Guides
Choose research goals, browse the branches and plan the materials for your next unlocks.
Fluid mechanics from the ground up: flow rate, head lift, pumps, buffers, valves, manifolds and the special circuits that solve the hard cases.
Clock speed 1–250 %, one Power Shard per +50 %, power grows with the exponent 1.321928 for production buildings and linearly for generators – with the full table.
Production Amplifier slots and formulas, the Dimensional Depot with its upload and capacity upgrades, and the Alien Power Augmenter.
Rate = base × purity × clock. Miner Mk.1–3 and fluid extractor rates per purity, node counts per resource, resource wells, geysers and scanner unlocks.
Belt capacities Mk.1–6, lifts, splitters and mergers, manifolds vs. balancers; pipe capacities Mk.1–2, head lift, pumps, valves, buffers and how to avoid sloshing.
Generators with fuel and water rates, power lines and poles, the fuse/trip, Power Storage, Priority Power Switches and planning rules of thumb.
How sink points turn into FICSIT Coupons – the coupon cost curve, what cannot be sunk, the Alien DNA counter and where to get the best points.
Compare alternate recipes at the same output rate, inspect their ingredients and machines, and plan a production chain with the recipes you choose.
Capacities, speeds, fuel and throughput of tractors, trucks, trains and drones – and when to use which.
Blueprint Designer Mk.1–3 volumes (32/40/48 m cubes), what cannot go inside, snapping and Auto-Connect, and where blueprint files live.
Base rates of the standard recipes and the classic machine ratios for plates, rods, screws, frames, rotors, motors, steel, circuit boards, computers and aluminium – plus manifold vs. balancing.
Grass Fields, Rocky Desert, Northern Forest or Dune Desert – what the community recommends for beginners and veterans, with the nearby nodes, coal and water of each start in the default world.
A Tier 0–2 starter factory on the three normal iron nodes next to the Grass Fields spawn – iron plates, rods, screws, reinforced plates, modular frames, wire, cable and concrete from 180 iron ore per minute.
How the planner's catalog, build wheel, Magic Wand and hotbar work together, plus modules, map links from resource nodes to factories, routes and the world seed.
A Tier 0–2 starter factory on the three normal iron nodes at the Rocky Desert spawn with copper and limestone 200–300 m away – the same 180-ore starter set as Grass Fields, with coal and sea-level water only 800 m east.
A Tier 0–2 starter factory on two of the six pure iron nodes of the Northern Forest with the pure copper and the normal limestone node beside them – 240 iron ore per minute on Mk.1 miners, but plan foundations.
A Tier 0–2 starter factory in the centre of the Dune Desert – two pure iron nodes, two normal copper nodes and a normal limestone node feed the 240-ore starter set; biomass and water are only in the oases.
The 8 generators : 3 water extractors : 120 coal ratio, pipe and head-lift limits, and the recommended coal-plus-water spot for each start location of the default world with the actual node ids.
The five phases of Project Assembly, the parts each phase needs, the tiers they unlock, and the standard recipe for every Space Elevator part.
All 48 HUB milestones from Tier 0 to Tier 9 with their key unlocks, and how Space Elevator phases gate the higher tiers.
What FICSIT Coupons buy – 173 offers from 1 to 1 000 Coupons, grouped by price band, from raw part top-ups to cosmetics, buildings and statues.
Water Extractors and the Packager, exactly how head lift behaves at junctions and pumps, valve pressure behaviour and the Flow Indicator – the mechanics "Belts & pipes" only summarises.
Balancer or manifold? How splitters (1→3) and mergers (3→1) build an even N-to-M split, why 5 and 7 outputs need a loopback, and a catalogue of the common layouts.