two corrected items.
  • 2026-09-29Checked v0.5.17 (27 September 2026): the figures here already come from that build (25559483), so none of them move. The patch changes the inventory — no fixed slot count, only a cap on the total number of items — and stops buildings being placed above the world height limit. Neither touches the recipes, ratios, power or research tables. Also fixed the page title, which was missing its first two letters.
  • 2026-09-29Republished on the portal layout. Written against an Early Access build; patch checks start running weekly from here.