REF

Dyson Sphere Program — Practical Progression Guide

A practical route from your first factory to

© All images rights reserved to Dyson Sphere Program

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 → ILS → Yellow → Purple → Green → Dyson → Photon → White → Mission Completed

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:

() · () · () · () · () · ()

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, , interstellar power transmission, and advanced mining 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

Lost after a long play session? Use the phase strip, jump to your phase, and let YOU ARE HERE do the remembering. That's what it's for.

Build-card assumptions

The build cards use standard recipes, no rare-resource substitutions, and no proliferation unless an Operating Note says otherwise.

Card presentation: Cards are optional high-level production references. The guide tells you what matters and why; a card shows the complete shape of one useful line without turning its internals into a machine-count exercise.

Card grammar: Supplies names the raw or established inputs. Production Map shows short branches and their convergence in build order. Destination states the exact end-product target and where it goes. Surplus Yield names only real reusable or blocking byproduct types. Operating Note appears only when something changes how the line is built or kept running.

Finite batches, travel loadouts, research purchases, route configuration, and orbital operation remain in phase prose. Exact internal draw rates, machine counts, belt counts, fill timers, and capacity margins are intentionally left to the factory you actually build.

Buffer with a reason: mall products, expedition supplies, blocking byproducts, and deliberate phase batches benefit from visible limited storage. Giant buffers behind every line can hide a shortage until the whole factory fails at once; ordinary intermediates only need enough room to keep transport and production moving.

Storage limits use slots: The storage slider enables whole stack slots, not an exact item count. Card destinations state the number of enabled slots and the resulting maximum. If a target is smaller than one stack, pause the producing machine when the target is reached.

Produced by:SmeltingAssemblyProcessing
The guide tells you what matters next; the cards trace the production lines that benefit from a compact reference. All cards are collapsed by default. Solve the chain yourself, open one when you want the outline, or leave the entire card layer closed.
Reusable production-line references2 LINES

These two examples introduce the same production-map format used by the phase cards. They are shared intermediate lines rather than objectives; later cards link back here when they reuse one.

Reusable line — Electromagnetic Turbines

Supplies

  • Iron Ore.
  • Copper Ore.

Production Map

  • Iron supplyIron Ore Produced in Arc Smelter Iron Ingots + Magnets
  • Copper supplyCopper Ore Produced in Arc Smelter Copper Ingots
  • Gear branchIron Ingots Produced in Assembling Machine Mk.I Gears
  • Coil branchMagnets + Copper Ingots Produced in Assembling Machine Mk.I Magnetic Coils
  • Motor convergenceIron Ingots + Gears + Magnetic Coils Produced in Assembling Machine Mk.I Electric Motors
  • Turbine convergenceElectric Motors + Magnetic Coils Produced in Assembling Machine Mk.I Electromagnetic Turbines

Destination

  • Electromagnetic Turbines → storage or the linked consuming line.
Reusable line — Graphene

Supplies

  • Crude Oil.
  • Stone.
  • Water.
  • Coal.

Production Map

  • Oil branchCrude Oil Produced in Oil Refinery Refined Oil + Hydrogen
  • Acid branchRefined Oil + Stone + Water Produced in Chemical Plant Sulfuric Acid
  • Graphite branchCoal Produced in Arc Smelter Energetic Graphite
  • Graphene convergenceSulfuric Acid + Energetic Graphite Produced in Chemical Plant Graphene

Destination

  • Graphene → storage or the linked consuming line.

That's the whole pattern: find your place → take the detail you need → go back to the game.

  1. Jump to the phase you're in. Use the phase strip on the right. If you're unsure, use the Quick Progress Index below.
  2. Read YOU ARE HERE first. It reminds you what you just solved, what matters now, and what comes next.
  3. Scan the phase dashboard. Your useful rate, next research, likely trouble spot, and move-on condition are all there.
  4. Use the collapsed build cards only when you want the how. Every production line that earns a card is listed; finite procedures stay in the phase text.
  5. Read the rest only when you need the why. You shouldn't have to reread a chapter just to recover one number.
Checklist progress is saved only in this browser.

And when you do come back:

You aren't expected to remember how every production line and reusable sub-line fits together. 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.

Guide glossary — words the factory expects you to know
Phase
One practical chunk of the route. Phases describe the next capability to establish, and they can overlap when your factory is ready.
Mall
A group of small production lines that keeps useful buildings and logistics parts in limited storage so Icarus does not handcraft them repeatedly.
Production line
The connected supply, processing, and output path that automates one useful end product.
Branch
One ingredient path inside a larger production line.
Convergence
The point where two or more ingredient branches meet in one recipe.
Buffer
Limited storage that absorbs interruptions or holds a deliberate batch. It is breathing room, not a reason to fill every available box.
Provider / Supply
A logistics-station setting that offers an item for Bots, Drones, or Vessels to collect.
Receiver / Demand
A logistics-station setting that asks Bots, Drones, or Vessels to bring an item.
Backstop
A secondary source that fills a shortage only after the preferred supply falls behind.
Firing duty
The share of time an EM-Rail Ejector is actually launching instead of waiting for usable orbit geometry.

Quick Progress Index

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 forAvailable from
1[BLUE]Build the factory and keep blue cubes flowingStart
2[RED]Keep red cubes flowing and stabilize oilBlue science
3[ILS]Escape the homeworld, return with measured reserves, and retire manual haulingRed science
4[YELLOW]Build sustainable yellow science after interplanetary supply is automatedILS bridge
5[PURPLE]Keep purple cubes flowing and unlock both paths to greenYellow science
6[GREEN]Keep green cubes flowing and unlock cheap Space WarpersPurple science
7[DYSON]Default swarm route to ≥1.655 GW Dyson generationGreen science
8[SPHERE]Optional slower permanent route to the photon-power targetGreen science
9[PHOTON]Critical Photons and AntimatterUseful Dyson output
10[WHITE]Keep white cubes flowing and finish Antimatter supply
11[WARP]Optional rare-resource expedition and automated interstellar importAfter PURPLE
12[LOGISTICS]Automate the stations and carriers that make expansion repeatableILS onward

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 15/min finite ILS bootstrap 22.5/min sustainable line ~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.


1. [BLUE] — Build the Factory and Get Blue Cubes Running

▶▶ YOU ARE HERE

You just started: Icarus is still doing far too much by hand.
You're working on: A basic mall and the first continuous science line, built side by side.
This gets you: Self-refilling construction hardware, background research, and an opening grid ready for oil.
After this: [RED]

Phase dashboard

At a glanceWhat matters now
Main goalStop routine handcrafting while blue research keeps running in the background
Good targetFour limited mall blocks, 40 blue cubes/min, and roughly 15–20 MW of available power
Research first; then and
Keep an eye onMall branches waiting on recipes, blue outrunning its component supply, and a coal grid without wind backup
Move on whenBasic hardware replenishes itself, research runs unattended, and the grid has room for RED

Goal

Your first proper phase has two jobs, and they belong together. Build the mall so routine construction starts at a self-filling box instead of the Replicator, then use that growing factory to automate blue science. Neither half is the finish on its own.

Start each mall block as soon as its recipe becomes available; there is no prize for waiting until every output can be finished at once. Blue research will unlock the missing power, Steel, and Foundation branches while the early boxes refill. The phase is done when you can leave the district, build somewhere else, and come back to find both machinery and research still moving without you.

Small tools that save large headaches

Tool or habitWhat it does for you
Traffic MonitorsWatch a belt for expected flow and flag a stalled, empty, or overloaded route before the shortage reaches science.
Wireless Power TowersPlace a few together as a fast Icarus recharge pad near busy construction districts.
Latitude-aware buildingRun repeatable factory blocks east–west where possible and expect grid spacing to change as a build crosses latitude bands.
Small modular blueprintsSave repeatable branches and station interfaces first. They adapt to real terrain and technology more gracefully than an early planet-sized stamp.

Research first

That opening chain gives the factory its basic verbs: move, smelt, and assemble. Add and as the mall takes shape. The useful no-matrix upgrade rows are fair game while its boxes fill: gives Icarus more working room, and makes the construction drones less fussy about where you stand.

Next, unlock and automate the blue line. Spend its first cubes on ; Coal finally gets a steady job, and the grid can grow without paving another continent in Wind Turbines.

The other cheap choices—, , , , and —are quick enough to take when they solve an immediate problem. Then fold in for Energetic Graphite, for basic base defense, , and for quality of life.

After Reclamation, add a small Foundation buffer to the mall: Stone becomes Stone Bricks, Iron becomes Steel, and the two meet in one Assembler. It is a simple sleeping line and does not need a card. can wait for RED, and can wait until its required component already has a reason to exist.

Quick reference — How much is enough

The mall is ready when ordinary construction means collecting Belts, Sorters, Miners, Smelters, Assemblers, storage, and power hardware from limited boxes—not crafting another emergency batch by hand. Let those boxes refill while you work elsewhere.

20 blue cubes/min keeps early research moving; 40/min is comfortable and worth building once. Aim for roughly 15–20 MW of opening power. Eight Thermal Power Plants plus the Wind Turbines already supporting the factory make a practical grid at this point. Keep extending the wind network from the mall: free background generation gives the factory some breathing room if Coal delivery has a bad afternoon.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Mall and Basic Automation

Mall Logistics — buffer 900 Belts + 400 SortersMANDATEDSTAGED

Supplies

  • Iron Ore.
  • Copper Ore.

Production Map

BUILD NOW
  • Iron supplyIron Ore Produced in Arc Smelter Iron Ingots
  • Copper supplyCopper Ore Produced in Arc Smelter Copper Ingots
  • Gear branchIron Ingots Produced in Assembling Machine Mk.I Gears
  • Circuit branchIron Ingots + Copper Ingots Produced in Assembling Machine Mk.I Circuit Boards
BUILD NOW
  • Belt branchIron Ingots + Gears Produced in Assembling Machine Mk.I Conveyor Belt Mk.I
  • Sorter branchIron Ingots + Circuit Boards Produced in Assembling Machine Mk.I Sorter Mk.I
PHASE-COMPLETE LINE
  • BuffersBelts · limited storage; Sorters · limited storage

Destination

  • Storage Mk.IConveyor Belt Mk.I — enable 3 storage slots (up to 900 Belts).
  • Storage Mk.ISorter Mk.I — enable 2 storage slots (up to 400 Sorters).
Mall Industry — buffer 50 Miners + 50 Smelters + 50 Mk.I AssemblersMANDATEDSTAGED

Supplies

  • Iron Ore.
  • Copper Ore.
  • Stone.
  • Gears (details in the card above).
  • Circuit Boards (details in the card above).

Production Map

BUILD NOW
  • Ingot smeltingIron Ore Produced in Arc Smelter Iron Ingots
  • Magnet smeltingIron Ore Produced in Arc Smelter Magnets
  • Copper supplyCopper Ore Produced in Arc Smelter Copper Ingots
  • Stone supplyStone Produced in Arc Smelter Stone Bricks
ADD AFTER
  • Coil branchMagnets + Copper Ingots Produced in Assembling Machine Mk.I Magnetic Coils
  • Mining MachinesIron Ingots + Gears + Magnetic Coils + Circuit Boards Produced in Assembling Machine Mk.I Mining Machines
  • Arc SmeltersIron Ingots + Stone Bricks + Magnetic Coils + Circuit Boards Produced in Assembling Machine Mk.I Arc Smelters
PHASE-COMPLETE LINE
  • Mk.I AssemblersIron Ingots + Gears + Circuit Boards Produced in Assembling Machine Mk.I Assembling Machine Mk.I

Destination

  • Storage Mk.IMining Machines — enable 1 storage slot (up to 50).
  • Storage Mk.IArc Smelters — enable 1 storage slot (up to 50).
  • Storage Mk.IAssembling Machine Mk.I — enable 1 storage slot (up to 50).
Mall Storage — buffer 50 Storage Mk.I + 50 Storage TanksMANDATEDSTAGED

Supplies

  • Iron Ore.
  • Stone.

Production Map

BUILD NOW
  • Iron supplyIron Ore Produced in Arc Smelter Iron Ingots
  • Brick branchStone Produced in Arc Smelter Stone Bricks
  • Solid storageIron Ingots + Stone Bricks Produced in Assembling Machine Mk.I Storage Mk.I
ADD AFTER
  • Glass branchStone Produced in Arc Smelter Glass
  • Fluid storageIron Ingots + Stone Bricks + Glass Produced in Assembling Machine Mk.I Storage Tank

Destination

  • Storage Mk.IStorage Mk.I — enable 1 storage slot (up to 50).
  • Storage Mk.IStorage Tanks — enable 1 storage slot (up to 50).
Mall Power — buffer 50 Wind Turbines + 100 Tesla Towers + 200 Combustible UnitsMANDATEDSTAGED

Supplies

Production Map

ADD AFTER
  • Iron supplyIron Ore Produced in Arc Smelter Iron Ingots + Magnets
  • Copper supplyCopper Ore Produced in Arc Smelter Copper Ingots
  • Coil branchMagnets + Copper Ingots Produced in Assembling Machine Mk.I Magnetic Coils
  • Wind TurbinesIron Ingots + Gears + Magnetic Coils Produced in Assembling Machine Mk.I Wind Turbines
  • Tesla TowersIron Ingots + Magnetic Coils Produced in Assembling Machine Mk.I Tesla Towers
BUILD ALONGSIDE THE GRID
  • Mecha fuelCoal Produced in Assembling Machine Mk.I Combustible Units

Destination

  • Storage Mk.IWind Turbines — enable 1 storage slot (up to 50).
  • Storage Mk.ITesla Towers — enable 1 storage slot (up to 100).
  • Storage Mk.ICombustible Units — enable 2 storage slots (up to 200).

Blue Science Automation

Blue Cubes — 40/minMANDATED

Supplies

  • Iron Ore.
  • Copper Ore.

Production Map

  • Iron ingotsIron Ore Produced in Arc Smelter Iron Ingots
  • Magnet branchIron Ore Produced in Arc Smelter Magnets
  • Copper ingotsCopper Ore Produced in Arc Smelter Copper Ingots
  • Coil branchMagnets + Copper Ingots Produced in Assembling Machine Mk.I Magnetic Coils
  • Circuit branchIron Ingots + Copper Ingots Produced in Assembling Machine Mk.I Circuit Boards
  • Science convergenceMagnetic Coils + Circuit Boards Produced in Matrix Lab blue cubes

Destination

  • Matrix Labsblue cubes — sustain 40 blue cubes/min into research, with overflow storage if desired.

Watch for

Recipe timing. Some mall branches unlock after blue starts. Build the parts that already make sense, leave room for the missing machine, and finish the branch when its recipe arrives instead of handcrafting around the delay.

Power shocks. Eight Thermal Power Plants are useful only while Coal reaches them. Keep adding the Wind Turbines your mall produces so one interrupted fuel belt does not shut down the mall and Labs together.

One giant mall bus. Short blocks are easier to activate, troubleshoot, and abandon later than one early monument to optimism.

Oversizing blue. Blue matters forever, but it does not need to become the first giant district on the planet. Build the comfortable line, see whether it stays fed, and move on.

Ready to move on when

Next

Go to [RED]. The mall can keep finishing its buffers while you build the oil economy.


2. [RED] — Build the Oil Economy and Keep Red Cubes Flowing

▶▶ YOU ARE HERE

You just solved: Continuous blue science.
You're working on: One complete coal-and-oil line that ends in red cubes.
This gets you: Sustainable red research and the stored Refined Oil needed by later chemistry.
After this: [ILS]

Phase dashboard

At a glanceWhat matters now
Main goalRun two red-cube Labs continuously without deadlocking Plasma Refining
Useful target20 red cubes/min
Research first
+
Keep an eye onBoth refinery outputs; either full outlet can stop the other
Move on whenTwo Labs sustain 20 red/min and Refined Oil has a continuing outlet

Goal

Oil is the first part of DSP that insists you care about the output you did not ask for. Plasma Refining produces Hydrogen and Refined Oil together; if either belt or tank fills, the Refineries stop making both.

Hydrogen feeds red science now and becomes valuable again later. Refined Oil has no urgent consumer yet, but it will kick-start Plastic, Organic Crystal, and Sulfuric Acid chemistry. Give each product its own belt through Storage Tanks and enough room to keep moving. The lesson is not “dispose of the spare output.” It is “never let useful future stock jam today's factory.”

Research first

unlocks the Energetic Graphite side of the line. If BLUE's utility pass already covered it, that branch is ready to build.

Oil branch: + .

If BLUE already cleared the cheap prerequisites, RED becomes pleasantly direct: build the graphite and oil branches, unlock their convergence, and let the Labs run.

Once red science is stable, finish and add the Security Mall below. Let its limited boxes fill before starting the ILS rush. This is a stocked tool rather than a new rate target; when the boxes are full, the lines sleep.

Optional oil controls: Plasma Refining remains the baseline. X-ray Cracking can turn Refined Oil and Hydrogen into more Hydrogen and Energetic Graphite when red science is waiting on those outputs. Reforming Refine can pull excess Hydrogen and Coal back toward Refined Oil when later chemistry wants the other side. Use either as a balance valve for a problem you can see, not as a compulsory upgrade to a refinery that is already behaving.

Quick reference — How much is enough

20 red/min is enough for this phase. More importantly, you should be able to leave the oil district alone and return to red research still running, Hydrogen still moving, and Refined Oil accumulating without blocking the Refineries.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Red Cubes — 20/minMANDATED

Supplies

  • Crude Oil.
  • Coal.

Production Map

  • Oil branchCrude Oil Produced in Oil Refinery Refined Oil + Hydrogen
  • Graphite branchCoal Produced in Arc Smelter Energetic Graphite
  • Science convergenceHydrogen + Energetic Graphite Produced in Matrix Lab red cubes

Destination

  • Matrix Labsred cubes — sustain 20 red cubes/min into research, with overflow storage if desired.
Security Mall — buffer 8 Missile Turrets + 20 Signal Towers + 200 Missile SetsMANDATEDBUFFERED

Supplies

Production Map

FOUNDATIONS
  • Steel branchIron Ore Produced in Arc Smelter Iron Ingots Produced in Arc Smelter Steel
  • Copper branchCopper Ore Produced in Arc Smelter Copper Ingots
  • Engine branchCopper Ingots + Magnetic Coils Produced in Assembling Machine Mk.I Engines
  • Fuel branchCoal Produced in Assembling Machine Mk.I Combustible Units
  • Crystal branchStone Produced in Arc Smelter Silicon Ore Produced in Arc Smelter High-Purity Silicon Produced in Arc Smelter Crystal Silicon
MOTORS AND POWER
  • Motor branchIron Ingots Produced in Assembling Machine Mk.I Gears; Iron Ingots + Gears + Magnetic Coils Produced in Assembling Machine Mk.I Electric Motors
  • Tower branchIron Ingots + Magnetic Coils Produced in Assembling Machine Mk.I Tesla Towers
  • Exciter branchStone Produced in Arc Smelter Glass Produced in Assembling Machine Mk.I Prisms; Magnetic Coils + Prisms Produced in Assembling Machine Mk.I Plasma Exciters
  • Wireless convergenceTesla Towers + Plasma Exciters Produced in Assembling Machine Mk.I Wireless Power Towers
BUFFERED OUTPUTS
  • Turret convergenceSteel + Electric Motors + Circuit Boards + Engines Produced in Assembling Machine Mk.I Missile Turrets
  • Missile convergenceCopper Ingots + Circuit Boards + Combustible Units + Engines Produced in Assembling Machine Mk.I Missile Sets
  • Tower convergenceWireless Power Towers + Steel + Crystal Silicon Produced in Assembling Machine Mk.I Signal Towers

Destination

  • Storage Mk.IMissile Turrets — produce 8, then pause the Assembler; enable 1 storage slot only if you prefer automatic replenishment up to a full stack of 50.
  • Storage Mk.ISignal Towers — enable 1 storage slot (up to 20).
  • Storage Mk.IMissile Sets — enable 2 storage slots (up to 200).

Clear the starter planet's existing bases

If you started a new game by selecting New Game → Start, you've already met the neighbors. Here's how to get rid of them instead of letting them level up in peace.

Place one fixed battery of eight Missile Turrets on the established grid, feed it Missile Sets, and confirm every turret is loaded. Once the battery is ready:

  1. Bring power to the edge. Extend Tesla Towers toward the planetary base and stop just outside its aggro range. If you pull aggro early, fall back and shoot down any chasing units, then make sure you have not left a Tesla Tower inside aggro range.
  2. Start the barrage. Place the first powered Signal Tower inside aggro range, but not right on top of the base. Let it draw the response and give the battery time to start landing missiles.
  3. Move the coverage forward. While the first Signal Tower is taking the attention, place a second powered tower closer and try to cover the full base in its range.
  4. Reach the far side. If structures remain outside coverage, replace or advance the final Signal Tower until the battery can finish them, then recover any forward towers you no longer need.
  5. Claim the free power. Cap the exposed core-drill site with a Geothermal Power Station. It turns the cleared base into steady generation without paying a Foundation or Soil Pile tax.
⚠ Keep the battery fed. If the turrets stop firing, check their power and Missile Set supply before changing the plan.

Ready to move on when

Next

Go to [ILS].


3. [ILS] — Escape the Homeworld and Automate the First Interplanetary Route

▶▶ YOU ARE HERE

You just solved: Sustainable red science.
You're working on: One expedition that ends with Titanium and Silicon crossing space without you.
This gets you: Automated interplanetary supply and a factory no longer limited to the starter planet.
After this: [YELLOW]

Mission brief

This is one job in three locations, not three separate phases. Leave with a plan, build something worth returning to, then make Icarus unemployed as an interplanetary cargo vessel.

The whole route: unlock flight → pack a real outpost → smelt Titanium and Silicon remotely → return with the bootstrap cargo → build two ILS towers and five Vessels → configure automatic delivery.

Expedition manifest

CheckpointWhat matters
Before launch, , comfortable fuel, and a powered-outpost loadout
Return cargo860 Titanium Ingots and 520 High-Purity Silicon
First yellow batchProduce 200 yellow cubes; spend 80 on and 120 for
Final hardwareTwo ILS towers and five Logistics Vessels
Mission completeTitanium Ingots and High-Purity Silicon arrive home without Icarus

1. Get flight-ready

Unlock the trip: ; then . Research before departure so the remote factory can ship finished material instead of bulky ore.

Clear the support branches while the loadout is being packed:

Read the starter system

Lv2 reveals resource totals across the starter system. Check the map before choosing the outpost; this first survey can warn you about shortages long before they become emergencies.

Check nowWhat it tells you
Titanium and Silicon totalsHealthy neighboring deposits can carry the standard route for a long time. If the neighboring planets cannot offer roughly one million or more of both resources, plan on at least a limited [WARP] deployment before those reserves become painful.
Rare veins and useful oceansRecord any shortcut already present in-system. It may remove a long standard recipe later without requiring interstellar travel.
Gas giant yieldsA strong Hydrogen, Deuterium, or Fire Ice source makes the optional Gas Giant route more attractive when those materials become bottlenecks.
Nearby stars later extends the same comparison to systems within six light-years when WARP becomes relevant.

This is reconnaissance, not a new gate. Use what the seed gives you now and remember which future shortage may justify leaving the system.

Pack for an outpost, not a visit: Miners, Smelters, Belts, Sorters, storage, independent power, Foundations where useful, and enough fuel and core-energy margin to survive an ugly approach. If the destination is occupied, reuse the RED missile-battery and Signal Tower pattern before leaving the outpost unattended.

Launch when: Drive Engine Lv2 and Titanium Smelting are complete, the destination is understood, and the cargo can leave a powered factory behind.

2. Build an outpost worth returning to

The starter planet has no normal Titanium Ore veins, and Stone-derived Silicon is only a bootstrap. Smelt both resources at the destination: finished material uses the return trip better, and the same powered lines can feed the future source station.

The measured cargo funds the whole bridge. Keep this allocation visible while unloading so the factory does not quietly eat the parts meant to retire manual hauling.

Return cargoReserveWhat it funds
Titanium Ingots600The first 200 yellow cubes
Titanium Ingots180Titanium Alloy for the ILS bridge
Titanium Ingots80The two PLS components inside the ILS pair
Titanium total860Do not spend below this reserve before the bridge is built
High-Purity Silicon520130 Processors for two towers and five Logistics Vessels

Before flying home

3. Make the route automatic

Finish the unlock: . and must also be ready before the final ILS unlock.

First yellow research allocationCubes
80
120
Total batch200

Protected production bill

These are expanded subtotals: the ILS row already includes its two PLS components, and the Vessel row already includes the Alloy and Turbines consumed by its Reinforced Thrusters. Do not add those embedded parts again.

Finite jobFinished targetMain component subtotalSupporting reserve
First yellow batch200 yellow cubes200 Titanium Crystals + 200 DiamondsUse the established yellow production branches
ILS pair2 ILS, including their 2 PLS components80 Titanium Alloy + 80 Processors + 80 Particle Containers80 Steel + 80 Titanium Ingots + 160 Electromagnetic Turbines for the Particle Containers
Vessel fleet5 Logistics Vessels, including 10 Reinforced Thrusters100 Titanium Alloy + 50 Processors + 10 Reinforced Thrusters50 Electromagnetic Turbines for the Reinforced Thrusters
Protected total200 cubes + 2 ILS + 5 Vessels200 Titanium Crystals + 200 Diamonds + 180 Titanium Alloy + 130 Processors + 80 Particle Containers + 10 Reinforced Thrusters80 Steel + 80 Titanium Ingots + 210 Electromagnetic Turbines

Build the bridge:

  1. Protect the replication parts first. Place one Storage Mk.I beside the temporary assembly area and move each component from the protected production bill into it as soon as that batch finishes. Do not let ordinary production borrow from this box. Build to the table, then stop: an extra tower or Vessel can quietly consume the Processors, Alloy, or Particle Containers reserved for the next step.
  2. Build the temporary component lines.

    Use the reusable Electromagnetic Turbine line for the shared turbine supply, then split the protected batch between Particle Containers and Reinforced Thrusters as shown below.

    TITANIUM ALLOY
    • Acid branchCrude Oil Produced in Oil Refinery Refined Oil; Refined Oil + Stone + Water Produced in Chemical Plant Sulfuric Acid
    • Steel branchIron Ore Produced in Arc Smelter Iron Ingots Produced in Arc Smelter Steel
    • Alloy convergenceReserved Titanium Ingots + Steel + Sulfuric Acid Produced in Arc Smelter Titanium Alloy
    PROCESSORS
    • Microcrystalline branchHigh-Purity Silicon + Copper Ingots Produced in Assembling Machine Mk.I Microcrystalline Components
    • Circuit branchIron Ingots + Copper Ingots Produced in Assembling Machine Mk.I Circuit Boards
    • Processor convergenceMicrocrystalline Components + Circuit Boards Produced in Assembling Machine Mk.I Processors
    SHARED TURBINE OUTPUTS
    • Particle ContainersElectromagnetic Turbines + Graphene Produced in Assembling Machine Mk.I Particle Containers
    • Reinforced ThrustersTitanium Alloy + Electromagnetic Turbines Produced in Assembling Machine Mk.I Reinforced Thrusters
  3. Assemble the transport hardware. Use the Replicator or temporary Assemblers to turn Steel, Titanium Ingots, Processors, and Particle Containers into two PLS components; upgrade those with Titanium Alloy and Particle Containers into two ILS towers; then combine Titanium Alloy, Processors, and Reinforced Thrusters into five Logistics Vessels. Return each finished part to the protected box until the full set exists.
  4. Configure the remote source. Place one unpowered ILS beside the outpost storage. Add Titanium Ingots and High-Purity Silicon as station items and set both to the blue Remote Supply / Provider state. Belt both smelting outputs into their filtered station slots.
  5. Configure the home receiver. Place and power the other ILS at home, add the same two materials, set both to the orange Remote Demand / Receiver state, and install all five Vessels. Filter the station outputs toward the factory. Once the first Vessel launches, Icarus has made the final manual cargo run.
⚠ Protect the Turbine reserve. Finish and isolate the full Turbine subtotal before allowing Particle Containers or Reinforced Thrusters to consume their shares.
⚠ Watch the charging spike. A new powered station can briefly bully an otherwise healthy grid. Lower its charging-power setting or let it charge in stages instead of rebuilding the planet around a temporary load.

Done when

Next

Go to [YELLOW] and replace the finite research batch with sustainable science.


4. [YELLOW] — Build Sustainable Yellow Science

▶▶ YOU ARE HERE

You just solved: Manual interplanetary hauling.
You're working on: Replacing the finite ILS research batch with a permanent yellow line.
This gets you: Sustainable yellow research and a stable base for purple production.
After this: [PURPLE]

Phase dashboard

At a glanceWhat matters now
Main goalKeep three yellow-cube Labs supplied from local chemistry and imported Titanium Ingots
Good targetThree Labs now; expand only when research is visibly waiting on yellow
Useful side research clears the hidden prerequisite for and its belt-quality upgrades
Keep an eye onShared chemical supplies, Refined Oil balance, and the Titanium ILS receiver
Move on whenThree yellow Labs run continuously

Goal

Yellow is where the tidy little starter factory begins borrowing ingredients from every cupboard at once. Oil, Coal, Water, and imported Titanium now serve several jobs, so one neglected branch can stop machinery on the other side of the district.

Give shared materials visible supply points, keep important liquids in tanks you can glance at, and use the Statistics panel when something stops instead of interrogating every Chemical Plant on the planet. You are still playing a factory game; the goal is to spot the hungry line quickly and get back to building.

Research first

was already unlocked for the ILS bridge, so sustainable yellow has no new gate to clear before you build it.

As a useful side purchase, clears the hidden prerequisite for . Take it when stacked-belt tools sound useful; leave the actual purple unlock chain for PURPLE.

Quick reference — How much is enough

Three Labs’ worth is enough when yellow keeps researching while the chemical branches refill their own buffers. Expand only when the research queue is visibly waiting on yellow rather than on an older color or a missing prerequisite.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Yellow Cubes — three Labs’ worthMANDATED

Supplies

  • Crude Oil.
  • Coal.
  • Water.
  • Titanium Ingots.

Production Map

TITANIUM CRYSTAL BRANCH
  • Oil branchCrude Oil Produced in Oil Refinery Refined Oil + Hydrogen
  • Plastic branchRefined Oil + Energetic Graphite Produced in Chemical Plant Plastic
  • Organic Crystal branchPlastic + Refined Oil + Water Produced in Chemical Plant Organic Crystals
  • Titanium Crystal branchOrganic Crystals + Titanium Ingots Produced in Assembling Machine Mk.I Titanium Crystals
DIAMOND BRANCH
  • Graphite branchCoal Produced in Arc Smelter Energetic Graphite
  • Diamond branchEnergetic Graphite Produced in Arc Smelter Diamonds
FINAL CONVERGENCE
  • Science convergenceTitanium Crystals + Diamonds Produced in Matrix Lab yellow cubes

Destination

  • Matrix Labsyellow cubes — sustain three Labs’ worth of yellow cubes into research, with overflow storage if desired.

Ready to move on when

Next

Go to [PURPLE].


5. [PURPLE] — Build the First Truly Wide Production Tier

▶▶ YOU ARE HERE

You just solved: Sustainable interplanetary supply and yellow science.
You're working on: Thickening Graphene, Processor, Plastic, Silicon, and chemical capacity into a real purple district.
This gets you: Stable purple research and the two technology branches that meet at green.
After this: [GREEN] by default, or [WARP] for a deliberate shortcut.

Phase dashboard

At a glanceWhat matters now
Main goalResearch Information Matrix and keep three purple-cube Labs producing continuously
Good target18 purple/min from two independently buffered production branches
Research first
Keep an eye onGraphene and Hydrogen outlets, older cube lines, and whichever purple endpoint falls behind
Move on whenThree purple Labs run continuously

Goal

Purple is where DSP hands you two yellow-sized shopping lists at once. One ends in Processors; the other disappears into a long chemical chain before coming back as Particle Broadband. Build them as separate neighborhoods, give each endpoint a visible buffer, and let logistics introduce them at the science district.

This is also where reusable blueprints and a broader mall start feeling less like preparation and more like cheating in the nicest possible way. Copy what already works, expand the branch whose box is empty, and resist the urge to route the entire planet through one final heroic belt.

Research first

, the prerequisite for Applied Superconductor, was cleared during the ILS bridge. The other purple requirement, , was built there too. Follow the new chemical branch to Information Matrix, then let production lead the phase.

Quick reference — How much is enough

Start with three purple Labs. Let them run, then watch the Processor and Particle Broadband stores. If one keeps draining, expand that line. If both refill between research jobs, you have enough—leave the district alone and keep moving.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Processors — 45/minMANDATED

Supplies

  • Iron Ore.
  • Copper Ore.
  • Silicon Ore.

Production Map

  • Metal supplyIron Ore + Copper Ore Produced in Arc Smelter Iron Ingots + Copper Ingots
  • Circuit branchIron Ingots + Copper Ingots Produced in Assembling Machine Mk.I Circuit Boards
  • Silicon branchSilicon Ore Produced in Arc Smelter High-Purity Silicon Produced in Assembling Machine Mk.I Microcrystalline Components
  • Processor convergenceCircuit Boards + Microcrystalline Components Produced in Assembling Machine Mk.I Processors

Destination

  • Storage Mk.IProcessors — receive 45 Processors/min before distribution to purple science and later consumers.
Particle Broadband — 22.5/minMANDATED

Supplies

Production Map

  • Nanotube branchGraphene + Titanium Ingots Produced in Chemical Plant Carbon Nanotubes
  • Plastic branchRefined Oil + Energetic Graphite Produced in Chemical Plant Plastic
  • Silicon branchHigh-Purity Silicon Produced in Arc Smelter Crystal Silicon
  • Broadband convergenceCarbon Nanotubes + Plastic + Crystal Silicon Produced in Assembling Machine Mk.I Particle Broadband

Destination

  • Storage Mk.IParticle Broadband — receive 22.5 Particle Broadband/min before distribution to purple science.

Watch for

Hydrogen. The oil-supported Graphene and Plastic branches return substantial Hydrogen. Give it storage or consumption before either chemical branch deadlocks.

ILS starvation. If Titanium or Silicon runs dry, inspect the supplying station and the receiving station before expanding production. Add capacity where the queue forms, and top the first home ILS up to ten Vessels if it still has only the five used for the rush.

Ready to move on when

Next

Continue to [GREEN], or use [WARP] when a named rare resource justifies the detour.


6. [GREEN] — Build the Two Late-Game Ingredient Branches

▶▶ YOU ARE HERE

You just solved: Purple science and its wide chemical district.
You're working on: Quantum Chips on one side, Strange Matter and Graviton Lenses on the other.
This gets you: Stable green cubes and the ingredients used by Dyson infrastructure.
After this: [DYSON] or the optional permanent [SPHERE] route.

Phase dashboard

At a glanceWhat matters now
Main goalResearch Gravity Matrix and keep two green-cube Labs producing continuously
Good target10 green/min from two independently buffered late-game branches
Research next
+
Both branches →
Keep an eye onHydrogen tank trends, Deuterium draw, Particle Containers, and the power draw from the chosen Deuterium route and the Strange Matter Collider
Move on whenTwo green Labs run continuously and both endpoint stores remain stable

Goal

Green asks for two purple-sized factories at once. The Quantum branch is a deep electronics project; the gravity branch adds Deuterium, Particle Containers, Strange Matter, and Colliders with a healthy appetite for power. One homeworld and one mining colony may finally begin to feel a little snug.

Give both branches visible endpoints and expand the one that actually falls behind. If moving all this material becomes a bigger chore than building it, the optional [LOGISTICS] section can help automate the transport hardware—but it is an invitation, not homework. Either way, this is the last major ingredient build before the factory reaches for the star.

Research first

Gravity branch: .

Quantum branch: + .

When and are both complete, research and bring the two manufactured endpoints together at science.

Choose a Deuterium supply

RouteWhy choose itTradeoff
FractionatorsMaterial- and power-efficient conversion that scales well once you are comfortable building a circulating Hydrogen belt.The belt loop and its circulation need more layout attention than one compact machine.
Miniature Particle CollidersThe guide's compact baseline: feed Hydrogen, receive Deuterium, and keep the branch visually simple.It spends considerably more power and Hydrogen for that simplicity.
Orbital CollectorsA hands-off external supply once Gas Giant Exploitation and a useful giant are available.It is a later infrastructure detour whose yield depends on the giant you actually have.

If you choose Fractionators: Give the circulating return belt priority, let fresh Hydrogen fill only the gaps, keep the Deuterium output clear, and use Pile Sorters to restore full stacks as the loop develops holes.

These are alternatives, not a three-step upgrade path. Pick the one that fits the factory you built, and change only when Deuterium is the visible constraint.

Quick reference — How much is enough

Start with two green Labs. Watch Quantum Chips and Graviton Lenses while research runs. If one store keeps shrinking, expand only that branch. If both recover whenever the Labs pause, the factory is keeping up.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Quantum Chips — 7.5/minMANDATEDSTAGED

Supplies

Production Map

ADD AFTER
  • Casimir branchTitanium Crystals + Graphene + Hydrogen Produced in Assembling Machine Mk.I Casimir Crystals
  • Glass branchStone Produced in Arc Smelter Glass
  • Titanium Glass branchGlass + Titanium Ingots + Water Produced in Assembling Machine Mk.I Titanium Glass
ADD AFTER
  • Filter convergenceCasimir Crystals + Titanium Glass Produced in Assembling Machine Mk.I Plane Filters
ADD AFTER
  • Final convergencePlane Filters + Processors Produced in Assembling Machine Mk.I Quantum Chips

Destination

  • Storage Mk.IQuantum Chips — receive 7.5 Quantum Chips/min before green science.
Graviton Lenses — 7.5/minMANDATEDSTAGED

Supplies

Production Map

ADD AFTER
  • Deuterium branchHydrogen Produced in Miniature Particle Collider Deuterium
  • Container branchElectromagnetic Turbines + Graphene Produced in Assembling Machine Mk.I Particle Containers
ADD AFTER
  • First convergenceDeuterium + Particle Containers + Iron Ingots Produced in Miniature Particle Collider Strange Matter
  • Diamond branchCoal Produced in Arc Smelter Energetic Graphite Produced in Arc Smelter Diamonds
  • Final convergenceStrange Matter + Diamonds Produced in Assembling Machine Mk.I Graviton Lenses

Destination

  • Storage Mk.IGraviton Lenses — receive 7.5 Graviton Lenses/min before green science.

Watch for

Hydrogen accounting. Casimir production consumes Hydrogen quickly. Feed it from a tank, watch that tank for depletion, and return reusable Hydrogen byproducts to the same supply when your chosen branches produce them.

Particle Containers. Strange Matter can empty an old component supply that looked generous during ILS. Expand that branch only if its buffer actually drains.

Ready to move on when

Next

Take the fast practical route to [DYSON], or choose [SPHERE] when you deliberately want permanent structure first.


7. [DYSON] — Build the Photon Swarm

▶▶ YOU ARE HERE

You just solved: Green science and both late-game ingredient branches.
You're working on: Continuously launching a swarm large enough to power four Ray Receivers.
This gets you: A swarm-powered Antimatter line—the last ingredient before white science.
After this: [PHOTON], or use [SPHERE] instead when you prefer permanent construction.

Phase dashboard

At a glanceWhat matters now
Main goalAutomate Solar Sail production and keep a working EM-Rail launch network supplied
Good targetA partial swarm that already gives Ray Receivers useful output; continue scaling it during PHOTON
Research first
Recommended before launch scale-up: Lv1 → Lv2
Keep an eye onMeasured Ejector duty, Solar Sail storage trend, star luminosity, sail lifetime, and live Dyson generation
Move on whenAntimatter production is reliable and its output can reach the science district

Goal

The factory has reached the point where the next power plant belongs in space. Solar Sails leave the planet, settle into orbit, and become the megastructure that will carry this run through Antimatter, white science, and victory. Every working Ejector makes that finish a little less theoretical.

Build the sail line, spread the Ejectors across useful firing zones, and watch the live Dyson readout climb. The full reference swarm is a planning target, not a locked door: lensed Ray Receivers can start making Critical Photons long before the sky is full. Begin PHOTON as soon as that partial swarm produces dependable work, then keep launching while the endgame advances underneath it.

Research first

Once the orbit system is available, Lv1 → Lv2 is the guide's recommended pressure valve before the launch field grows. It raises sail lifetime from 90 to 120 minutes and cuts the steady replacement burden by one quarter. It is still your call: skip it when the larger base-life sail and Ejector build suits the factory you already have.

Quick reference — How much is enough

This is an averaged planning target, not a magic finish line. With Lv2, the reference build uses 405 Solar Sails/min of installed production, approximately 383 launches/min to maintain the full swarm, and at least 1.655 GW of live Dyson generation to supply four warmed, lensed Receivers at Ray Efficiency Lv0. Orbit geometry, firing duty, star luminosity, and later upgrades will move the real result.

An Ejector launches 20 sails/min while firing. Sixty Ejectors at 32% average duty produce about 384 launches/min, but installed count is not throughput. If you skip the two sail-life upgrades, the base-life route returns to roughly 511 launches/min and 517.5 sails/min of installed production. Either way, the Receivers will begin banking the 4,000 Antimatter needed for the finish well before the reference swarm reaches equilibrium. Grow toward the comfortable target while PHOTON and WHITE proceed—do not wait for it to grant permission.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Solar Sails — 405/min installed capacityMANDATEDSTAGED

Supplies

Production Map

ADD AFTER
  • Prism branchStone Produced in Arc Smelter Glass Produced in Assembling Machine Mk.I Prisms
  • Combiner branchPrisms + Circuit Boards Produced in Assembling Machine Mk.I Photon Combiners
  • Sail convergencePhoton Combiners + Graphene Produced in Assembling Machine Mk.I Solar Sails
ADD AFTER
  • Launch feedSolar Sails · buffer in Storage Mk.I · feed EM-Rail Ejectors

Destination

  • Storage Mk.ISolar Sails — receive 405 Solar Sails/min installed capacity before the Ejector feed.
EM-Rail Ejectors — buffer 60MANDATEDSTAGED

Supplies

Production Map

ADD AFTER
  • Iron supplyIron Ore Produced in Arc Smelter Iron Ingots
  • Magnet branchIron Ore Produced in Arc Smelter Magnets
  • Gear branchIron Ingots Produced in Assembling Machine Mk.I Gears
  • Steel branchIron Ingots Produced in Arc Smelter Steel
  • Graphite branchCoal Produced in Arc Smelter Energetic Graphite
  • Ring branchElectromagnetic Turbines + Magnets + Energetic Graphite Produced in Assembling Machine Mk.I Super-Magnetic Rings
  • Ejector convergenceSteel + Gears + Processors + Super-Magnetic Rings Produced in Assembling Machine Mk.I EM-Rail Ejectors

Destination

  • Storage Mk.IEM-Rail Ejectors — enable 2 storage slots (up to 60 Ejectors).

Watch for

Orbit management. Auto Orbit can let Ejectors choose a currently usable orbit instead of waiting forever on one bad injection point. It keeps that choice until the orbit becomes unavailable; it does not balance Ejectors or return to a preferred orbit. Geometry still wins, so watch measured firing duty and keep useful latitude bands supplied.

Power synchronization. A large Ejector block can switch on together when the injection point becomes visible. Stage deployment and watch the power graph.

Phase overlap. Start [PHOTON] as soon as the partial swarm supports useful Receiver output. The 1.655-GW target means the intended 48/min endpoint is fully supplied; it is not a ban on doing useful work earlier.

Ready to move on when

Next

Start [PHOTON] as soon as the swarm can support useful Receiver output. Keep the Ejectors firing in parallel until Antimatter production is comfortably carrying the finish.


8. [SPHERE] — Optional Permanent Dyson Sphere

▶▶ YOU ARE HERE

You just solved: Green science and its expensive reusable components.
You're working on: Permanent nodes, frames, and shell cells instead of an expiring full swarm.
This gets you: The same photon-power endpoint with a slower but permanent construction project.
After this: [PHOTON].

Phase dashboard

At a glanceWhat matters now
Main goalBuild a steady rocket line and grow the Dyson Sphere that will carry the factory over the final stretch
Good targetA small closed structure that already gives Ray Receivers useful output; expand it during PHOTON
Research first
Then
Keep an eye onWhether rockets can reach an unfinished node or frame, whether a completed boundary encloses a shell, and which established component store empties first
Move on whenAntimatter production is reliable and its output can reach the science district

Goal

The permanent route trades a quick consumable swarm for a slower structure that stays with the star. Rockets build the skeleton—nodes and the frames between them—while Solar Sails fill shell areas only after those frames close a valid boundary.

Start small in the Sphere Editor. Draw something your first rocket line can finish, keep the Silo supplied, and add a shell to the completed frame instead of designing the final monument on day one. The shape determines the total material bill, so live Dyson generation remains the useful measure of progress.

Research first

Shared receiver path: .

Permanent construction path: . also carries an implicit requirement, already satisfied by GREEN.

Quick reference — How much is enough

Rocket factory: 7.5/min installed capacity. One Silo: 5 launches/min. Endpoint: enough live permanent generation to supply the Receivers you are actually using; 1.655 GW at Ray Efficiency Lv0 fully supplies the four-Receiver comfortable target.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Dyson Sphere Components — 16.875/minOPTIONALSTAGED

Supplies

Production Map

ADD AFTER
  • Frame branchCarbon Nanotubes + Titanium Alloy + High-Purity Silicon Produced in Assembling Machine Mk.I Frame Material
  • Component convergenceFrame Material + Solar Sails + Processors Produced in Assembling Machine Mk.I Dyson Sphere Components

Destination

  • Storage Mk.IDyson Sphere Components — receive 16.875 Dyson Sphere Components/min before rocket assembly.
Deuteron Fuel Rods — 30/minOPTIONAL

Supplies

Production Map

  • Graphite branchCoal Produced in Arc Smelter Energetic Graphite
  • Magnet branchIron Ore Produced in Arc Smelter Magnets
  • Ring convergenceElectromagnetic Turbines + Magnets + Energetic Graphite Produced in Assembling Machine Mk.I Super-Magnetic Rings
  • Fuel Rod convergenceDeuterium + Titanium Alloy + Super-Magnetic Rings Produced in Assembling Machine Mk.I Deuteron Fuel Rods

Destination

  • Storage Mk.IDeuteron Fuel Rods — receive 30 Deuteron Fuel Rods/min before rocket assembly or fusion-power use.

Watch for

Editor state. Rockets need unfinished nodes or frames to build, and Sails cannot become permanent until completed frames enclose a designated shell area.

Support-line starvation. Follow the first empty component store backward instead of increasing the Rocket Assembler count. The permanent route reuses several mature branches at once.

Ready to move on when

Next

Progress to [PHOTON]. Continue permanent construction in parallel until the Receiver array is fully supplied.


9. [PHOTON]Critical Photons and Antimatter

▶▶ YOU ARE HERE

You just solved: A live Dyson power source, whether partial or fully sized.
You're working on: Turning that power into Critical Photons and then Antimatter.
This gets you: The final manufactured ingredient for white cubes.
After this: [WHITE].

Phase dashboard

At a glanceWhat matters now
Main goalWarm four lensed Ray Receivers and convert every produced Critical Photon into Antimatter
Comfortable endpoint48 Critical Photons/min and 48 Antimatter/min when Dyson supply is complete
Research next
Keep an eye onContinuous Receiving, Receiver Strength, lens supply, live Dyson supply, and the Collider's Hydrogen outlet
Move on whenAt least 2,000 Antimatter is stored and the live production trend feels strong enough to continue into WHITE

Goal

The orbital project finally pays out as an ordinary factory item. The chain is short, but every link matters:

Receivers warm gradually and can only draw what the swarm or sphere supplies. The Collider simply processes the Critical Photons that arrive, so this phase is mostly about keeping four Receivers lensed, watching the orbital source grow, and refusing to let returned Hydrogen block the final conversion.

enables lens-assisted receiving. unlocks Photon Materialization and Photon Generation mode. is later fuel technology; it is not required to make Antimatter.

Quick reference — How much is enough

Two lensed Receivers: up to 24 photons/min. Four: up to 48/min. Production ramps as Receivers warm and orbital power grows, so judge the trend rather than demanding an instant rate. Once at least 2,000 Antimatter is waiting in storage, half the final white-science supply is already banked; decide whether the live rate is good enough to carry the rest while WHITE begins.

Quick reference — Receiver-to-antimatter procedure

Keep all four Receivers lensed. Automation is ideal, but a manual visit is perfectly respectable while the orbital system ramps. Sixty Graviton Lenses keep four Receivers supplied for about 2 hours 30 minutes; set yourself a reminder, top them up together, and do not let one quietly fall back to lensless operation.
  1. Place four Ray Receivers, supply Graviton Lenses, and select Photon Generation on every building.
  2. Let Continuous Receiving and Receiver Strength warm up while checking whether live Dyson generation satisfies the array.
  3. Belt Critical Photons into a Miniature Particle Collider set to Photon Materialization.
  4. Send Antimatter toward visible storage beside the white-science district and keep the Collider's returned-Hydrogen outlet clear.
  5. Keep tending the swarm or sphere while the Antimatter reserve grows; this is the rare late-game wait where checking four lens slots is useful work.

Watch for

Warm-up before diagnosis. A correctly configured Receiver still underperforms until Continuous Receiving and Receiver Strength settle.

Returned Hydrogen. Photon Materialization returns Hydrogen one-for-one. A blocked outlet stops Antimatter.

Ready to move on when

Next

Go to [WHITE] when the 2,000-Antimatter reserve is banked and the live rate feels trustworthy. Keep expanding the swarm or sphere in parallel.


10. [WHITE]White Cubes and Mission Completed!

▶▶ YOU ARE HERE

You just solved: Continuous Antimatter production.
You're working on: Calling every Matrix color back to work at the same time.
This gets you: .
After this: [LOGISTICS] and whichever postgame project sounds fun.

Phase dashboard

At a glanceWhat matters now
Main goalResearch , sustain 40 white/min, and feed 4,000 into
Final convergence10 production Labs supplied by the five established cube colors and Antimatter
Research next
Keep an eye onThe first earlier cube color whose input belt empties
Move on whenMission Completed finishes

Goal

White science is a convergence test, not a mysterious new factory: blue + red + yellow + purple + green + Antimatter → ten white-cube Labs → storage and research. Every feeder already has a production history; bring the six products together, then follow the first input that runs dry.

costs 2,000 of every colored Matrix before white production can begin. then consumes 4,000 white cubes. Build the production line while the unlock research is running, and fix only the feeder that actually starves.

Quick reference — How much is enough

40 white/min: 10 production Labs and 40/min from all six inputs. The 4,000-cube material batch takes 1 hour 40 minutes at that rate.

Quick reference — Final convergence

Bring blue, red, yellow, purple, and green cubes plus Antimatter to the white-science district. Feed all six inputs into ten Matrix Labs for the stated 40/min target, send the resulting white cubes to research, and expand only the feeder that actually starves.

Watch for

The newest line is rarely the bottleneck. White science often exposes a tiny old red, yellow, or purple district that had enough buffer to look healthy until every color was demanded continuously.

Ready to move on when

Next

Finish , then go to [LOGISTICS] and automate the hardware used by whatever comes next.


11. [WARP] — Optional Interstellar Resource Deployment

▶▶ YOU ARE HERE

This section is useful whenever: A visible rare resource could simplify work you are already doing.
You're working on: Turning one useful rare deposit into a dependable interstellar import.
This gets you: A shorter production chain now, then a reusable pattern for every remote outpost that follows.

Mission brief

WARP is an optional deployment job, not a gate on the practical route. First prepare Icarus and choose a target, then establish a defensible source outpost, and finally replace personal hauling with a vessel route when cheap Space Warpers make that sensible.

Optional route disclaimer: Interstellar expansion diverts research, cubes, buildings, fuel, and attention from the practical completion route. Take the shortcut because it removes a bottleneck you can name—not because the cluster map is sparkling at you.
Warp capabilityWhat it is forResearch breakpoint
Mecha warpIcarus scouts the target, builds the outpost, and carries the first hand-loaded shipment home
Vessel warpLogistics Vessels replace that personal cargo run with continuous ILS traffic

1. Prepare the expedition

See what is worth visiting. reveals resource information for nearby stars within six light-years. Compare candidates before building the loadout: the best first target is the one whose rare resource removes work from a line you already care about.

Unlock personal warp. Complete , , , and . Buy practical upgrades while the expedition is being assembled; every extra row turns a sightseeing trip into a better first haul.

Expand the departure mall. Add Chemical Plants and keep Missile Turrets, Missiles, and Signal Towers buffered. The outpost should be able to process the chosen resource and survive long enough for the automated route to matter.

Know the controls before deep space starts moving quickly. Mark the destination in the Starmap, keep its marker near the reticle, and press W to correct course during warp. Tap Caps Lock to enter or leave warp; the game slows Icarus near the destination system, so steer early and let the approach happen instead of panic-correcting after the target has gone past.

Choose the shortcut

ResourceProvidesBest reason to target itAcquire it byWhat it changes
Organic Crystal (mined)Titanium CrystalEarly standout: removes the longest part of synthetic Organic Crystal chemistry.Mining Organic Crystal veinsFeeds Titanium Crystals directly and removes the Plastic + Refined Oil + Water chain.
Sulfuric AcidTitanium AlloyEarly standout: turns an entire chemical branch into pumping and transport.Placing Water Pumps on a Sulfuric Acid oceanRemoves the Refined Oil + Stone + Water acid process wherever imported acid is used.
Fire IceGrapheneStrong when Graphene is tight: especially useful when Sails and late science compete for it.Mining Fire Ice veins or importing it from an Orbital CollectorMakes Graphene directly and returns Hydrogen as a paired output.
Kimberlite OreDiamondConvenience: a clean shortcut when Diamond demand is actually visible.Mining Kimberlite veinsSmelts two Diamonds per ore and skips Energetic Graphite.
Fractal SiliconCrystal SiliconConvenience: saves Silicon processing in Crystal Silicon-heavy production.Mining Fractal Silicon veinsAssembles two Crystal Silicon per ore and skips High-Purity Silicon.
Optical Grating CrystalAdvanced Mining Machine / Casimir Crystal / Photon CombinerStrategic expansion: Advanced Mining Machines make later resource worlds much quicker to deploy.Mining Optical Grating Crystal veinsSupports advanced mining and can replace Titanium Crystals in Casimir Crystals or Prisms in Photon Combiners.
Spiniform Stalagmite CrystalCarbon NanotubeStrong late shortcut: removes two mature inputs from a widely reused intermediate.Mining Spiniform Stalagmite Crystal veinsMakes Carbon Nanotubes without Graphene or Titanium Ingots.
Unipolar MagnetParticle ContainerConserve first: deposits are unusually limited, and Plane Smelters and other advanced buildings compete for them.Mining Unipolar Magnet veins after locating a depositMakes Particle Containers without Electromagnetic Turbines or Graphene. Reserve a deliberate stock before feeding bulk production.

Make the limited Warper batch

Pick up 20 Graviton Lenses from the factory and use the Replicator to turn them into 20 Space Warpers. Before green science the recipe trades one Lens for one Warper, so load the finished batch into Icarus and stop there; preserve the rest of the Lenses for science and later infrastructure.

2. Establish the source outpost

Fly out to build, process, and leave. Put Miners on the chosen deposit, then use Smelters, Assemblers, Chemical Plants, or Water Pumps wherever the rare recipe actually needs them. Buffer the processed output locally and belt it into an unpowered ILS set to blue Remote Supply / Provider. The station can wait for homeworld Vessels; it does not need to launch anything yet.

PackPurpose
20 Space WarpersOutbound and return travel inside the six-light-year scouting radius, with room for mistakes and local hops
Miners and processing buildingsEnough Miners plus the Smelters, Assemblers, Chemical Plants, or Pumps required by the chosen material
1,200 BeltsA real extraction field and the long runs that unfamiliar terrain inevitably invents
Storage buffersVisible reserves between processing and the source ILS
One ILSAn unpowered Remote Provider ready for the later vessel route
8 Missile Turrets + 200 Missile Sets + Signal TowersOne carried copy of the RED planetary-base-clearing setup when the destination needs it
Independent powerWind when the ratio is kind, Solar Panels where daylight coverage is practical, Thermal Power from a dependable fuel, or Mini Fusion for a compact late-game package

There is no sacred first-haul number. Fill the inventory space you paid to unlock, return home, and add a limited storage buffer beside the standard line this resource shortens. Deposit the haul there so the existing factory can use the shortcut without being redesigned around a temporary hand delivery.

⚠ Keep the return trip boring. Leave reserve Warpers and strong fuel in Icarus. The first interstellar expedition is not the moment to discover that the emergency plan was “coast for a while.”

3. Automate the vessel route

After , the efficient recipe turns one green cube into eight Space Warpers. Belt green cubes into one Assembler, send its Warpers into a PLS set to blue Local Supply / Provider, install Logistics Drones, and let them feed the home ILS through an orange Local Demand / Receiver item slot. The station moves the first 50 into its dedicated Warper reserve automatically.

Then research . Keep the remote ILS unpowered and set the rare resource to Remote Supply. At home, set the same resource to Remote Demand, install Vessels, and give that powered station Warpers. The home fleet will make the round trip and bring the resource back without asking the outpost to launch a ship.

Three-light-year planning reference

The figures below use a three-light-year route—half the first six-light-year scouting radius—as a simple starting point. Actual distance changes travel time and therefore cargo turnover; it does not change the two-Warper cost of a complete vessel round trip.

Starting choiceWhat it means
5 Logistics VesselsA sensible first fleet for one average-distance import. Add Vessels toward the station limit if the source buffer is full while home demand starves.
50 Warpers in the home ILSTwenty-five complete vessel round trips before another Warper arrives.
1 Mk.I AssemblerProduces 36 Warpers/min when running and can consume 4.5 green cubes/min. Limit the PLS buffer so this convenience line sleeps instead of quietly winning its race against green science.

Scale the fleet to the real route, not to the table. Longer trips usually need more Vessels to sustain the same import rate; busier networks need a larger shared Warper buffer. Expand the cheap line only when its PLS stops recovering between departures.

Done when

Next

WARP has no fixed entry or exit. Use as much of this deployment pattern as the current factory needs, then return to whichever section matches the work already in front of you.


12. [LOGISTICS] — Automate the Infrastructure That Moves Everything

▶▶ YOU ARE HERE

You're working on: Automating the Distributors, towers, Bots, Drones, and Vessels that make new logistics networks easy to deploy.
This gets you: Repeatable expansion without handcrafting the transport network every time.

Phase dashboard

At a glanceWhat matters now
Main goalBuild limited hardware buffers for distribution, planetary, and interstellar expansion
Buffer ruleLimit every output box; these are bursty mall lines, not permanent megabase consumption targets
Research check · ·
Keep an eye onShared Processor, Particle Container, Titanium Alloy, and Turbine supplies when several boxes refill together
Move on whenAll six buffers refill without handcrafting and route settings make sense at a glance

Goal

This is the point where a good blueprint can become a whole factory district in a few clicks. Keep Distributors, towers, and their carriers waiting in limited mall buffers; when a new line needs supplies, paste the layout, place the transport hardware, choose the requested items, and let the network do the walking.

Distributors and Bots handle the last few meters between storage and Icarus or nearby boxes. PLS towers and Drones move bulk cargo around one planet. ILS towers and Vessels cross the gap between planets—and, with Warpers, between stars. Provider offers an item, Receiver asks for it, and Depot simply stores it. Local settings control Drones; Remote settings control Vessels.

Research first

unlocks Distributors and Bots. unlocks PLS and Drones. unlocks ILS and Vessels. You used the stations during progression; this section makes their replacement stock refill itself.

Quick reference — How much is enough

Keep 50 Distributors + 200 Bots, 10 PLS + 200 Drones, and 10 ILS + 50 Vessels in limited buffers. Restrict the storage slots before connecting the output Sorters; these lines should sleep between expansion projects.

Quick reference — Required builds

Each card traces one useful production line from supplies to its phase target. Open only the line you want help building; the guide remains complete with every card collapsed.

Distribution Logistics Hardware — buffer 50 Distributors + 200 BotsMANDATED

Supplies

Production Map

  • Prism branchStone Produced in Arc Smelter Glass Produced in Assembling Machine Mk.I Prisms
  • Exciter branchPrisms + Magnetic Coils Produced in Assembling Machine Mk.I Plasma Exciters
  • Distributor convergenceIron Ingots + Processors + Plasma Exciters Produced in Assembling Machine Mk.I Logistics Distributors
  • Engine branchCopper Ingots + Magnetic Coils Produced in Assembling Machine Mk.I Engines
  • Bot convergenceEngines + Processors Produced in Assembling Machine Mk.I Logistics Bots

Destination

  • Storage Mk.ILogistics Distributors — enable 1 storage slot (up to 50).
  • Storage Mk.ILogistics Bots — enable 1 storage slot (up to 200).
Planetary Logistics Hardware — buffer 10 PLS + 200 DronesMANDATED

Supplies

Production Map

  • PLS convergenceSteel + Titanium Ingots + Processors + Particle Containers Produced in Assembling Machine Mk.I Planetary Logistics Stations
  • Thruster branchSteel + Copper Ingots Produced in Assembling Machine Mk.I Thrusters
  • Drone convergenceIron Ingots + Processors + Thrusters Produced in Assembling Machine Mk.I Logistics Drones

Destination

  • Storage Mk.IPlanetary Logistics Stations — enable 1 storage slot (up to 10).
  • Storage Mk.ILogistics Drones — enable 1 storage slot (up to 200).
Interstellar Logistics Hardware — buffer 10 ILS + 50 VesselsMANDATED

Supplies

Production Map

  • ILS convergencePlanetary Logistics Stations + Titanium Alloy + Particle Containers Produced in Assembling Machine Mk.I Interstellar Logistics Stations
  • Thruster branchTitanium Alloy + Electromagnetic Turbines Produced in Assembling Machine Mk.I Reinforced Thrusters
  • Vessel convergenceTitanium Alloy + Processors + Reinforced Thrusters Produced in Assembling Machine Mk.I Logistics Vessels

Destination

  • Storage Mk.IInterstellar Logistics Stations — enable 1 storage slot (up to 10).
  • Storage Mk.ILogistics Vessels — enable 1 storage slot (up to 50).

Watch for

Shared supplies. Several hardware lines draw Processors, Particle Containers, Titanium Alloy, and Electromagnetic Turbines. If multiple buffers refill together, expand only the established supply that actually empties.

Station charging. Newly placed logistics stations can create a temporary power spike while charging. Lower charging power or stage placement instead of redesigning a healthy grid around a transient load.

When a route refuses to move

CheckWhat it controls
Local or RemoteDrones obey Local settings on one planet. Vessels obey Remote settings between planets or stars.
Supply and DemandThe source item must be blue Supply; the destination must be orange Demand. Storage holds cargo but does not request a trip.
Carrier ownershipInstall the correct carrier at a station that can launch it. An unpowered provider still works when a powered requesting station owns the Vessels. That launching station's minimum load, range, warp controls, energy, and carrier supply govern the trip; a carrierless passive endpoint does not dispatch one.
Minimum loadA carrier waits until the configured percentage of its capacity is available. Lower the threshold while bootstrapping a slow source; raise it when full trips matter more than quick response.
Transport rangeThe actual destination must fall inside the Drone or Vessel range configured at the launching station.
Warp controlsFor interstellar routes, check the distance-to-warp threshold, the Warpers Required setting, and the station's Warper reserve.
Station energyThe launching station needs enough stored charge. Charging power changes how quickly it recovers; it does not repair a bad route setting.
  1. Confirm source Supply and destination Demand on the correct Local or Remote row.
  2. Confirm the launching station has the right carriers, charge, and a reachable destination.
  3. Lower minimum load temporarily if the source has not accumulated enough cargo.
  4. Check range and warp settings before adding more towers or carriers.
  5. Only expand throughput after the first trip succeeds.

Ready to move on when


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.


[PROLIFERATION] — Optional Production Multiplier

What it is for

Proliferation spends spray, power, belts, and another production line to get more work from selected recipes. It is useful leverage, not a tax you owe every item in the factory.

Choose the mode for the problem

ModeUse it whenRemember
Extra productsA supported recipe consumes expensive ingredients and more output is worth more than a smaller factory.Every recipe input must arrive sprayed; the least-covered ingredient limits the bonus.
Production speedSpace or machine count is the constraint and the grid can afford the heavier load.It makes the same line work faster, with higher power and input demand.

Good first targets

Science is easy to reason about: spray the ingredients before cube production, then spray the cubes before research. Expensive late-game intermediates are another sensible target when their inputs are harder to expand than the Spray Coater line.

The build cards remain unproliferated baselines. Their pipelines still apply; proliferation changes the capacity you get from them, not the order of the ingredients.

Return to the main route when

Once the chosen bottleneck is relieved, stop spraying new categories merely because a belt passes nearby.


[PILE SORTER] — Integrated Logistics

What it's for

Move and stack identical cargo fast enough that belts and machine ports stop being the bottleneck. A Pile Sorter improves transport; it does not shorten the recipe inside the machine.

Take it when

Do this

Use Pile Sorters where measured insertion or belt throughput is the constraint. They stack one item type, not mixed cargo, so keep sushi-belt ambitions somewhere safer.

Return to the main route when

Once cargo movement is no longer slowing the line, leave the machines alone and continue progression.


[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

Do this

Inspect the giant's listed resources and collection rates before committing the hardware. Each Collector gathers its displayed resources independently, and Veins Utilization improves that gathering over time.

At the consuming factory, make local byproduct Hydrogen the first source and Orbital Collectors the backstop. A simple pattern is two receiving paths: one for refinery, Fire Ice, and Antimatter byproducts, and one collector-enabled import. Merge their belts with the byproduct path as the priority input. ILS priority pairs or groups can enforce the same preference across planets; whichever method you choose, keep the byproduct outlet visible so a full tank cannot quietly jam another line.

⚠ A full gas tank is not always abundance. It may be imported Hydrogen hiding a blocked local byproduct. Trace which source is filling the destination before expanding collection.

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 one world has power to spare and another is easier to supply through logistics than through its own fuel chain.

Build the loop

  1. At the generating world, feed empty Accumulators into Energy Exchangers set to charge.
  2. Export the charged Accumulators through ILS.
  3. At the remote world, feed them through Exchangers set to discharge.
  4. Return the empty Accumulators through a second logistics item slot so the same stock keeps circulating.
⚠ Discharge has grid priority. A discharging Exchanger can consume imported power even while local generators could cover the load. When the destination mixes shipped power with local generation, pair the discharge bank with an equal charging bank: surplus discharge immediately refills empties, and only the local grid's real shortfall consumes the imported charge.

The empty return is part of the power plant, not cleanup. Give returned empties priority over newly manufactured Accumulators at the charging world. If either direction fills or starves, the loop eventually stops even while both planets still look well stocked.

Take it when

Return to the main route when

Choose the simpler system for the actual planet. A few local generators can still beat an elegant interstellar battery exchange that nobody needed.


[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

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 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.


External Tools and Communities

The guide is deliberately self-contained, but these current resources are useful when you want a blueprint, a calculator, a mod, or people who have already built the strange thing you are considering.

⚠ Inspect before pasting. Check the game version, required technologies and upgrades, latitude assumptions, rare recipes, proliferation, and whether a Dyson blueprint is one layer or a complete design. A beautiful old blueprint can still be a very efficient way to import somebody else's obsolete problem.

One-Screen Default Checklist

[BLUE]

[RED]

[ILS]

[YELLOW]

[PURPLE]

[WARP]

[GREEN]

[DYSON]

[PHOTON]

[WHITE]

[LOGISTICS]


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:

  1. Can I research the technology?
    If not, check which earlier technology is still missing.

  2. Can I build the recipe or machine?
    If not, check whether you're missing another technology or the machine that actually makes it.

  3. Can I keep supplying every required material?
    If not, find the material you can't yet mine, make, or import reliably.

  4. Does the line still depend on me carrying or hand-feeding materials?
    If yes, automate the missing transport or storage step.

  5. 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.