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Start Here What This Guide Is
section 1 of 25 · 2,406 of 8,000 characters allowed
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
section 2 of 25 · 3,447 of 8,000 characters allowed
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 type | Machine | Speed | Power | Computing |
|---|---|---|---|---|
| Processing | Foundry MK 1 | x0.5 | fuel | - |
| Processing | Foundry MK 2 | x1 | fuel | - |
| Processing | Electric Foundry | x2 | 125 | - |
| Assembly | Assembler MK 1 | x1 | 300 | - |
| Assembly | Assembler MK 2 | x2 | 450 | - |
| Arc | Arc Furnace | x1 | 2000 | -1500 |
| Crushing | Crusher MK 1 | x1 | 600 | - |
| Chemistry | Chemical Plant MK 1 | x1 | 500 | -800 |
| Fabrication | Fabricator MK 1 | x1 | 1000 | -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
section 3 of 25 · 7,578 of 8,000 characters allowed
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
| Generator | Source | Power out | Note | Thermal in | Cost |
|---|---|---|---|---|---|
| Steam Turbine MK 2 | steam | 7000 | needs steam/water temp | - | 12x Steel Frame, 12x Copper Wire, 10x Motor, 6x Advanced Circuit, 30x Concrete |
| Solar Panel MK 2 | solar | 3600 | variable output | - | 160x Silicon, 100x Glass, 120x Copper Wire, 120x Aluminum Plate, 70x Advanced Circuit, 75x Concrete |
| Steam Turbine MK 1 | steam | 2500 | needs steam/water temp | - | 6x Steel Frame, 5x Motor, 4x Circuit, 15x Concrete |
| Wind Turbine MK 1 | wind | 2500 | variable output | - | 60x Steel Frame, 150x Aluminum Plate, 50x Advanced Circuit, 50x Glass, 100x Concrete |
| Combustion Generator | steam | 400 | needs steam/water temp | 800 | 10x Iron Plate, 10x Iron Gear |
| Solar Panel MK 1 | solar | 180 | variable 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
| Building | Capacity | Charge rate | Efficiency | Cost |
|---|---|---|---|---|
| Battery MK 1 | 30000 | 200 | 0.8 | 6x Steel Frame, 6x Circuit, 4x Glass |
| Battery MK 2 | 500000 | 2000 | 0.9 | 12x Steel Frame, 20x Aluminum Plate, 20x Gold Wire, 8x Advanced Circuit, 20x Concrete |
What the big consumers want
| Building | Power | Computing | What it is for |
|---|---|---|---|
| Uplink | 4000 | - | Transmits Survey Data home. Holding the link open takes open sky, sust |
| Computer MK 2 | 3750 | - | Provides computing cycles to the global pool. Pass water through it to |
| Computer MK 1 | 2500 | - | Provides computing cycles to the global pool. Pass water through it to |
| Arc Furnace | 2000 | -1500 | Electric smelter for crushed ore and metal. Runs on grid power instead |
| Deep Vein Extractor | 1200 | -1500 | Bedrock-level extractor that taps the deep vein beneath it and never r |
| Fabricator MK 1 | 1000 | -1200 | Runs fabrication recipes. |
| Fluid Extractor MK 2 | 600 | - | Extracts fluid from a source pool within its scan area. |
| Crusher MK 1 | 600 | - | Electrically-powered crusher for grinding materials into finer ones. |
| Chemical Plant MK 1 | 500 | -800 | Runs chemistry recipes. |
| Assembler MK 2 | 450 | - | Electrically-powered assembler for automated crafting. |
| Fluid Extractor MK 1 | 400 | - | Extracts fluid from a source pool within its scan area. |
| Research Terminal MK 2 | 350 | -3000 | Consumes science packs to produce research cycles for technology unloc |
| Assembler MK 1 | 300 | - | Electrically-powered assembler for automated crafting. |
| Research Terminal MK 1 | 250 | -2000 | Consumes science packs to produce research cycles for technology unloc |
| Drone Port | 250 | -600 | Loads items and fluids onto a heavy transport drone and flies them to |
| Air Scrubber MK 1 | 200 | - | Draws in the surrounding air and washes the pollution out of it. Consu |
| Excavator MK 2 | 180 | - | Harvests terrain blocks (sand, stone, etc.) from an adjacent area. |
| Rain Collector MK 1 | 150 | - | Collects rainwater while it rains, using up sand to filter it. Needs o |
| Cooler MK 1 | 150 | - | Powered heat pump. Cools the area around it to a temperature you set, |
| Fuel Depot | 150 | -300 | Burns solid fuel into stored energy and refuels drones that land here. |
| Electric Foundry | 125 | - | Electric smelter for ores and other raw materials. Runs on grid power |
| Excavator MK 1 | 120 | - | Harvests terrain blocks (sand, stone, etc.) from an adjacent area. |
| Maintenance Depot MK 1 | 100 | - | Automatically repairs worn machines in the area around it, using repai |
| Harvester MK 1 | 100 | - | Dispatches nanobots to gather plants and trees in a wide area around i |
| Planter MK 1 | 100 | - | Dispatches nanobots to plant the selected species on prepared dirt aro |
| Cloud Storage | 100 | -1500 | Networked storage container. While powered, construction anywhere can |
| Mining Drill MK 2 | 75 | - | Automatically extracts ore from the ground beneath it. |
| Mining Drill MK 1 | 50 | - | 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
| Building | Provides | Power it draws | Cost |
|---|---|---|---|
| Computer MK 1 | +1500 | 2500 | 12x Circuit, 4x Steel Frame, 6x Glass, 10x Concrete |
| Computer MK 2 | +3000 | 3750 | 24x Advanced Circuit, 40x Aluminum Plate, 12x Steel Frame, 16x Glass, 30x Concrete |
What draws on it
| Building | Draws | Power | Cost |
|---|---|---|---|
| Research Terminal MK 2 | -3000 | 350 | 12x Steel Frame, 30x Aluminum Plate, 30x Gold Wire, 24x Advanced Circuit, 30x Concrete |
| Research Terminal MK 1 | -2000 | 250 | 4x Iron Frame, 6x Copper Wire, 2x Iron Gear, 1x Motor |
| Arc Furnace | -1500 | 2000 | 24x Steel Frame, 20x Advanced Circuit, 20x Gold Wire, 40x Brick, 40x Concrete |
| Deep Vein Extractor | -1500 | 1200 | 30x Steel Frame, 16x Advanced Circuit, 12x Motor, 80x Concrete |
| Cloud Storage | -1500 | 100 | 40x Advanced Circuit, 30x Steel Frame, 10x Motor, 100x Concrete |
| Fabricator MK 1 | -1200 | 1000 | 20x Steel Frame, 12x Motor, 12x PCB, 40x Concrete |
| Chemical Plant MK 1 | -800 | 500 | 16x Steel Frame, 10x Motor, 10x Circuit, 50x Concrete |
| Drone Port | -600 | 250 | 40x Steel Frame, 50x Circuit, 100x Concrete |
| Fuel Depot | -300 | 150 | 40x Steel Frame, 100x Concrete, 50x Circuit, 10x Motor |
Some recipes also spend computing per craft rather than continuously:
| Recipe | Computing per craft | Type |
|---|---|---|
| Flux Core | 18000 | Fabrication |
| Survey Data | 36000 | Fabrication |
Two rules worth internalising
- 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.
- 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
section 5 of 25 · 2,667 of 8,000 characters allowed
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
| Tool | Type | Behaviour | Power | Cost |
|---|---|---|---|---|
| Heat Sink MK 1 | passive | absorbs local heat into output water | - | 8x Copper Plate, 2x Iron Frame |
| Cooler MK 1 | active heat pump | forces a spot below ambient, target 5 C, deadband 2 C | 150 | 8x 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
section 6 of 25 · 1,919 of 8,000 characters allowed
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.
| Building | Thermal power | Water in | Steam/water out | Temp | Cost |
|---|---|---|---|---|---|
| Boiler MK 1 | 1554 | 1.5 /s water | 1.5 /s steam @ 200 C | - | 10x Steel Plate, 10x Steel Gear, 10x Copper Plate, 8x Brick, 12x Concrete |
| Boiler MK 2 | 4225 | 3 /s water | 3 /s steam @ 300 C | - | 20x Steel Plate, 16x Steel Gear, 8x Advanced Circuit, 20x Brick, 30x Concrete |
| Steam Turbine MK 1 | rated limit | - | - | - | 6x Steel Frame, 5x Motor, 4x Circuit, 15x Concrete |
| Steam Turbine MK 2 | rated limit | - | - | - | 12x Steel Frame, 12x Copper Wire, 10x Motor, 6x Advanced Circuit, 30x Concrete |
| Wind Turbine MK 1 | rated 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
section 7 of 25 · 3,173 of 8,000 characters allowed
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:
| Product | Recipe | Machine | s/cycle | Cyc/min | Machines | Each |
|---|---|---|---|---|---|---|
| Iron Ingot | Iron Ingot (Processing) | Electric Foundry (x2) | 4 | 60 | 4 | 125 power |
| Steel Plate | Steel Plate (Assembly) | Assembler MK 2 (x2) | 3 | 60 | 3 | 450 power |
| Steel Ingot | Steel Ingot (Processing) | Electric Foundry (x2) | 4 | 30 | 2 | 125 power |
| Coal | Coal (Processing) | Electric Foundry (x2) | 4 | 30 | 2 | 125 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
section 8 of 25 · 2,832 of 8,000 characters allowed
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.
| Recipe | Type | Base s | In -> Out | Best machine | Cyc/min |
|---|---|---|---|---|---|
| Copper Ingot | Processing | 8 | 1 Copper Ore -> 1 Copper Ingot | Electric Foundry (x2) | 15 |
| Iron Ingot | Processing | 8 | 1 Iron Ore -> 1 Iron Ingot | Electric Foundry (x2) | 15 |
| Glass | Processing | 6 | 1 Sand -> 1 Glass | Electric Foundry (x2) | 20 |
| Silicon | Processing | 6 | 1 Sand -> 2 Silicon | Electric Foundry (x2) | 20 |
| Brick (Clay) | Processing | 6 | 2 Clay -> 1 Brick | Electric Foundry (x2) | 20 |
| Brick (Dirt) | Processing | 10 | 4 Dirt + 2 Water -> 1 Brick | Electric Foundry (x2) | 12 |
| Steel Ingot | Processing | 8 | 2 Iron Ingot + 1 Coal + 1 Water -> 2 Steel Ingot | Electric Foundry (x2) | 15 |
| Concrete | Processing | 6 | 1 Gravel + 1 Limestone + 1 Water -> 4 Concrete | Electric Foundry (x2) | 20 |
| Sand Brick | Processing | 6 | 2 Sand + 1 Limestone + 1 Water -> 2 Sand Brick | Electric Foundry (x2) | 20 |
| Iron | Processing | 4 | 4 Iron Ingot -> 1 Iron | Electric Foundry (x2) | 30 |
| Copper | Processing | 4 | 4 Copper Ingot -> 1 Copper | Electric Foundry (x2) | 30 |
| Steel | Processing | 4 | 4 Steel Ingot -> 1 Steel | Electric Foundry (x2) | 30 |
| Gold | Processing | 4 | 4 Gold Ingot -> 1 Gold | Electric Foundry (x2) | 30 |
| Aluminum | Processing | 4 | 4 Aluminum Ingot -> 1 Aluminum | Electric Foundry (x2) | 30 |
| Gold Ingot | Processing | 10 | 1 Gold Ore -> 1 Gold Ingot | Electric Foundry (x2) | 12 |
| Coal | Processing | 8 | 3 Wood -> 1 Coal | Electric Foundry (x2) | 15 |
Recipes Assembly
section 9 of 25 · 4,516 of 8,000 characters allowed
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.
| Recipe | Type | Base s | In -> Out | Best machine | Cyc/min |
|---|---|---|---|---|---|
| Basic Science Pack | Assembly | 7.5 | 1 Iron Ingot + 1 Copper Ingot -> 2 Basic Science Pack | Assembler MK 2 (x2) | 16 |
| Iron Plate | Assembly | 3 | 1 Iron Ingot -> 2 Iron Plate | Assembler MK 2 (x2) | 40 |
| Iron Gear | Assembly | 6 | 1 Iron Ingot -> 3 Iron Gear | Assembler MK 2 (x2) | 20 |
| Copper Wire | Assembly | 3 | 1 Copper Ingot -> 3 Copper Wire | Assembler MK 2 (x2) | 40 |
| Iron Frame | Assembly | 8 | 2 Iron Plate -> 1 Iron Frame | Assembler MK 2 (x2) | 15 |
| Copper Plate | Assembly | 4 | 1 Copper Ingot -> 2 Copper Plate | Assembler MK 2 (x2) | 30 |
| Copper Gear | Assembly | 6 | 1 Copper Ingot -> 3 Copper Gear | Assembler MK 2 (x2) | 20 |
| Copper Frame | Assembly | 4 | 2 Copper Plate -> 1 Copper Frame | Assembler MK 2 (x2) | 30 |
| Motor | Assembly | 8 | 1 Iron Frame + 5 Iron Gear + 1 Copper Wire -> 1 Motor | Assembler MK 2 (x2) | 15 |
| Circuit | Assembly | 12 | 1 Copper Wire + 2 Silicon -> 1 Circuit | Assembler MK 2 (x2) | 10 |
| Engineering Science Pack | Assembly | 7.5 | 1 Circuit + 1 Glass -> 1 Engineering Science Pack | Assembler MK 2 (x2) | 16 |
| Steel Plate | Assembly | 6 | 1 Steel Ingot -> 2 Steel Plate | Assembler MK 2 (x2) | 20 |
| Steel Gear | Assembly | 6 | 1 Steel Ingot -> 3 Steel Gear | Assembler MK 2 (x2) | 20 |
| Steel Frame | Assembly | 8 | 2 Steel Plate -> 1 Steel Frame | Assembler MK 2 (x2) | 15 |
| Cobblestone | Assembly | 6 | 4 Stone -> 1 Cobblestone | Assembler MK 2 (x2) | 20 |
| Industrial Science Pack | Assembly | 15 | 4 Steel Plate + 2 Circuit + 2 Steel Gear -> 1 Industrial Science Pack | Assembler MK 2 (x2) | 8 |
| Basic Repair Pack | Assembly | 4 | 1 Copper Frame + 2 Copper Gear + 1 Iron Plate -> 1 Basic Repair Pack | Assembler MK 2 (x2) | 30 |
| Advanced Repair Pack | Assembly | 6 | 1 Steel Frame + 2 Steel Gear + 1 Advanced Circuit -> 1 Advanced Repair Pack | Assembler MK 2 (x2) | 20 |
| Aluminum Plate | Assembly | 4 | 1 Aluminum Ingot -> 1 Aluminum Plate | Assembler MK 2 (x2) | 30 |
| Titanium Plate | Assembly | 5 | 1 Titanium Ingot -> 1 Titanium Plate | Assembler MK 2 (x2) | 24 |
| Titanium Gear | Assembly | 5 | 1 Titanium Ingot -> 2 Titanium Gear | Assembler MK 2 (x2) | 24 |
| Titanium Frame | Assembly | 8 | 2 Titanium Plate -> 1 Titanium Frame | Assembler MK 2 (x2) | 15 |
| Electronics Science Pack | Assembly | 30 | 1 Advanced Circuit + 2 Steel Plate + 2 PCB -> 1 Electronics Science Pack | Assembler MK 2 (x2) | 4 |
| Gold Wire | Assembly | 4 | 1 Gold Ingot -> 2 Gold Wire | Assembler MK 2 (x2) | 30 |
| Advanced Science Pack | Assembly | 180 | 1 Advanced Circuit + 2 Gold Wire + 2 Aluminum Plate + 2 Flux Core -> 3 Advanced Science Pack | Assembler MK 2 (x2) | 0.7 |
| Core Casing | Assembly | 6 | 1 Steel Frame + 1 Glass -> 1 Core Casing | Assembler MK 2 (x2) | 20 |
| Data Disk | Assembly | 6 | 1 Plastic + 1 Aluminum Plate -> 1 Data Disk | Assembler MK 2 (x2) | 20 |
Recipes Chemistry
section 10 of 25 · 2,492 of 8,000 characters allowed
Chemical Plant recipes are 1.0x and heavy on both power and waste heat, so plan cooling with the plant, not after it.
| Recipe | Type | Base s | In -> Out | Best machine | Cyc/min |
|---|---|---|---|---|---|
| Sulfuric Acid | Chemistry | 4 | 2 Sulfur + 2 Water -> 2 Sulfuric Acid | Chemical Plant MK 1 (x1) | 15 |
| PCB | Chemistry | 8 | 1 Plastic + 2 Copper Plate + 1 Sulfuric Acid -> 2 PCB | Chemical Plant MK 1 (x1) | 7.5 |
| Plastic | Chemistry | 8 | 3 Oil + 1 Coal -> 2 Plastic | Chemical Plant MK 1 (x1) | 7.5 |
| Aluminum Ingot | Chemistry | 12 | 2 Bauxite Ore + 1 Sulfuric Acid + 1 Coal -> 1 Aluminum Ingot | Chemical Plant MK 1 (x1) | 5 |
| Titanium Sponge | Chemistry | 20 | 2 Titanium Ore + 2 Aluminum Ingot + 2 Coal -> 2 Titanium Sponge | Chemical Plant MK 1 (x1) | 3 |
| Solid Fuel (Oil) | Chemistry | 6 | 2 Oil -> 1 Solid Fuel | Chemical Plant MK 1 (x1) | 10 |
| Solid Fuel (Coal) | Chemistry | 12 | 2 Coal + 2 Water -> 1 Solid Fuel | Chemical Plant MK 1 (x1) | 5 |
| Solid Fuel (Biomass) | Chemistry | 30 | 45 Biomass + 15 Xenomass -> 15 Solid Fuel | Chemical Plant MK 1 (x1) | 2 |
| Flux (Limestone) | Chemistry | 6 | 2 Limestone + 1 Sulfuric Acid -> 2 Flux | Chemical Plant MK 1 (x1) | 10 |
| Flux (Xenomass) | Chemistry | 8 | 2 Xenomass + 1 Sulfuric Acid -> 2 Flux | Chemical Plant MK 1 (x1) | 7.5 |
| Xenoplasm | Chemistry | 6 | 1 Xenomass + 2 Flux -> 2 Xenoplasm | Chemical Plant MK 1 (x1) | 10 |
| Alien Science Pack | Chemistry | 30 | 1 Glass + 2 Water + 4 Xenomass -> 8 Alien Science Pack | Chemical Plant MK 1 (x1) | 2 |
| Fertilizer | Chemistry | 6 | 2 Biomass + 1 Sulfur -> 2 Fertilizer | Chemical Plant MK 1 (x1) | 10 |
| Oil Refining | Chemistry | 12 | 5 Plant Oil -> 1 Oil | Chemical Plant MK 1 (x1) | 5 |
Recipes Crushing Arc and Fabrication
section 11 of 25 · 2,553 of 8,000 characters allowed
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.
| Recipe | Type | Base s | In -> Out | Best machine | Cyc/min |
|---|---|---|---|---|---|
| Titanium | Arc | 4 | 4 Titanium Ingot -> 1 Titanium | Arc Furnace (x1) | 15 |
| Titanium Ingot | Arc | 15 | 2 Titanium Sponge -> 1 Titanium Ingot | Arc Furnace (x1) | 4 |
| Iron Ingot | Arc | 12 | 4 Iron Dust -> 4 Iron Ingot | Arc Furnace (x1) | 5 |
| Copper Ingot | Arc | 12 | 4 Copper Dust -> 4 Copper Ingot | Arc Furnace (x1) | 5 |
| Steel Ingot | Arc | 10 | 2 Iron Ingot -> 2 Steel Ingot | Arc Furnace (x1) | 6 |
| Iron Dust | Crushing | 8 | 2 Iron Ore + 1 Limestone -> 4 Iron Dust | Crusher MK 1 (x1) | 7.5 |
| Copper Dust | Crushing | 8 | 2 Copper Ore + 1 Sand -> 4 Copper Dust | Crusher MK 1 (x1) | 7.5 |
| Advanced Circuit | Fabrication | 12 | 2 PCB + 2 Silicon + 2 Gold Wire -> 1 Advanced Circuit | Fabricator MK 1 (x1) | 5 |
| Gravel | Crushing | 8 | 1 Stone -> 2 Gravel | Crusher MK 1 (x1) | 7.5 |
| Sand | Crushing | 8 | 3 Gravel -> 6 Sand | Crusher MK 1 (x1) | 7.5 |
| Flux Core | Fabrication | 12 | 1 Core Casing + 2 Flux -> 1 Flux Core | Fabricator MK 1 (x1) | 5 |
| Survey Data | Fabrication | 30 | 1 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 Data | Fabricator MK 1 (x1) | 2 |
| Biomass (Seeds) | Crushing | 4 | 2 Seed -> 1 Biomass | Crusher MK 1 (x1) | 15 |
| Biomass (Grass) | Crushing | 6 | 4 Grass -> 1 Biomass | Crusher MK 1 (x1) | 10 |
| Dirt | Crushing | 8 | 1 Biomass -> 4 Dirt | Crusher MK 1 (x1) | 7.5 |
Recipes Hand Crafting your robot
section 12 of 25 · 1,856 of 8,000 characters allowed
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.
| Recipe | Type | Base s | In -> Out | Best machine | Cyc/min |
|---|---|---|---|---|---|
| Basic Science Pack | HandCraft | 2 | 1 Iron Ingot + 1 Copper Ingot -> 2 Basic Science Pack | hand / robot (x1) | 30 |
| Iron Plate | HandCraft | 2 | 1 Iron Ingot -> 2 Iron Plate | hand / robot (x1) | 30 |
| Iron Gear | HandCraft | 2 | 1 Iron Ingot -> 3 Iron Gear | hand / robot (x1) | 30 |
| Copper Wire | HandCraft | 2 | 1 Copper Ingot -> 3 Copper Wire | hand / robot (x1) | 30 |
| Iron Frame | HandCraft | 2 | 2 Iron Plate -> 1 Iron Frame | hand / robot (x1) | 30 |
| Motor | HandCraft | 2 | 1 Iron Frame + 5 Iron Gear + 1 Copper Wire -> 1 Motor | hand / robot (x1) | 30 |
| Copper Plate | HandCraft | 2 | 1 Copper Ingot -> 2 Copper Plate | hand / robot (x1) | 30 |
| Copper Gear | HandCraft | 2 | 1 Copper Ingot -> 3 Copper Gear | hand / robot (x1) | 30 |
| Copper Frame | HandCraft | 2 | 2 Copper Plate -> 1 Copper Frame | hand / robot (x1) | 30 |
| Basic Repair Pack | HandCraft | 4 | 1 Copper Frame + 2 Copper Gear + 1 Iron Plate -> 1 Basic Repair Pack | hand / 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.
| Building | Category | Cost | Work | Behaviour |
|---|---|---|---|---|
| Arc Furnace | Production | 24x Steel Frame, 20x Advanced Circuit, 20x Gold Wire, 40x Brick, 40x Concrete | 80 | arc x1.0 speed, waste heat 25%, pollution 10/s, draws 2000 power, computing -1500 |
| Assembler MK 1 | Production | 10x Iron Plate, 5x Copper Wire, 1x Motor | 40 | assembly x1.0 speed, draws 300 power |
| Assembler MK 2 | Production | 10x Steel Frame, 30x Aluminum Plate, 20x Gold Wire, 12x Advanced Circuit, 4x Motor | 40 | assembly x2.0 speed, draws 450 power |
| Chemical Plant MK 1 | Production | 16x Steel Frame, 10x Motor, 10x Circuit, 50x Concrete | 160 | chemistry x1.0 speed, waste heat 60%, pollution 30/s, draws 500 power, computing -800 |
| Computer MK 1 | Production | 12x Circuit, 4x Steel Frame, 6x Glass, 10x Concrete | 40 | draws 2500 power, computing +1500 |
| Computer MK 2 | Production | 24x Advanced Circuit, 40x Aluminum Plate, 12x Steel Frame, 16x Glass, 30x Concrete | 40 | draws 3750 power, computing +3000 |
| Crusher MK 1 | Production | 6x Steel Frame, 10x Steel Gear, 2x Motor, 2x Circuit, 20x Concrete | 80 | crushing x1.0 speed, pollution 1/s, draws 600 power |
| Electric Foundry | Production | 10x Steel Plate, 8x Steel Frame, 6x Steel Gear, 12x Brick, 10x Copper Wire, 4x Circuit | 40 | processing x2.0 speed, waste heat 50%, pollution 20/s, draws 125 power |
| Fabricator MK 1 | Production | 20x Steel Frame, 12x Motor, 12x PCB, 40x Concrete | 80 | fabrication x1.0 speed, pollution 5/s, draws 1000 power, computing -1200 |
| Foundry MK 1 | Production | 20x Stone | 40 | processing x0.5 speed, waste heat 50%, pollution 10/s, fuel slot 'fuel', thermal power 150 |
| Foundry MK 2 | Production | 10x Steel Plate, 8x Steel Frame, 6x Steel Gear, 12x Brick | 40 | processing x1.0 speed, waste heat 50%, pollution 20/s, fuel slot 'fuel', thermal power 75 |
| Research Terminal MK 1 | Production | 4x Iron Frame, 6x Copper Wire, 2x Iron Gear, 1x Motor | 40 | draws 250 power, computing -2000, research terminal |
| Research Terminal MK 2 | Production | 12x Steel Frame, 30x Aluminum Plate, 30x Gold Wire, 24x Advanced Circuit, 30x Concrete | 40 | draws 350 power, computing -3000, research terminal |
Buildings Power
section 14 of 25 · 1,874 of 8,000 characters allowed
| Building | Category | Cost | Work | Behaviour |
|---|---|---|---|---|
| Battery MK 1 | Power | 6x Steel Frame, 6x Circuit, 4x Glass | 40 | stores 30000 power |
| Battery MK 2 | Power | 12x Steel Frame, 20x Aluminum Plate, 20x Gold Wire, 8x Advanced Circuit, 20x Concrete | 80 | stores 500000 power |
| Boiler MK 1 | Power | 10x Steel Plate, 10x Steel Gear, 10x Copper Plate, 8x Brick, 12x Concrete | 80 | fuel slot 'fuel', thermal power 1554, steam source |
| Boiler MK 2 | Power | 20x Steel Plate, 16x Steel Gear, 8x Advanced Circuit, 20x Brick, 30x Concrete | 80 | fuel slot 'fuel', thermal power 4224.7, steam source |
| Combustion Generator | Power | 10x Iron Plate, 10x Iron Gear | 40 | fuel slot 'fuel', thermal power 800, makes 400 power |
| Solar Panel MK 1 | Power | 24x Silicon, 18x Glass, 12x Circuit, 6x Steel Frame | 40 | makes 180 power |
| Solar Panel MK 2 | Power | 160x Silicon, 100x Glass, 120x Copper Wire, 120x Aluminum Plate, 70x Advanced Circuit, 75x Concrete | 80 | makes 3600 power |
| Steam Turbine MK 1 | Power | 6x Steel Frame, 5x Motor, 4x Circuit, 15x Concrete | 80 | makes 2500 power |
| Steam Turbine MK 2 | Power | 12x Steel Frame, 12x Copper Wire, 10x Motor, 6x Advanced Circuit, 30x Concrete | 80 | makes 7000 power |
| Wind Turbine MK 1 | Power | 60x Steel Frame, 150x Aluminum Plate, 50x Advanced Circuit, 50x Glass, 100x Concrete | 40 | makes 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.
| Building | Category | Cost | Work | Behaviour |
|---|---|---|---|---|
| Deep Vein Extractor | Resources | 30x Steel Frame, 16x Advanced Circuit, 12x Motor, 80x Concrete | 80 | draws 1200 power, computing -1500 |
| Excavator MK 1 | Resources | 5x Iron Frame, 5x Iron Gear, 2x Motor | 80 | draws 120 power, extracts 5x20 area, 80 ticks/cycle |
| Excavator MK 2 | Resources | 14x Steel Frame, 8x Motor, 8x Advanced Circuit | 80 | draws 180 power, extracts 7x30 area, 40 ticks/cycle |
| Fluid Extractor MK 1 | Resources | 6x Iron Frame, 2x Motor, 4x Iron Gear, 1x Circuit | 80 | draws 400 power, extracts 9x10 area, 6 ticks/cycle |
| Fluid Extractor MK 2 | Resources | 14x Steel Frame, 8x Motor, 12x Advanced Circuit | 80 | draws 600 power, extracts 15x16 area, 3 ticks/cycle |
| Mining Drill MK 1 | Resources | 3x Iron Frame, 3x Iron Gear, 3x Copper Wire, 1x Motor | 80 | draws 50 power, extracts 15x15 area, 80 ticks/cycle |
| Mining Drill MK 2 | Resources | 10x Steel Frame, 6x Motor, 6x Advanced Circuit | 80 | draws 75 power, extracts 25x25 area, 40 ticks/cycle |
| Rain Collector MK 1 | Resources | 10x Steel Frame, 16x Steel Plate, 8x Copper Plate, 8x Glass, 3x Motor, 4x Circuit, 30x Concrete | 160 | draws 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.
| Building | Category | Cost | Work | Behaviour |
|---|---|---|---|---|
| Elevator MK 1 | Infrastructure | 4x Iron Frame, 4x Iron Plate | 0 | elevator |
| Elevator MK 2 | Infrastructure | 6x Steel Frame, 2x Motor, 1x Circuit | 0 | elevator |
| Elevator MK 3 | Infrastructure | 16x Titanium Frame, 6x Titanium Gear, 8x Advanced Circuit | 0 | elevator |
| Fluid Output MK 1 | Infrastructure | 4x Iron Plate, 2x Copper Plate | 20 | fluidOutlet |
| Fluid Output MK 2 | Infrastructure | 3x Steel Frame, 1x Motor, 1x Circuit | 20 | fluidOutlet |
| Fluid Output MK 3 | Infrastructure | 8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit | 20 | fluidOutlet |
| Fluid Pump MK 1 | Infrastructure | 5x Iron Plate, 3x Copper Plate, 1x Iron Gear | 20 | fluidPump |
| Fluid Pump MK 2 | Infrastructure | 3x Steel Frame, 1x Motor, 1x Circuit | 20 | fluidPump |
| Fluid Pump MK 3 | Infrastructure | 8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit | 20 | fluidPump |
| Fluid Router MK 1 | Infrastructure | 4x Iron Plate, 2x Copper Plate | 0 | fluidRouter |
| Fluid Router MK 2 | Infrastructure | 3x Steel Frame, 1x Motor, 1x Circuit | 0 | fluidRouter |
| Fluid Router MK 3 | Infrastructure | 8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit | 0 | fluidRouter |
| Inserter MK 1 | Infrastructure | 2x Iron Plate, 1x Iron Gear | 20 | inserter |
| Inserter MK 2 | Infrastructure | 3x Steel Frame, 1x Motor, 1x Circuit | 20 | inserter |
| Inserter MK 3 | Infrastructure | 8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit | 20 | inserter |
| Router MK 1 | Infrastructure | 3x Iron Plate, 1x Copper Plate | 0 | router |
| Router MK 2 | Infrastructure | 3x Steel Frame, 1x Motor, 1x Circuit | 0 | router |
| Router MK 3 | Infrastructure | 8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit | 0 | router |
Buildings Storage Utility and Decoration
section 17 of 25 · 2,489 of 8,000 characters allowed
| Building | Category | Cost | Work | Behaviour |
|---|---|---|---|---|
| Light Block | Decoration | 1x Iron Frame, 10x Glass, 10x Circuit | 20 | light |
| Light Post | Decoration | 1x Iron Frame, 10x Glass, 10x Circuit | 20 | light |
| Cloud Storage | Storage | 40x Advanced Circuit, 30x Steel Frame, 10x Motor, 100x Concrete | 40 | draws 100 power, computing -1500, storage -, cloudStorage |
| Drone Port | Storage | 40x Steel Frame, 50x Circuit, 100x Concrete | 160 | draws 250 power, computing -600, dronePort |
| Fluid Storage MK 1 | Storage | 5x Iron Frame, 10x Copper Plate, 1x Glass | 40 | storage - |
| Fuel Depot | Storage | 40x Steel Frame, 100x Concrete, 50x Circuit, 10x Motor | 160 | draws 150 power, computing -300, fuelDepot |
| Storage MK 1 | Storage | 15x Iron Frame, 15x Iron Plate | 40 | storage - |
| Storage MK 2 | Storage | 40x Steel Frame, 40x Steel Plate, 80x Concrete | 80 | storage - |
| Wooden Storage | Storage | 10x Wood | 40 | storage - |
| Air Scrubber MK 1 | Utility | 8x Steel Frame, 4x Motor, 4x Circuit, 4x Glass, 20x Concrete | 80 | draws 200 power |
| Cooler MK 1 | Utility | 8x Steel Frame, 3x Motor, 4x Circuit, 30x Concrete | 40 | draws 150 power, heatExchange, thermostat |
| Harvester MK 1 | Utility | 8x Steel Frame, 4x Motor, 8x Circuit, 8x Copper Wire | 40 | draws 100 power |
| Heat Sink MK 1 | Utility | 8x Copper Plate, 2x Iron Frame | 40 | heatExchange |
| Maintenance Depot MK 1 | Utility | 4x Iron Frame, 4x Copper Gear, 1x Motor, 4x Copper Wire | 40 | draws 100 power |
| Planter MK 1 | Utility | 8x Steel Frame, 2x Motor, 4x Circuit | 40 | draws 100 power |
| Uplink | Utility | 60x Titanium Frame, 60x Advanced Circuit, 80x Gold Wire, 20x Flux Core, 300x Concrete | 320 | draws 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.
| Building | Mode | Area | Ticks | Seconds/cycle | Rate | Power |
|---|---|---|---|---|---|---|
| Fluid Extractor MK 1 | FluidPumping | 1-9 x 1-10 x 3-10 (H) | 6 | 0.2 s | 300 /min | 400 |
| Fluid Extractor MK 2 | FluidPumping | 1-15 x 1-16 x 3-16 (H) | 3 | 0.1 s | 600 /min | 600 |
| Mining Drill MK 1 | OreMining | 3-15 x 3-15 | 80 | 2.667 s | 22.5 /min | 50 |
| Mining Drill MK 2 | OreMining | 3-25 x 3-25 | 40 | 1.333 s | 45 /min | 75 |
| Excavator MK 1 | Excavation | 1-5 x 1-20 x 4-20 (H) | 80 | 2.667 s | 22.5 /min | 120 |
| Excavator MK 2 | Excavation | 1-7 x 1-30 x 4-30 (H) | 40 | 1.333 s | 45 /min | 180 |
Deep veins
| Building | Ticks/cycle | Seconds | Rate | Power | Computing | Cost |
|---|---|---|---|---|---|---|
| Deep Vein Extractor | 80 | 2.67 | 22.5 /min | 1200 | -1500 | 30x 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 / node | Work | Yields | Growth | Planting cost |
|---|---|---|---|---|
| Birch Tree | 16 | 2-4 Wood + 1-2 Seed | 150 s | 1x Seed |
| Bush | 5 | 1-2 Biomass + 1-1 Seed | 120 s | 1x Seed |
| Cactus | 8 | 1-5 Water + 1-2 Biomass + 1-1 Seed | 180 s | 1x Seed |
| Crystal Formation | 64 | 1-5 Crystal | - | - |
| Dry Bush | 5 | 1-1 Biomass | - | - |
| Fern | 5 | 2-4 Biomass | 240 s | 1x Seed |
| Kapok Tree | 96 | 28-40 Wood + 1-1 Seed | 2400 s | 1x Seed |
| Mahogany Tree | 44 | 8-14 Wood + 0-1 Seed | 360 s | 1x Seed |
| Maple Tree | 32 | 1-17 Wood + 0-1 Seed | 200 s | 1x Seed |
| Mushroom | 5 | 3-5 Xenomass + 1-1 Spore | 240 s | 1x Spore, 2x Xenoplasm |
| Nut Tree | 20 | 2-5 Wood + 1-3 Seed | 220 s | 1x Seed |
| Oak Tree | 32 | 6-12 Wood + 0-1 Seed | 300 s | 1x Seed |
| Palm Tree | 24 | 3-7 Wood + 1-1 Seed | 240 s | 1x Seed |
| Pine Tree | 20 | 2-4 Wood + 1-2 Seed | 180 s | 1x Seed |
| Rubber Tree | 28 | 4-8 Wood + 1-1 Seed | 260 s | 1x Seed |
| Saguaro Cactus | 16 | 10-20 Water + 2-4 Biomass + 1-1 Seed | 360 s | 1x Seed |
| Spruce Tree | 36 | 6-10 Wood + 0-1 Seed | 270 s | 1x Seed |
| Sunflower | 8 | 4-8 Plant Oil + 1-1 Seed | 240 s | 1x 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:
| Knob | Values in the data |
|---|---|
| Age base cycles | 10, 30, 120, 400, 900 |
| Tier multipliers | cheap x0.5, standard x1, expensive x2, gatekeeper x4 |
| Pack amounts by age | 4, 6, 6, 6, 8 |
| Cycle length | 10 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.
| Technology | Prereqs | Packs | Cycles | Unlocks |
|---|---|---|---|---|
| Advanced Science | Aluminum Production | - | - | 1: Advanced Science Pack |
| Aluminum Production | Electronics Science | - | - | 5: BauxiteOreDetection, BauxiteOreExtraction, Aluminum Ingot, Aluminum Plate +1 more |
| Arc Smelting | Advanced Science | - | - | 6: ArcFurnace_MK1, Iron Dust, Copper Dust, Iron Ingot +2 more |
| Assembly | Power Generation | 3 Basic Science Pack | 5 (50 s) | 16: Assembler_MK1, Basic Science Pack, Iron Plate, Iron Gear +12 more |
| Automated Excavation | Automated Mining | - | - | 1: Excavator_MK1 |
| Automated Mining | Assembly | 4 Basic Science Pack | 5 (50 s) | 1: MiningDrill_MK1 |
| Basic Electronics | Silicon Processing | - | - | 1: Circuit |
| Basic Material Processing | - | - | 0 | 11: Foundry_MK1, Iron Ingot, Copper Ingot, Basic Science Pack +7 more |
| Basic Metalworking | Basic Material Processing | 2 Basic Science Pack | 1 (10 s) | 5: Iron Plate, Iron Gear, Copper Wire, Copper Plate +1 more |
| Chemistry | Industrial Science | - | - | 8: ChemicalPlant_MK1, Sulfuric Acid, Fertilizer, Oil Refining +4 more |
| Circuit Etching | Plastics | - | - | 1: PCB |
| Electronics Science | Fabrication | - | - | 1: Electronics Science Pack |
| Engineering Science | Basic Electronics | - | - | 1: Engineering Science Pack |
| Glass Processing | Automated Excavation | - | - | 2: Glass, SandDetection |
| Industrial Science | Power Generation II | - | - | 1: Industrial Science Pack |
| Plastics | Chemistry | - | - | 1: Plastic |
| Power Generation | Basic Metalworking | 2 Basic Science Pack | 3 (30 s) | 1: CombustionGenerator_MK1 |
| Power Generation II | Steel Production, Concrete Production | - | - | 2: Boiler_MK1, SteamTurbine_MK1 |
| Silicon Processing | Glass Processing | - | - | 1: Silicon |
| Advanced Maintenance | Advanced Science | - | - | 1: Advanced Repair Pack |
| Automated Excavation II | Automated Mining II | - | - | 1: Excavator_MK2 |
| Automated Mining II | Fabrication | - | - | 1: MiningDrill_MK2 |
| Brick Processing | Glass Processing | - | - | 3: Brick (Clay), Brick (Dirt), ClayDetection |
| Fabrication | Circuit Etching, Gold Refining | - | - | 5: Fabricator_MK1, Advanced Circuit, Core Casing, Flux (Limestone) +1 more |
| Gold Refining | Industrial Science | - | - | 5: GoldOreDetection, GoldOreExtraction, Gold Ingot, Gold Wire +1 more |
| Logistics I | Assembly | 4 Basic Science Pack | 5 (50 s) | 4: Belt_MK1, Inserter_MK1, Router_MK1, Elevator_MK1 |
| Material Crushing | Steel Production, Concrete Production | - | - | 3: Crusher_MK1, Gravel, Sand |
| Solar Power | Power Generation II | - | - | 1: SolarPanel_MK1 |
| Steel Production | Fluid Handling, Brick Processing, Engineering Science | - | - | 6: Steel Ingot, Steel Plate, Steel Gear, Steel Frame +2 more |
| Wind Power | Aluminum Production | - | - | 1: WindTurbine_MK1 |
| Automated Research | Assembly | 4 Basic Science Pack | 8 (80 s) | 1: ResearchTerminal_MK1 |
| Battery Storage II | Wind Power | - | - | 1: Battery_MK2 |
| Cloud Storage | Fabrication | - | - | 1: CloudStorage |
| Computing | Power Generation II | - | - | 1: Computer_MK1 |
| Concrete Production | Fluid Handling | - | - | 3: Concrete, Sand Brick, LimestoneDetection |
| Drone Logistics | Fuel Synthesis | - | - | 2: DronePort, FuelDepot |
| Fluid Handling | Engineering Science | - | - | 8: Pipe, FluidExtractor_MK1, FluidPump_MK1, FluidRouter_MK1 +4 more |
| Fuel Synthesis | Chemistry | - | - | 2: Solid Fuel (Oil), Solid Fuel (Coal) |
| Illumination | Basic Electronics | - | - | 2: LightPost, LightBlock |
| Logistics II | Industrial Science | - | - | 4: Belt_MK2, Inserter_MK2, Router_MK2, Elevator_MK2 |
| Machine Maintenance | Steel Production | 3 Basic Science Pack | 5 (50 s) | 3: Basic Repair Pack, Basic Repair Pack, MaintenanceDepot_MK1 |
| Power Generation III | Electronics Science | - | - | 2: Boiler_MK2, SteamTurbine_MK2 |
| Solar Power II | Aluminum Production | - | - | 1: SolarPanel_MK2 |
| Air Scrubbing | Chemistry | - | - | 1: AirScrubber_MK1 |
| Battery Storage | Solar Power | - | - | 1: Battery_MK1 |
| Deep Extraction | Fabrication | - | - | 9: DeepVeinExtractor_MK1, DeepVeinDetection, StoneDeepVein, ClayDeepVein +5 more |
| Fluid Extraction II | Electronics Science | - | - | 1: FluidExtractor_MK2 |
| Logistics III | Titanium Production | - | - | 4: Belt_MK3, Inserter_MK3, Router_MK3, Elevator_MK3 |
| Storage I | Engineering Science | - | - | 1: Storage_MK1 |
| Titanium Production | Arc Smelting, Aluminum Production | - | - | 8: TitaniumOreDetection, TitaniumOreExtraction, Titanium Sponge, Titanium Ingot +4 more |
| Deep Extraction II | Deep Extraction, Electronics Science | - | - | 3: SulfurDeepVein, OilDeepVein, GoldOreDeepVein |
| Deep Extraction III | Deep Extraction II, Titanium Production | - | - | 2: BauxiteOreDeepVein, TitaniumOreDeepVein |
| Electric Smelting | Logistics II | - | - | 1: ElectricFoundry_MK1 |
| Storage II | Industrial Science | - | - | 1: Storage_MK2 |
Research Factory Technologies cont
section 21 of 25 · 3,500 of 8,000 characters allowed
| Technology | Prereqs | Packs | Cycles | Unlocks |
|---|---|---|---|---|
| Deep Vein Yield | Deep Extraction, Advanced Science | 4 Basic Science Pack, 4 Engineering Science Pack, 4 Industrial Science Pack, 4 Electronics Science Pack, 4 Advanced Science Pack | 250 (2500 s) | - |
| Technology | Prereqs | Packs | Cycles | Unlocks |
|---|---|---|---|---|
| Fluid Handling II | Industrial Science | - | - | 3: FluidPump_MK2, FluidOutput_MK2, FluidRouter_MK2 |
| Rain Collection | Fluid Handling II | - | - | 1: RainCollector_MK1 |
| Active Cooling | Industrial Science | - | - | 1: Cooler_MK1 |
| Computing II | Aluminum Production | - | - | 1: Computer_MK2 |
| Drone Speed | Drone Logistics, Electronics Science | 6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack | 400 (4000 s) | - |
| Fluid Handling III | Titanium Production | - | - | 3: FluidPump_MK3, FluidOutput_MK3, FluidRouter_MK3 |
| Volcanology | Chemistry | - | - | 1: VolcanoForecast |
| Assembly II | Aluminum Production | - | - | 1: Assembler_MK2 |
| Cultivation | Power Generation II | - | - | 6: Harvester_MK1, Planter_MK1, Coal, Biomass (Seeds) +2 more |
| Drone Range | Drone Logistics, Electronics Science | 6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack | 400 (4000 s) | - |
| Xeno Fermentation | Fuel Synthesis, Xenomass Reclamation, Alien Science | - | - | 1: Solid Fuel (Biomass) |
| Xenomass Reclamation | Cultivation, Xenobiology | - | - | 1: XenomassHarvest |
| Alien Science | Chemistry, Xenobiology | - | - | 1: Alien Science Pack |
| Automated Research II | Aluminum Production | - | - | 1: ResearchTerminal_MK2 |
| Depot Fuel Efficiency | Drone Logistics, Electronics Science | 6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack | 400 (4000 s) | - |
| Xenobiology | Computing | - | - | 2: BloomOverlay, BloomSiteProgress |
| Drone Cargo Capacity | Drone Logistics, Electronics Science | 6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack | 400 (4000 s) | - |
| Planetary Survey | Titanium Production, Advanced Maintenance, Alien Science | Alien Science Pack | - | 3: Data Disk, Survey Data, Uplink |
| Xeno Digestion | Xenoplasm Synthesis | Alien Science Pack | - | 1: Flux (Xenomass) |
| Xenoplasm Synthesis | Fabrication, Alien Science | Alien 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.
| Technology | Prereqs | Packs | Cycles | Unlocks |
|---|---|---|---|---|
| Movement Speed I | Engineering Science | 4 Basic Science Pack, 4 Engineering Science Pack | 18 (180 s) | - |
| Carry Capacity I | Engineering Science | 4 Basic Science Pack, 4 Engineering Science Pack | 18 (180 s) | - |
| Nanobot Swarm I | Engineering Science | 4 Basic Science Pack, 4 Engineering Science Pack | 18 (180 s) | - |
| Movement Speed II | Movement Speed I, Industrial Science | 6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack | 60 (600 s) | - |
| Movement Speed III | Movement Speed II, Electronics Science | 6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack | 200 (2000 s) | - |
| Movement Speed IV | Movement Speed III, Advanced Science | 8 Basic Science Pack, 8 Engineering Science Pack, 8 Industrial Science Pack, 8 Electronics Science Pack, 8 Advanced Science Pack | 450 (4500 s) | - |
| Carry Capacity II | Carry Capacity I, Industrial Science | 6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack | 60 (600 s) | - |
| Carry Capacity III | Carry Capacity II, Electronics Science | 6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack | 200 (2000 s) | - |
| Carry Capacity IV | Carry Capacity III, Advanced Science | 8 Basic Science Pack, 8 Engineering Science Pack, 8 Industrial Science Pack, 8 Electronics Science Pack, 8 Advanced Science Pack | 450 (4500 s) | - |
| Nanobot Swarm II | Nanobot Swarm I, Industrial Science | 6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack | 60 (600 s) | - |
| Nanobot Swarm III | Nanobot Swarm II, Electronics Science | 6 Basic Science Pack, 6 Engineering Science Pack, 6 Industrial Science Pack, 6 Electronics Science Pack | 200 (2000 s) | - |
| Nanobot Swarm IV | Nanobot Swarm III, Advanced Science | 8 Basic Science Pack, 8 Engineering Science Pack, 8 Industrial Science Pack, 8 Electronics Science Pack, 8 Advanced Science Pack | 450 (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.
| Transport | Tier | Cost per unit |
|---|---|---|
| Belt | MK 1 | 1x Iron Plate, 1x Iron Gear |
| Belt | MK 2 | 1x Steel Plate, 1x Steel Gear |
| Belt | MK 3 | 1x Aluminum Plate, 1x Titanium Gear, 1x Circuit |
| Pipe | MK 1 | 1x Copper Plate |
Transport buildings
| Building | Behaviour | Cost | Work |
|---|---|---|---|
| Inserter MK 1 | inserter | 2x Iron Plate, 1x Iron Gear | 20 |
| Inserter MK 2 | inserter | 3x Steel Frame, 1x Motor, 1x Circuit | 20 |
| Inserter MK 3 | inserter | 8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit | 20 |
| Fluid Pump MK 1 | fluidPump | 5x Iron Plate, 3x Copper Plate, 1x Iron Gear | 20 |
| Fluid Pump MK 2 | fluidPump | 3x Steel Frame, 1x Motor, 1x Circuit | 20 |
| Fluid Pump MK 3 | fluidPump | 8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit | 20 |
| Fluid Router MK 1 | fluidRouter | 4x Iron Plate, 2x Copper Plate | 0 |
| Fluid Router MK 2 | fluidRouter | 3x Steel Frame, 1x Motor, 1x Circuit | 0 |
| Fluid Router MK 3 | fluidRouter | 8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit | 0 |
| Fluid Output MK 1 | fluidOutlet | 4x Iron Plate, 2x Copper Plate | 20 |
| Fluid Output MK 2 | fluidOutlet | 3x Steel Frame, 1x Motor, 1x Circuit | 20 |
| Fluid Output MK 3 | fluidOutlet | 8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit | 20 |
| Router MK 1 | router | 3x Iron Plate, 1x Copper Plate | 0 |
| Router MK 2 | router | 3x Steel Frame, 1x Motor, 1x Circuit | 0 |
| Router MK 3 | router | 8x Titanium Frame, 4x Titanium Gear, 4x Advanced Circuit | 0 |
| Elevator MK 1 | elevator | 4x Iron Frame, 4x Iron Plate | 0 |
| Elevator MK 2 | elevator | 6x Steel Frame, 2x Motor, 1x Circuit | 0 |
| Elevator MK 3 | elevator | 16x Titanium Frame, 6x Titanium Gear, 8x Advanced Circuit | 0 |
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.
- 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.
- 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.
- 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.
- Building hot industries in hot biomes. Badlands, desert and volcanic ground fight your cooling. Cold biomes cool for free.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Leaving xenomass where it grows. A smothered machine cannot shed heat, so an overgrown corner quietly throttles itself.
- 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.