Tutorial:How to play

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This page serves as a how to play guide / walkthrough for Satisfactory. Feel free to edit this guide with any tips, tricks, and suggestions.

Contents

Basics[edit | edit source]

Satisfactory is a factory building game, centered about expansion, exploration and automation. Build and expand your factory to automate the resources required to progress through Milestones, culminating in a fully-upgraded Space Elevator for Project Assembly. As you complete each tier, more game contents are unlocked. The requirements for the next tier become increasingly complex and time-consuming to fulfill, so you are advised to expand your factory to produce the required parts automatically and efficiently.

Player controlled game character, the engineer lands on the alien planet named MASSAGE-2(A-B)b with only basic tools to build The HUB. The game narrator ADA provides guides throughout the Tier 0, while Tier 1 to Tier 7 are left for the player to explore. Game contents are mostly unlocked at Milestones and Researches. Milestones, in turn, are unlocked at Space Elevator. Additional contents are unlocked at AWESOME Shop.

There are collectibles scattered around the World which increases factory efficiency, such as Power Slugs and Hard Drives. There are hostile creatures guarding these resources. Combat and exploration are also part of the gameplay. There is no peace mode in the vanilla game.

Guide[edit | edit source]

Satisfactory is an open-ended game. As there is no actual 'Win' condition, players are not required to strictly follow this guide.
Spoiler warning: If you wish to explore the game mechanics by yourself, stop reading below.

Game start[edit | edit source]

Main menu[edit | edit source]

  • At the main menu, have a look at all the controls, video and audio settings. Adjust where necessary.
    • Tick 'Enable experimental subtitle', this allows easier detection of hostile creatures.
    • For continuous running without the need to hold down ⇧ Shift, un-tick 'Hold to sprint'.
  • Start a New Game.
    • There are 4 starting areas to choose from. They are all connected in the Same world. Free to choose any.
      • For the purpose of this guide, select the 4th - Rocky Desert.
      • Other than the visual difference of the biomes, all the starting area have about the same gameplay difficulty.
    • Enter the session name. Tick 'Friends Only' for hosting multiplayer or leave it as 'Private' for single player.
    • You are advised not tick 'Skip Intro' at the bottom right.
      • Tick only when you are already familiar with the early game, which can save about tens of minutes of gameplay time.
  • A intro movie will play. Wait for it to end.
    • The intro movie can be skipped by pressing Esc and click 'SKIP INTRO'.

Before moving[edit | edit source]

  • In the cut scene, the engineer picks up the Build Gun walks out of the drop-pod.
  • At the start, most of the control keys are locked. As we progress, they will be unlocked progressively.
    • Use WASD to move. Use Mouse to look around.
  • The game narrator ADA will advise the current objective. Pressing ↵ Enter will skip her narrations.
    • Avoid skipping ADA's narrations.
  • Have a look at the game's HUD.
    • At the bottom right is the shortcut keys, they are updated according to current keybindings.
    • At the lower left is the engineer's (the game character) health. The health is 100 HP and is divided into 10 segment.
      • We will soon encounter the first combat so keep an eye on it.
    • At the top left is the game version.
      • For multiplayer session, all clients must own the same version of the game as the host to be able to join the game.
    • At the middle left is the current objective as advised by ADA.
    • At the top is the compass.
  • Press F to enter dismantle mode.
    • Aim at the drop-pod. It will be highlighted in orange. This means it is targeted to be dismantled.
    • At the center of the screen is the returned items upon dismantle. Usually it is equal to the building cost.
      • In this game, all buildings are 100% refundable.
    • Below the center of the screen is a list of additional control keys.
      • Hold down Left while aiming a building to dismantle.
      • Press Esc or Q or Right to cancel dismantle.
    • During dismantle mode, the edge of the screen blinks in red.
    • After the drop-pod is dismantled, the HUB Parts are added to the engineer's inventory.
  • Open the engineer's inventory Tab ↹. Have a look at the UI.
    • There 2 items in the inventory slot: the HUB Parts, and the Xeno-Zapper, the starter melee weapon.
      • 16 inventory slots are available at the beginning. Additional slots can be unlocked later.
    • At the bottom left is the sort button.
    • At the bottom middle is the trash slot. Dragging items into it will delete the item permanently. Do not use it now.
    • At the right is the character equipment slot.
      • 1 body slot and 1 hand slot is available at the start.
      • Additional hand slots can be unlocked later. The body slot, however, is limited to 1 slot only.
    • ⇧ Shift+Left the Xeno-Zapper to equip it in hand. Alternatively, double-click it or drag it to the hand slot.
    • Click and drag the HUB Parts outside the inventory window to drop it onto the floor.
      • Dropped items never de-spawn. Useful when ran out of inventory space or when transferring items in multiplayer.
    • Close the inventory window by pressing Esc or click at the 'X' at the top right.
  • Pick up the HUB Parts by looking at it and interact E.
    • It displays '+1 HUB Parts (1)'. The +1 means the quantity of the item we have gained during the past moments.
    • The number in the parenthesis () indicates the quantity of this item in the inventory.

First Iron Ore[edit | edit source]

  • Look for Iron Ore.
  • As we will soon face the danger, first use the ESC menu to save the game.
    • Autosaves are created at 5 minutes interval, up to 3 autosaves. The interval can be adjusted in 'Options'.
    • If somehow the engineer died, press ESC and reload the last save.
    • Else, click Left to respawn. Engineer respawns with 30% health and all items are dropped onto the floor, contained inside the Death Crate.
    • Sometime the engineer may get stuck, we can force-kill the engineer by clicking 'RESPAWN' in the Esc menu.
      • There is no limit on how many times can the engineer be killed. There is no Game Over in this game.
  • Resource Scanner: Press and hold down V then release it to scan for Iron Ore.
    • A blue sphere propagates outwards, and 3 pings can be heard. A Resource Scanner always indicates 3 nearest patches of Resource nodes of the selected ore type.
      • 'Ore' refers to the ore item of the resource.
      • 'Node' refer to the disc-shaped terrain feature that produces unlimited amount of ore.
      • 'Deposit' refer to the rocky features that produces a limited amount of ore. Deposits can only be mined manually (default E).
      • 'Patch' refers to a group of similar resource nodes.
    • Their directions and distances are indicated on the compass.
  • Move towards the nearest Iron patch.
    • Use ⇧ Shift to toggle between run and walk.
    • Run is faster, however it scares Lizard Doggos away, take note when taming Lizard Doggos in the later game.
    • Press Space for jump, C to crouch.
    • Crouch before jump for higher and longer jump. Crouch while running downhill will perform a slide.
    • Later on there is a way to improve the engineer's mobility.
  • There are plenty of leaves and branches nearby, press E to pick them up while moving towards the destination.
    • They are needed in large quantity to produce power for the factory.
    • Generally, pick up anything that come across.
  • Before reaching the destination, one of the following hostile creatures may be encountered:
  • You probably have reached the destination and might have killed the hostile creatures guarding it.
    • You may now start the mining to continue to progress the game, however, for the purpose of the guide, continue move on to the location as indicated in the image.
  • Use the Resource Scanner V to pinpoint this location.
    • There are three Iron nodes on the rocky steps in the 2nd image. We will reserve the space in front of it for factory buildings. We will build The HUB just a little bit right of it.
    • The build menu is currently locked until the first Iron Ore is mined.
  • Near the right side of the steps is the Beryl Nut. Pick it up. It is a type of Healing item.
  • Go near to the Iron patch and prepare for the first combat, if you have not encounter any.
    • Read Hog to learn how to kill it.
  • Scan for Iron Ore again with V.
    • Each Iron nodes is marked with a bright circle. The rocky part on top of that is the resource deposit, which must be manually-mined out before a miner can be built on them.
  • Approach the resource deposit and press E while looking at the deposit to start mining. Each will give about tenths up to hundreds of Iron Ore.
    • All resource deposits are 'pure'. They quickly ran out upon mining and never respawn.
    • Repeat until all three Iron deposits are mined out, which the rocky 'tips' are disappeared.
    • To continue mining, aim at the Iron node (the flat disk-shaped thing just below the iron deposit) and press E. This mines with a much slower rate.
      • All resource nodes are infinite. Continue reading: Resource Node.
      • At the center of the screen indicates the Iron Ore is 'normal'. This is the node purity which affects the mining speed.
    • About 80 Iron Ores should be enough.

Building the HUB[edit | edit source]

  • Build The HUB below and to the East of the rocky stage.
    • Open build menu Q. Click on 'The HUB' to select its hologram. Aim at a flat ground. Use Middle wheel to rotate it. Left again to confirm the build.
      • At the center is the building cost of the building. It displays '1 HUB Parts'.
      • As there is only 1 HUB Parts in a game, it is not possible to build more than 1 HUB in a game.
      • If attempted to build more than one, it displays 'Can't Afford! You can only build one!'
  • The HUB - framing is built. Now there are a series of objectives to accomplish for completing the HUB.

Tier 0[edit | edit source]

HUB Upgrade 1[edit | edit source]

  • Go onto the HUB, at the center is a Craft Bench. Interact E to use it.
    • Observe the various items that we can craft.
    • To close the Craft Bench UI, press Esc.
  • At its opposite is the HUB Terminal. Interact E to use it.
    • In its UI we can see a selection of Milestones available to unlock. Select 'Tier 0' then click at 'Hub Upgrade 1'. Click 'Select Milestone' to confirm.
    • It prompts to input 10 Iron Rods to complete the milestone. Close the UI by pressing Esc.
      • Notice the milestone requirement is displayed at the top-right of the game screen.
  • Open the Craft Bench again and select the Iron Rod. Its option is greyed out, and displays 'Can't Afford Recipe'.
    • Mouse pointing the icon below the 'Cost'. This means an Iron Rod requires 1 Iron Ingot to craft.
  • Craft at least 10 Iron Ingots. Select it, click at the craft button and hold down Left to craft 10 of it.
    • Alternatively, press Space for crafting. Find some heavy gadget such as a mobile phone to press on the keyboard Space. Useful for AFK crafting.
    • For convenience, craft all the Iron Ingot we can afford, consuming all the Iron Ores in the inventory.
  • Divide half of the Iron Ingots to craft Iron Rods and Iron Plates.
    • At the end of the craft there should be slightly more Iron Rods than Iron Plates.
  • Open the HUB terminal to put 10 Iron Rods into it.
    • At the top right there are 'Relevant Items'. Ctrl+Left to transfer all the required Iron Rods into it.
      • Alternatively, drag-click or shift-click to transfer the items.
  • Click the 'Upgrade HUB' button. We have now completed HUB Upgrade 1.
    • Do not rush for HUB Upgrade 2 yet. Use the remaining resources to start some automation.

HUB Upgrade 2[edit | edit source]

  • There are total 6 upgrades to the HUB. We can preparing for the HUB Upgrade 2.
  • A small storage box is added beside the HUB terminal.
    • You can store items in it to free up some inventory space.
    • New unlocked HUB features are marked with exclamation ! mark.
  • Open your build menu and build an Equipment Workshop just outside and near The HUB.
    • Press Q to open. Select 'Production' then click on 'Equipment Workshop'.
    • New unlocked buildings are labelled with 'new'. Mouse hover it to clear the label.
      • If the hologram intersects with the existing buildings, you will not be able to build it. Observe the red color hit box and move the hologram away from it.
    • Observes the building cost of the Equipment Workshop. Items are directly consumed from your inventory.
      • If the ingredient is insufficient, go back to the Craft Bench to craft more.
      • You can dismantle a building any time to get back the full refund.
  • Use the Equipment Workshop to craft about 5 Portable Miners.
    • Equipment are only craft-able at the equipment workshop. Most other items can be crafted at the crafting table.
  • Place 5 Portable Miners at the Iron node.
    • Go back to the Iron node location and stand at the center of the nearest node.
    • Double Left to equip the Potable Miner in hand-slot.
    • Left on the ground to place it down.
    • Place them in an arc shape, centered at you.
      • Notice this will unequip the Xeno-Zapper from your hand-slot.
      • For your own safety, equip back the Xeno-Zapper after you have done.
  • After a few seconds, go thorough all of them and click 'Grab All' each to take the Iron Ores.
    • From now on you don't need to manually mine the ores.
    • A Portable Miner stop mining after the output slot is filled with a stack of ore, that is, 100.
  • With at least 100 Iron Ore in the inventory, go back to the HUB.
    • Use the Craft Bench to craft the necessary items required to complete the Milestone - HUB Upgrade 2.

HUB Upgrade 3[edit | edit source]

  • You have unlocked the Smelter. It automatically smelts Iron Ingot.
    • You need Wire to build it.
  • Scanner: Copper Ore unlocked. To be able to craft wires you are required to mine Copper Ores.
    • Press and Hold the scanner button V, the scanning wheel appears. Use mouse to move around the wheel and select 'Copper'.
      • A quick tap of the Resource Scanner key re-scans the last selected resource type without popping up the resource wheel.
      • A resource scanner has a cooldown of 25 seconds.
  • The Copper node is not far away from your base. Bring along 3 Portable Miners.
    • Free up at least 5 inventory slots by moving some items (leaves, woods, Iron Ores) into the personal storage box beside HUB terminal.
    • There will be a Spitter guarding the Copper node, be prepared.
  • You will get a handful of Copper Ore from the copper deposit. Place 3 Portable Miners on the Copper node.
  • Just beside it is a Limestone node. Mine out its deposit.
    • You do not need to place portable miners there, as there is another Limestone node just in front of your base.
    • Find the Limestone node in front of your base by visually looking for it and place 3 Portable Miners there.
  • Behind the HUB is a Biomass Burner. Use Ctrl+Left to transfer all the Leaves into it.
    • Its UI states that it generates 20 MW of Power. Each leaves will last for 0.8 seconds.
    • It displays 'NO CONNECTION' as we have yet to connect any power consumer building to it.
  • Build a Smelter nearby and connect to the Biomass Burner with a Power Line.
    • Craft necessary Wires, Cables and Iron Rods for the building material.
    • Build a Smelter only. Soon you will be able to build more.
  • In the Smelter UI, select 'Iron Ingot'.
    • If you wish to craft Copper Ingot, you can switch the recipe by clicking at the top left 'Select Recipe', then click 'Copper Ingot' to change it.
    • If you change a building's recipe, all its contents will be returned to your Inventory.
  • Put 100 Iron Ores into the Smelter. Have a look at its UI.
    • On the left is the input ingredient and the consumption rate.
    • On the right is the output product and the production rate.
    • In addition, this tells you how much Power this building is consuming and how much time is required to do a crafting cycle (in this case, an Iron Ingot).
    • After 100 Iron Ingots are produced, the Smelter stops. Use Ctrl+Left to take out all the Iron Ingot. Put in another stack of Iron Ore.
      • A stack of Iron Ore is 100 Iron Ore. See individual item page to find out their stack size.
  • Take a look at the Biomass Burner again.
    • Notice how quickly the Leaves are being consumed. Although it displays '0.8 seconds', each Leaves item lasts for 4 seconds.
    • This is because all Power Generators, such as Biomass Burner, consumes Fuels proportionally to their power consumption.
    • Currently only 20% of the Power is being utilized (4MW of 20MW). So its fuel last 5 times longer (20 / 4 = 500%).
  • With all the Iron Ingots produced from the Smelter, complete the HUB Upgrade 3.
    • As manual crafting Ingots require a lot of crafting clicks, using Smelters instead can be effective.

HUB Upgrade 4[edit | edit source]

  • With the Limestones obtained from the Limestone deposit just now, craft them all into Concretes.
  • The Power Pole enable you to connect more Smelters to the Power Grid.
    • As 5 * 5 MW = 20 MW, 5 Smelters can fully utilize a Biomass Burner.
  • Open the build menu and add 4 Smelters, 3 Power Poles and 7 Power Lines to the To Do List.
    • Notice the ingredient required are displayed in the To Do List window at the right. Craft all necessary ingredients.
    • Go back to the respective resource node and grab the ores from the Portable Miner if required.
  • Below the screen is the building Hotbar. You can set up to 10 buildings hotkeys.
    • The hotkeys allows you to build without opening the build menu.
    • Open the build menu and mouse hover the 'Smelter'.
    • Press Keypad 5 to set its hotkey to 5.
    • You can set it to other numbers as well, but avoid hot keys 1 to 4 as they are reserved for other buildings.
  • Build 4 additional Smelters, in-line with the first.
    • Press the hotkey 5 for Smelter.
    • Have a look at the additional control keys as displayed below the screen.
      • Notice which keys are assigned to 'Building Eyedropper' and 'Snap to Guideline'. The eyedropper enables you to copy a building's hologram.
    • Press and hold the key assigned to 'Snap to Guideline' Left Ctrl and aim the Smelter hologram at the existing Smelter side surface.
      • Use this method to build several buildings in-line.
      • While snapping, you can use Middle wheel to rotate the hologram.
  • Dismantle F the existing Power Line.
    • This is the tricky one. A Power Line is visually sagged down, but its hitbox is a straight line.
    • Aim the Power Line near the Biomass Burner and dismantle it.
  • Build 3 Power Poles and connect them all with Power Lines as in image.
    • Make use of the hot keys and feel free to customize them.
    • Ensure each Power Pole is connected to at most 2 buildings, leaving 2 connector slots to chain to the next Power Pole.
    • If you have connected it wrong, you can always dismantle the power line.
  • Set 4 Smelters smelting Iron Ingots and 1 Smelter for Copper Ingots.
    • If the Biomass Burner stops, collect more Leaves and feed into it (about 500 leaves).
  • Complete HUB Upgrade 4.

HUB Upgrade 5[edit | edit source]

  • The Conveyor Belt is unlocked, but we do not use it first.
  • Continue manually feed the Ores into the Smelters for Ingots.
  • Rush for HUB Upgrade 5.
    • Additional Limestones can be obtained from the Limestone node in front of your HUB, if you have not placed Portable Miners on it.

HUB Upgrade 6[edit | edit source]

  • The second Biomass Burner is added to The HUB. Connect it to the Power Grid.
    • Build a Power Line between it and the nearest Power Pole. Notice its Indicator Light is blinking Red.
    • Feed it with Leaves. Notice its indicator color turns green.
  • We are going to build 5 Constructors in front of the Smelters, and connect them one-to-one, which act as a temporary production area.
    • Add 5 Constructors to the TO DO List.
    • Estimate how many Power Poles you need for the constructors: Ceil (5/2) = 3, We need 3 Power Poles. Add them to To Do List.
    • Add another 10 Cables.
    • Add 50 Conveyor Belts.
  • The Constructors require Reinforced Iron Plates (a.k.a. RIP) which can be complex to craft at the moment. So we add its ingredient to the To Do List as well.
  • Open Codex X, the in-game simplified encyclopedia.
    • Click Recipe -> Parts -> Reinforced Iron Plate, it displays 6  Iron Plate + 12  Screw = 1  Reinforced Iron Plate
    • Mouse hover its recipe, then click 'Add to To Do List' until 10 RIP are added to the list. Hold down ⇧ Shift to add 10 groups at once.
      • Its ingredient, 60 Iron Plates and 120 Screws are automatically added to the list.
    • You can mouse-scroll the To Do List to see the items hidden below.
    • Alternatively, an item's recipe can be viewed by using a Craft Bench.
      • Right on the item's name will allows you to add it to the To Do List.
  • Manual craft all the material required to fulfill the To Do List.
    • It might seems more troublesome than just rushing for Hub Upgrade 6, but this is an investment, it benefits in the long run.
  • Set a hotkey for Constructor and make use of it.
  • Stand in front of the middle Smelter, press the 'Snap to Guideline' key and aim at the ground some distance away.
  • Build 2 Constructors each to the left and right of the existing Constructor, using the snap key.
  • Connect each with Conveyor Belt. If a Power Pole is in the way, dismantle the Power Pole.
    • If the belt is too long, you might need additional Iron Plates.
  • Connect all buildings with Power Pole and Power Line.
  • Set the Constructor in front of the Copper Ingot Smelter to 'Wire'. The next for 'Iron Rod', and the remaining 3 for 'Iron Plate'.
    • Feed the Copper and Iron ores into the Smelter and watch the finished products come out from the Constructor.
    • You will need a lot of leaves to keep the Biomass Burners running.
      • When gathering the leaves you will run into more hostile creatures.
  • Your first bootstrap factory is completed, however they will soon be removed.
  • Open the build menu, then click at the right side 'Clear List' to remove the leftovers in the To Do List.
  • Complete HUB Upgrade 6.

Tier 1 and Tier 2[edit | edit source]

  • Immediately remove all the leaves from the Biomass Burners.
    • Craft them into Biomass, then insert the Biomass into the Biomass Burners. They last much longer.
    • When interacting E with any of the Power Pole or Biomass Burner, pull down the lever at the left to reset the circuit breaker, which reset the power trip.
    • If the power trips again, make sure there are sufficient Power Generators and every generator has fuel in it.
  • Take a look at the new buildings available:
  • Our next long-term target is to set up a proper Coal Power which will relieves us from the Biomass Power generation.

Logistics[edit | edit source]

  • Craft 100 Concrete with the Craft Bench.
  • Grab the produced items from your bootstrap factory and complete Tier 1 - Logistics.

Obstacle Clearing[edit | edit source]

  • We will set up a mid-term starter factory now.
  • Remove the Portable Miners on the Iron Node and put the ores into the Smelters.
  • Build a Miner at the right-most Iron node which is nearest to the HUB.
    • On the compass it is at the East among the 3 Iron nodes.
    • Rotate the Miner hologram to face the plain area outside then build it.
      • A building hologram aimed at non-foundation rotates at 10 degrees interval.
  • Build 2 Smelters in front of it with one of the a Smelter aligned with the Miner. Set both to smelt 'Iron Ingot'.
    • Connect the aligned Smelter and the Miner with belt.
  • Aim a Splitter at the middle of the belt and built it.
    • Connect the Splitter with the second Smelter.
    • The other output of the Splitter is unused. Leave it empty.
    • This is the basics of splitting a belt.
    • Continue reading: Splitter
  • Have a look at the Miner and Smelter's UI.
    • A Miner Mk.1 produces 60 Iron Ores per minute. Continue reading: Miner Mk.1
    • A Smelter requires 30 Iron Ores per minute. Continue reading: Smelter
    • As 60 / 30 = 2, a Miner Mk.1 output is sufficient for 2 Smelter.
      • In some cases you will get decimals. In that case, always round up (ceil) the numbers of building.
  • Build the constructors as per image below. Connect them with belts and power. Set recipes as shown in schematic.
  • Troubleshooting:
    • Cannot connect buildings with belt - Make sure your building directions are aligned and are rotated properly. Buildings and belts has input (orange arrow) and output (green arrow).
    • Encroaching other's clearance - Moves your buildings around, ensure sufficient space in-between. Take note of the hitbox when the encroachment warning appears.
  • Estimate your power usage and expand the power infrastructure.
    • Build 4 additional Biomass Burners nearby the initial 2 Biomass Burners.
    • Link them all to the same Power Grid for easier management.
    • Have a storage container nearby, storing all the Leaves, Woods and Biomass for easier refill.
    • Plus if you make a Container - Constructor (Biomass-Leaves) - Container factory.
  • Once the Iron Rods, Iron Plates and Screws Storage Container starts to fill up, dismantle the bootstrap factory and replace it with 8 additional Biomass Burners.
    • Holding down Ctrl while dismantling enables mass-dismantle, up to 50 buildings at once.
    • Items will be transferred to a Crate, if there are insufficient empty slots in the engineer's inventory during dismantle.
  • Make a similar setup, tapped from the center Iron node. This doubles the production rate of Iron Plates, Rods and Screws.
    • 'Tapping a node' means building a Miner on top of a node and mining its resources.
  • At the Copper node, build the following:
    • A Miner, 2 Smelters for Copper Ingot, 4 Constructors for Wire, 1 Constructor for Cable, using 2 of the Wire Constructors.
  • Use both the Limestone nodes nearby to produce Concrete.
    • Manually calculate many Contructors are needed for each node.
    • Remember the item flow rate is always limited by the belt speed, measured in item/min.
    • You will need lots of Concretes to make Foundations, start piling them up for Tier 3.
  • Your power grid might trip a few times. Remember to fuel the Biomass Burner regularly.
    • Try to split a stack of Biomass into halves by Right at it. Hold down Right for custom splitting.
  • Complete Tier 2 - Obstacle Clearing.

Part Assembly[edit | edit source]

  • Go to Equipment Workshop and craft a Chainsaw. Equip it.
    • Look the bottom left, a warning displays that Solid Biofuel is missing in the inventory.
    • Chainsaw needs Solid Biofuel to operate. Craft some Solid Biofuel at the Craft Bench.
  • Saw down all the nearby trees and craft them into Solid Biofuel, preferably with Constructors. Hand crafting it can take a long time.
  • Avoid cutting the Nut tree and Berry flower, as their fruits regrow over time.
    • Set up 2 individual lines: Leaves (storage container) - Constructor (Biomass - Leaves) - Constructor (Solid Biomass) - Storage Container. The other using Biomass - Wood.
    • Solid Biofuel can be feed into Biomass Burners. They are more energy efficient than Biomass.
  • Complete Tier 2 - Part Assembly.

Base Building[edit | edit source]

  • Use the third Iron node to set up the production for RIP and Rotor:
  • To complete the Rotor setup, additional Iron node is needed. Use the Resource Scanner to find more iron nodes.
  • There are 4 Iron nodes located at the west from your base. Find them and use belts to bring the Iron Ores back.
  • Build another copy of the above RIP and Rotor setup, using the remaining available Iron nodes.
  • Combine them to produce Smart Plating.
  • Make a production line for Copper Sheet. They will be used in the Coal Power setup.
    • Add a Miner Mk.1 to the To Do List and have plenty of Iron Plates in inventory.
    • Go West until you see a river. Follow down the river to the far West.
    • Construct power lines as you move on.
    • There are plenty of copper nodes by the sea, use one of it for Copper Sheet production.
    • You could either build locally (close to the node) or centralize the production (bring the ores back to the base). But the storage container should be near to the base.
  • The key idea is, whenever a new recipe is unlocked, try to automate them ASAP, instead of repeatedly hand-crafting them.
  • Complete Tier 1 - Base Building to unlock Foundations.

Field Research[edit | edit source]

  • From Tier 1 and above, there is a cooldown after completing each milestone. The timer is displayed at the top right.
  • We are going to collect a Power Slug South-West of the HUB.
    • Save the game.
    • Walk towards the river and find it. It is located on the small island in the river.
    • Find the football-shaped stone and collect the Green Power Slug from the crack. Quickly pick it up before the Spore Flower starts to release the Poison Gas.
    • Store the power slug at the HUB's personal storage.
  • Complete Tier 2 - Field Research.

Logistics Mk.2[edit | edit source]

  • Build the M.A.M. somewhere near the HUB.
  • Research all the options currently available. Read more: M.A.M.
    • Start with the 3-seconds research, then progress to the longer research.
    • Try unlock overclocking, slug scanning, flower petals, color cartridges, Nuts scanning.
  • The second hand slot is unlocked. Drag and drop the Nuts to the 2nd hand slot to equip it.
    • Use Middle scroll to cycle between hand items. This allows easier healing during combat.
  • Craft an Object Scanner in the Equipment Workshop and equip it.
    • Right-click until it displays 'Power Slugs' on its UI, or by looking at the bottom left.
  • Try to find at least 1 more power slug(s) with the Object Scanner, and craft them into Power Shards.
  • Look at your Concrete setup at the Limestone node.
    • You are probably using 1 Miner - 2 Constructor - 1 Storage setup.
    • If not, go back and read Obstacle Clearing.
  • To make the production ratio completely matches, there are 2 approaches:
    • Underclock the higher. (60 Iron Ore Production, 60 Iron Ore Consumption) Try underclock both Constructors to 67%, or,
    • Overclock the lower. (90 Iron Ore Production, 90 Iron Ore Consumption) Insert a Power Shard into the Miner Mk.1 then overclock it to 150%. Check if the production ratio matches.
      • As the belt speed is currently limited to 60 item/min, avoid overclocking now.
    • Where there are decimals, always ceil up the number instead of floor it down. For example, 66.6% -> 67%.
    • Overclocking a building will increase its power consumption, and vice versa.
    • Check your Rotor and Reinforced Iron Plate Assemblers and underclock them accordingly.
    • Further reading: Clock Speed
  • Complete Tier 2 - Logistics Mk.2

Project Assembly - Platform[edit | edit source]

  • Find a large empty space and build the Space Elevator, if you have not built it.
  • As you will only ever need to visit it 3 times, you may build it at some distances away.
  • It requires 50 Smart Platings.
    • Increase the production of Smart Plating to reduce the waiting time, either by overclocking or building more machines.
    • You could deliver the material manually (by interact) or using the belt connection.
  • Once the necessary material is delivered, pull down the lever (Load -> Seal -> Send) to the bottom to send the package.
  • It is not compulsory to complete all Tier 1 and Tier 2 milestones to unlock Tier 3. For now, we will skip the Jump Pads and Resource Sinks Bonus Program for later.

Tier 3 and Tier 4[edit | edit source]

Coal Power[edit | edit source]

  • Dismantle the Assemblers for Smart Plating. You won't need them for a while.
  • Complete Tier 3 - Coal Power.
    • You need quite a number of RIP and Rotor to complete this milestone. Luckily we have automated their production to have the material ready to go.

Setting up coal power[edit | edit source]

  • This is not a milestone, rather it is an important step to fully automate the power production.
    • Once it is set up, we can get rid of all the Biomass Burners.
  • Scan V for Coal. It is located at some distance, East from your base.
  • Add 8 Coal Generators, 3 Water Extractors and 2 Miner Mk.1 to the To Do List.
  • In addition to fulfill the To Do List requirement, bring plenty of Concrete, Cable and Copper Sheet.
  • Save the game.
  • Move towards the Coal patch. Keep left to avoid the Poison Gas. You will come across a Crash Site.
    • Loots the items laying around.
    • Use 9 Modular Frames, which you just looted, to unlock the crashed FICSIT Freighter and get the Hard Drive.
    • Build a M.A.M. there and research the Hard Drive. Continue reading: Hard Drive
    • You don't have to wait for the Research to complete, we will look at it later. Dismantle the M.A.M. and proceed to the Coal patch.
  • There are plenty of Coal nodes there. Tap the nearest two to the river delta.
    • There is an Alpha Hog on the island located middle in the river, approach with care and kill it.
  • Across the delta, use Foundations to build a 12 x 4 platform, near the sea level.
    • 'Foundation' refers to the individual tiles that you can build. 'Platform' refers to a group of foundations where you, or the factory stays on.
    • Ensure the long side is fully in contact with deep water.
    • Build a 'Pier'-like structure to link the platform to the land.
    • Whether to use Foundation 8m x 4m, 8m x 2m or 8m x 1m is up to your preference.
  • Place down 8 Coal Generators in a row. Connect them in Manifold style, 4 in each group.
    • Place down Splitters before connect them with belt. Align the Splitters in the same direction, the input side from the Miner.
  • The first 4 generators take coal from the first belt, the remaining take from the second.
  • Build Stackable Conveyor Pole near the 1st and 4th Splitter.
  • Lay the 2nd belt over the 1st belt, snapping on the Stackable Conveyor Pole, as shown in image below.
  • Build a Pipeline Junction Cross in front of each of the Coal Generator's pipe connector, avoid colliding with belts and Splitters.
    • Lets say the junctions are labelled 1 to 8.
  • Put Pipeline Junctions in between 2 & 3, 4 & 5, 6 & 7th Junction. Lets name it A, B and C.
  • Connect all the junctions and Coal Generator's pipe inlets with Pipelines.
  • Extend the ladder or Stackable Conveyor Pole near the 4th Splitter as shown, up to 15 segments high (30 meters) then climb up and look towards the water.
    • It is much easier to build Water Extractors while standing at a high elevation, as the hologram is centered at the underwater aimed by cursor.
  • In front of each Pipeline Junction A to C, carefully place a Water Extractor, with pipe outlet facing the junction.
    • Water Extractors cannot be snapped to guidelines, so adjust their placement carefully.
    • When building Water Extractors side by side, look carefully at the bottom far corner of the encroachment box.
  • Connect Water Extractors to the pipe network.
    • If you have trouble connecting Pipelines as they curved in weird angles, try toggle build mode R when building it.
  • Dismantle the tall ladder, except the bottom most segment.
  • Connect the belts between the Manifold input and the Coal Miners.
  • Connect the Power Lines between Coal Generators, Water Extractors and Miners, but don't connect them to your main Power Grid (at the base) yet.
  • Prime the system with 3 Biomass Burners.
    • Manually mine 100 Coals and insert them into any Coal Generator you have built.
    • Temporary build 3 Biomass Burners somewhere nearby, connect them to the Coal Power network, then fuel it with some leaves nearby.
    • Once the system is up and running, dismantle the Biomass Burners.
  • Check the system, it should have a Power capacity of 8 x 75 MW = 600 MW. If not, look at the Coal Generator's / Water Extractor's Indicator Light and check which building is not running.
    • A red indicator means the building is not working properly. Check belt, power and pipe connections.
  • Connect the Power Line from the Coal power back to your base.
  • As the road back to the base is mostly blocked by Cliffs, you need to find a way to climb it up.
    • You can build ladders with the Stackable Conveyor Pole.
    • You can build a Conveyor Pole at the low ground, a splitter at the edge of the cliff at high ground, then connect them with a belt. Walk on the belt to climb up.
      • If the splitter is in your way, you can remove it before climbing up.
      • If the belt has the same direction as your travel direction, walk on it for a speed boost.
      • If the belt is against your direction, it can slow you down. Just walk on the edge (the railing part) of it to avoid being pushed back.
    • You can walk around the cliff, be aware of the surrounding hostile creatures.
  • Once you reach the base, dismantle all the Biomass Burners there.
    • You cannot remove the 2 mini burners at the HUB. Just leave it unfueled.
  • Congratulations! From now on you are no longer required to cut down trees or bushes to fuel your Biomass Burners again. The Coal Power should be enough for a while.
  • Our next long-term target is to unlock Tier 5 and Tier 6. To do so we need to have a proper Steel Production.

Blade Runners[edit | edit source]

  • Look at the Caterium Research at M.A.M.. Unlock Caterium, Caterium Ingot and Quickwire.
    • You may need to manually craft some of the items.
    • You can pick up items on a belt with E.
  • Once the recipe for Caterium Ingot and Quickwire are unlocked, set the Smelter and Constructor that you just built to automate them.
    • 'Automate' refers to automated production, mostly using machines.
  • Now you have a steady production of Quickwire, continue unlock the researches down the Caterium Research tree, until you unlocked the Blade Runners.
  • Craft a pair of Blade Runners and equip it. Enjoy the faster movement speed and improved jump.
    • You can use crouch jump to jump even higher. Press C, release it, then Space, in quick succession.
  • Try to unlock Power Pole Mk.2 as each of them have 7 connectors.
    • Reserving 2 for chaining power poles, there are 5 connections available for buildings.
    • Set its hotkey as 1 to replace the Power Pole hotkey.
    • You can upgrade Power Pole and Conveyor Belt in-place, similar to Miners. Aim the hologram of the Mk.2 pole at the Mk.1 pole to upgrade it.
  • Revisit the North-East area with 4 Pure Iron nodes. Tap all of them if you haven't do so.
  • We have 7 Iron nodes now. After subtracting the 4.5 belts we have been utilizing since the automation of RIP and Rotor, we still have 2.5 belts of Iron Ores available to use.
  • Set up the Modular Frame production as shown.
    • You can use your own creativity or refer to online calculators to plan the layout.
    • Check through the buildings in the chain and underclock where necessary.
  • We are going to double the power production very soon. Until then, avoid overbuild.

Improved Melee Combat[edit | edit source]

Map[edit | edit source]

  • Before proceed, it is advised to research all the possible researches in the M.A.M. with material available, particularly those increase inventory size.
  • Bring plenty of Beryl Nuts, you will need them to heal yourself later on.
  • Bring 100 Reinforced Iron Plates.
  • Read Stinger to learn how to kill them.
  • Go to where you set up Coal power. From the Coal nodes and look West, find the cave covered with vines as shown in the image below.
  • Open the flashlight B then enter the cave.
  • You will see some reddish mushrooms on the cave floor, they are Mycelia. Use Chainsaw to cut them down for Mycelia Research.
    • While cutting, some stones will also be removed, transferring Limestones into the inventory. Drag the Limestone to the trash slot to free up some space.
  • Several  Stingers are guarding the cavern. If you move forward too fast you will aggro all of them at once. Try move slowly, aggro one at a time, kill them one by one.
  • After the cavern is a split-way. The smaller cave on the right goes underwater, there is a Green Power Slug.
  • Move to the left cave to advance.
  • Several Large Stingers guarding the Quartz node. Kill them.
    • Place 7 Portable Miners on the Quartz node to mine 700 Raw Quartz.
  • A fog might start to appear in the mean time, reducing the visibility.
    • You are advised to wait until the fog dissipates.
  • There are several Power Slugs at the ceiling of the cave. It is advised to get them after you have unlocked the Jetpack at Tier 6.
    • Alternatively, you can build ladders to reach them.
  • Continue moving West until you see the 2nd Quartz node. Place a Miner down, connect it with Power Lines all the way back to the cave entrance at the East.
    • You don't have to connect the belts as we will return here after unlocked the Conveyor Belt Mk.3.
  • As you pass by the first Quartz node, pick up all the Portable Miners. Keep the Raw Quartz and delete the excess Portable Miners.
  • Build a M.A.M. and look at the Quartz Research. Also build a Craft Bench nearby.
  • Build a Miner on the first Quartz node and connect it with power.
  • Connect the Power Line to the main Power Grid nearby the cave entrance, as you already have 2 Coal Miners there.
  • Return to the base.
  • Build 3 temporary Constructors crafting Quartz Crystal then connect both their inputs and outputs to a Container.
    • Once it is done, remove them.
  • Use all the Quartz Crystal to craft Crystal Oscillator, then research Signal Technologies and Frequency Mapping. Wait for the research to complete.
    • Do not unlock Explorer yet. We do not have extra Quartz to do so.
  • Congratulations! You have now unlocked the Map. Press Z to open it.

Resource Sink Bonus Program[edit | edit source]

  • Complete Tier 2 - Resource Sink Bonus Program.
  • Near the HUB, build a Storage Container connected to an AWESOME Sink. Power the sink.
  • Using the Computer that you have looted earlier at the Crash Site, custom-split it Right and insert only 2 Computers to the container.
    • Items form the container will be transported to the Sink and get destroyed. Points are accumulated in the AWESOME Sink which are used to print coupons.
  • At the AWESOME Sink, click 'Print Coupons' and Ctrl + Left to take out the coupons.
  • Build an AWESOME Shop.
  • Unlock Double Ramp Pack, Foundations Expansion Pack and Walkways. The rest is up to your preference and availability of Coupons.
    • At the top right, click 'Cart' then 'Buy All'. New buildings are unlocked in the build menu.

Coal Power 2[edit | edit source]

  • Go back to where you set up the Coal power. There are 2 more untapped Coal nodes nearby.
  • Use them to double up the Power production to 1200 MW.
  • When building Power Lines from an existing building or Power Pole, and if you aimed at a ground, an additional Power Pole hologram is automatically included.
  • After click and confirm building, the Power Pole is built. You can then aim the Power Pole Mk.2 hologram at it to upgrade in-place.
  • You don't have to prime the 2nd set up, just hook the Power Line to your main power grid.
  • Same applies to all future power set up.
  • However, if your factory experiences a power trip, you might need to prime the entire system, using lots of Biomass Burners.
  • During priming, disconnect the Power Line between the Power Plant area and the main factory.
  • There is another Coal node opposite the river on the hill. We will leave it for Sulfur production chain later.

Basic Steel Production[edit | edit source]

Advanced Steel Production[edit | edit source]

  • At the base, scan for Iron Ore, then quickly scan for Coal. Open the map Z and look where both the Iron and Coal are located close together.
  • We are going to start the Steel production there, on a floating platform.
  • Proceed to the location as shown, position yourself in-between the Coal nodes and Iron nodes.
  • Pick any rock or cliff as a starting point, then build a rectangular floating platform (minimum 10 x 15 foundations) that would be housing our Steel production.
    • The platform is to be positioned lower than the Coal node, but higher than the Iron node.
  • Build walkways / ramps as to provide yourself an access to climb up.
  • The Coal node is on top of the grassy cliff. To reach the Coal node, build Double Ramp 8m x 8m towards it.
  • Tap all 3 Coal nodes and lay Conveyor Belts down the ramp.
    • You can build a conveyor belt on top of another conveyor belt, or even on top of other buildings.
  • Tap all 3 pure Iron nodes and provide them Power. Use Conveyor Lifts to transport the ores up.
    • Chain multiple conveyor lifts to span higher raise / drops.
    • You can snap a conveyor lift directly to a belt connector, whether it is machines, splitters, mergers or another conveyor lift.
  • Build a starter Steel Production as shown and connect all 6 belts input.
  • Although it may look complex, it is a method of splitting 3 * 60 belts into 4 * 45 belts.
    • Each belt segment is limited to 60 item/second.
  • Belts can be built intersect with each other without issue.
  • Once you have the sufficient Steel Pipes, complete Tier 4 - Advanced Steel Production.
    • While waiting the Steel Pipes to pile up, search for more Power Slugs, until you have at least 12 Power Shards in hand.

Logistics Mk.3[edit | edit source]

  • As there is no cooldown for Advanced Steel Production milestone, proceed to unlock Tier 4 - Logistics Mk.3.
    • Overwrite your hotkey 3 with Conveyor Belt Mk.3 for improved belt speed.
    • Notice that we have skipped Conveyor Belt Mk.2 as RIP is too expensive to mass-produce.
    • From now on, all belts will be built with Conveyor Belt Mk.3.
    • As we are limited by the amount of Steel Beam, do not hurry to upgrade all existing belts to Mk.3 until we have the mass production of the Steel Beams.
  • Go back to the starter Steel production area.
  • There are 4 Constructors producing Steel Pipes, change 1 of those into Steel Beam, then dismantle the one beside it.
    • Take note a Steel Beam Constructor takes 60 Steel Ingots/min.
  • There are 2 normal Limestone nodes nearby, use them to produce Concrete, then combined with Steel Beam to produce Encased Industrial Beam, a.k.a. EIB.
    • Adjust the Clock Speed of the EIB Assembler to 63% which is 3.75 EIB / min.

Nobelisk Detonator[edit | edit source]

  • Scan for Coal then proceed to the highlighted position in the map below. It is located opposite the river from the Coal power.
  • We will build a floating platform there and start our Sulfur production chain.
  • Tap the Pure Coal node, then move South East into the misty Northern Forest until you see two yellowish resource nodes. They are Sulfur nodes.
  • Manually mine 60 Sulfur Nodes.
  • Tap them and combine them into a single Mk.3 belt, then pull the belt back to the platform near the Coal node.
  • Build a M.A.M. then unlock Sulfur and Black Powder.
  • Build 6 Assemblers to produce 45 Black Powder/min and connect the output to a container.
  • Once you start producing Black Powders, unlock Nobelisk and Nobelisk Detonator.
  • There are researches in the Sulfur Research Tree that expands inventory slots and hand slots.

Vehicular Transport[edit | edit source]

  • Go ahead and unlock Tier 3 - Vehicular Transport, this unlocks Tractor and Truck Station.
  • We are not using these in this guide, feel free to try them out yourself.

Coal Power 3[edit | edit source]

  • We are going to further quadruple (actually, 4.5x) the existing Coal power to 5400 MW, allowing us to start some large-scale production.
  • Add 4 Miner Mk.2, 56 Coal Generators and 22 Water Extractors to the To Do List.
    • You probably need to travel a few times due to the sheer amount of material involved. Put some Personal Storage Box at the construction site for storage.
  • Upgrade all 4 Coal Miners to Mk.2. The cost of Mk.1 Miner will be refund to you.
  • Overclock all Miners to 225% for 270 Coal/min, which is the throughput of Mk.3 belt. Don't upgrade the belt yet.
  • As the water area of the bay is limited, if we continue to multiply the previous coal Power setup, the area will soon be fully covered.
  • To conserve water surface area, we will build some floating foundations to house the new Coal Generators above the new Water Extractors.
    • Alternatively, you can expand into the sea by repeating the same setup as the previous design. In that case, you can skip all the steps below. Remember to use belt Mk.3.
  • Build 2 rows of foundations, some Pipeline Junction Cross aligned with Water Extractors as shown below. Junctions should be 20 meters apart, each row 3 meters from the foundation center line.
    • We will refer these as the 'lower' platform. It should be located at least the same level as water level, or slightly above it, refer to image below.
    • Temporarily build a Lookout Tower and stand on top of it for easier placement of Water Extractors.
  • A Water Extractor is 17 meters high, so we need to build the floating floor at least 18 meters above the ground floor (17 meter clearance + 1 meter glass foundation thickness).
    • If you wish to use foundations thicker than 1 meter high, you may need to further raise them up to achieve the 17 meter vertical clearance.
  • From ground foundation, stack nine Foundation 8m x 2m vertically as a temporary support. Build a 8 x 12 platform from there, then build a Jump Pad to go up.
  • Remove the temporary support and build a U-Jelly Landing Pad nearby. Power it and the Jump Pad.
    • When falling down from above, land on the green jelly part of the Landing Pad. Adjust the position of the Landing Pad where necessary.
    • Engineers receive no fall damage when fall onto U-Jelly Landing Pad or deep water.
    • Be creative, there are many ways for engineers to travel vertically.
  • Place 2 rows of 8 Coal Generators each on the floating platform as shown. Opposite generators should be aligned based their belt connector position.
  • Connect Pipelines and Coal Generators, 4 in each group.
  • Connect all Coal Generators with Conveyor Belt Mk.3.
  • Outside the setup, build a Lookout Tower and climb onto it. From there, build a pipe from the end of the lower pipe to the end of the upper pipe, using Vertical Build mode.
    • While building, press R to cycle through different build mode.
    • In vertical build mode, the vertical part is always generated at the end point. If you build reversely, you will get the encroachment warning.
    • Pipelines can clip through foundations, belts and other pipelines.
    • Repeat for all 4 end points of the pipe, for a total of 4 riser pipes.
  • Power the Water Extractors and Coal Generators. Don't hurry to connect the belt from Coal miner; we will focus on the pipes first.
  • Let the Water Extractors run for a while, and interact E with the lower pipelines and upper pipelines.
    • The lower pipelines are mostly full, while the upper pipelines are empty. This is due to insufficient head lift.
  • 'Head lift' refers to a building's ability to push fluid upwards.
    • Most buildings with a pipe output (including Water Extractor) has only 10 meters head lift. Pipeline pumps have 20 meters head lift.
    • Head lift is counted from the preceding building / pump center point. Head lift does not stack.
    • The vertical pipe is 18 meter high, so 1 Pipeline Pump is sufficient for each vertical pipe.
  • Pick a riser pipe (the vertical part of a pipe) and build a Pipeline Pump near the lower part of it.
    • Rotate the pump's hologram and make sure its arrow is pointed upwards (the back of the pump pistons will point down). After built, power it.
  • Check if the upper pipeline is receiving water. If not, check the pump placement.
  • Build pumps to all remaining riser pipes and make sure they are all working.
    • You can check the upper pipe's fluid content even when standing below, as the Foundation Glass is transparent. There are flow indicator at the center of each long pipeline.
    • Further reading: Pipeline#Flow Indicator
  • Pick one of the Miner, disconnect it from existing Coal Power setup, divert it to the new Coal Power setup and connect with Mk.3 belt.
  • A Coal Generator consumes up to 15 coal/min, and we have 16 of them. As 15 x 16 = 240 Coal /min, we still can add 2 more Coal Generators to the end of line, to fully utilize the 270/min of the Mk.3 belt.
  • Add 2 more Coal Generators, also add a Water Extractor and a Pipeline Pump with a 5th pipeline. Connect all the infrastructures.
  • Climb onto one of the Coal Generator and check if all Coal Generator's indicator light are green. If any of them shows red, check the connection.
  • Once it is up and running, build another 3 copy of these then dismantle your old Coal Power.
  • The power capacity for our power grid is now 5400 MW.

Hyper Tubes[edit | edit source]

  • Complete Tier 4 - Hyper Tubes.

Steel Production 2[edit | edit source]

  • Go to the starter Steel production.
  • There is 1 unused normal Limestone node and 1 pure Copper node nearby. Tap them.
    • We have 3 Coal Miners, 3 Iron Miners, 3 Limestone Miners and 1 Copper Miner here.
    • Overclock all miners such that each of them produce 270 / min. Collect more Power Slugs to craft Power Shards.
    • You can collect Power Slugs after building the factory, there is no hurry to do it now.
  • Dismantle the current Steel production. Store excess material in Personal Storage Boxes. Expand the platform to 28 x 23.
    • If you run out of space while building, just build more foundations.
  • We will use Hyper Tube to move up and down the platform.
  • Optional: Build another long Hyper Tube, connecting your base and the Steel production area.
  • Use an online calculator, adjust your target production such that they are not exceeding your mining capability.
    • Based on the surrounding nodes, our mining rate are:- Coal: 810/min, Iron: 810/min, Copper: 270/min, Limestone: 810/min.
    • Further reading: Tools
  • Setup the improved Steel production area as shown.
  • You will notice some of the Limestone capacity is not fully utilized. In that case, remove the Power Shards from the miners for later use.
  • If a belt has to cross over a congested area, try building Conveyor Lifts at both side, to form an elevated 'bridge'.
    • You can also use Stackable Conveyor Pole.
    • Alternatively, you can bring it to a lower level. This require a lower platform to be built below.
  • Bring the Steel Pipe, Steel Beam, EIB, Stator and Automatic Wiring back to the base with belts. Build Storage Containers at the base, not at the Steel production area.
  • Bring the Black Powder back to base and automate the production of Nobelisk.

Project Assembly - Framework[edit | edit source]

  • To complete 'Project Assembly - Framework', we need more Smart Plating, Versatile Framework and Automated Wiring.
    • We have removed the Smart Plating production since Coal Power. Now we have to rebuild it but with a larger scale.
    • We have Steel Beams readily available for the Versatile Framework.
    • We have Automated Wiring ready, and it is even sufficient for the 3rd delivery: Project Assembly - Systems.
  • We have 4 pure and 3 normal Iron nodes at the base, upgrade them all to Miner Mk.2 and overclock all of them to 270 / min.
    • This means the Iron Ore mining rate is 1890 / min.
    • You can always collect Power Slugs after you have built the factory.
  • Use Daniel's calculator[2] to generate the following diagram, and build accordingly.
    • If you have unlocked some Alternate Recipes, add those into the calculator, the result might differ from the image below.
  • We will now overhaul the Iron production. Build a large platform (45 x 30) for the Iron factory.
    • Be creative. It is not necessary to lay everything on the same floor like the example below, you can make it more compact by splitting your factory into multiple floors, or even create 'mezzanine' floors in-between. Take note different buildings have different heights.
    • Cut down any tree that penetrates the platform.
    • If Space Elevator is in the way, relocate F it to somewhere else.
    • Before the new factory is up and running, do not dismantle the old factory. They are still producing slowly but steadily.
  • From now on, use Industrial Storage Container instead of Storage Container to store end products.
    • Alternatively, chain multiple stacked Storage Container and connect them with Conveyor Lifts to act as a large storage.
  • Do not expect this factory can be built in one go. Take it slowly and separate the construction into a few days.
    • When designing a compact factory layout, think about how to keep the belt length to minimum.
    • Main bus design may look cool, but modular layouts have shorter belt length.
    • 'Main bus' refers to parallel belts that act as a material highway. 'Modular' refers to small cluster of buildings that can be functional alone and easily expandable by repeating the layout.
  • Examples of modular factory:
    • Screws and Iron Ingots are consumed in large amount. To minimize belt usage, we build the next factory that require them in close proximity. For Iron Ingot to Iron Rod, the Smelter to Constructor ratio is 1:2. For Iron Ingot to Iron Plate, the Smelter to Constructor ratio is 1:1.
    • Screws to Rotor building ratio is 2:5, hence build 5 Constructors in a group, then split to 2 Assemblers. For Screws to RIP, it is 3 Constructors to 2 Assemblers.
  • The advised building sequence is to build the factory building first, leave plenty of space between clusters. Set the building recipe immediately. Next, put Splitters and Mergers and connect the belts. Last step is to connect Power and flyover belts, then check if all the Indicator Light are green. You want to avoid Power Poles being in the way for more important structures.
  • When connecting infrastructures (such as belts, pipes and power), follow the sequence of crafting steps. For example, start form Miner, then Smelter, etc. That way, as you complete the current building connection, the input belt will be filled up by material from previous factory.
  • Produce Versatile Framework and Motor as shown below.
  • Centralize the storage area by putting them close together, with at least 1 Industrial Storage Container storing each kind of item. Relocate the HUB there.
    • To 'label' a storage, build a short pipe from its output.
  • While waiting for the Space Elevator's material, go ahead and collect more Power Slugs and craft them into Power Shards.

Tier 5 and Tier 6[edit | edit source]

  • Congratulations, you have unlocked Tier 5 and Tier 6!
  • Look at the Space Elevator to check what is needed for the next delivery: Project Assembly - Systems.
  • Our next long term target is to collect enough Hard Drives around the world to unlock all available Alternate Recipes before further expanding our factory.
  • Oil processing is essential for Tier 5 and 6. Without alternate recipes, we can set up a temporary, inefficient factory with a lot of wastage, but enough for bootstrapping our production. Later on, we will construct a fully functional Oil processing factory.
  • Getting Power Slugs has becoming more challenging as the Power Slugs around the starting area have exhausted, forcing you to travel further. Luckily, Power Slugs are renewable, provided you have tamed at least a Lizard Doggo.
  • Before move on, build a temporary Assembler crafting A.I. Limiter using Quickwire and Copper Sheet and underclock it to 30%.

Taming a Lizard Doggo[edit | edit source]

  • This step is optional.
  • Read  Lizard Doggo to know how they look and how to tame them.
  • Unlock Fence at AWESOME Shop by sinking some Motor, Versatile Framework and Automated Wiring.
    • 'Sinking' refers to putting items onto a belt that feeds into AWESOME Sink, either directly from factory or via a Storage Container.
    • Do not sink Computers that you have looted from Crash Sites, they are need for some buildings.
  • Before taming a Lizard Doggo, build a Lizard Doggo pen near the HUB, using Railings and Foundations.
  • Bring a few Paleberry with you. Don't eat it.
    • Paleberries can be found around grassy biomes, such as near the Coal power area.
  • Look around until you find a Lizard Doggo. When they stares at you, stop moving.
    • If you are in running mode, press ⇧ Shift to toggle it to walking mode.
    • Unequip the Blade Runners.
    • If the engineer jumps too high or run too far from the Lizard Doggos, they will run away.
  • Open Inventory. Hold down Right on Paleberry to custom split 1 from its stack. Drag 1 Paleberry outside the Inventory window to drop it.
  • Wait until the Doggo to come over and eat the berry. Do not move. Just look at them.
  • After they ate the berry, look at them and interact E to tame them. The taming probability is 100%.
  • Press E again and its inventory UI will pop out, showing only 1 empty inventory slot at the left. The engineer's inventory is at the right.
  • Press Esc to close the UI. Closing with the top right 'X' is glitchy, as it didn't close the UI properly.
  • Press ⇧ Shift to toggle back to running mode.
  • Bring the Lizard Doggo back to the pen, make sure they are following you.
    • Low-lying conveyor belts can block a Lizard Doggo's movement. Temporary dismantle it where required.
    • Lizard Doggo cannot jump. When facing cliffs or ravine, you may need to build walkways or ramps for Lizard Doggo to cross.
  • Lure the Lizard Doggo to the foundation above the pen, then dismantle it to trap them in the pen.
  • You may then safely equip back the Blade Runners.
  • From time to time, random items will be generated, including Power Slugs. Check them regularly.
  • Sometimes Lizard Doggo might forget their owner. Just re-tame them again.
  • There are lots of Lizard Doggo around the world, try to tame them all.

Oil Processing[edit | edit source]

  • Unlock Tier 5 - Oil Processing.

Alternative Fluid Transport[edit | edit source]

  • Most Tier 5 Milestones require Plastic and Rubber, both refined from Crude Oil.
  • Add 4 Oil Extractors and 2 Refineries to the To Do List.
  • Scan V for Crude Oil. The scan results shows that they are nowhere near the base (the nearest is 1.7km away).
  • We are heading to the South West Crude Oil patch.
  • When going for exploration, recommended items to prepare, aside To Do List, are:
    • Iron Rod, Iron Plate, Concrete, Cable: min. 3 stacks each.
    • Wire, Quickwire, Solid Biofuel, RIP, Rotor, Motor, Modular Frame, Steel Beam, Steel Pipe, EIB, Nobelisk - min. 1 stack each
    • Blade Runner, Xeno-Basher, Beryl Nuts, Nobelisk Detonator, Chainsaw, Object Scanner
  • As we are extending a new power line there, so bring extra cables. Also bring plenty of Concrete.
  • There are Flying Crab Hatchers and Alpha Spitters guarding the Oil patch.
    • Save the game.
  • Head to the Southwest Oil patch. As the Resource Scanner search result only last for 25 seconds, re-scan if the Oil icon disappears from the compass.
  • Connect power lines as you moves.
  • The Oil nodes are located on the islands. Use foundations or walkways to build a path across the sea, as swimming is relatively slow.
  • Save the game once you reached the islands.
  • There are 4 Oil nodes there, kill all the guarding creatures. Build an Oil Extractor on top of each Oil nodes and power them.
  • Pick any Oil Extractor, connect it to 2 Refineries with pipes only, both crafting Plastic. You don't have to connect any output.
    • Remember to provide Power.
    • A Pipeline Junction Cross can be built at the middle of an existing pipeline by snapping the hologram at it.
  • Build an Equipment Workshop, craft a Beacon, equip it in hand slot then click Left to put it on the ground.
    • Interact E with the Beacon and enter a name, let's say 'Oil'. Customize its color.
    • Open Map Z then switch to 'Beacon' tab at the top left. Change the compass view distance to 'infinite'.
  • If Spore Flowers are in your way, remove them with a Nobelisk Detonator.
  • Find an open space nearby, preferably on the open sea, then build a platform (size 38 x 14) close to the sea level.
  • There are some Power Slugs nearby. Use them to overclock all Oil Extractors to 250%.
    • Oil Extractors should not be overclocked more than 300m3/min due to the flow rate limit of a pipeline.
    • At the mainland east to the Oil islands is a large cave, try to explore it. There are Power Slugs, Computers and others available to loot.
  • Dismantle the 2 Refineries, you should now have 200 Plastics in Inventory.
  • Go back to the HUB and complete Tier 5 - Alternative Fluid Transport.

Industrial Manufacturing[edit | edit source]

  • Add 33 Refineries, 4 Constructors and 1 AWESOME Sink to the To Do List. Bring extra Copper Sheet for constructing Pipelines.
  • It will take multiple trips to bring the necessary material there. If you have the Tractor unlocked, try using it.
  • Using the Beacon labelled 'Oil' on the compass, go back to the Oil islands.
    • Following a built Power Line is another way to trace your destination, provided you have constructed it during the previous trip.
  • Build the setup as shown below.
  • Building tips:
    • Try to build Pipelines about the same level as the source building's (for example, Oil Extractor) pipe outlet. This eliminates the need for pipeline pumps.
    • Do not exceed the flow rate limit of a pipeline, which is 300m3/min. Split the Pipeline into multiple lines where required. Similar applies to belts.
    • In a Constructor, when setting recipes such as Empty Canister, it can be difficult as it is at the bottom of the list. Try collapse the Constructor's 'Select Recipe' list and see how it works.
    • When placing Pipeline Junction Cross, place 1 first, then hop onto it. It is easier to build junctions when standing at higher elevation. Build the next junction, then hop onto it, and repeat. Same applies to Splitters and Mergers.
    • Buildings such as Refinery have multiple guidelines (the thick Turquoise line when you place another building nearby): Building center line, Belt connector line, Pipe connector line, etc. Be sure to distinguish them properly.
  • Build a Priority Splitter at the Packaged Fuel's output belt, with priority output connected to a local Industrial Storage Container and the overflow output connected to an AWESOME Sink.
  • Once completed, pull the Plastic and Rubber belts back to the base.
    • Before return to base, take 300 Packaged Fuel with you.
    • When laying a long belt, it is advised to elevate them by extending the height of the Conveyor Poles. This will minimize potential obstruction for other works, such as bringing a Lizard Doggo home.
    • To build a tall Conveyor Pole, first click its hologram on the ground, then move up the mouse before clicking the second time.
  • Near the base, build Industrial Storage Containers at the end of the Plastic and Rubber belts.
  • Complete Tier 5 - Industrial Manufacturing.

Expanded Power Infrastructure[edit | edit source]

  • At 16 meters above the Iron production, build another floating platform (22 x 15).
  • Setup the bootstrap factory for Heavy Modular Frame followed by Computer as shown below.
    • You need Heavy Modular Frame a.k.a. HMF to build the Manufacturer. You can loot them from Crash Sites, or manual craft them.
    • HMF can be easily automated with materials in storage, as we have excess of each ingredient.
    • As you set up for Computer production, make a further step to revise the upstream Copper and Caterium productions as shown below. This also allows us to automate Supercomputers in the coming section.
    • We have excess 270 Screws/min from the Iron production. Split it to feed both HMF and Computer production lines.
    • The recipe for crafting High-Speed Connector is unlock-able at M.A.M..
  • Underclock the Manufacturers as shown if you don't want them to suck up all the upstream material (Screws, Cables, etc).
  • Dismantle the old Copper and Caterium production lines after completing this setup. Their containers are probably full, in that case, leave the containers there.
  • Notice the Copper Ore and Copper Ingot item flow rate is more than 270 / min, which exceeds Mk.3 belt's capacity. We can resolve this by upgrading those belts with Mk.4 later.
  • For the Circuit Board, the belt leading to the storage might over-send the items (9 item / min instead of 5 item / min) due to the splitter trying to split evenly among non-saturated output belts.
    • This can cause Computer Manufacturer not receiving its share, reducing its efficiency.
    • We can loop-back the circuit board belt to limit the item flow rate to storage. Use 2 splitters and 2 mergers, then connect the belts as shown.
    • This is not an issue for HSC as the required Circuit Board is less than 9 / min.
    • Alternatively, provided a long time has passed and the storage container of Circuit Board is full, all Circuit Board will flow into the Computer Manufacturer.
  • Complete Tier 6 - Expanded Power Infrastructure.
  • Replace the hotkey 4 with Conveyor Belt Mk.4. From now on, build Mk.4 belts, as they have much higher capacity. Same applies to Conveyor Lift.
  • Replace the copper ore and copper ingot belt with Mk.4 to allow the item rate of exceeding 270 / min.

Jetpack[edit | edit source]

Manufacturing 1[edit | edit source]

  • Unlock Supercomputer, Fabric, Rifle and Cartridge at the M.A.M..
  • Craft a Rifle and keep it for future use.
  • Automate the following items with Manufacturers:
  • You only ever need 100 Adaptive Control Units (ACU), means only 2 stacks of it. To prevent overproduction, and thus eating up the Computers and HMFs, fill all slots in Storage Container except 1 with other items such as Concrete. You can split Right a stack of concrete to fill up many slots, as shown below.
  • Tips to build compact Manufacturer Manifold:
    • Build Manufacturers in a row, then stack several Splitters in a ladder-pattern, 1 foundations away from the Manufacturer. Splitters should face the same direction, either all-left or all-right.
    • Remove unused Splitters. Connect them with horizontal belt and from the item source.
    • Connect the Splitters and the Manufacturer with belts or Conveyor Lifts.
    • Check if all items are flowing into each Manufacturer.
    • If you found this method time consuming, you can use the 2D approach - place all Splitters on the same level similar to what we have did for Assemblers.
  • Don't afraid to build spaghetti, as they are all temporary.
  • Connect a belt between the Versatile Framework and the Space Elevator.

Monorail Train Technology[edit | edit source]

  • Complete Tier 6 - Monorail Train Technology.
  • Trains are used for effective long range transportation. However in this section, we are exploiting the properties of a train - it clips through terrain and can carry engineers. This allow us to clip through the ground, cutting a straight line to the Quartz nodes inside the cave. Our target is to reduce the travel distance and belt length to minimum, then bring the Raw Quartz back to the base.
  • From the base, scan for Raw Quartz, then move to the slope in-between the 2 Quartzes, just beside the 3 Iron nodes as shown below.
  • Build foundations in diagonal zigzag shape as shown for Railways to snap on.
  • Build 2 straight segments of Railways at 90 degrees, then connect them both with another Railway. Make sure the curved Railway is clipped through the ground.
  • Build a Train Station at any end of the railway and power it.
  • Build an Electric Locomotive on the rail, facing West.
  • Bring some material for construction of Hyper Tubes, Hyper Tube Entrances, Power Poles and Foundations. Make sure a Jetpack is equipped.
  • Save the game and enter the Locomotive.
  • Drive the train into the slope. Once you are inside, exit the train E. Engineers will always exit the train at the right side.
  • Be careful not to fall off from the railway. Build a foundation / ramp bridge connecting the slope and the cave as shown.
  • Use Jetpack to move around. When constructing, careful not to exit the earth surface.
  • Build 2 belts, Hyper Tube with Entrances at both sides and connect Power Lines as shown.
    • Split the Hyper Tube into two at the middle of the earth, leave some gap in between. The other 2 ends is to be placed outside the earth, connecting the base and the Quartz cave.
    • Now you can clip into the ground with Hyper Tube.
  • Dismantle the Locomotive, the Railway and the Train Station.
  • Deliver 2 belts of Raw Quartz from the cave to the base.
  • Go back to the cave, collect at least 2000 Mycelia from using Chainsaw then store it in an Industrial Storage Container.
  • Collect the Power Slugs in the cave with Jetpack, then overclock both Quartz Miners to 250%, but not more than 480/min.

GasMask[edit | edit source]

Explorer[edit | edit source]

  • At M.A.M., research Explorer.
  • Build the Explorer on the ground and fuel it with Packaged Fuel or Solid Biofuel.
    • To insert fuels, interact E with the Explorer from behind. It will display 'Press [E] to Open Workbench'.
    • To drive the Explorer, interact with it from other direction. It will display 'Press [E] to drive Explorer'.
  • Test drive the Explorer. Avoid driving it into deep water. Shallow water is fine.
  • If stuck, get out of the vehicle and dismantle F it.

Hard Drive hunting[edit | edit source]

  • In options, set the auto-save interval to 3 minutes. It is very easy to die during the Hard Drive hunting.
  • As you collect a Hard Drive, build a M.A.M. immediately then research it. Once you clicked 'research', dismantle the M.A.M. and go for the next Hard Drive.
  • Once the 10 minutes countdown timer ended, build the M.A.M. again and pick one of the options given.
  • Collect Power Slugs as you move. Craft them all into Power Shards to save inventory space.
  • Delete items regularly such as Leaves, Woods, ores, etc to save inventory space.
  • When receiving Radiation damage, immediately back off and avoid the area. You need Tier 7 equipment - Hazmat Suit to safely enter that area.
  • Whether to equip Blade Runner, Jetpack or Gas Mask depends on the situation. You can only choose 1.
  • When you spot a Lizard Doggo, mark the location with a Beacon and come back later to tame them. Avoid taming Lizard Doggo and hunting Hard Drives at the same time.
  • Return to the base for restock, then plan for the next trip.
  • Repeat until all possible Hard Drives are collected.
  • By the time you have collected all the Hard Drives, you should have unlocked about 20 to 40 Alternate Recipes. (there are 70 in total).
  • Two of the Hard Drives result will not unlock Alternate Recipes, instead they expand Inventory size.

Concrete 2[edit | edit source]

  • After collected the majority of the Hard Drives, we can now resume to the base building.
  • Organize the inventory, keep only what is needed, and store the excess in a container.
  • Keep track the 10 minutes timer, research the next Hard Drive once the previous research is concluded.
  • Overclock both Limestone Miners nearby the base and scale up the Concrete production.
  • There are 1 normal and 1 pure Limestone nodes near the base. The Miner on a normal node is limited to 300 / min at 250% overclock. For pure node, it is 600/min, but as the Mk.4 belt is limited to 480/min, we should only overclock the miner on pure node to 480/min.
  • It is advised to use the original Concrete recipe (Limestone -> Concrete).
  • We will switch to Wet Concrete later.

Fuel power[edit | edit source]

  • Chances are all these 4 Alternate Recipes are yet to be collected: Compacted Coal, Turbofuel, Heavy Oil Residue, Diluted Packaged Fuel. Be sure to pick them when available.
    • A list of unlocked Alternate Recipes can be viewed in Codex X.
  • While waiting for the Hard Drive researches, build a temporary Fuel Power to prepare for the Turbofuel Power.
  • For fast travelling, build a Hyper Tube Cannon at the base, aimed at the Oil islands. Chain 15 Hyper Tube Entrances together.
  • If there is a rock blocking our construction, we can use a Nobelisk Detonator to remove it.
  • Build another Hyper Tube Cannon at Oil islands, aimed at the base, for efficient 2-way Hyper Tube transport. As each Entrance consumes 10 MW, this setup consumes 300 MW.
  • Build 13 Fuel Generators, tapped from the Fuel production refineries. Re-route the pipe and junctions so that all the fuel from the refineries are supplied to the fuel generators first.
  • At the end of the Fuel Generator line, stack 5 Stackable Pipeline Supports and connect the pipe through the 5th support. This introduces a head lift of 10 meters.
  • Connect the other end back to the Packaged Fuel Refineries.
  • This create a pipeline 'overflow' effect based on a combination of the following principles:
    • Pipes nearer to the fluid source (such as Extractors, Refineries) have higher priority to be filled up first, so as the connected buildings.
    • Pipes at lower elevation will be filled up first. Higher pipes will be filled up last.
    • Pipes partly, or entirely beyond the head lift will never be filled up.
  • Power capacity increases as the Fuel Generators are added to the Power Grid. However it is not consistent, as our fuel production is not consistent - it is tied to the production of Plastic and Rubber.
  • We can solve this by sinking all extra Plastic and Rubber so that it will not clog the production of Fuel.
  • Insert a Smart Splitter onto each Plastic and Rubber belts, then set the side output to 'Overflow'. Same applies to the Plastic belt before the Empty Canister Refineries.
  • Connect all the overflow belts to an AWESOME Sink.
  • Replace the earlier overflow setup for Packaged Fuel with a Smart Splitter too.
  • After a while, check if the Fuel Pipe between the Refinery and the Fuel Generators, its flow rate should be around 200 m3/min.
  • The power capacity is now stabilized.

Project Assembly - Systems[edit | edit source]

  • Complete Project Assembly - Systems. We have sufficient resources to do so.
  • Congratulations! We have now unlocked Tier 7.
    • Tier 8 and above is currently not available in Early Access. As such you may safely dismantle the Space Elevator or keep it as a visual beacon.

Geo Thermal Power[edit | edit source]

Radar Tower[edit | edit source]

  • This section is optional as we have revealed the majority of the Map during Hard Drive hunting.
  • At M.A.M., research Radar Technology.
  • A Radar Tower consumes Power and reveals part of the Map.
    • It can only scan for the area below its antenna. Area above it will remain unrevealed after scanning.
    • Further reading: Radar Tower
  • Build a Radar Tower on a nearby high ground / rock pillar / floating platform and observe how it works.
  • After it reached its maximum scan-able area, dismantle it to save power.

Tier 7[edit | edit source]

Turbofuel Power[edit | edit source]

  • Turbofuel Power is another step-up from Fuel Power. It requires 4 components: Water, Crude Oil, Coal and Sulfur.
  • Use an Online Map and search for a location with all of these located close together - there is only one place: In the Lake Forest as shown in image below.
  • Use an Online Calculator and select a combination of the most efficient Alternate Recipes. The production will be limited by the amount of Sulfur, as there are only 2 normal Sulfur nodes nearby. With our current tech, it is capped to 600 Sulfur / min, which limits the Turbofuel production to 750 m3/min.
  • As both the Fuel and Turbofuel involved are in between 600 m3/min and 900 m3/min, we can separate this setup into 3 smaller, repeatable modules.
  • Turbofuel burns at 4.5 m3/min in each Fuel Generator. 750 / 4.5 = 166.67, round it up to the nearest multiple of 3 which is 168. We will build 168 Fuel Generators.
  • We need 42 Refineries for Turbofuel - as to round up to the nearest 3.
  • Build a floating platform (57 x 48). In this example the entire setup is built on the same floor, but you may choose to stack them vertically into multiple floors.
  • Optional: build a 2-way Hyper Tube Cannon for fast transport beteen the base and the Turbofuel Power, you will need to travel a lot.
  • Tap all of the 3 nearby Oil nodes and overclock each of them to 300 m3/min. We only need 2 of them as the Crude Oil consumption is only at 337.5 / min.
  • Tap all of the nearby Coal and Sulfur nodes and overclock each to 480/min (pure) or 300/min (normal).
  • Build sky foundation bridges or sky ramps to access and transport the required resources.
  • There are 3 identical modules to be built. Work on 1 module at a time. After the module is built and is working properly, copy the design another 2 times to complete the entire setup.
  • As the platform is located at high elevation, which exceeds the 10 meter head lift of an Oil Extractor, a series of Pipeline Pumps are required to pump the Crude Oil up.
  • Open a hole by removing a foundation nearby a Pipeline Junction Cross, then build a stack of Walls downwards for the Pipeline Pump to be snapped on. Build 1 piece of wall above the platform, then build the walls all the way down to the ground level where the Oil Extractors are located.
  • Delete the topmost wall that is above the platform.
  • Use a Color Gun loaded with some Color Cartridges, paint it with any color other than the first color theme. Right to switch the color theme. In this example, red color is chosen.
  • From the ground and counts up, paint the 2nd wall. Then skip 4 walls and paint the 5th (the 7th wall from the ground). Repeat all the way up. If the highest wall is colored, paint the 2nd highest instead.
  • On the side of each colored wall, build a Pipeline Pump, make sure its arrow is pointed up. Place it on the same location of the wall for each colored wall.
    • Build a tall structure such as a Radar Tower or use a Jetpack to climb to a higher elevation. It is easier to build while standing on a higher elevation.
  • Connect the Pipeline and Power the pumps using Wall Power Pole Mk.2, which is unlock-able at AWESOME Shop.
    • There will be a hole in the platform. To cover it, build the foundations then join the last segment of pipeline between the topmost pump and the junction. Make sure the Pipeline Pump is not in the way.
  • Check if the upper pipes are receiving Crude Oil, if not, check the placement of the pumps, the connectivity of the pipe and whether all pumps are powered.
  • Merge the Water from 3 Water Extractors into 1 Pipe and bring the water up using the same method.
    • Don't worry too much about the Water Extractor placement, there is plenty of space in the lake and we only need to build 11 of them.
    • Optional: For aesthetic purpose, paint the Crude Oil pipes black and the Water pipes blue. Have fun with the colors!
  • Prime the setup by manually putting 15 stacks of Empty Canisters into 5 Packaged Water Refineries. As 15 / 5 = 3, you need to separate this action into 3 times.
    • Use the Hyper Tube Cannon. Instead of flying back to the base, use the directional keys to divert the flight path to the Oil Islands. Once you take the canisters, fly back using the same method.
  • The Empty Canister involved in the setup is 100% reusable, means neither input nor overflow is needed. Form a loop with a Splitter, a Merger and a Storage Container as buffer.
    • The buffer can be located either at the Empty Canister belt or the Packaged Water belt, both will work.
  • The Heavy Oil Residue Refineries will produce Polymer Resin as byproduct. Refine them into Polyester Fabrics and store them in a container. Sink the overflow Resins.
  • Make sure the module is working, then build 2 more copies of the module. The entire setup should add 25 000 MW (or 25 GW) to the Power capacity.
    • Wait for a while for Power capacity to be stabilized, as it takes time for Turbofuel to fill up the pipe network.
    • 750 / 4.5 x 150 = 25000 MW, where 750 is the Turbofuel per min, 4.5 is the consumption rate, and 150 is the Power capacity of each Fuel Generator.
  • Optional: disconnect the Coal belts supplying the Coal Power to free up all the 4 Coal nodes nearby the bay.
  • Dismantle the Fabric Assembler, which is using Biomass and Mycelia. We are now producing it with Polymer Resin instead.
    • Fabrics are consumed only in small amount, so you may choose to belt it to the base from Turbofuel Power, or manually carry them back once in a while.

Bauxite Refinement[edit | edit source]

  • A Railway conduct Power via Train Stations, make use of it when extending the Power Grid.
    • Build the first station near the sea and power it. Build the 2nd station near center of the 3 Bauxite nodes. This station receives power from the first via the Railway. Build the 3rd station near the 2nd, as a transfer station for the Quartz. Power the 3rd station from the 2nd via Power Poles. Build the 4th station near the Quartz nodes, then transfer the Power to the Quartz Miner via the 4th station.
  • Both Quartz nodes are located in the cave at the lower elevation.
  • The rocky area in the Red Jungle is Radioactive, bring plenty of Nuts and be cautious.
  • There are a lot of Power Slugs around, be sure to pick them up.
  • You might encounter some invisible plants at the Red Jungle blocking the construction. Cut them down with Chainsaw.
  • For the number of Electric Locomotive and Freight Car vs the resources transported, take note the belt throughput and resource item stack size, we need the train's round trip time to be less than the maximum allowed period.
    • Read here for more information.
    • From the table, a Mk.5 belt for each Freight Car, and ores have a stack size of 100. We need to aim for a round trip time of 4 min 6 seconds and below, including loading / unloading time.
  • Give each station a name as identifier.
  • At each unloading Freight Platform, set to unload the cargo. Freight Platforms are set to load by default.
  • Interact with a Train Station or the Electric Locomotive, give the train a name and set the timetable as per below image, then set it to Auto mode.
  • Test the train by parking the train before the loading station, then inserting an item into the Freight Platform and let the train run automatically. Use a stop watch to measure the round trip time.
    • You may wait at the station or ride the locomotive. Do not stand on a Freight Car.
  • If the time is lesser than 00:04:06, consider removing some of the Locomotives to save Power, provided there is at least 1 remaining Locomotive pulling the train. If longer than that, attach more Locomotive to increase the pulling force.
    • If still not achievable within the time period, consider increase to 2 Freight Cars per resource belt, and the number of Locomotives. The train station need to be modified to accommodate the increased train length.
  • Beside each Freight Platform, built an Industrial Storage Container and connect them with two belts, depending whether it is set to loading or unloading. Between the container and the factory / miners, connect with only 1 belt. An Industrial Storage Container is necessary, as belts connecting to the Freight Platform are paused for 25 seconds during loading and unloading of a Freight Car.
  • Have all the resources ready at the Aluminum production area, proceed to the next section.

Advanced Aluminum Production[edit | edit source]

  • Setup the Aluminum production as shown below.
  • There are 2 products being reused: Water and Silica.
    • The Water gets partially recycled in the process, thus we require lesser amount of 'fresh' water supply from Water Extractor.
      • 'Fresh' refers to the Water is not produced from a byproduct process. 'Recycled' and 'Fresh' are both the same resources.
    • Silica is produced as a by-product which is re-used in the next refining step, thus we require lesser 'fresh' Silica from Raw Quartz.
    • Unused by-product can clog a Refinery and stops its production.
  • To handle Water:
    • 96 m3/min of recycled Water is sufficient for 0.96 x Refinery producing Alumina Solution. Pipe the water to a single, dedicated Refinery, clocked at 96 %. This Refinery should not be connected to 'fresh' Water pipes, that is, Water Extractors.
    • The clock speed of the remaining 3 Refineries should sum up to 264%. Underclock one of them to 64%. If not underclocked, they may consume too many Bauxite and cause the first Refinery handling the recycled Water to pause. (360 - 96 = 264)
    • Optional: underclock the Water Extractors and Refineries crafting Electrode Aluminum Scraps. They still works even if not underclocked.
  • To handle Silica:
    • A simple but inefficient way is to sink the Silica by-products.
    • Avoid wastage by merging the recycled Silica to the fresh Silica belt after the Silica Constructors but before the Foundries.
    • Mergers always attempt to merge equally regardless if the belts are saturated. The recycled Silica, being the lesser amount compared to the fresh, tends to be used up first, so there is no chance of clogging.
    • If you merge the recycled Silica belt before the Silica Constructors, it will clog.
  • Refer to the image below for how to handle byproducts.
  • Test the setup by sinking all the Alclad Aluminum Sheet and check if any of the machines is not running properly. Once it is checked, remove the AWESOME Sink.
  • Transport the Alclad Aluminum Sheet back to base.
    • Optional: use a Train to do so. Lay the Railway on the natural terrain.
  • Complete Tier 7 - Advanced Aluminum Production.

Radio Control Unit[edit | edit source]

Hazmat Suit[edit | edit source]

Turbo Motors - With AWESOME Shop[edit | edit source]

  • Replace all the Miners Mk.2 with Mk.3. This will double up the production of every Resource node we have tapped.
    • It is advised to start from the Aluminum production. We need to increase the Turbo Motor production very soon.
  • From now on, all Miners will be referred as Miner Mk.3.
    • Always overclock pure Miners to 163 % as to match the Mk.5 belt speed. Beyond that is just a wastage of Power and Power Shards.
    • For normal and impure Miners, they are capped at 600 / min and 300 / min respectively at 250% clock speed.
  • Complete Complete Tier 7 - Nuclear Power.
    • Research all the remaining alternate recipes. There are 3 more to go.
    • We will come back to Nuclear Power later.

Aluminum 2[edit | edit source]

  • With Miner Mk.3 and Conveyor Belt Mk.5, we are ready to start the full-scale Aluminum production.
  • Upgrade all the Miners and belts. Color code the Freight Platform so that we can identify whether they are transporting 780 / min or 600 / min. (300 / min for impure)
    • Any method of identification is fine, as long as you can distinguish between belts of different item rate.
    • In the image below, 780 / min is painted green, 600 / min is painted cyan.
  • Until the new production is complete, do not dismantle the existing Aluminum production.
  • Use an Online Calculator and tweaking the numbers, and keep in mind not to exceed the capacity of 3 Bauxite Miners.: 2 pure and 1 normal, which sump up to 2160 Bauxite/min.
  • Expand the platform. Be careful not to go too near to the edge of the World, as the engineer will start receiving of bound damage. Also, some parts of the sea is not swim-able.
  • In the schematic, some of the item flow rate exceeded the Mk.5 belt capacity:
  • Split these into 6 roughly equal modules, such that each module will not contain items using more than 1 belt capacity.
    • By using the calculator, we can find that 120 Alclad Aluminum Sheet / min is a nice number for a single module.
    • We will then tile the modules in 3 x 2 array. The resources using 2 belts will be feed from the longer side such that each belt serves 3 modules, while the resources using 3 belts will be feed from the shorter side.
    • The last module be smaller as a remainder, as 685 - (5 * 120) = 85.
    • Use the calculator to down-size the last module based on 85 / min. This means some machines will have to be removed from that module.
  • Copper Ore and Raw Quartz are within 1 belt, so a single belt each are sufficient to supply all 6 modules.
  • After trial and error, below is an example layout of a module for 120 Alclads / min.
  • From the module schematic, notice there are some buildings with decimal less than 0.5, this means we can share these buildings with an adjacent mirrored module. If it is less than 0.25, then it can be shared among 4 modules.
  • When tiling modules, observes all the tile-able elements, make use of mirror / flip to reduce the amount of buildings.
  • Once a module works, proceed to build the remaining modules.
  • To handle 'leftover' material from one belt, use the Overflow Splitter, that is, Smart Splitter with overflow setting. Use this to merge the leftover from 780 Bauxite belts to the 600 Bauxite belt.
  • As always, check the factory and make sure everything is running properly.
  • We probably won't be using up to 685 Alclad Aluminum Sheet/min at the moment, so there are 2 approaches:
    • To farm Sink points and to let the factory run all the time, use a Sink to handle overflows.
    • To save Power, leave the factory run on demand.

Nuclear Fuel Rod[edit | edit source]

  • We will have a few mega projects in the following sections, and the 25 GW of Turbofuel Power may not be sufficient to support our projects.
  • Nuclear power produces large amount of power from relatively small amount of resources, however the process is quite complex and can consume a lot of power to even produce the Nuclear Fuel Rod.
  • Nuclear Fuel Rod production require 9 Raw Ingredients: Water, Iron Ore, Copper Ore, Limestone, Coal, Caterium Ore, Raw Quartz, Sulfur, Uranium.
  • Using the Online map, there is a spot with all these packed close together, that is, just at our old Coal Power location. Uranium is the only resources that is far away, and we can bring that with a train.
    • As Nuclear Power Plant require lots of Water to run, we will build the Nuclear Power at the North sea as shown.
  • Use an Online Calculator to calculate the schematic for 10 Nuclear Fuel Rods / min, with some alternate recipes, it will display a result that can be difficult to view.
    • 10 Nuclear Fuel Rods / min is chosen such that each raw resources is less than 1 belt of resource, which makes ore transports relatively simple.
    • These Rods can be fed into 50 Nuclear Power Plants, which equals to 125 GW (125 000 MW).
    • We could easily expands this setup in the future, as there are plenty of resources around.
  • The only resources that is still in use by other production is Sulfur. Just use a splitter to split it out.
    • Alternatively, only connect the impure Sulfur node to Black Powder production, leaving the normal Sulfur node for Nuclear Power.
  • We can simplify that by splitting the schematic, each part only calculates a few ingredients. Make use of the left panel where you can enable or disable certain recipes.
  • The only tricky part is the handling of recycled Sulfuric Acid, while the rest is pretty self-explanatory. We will use the same method of Water-recycling as we have used in Aluminum production.
  • Wear Hazmat Suit and bring Iodine Infused Filters when handling radioactive products. However, when wearing it, you cannot run or fly, so it is best to only connect the Uranium Belt in the final step.
  • When everything is built and powered, let the factory run without the Uranium input. Check if all buildings are working.
    • By uploading the save file to Online Map, you can check the Power, Belt and Pipe connections easily and verify which building(s) is not properly connected.
    • As the production scale is large, allow plenty of time for the resources to be delivered to all buildings. Building at the end of a Manifold have to wait for all preceding buildings to be filled up first before receiving its ingredient.
    • Quiz: In the plan below, there is 1 building not connected to power. Try to find it out.
  • All Uranium-related buildings will show fault indication, which is the Yellow Indicator Light due to a lack of ingredient.
    • These buildings will be radioactive once they start running.
    • Build walkways nearby these buildings. The walkways should be positioned above the belts / pipes / splitters and when standing on them, should be able to interact with the mentioned buildings.
    • Walkways should start and end with Walkway Ramps.
    • This will allow us to wear a Hazmat Suit, stands on the walkway and interact with these buildings easily, without jumping.
    • Also build plenty of walkway bridges for crossing parallel belts or belt buses.
  • Do not build any buffer container for storing the Nuclear Fuel Rod.
  • Wear Hazmat Suit and bring Iodine Infused Filters when handling radioactive products. However, when wearing it, you cannot run or fly, so it is best to only connect the Uranium Belt in the final step.
  • Connect the Uranium belt and resume the Uranium Train. Let the factory runs.

Nuclear Power[edit | edit source]

  • Add 50 Nuclear Power Plants and 125 Water Extractors to the To Do List.
  • Extend the platform into the open sea. For each Nuclear Power Plant, use the following modular layout.
  • When building pipes, build a Pipeline Junction Cross in front of each Nuclear Power Plant, then build the 3rd in-between the junctions.
  • Build 5 Water Extractors in a 'W' shape, allocate enough space for 2 additional pipes to connect the rear extractors.
    • The feed pipe should be build from the Nuclear Power Plant to the junction, not the other way round. Switch the build mode R to 'Vertical' mode and build the pipe shaped as shown.
    • Connect the Water Extractors and the junctions with '2D Conveyor' mode.
    • Repeat building the modules until 50 Nuclear Power Plants are built.
  • A Nuclear Power Plant produces 5 Nuclear Wastes / min when running at 100%
  • The Nuclear Waste need to be belted away from Power Plants to prevent it from jamming. Since they cannot be deleted in any way and are radioactive, it would be wise to store them at the map edge.
    • Construct a long belt on foundations towards the North edge of the map.
  • At the edge of the Map just before you start taking damage, build Industrial Storage Containers and chain them together with belts and conveyor lifts.
    • When the storage of the last container is full, the items will start filling up the second last container, and so on.
    • Stack the containers by building them on top of each other. The direction of container should be alternated for each layer.
    • Test the storage by inserting any item into the first container and make sure it can flows to the last container.
    • The maximum Nuclear Waste production rate is 50 x 5 = 250 / min, and a Industrial Storage Container can store 48 x 500 = 24000, each container will add 1.6 hours to the storage capacity. Build about 100 containers.
  • There are myths that storing wastes in vehicles then dump the vehicles into the void will remove the items. That method will not work.
  • Briefly connect the Nuclear Power to main power grid, then disconnect it again. This is to turn on the 125 Water Extractors so that Nuclear Power Plants can be primed.
  • Connect the power line and check if the setup generates 125 GW. Allow plenty of time to let the Nuclear Fuel Rod fill up the buffers of each Nuclear Power Plant to reach the max capacity.
    • Alternatively, you may manually split the stacks and distribute the Rods to each Power Plant.
    • Once it reach 125 GW, you can reconnect the Nuclear Power to the main power grid.
    • Congratulations! This 125 GW Nuclear Power should last for hundreds of hours before we have to revisit this area to expand it.
    • Optional: De-commission the Turbofuel power. However we have no Oil shortage at the moment, so we can leave it operates for quite a long time.

Oil Processing 2[edit | edit source]

  • We have been using a simple but inefficient way to produce Plastic and Rubber. Our existing production is 220 Plastic/min and 140 Rubber/min.
  • To prepare for scaling up the production of computers and supercomputers, we will need to bump up the production of Plastic and Rubber to at least 900 / min each.
  • We will use a similar strategy as Turbofuel Power, which Empty Canisters get recycled as part of the Diluted Packaged Fuel chain.
    • As the Empty Canister item rate is 800 / min which is more than 780 / min, the capacity of Mk.5 belt, separate the loop into 2.
  • Prime each Empty Canister loop by inserting at sufficient Empty Canisters into a Storage Container, built in-line with the loop. Ensure every Packaged Water Refineries is receiving Empty Canisters at all times.
    • In this example, 25 stacks of Empty Canister are provided in each loop.
  • We will also use the Recycled Plastic and Recycled Rubber recipes, they essentially produce 1 Plastic or 1 Rubber from 1 m3 of Fuel.
  • All Polymer Resin will be converted to Rubber for maximum efficiency.
  • We will build according to the following schematic, generated by Daniel's Online calculator.
  • For Plastic production, route half of the belts back to Recycled Rubber Refineries and only send the overflow to the output belt. Similar applies to Rubber production.
  • As the net output is 900 Plastic (or Rubber) / min, 2 belts are needed to for each final product.
    • One belt will be 780 / min, the other being 120 / min. You have to label each belt as to distinguish them when designing factory downstream, or,
    • To make parallel belts easier to manage, build a 2:2 belt balancer at the end of the production line, as shown.
  • Test the factory in two-steps:
    • First is the running test. Sink all the products and check every building is running at 100%.
    • Second step is the ability to clear the backup upon resuming: this is only needed for factory involving recycled products. Remove the Sinks and let the entire production fully backed-up, then sink the output again. If the factory is able to resumes the operation by itself and no dead-lock, then the design is a success.
  • If you have tested the Plastic setup, you will notice the whole system goes into a deadlock after some time: the Polymer Resin backs up, stopping the HOR production and shutting down the line.
    • As a safe precaution, setup an overflow system for the Polymer Resin using Smart Splitter and AWESOME Sink. This is only required for the Residual Rubber in Plastic production.
    • For Rubber production, even if the Polymer Resin backs up, the Residual Rubber will then be consumed, which will automatically clear out the deadlock by itself.
  • Once the Plastic production is up and running, proceed to build the Rubber production.
  • We will re-use the Railway between the Aluminum production and the base.
    • Build a 4-wagon train station there and merge the railway to the Alclad Aluminum station from the free end.
    • Alternatively, you may build a dedicated Railway between the Oil production and the base.
  • Nearby the base, split the railway and build another station for unloading of Plastic and Rubber.
    • A railway split can be created by connecting another Railway to an existing joint of 2 railways. You cannot create a junction at the middle of a section of a Railway.
    • A Railway Switch Control is automatically created at the junction. You can leave it untouched as the train in automatic mode will toggle the switches by themselves.
  • When merging rail networks, do not mix 1-way trains and 2-way trains, as this will mess up the thing. Trains may turn around in an unexpected way, leading item mixing on belts.
    • Trains can clip through with each other without issue.
  • The round trip time of this train will be more than 4min 06sec. However this is not an issue as we only need each wagon to transport 450 item / min, so the max allowed period is T = 32 Stack * (100 item / stack) / (450 item/ min) = 7.1 minutes or 7m 6s
  • Connect the train unloading station to an ISC then belt it to the Computer / Supercomputer production.
  • De-commission the old Oil production by removing the input Oil pipe and the power line. You may dismantle the old setup or leave it there.
    • Dismantle the 2 belts connecting the Oil islands and the base.

Trains and watery productions[edit | edit source]

  • This section introduces the idea of transitioning from a standard-scale base to a mega base.
    • Instead of simply following each step, pause a moment after reading and comprehend each part, try to figure out the deep meaning of performing each step.
    • As always, be creative. If you have different ideas, go ahead and try it out! There are infinite ways to play this game.
  • Use the Online Map, search for Pure and Normal nodes of Iron Ore, Copper Ore, Caterium Ore and Raw Quartz.
    • Impure nodes are fine too, just combine two of them into 1 belt and treat them as a belt of normal purity ore.
  • Some of them are located near the Desert Canyons, Titan Forest and Swamp.
  • Transport them to the North Sea and process them into ingots, using Alternate: Pure ingot recipe.
  • We will build a train networks consists of several trains moving between the mining outposts and the main Refinery area.
  • There is also a large Oil patch at the North. We should reserve some space for future Plastic and Rubber production.
  • The locations of the selected resource nodes are just for example. You may pick any other location according to your preference.
  • For each type of resource, build arrays of Refineries and Water extractors with the correct ratio. The refined ingots are to be transported away via trains.
    • Use the online calculator to find out the ratio of refineries to water extractors and to each belts.
  • Build 3 platforms at different levels: The refineries and water extractors at the sea level, the belt platform at above the refinery level and the train platform above the belt level.
    • You can adjust the height of each platform level to your preference, as long as they don't encroach each other.
    • The belt platform and train platform need not to be fully covered in full foundations. Only build foundations to provide supports for necessary infrastructures.
  • For the train setup, find clusters of resources nodes to be grouped together as a mining outpost. For each mining outpost, build a train station with 2 freight platforms for each resource node.
    • This is because the train round-trip time is very likely to at between 4m 06s and 8m 12s. If the round trip time is beyond 8m 12s, you need 3 freight platforms for each resource node.
    • Size the train to match the train station. Add additional locomotives at the end of the train to increase the train 'pushing power' if necessary.
    • An alternative approach is to increase the number of trains instead of the length of train, that way you can make each train and train station shorter, but more trains running on each line.
  • Build a matching unloading station at the refinery area for each mining outpost. To make train management easier, only use 1-way train in this setup. End-of-line loop is required for every train station.
  • For the ingot output from refinery blocks, use the strategy below to manage belt overflows.
  • Before actually building all the refinery layout, have an overview at the resources in this train network. The table below is an example for this guide:
Ore Belt Iron Ore Copper Ore Caterium Ore Raw Quartz
Pure (780) 11 4 1 0
Normal (600) 3 1 3 6
No. of Refinery blocks 14 10* 8* 6
  • We can then based on this to tile the layout of Refinery blocks for each type of resources.
    • The Copper and Caterium ingots will require lots of refineries for every 780 item/min, so we split each refinery block into 2 for easier construction.
  • Based on their ore to pure ingot conversion rate, we can expect the following output:
    • To find out the ore to ingot conversion rate, go to the wiki page of individual ingots and study its alternate recipes.
Item Iron Ingot Copper Ingot Caterium Ingot Quartz Crystal
No. of belts 24.7 11.9 1.7 3.6
Freight platfroms per belt 1 1 2 2
Train configuration 2-25 2-12 2-12
No. of trains 2 2 1
  • A train configuration of 2-25 means 2 forward locomotives + 25 freight cars. Another example: 1-4-1 means 1 forward locomotive + 4 Freight cars + 1 backward locomotive.
    • As our trains will be of 1-way type, there will be only 1 forward locomotive at the front and the remaining locomotive will be at the back, but still facing forward. This arrangement saves the footprint of the train stations.
  • We can then build the output train according to the number of belts, with 2 freight car for each belt of ingot. We can either build a single long train or multiple shorter trains.
    • Each freight car must only contain 1 type of resources.
    • A train can have multiple freight cars of mixed resources.
    • A longer train also need a longer train station.
  • If there are multiple trains on the identical schedule, space them out evenly by time to achieve the maximum throughput.
    • If there are 2 trains on the identical schedule, each train should docks different stations at the same time. Or, when they move, they should meet at the midpoint of their tracks.
    • The timing of the train is determined when the Auto-pilot button is set to 'ON'.
  • When building parallel train stations, their end-of-line loops can be combined by building with the pattern as shown below.
  • After the refinery and the train station layout is completed, the last step is to connect them together with conveyor lift, and make sure the belt is not mixed with wrong items.
    • Color coding with a Color Gun is one of the way to distinguish the belts.
  • Steamed Copper Sheet requires water to be produced, so we will build its production area nearby, also on the sea level.
  • Also, build some Wet Concrete for future use. Size the number of Refinery and length of trains according to your mining capability.


TODO - train networks and map
TODO - train stations photo

Steel Production 3[edit | edit source]

  • Revisit the steel area and create a pure iron ingot refinery area at the Crater Lakes which is beside the 3 coal nodes.
  • You should be able to produce 4.5 belts of steel ingots.
  • Export the steel product via trains.
    • 20 Steel Beam / min and 2286 Steel Pipe / min.
  • The intermediate steps will be left as an exercise for the reader.

Supercomputer 2[edit | edit source]

TODO: modules involving multi story and mezzanine.

Turbo Motors 2[edit | edit source]

A proper mall and warehouse[edit | edit source]

Turbo Motors 3[edit | edit source]

Golden Nut[edit | edit source]

Tips and Tricks[edit | edit source]

  • In early game, pick up leaves as you walk. They are essential biomass as an early-game power source.
  • Almost every resource patch is guarded by creatures such as Fluffy-tailed Hogs. Approach with caution and kill it. Pay attention to the sound they make.
  • Remove the deposits that rest on the resource node so that you can place a Miner on it. You need to hand-mine it. The deposit give you 50-100+ ores.
  • Leave sufficient space between buildings so that you can connect them with belts later.
  • After placing a Constructor, buffer it with a Storage Container by placing after it to have a consistent supply of components ready to go.
  • Watch out for power demand. Make sure the power capacity is always higher than the peak power demand.
  • A Power Pole has 4 connections, 2 for buildings, 2 for chaining to other poles. Later in the game you will have better Power Poles.
  • You can align your buildings by looking for the thick green lines. Build Foundations for easier snapping.
  • Be creative. Use belts, ladders or foundations to reach hard-to-access areas.
  • The quickest route to coal power is Hub Upgrade 6 -> Part Assembly (Tier 2) -> Space Elevator first delivery -> Coal Power. After getting the coal power set up, come back and complete the Tier 1 Milestones.
    • You will still need Tier 1 - Logistics to effectively split the coals, though.
  • Use the Conveyor Pole Stackable & Conveyor Lifts for elevated conveyors combined with Splitter for the most efficient use of ground space.
  • While your factory is slowly crafting the parts, you could bring your weapon and explore the World.
  • Some collectibles are located on the high ground. Others are hidden inside caves.
  • When taking a screenshot in the photo mode (default P), the screenshot will be saved at Documents\My Games\FactoryGame\Screenshot. Un-equipping the handheld item before entering photo mode allows for an unobstructed screenshot.
  • You can use photo mode as binoculars by zooming in (use the Mouse wheel to change the FOV).
  • Do not panic if you get yourself killed, you can always make your way back to the location of the death to get back your items. They are stored in the crate.
  • Red berries refills 1 hp bar, nuts refills half a hp bar, redish muchrooms also fill 2 hp, do not go nuts (pun intended) with eating them, you need them(all 3) to make the 'medicinal inhaler' later-on to restore your complete health back to 100% (see Health).
  • Swimming is considerably slower than repeatedly jumping out of the water. Without bladerunners, this method is approx. 1.5 - 2 times faster. With bladerunners, this method is 2.5 - 3 times faster than regular swimming.[4]

See also[edit | edit source]

References[edit | edit source]


Production Flow Chart https://imgur.com/gallery/YkOdt58 (dated March 23, 2019, old version)