Dyson Sphere Program — Practical Progression Guide
A practical route from your first factory to Mission Completed
I made this guide while learning DSP because I kept losing the thread between one successful build and the next. It's meant to stay open while you're playing, not be read once from top to bottom and memorized.
The rhythm that worked for me is:
check the guide → play for a while → come back when you need your bearings → find the next useful action → return to the game
The default route is:
Bootstrap → Blue → Red → Flight → Titanium → Yellow → ILS → Purple → Green → Dyson → Photon → White → Mission Completed → Logistics
Cube names used in this guide
DSP gives every cube a formal name, but in the middle of a build you mostly need to recognize the color. This guide therefore uses the color as the normal name:
blue cube (Electromagnetic Matrix) · red cube (Energy Matrix) · yellow cube (Structure Matrix) · purple cube (Information Matrix) · green cube (Gravity Matrix) · white cube (Universe Matrix)
When a formal Matrix name appears later, it's because the guide is naming the technology you click in the tech tree. Manufactured items, rates, stockpiles, and recipes are referred to by cube color.
Warp, a permanent pre-photon Dyson Sphere, broad PLS deployment, Gas Giant Exploitation, interstellar power transmission, advanced mining, and Dark Fog industry are optional paths. They're real options, but this guide doesn't make them mandatory. Take one when it solves a problem you can already name.
How to use this guide without constantly rereading it
Build-ratio assumptions
The build cards use standard recipes, no rare-resource substitutions, and no proliferation. They assume Assembling Machine Mk.I at 0.75× speed and baseline-speed Smelters, Chemical Plants, Oil Refineries, Matrix Labs, and Miniature Particle Colliders.
Upgrading assemblers changes how many machines you need, but not how many ingredients the recipes consume.
Card presentation: Every manufactured output that benefits from a repeatable line appears in the collapsed card index; travel loadouts, route configuration, and other non-production requirements remain in the phase text. The phase text tells you what matters; opening a card reveals one checked construction method. The cards stay closed until you ask for the answer.
Card grammar: Read every card in the same order. Input names the resources, components, power, or prepared hardware entering the card's scope, together with their required rates or quantities. Pipeline contains only the intermediate machines, conversions, routing, or configuration needed to connect those inputs to the endpoint. Output identifies the final building or completed deliverable and the rate or batch named by the card. Surplus Yield appears only for a real net byproduct at the stated output. Minimal pickup interval appears instead on buffer-oriented cards and reports how long the stated pickup quantity takes to become available. Operating note appears only when a rate assumption, spare capacity, storage limit, route alternative, or measurement caveat would otherwise be easy to misread.
Strategy, phase timing, research order, and explanations of why a build matters stay in the surrounding phase text. A checklist or configuration card follows the same grammar without inventing a production rate that the game doesn't support.
Ratio provenance: Production recipes and recipe times were checked against the supplied runtime-derived canonical dataset. Rates describe steady operation at the advertised output unless a bullet explicitly says “full-load”.
That's the whole pattern: find your place → take the detail you need → go back to the game.
- Jump to the phase you're in. Use the phase strip on the right. If you're unsure, use the Quick Progress Index below.
- Read YOU ARE HERE first. It reminds you what you just solved, what matters now, and what comes next.
- Scan the phase dashboard. Your useful rate, next research, likely trouble spot, and move-on condition are all there.
- Use the collapsed build cards only when you want the how. Every required phase output is listed; open one card, several, or none.
- Read the rest only when you need the why. You shouldn't have to reread a chapter just to recover one number.
And when you do come back:
You aren't expected to remember where every table or ratio lives. Leave the guide open, disappear into the game for a while, and come back when you can no longer remember why half the belts exist.
Quick Progress Index
Quick jump: BOOT · BLUE · RED · FLIGHT · TI · YELLOW · ILS · PURPLE · WARP · GREEN · DYSON · SPHERE · PHOTON · WHITE · LOGISTICS
Coming back from the game and not sure where you left off? Find the last milestone you can honestly remember completing, then jump to the next row. The tag in brackets takes you straight there.
| Stage | Search tag | What you're aiming for |
|---|---|---|
| 0 | [BOOTSTRAP] | The factory builds the factory |
| 1 | [BLUE] | Keep blue cubes flowing |
| 2 | [RED] | Keep red cubes flowing and stabilize oil |
| 3 | [FLIGHT] | Drive Engine Lv2 and safe planetary escape |
| 4 | [TITANIUM] | A serious off-world titanium supply |
| 5 | [YELLOW] | Make 200 yellow cubes and unlock ILS |
| 6 | [ILS] | Automated interplanetary titanium and silicon |
| 7 | [PURPLE] | Keep purple cubes flowing and unlock both paths to green |
| 8 | [WARP] | Optional targeted pre-green scouting |
| 9 | [GREEN] | Keep green cubes flowing and unlock cheap Space Warpers |
| 10 | [DYSON] | Default swarm route to ≥1.655 GW Dyson generation |
| 11 | [SPHERE] | Optional slower permanent route to the photon-power target |
| 12 | [PHOTON] | Critical Photons and Antimatter |
| 13 | [WHITE] | Keep white cubes flowing and finish Mission Completed |
| 14 | [LOGISTICS] | Automate the stations and carriers that make postgame expansion repeatable |
Quick reference — Cube production targets
Come back to this table when an older cube line starts holding up research. The same useful numbers are repeated in the phase dashboards, so you don't need to memorize them.
These are useful targets for keeping the run moving, not commandments for how every factory must be built.
| Cube color | Minimum when first established | Comfortable in its own phase | Later target |
|---|---|---|---|
| Blue | 20/min | 40/min | ~60+/min before the long green/endgame run of research |
| Red | 10/min | 20/min | ~60+/min before the long green/endgame run of research |
| Yellow | 7.5/min | 15/min for the ILS bootstrap | ~60+/min once later research is waiting on yellow |
| Purple | 12/min | 24/min | ~40/min before sustained white-cube production |
| Green | 10/min | 20/min | scale toward ~40/min for a comfortable endgame pace |
Don't build the endgame factory during the blue phase. Expand the older cube line that research is visibly waiting on.
0. [BOOTSTRAP] — Stop Handcrafting the Factory
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Automate basic mining, smelting, components, belts, sorters, and factory buildings |
| Useful cube target | Start around 20 blue/min once the line is running |
| Research next | Electromagnetism → Automatic Metallurgy → Basic Assembling → Basic Logistics System → Electromagnetic Matrix tech (unlocks blue cubes) |
| Keep an eye on | Power headroom and repeated handcrafting |
| Move on when | Adding ordinary factory machinery no longer sends you back to handcrafting |
Goal
Your first job is to stop being the factory. Reach the point where the machines, rather than Icarus, produce the materials needed to expand.
The bootstrap is complete when adding a miner, smelter, assembler, belt line, or sorter no longer sends you back to the replicator for another round of handcrafting.
Research first
- Electromagnetism
- Automatic Metallurgy
- Basic Assembling
- Basic Logistics System
- Electromagnetic Matrix — unlocks blue cubes
The early tech tree is full of useful distractions. Ignore most of them for now and unlock the machinery that stops you doing the same jobs by hand.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
There's no useful megabase target yet, and no prize for pretending there's.
Build enough iron, copper, Magnetic Coil, and Circuit Board capacity that every new machine doesn't immediately rob cube production.
For blue cubes, begin at 20/min and move toward 40/min only when the basic factory can feed it cleanly.
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather solve the production chain yourself.
Starter Ingots — 60 Iron/min + 60 Copper/min
Input
- 1 Mining Machine — Iron Ore — supply 60 Iron Ore/min.
- 1 Mining Machine — Copper Ore — supply 60 Copper Ore/min.
Pipeline
- 1 Arc Smelter — Iron Ingots → 60 Iron Ingots/min.
- 1 Arc Smelter — Copper Ingots → 60 Copper Ingots/min.
Output
- 1 Storage Mk.I — Iron Ingots — receives 60/min; an unrestricted 3,000-item box fills in 50 minutes.
- 1 Storage Mk.I — Copper Ingots — receives 60/min; an unrestricted 3,000-item box fills in 50 minutes.
Minimal pickup interval
- 200 Iron Ingots accumulate in 3 minutes 20 seconds.
- 200 Copper Ingots accumulate in 3 minutes 20 seconds.
Basic components — 90 Magnetic Coils/min + 90 Circuit Boards/min
Input
- 1 six-vein Mining Machine — Iron Ore — the line draws 180 Iron Ore/min.
- 1 six-vein Mining Machine — Copper Ore — the line draws 90 Copper Ore/min.
Pipeline
- 3 Arc Smelters — Magnets → 120 Magnets/min capacity.
- 1-slot Storage Mk.I — Magnets — limit to 200 Magnets.
- 2 Arc Smelters — Iron Ingots → 120 Iron Ingots/min capacity.
- 2 Arc Smelters — Copper Ingots → 120 Copper Ingots/min capacity.
- 1 Mk.I Assembler — Magnetic Coils → 90 Magnetic Coils/min.
- 1 Mk.I Assembler — Circuit Boards → 90 Circuit Boards/min.
Output
- 1 Storage Mk.I — Magnetic Coils — receives 90/min; an unrestricted 6,000-item box fills in 1 hour 6 minutes 40 seconds.
- 1 Storage Mk.I — Circuit Boards — receives 90/min; an unrestricted 6,000-item box fills in 1 hour 6 minutes 40 seconds.
Minimal pickup interval
- The 200-Magnet buffer fills from the line’s 30 Magnets/min spare capacity in 6 minutes 40 seconds.
- 200 Magnetic Coils accumulate in 2 minutes 13 seconds.
- 200 Circuit Boards accumulate in 2 minutes 13 seconds.
Operating note
- Place the Magnet storage inline before the Coil assembler. Set Limit for Automation Input to one slot, let the box reach 200 Magnets, then connect its output sorter. The 30/min capacity margin refills what you pick up while the Coil line keeps running.
Starter mall — Belts, Sorters, production buildings & Foundations
Input
- 6 six-vein Mining Machines — Iron Ore — collectively cover the 1,020 Iron Ore/min full-load draw; split them across three Mk.I belts.
- 1 six-vein Mining Machine — Copper Ore — supplies the 142.5 Copper Ore/min draw.
- 2 six-vein Mining Machines — Stone — collectively cover 225 Stone/min, including the independent Glass buffer.
Pipeline
- 16 Arc Smelters — Iron Ingots → 960/min.
- 2 Arc Smelters — Magnets → 80/min capacity.
- 3 Arc Smelters — Copper Ingots → 180/min capacity.
- 3 Arc Smelters — Stone Bricks → 180/min capacity.
- 3 Arc Smelters — Steel → 60/min capacity.
- 1 Arc Smelter — Glass → 30/min.
- 6 Mk.I Assemblers — Gears → 270/min capacity.
- 1 Mk.I Assembler — Magnetic Coils → 90/min capacity.
- 3 Mk.I Assemblers — Circuit Boards → 270/min capacity.
- 1-slot Storage Mk.I — Gears — limit to 200 items.
- 1-slot Storage Mk.I — Magnetic Coils — limit to 200 items.
- 1-slot Storage Mk.I — Circuit Boards — limit to 200 items.
- 1-slot Storage Mk.I — Glass — limit to 100 items.
- 1 Mk.I Assembler — Conveyor Belt Mk.I → 135/min.
- 1 Mk.I Assembler — Sorter Mk.I → 45/min.
- 1 Mk.I Assembler — Mining Machine → 15/min.
- 1 Mk.I Assembler — Arc Smelter → 15/min.
- 1 Mk.I Assembler — Assembling Machine Mk.I → 22.5/min.
- 1 Mk.I Assembler — Foundation → 45/min.
Output
- Storage Mk.I — Conveyor Belt Mk.I — limit to 600; satisfied in 4 minutes 27 seconds.
- Storage Mk.I — Sorter Mk.I — limit to 400; satisfied in 8 minutes 53 seconds.
- Storage Mk.I — Mining Machines — limit to 50; satisfied in 3 minutes 20 seconds.
- Storage Mk.I — Arc Smelters — limit to 50; satisfied in 3 minutes 20 seconds.
- Storage Mk.I — Assembling Machine Mk.I — limit to 50; satisfied in 2 minutes 13 seconds.
- Storage Mk.I — Foundation — limit to 200; satisfied in 4 minutes 27 seconds.
Minimal pickup interval
- The Gears buffer reaches its pickup reserve from spare capacity in approximately 13 minutes 20 seconds.
- The Magnetic Coil buffer reaches its pickup reserve in approximately 6 minutes 40 seconds.
- The Circuit Board buffer reaches its pickup reserve in approximately 4 minutes 27 seconds.
- The Glass buffer reaches its pickup reserve in approximately 3 minutes 20 seconds.
Operating note
- For each intermediate buffer, set Limit for Automation Input to one slot and place the box inline before its consumers. Let the reserve fill before connecting the outgoing sorter. Output boxes use the stated limits; raising a limit increases stock, not production rate.
- This block is sized for all six output assemblers to run together until their limits are satisfied. Once the boxes fill, the shared intermediates become ordinary mall pickup stock.
Watch for
Power headroom. Add generation before sustained demand reaches the grid ceiling; don’t wait for a brownout cascade. The starter grid should absorb the blue Labs and the coming Oil Extractors and Refineries without repeated intervention.
Overbuilding the starter layout. Most early long-distance belts have an expiration date, whether they know it or not.
The right bootstrap factory is the one that keeps you moving, not the one you'd preserve for fifty hours.
Ready to move on when
- Iron and copper arrive continuously.
- Basic smelting runs without manual feeding.
- Magnetic Coils and Circuit Boards are automated.
- Belts and sorters are readily available.
- Adding ordinary factory machinery no longer requires repeated handcrafting.
- Power has enough headroom for Matrix Labs and the coming oil setup.
Next
Go to [BLUE].
1. [BLUE] — Get Blue Cubes Running
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Keep blue cubes and research labs running without hand-feeding |
| Good target | 20 blue cubes/min minimum, 40/min comfortable |
| Research next | High-Efficiency Plasma Control → Plasma Extract Refining → Energy Matrix tech (unlocks red cubes) |
| Keep an eye on | Don't overbuild blue while oil and mobility are still missing |
| Move on when | Blue is continuous and your grid has room for the oil setup |
Goal
Blue cubes should become background noise—in the good sense. Keep them running so research no longer waits for you to remember the recipe.
Research first
To open the next cube tier:
- High-Efficiency Plasma Control
- Plasma Extract Refining
- Energy Matrix — unlocks red cubes
Take Steel Smelting and Thermal Power before the oil setup and first off-world outpost turn into a last-minute materials hunt.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
- Minimum: 20 blue/min
- Comfortable: 40 blue/min
- Later: ~60+/min when the long run of purple, green, and photon research starts waiting on blue
Use this as a blueprint key, not a layout. Match the machine counts and input rates; route the belts in whatever way still makes sense on your planet.
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather solve the production chain yourself.
Blue cubes — 40/min + component reserves
Input
- 1 six-vein Mining Machine — Iron Ore — the full line draws 180 Iron Ore/min.
- 1 six-vein Mining Machine — Copper Ore — the full line draws 90 Copper Ore/min.
Pipeline
- 3 Arc Smelters — Magnets → 90 Magnets/min used, with 120/min installed capacity.
- 2 Arc Smelters — Iron Ingots → 90 Iron Ingots/min used, with 120/min installed capacity.
- 2 Arc Smelters — Copper Ingots → 90 Copper Ingots/min used, with 120/min installed capacity.
- 1 Mk.I Assembler — Magnetic Coils → 90/min.
- 1 Mk.I Assembler — Circuit Boards → 90/min.
Output
- 2 Matrix Labs — blue cubes → 40 blue cubes/min.
- 1 Storage Mk.I each — Magnetic Coils and Circuit Boards — collect unused component output.
Surplus Yield
- 50 Magnetic Coils/min and 50 Circuit Boards/min remain after the Labs consume 40/min of each.
- Each unrestricted 6,000-item component box fills from empty in 2 hours while blue science runs continuously.
Operating note
- Use the two storage boxes as the destination for spare component capacity. Scale Matrix Labs first; thicken the component line only when the boxes stop recovering between research bursts.
Watch for
Don't make blue your first giant factory district. The next important transition is:
red cubes → Drive Engine Lv2 → leave the starter planet
A beautiful oversized blue complex does nothing for you if oil and mobility are still missing.
Ready to move on when
- Blue cubes are produced continuously.
- Research labs run without hand-feeding.
- Blue-cube output is at least 20/min.
- Power has room for oil extraction and refining.
- Basic factory components no longer consume every iron/copper batch.
Next
Go to [RED].
2. [RED] — Build the Oil Economy and Keep Red Cubes Flowing
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Keep both refinery outputs moving and produce red cubes continuously |
| Good target | 10 red/min minimum, 20/min comfortable |
| Research next | Mecha Core Lv2 + Drive Engine Lv2, while lining up the listed PLS/ILS requirements |
| Keep an eye on | Hydrogen or Refined Oil filling up and stopping the refinery line |
| Move on when | Red is stable, flight is ready, and the important pre-ILS research is queued or done |
Goal
Oil is the first part of the game where a line can stop because you've got too much of something. Keep red cubes running, keep both refinery outputs moving, and line up the research for flight and the later ILS rush.
Research first
Get ready to fly
- Mecha Core Lv1
- Mecha Core Lv2
- Drive Engine Lv1
- Drive Engine Lv2
Research the ILS requirements early while the needed techs still use red cubes
Research or visibly queue:
- Titanium Smelting
- Magnetic Particle Trap
- Processor
- High-Efficiency Logistics System
- Thruster
- Vertical Construction Lv1
- Planetary Logistics System
- Reinforced Thruster
The tech tree makes one dependency especially easy to miss:
To research PLS, you also need Thruster and Vertical Construction Lv1. Queue them now rather than discovering the gap after the titanium trip.
Later, ILS also needs High-Strength Titanium Alloy and Reinforced Thruster.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
- Minimum: 10 red/min
- Comfortable: 20 red/min
- Later: ~60+/min when the long run toward green and the endgame starts waiting on red
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather solve the production chain yourself.
Red cubes — 20/min with balanced refinery outputs
Input
- 1 six-vein Mining Machine — Coal — the line draws 80 Coal/min from its nominal 180/min base-speed capacity.
- 1 Oil Extractor on a seep displaying at least 2.0 Crude Oil/s — comfortably exceeds the required 1.33/s or 80/min draw.
Pipeline
- 2 Arc Smelters — Energetic Graphite → 40 Energetic Graphite/min at stated output, with 60/min installed capacity.
- 3 Oil Refineries — Plasma Refining → collectively produce 40 Hydrogen/min at the stated cube rate.
- 3 Oil Refineries — Plasma Refining → 80 Refined Oil/min at the stated cube rate.
Output
- 2 Matrix Labs — red cubes → 20 red cubes/min.
Surplus Yield
- 80 Refined Oil/min.
Operating note
- One 10,000-unit Storage Tank fills with Refined Oil in 2 hours 5 minutes. Chain another tank before that interval expires until Plastic and Organic Crystal production can consume the oil; a full oil outlet blocks Hydrogen and stops red science.
Watch for
The classic refinery failure isn't lack of crude oil. It's one output filling up and silently stopping the other.
Don't panic-burn or discard Hydrogen; later phases will ask for absurd amounts of it. Early on, however, a finite buffer is still better than letting a full tank stop research.
Ready to move on when
- Red cubes are produced continuously.
- Red-cube output is at least 10/min.
- Neither Hydrogen nor Refined Oil can permanently jam the refinery line.
- Drive Engine Lv2 and Mecha Core Lv2 are reachable or complete.
- The technologies needed before ILS are researched or visibly queued.
Next
Go to [FLIGHT].
3. [FLIGHT] — Drive Engine Lv2 and Planetary Escape
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Reach the titanium planet safely and leave behind useful mining and smelting |
| Good target | No cube-rate target here; bring enough fuel, power, and buildings to avoid a token trip |
| Research next | Drive Engine Lv2 → Titanium Smelting → finish PLS requirements → Magnetic Particle Trap → Processor → Reinforced Thruster |
| Keep an eye on | Fuel margin, destination power, and remote defense on Dark Fog runs |
| Move on when | You can mine and preferably smelt titanium off-world without improvising the whole outpost by hand |
Goal
This isn't a sightseeing trip. Leave the starter planet safely and come back with the ability to exploit off-world titanium.
The starter planet has no normal Titanium Ore veins. Silicon can be bootstrapped inefficiently from Stone, but Titanium has no ordinary synthetic fallback.
To reach yellow cubes, you eventually have to leave the starter planet.
Research first
- Drive Engine Lv2
- Titanium Smelting
- Finish the research needed for PLS:
- High-Efficiency Logistics System
- Thruster
- Vertical Construction Lv1
- Planetary Logistics System
- Magnetic Particle Trap
- Processor
- Reinforced Thruster
Drive Engine Lv2 also needs Drive Engine Lv1 and Mecha Core Lv2.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
There's no cube target here. The target is a trip that changes what your factory can do.
Before launch, carry enough fuel and core-energy margin to survive a bad approach, plus enough construction material to leave a real outpost behind. A token miner and a promise to come back don't count.
Watch for
Persistent remote outposts on Dark Fog runs
An unattended mining world can acquire an unpleasant new neighbor while you're away.
Before leaving a persistent outpost behind, make the choice explicitly:
- provide minimum autonomous local defense; or
- accept that you may need to return and clear a new base later.
Don't configure early defenses to attack orbital or Relay targets unless escalation is deliberate.
Ready to move on when
- Drive Engine Lv2 is researched.
- Titanium Smelting is researched.
- PLS is researched or immediately researchable.
- Magnetic Particle Trap and Processor are researched or queued.
- Reinforced Thruster is researched or queued.
- Fuel and core-energy margin are comfortable.
- The titanium destination and its power plan are understood.
Next
Go to [TITANIUM].
4. [TITANIUM] — Your First Off-World Industrial Expedition
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Establish remote titanium mining and smelt it before transport |
| Good target | First haul: 810–860 Titanium Ingots; remote source: 60/min minimum, 120/min comfortable |
| Research next | Only what's needed for the Structure Matrix tech (yellow cube unlock) → High-Strength Titanium Alloy → ILS |
| Keep an eye on | Don't spend scarce first titanium on a broad PLS rollout |
| Move on when | You've built a serious titanium stockpile and direct silicon is available or planned |
Goal
Make the first trip count. Return with enough titanium to break through the yellow/ILS transition instead of commuting between planets with pocketfuls of ore.
Research first
This is a poor moment to wander into interesting side research.
Finish only the research you need for:
- Structure Matrix tech (yellow cube unlock)
- High-Strength Titanium Alloy
- Interstellar Logistics System
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
First serious haul
Aim for 810–860 Titanium Ingots.
That's a practical target for:
- the 200 yellow cubes used by the ILS rush;
- two initial ILS towers;
- roughly 5–10 Logistics Vessels.
The hard technical minimum for the 200-yellow research batch, two ILS towers, and one vessel is about 770 Titanium Ingots.
Persistent remote smelting
- Minimum: ~60 Titanium Ingots/min
- Comfortable starter source: ~120/min
- Later: expand only when the home ILS is emptying the source faster than you can refill it
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather solve the production chain yourself.
Remote Titanium Ingots — 120/min
Input
- 2 six-vein Mining Machines — Titanium Ore — collectively supply the required 240 Titanium Ore/min. One miner covering eight veins can replace them when the patch geometry permits.
Pipeline
- 4 Arc Smelters — Titanium Ingots → 120 Titanium Ingots/min.
Output
- 1 Storage Mk.I — Titanium Ingots — receives 120/min; an unrestricted 3,000-item box fills in 25 minutes.
Minimal pickup interval
- 860 Titanium Ingots accumulate in 7 minutes 10 seconds after the line starts.
Operating note
- At base Mining Speed, each covered vein contributes 30 Ore/min. Six veins therefore produce 180/min, not 240/min; a Mk.I belt can carry twelve such veins. Two ordinary six-vein miners provide comfortable coverage, while one eight-vein placement feeds the four-smelter block exactly.
High-Purity Silicon — 120/min
Input
- 2 six-vein Mining Machines — Silicon Ore — collectively supply the required 240 Silicon Ore/min. One eight-vein placement is an exact alternative.
Pipeline
- 4 Arc Smelters — High-Purity Silicon → 120 High-Purity Silicon/min.
Output
- 2 stacked Storage Mk.I — High-Purity Silicon — hold 6,000 items and fill in 50 minutes.
Operating note
- The later 24-Processor/min science demand requires 192 Silicon Ore/min. The four-smelter block is sized to 240/min so it also supports the Processor reserve built in PURPLE.
Watch for
PLS is tempting, but your first titanium has a more important job: ending manual interplanetary hauling.
Before ILS, PLS can tidy local transport, but it can't move titanium between planets. Build only the units that will become your first ILS pair unless the local belts are genuinely costing more time than another titanium trip.
Ready to move on when
- Remote Titanium Ore extraction is operating.
- Titanium is smelted at source.
- The first serious return haul is large enough for the ILS rush.
- Direct Silicon Ore mining is established or planned.
- A persistent outpost has a power plan and, where relevant, a defense plan.
Next
Go to [YELLOW].
5. [YELLOW] — Make 200 Yellow Cubes and Break the Hauling Loop
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Produce 200 yellow cubes and have the first ILS hardware ready when research finishes |
| Good target | 7.5 yellow/min minimum, 15/min comfortable for the ILS rush |
| Research next | Chemical branch → Structure Matrix tech (yellow cube unlock) → High-Strength Titanium Alloy → confirm PLS + Reinforced Thruster → ILS |
| Keep an eye on | The oil-heavy Organic Crystal chain and missing ILS prerequisites |
| Move on when | 80 yellow has gone to Titanium Alloy, 120 to ILS, and the first station pair is ready to build |
Goal
This is one of the cleanest bargains in the run: produce 200 yellow cubes, spend them on the two technologies that matter, and retire yourself from interplanetary freight duty.
Default allocation:
- 80 yellow → High-Strength Titanium Alloy
- 120 yellow → Interstellar Logistics System
Make 200 yellow, spend it, and move on. The game will give you plenty of reasons to build more later.
Research first
If the chemical branch is incomplete:
- Basic Chemical Engineering
- Polymer Chemical Engineering
- High-Strength Crystal
- Structure Matrix — unlocks yellow cubes
- High-Strength Titanium Alloy
- Confirm the PLS required research
- Confirm Reinforced Thruster
- Interstellar Logistics System
ILS requires:
- Planetary Logistics System
- High-Strength Titanium Alloy
- Reinforced Thruster, an easy-to-miss requirement
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
For the ILS rush:
- Minimum: 7.5 yellow/min — 200 yellow cubes in about 26m40s
- Comfortable: 15/min — 200 yellow cubes in about 13m20s
- Later: don't build your final yellow setup yet; ILS and PLS are about to change how you move materials around the planet
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather solve the production chain yourself.
Yellow cubes — 15/min
Input
- 1 six-vein Mining Machine — Coal — the line draws 90 Coal/min.
- 1 six-vein Mining Machine — Titanium Ore, or the equivalent imported supply — the line draws 90 Titanium Ore/min.
- 1 Oil Extractor on a seep displaying at least 2.0 Crude Oil/s — comfortably exceeds the required 1.25/s or 75/min draw.
- 1 Water Pump — supply 15 Water/min.
Pipeline
- 2 Arc Smelters — Energetic Graphite → 45/min used, with 60/min installed capacity.
- 3 Oil Refineries — Plasma Refining → 75 Refined Oil/min.
- 3 Oil Refineries — Plasma Refining → 37.5 Hydrogen/min.
- 2 Chemical Plants — Plastic → 30 Plastic/min.
- 2 Chemical Plants — Organic Crystals → 15 Organic Crystals/min.
- 2 Arc Smelters — Titanium Ingots → 45 Titanium Ingots/min.
- 2 Mk.I Assemblers — Titanium Crystals → 15 Titanium Crystals/min.
- 1 Arc Smelter — Diamonds → 15 Diamonds/min.
Output
- 2 Matrix Labs — yellow cubes → 15 yellow cubes/min.
Surplus Yield
- 37.5 Hydrogen/min.
Operating note
- Hydrogen is a coupled refinery output. Route it to storage or a consuming line before the outlet fills; blocked Hydrogen stops Refined Oil, which stops Plastic, Organic Crystals, and yellow science.
Steel — 20/min
Input
- 1 six-vein Mining Machine — Iron Ore — the line draws 60 Iron Ore/min.
Pipeline
- 1 Arc Smelter — Iron Ingots → 60/min.
- 1 Arc Smelter — Steel → 20/min.
Output
- 1 Storage Mk.I — Steel — receives 20/min; the required 80 Steel take 4 minutes and a full 3,000-item box takes 2 hours 30 minutes.
Titanium Alloy — 10/min
Input
- 1 Mining Machine — Titanium Ore — supply 20 Titanium Ore/min.
- 1 Mining Machine — Iron Ore — supply 30 Iron Ore/min.
- 1 Mining Machine — Stone — supply 40 Stone/min.
- 1 Oil Extractor on a seep displaying at least 1.0 Crude Oil/s — the line draws 30/min.
- 1 Water Pump — supply 20 Water/min.
Pipeline
- 1 Arc Smelter — Titanium Ingots → 10/min.
- 1 Arc Smelter — Iron Ingots → 30/min.
- 1 Arc Smelter — Steel → 10/min.
- 2 Oil Refineries — Plasma Refining → 30 Refined Oil/min.
- 2 Oil Refineries — Plasma Refining → 15 Hydrogen/min.
- 1 Chemical Plant — Sulfuric Acid → 20/min.
- 1 Arc Smelter — Titanium Alloy → 10/min at stated output.
Output
- 1 Storage Mk.I — Titanium Alloy — receives 10/min; the required 180 Alloy take 18 minutes and a full 3,000-item box takes 5 hours.
Surplus Yield
- 15 Hydrogen/min.
Processors — 20/min
Input
- 1 Mining Machine — Iron Ore — supply 40 Iron Ore/min.
- 1 Mining Machine — Copper Ore — supply 60 Copper Ore/min.
- 1 six-vein Mining Machine — Silicon Ore — the line draws 160 Silicon Ore/min.
Pipeline
- 1 Arc Smelter — Iron Ingots → 40/min.
- 1 Arc Smelter — Copper Ingots → 60/min.
- 3 Arc Smelters — High-Purity Silicon → 80/min used, 90/min capacity.
- 1 Mk.I Assembler — Circuit Boards → 40/min.
- 2 Mk.I Assemblers — Microcrystalline Components → 40/min.
- 1-slot Storage Mk.I — Microcrystalline Components — limit to one item slot.
- 2 Mk.I Assemblers — Processors → 20/min at stated output, with 30/min installed capacity.
Output
- 1 Storage Mk.I — Processors — receives 20/min; the required 130 Processors take 6 minutes 30 seconds and a full 6,000-item box takes 5 hours.
Operating note
- Limit the Microcrystalline Component buffer to one 200-item slot so the component remains available for pickup without turning the support line into a warehouse.
Electromagnetic Turbines — 20/min
Input
- 2 six-vein Mining Machines — Iron Ore — collectively cover the 200 Iron Ore/min draw.
- 1 Mining Machine — Copper Ore — supply 40 Copper Ore/min.
Pipeline
- 2 Arc Smelters — Iron Ingots → 120/min.
- 2 Arc Smelters — Magnets → 80/min.
- 1 Arc Smelter — Copper Ingots → 40/min.
- 1 Mk.I Assembler — Gears → 40/min.
- 1 Mk.I Assembler — Magnetic Coils → 80/min.
- 2 Mk.I Assemblers — Electric Motors → 40/min.
- 1-slot Storage Mk.I — Electric Motors — limit to one item slot.
- 1 Mk.I Assembler — Electromagnetic Turbines → 20/min at stated output.
Output
- 1 Storage Mk.I — Electromagnetic Turbines — receives 20/min; the required 50 Turbines take 2 minutes 30 seconds and a full 3,000-item box takes 2 hours 30 minutes.
Operating note
- Limit the Electric Motor buffer to one 100-item slot. The earlier Magnet, Gear, and Magnetic Coil buffers may feed this line instead of being duplicated.
Particle Containers — 10/min
Input
- 2 six-vein Mining Machines — Iron Ore — collectively cover the self-contained line’s 200 Iron Ore/min draw.
- 1 Mining Machine — Copper Ore — supply 60 Copper Ore/min.
- 1 Mining Machine — Coal — supply 60 Coal/min.
- 1 Mining Machine — Stone — supply 20 Stone/min.
- 1 Oil Extractor on a seep displaying at least 1.0 Crude Oil/s — the line draws 15/min.
- 1 Water Pump — supply 10 Water/min.
Pipeline
- 2 Arc Smelters — Iron Ingots → 120/min.
- 2 Arc Smelters — Magnets → 80/min.
- 1 Arc Smelter — Copper Ingots → 60/min.
- 1 Arc Smelter — Energetic Graphite → 30/min.
- 1 Mk.I Assembler — Gears → 40/min.
- 1 Mk.I Assembler — Magnetic Coils → 80/min.
- 2 Mk.I Assemblers — Electric Motors → 40/min.
- 1 Mk.I Assembler — Electromagnetic Turbines → 20/min.
- 1 Oil Refinery — Plasma Refining → 15 Refined Oil/min.
- 1 Oil Refinery — Plasma Refining → 7.5 Hydrogen/min.
- 1 Chemical Plant — Sulfuric Acid → 10/min.
- 1 Chemical Plant — Graphene → 20/min.
- 1 Mk.I Assembler — Particle Containers → 10/min at stated output.
- 1-slot Storage Mk.I — Electric Motors — place before the next consumer.
- 1-slot Storage Mk.I — Electromagnetic Turbines — place before the next consumer.
- 1-slot Storage Mk.I — Graphene — place before the next consumer.
Output
- 1 Storage Mk.I — Particle Containers — receives 10/min; the required 80 Containers take 8 minutes and a full 3,000-item box takes 5 hours.
Surplus Yield
- 7.5 Hydrogen/min.
Operating note
- This is the self-contained standard line. If the Electromagnetic Turbine card above is already running, feed its output box into this line and omit the duplicated Motor/Turbine branch.
Watch for
The 15/min line is a bridge to ILS, not your final yellow factory.
The first 200 yellow cubes only get you through the ILS rush. Later research will eat thousands more, but ILS will make the eventual expansion far less painful.
Ready to move on when
- Yellow production is continuous.
- Yellow-cube output is at least 7.5/min; ~15/min is comfortable.
- 200 yellow cubes are reserved for High-Strength Titanium Alloy and ILS.
- High-Strength Titanium Alloy is complete.
- ILS is complete or finishing.
- Most non-yellow ILS hardware is already prepared.
Next
Go to [ILS].
6. [ILS] — End Manual Interplanetary Hauling
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Keep the first ILS routes running and start using PLS where it actually saves effort |
| Good target | Titanium and silicon arrive unattended; later, move older blue/red/yellow cube lines toward ~60/min each only when research is waiting on them |
| Research next | Applied Superconductor if needed → High-Strength Material → Particle Control → Processor if needed → Information Matrix tech (unlocks purple cubes) |
| Keep an eye on | ILS charging spikes and the temptation to rebuild the entire planet at once |
| Move on when | Logistics is stable and the research queue is clearly pointed at purple |
Goal
You're no longer the cargo ship. Replace manual interplanetary hauling with continuous supply, then convert only the worst global belts into local logistics districts.
Research first
Point the main research queue toward purple:
- Applied Superconductor, if still missing
- High-Strength Material
- Particle Control
- Processor, if still missing
- Information Matrix — unlocks purple cubes
The Information Matrix tech (purple cube unlock) requires Processor + Particle Control.
Unlocking ILS feels like a victory lap. It isn't a reason to research every yellow-tier utility technology before pointing the queue at purple.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
The target here isn't a prettier planet or a larger cube number. It's:
- Titanium arrives automatically.
- Silicon arrives automatically or has an equally sustainable source.
- Manual interplanetary hauling ends.
- The grid can absorb ordinary ILS operation without repeated brownouts.
Once logistics is working, check the older cube lines occasionally. Before the long run to green, around 60/min each for blue, red, and yellow is comfortable—but expand only the color research is actually waiting on.
Quick reference — How much is enough
ILS is complete when the route works without you. These are configuration checks, not production lines.
| Route | Source | Destination | Enough when |
|---|---|---|---|
| Titanium Ingots | Source ILS: Remote Provider; Local may remain Depot. Belt Titanium Ingots into the station. | Powered home ILS: Remote Receiver. Install vessels and set the outbound belt-port filter to Titanium Ingots. | Titanium arrives automatically and manual hauling ends. The powered home station may collect from an unpowered source. |
| Silicon Ore | Source ILS: Remote Provider with enough mining throughput for Processor demand. | Home ILS: Remote Receiver. Use a dedicated tower only when other bulk traffic can starve Silicon. | Silicon delivery is sustained automatically, or an equivalent local source demonstrably covers demand. |
| Imported material to local district | Home ILS: imported item set to Local Provider after remote receipt; install Logistics Drones. | Consumer PLS: same item set to Local Receiver. Keep belts short inside the district. | The long global belt is replaced by Drone transport while the production district remains locally legible. |
The intended transition is global spaghetti → logistics network → local spaghetti. Blueprint perfection isn’t a phase requirement.
Watch for
ILS charging spikes
A newly placed ILS charges a large internal buffer and can make the power graph look as though the factory has suddenly lost its mind.
The spike is real but temporary. Don't size the whole grid around it; lower the station charging-power setting if the early network can't absorb it comfortably.
Premature total rebuilds
Don't celebrate ILS by demolishing the planet. Replace one irritating long-distance belt at a time, and leave anything that still works alone until it becomes the problem.
Ready to move on when
- Titanium arrives automatically.
- Silicon arrives automatically or has an equally sustainable source.
- Manual interplanetary hauling is no longer routine.
- Home-station charging no longer destabilizes the grid.
- Imported materials can enter local PLS distribution where useful.
- The main tech queue is explicitly pointed toward the Information Matrix tech (purple cube unlock).
Next
Go to [PURPLE].
7. [PURPLE] — Build the First Truly Wide Production Tier
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Keep purple cubes flowing and complete both the Strange Matter and Quantum Chip paths |
| Good target | 12 purple/min minimum, 24/min comfortable |
| Research next | Miniature Particle Collider → Strange Matter → Gravitational Wave Refraction and Casimir Crystal → High-Strength Glass → Wave Function Interference → Quantum Chip → Gravity Matrix tech (unlocks green cubes) |
| Keep an eye on | Processors, Particle Broadband, Graphene/Carbon Nanotubes, and older blue/red/yellow cube rates |
| Move on when | Purple cubes are stable and both tech branches needed for green are finished or nearly finished |
Goal
Purple is where the tidy little chains stop pretending they're independent. Keep the cubes running and finish the two branches that meet at green.
Your next clear goal is:
sustain purple → complete the Strange Matter branch → complete the Quantum Chip branch → unlock the first green cube
Once you can make the first green cube, purple has done its job. Stabilize the weak links, but don't hold the run hostage until the whole district looks respectable.
Research first
Work on both paths as the factory allows; neither branch is optional if you want green.
Branch A — Strange Matter / gravity side
- Miniature Particle Collider
- Strange Matter
- Gravitational Wave Refraction
Branch B — Quantum Chip side
- Casimir Crystal
- High-Strength Glass
- Wave Function Interference
- Quantum Chip
Wave Function Interference sits downstream of Casimir Crystal and High-Strength Glass.
Then unlock green
- Gravity Matrix — unlocks green cubes
The Gravity Matrix tech (green cube unlock) only becomes available after both the Quantum Chip path and Gravitational Wave Refraction are finished.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
- Minimum: 12 purple/min
- Comfortable: 24/min
- Later: ~40/min before sustained 40-white/min production
A 12/min purple-cube line takes about 83 minutes to produce 1,000 cubes if purple alone sets the pace. At 24/min, the same amount takes about 42 minutes.
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather solve the production chain yourself.
Processors — 24/min supplied + 6/min reserve
Input
- 1 six-vein Mining Machine — Iron Ore — the installed line draws 60 Iron Ore/min.
- 1 six-vein Mining Machine — Copper Ore — the installed line draws 90 Copper Ore/min.
- 2 six-vein Mining Machines — Silicon Ore — collectively cover the installed line’s 240 Silicon Ore/min draw.
Pipeline
- 1 Arc Smelter — Iron Ingots → 60/min.
- 2 Arc Smelters — Copper Ingots → 90/min.
- 4 Arc Smelters — High-Purity Silicon → 120/min.
- 1 Mk.I Assembler — Circuit Boards → 60/min.
- 3 Mk.I Assemblers — Microcrystalline Components → 60/min.
- 2 Mk.I Assemblers — Processors → 30/min installed capacity.
Output
- 1 Storage Mk.I — Processors receives the 6 Processors/min not consumed by the 24/min purple branch.
- With no downstream draw, the unrestricted 6,000-item box fills at the full 30/min output in 3 hours 20 minutes.
Surplus Yield
- 6 Processors/min while purple science consumes 24/min; the unrestricted box fills from that reserve in 16 hours 40 minutes.
Operating note
- Keep the reserve visible. Quantum Chips use Processors next, and later production uses them again.
Graphene — 40/min with synthetic Sulfuric Acid
Input
- 1 six-vein Mining Machine — Coal — the line draws 120 Coal/min.
- 1 Mining Machine — Stone — supply 40 Stone/min.
- 1 Oil Extractor on a seep displaying at least 1.0 Crude Oil/s — the line draws 30/min.
- 1 Water Pump — supply 20 Water/min.
Pipeline
- 2 Arc Smelters — Energetic Graphite → 60/min.
- 2 Oil Refineries — Plasma Refining → 30 Refined Oil/min.
- 2 Oil Refineries — Plasma Refining → 15 Hydrogen/min.
- 1 Chemical Plant — Sulfuric Acid → 20/min.
- 1 Chemical Plant — Graphene → 40/min.
Output
- 1 Storage Mk.I — Graphene — receives 40/min; an unrestricted 3,000-item box fills in 1 hour 15 minutes.
Surplus Yield
- 15 Hydrogen/min.
Operating note
- Fire Ice or a Sulfuric Acid ocean can replace much of this standard chain later.
Carbon Nanotubes — 24/min from standard Graphene
Input
- 1 Mining Machine each — Coal, Titanium Ore, and Stone — supply 108 Coal/min, 24 Titanium Ore/min, and 36 Stone/min.
- 1 Oil Extractor on a seep displaying at least 1.0 Crude Oil/s — the line draws 27/min.
- 1 Water Pump — supply 18 Water/min.
Pipeline
- 2 Arc Smelters — Energetic Graphite → 54/min.
- 1 Arc Smelter — Titanium Ingots → 12/min.
- 2 Oil Refineries — Plasma Refining → 27 Refined Oil/min.
- 2 Oil Refineries — Plasma Refining → 13.5 Hydrogen/min.
- 1 Chemical Plant — Sulfuric Acid → 18/min.
- 1 Chemical Plant — Graphene → 36/min.
- 1 Chemical Plant — Carbon Nanotubes → 24/min at stated output.
Output
- 1 Storage Mk.I — Carbon Nanotubes — receives 24/min; an unrestricted 3,000-item box fills in 2 hours 5 minutes.
Surplus Yield
- 13.5 Hydrogen/min.
Particle Broadband — 12/min
Input
- 1 Mining Machine each — Coal, Titanium Ore, Silicon Ore, and Stone — supply 132 Coal/min, 24 Titanium Ore/min, 48 Silicon Ore/min, and 36 Stone/min.
- 1 Oil Extractor on a seep displaying at least 1.5 Crude Oil/s — the line draws 51/min.
- 1 Water Pump — supply 18 Water/min.
Pipeline
- 3 Arc Smelters — Energetic Graphite → 66/min.
- 1 Arc Smelter — Titanium Ingots → 12/min.
- 1 Arc Smelter — High-Purity Silicon → 24/min.
- 1 Arc Smelter — Crystal Silicon → 24/min.
- 4 Oil Refineries — Plasma Refining → 51 Refined Oil/min.
- 4 Oil Refineries — Plasma Refining → 25.5 Hydrogen/min.
- 1 Chemical Plant each — Sulfuric Acid, Graphene, Carbon Nanotubes, and Plastic → 18, 36, 24, and 12/min respectively.
- 3 Mk.I Assemblers — Particle Broadband → 12/min at stated output.
Output
- 1 Storage Mk.I — Particle Broadband — receives 12/min; an unrestricted 6,000-item box fills in 8 hours 20 minutes.
Surplus Yield
- 25.5 Hydrogen/min.
Purple cubes — 12/min
Input
- 24 Processors/min from the Processor card above.
- 12 Particle Broadband/min from the Particle Broadband card above.
Pipeline
- Bring the two buffered products to the cube district on separate visible feeds.
Output
- 2 Matrix Labs — purple cubes → 12 purple cubes/min.
Operating note
- See the four cards above for the complete Processor and Particle Broadband support. When scaling toward roughly 24 purple/min, copy the prerequisite capacity as well as the final Labs.
Watch for
Purple feels messy because it exposes several old resource networks at once:
- silicon production rate
- Processors
- Plastic
- Graphene
- Carbon Nanotubes
- Hydrogen
- older blue/red/yellow cube production rates
Judge each one by whether it keeps up, not by whether the district deserves a screenshot.
A synthetic Sulfuric Acid district can be ugly and still be perfectly adequate. A beautiful Processor district that only makes half the required rate is the real problem.
Ready to move on when
- Purple cubes are continuous.
- Purple-cube output is at least 12/min; ~24/min is comfortable.
- Processor production keeps pace.
- Particle Broadband is stable.
- Graphene and Carbon Nanotubes are stable.
- Branch A is complete or actively progressing.
- Branch B is complete or actively progressing.
- Older blue/red/yellow cube rates have been rechecked.
Next
Default route: go to [GREEN].
For a targeted rare-resource detour, read [WARP] first.
8. [WARP] — Optional Pre-Green Interstellar Scouting
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Warp for a named resource with a clear payoff |
| Good target | Make only a small stock of expensive pre-green Space Warpers |
| Research next | Gravitational Wave Refraction → Drive Engine Lv3 → Mecha Core Lv4 → Drive Engine Lv4 |
| Keep an eye on | Aimless exploration and confusing personal warp with vessel warp |
| Move on when | The target resource has been collected and you can explain exactly which painful chain it replaces or simplifies |
Goal
A warp drive isn't an itinerary. Use personal warp early only when you can name the rare resource you want and the production pain it will remove.
Warp isn't required for Mission Completed. The standard chains can carry you through the starting system just fine.
Research first
For personal warp before green:
- Gravitational Wave Refraction
- Drive Engine Lv3
- Mecha Core Lv4
- Drive Engine Lv4
- Optional Universe Exploration Lv3 when better scouting information has a concrete payoff
Drive Engine Lv4 also needs Drive Engine Lv3, Mecha Core Lv4, and Gravitational Wave Refraction.
Personal warp and vessel warp are separate capabilities. Icarus learning to cross the stars doesn't magically teach the ILS fleet to follow.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
Before green:
1 Graviton Lens → 1 Space Warper
After green:
1 green cube → 8 Space Warpers
That economic difference is why the default route still goes to green first.
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather solve the production chain yourself.
Pre-green Space Warpers — 4.5/min per Mk.I Assembler
Input
- Graviton Lens production supplying 4.5 lenses/min per fully utilized Mk.I Assembler.
Pipeline
- Keep the assembler output in deliberately limited storage; this is a scouting supply, not a routine logistics line.
Output
- 1 Mk.I Assembler — Space Warpers, feeding deliberately limited expedition storage.
Operating note
- The standard pre-green recipe is 1 Graviton Lens → 1 Space Warper. Green later changes the bargain to 1 green cube → 8 warpers, which is why this route stays small.
Named rare-resource expedition
Input
- A specific named rare resource and an identified production chain it will replace or simplify.
- Personal warpers, fuel, construction supplies, and return margin.
Pipeline
- Scout or retrieve only the target resource; avoid open-ended exploration before cheap warpers and vessel warp.
Output
- A concrete production problem becomes easier, after which the run returns to the green path.
Watch for
Exploration is very good at becoming the whole evening. Before cheap warpers or vessel warp, that's a large detour rather than harmless sightseeing.
A good pre-green warp trip answers:
“What problem will this resource actually solve for me right now?”
If you can't answer that question cleanly, continue to green.
Ready to move on when
- The detour has a named resource target.
- Expensive pre-green warpers aren't being used for routine logistics.
- The target resource clearly makes an existing production problem easier.
Next
Return to [GREEN].
9. [GREEN] — Green Cubes and Cheap Warp Logistics
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Keep green cubes flowing without letting Hydrogen or Deuterium take over the whole factory |
| Good target | 10 green/min starter, 20/min comfortable, scale toward ~40/min for the endgame |
| Research next | Quantum Chip + Gravitational Wave Refraction → Gravity Matrix tech (green cube unlock); then take vessel warp or Gas Giant Exploitation when they solve a real need |
| Keep an eye on | Hydrogen, Deuterium, Strange Matter power use, and whether Orbital Collectors would now save real effort |
| Move on when | Green is stable, cheap warpers exist, and Dyson/photon preparation is already moving |
Goal
Green is where the factory begins to feel genuinely interstellar. Keep the cubes running, stabilize their expensive ingredients, and scale far enough that the photon and white-cube research doesn't become a surprise multi-hour wait.
Research first
By now both prerequisite paths should be finished:
- Quantum Chip
- Gravitational Wave Refraction
- Gravity Matrix — unlocks green cubes
After the first stable green line:
- use the efficient 8:1 Space Warper recipe;
- take vessel warp when an actual interstellar route needs it;
- take Gas Giant Exploitation when Hydrogen, Deuterium, or Fire Ice will solve a production problem you already have;
- keep the Dyson/photon lane moving in parallel.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
- Starter: 10 green/min
- Comfortable: 20/min
- For the endgame: scale toward ~40/min if you want the later research to move at a comfortable pace
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather solve the production chain yourself.
Deuterium — 50/min by Collider
Input
- 1 Mk.I belt from Hydrogen storage — carry 100 Hydrogen/min; one Mk.I belt can carry 360/min.
Pipeline
- 1 Miniature Particle Collider — Deuterium → 50 Deuterium/min at stated output.
Output
- 1 Storage Tank — Deuterium — receives 50/min; a 10,000-unit tank fills in 3 hours 20 minutes.
Operating note
- Watch the feeding Hydrogen tank while the Collider runs. If its level trends downward, the belt is fast enough but the source isn’t sustaining 100/min.
- Use this checked standard line unless a Fractionator loop or Orbital Collector route already delivers a measured 50 Deuterium/min.
Quantum Chips — 5/min
Input
- 10 Processors/min from the PURPLE Processor card.
- 20 Graphene/min from the PURPLE Graphene card.
- 1 Mining Machine — Coal — supply 40 Coal/min.
- 1 Mining Machine — Titanium Ore — 100/min.
- 1 Mining Machine — Stone — 40/min.
- 1 Oil Extractor on a seep displaying at least 2.0 Crude Oil/s — the modular line draws 50/min.
- 1 Water Pump — supply 30 Water/min.
- 1 Mk.I belt from Hydrogen storage — carry the 120 Hydrogen/min gross demand; one Mk.I belt can carry 360/min.
Pipeline
- 4 Oil Refineries — Plasma Refining → 50 Refined Oil/min.
- 4 Oil Refineries — Plasma Refining → 25 Hydrogen/min.
- 1 Arc Smelter — Energetic Graphite → 20/min.
- 1 Chemical Plant — Plastic → 20/min.
- 1 Chemical Plant — Organic Crystals → 10/min.
- 2 Arc Smelters — Titanium Ingots → 50/min.
- 1 Mk.I Assembler — Titanium Crystals → 10/min.
- 1 Arc Smelter — Glass → 20/min.
- 2 Mk.I Assemblers — Titanium Glass → 20/min.
- 1 Mk.I Assembler — Casimir Crystals → 10/min.
- 3 Mk.I Assemblers — Plane Filters → 10/min.
- 1 Mk.I Assembler — Quantum Chips → 5/min at stated output.
Output
- 1 Storage Mk.I — Quantum Chips — receives 5/min; an unrestricted 6,000-item box fills in 20 hours.
Surplus Yield
- 25 Hydrogen/min from Plasma Refining reduces the external demand to 95 Hydrogen/min.
- Put the refinery Hydrogen on a short return belt into the same tank that feeds the line. The tank then supplies the 120/min gross belt while the external source replaces only the 95/min net draw.
Operating note
- Watch the Hydrogen tank after the loop is connected. A falling level means the outside supply still isn’t sustaining the 95/min net demand.
- This card deliberately reuses the established Processor and Graphene outputs instead of rebuilding those earlier chains.
Strange Matter — 5/min
Input
- 10 Particle Containers/min from the YELLOW Particle Container card.
- 50 Deuterium/min from the Deuterium card above.
- 1 Mining Machine — Iron Ore — supply 10 Iron Ore/min.
Pipeline
- 1 Arc Smelter — Iron Ingots → 10/min.
- 1 Miniature Particle Collider — Strange Matter → 5/min at stated output.
Output
- 1 Storage Mk.I — Strange Matter — receives 5/min; an unrestricted 3,000-item box fills in 10 hours.
Graviton Lenses — 5/min
Input
- 5 Strange Matter/min from the card above.
- 1 Mining Machine — Coal — supply 40 Coal/min.
Pipeline
- 1 Arc Smelter — Energetic Graphite → 20/min.
- 1 Arc Smelter — Diamonds → 20/min.
- 1 Mk.I Assembler — Graviton Lenses → 5/min at stated output.
Output
- 1 Storage Mk.I — Graviton Lenses — receives 5/min; an unrestricted 3,000-item box fills in 10 hours.
Green cubes — 10/min
Input
- 5 Quantum Chips/min from the Quantum Chip card above.
- 5 Graviton Lenses/min from the Graviton Lens card above.
Pipeline
- No intermediate production building — route the two buffered card outputs directly to the final Labs.
Output
- 2 Matrix Labs — green cubes → 10 green cubes/min.
Operating note
- The preceding cards contain the complete modular support. Scaling only the final Labs does not increase green output.
Watch for
Green is where Gas Giant Exploitation often changes from “expensive detour” to “why am I still making all this locally?”
If Hydrogen or Deuterium production is taking over the factory, Orbital Collectors are solving a real problem rather than adding another system for its own sake.
Rare resources can also change the build ratio substantially:
- Fire Ice can simplify Graphene
- natural Organic Crystal can remove its synthetic chain
- Optical Grating Crystal can alter the Casimir route
- gas-giant Hydrogen/Deuterium can replace local production pressure
These routes change how you make the materials, not which technology comes next.
Ready to move on when
- Green cubes are continuous.
- Green-cube output is at least 10/min.
- Quantum Chips are stable.
- Strange Matter is stable.
- Hydrogen and Deuterium have a deliberate supply route.
- Cheap 8:1 Space Warpers are available.
- Green is being scaled toward the desired endgame pace.
- Dyson and photon preparation is already underway.
Next
Take the default route to [DYSON]. Choose [SPHERE] instead only when you deliberately prefer a slower build that doesn't expire.
10. [DYSON] — Build the Photon Swarm
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Sustain 511 Solar Sail launches/min and ≥1.655 GW live swarm generation at Ray Transmission Efficiency Lv0 |
| Good target | 23 Mk.I Solar Sail assemblers feeding 80 EM-Rail Ejectors that average at least 32% firing duty |
| Research next | Solar Collection → Photon Frequency Conversion → Super Magnetic Field Generator → Solar Sail Orbit System → Ray Receiver |
| Keep an eye on | Solar Sail lifetime, star luminosity, measured Ejector firing duty, and the live Dyson generation readout |
| Move on when | The live swarm meets the GW target and the Ray Receiver technology is ready for the photon phase |
Goal
The swarm route isn't a one-time build; it's a running bill:
raw materials → Solar Sails → EM-Rail Ejectors → sails in orbit → live Dyson power → Ray Receivers in [PHOTON]
Every sail adds power only for its researched lifetime. When sails expire, generation falls with them. Reaching the target once isn't enough: production and long-run launches must keep replacing the sails that disappear.
Why the target is 1.655 GW
The number is large because the photon economy is large. The default finish pace is 40 white cubes/min; the next phase uses four fully warmed, lensed Ray Receivers to make 48 Critical Photons/min. Those receivers convert 960 MW at full output. At the starting 58% Ray Transmission Efficiency, the swarm must generate approximately 1.655 GW to deliver that power after losses.
Why the baseline needs 511 sails/min
At luminosity 1.0 and the base 5,400-second Solar Sail lifetime, a 1.655-GW swarm holds roughly 46,000 active sails. Keeping that population steady requires approximately 511 replacements/min. Use:
required launches/min = target watts × 60 ÷ (36,000 × star luminosity × sail lifetime seconds)
Higher luminosity, longer sail-life research, and better Ray Transmission Efficiency all reduce the replacement stream. Use the calculation to size the factory, then trust the live Dyson generation readout over your spreadsheet.
How the launch block works
An EM-Rail Ejector launches 20 sails/min while it's firing, but planets rotate and injection points wander out of view. The reference block uses 80 Ejectors: at a measured average duty of 32%, they sustain roughly 512 launches/min. If your duty is lower, add Ejectors; if it's higher, enjoy the spare capacity.
Research first
- Solar Collection
- Photon Frequency Conversion
- Super Magnetic Field Generator
- Solar Sail Orbit System
- Ray Receiver
Solar Sail Orbit System has Super Magnetic Field Generator as an implicit requirement.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
| Requirement | Baseline target |
|---|---|
| Critical Photon capacity prepared for | 48/min |
| Fully warmed lensed Ray Receivers prepared for | 4 |
| Receiver conversion capacity | 960 MW |
| Live swarm generation at Ray Transmission Efficiency Lv0 | ≥1.655 GW |
| Solar Sail production and long-run launches | 511/min |
| Reference Ejector block | 80 at ≥32% average duty |
Launch setup: feed the 511/min sail buffer to 80 EM-Rail Ejectors. Each launches 20/min while firing; a measured average duty of 32% produces about 512 launches/min. Reserve 96 MW of peak grid capacity and judge the block by its long-run measured launch rate, not its installed Ejector count.
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather solve the production chain yourself.
Solar Sails — 511/min
Input
- 2 six-vein Mining Machines — Iron Ore — cover 255.5/min.
- 1 six-vein Mining Machine — Copper Ore — 127.75/min.
- 5 six-vein Mining Machines — Coal — cover 766.5/min.
- 10 six-vein Mining Machines — Stone — cover the combined 1,788.5/min draw.
- Oil Extractors — collectively display at least 4.0 Crude Oil/s for the 191.625/min draw.
- 1 Water Pump — 127.75/min.
Pipeline
- 5 Arc Smelters — Iron Ingots → 255.5/min.
- 3 Arc Smelters — Copper Ingots → 127.75/min.
- 26 Arc Smelters — Glass → 766.5/min.
- 13 Arc Smelters — Energetic Graphite → 383.25/min.
- 7 Oil Refineries — Plasma Refining → 191.625 Refined Oil/min.
- 7 Oil Refineries — Plasma Refining → 95.8125 Hydrogen/min.
- 4 Chemical Plants — Sulfuric Acid → 127.75/min.
- 7 Chemical Plants — Graphene → 255.5/min.
- 3 Mk.I Assemblers — Circuit Boards → 255.5/min.
- 12 Mk.I Assemblers — Prisms → 511/min.
- 18 Mk.I Assemblers — Photon Combiners → 255.5/min.
- 23 Mk.I Assemblers — Solar Sails → 511/min.
Output
- 1 Storage Mk.I — Solar Sails — receives 511/min; an unrestricted 6,000-item box fills in 11 minutes 44 seconds.
Surplus Yield
- 95.8125 Hydrogen/min.
Watch for
Ejector count isn't launch throughput. Measure sail consumption or actual launches over a long enough interval to include day/night and orbit-angle downtime.
The swarm is the faster route to photons, but the meter never stops running. If the continuing sail draw feels disproportionate, use [SPHERE] and turn the same industrial base into permanent structure.
Ready to move on when
- Solar Sail production sustains the recalculated replacement rate.
- Measured long-run launches sustain that same rate.
- The researched Ray Transmission Efficiency level is known and the matching GW target is being used.
- The live Dyson Swarm generation readout meets or exceeds that target.
- Ray Receiver is complete.
Next
Go to [PHOTON].
11. [SPHERE] — Optional Permanent Dyson Sphere
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Build permanent nodes, frames, and shell cells until live Dyson generation reaches the four-receiver power target |
| Good target | 5 Small Carrier Rockets/min, 5 rocket launches/min, and 15 shell-cell sails/min |
| Research next | Solar Collection → Photon Frequency Conversion → Super Magnetic Field Generator → Solar Sail Orbit System → Ray Receiver → High-Strength Lightweight Structure → Vertical Launching Silo |
| Keep an eye on | Processors, Quantum Chips, Deuteron Fuel Rods, completed frame boundaries, and the live sphere-generation readout |
| Move on when | The permanent sphere meets the same GW target required by the receiver array |
Goal
The sphere route trades speed for permanence. Instead of maintaining an expiring swarm, you complete a construction project:
raw materials → Frame Material → Dyson Sphere Components → Small Carrier Rockets → Vertical Launching Silo → nodes and frames → Solar Sails absorbed as shell cells → permanent Dyson power
What rockets build
Use the Dyson Sphere Editor to create a layer, place nodes, connect them with frames, and designate enclosed shell areas. Small Carrier Rockets launched by the Vertical Launching Silo build the nodes and frames. Until those boundaries exist, the sails have nowhere permanent to go.
What the Solar Sails do
Once completed structure encloses a shell area, launched Solar Sails can leave the temporary swarm and become permanent cell points. The production block below makes 45 sails/min: 30/min go into Dyson Sphere Components, leaving 15/min for shell-cell filling.
Why this route is slower
The one-Silo reference line launches only 5 rockets/min, and the layer you draw determines how long the project takes. Large radii and dense frames require more structure before sails can be absorbed. This route comes online more slowly than the swarm, but completed structure and cells don't expire.
What counts as complete
Your design determines the final rocket and sail count, so there's no honest universal material total. The endpoint is still numerical: reach ≥1.655 GW at Ray Transmission Efficiency Lv0, or the lower target for your researched level. The live generation readout decides when you're done.
Research first
If you came directly from [GREEN], complete the shared solar-launch path before the sphere-specific technologies:
- Solar Collection
- Photon Frequency Conversion
- Super Magnetic Field Generator
- Solar Sail Orbit System
- Ray Receiver
- High-Strength Lightweight Structure
- Vertical Launching Silo
Solar Sail Orbit System has Super Magnetic Field Generator as an implicit requirement. The sphere route still uses Solar Sails, EM-Rail Ejectors, and Ray Receivers; it changes how the power is built, not what happens downstream.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
| Requirement | Reference target |
|---|---|
| Small Carrier Rocket production | 5/min |
| Vertical Launching Silos | 1 supplied continuously |
| Rocket launches | 5/min |
| Solar Sails available for shell cells | 15/min |
| Reference shell Ejector block | 2 at ≥40% average duty |
| Live permanent generation at Ray Transmission Efficiency Lv0 | ≥1.655 GW |
Launch setup: feed the rocket buffer to 1 Vertical Launching Silo for 5 launches/min at an 18-MW active draw. Feed the separate 15-sail/min shell stream to 2 EM-Rail Ejectors; at 40% measured average duty they provide about 16 launches/min and draw up to 2.4 MW while firing.
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather solve the production chain yourself.
Casimir Crystals — 20/min
Input
- 40 Graphene/min from the PURPLE Graphene card.
- 1 six-vein Mining Machine — Coal — the line draws 80 Coal/min.
- 1 six-vein Mining Machine — Titanium Ore — 120/min.
- Oil Extractors on seeps displaying at least 2.0 Crude Oil/s — the line draws 100/min.
- 1 Water Pump — 20/min.
- 1 Mk.I belt from Hydrogen storage — carry the 240 Hydrogen/min gross demand; one Mk.I belt can carry 360/min.
Pipeline
- 4 Oil Refineries — Plasma Refining → 100 Refined Oil/min.
- 4 Oil Refineries — Plasma Refining → 50 Hydrogen/min.
- 2 Arc Smelters — Energetic Graphite → 40/min.
- 2 Chemical Plants — Plastic → 40/min.
- 2 Chemical Plants — Organic Crystals → 20/min.
- 2 Arc Smelters — Titanium Ingots → 60/min.
- 2 Mk.I Assemblers — Titanium Crystals → 20/min.
- 2 Mk.I Assemblers — Casimir Crystals → 20/min at stated output.
Output
- 1 Storage Mk.I — Casimir Crystals — receives 20/min; an unrestricted 3,000-item box fills in 2 hours 30 minutes.
Surplus Yield
- 50 Hydrogen/min from Plasma Refining reduces the external demand to 190/min when returned to the feeding tank.
Operating note
- Use a short return belt from the Refineries into the same Hydrogen tank that feeds the Casimir line, then watch the tank to verify that the external source sustains the 190/min net draw.
Quantum Chips — 10/min for rockets
Input
- 20 Casimir Crystals/min from the card above.
- 20 Processors/min from the YELLOW Processor card.
- 1 six-vein Mining Machine — Stone — supply 80 Stone/min.
- 1 six-vein Mining Machine — Titanium Ore — 80/min.
- 1 Water Pump — supply 40 Water/min.
Pipeline
- 2 Arc Smelters — Glass → 40/min.
- 2 Arc Smelters — Titanium Ingots → 40/min.
- 3 Mk.I Assemblers — Titanium Glass → 40/min.
- 6 Mk.I Assemblers — Plane Filters → 20/min.
- 2 Mk.I Assemblers — Quantum Chips → 10/min at stated output.
Output
- 1 Storage Mk.I — Quantum Chips — receives 10/min; an unrestricted 6,000-item box fills in 10 hours.
Small Carrier Rockets — 5/min
Input
- 10 Quantum Chips/min from the Quantum Chip card above.
- 20 Casimir Crystals/min from the Casimir Crystal card above supply that Quantum Chip line.
- 120 Carbon Nanotubes/min by scaling the PURPLE Carbon Nanotube card fivefold.
- 40 Titanium Alloy/min by scaling the YELLOW Titanium Alloy card fourfold.
- 30 High-Purity Silicon/min from the TITANIUM silicon card.
- 30 Processors/min from the complete PURPLE Processor card.
- 15 Graphene/min from the PURPLE Graphene card.
- 15 Circuit Boards/min from the BOOTSTRAP Basic Components card.
- 30 Magnets/min from the BOOTSTRAP Basic Components card’s Magnet buffer.
- 20 Electromagnetic Turbines/min from the YELLOW Electromagnetic Turbine card.
- 10 Energetic Graphite/min from established production.
- 200 Deuterium/min by scaling the GREEN Deuterium card fourfold.
- 1 six-vein Mining Machine — Stone — supply 90 Stone/min for the sail branch.
Pipeline
- 4 Mk.I Assemblers — Frame Material → 30/min.
- 2 Arc Smelters — Glass → 45/min.
- 1 Mk.I Assembler — Prisms → 30/min.
- 1 Mk.I Assembler — Photon Combiners → 15/min.
- 2 Mk.I Assemblers — Solar Sails → 30/min.
- 2 Mk.I Assemblers — Dyson Sphere Components → 10/min.
- 1 Mk.I Assembler — Super-Magnetic Rings → 10/min.
- 3 Mk.I Assemblers — Deuteron Fuel Rods → 20/min.
- 1 Mk.I Assembler — Small Carrier Rockets → 5/min at stated output.
Output
- 1 Storage Mk.I — Small Carrier Rockets — limit to one 20-rocket stack; satisfied in 4 minutes.
Watch for
Rockets can't fill a shell by themselves, and sails can't become permanent until completed nodes and frames enclose a designated shell area. If either launch stream sits idle, check the Dyson Sphere Editor before building more machines.
Processors feed both Dyson Sphere Components and Quantum Chips. Deuteron Fuel Rods feed both rockets and fusion power. The sphere route therefore leans hardest on lines green science may already be using at full stretch.
Ready to move on when
- Small Carrier Rockets are stable at 5/min.
- One Vertical Launching Silo sustains 5 launches/min.
- Completed nodes and frames enclose at least one designated shell area.
- At least 15 Solar Sails/min are launched for shell-cell absorption.
- The researched Ray Transmission Efficiency level is known and the matching GW target is being used.
- The live permanent sphere generation readout meets or exceeds that target.
Next
Return to [PHOTON].
12. [PHOTON] — Critical Photons and Antimatter
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Sustain 48 Critical Photons/min and convert them into 48 Antimatter/min |
| Good target | 4 fully warmed lensed Ray Receivers feeding 1 Miniature Particle Collider |
| Research next | Planetary Ionosphere Utilization → Dirac Inversion Mechanism; then Controlled Annihilation Reaction only when Antimatter Fuel Rods are useful |
| Keep an eye on | Continuous Receiving, Receiver Strength, lens supply, available Dyson power, and returned Hydrogen |
| Move on when | 48 Critical Photons/min and 48 Antimatter/min are continuous, and all five cube colors can reach 40/min |
Goal
This is where the enormous orbital project finally turns back into items on a belt:
live Dyson power → lensed Ray Receivers → Critical Photons → Miniature Particle Collider → Antimatter + Hydrogen → white cubes in [WHITE]
How Ray Receivers become production buildings
Ray Receivers normally turn Dyson output into grid power. Dirac Inversion Mechanism unlocks the Photon Materialization recipe and the Receiver’s Photon Generation mode. In that mode, each fully warmed receiver supplied with a Graviton Lens converts up to 240 MW and produces 12 Critical Photons/min.
Three conditions must agree: Continuous Receiving has to warm up, Receiver Strength must reach 100%, and the swarm or sphere must have enough uncommitted generation to meet the request. A Receiver can be built, lensed, and configured correctly and still underperform if any one of those is missing.
What the Graviton Lenses do
Planetary Ionosphere Utilization allows Graviton Lenses to support the Receiver array. Four lensed Receivers consume only 0.4 lenses/min in total. Your green-science line already makes far more than that, so reserve a feed and local buffer instead of building another factory out of habit.
How Antimatter is made
The Photon Materialization recipe unlocked by Dirac Inversion Mechanism runs in a Miniature Particle Collider. It converts Critical Photons into Antimatter one-for-one and returns the same amount of Hydrogen. One Collider handles 60 photons/min, so the four-Receiver stream of 48/min fits with headroom.
Technology order
The naming is confusing enough to deserve one plain statement: Photon Materialization is a recipe, not a technology, and there's no separate “Antimatter” technology. Research Planetary Ionosphere Utilization, then Dirac Inversion Mechanism.
Controlled Annihilation Reaction is a real later technology. It unlocks Annihilation Constraint Spheres and Antimatter Fuel Rods for Artificial Stars, but you don't need it to manufacture Antimatter or complete the main mission.
Research first
- Planetary Ionosphere Utilization
- Dirac Inversion Mechanism
After Antimatter is flowing, take Controlled Annihilation Reaction only when you intend to make Antimatter Fuel Rods or continue toward Artificial Star.
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
| Finish pace | Lensed Receivers | Critical Photons/min | Antimatter/min available |
|---|---|---|---|
| Relaxed — 20 white/min | 2 | 24 | 24 |
| Comfortable — 40 white/min | 4 | 48 | 48 |
| Fast — 80 white/min | 7 | 84 | 84 |
The two required technologies also test the older cube lines:
- Planetary Ionosphere Utilization: 2,000 blue, 2,000 red, 2,000 yellow, and 2,000 green.
- Dirac Inversion Mechanism: 3,000 blue, 3,000 red, 750 yellow, 750 purple, and 1,500 green.
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather solve the production chain yourself.
Critical Photons — 48/min
Input
- At least 1.655 GW live Dyson generation at Ray Transmission Efficiency Lv0 and 0.4 Graviton Lenses/min.
Pipeline
- 4 fully warmed Ray Receivers — Photon Generation → 12 Critical Photons/min each.
Output
- 1 Storage Mk.I — Critical Photons — receives 48/min; an unrestricted 3,000-item box fills in 1 hour 2 minutes 30 seconds.
Antimatter — 48/min
Input
- 48 Critical Photons/min from the card above.
Pipeline
- 1 Miniature Particle Collider — Photon Materialization → 48 Antimatter/min at stated output, with 60/min installed capacity.
Output
- 1 Storage Mk.I — Antimatter — receives 48/min; an unrestricted 3,000-item box fills in 1 hour 2 minutes 30 seconds.
Surplus Yield
- 48 Hydrogen/min.
Watch for
Receivers don't begin at full output. Let Continuous Receiving warm up before declaring the array broken, then verify that the Dyson source is supplying the full requested power.
The Collider returns Hydrogen at the same rate as Antimatter. Give it somewhere to go; the final production chain shouldn't be defeated by a full Hydrogen belt.
Ready to move on when
- Four Ray Receivers remain continuously lensed.
- The array reaches 100% Continuous Receiving and 100% Receiver Strength.
- The array sustains 48 Critical Photons/min.
- One Miniature Particle Collider sustains 48 Antimatter/min.
- Returned Hydrogen can't block the Collider.
- Blue, red, yellow, purple, and green cube lines can each reach 40/min.
Next
Go to [WHITE].
13. [WHITE] — White Cubes and Mission Completed!
Phase dashboard
| At a glance | What matters now |
|---|---|
| Main goal | Research the white-cube recipe, sustain 40 white cubes/min, and feed the final 4,000 into Mission Completed! |
| Good target | 20/min relaxed, 40/min comfortable, or 80/min fast — only if every feeder can match it |
| Research next | Universe Matrix → Mission Completed! |
| Keep an eye on | The slowest older cube line; white-cube production can't run faster than its weakest input |
| Move on when | Mission Completed! finishes |
Goal
The last phase is less a new production chain than a roll call for everything you built before:
five established cube lines + Antimatter → white-cube Matrix Labs → white-cube stock and research feed → Mission Completed!
Unlock the recipe first
Universe Matrix unlocks white-cube manufacturing. It consumes 2,000 blue, 2,000 red, 2,000 yellow, 2,000 purple, and 2,000 green cubes. Treat that as the admission price, not part of the production build.
Then build the synchronized production line
Each white cube consumes one cube of every earlier color plus one Antimatter. A baseline Matrix Lab produces 4 white cubes/min, so the comfortable target uses 10 production Labs and requires 40/min from each of the six inputs.
The white Labs are rarely the real bottleneck. All five earlier Matrix lines must now work at once, and the slowest one sets the final rate. Watch the feeds separately and expand the starving color instead of adding more white Labs to stand around looking important.
Finish the main mission
Once white cubes are flowing, queue Mission Completed! in the research Labs. It consumes 4,000 white cubes. At a sustained 40/min, the final batch takes 100 minutes; 20/min takes 200 minutes, and 80/min takes 50 minutes.
Research first
- Universe Matrix — unlocks white-cube manufacturing
- Mission Completed! — consumes the final 4,000 white cubes
Quick reference — How much is enough
Looking something up mid-build? Start here. These are the numbers you're most likely to need without rereading the whole phase.
| White cube rate | Production Labs | Required from each cube color | Antimatter/min | Time for 4,000 |
|---|---|---|---|---|
| 20/min | 5 | 20/min each | 20 | 200 min |
| 40/min | 10 | 40/min each | 40 | 100 min |
| 80/min | 20 | 80/min each | 80 | 50 min |
The default [PHOTON] array supplies 48 Antimatter/min, leaving 8/min of headroom over the comfortable white-cube line.
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather solve the production chain yourself.
White cubes — 40/min
Input
- 40 blue cubes/min from the BLUE card.
- 40 red cubes/min from the RED card.
- 40 yellow cubes/min from the YELLOW card.
- 40 purple cubes/min from the PURPLE card.
- 40 green cubes/min from the GREEN card.
- 40 Antimatter/min from PHOTON.
Pipeline
- No intermediate production building — route the six established inputs directly to the final Labs on 6 independent visible feeds.
Output
- 10 Matrix Labs — white cubes → 40 white cubes/min into research.
Operating note
- White science is a convergence test. Expand the starving upstream card, not the final Labs, unless every input feed is full.
Watch for
The most common endgame mistake is assuming the newest line must be the important one. White cubes call every earlier color back to work; the bottleneck may be a tiny blue, red, or yellow setup you stopped thinking about hours ago.
Ready to move on when
- Universe Matrix is complete.
- All five cube colors sustain the chosen white-cube rate.
- Antimatter sustains the same rate; the default photon line provides 48/min.
- The white-cube line is continuous.
- Mission Completed! is consuming or has consumed the final 4,000 white cubes.
Next
Finish Mission Completed!, then go to [LOGISTICS].
The main quest is over. Before choosing a megabase, exploration, combat, or permanent-sphere project, automate the hardware that lets you build the next factory without handcrafting its transport network.
14. [LOGISTICS] — Automate the Infrastructure That Moves Everything
Phase dashboard
| Main goal | Automate Logistics Distributors, PLS, ILS, Logistics Bots, Logistics Drones, and Logistics Vessels |
| Useful rates | 1 Distributor/min · 5 Bots/min · 0.5 PLS/min · 5 Drones/min · 0.25 ILS/min · 2 Vessels/min |
| Research check | Distribution Logistics System · Planetary Logistics System · Interstellar Logistics System |
| Watch closely | Use the smallest logistics layer that fits the job; don’t ask little Bots to replace a bulk station network |
| Move on when | All six lines refill small buffers without handcrafting, and you can configure a route without guessing what Local and Remote mean |
Goal
You’ve already built all six of these things during the main run. The difference now is that expansion will consume them repeatedly. A new mining planet wants an ILS and Vessels. A new production district wants PLS towers and Drones. A useful storage box wants a Distributor and Bots. Handcrafting each batch turns every expansion into another shopping trip.
This phase builds a small logistics mall. The rates are deliberately modest: fast enough to refill between projects, slow enough that they can share the component factory you already own. The cards show complete standard-recipe support, but you don’t need six isolated raw factories. Feed the output assemblers from your established smelting and component network wherever it already has spare capacity.
Use the three logistics layers for different jobs
- Logistics Distributor + Logistics Bots: last-mile movement between a Depot, another Distributor, and Icarus. Use them for personal resupply and low-volume items. A Distributor handles one selected item; it isn’t a tiny PLS.
- PLS + Logistics Drones: bulk transport on one planet. Use them to replace long cross-planet belts and connect production districts.
- ILS + Logistics Vessels: bulk transport between planets and, after vessel warp is available, between stars. An ILS can also join the local Drone network.
Read the route settings literally
Provider offers the selected item to that network. Receiver requests it. Depot stores it without asking that network to move it.
Local controls same-planet Drone traffic. Remote controls Vessel traffic. A common import pattern is:
Remote source ILS: Remote Provider → Vessels → Home ILS: Remote Receiver + Local Provider → Drones → PLS: Local Receiver
For a local production relationship, use:
Producer district → PLS Local Provider → Drones → PLS Local Receiver → consumer district
Replace one painful long-distance relationship at a time. The aim isn’t a blueprint-perfect planet. It’s still the respectable middle ground:
global spaghetti → logistics network → local spaghetti
Research first
- Distribution Logistics System — unlocks Logistics Distributors and Logistics Bots
- Planetary Logistics System — unlocks PLS towers and Logistics Drones
- Interstellar Logistics System — unlocks ILS towers and Logistics Vessels
You’ll normally have the station technologies long before this phase. This is a production checklist, not a reason to postpone logistics until after the mission.
Quick reference — How much is enough
These are mall refill rates, not factory throughput limits. One line at each rate will replace ordinary expansion hardware while you work elsewhere.
| Output | Target rate | What that feels like |
|---|---|---|
| Logistics Distributor | 1/min | One new bot-served storage point every minute |
| Logistics Bot | 5/min | A ten-Bot Distributor loadout every two minutes |
| Planetary Logistics Station | 0.5/min | One new PLS every two minutes |
| Logistics Drone | 5/min | Fifty Drones every ten minutes |
| Interstellar Logistics Station | 0.25/min | One new ILS every four minutes |
| Logistics Vessel | 2/min | A ten-Vessel fleet every five minutes |
Quick reference — Required builds
The card titles cover every required output in this phase. Open one when you want the numbers; leave it closed when you'd rather solve the production chain yourself.
Logistics Distributors — 1/min
Input
- 8 Iron Ingots/min from the BOOTSTRAP Starter Ingot card.
- 16 Magnetic Coils/min from the BOOTSTRAP Basic Components card.
- 4 Processors/min from the YELLOW Processor card.
- 1 six-vein Mining Machine — Stone — supply 24 Stone/min.
Pipeline
- 1 Arc Smelter — Glass → 12/min.
- 1 Mk.I Assembler — Prisms → 8/min.
- 1 Mk.I Assembler — Plasma Exciters → 4/min.
- 1 Mk.I Assembler — Logistics Distributors → 1/min at stated output.
Output
- 1 Storage Mk.I — Logistics Distributors — limit to one 50-item stack; satisfied in 50 minutes.
Logistics Bots — 5/min
Input
- 10 Iron Ingots/min from the BOOTSTRAP Starter Ingot card.
- 10 Copper Ingots/min from the BOOTSTRAP Starter Ingot card.
- 5 Magnetic Coils/min from the BOOTSTRAP Basic Components card.
- 5 Processors/min from the PURPLE Processor card’s 6/min reserve.
Pipeline
- 1 Mk.I Assembler — Engines → 5/min.
- 1 Mk.I Assembler — Logistics Bots → 5/min at stated output.
Output
- 1 Storage Mk.I — Logistics Bots — limit to one 200-item stack; satisfied in 40 minutes.
Planetary Logistics Stations — 0.5/min
Input
- 20 Steel/min from the YELLOW Steel card.
- 20 Processors/min from the YELLOW Processor card.
- 10 Particle Containers/min from the YELLOW Particle Container card.
- 20 Titanium Ingots/min from the TITANIUM production card.
Pipeline
- No intermediate production building — 1 Mk.I Assembler — Planetary Logistics Stations → 0.5/min at stated output.
Output
- 1 Storage Mk.I — PLS — limit to one 10-station stack; satisfied in 20 minutes.
Logistics Drones — 5/min
Input
- 25 Iron Ingots/min from the BOOTSTRAP Starter Ingot card.
- 30 Copper Ingots/min from the BOOTSTRAP Starter Ingot card.
- 20 Steel/min from the YELLOW Steel card.
- 10 Processors/min from the YELLOW Processor card.
Pipeline
- 1 Mk.I Assembler — Thrusters → 10/min.
- 1 Mk.I Assembler — Logistics Drones → 5/min at stated output.
Output
- 1 Storage Mk.I — Logistics Drones — limit to one 200-drone stack; satisfied in 40 minutes.
Interstellar Logistics Stations — 0.25/min
Input
- 0.25 PLS/min from the Planetary Logistics Station card above.
- 10 Titanium Alloy/min from the YELLOW Titanium Alloy card.
- 5 Particle Containers/min from the YELLOW Particle Container card.
Pipeline
- No intermediate production building — 1 Mk.I Assembler — Interstellar Logistics Stations → 0.25/min at stated output.
Output
- 1 Storage Mk.I — ILS — limit to one 10-station stack; satisfied in 40 minutes.
Logistics Vessels — 2/min
Input
- 40 Titanium Alloy/min by scaling the YELLOW Titanium Alloy card fourfold.
- 20 Processors/min from the YELLOW Processor card.
- 20 Electromagnetic Turbines/min from the YELLOW Electromagnetic Turbine card.
Pipeline
- 1 Mk.I Assembler — Reinforced Thrusters → 4/min.
- 1 Mk.I Assembler — Logistics Vessels → 2/min at stated output.
Output
- 1 Storage Mk.I — Logistics Vessels — limit to one 50-vessel stack; satisfied in 25 minutes.
Watch for
Shared upstream lines. Each card’s references cover that card by itself. If several logistics boxes refill at once, add their shared Processor and alloy demands together; the same upstream surplus can’t feed every card simultaneously.
Small buffers matter more than maximum speed. Limit station and carrier storage so these lines don’t quietly consume the whole component factory while you’re designing something else.
If a route starves, decide whether the problem is production or transport before adding machines. Full source storage plus an empty receiver usually points to carrier count, travel time, station power, or route settings—not a shortage of the item.
Ready to move on when
- Logistics Distributors and Logistics Bots refill automatically.
- PLS towers and Logistics Drones refill automatically.
- ILS towers and Logistics Vessels refill automatically.
- Your personal construction inventory can be resupplied without visiting every storage box.
- You can trace a bulk route from Provider to Receiver across its Local and Remote legs.
Next
The critical path is finished and the transport layer is reusable. Pick a project: interstellar expansion, a permanent sphere, Dark Fog industry, a cleaner factory, or something gloriously unnecessary.
Optional Paths
These aren't side quests you owe the tech tree. Take one when it solves a problem you can already see; otherwise leave it alone and keep moving.
[PILE SORTER] — Integrated Logistics
What it's for
Fix production lines that are being held back by how quickly items can enter or leave the machines.
Take it when
- dense blocks back up at machine inputs or outputs;
- ordinary sorters force awkward parallel lines;
- purple or green scaling is visibly held back by insertion speed.
Do this
Research it when machine input or output speed is already the problem—not when the icon merely starts glowing.
Don't take it merely because it's available.
Return to the main route when
Once the sorters are no longer what's slowing the line down, return to the main progression path.
[GAS GIANT] — Orbital Collectors
What it's for
Use Orbital Collectors when making enough Hydrogen, Deuterium, or Fire Ice locally is becoming more trouble than it's worth.
Take it when
- Hydrogen is actively holding back Casimir or green production;
- making enough Deuterium locally is taking over too much of the factory;
- Fire Ice would noticeably simplify Graphene;
- your starting gas giant provides something that would solve a problem you already have.
Do this
Take Orbital Collectors because you need the gas, not because the technology happens to be sitting there looking affordable.
Green is often the point where the economics become obvious.
Return to the main route when
Once gas supply is no longer slowing green or later production, return to the main route.
[INTERSTELLAR POWER] — Energy Exchangers and Accumulator Shipping
What it's for
Use this when powering remote worlds locally is awkward and shipping charged accumulators is genuinely easier.
Take it when
- a remote mining world has poor local power options;
- you deliberately want centralized generation;
- charged-accumulator logistics are simpler than maintaining many remote plants.
Do this
Compare the continuing logistics burden with the unglamorous alternative of simply building local generation.
Remember that a new ILS can create a large temporary charging spike; don't mistake that brief load for the remote world's permanent demand.
Return to the main route when
Use the simpler power system. Don't create a logistics network merely to avoid a few easy local generators.
[ADVANCED MINING] — Large Remote Extraction Networks
What it's for
Make large multi-world mining networks quicker and less tedious to build.
Take it when
- many remote mining worlds are already operating;
- laying individual miners and collection belts dominates outpost setup time;
- ILS-based extraction networks are already mature.
Do this
Treat it as a convenience upgrade for a factory that's already spread across many worlds, not as permission to spread too early.
It isn't required for an efficient Mission Completed run.
Return to the main route when
If mining is no longer what's slowing expansion down, go fix whatever production or logistics problem actually is.
[DARK FOG] — Hidden Industrial Technology
What it's for
Access the hidden Dark Fog industrial branch in a long-run combat-focused game.
Take it when
- deliberate Dark Fog farming is already part of the run;
- the enemy has reached the levels needed for the relevant drops;
- the upgraded industrial buildings will operate long enough to repay the farming effort.
Do this
Treat Dark Fog industry as a separate progression lane.
Holo Beacon can help you manage deliberate Relay interaction, but you still need the Dark Fog to reach the right levels and drop the required items.
Return to the main route when
For the default Mission Completed route: don't enter this branch at all.
One-Screen Default Checklist
[BOOTSTRAP]
- Basic mining and smelting automated
- Magnetic Coils and Circuit Boards automated
- Belts and sorters readily available
- Power margin exists
[BLUE]
- Sustained blue cubes
- 20/min minimum; ~40/min comfortable
- Plasma refining path open
[RED]
- Sustained red cubes
- 10/min minimum; ~20/min comfortable
- Hydrogen and Refined Oil both managed
- Drive Engine Lv2 + Mecha Core Lv2
- Research needed before ILS prepared
[FLIGHT]
- Titanium Smelting
- Research needed for PLS prepared
- Magnetic Particle Trap + Processor prepared
- Reinforced Thruster prepared
- Reliable expedition fuel and outpost kit
[TITANIUM]
- Remote titanium extraction
- Titanium smelted at source
- 810–860 ingot practical first-haul target
- Direct silicon established if convenient
- Persistent outpost power/defense decision made
[YELLOW]
- 7.5/min minimum; ~15/min comfortable
- 80 yellow → High-Strength Titanium Alloy
- 120 yellow → ILS
- First ILS hardware prepared in parallel
[ILS]
- Automated titanium
- Automated silicon or equivalent sustainable supply
- Manual interplanetary hauling retired
- ILS charging spike understood
- Long import belts beginning to move onto PLS where useful
- Information Matrix tech (purple cube unlock) prioritized
[PURPLE]
- 12/min minimum; ~24/min comfortable
- Processor production keeps up
- Particle Broadband stable
- Graphene/Carbon Nanotube production keeps up
- Miniature Particle Collider → Strange Matter → Gravitational Wave Refraction
- Casimir Crystal + High-Strength Glass → Wave Function Interference → Quantum Chip
- Older blue/red/yellow cube rates rechecked
[WARP]
- Concrete rare-resource payoff? → optional detour
- No concrete payoff? → continue directly to green
[GREEN]
- 10/min minimum; ~20/min comfortable
- Hydrogen/Deuterium route deliberately chosen
- Cheap 8:1 Space Warpers available
- Scale toward ~40/min for a brisk endgame pace
[DYSON]
- Solar Sail line automated
- Ejectors operating
- Ray Receiver technology ready for PHOTON
- Live swarm generation meets the DYSON phase target
[PHOTON]
- Planetary Ionosphere Utilization
- Dirac Inversion
- Critical Photons continuous
- Antimatter continuous
- Photon rate matched to intended finish pace
[WHITE]
- 2000 of each cube color budgeted for the Universe Matrix tech
- Chosen white-cube rate supported by every cube color
- Antimatter supports the same rate
- 4000 white cubes supplied to Mission Completed
[LOGISTICS]
- Logistics Distributors and Bots automated
- PLS towers and Drones automated
- ILS towers and Vessels automated
- Provider, Receiver, Depot, Local, and Remote settings understood
When you aren't sure what's wrong
When the factory stops making sense, resist the urge to rebuild it on instinct. Ask these questions in order:
Can I research the technology?
If not, check which earlier technology is still missing.Can I build the recipe or machine?
If not, check whether you're missing another technology or the machine that actually makes it.Can I keep supplying every required material?
If not, find the material you can't yet mine, make, or import reliably.Does the line still depend on me carrying or hand-feeding materials?
If yes, automate the missing transport or storage step.Does everything work, but progress still crawls?
Compare your production rates with the numbers in this guide and fix the slowest line.
A line below the minimum for the phase is usually the first thing worth fixing.
A line between minimum and comfortable is usually doing its job. Leave it alone unless the evidence says otherwise.
A line already above the comfortable target has probably earned some peace until the next phase starts asking more of it.