Tutorial:How to play

This page serves as a how to play guide / walkthrough for Satisfactory.

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

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

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

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

Main menu

 * At the main menu, observe the controls, video and audio settings. Adjust where necessary.
 * Tick 'Enable experimental subtitle', this allows easier detection of hostile creatures.
 * For continuous running without holding down, un-tick 'Hold to sprint'.
 * Start a New Game.
 * Pick one of the four starting area. They are all connected in the Same world.
 * In this guide, select the 2nd - Rocky Desert.
 * Other than the visual difference of the biomes, all the starting area have about the same gameplay difficulty.
 * Enter the session name. Tick 'Friends Only' for hosting a multiplayer session or leave it as 'Private' for single player.
 * You are advised not tick 'Skip Intro' at the bottom right.
 * Tick only when you are already familiar with the early game. Skipping the intro can save about tens of minutes of gameplay time.
 * A intro movie will play. Wait for it to end.
 * It can be skipped by pressing and click 'SKIP INTRO'.

Before moving

 * In the cutscene, the engineer (the game character) picks up the Build Gun walks out of the drop-pod.
 * At first, most of the control keys are locked. As we progress, these functions will be unlocked progressively.
 * Use to move. Use Mouse to look around.
 * The game narrator ADA will advise the current objective. Pressing will skip her narrations.
 * Avoid skipping ADA's narrations.
 * Observe the game's Head-Up Display:
 * At the bottom right are the shortcut keys, they are updated according to the current keybindings.
 * In this guide, default keybindings will be referred.
 * At the lower left is the engineer's health bar. The health is 100 HP and is divided into 10 segments.
 * We will soon encounter our first combat so keep an eye on it.
 * At the top left is the current game version.
 * For a multiplayer session, all clients must own the same game version as the host to be able to join the game.
 * At the middle left is the current objective as advised by ADA.
 * At the top is the compass.
 * There exist a Map but it is unlocked at much later game stage. Progress through the Quartz Research to unlock it.
 * Look around with the mouse. The direction of the drop-pod is indicated on the compass.
 * Press to enter dismantle mode:
 * Aim at the drop-pod until it is highlighted in orange. This means it is targeted to be dismantled.
 * At the center of the screen is the returned item(s) upon dismantle. Usually it is equal to the building cost.
 * All buildings are 100% refundable.
 * Below the center of the screen is a list of additional control keys.
 * Hold down while aiming a building to dismantle.
 * Press or  or  to cancel dismantle.
 * During dismantle mode, the edge of the screen blinks in red.
 * After the drop-pod is dismantled, the HUB Parts are added to the engineer's inventory.
 * Open the inventory and observe:
 * There 2 items in the inventory slot: the HUB Parts, and the Xeno-Zapper, the starter melee weapon.
 * 16 inventory slots are available at the beginning. Additional slots can be unlocked later.
 * At the bottom left is the sort button.
 * At the bottom middle is the trash slot. Dragging items into it will delete the item permanently. Do not use it now.
 * At the right is the character equipment slot.
 * 1 body slot and 1 hand slot is available at the start.
 * Additional hand slots can be unlocked later. The body slot, however, is limited to 1 slot only.
 * + the Xeno-Zapper to equip it in hand. Alternatively, you can double-click it or drag it to the hand slot.
 * Click and drag the HUB Parts to the outside the inventory window to drop it onto the floor.
 * Dropped items will never de-spawn. Useful when running out of inventory space or when transferring items in multiplayer.
 * Close the inventory window or click at the 'X' at the top right.
 * Pick up the HUB Parts by looking at it and interact.
 * It displays '+1 HUB Parts (1)'. The +1 means the quantity of this item obtained during the past moments.
 * The number in the parenthesis indicates the quantity of this item in the inventory.

First Iron Ore

 * Look for Iron Ore.
 * As we will soon face the danger, first use the ESC menu to save the game.
 * Autosaves are created at 5 minutes interval, up to 3 autosaves. The interval can be adjusted in 'Options'.
 * If died, press ESC and reload the last save.
 * Else, click to respawn. Engineer respawns in the HUB or starting area with 30% health and all items are dropped onto the floor, contained inside the Death Crate.
 * In multiplayer, engineers can revive each other by interacting with the dead member.
 * If the engineer get stuck, such as stuck on a tree, we can force-kill the engineer by clicking 'RESPAWN' in the Esc menu.
 * There is no limit on how many times can the engineer be killed as there is no Game Over in this game.
 * Use the Resource Scanner: Hold down then release it to scan for Iron Ore.
 * A blue sphere propagates outwards, and 3 pings can be heard. A Resource Scanner always indicate 3 nearest patches of Resource nodes of the selected ore type.
 * 'Ore' refers to the ore item of the resource.
 * 'Node' refers to the disc-shaped terrain feature that produces unlimited amount of ore.
 * 'Deposit' refers to the the rocky feature that produces a limited amount of ore. Deposits can only be mined manually.
 * 'Patch' refers to a group of similar resource nodes.
 * Their directions and distances are indicated on the compass.
 * Move towards the Iron patch located at the North East.
 * Use to toggle between run and walk.
 * Run is faster, however it scares Lizard Doggos away, remember not to run when taming them in the later game.
 * Use for jump and  to crouch.
 * Crouch before jump for higher and longer jump. Crouch while running downhill will perform a slide.
 * Later on there is a equipment that improves the engineer's mobility.
 * Bunny-hop is slightly faster than normal running. Hold down and tap the  when the character returns to the ground.
 * To find the location as indicated in the image, first look for the small river that divides the desert, then follow the river upstream to the east.
 * When you meet several poisonous Spore Flower at the middle of the river, move North and you will reach the destination.
 * There are plenty of leaves and branches on the ground, pick them up while moving.
 * They are needed in large quantity to produce power for the factory.
 * Generally, pick up anything that you come across.
 * Before reaching the destination, one of the following hostile creatures may be encountered:
 * , or : Read their pages to learn how to defeat it.
 * or : We are not ready for killing these yet. Consider reload the last save and avoid passing the same area.
 * Use the Resource Scanner to pinpoint this location as shown below:


 * There are three Iron nodes on the rocky steps in the 2nd image. We will reserve the space in front of it for factory buildings. We will build The HUB just a little bit right of it.
 * The build menu is currently locked until the first Iron Ore is mined.
 * Near the right side of the steps are the Beryl Nuts. Pick them up. They are Healing items.
 * Further Reading: Beryl Nut
 * Move towards the Iron patch and prepare for the first combat, if you have not encountered any.
 * Read Hog to learn how to kill it.
 * Scan for Iron Ore again.
 * Each Iron node is marked with a bright circle. The rocky part on top of that is a resource deposit, which must be manually-mined out before a miner can be built on them.
 * Portable Miners are not blocked by these resource deposits.
 * Approach the resource deposit and hold while looking at it to start mining. Each will give about tenths up to hundreds of Iron Ore.
 * All resource deposits are 'pure'. They quickly ran out upon mining and never regenerate.
 * Repeat until all three Iron deposits are mined out, which the rocky 'tips' are disappeared.
 * To continue mining, aim at the Iron node (the flat disk-shaped thing just below the iron deposit) and press . This however mines at a much slower rate.
 * All resource nodes are infinite. Continue reading: Resource Node.
 * At the center of the screen indicates the Iron Ore is 'normal'. This is the node purity which affects the mining speed.
 * Mine about 80 Iron Ores.

Building the HUB

 * Build The HUB below and to the East of the rocky stage.
 * In the build menu, click on 'The HUB' to select its hologram. Aim at a flat ground. Use wheel to rotate it.  again to confirm the build.
 * At the center is the building cost. It displays '1 HUB Parts'.
 * As there is only 1 HUB Parts in a game, you can only build 1 HUB in a game.
 * If attempted to build more than one HUB, it displays 'Can't Afford! You can only build one!'
 * The HUB - framing is built. We can now work toward completing the HUB.

HUB Upgrade 1

 * At the center of The HUB is a Craft Bench. Interact to use it.
 * Observe the various items that we can craft.
 * To close the Craft Bench UI, press.
 * At its opposite is the HUB Terminal. Interact to use it.
 * In its UI there is a selection of Milestones available to unlock. Select 'Tier 0' then click 'Hub Upgrade 1'. Click 'Select Milestone' to confirm.
 * Read Milestones for a complete list.
 * It prompts us to input 10 Iron Rods to complete the milestone. Close the UI.
 * The milestone requirement is displayed at the top-right of the game screen.
 * Use the Craft Bench and select Iron Rod. Its option is greyed out, and displays 'Can't Afford Recipe'.
 * Hover over the icon below the 'Cost'. An Iron Rod requires 1 Iron Ingot to craft.
 * Craft at least 10 Iron Ingots. Select it, click at the craft button and hold.
 * Alternatively, press for crafting. Find some heavy gadget such as a mobile phone to press on the keyboard . Useful for AFK crafting.
 * Craft all the Iron Ingot we can afford, consuming all the Iron Ores in the inventory.
 * Divide half of the Iron Ingots to craft Iron Rods and Iron Plates each.
 * At the end of the craft there should be slightly more Iron Rods than Iron Plates.
 * Open the HUB terminal to put 10 Iron Rods into it.
 * At the top right there are 'Relevant Items'. + to transfer all the required items into it.
 * Alternatively, drag-click or shift-click to transfer the items.
 * Click 'Upgrade HUB'. The HUB Upgrade 1 is now completed.
 * Do not rush for HUB Upgrade 2 yet. Use the remaining resources to begin basic automation.
 * As a rule of thumb, automation comes before progression.

HUB Upgrade 2

 * There are 6 HUB upgrades.
 * A small Personal Storage Box is added beside the HUB terminal.
 * We can store items in it to free up some inventory space.
 * New unlocked HUB features are marked with exclamation ! mark.
 * Open the build menu and build an Equipment Workshop just outside and near The HUB.
 * Select 'Production' then click on 'Equipment Workshop'.
 * New unlocked buildings are highlighted with 'new'. Mouse hover it to clear the highlight.
 * If the hologram intersects with the existing buildings, it means it cannot be built there. Observe the red-colored hitbox and move the hologram away from it.
 * Observe the building cost of the Equipment Workshop. Building materials are consumed from the inventory.
 * If the building material is insufficient, use the Craft Bench to craft more.
 * You can dismantle a building any time to get back the full refund.
 * You can also build additional Craft Benches anywhere.
 * Use the Equipment Workshop to craft 5 Portable Miners.
 * Equipment can only be crafted at the Equipment Workshop. Most other items can be crafted at the Crafting Bench.
 * Place 5 Portable Miners on the Iron node:
 * Go to the Iron nodes and stand at the center of the nearest node.
 * Double- to equip the Potable Miner in the hand-slot.
 * Notice this will unequip the Xeno-Zapper from your hand-slot.
 * Aim at the resource node until it displays: 'Press E to mine Iron Ore (normal)', then click to place it down.
 * Place the Portable Miners in an arc shape, centered at you.
 * For safety, remember to equip back the Xeno-Zapper.


 * After a few seconds, interact each of them and click 'Grab All' to take out the Iron Ores.
 * From now on we do not have to manually mine the ores.
 * A Portable Miner stops mining after its output slot is filled with a stack of 100 ores.
 * Once there are 100 Iron Ores in the inventory, go back to the HUB.
 * Use the Craft Bench to craft the necessary items required to complete the Milestone - HUB Upgrade 2.

HUB Upgrade 3

 * The Smelter is unlocked. It smelts Iron Ingot automatically.
 * It needs Wires to be build, in addition to Iron Rods.
 * Scanner: Copper Ore unlocked. To craft Wires we need to mine Copper Ores.
 * Use the Resource Scanner (hold ), a scanning wheel appears. Use the mouse to move around the wheel and select 'Copper', then release.
 * A quick tap on the Resource Scanner key re-scans the previous selected ore type without popping up the scanning wheel.
 * The Resource Scanner has a cooldown of 25 seconds.
 * The nearest Copper node is about 200 meters North East of the base. Bring 3 Portable Miners.
 * Free up at least 5 inventory slots by storing some items (leaves, woods, Iron Ores) into the Personal Storage Box beside HUB Terminal.
 * There is a Spitter guarding the Copper node, be prepared and exterminate it.
 * We can obtain a handful of Copper Ores from the Copper deposit. Then, place 3 Portable Miners on the Copper node.
 * Beside it is a Limestone node. Mine out its deposit too.
 * We do not have to place Portable Miners there, as there is another Limestone node just in front of our base.
 * Find the Limestone node due South of our base by visually looking for it and place 3 Portable Miners there.
 * Behind the HUB is a Biomass Burner. Use + to put all the Leaves in it.
 * Its UI indicates that it generates 20 MW of Power. Each leaves item last for 0.8 seconds.
 * It displays 'NO CONNECTION' as we have yet to connect any power consumer building to it.
 * Build a Smelter nearby and connect to the Biomass Burner with a Power Line.
 * Craft necessary Wires, Cables and Iron Rods for the building material.
 * Build only one Smelter. We can build more of them later.
 * Interact the Smelter, select 'Iron Ingot'.
 * If you wish to craft Copper Ingot, you can switch the recipe by clicking at the top left 'Select Recipe', then click 'Copper Ingot' to change it.
 * If a building's recipe is changed, all its contents will be transferred to the Inventory.
 * Put 100 Iron Ores into the Smelter. Observe its UI:
 * On the left is the input ingredient and the consumption rate.
 * On the right is the output product and the production rate.
 * Below that is the Power consumption this building and how much time is required to perform a crafting cycle (in this case, 1 Iron Ingot).
 * After 100 Iron Ingots are smelted, the Smelter stops. + to take out all the Iron Ingot. Put in another stack of Iron Ore.
 * Iron Ore has a stack size of 100. See individual item page to find out their stack sizes.
 * Interact with the Biomass Burner:
 * Observe how quickly the Leaves are being consumed. Although it displays '0.8 seconds', each Leaves item lasts for 4 seconds.
 * This is because all Power Generators, including Biomass Burner, consumes Fuels proportionally to their Power consumption.
 * Currently only 20% of the Power is being utilized (4 MW out of 20 MW). Thus its fuel last 5 times as long (20 / 4 = 500 %).
 * Using the Iron Ingots produced from the Smelter, complete the HUB Upgrade 3.
 * Using Smelters to craft Ingots are more effective compared to manual crafting as Ingots generally require lots of crafting clicks (3 each).

HUB Upgrade 4

 * Use the Limestones obtained from the Limestone deposit and craft them into Concretes.
 * The unlocked Power Pole enables us to connect more Smelters to the Power Grid.
 * As, 5 Smelters can fully utilize a Biomass Burner.
 * In the build menu, add 4 Smelters, 3 Power Poles and 7 Power Lines to the To Do List.
 * Observe the building material required as displayed in the To Do List window at the right. Craft all necessary material.
 * Go back to the respective resource node and grab the ores from the Portable Miner if required.
 * Below the screen is the building Hotbar. You can set up to 10 buildings hotkeys.
 * The hotkeys are shortcut keys to build without opening the build menu.
 * In the build menu, mouse hover 'Smelter'.
 * Press to set its hotkey to 5.
 * You can set it to other numbers as well, but avoid hot keys 1 to 4 as they are reserved for other buildings.
 * You can scroll between 10 different horbars with +  scroll.
 * Build 4 additional Smelters, aligned side-by-side with the first:
 * Press the hotkey for Smelter.
 * Observe the additional control keys as displayed below the screen.
 * Notice which keys are assigned to 'Building Eyedropper' and 'Snap to Guideline'. The eyedropper enables us to copy a building's hologram.
 * Press and hold the key assigned to 'Snap to Guideline' and aim the Smelter hologram at the existing Smelter side surface.
 * Use this method to build several buildings in-line.
 * While snapping, you can use wheel to rotate the hologram.
 * Make sure all 5 Smelters have their belt output facing the front.
 * Belt input is indicated with 2 dots, output is indicated with an arrow.
 * Dismantle the existing Power Line.
 * This is the tricky one. A Power Line is visually sagged down, but its hitbox is a straight line.
 * Aim the Power Line near the Biomass Burner and dismantle it.
 * Build 3 Power Poles and connect them all with Power Lines as shown below:
 * Make use of the hotkeys and customize them for your convenience.
 * Ensure each Power Pole is connected to at most 2 buildings, leaving 2 connector slots for chaining the other Power Poles.
 * If a Power Line is connected incorrectly, you can always dismantle the affected Power Line.
 * Power Pole with more connectors can be unlocked later.
 * Set 4 Smelters for smelting Iron Ingots and 1 Smelter for Copper Ingots.
 * If the Biomass Burner stops, collect more Leaves to feed into it (about 500 leaves).
 * Complete HUB Upgrade 4.

HUB Upgrade 5

 * The Conveyor Belt is unlocked, however it is not needed now.
 * Continue manually feed the Ores into the Smelters for Ingots.
 * Rush for HUB Upgrade 5.
 * Additional Limestones can be obtained from the Limestone node in front of the HUB, remember to place Portable Miners on it.

HUB Upgrade 6

 * The second Biomass Burner is added to The HUB. Connect it to the Power Grid.
 * Build a Power Line between it and the nearest Power Pole. Observe its Indicator Light is showing Red.
 * Further reading: Indicator Light
 * Feed it with Leaves. Its indicator color turns green, means it is running good.
 * We will build 5 Constructors in front of the Smelters, and connect them one-to-one. This acts as a temporary production area.
 * Add 5 Constructors to the To Do List.
 * Estimate how many Power Poles are needed for the Constructors, we need a Power Pole for every 2 buildings.
 * . We need 3 Power Poles. Add them to the To Do List.
 * Add another 10 Cables.
 * Add 50 Conveyor Belts. A unit of Conveyor Belt is 2 meters long.
 * Constructors require Reinforced Iron Plates (a.k.a. RIP) which is quite complex to hand-craft at the moment. Thus we add its ingredient to the To Do List as well:
 * Open Codex, the in-game simplified encyclopedia.
 * Click Recipe -> Parts -> Reinforced Iron Plate, it displays
 * Mouse hover its recipe, then click 'Add to To Do List' until 10 RIP are added to the list. Hold down to add 10 groups at once.
 * Its ingredient, 60 Iron Plates and 120 Screws are automatically added to the list.
 * You can mouse-scroll the To Do List to see the additional rows of items hidden below.
 * Alternatively, an item's recipe can be viewed by using a Craft Bench.
 * on the item's name to add it to the To Do List.


 * Manually craft all the material required to fulfill the To Do List.
 * It might seems a lot of work compared to manual crafting all the way to HUB Upgrade 6, but this is an investment, it benefits in the long run.
 * Set a hotkey for Constructor and make use of it.
 * Stand in front of the middle Smelter, hold the 'Snap to Guideline' key and aim at the ground at some distance away.
 * Build 2 Constructors each to the left and to the right of the middle Constructor, using the snap key.
 * Connect each Constructor with Smelter with Conveyor Belt. If a Power Pole is in the way, dismantle the Power Pole.
 * If the belt is too long, additional Iron Plates will be required.
 * If you cannot connect the belts between them, check if the building belt input and output are rotated correctly.
 * Connect all buildings with Power Pole and Power Line.
 * Set the Constructor in front of the Copper Ingot Smelter to 'Wire'. The next for 'Iron Rod', and the remaining 3 for 'Iron Plate'.
 * Feed the Copper and Iron ores into the Smelter and observe the finished products to be produced in the Constructor.
 * Lots of leaves are required to keep the Biomass Burners running.
 * When gathering the leaves you may run into more hostile creatures.
 * Our first bootstrap factory is completed, however this setup is only temporary.
 * Open the build menu, then click at 'Clear List' at the right side to remove the leftovers in the To Do List.
 * Complete HUB Upgrade 6.

Tier 1 and Tier 2

 * Immediately remove all the leaves from the Biomass Burners.
 * Craft them into Biomass, then insert the Biomass into the Biomass Burners. They burns much longer as they contain much higher fuel value.
 * Interacting any of the Power Pole or Biomass Burner, pull down the lever at the left to reset  the power trip.
 * If the Power trips again, make sure there are sufficient number of power generators and each generator has fuel in it.
 * Observe new buildings unlocked:
 * Biomass Burner - We will build 12 of them, in addition to the 2 mini burners attached to The HUB.
 * Space Elevator - Used to unlock Tier 3 Milestones and above, the most important being Tier 3 - Coal Power.
 * Our next long-term target is to set up a proper Coal Power which will relieves us from the Biomass Power generation.

Logistics

 * Craft 100 Concretes at the Craft Bench.
 * Grab the produced items (Iron Rod, Iron Plate, Wire) from the bootstrap factory and complete Tier 1 - Logistics.

Obstacle Clearing

 * We will now set up an improved starter factory.
 * Remove the Portable Miners on the Iron Node and put the ores into the Smelters.
 * Add 1 Miner Mk.1, 2 Splitters, 2 Smelters, 4 Constructors and 3 Storage Containers to the To Do List.
 * Estimate the amount of Power Poles, Power Lines and Conveyor Belts required to connect the buildings.
 * Build a Miner Mk.1 at the right-most Iron node which is nearest to the HUB.
 * On the compass it is located at the East among the 3 Iron nodes.
 * Rotate the Miner hologram to face the plain area at the South then build it.
 * A building hologram aimed at non-foundation can be rotated at 10 degrees interval.
 * Build 2 Smelters in front of it with one of the Smelter aligned with the Miner. Set both to smelt 'Iron Ingot'.
 * Connect the aligned Smelter and the Miner with belt.
 * Aim a Splitter at the middle of the belt and build it.
 * Connect the Splitter and the second Smelter by using one of its side output.
 * The other output of the Splitter is unused. Leave it unconnected.
 * This is the basics of splitting a belt. Further reading: Splitter
 * Observe the Miner and Smelter's UI.
 * A Miner Mk.1 produces 60 Iron Ores per minute. Continue reading: Miner Mk.1
 * A Smelter requires 30 Iron Ores per minute. Continue reading: Smelter
 * As, a Miner Mk.1's output is sufficient for 2 Smelters.
 * In some cases you may get decimals. In that case, always round up (ceil) the numbers of the building.
 * Build the Constructors as shown below. Connect them with belts and power. Set their recipes as shown in the schematic.
 * For more complex production lines, use Online tools to assist you.
 * Troubleshooting:
 * Cannot connect buildings with belt - Make sure the building directions are aligned and are rotated properly. Buildings and belts have input (orange arrow) and output (green arrow) in their hologram.
 * Encroaching other's clearance - Moves the buildings around, ensure there are sufficient spaces in-between. Take note of the hitbox highlighted in red when the encroachment warning appears.
 * Estimate the power usage and expand the power infrastructure accordingly:
 * Build additional 4 Biomass Burners nearby the initial 2 Biomass Burners.
 * Link them all to the same Power Grid for easy management.
 * Have a Storage Container nearby for storing all the Leaves, Woods and Biomass for easier refill.
 * Optional: build a Container - Constructor (Biomass-Leaves) - Container factory.
 * Once the Iron Rods, Iron Plates and Screws Storage Container start to fill up, dismantle the bootstrap factory and replace it with 8 additional Biomass Burners.
 * The Power capacity should now be increased to 400 MW..
 * Holding down while dismantling enables mass-dismantle, up to 50 buildings at once.
 * Items will be transferred to a Crate, if there are insufficient empty slots in the engineer's inventory during dismantle.


 * Use both of the Limestone nodes nearby to produce Concrete.
 * Manually calculate many Contructors are needed for each node.
 * Open up the search function and type the following: , observe the result.
 * Take note the max item flow rate is limited by the belt speed, measured in item/min. The speed of a belt can be viewed in the build menu.
 * We will need lots of Concretes to make Foundations, start piling them up for Tier 3.
 * The power grid might trip a few times during the process. Fuel the Biomass Burners regularly.
 * In the inventory, we can split a stack of Biomass into halves by at it. Hold down  for custom splitting.
 * Complete Tier 2 - Obstacle Clearing.

Part Assembly

 * Craft a Chainsaw in the Equipment Workshop then equip it.
 * At the bottom left, a warning displays that Solid Biofuel is missing in the inventory.
 * A Chainsaw requires Solid Biofuel to operate. Craft some Solid Biofuel at the Craft Bench.
 * Saw down all the trees nearby and craft them into Solid Biofuel, automate this process with Constructors. Manual crafting can take a longer time.
 * Avoid cutting the Nut tree and Berry flower, as their fruits regrow every 3 days (150 minutes in real time).
 * Set up 2 individual lines: Storage Container (Leaves) - Constructor (Biomass -> Leaves) - Constructor (Biomass -> Solid Biofuel) - Storage Container. The other using Biomass - Wood.
 * Solid Biofuel can be feed into Biomass Burners. They are more energy-efficient compared to Biomass.
 * Continue reading: Biomass_Burner
 * Complete Tier 2 - Part Assembly.

Base Building

 * Use the third Iron node to set up the production for RIP and Rotor:
 * For the Rotor setup, additional Iron node is needed. Use the Resource Scanner to find more Iron nodes.
 * There are 4 Iron nodes located at 500 meters West from the base. Find them and use belts to bring the Iron Ores back.


 * Build another copy of the above RIP and Rotor setup using the remaining available Iron nodes.
 * Combine them with an Assembler to produce Smart Plating.
 * Make a production line for Copper Sheet. They will be used in the Coal Power later on.
 * Add a Miner Mk.1 to the To Do List and prepare of Iron Plates in the inventory.
 * Go West until you see a river. Follow the river downstream to the far West.
 * Construct Power Lines as you move on.
 * There are plenty of Copper nodes by the sea, use one of it for Copper Sheet production.
 * Either build locally (close to the node) or centralize the production (bring the ores back to the base). The Storage Container for storing the Copper Sheets should be built near the base.
 * As a rule of thumb, whenever a new recipe is unlocked, try to automate its production ASAP. Keep manual crafting at minimum.
 * Complete Tier 1 - Base Building to unlock Foundations.

Field Research

 * Starting from Tier 1, there is a cooldown after completing each milestone. Its timer is displayed at the top right.
 * While waiting for the cooldown, we are going to collect a Power Slug South-West of the HUB. Save the game.
 * Move towards the river and find the Power Slug. It is located on the small island in the river.
 * Find the football-shaped stone and collect the Green Power Slug from the crack. Quickly pick it up before the Spore Flower starts to release the Poison Gas.
 * Store the Power Slug at the HUB's Personal Storage Box.
 * Complete Tier 2 - Field Research.

Logistics Mk.2

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


 * Complete Tier 2 - Logistics Mk.2

Project Assembly - Platform

 * Find a large empty space and build the Space Elevator, if you have not built it.
 * Building sizes can be viewed in their individual pages. For example, look at the infobox of Space Elevator and observe its Length, Width and Height in meters.
 * A foundation is 8 meters x 8 meters wide.
 * As the Space Elevator is not frequently used, we can build it at some distances away.
 * At the first space delivery, it requires 50 Smart Platings.
 * Increase the production of Smart Plating to reduce the waiting time, either by overclocking or building more machines.
 * Either deliver the material manually (by interact) or use a belt connection.
 * Once the requirements are met, pull down the lever (Load -> Seal -> Send) and send the package. Observe the Space Elevator's delivery animation.
 * It is not compulsory to complete all Tier 1 and Tier 2 milestones before unlocking Tier 3. For now, we will skip the Jump Pads and Resource Sinks Bonus Program for later.

Coal Power

 * Dismantle the Assemblers producing Smart Platings. We will not need them for a while.
 * Connect the 2nd set of RIP and Rotor outputs to Storage Containers to buffer their products.
 * Complete Tier 3 - Coal Power.
 * We need quite a number of RIP and Rotor to complete this milestone. Luckily, we have automated their production to have the material ready to go.

Setting up the Coal power

 * We are ready to setup a fully-automated power production with Coal Generators.
 * Once it is set up, we can get rid of all the Biomass Burners. Say goodbye to tree-cutting!
 * Scan for Coal. It is located at some distance East from the base.
 * Add 8 Coal Generators, 3 Water Extractors and 2 Miner Mk.1 to the To Do List.
 * In addition, prepare plenty of Concretes, Cables and Copper Sheets.
 * Save the game.
 * Move towards the Coal patch. Keep left to avoid the Poison Gas. You will come across a Crash Site.
 * Loots the items laying around.
 * Use 9 Modular Frames, which you just looted, to unlock the crashed FICSIT Freighter and retrieve the Hard Drive.
 * Build a M.A.M. there and research the Hard Drive. Further reading: Hard Drive
 * You don't have to wait for the research to complete, we will look into it later. Dismantle the M.A.M. and proceed to the Coal patch.
 * There are plenty of Coal nodes there. Tap the two nearest to the river delta.
 * There is an Alpha Hog guarding the island in the middle of the river, approach with care and kill it.
 * Across the delta, use Foundations to build a 12 x 4 platform, near the sea level.
 * 'Foundation' refers to the individual tiles that you can build. 'Platform' refers to a group of foundations where you, or the factory resides on.
 * Ensure the long side is fully in contact with deep water.
 * Build a pier-like structure to link the platform to the land.
 * Whether to use Foundation 8m x 4m, 8m x 2m or 8m x 1m is up to your preference.
 * Build 8 Coal Generators in a row. Connect them in Manifold style, 4 in each group.
 * Build Splitters before connect them with belts. Align the Splitters in the same direction, the input side from the Miner.
 * The first 4 generators receive Coal from the first belt, the remaining take from the second belt.
 * Build Stackable Conveyor Pole near the 1st and 4th Splitter.
 * Stackable Conveyor Pole is unlocked at Tier 2 - Logistics Mk.2.
 * Built the 2nd belt above the 1st belt, snapping on the Stackable Conveyor Pole, as shown below.


 * Once you are returned to the base, dismantle all the Biomass Burners there.
 * The 2 mini burners at the HUB cannot be removed. Just leave it unfueled.
 * Congratulations! From now on we are no longer required to cut down trees or bushes to fuel the Biomass Burners again. The Coal Power should last for a while.
 * Our next long-term target is to unlock Tier 5 and Tier 6. We will proceed to build a Steel Production for that.

Blade Runners

 * Check the M.A.M.. The research of Hard Drive should be completed by now, prompting you to pick 1 Alternate Recipe among 3.
 * Read here for more info.
 * We will now get a pair of Blade Runners for improved movement speed and jump.
 * From the HUB, look South and find the small cliff as shown below.
 * Get there and kill the Flying Crabs in your way.
 * Use the belt trick to climb up the cliff as mentioned before. You can use Ramps too.
 * Mine 210 Caterium Ore manually or with a Portable Miner.
 * Remove the Portable Miner, then build a Miner there.
 * Use a belt to bring the Caterium Ore down the cliff and connect it to a Smelter, then a Constructor, followed by a Storage Container.
 * If 'too steep' warning is displayed, use Conveyor Lift to transport items vertically.
 * Connect the Power Lines.
 * Look at the Caterium Research in the M.A.M.. Unlock Caterium, Caterium Ingot and Quickwire.
 * You may need to craft some of the items manually.
 * You can pick up the items on a belt with.
 * Once the recipes for Caterium Ingot and Quickwire are unlocked, set the Smelter and Constructor that you just built to automate them.
 * 'Automate' refers to automated production, mostly using machines.
 * Now you have a steady production of Quickwire, continue unlock the researches down the Caterium Research tree, until you unlocked the Blade Runners.


 * We are going to double up the Power production very soon. Until then, avoid overbuild.

Improved Melee Combat

 * Complete Tier 4 - Improved Melee Combat.
 * Un-equip the Xeno-Zapper.
 * Craft a Xeno-Basher then equip it. It has longer range and higher damage compared to the Xeno-Zapper.
 * Further Reading: Xeno-Basher

Map

 * Complete all the possible researches in the M.A.M. with material available, especially those increase inventory size.
 * Bring plenty of Beryl Nuts, you will need them for healing later on.
 * Read Stinger to learn how to kill them.
 * Go to where you have set up the Coal Power. From the Coal nodes and look West, find the cave entrance covered with vines as shown below.


 * Open the flashlight then enter the cave.
 * There are some reddish mushrooms on the cave floor, called Mycelia. Use a Chainsaw to cut them down for Mycelia Research.
 * While cutting, some stones will also be removed, transferring Limestones into the inventory. Drag the Limestones to the trash slot to delete them, this will free up inventory space.
 * There are s guarding the cavern. If you move in too fast you will aggro all of them at once. Move forward slowly, aggro one at a time to kill them one-by-one.
 * After the cavern is a split-way. The smaller cave on the right leads to underwater which contain a Green Power Slug.
 * Pick the left to advance.
 * There are several Large Stingers guarding the Quartz node. Kill them.
 * Place 7 Portable Miners on the Quartz node and mine 700 Raw Quartz.
 * A fog might start to appear in the mean time, reducing the visibility.
 * It is advised to wait until the fog dissipates.
 * There are several Power Slugs at the ceiling of the cave. It is advised to collect them after unlocking the Jetpack at Tier 6.
 * Alternatively, build ladders to reach them.
 * Continue moving West until you see the 2nd Quartz node. Place a Miner down and connect it with a Power Line.
 * Do not connect the belt yet; we will return here later after the Conveyor Belt Mk.3 is unlocked.
 * Return to the first Quartz node and pick up all the Portable Miners. Keep the Raw Quartz in the inventory and delete the excess Portable Miners.
 * Build a Miner on the first Quartz node and connect it with power. Extend the Power Line from both Miners to the cave entrance and connect them to the main Power grid.
 * Return to the base.
 * At the M.A.M., look at the Quartz Research.
 * Unlock all the way down to Crystal Oscillator.
 * Build 3 temporary Constructors crafting Quartz Crystals then connect both their inputs and outputs to Storage Containers.
 * Once it is done, remove them.
 * Use all the Quartz Crystals to craft Crystal Oscillators, then research Signal Technologies and Frequency Mapping. Wait for the research to complete.
 * Do not unlock Explorer yet. We do not have extra Quartz for that.
 * Congratulations! The Map is now unlocked. Press to use it.

Resource Sink Bonus Program

 * Complete Tier 2 - Resource Sink Bonus Program.
 * Near the HUB, build a Storage Container connected to an AWESOME Sink. Provide Power to the Sink.
 * Use the Computer that we have looted from the Crash Site earlier, custom-split it and insert only 2 Computers into the Container.
 * Items form the Container will be transported to the Sink and get destroyed. Points are rewarded according to the item's complexity. They are needed to print FICSIT Coupons.
 * At the AWESOME Sink, click 'Print Coupons' and + to take out the Coupons:
 * Build an AWESOME Shop.
 * Purchase Double Ramp Pack, Foundations Expansion Pack and Walkways. The rest is up to your preference and availability of Coupons.
 * At the top right, click 'Cart' then 'Buy All'. New unlocked buildings can be found in the build menu.
 * Double Ramp snaps to each other without the need of building a Foundation in-between, which is much more convenient than normal Ramp.

Coal Power 2

 * Revisit the Coal Power. There are 2 more untapped Coal nodes nearby.
 * Use them to double up the Power production to 1200 MW.
 * When constructing Power Line from an existing building or Power Pole, and if aimed its end point on a ground, an additional Power Pole hologram is automatically included.
 * After click and confirm the building, a Power Pole will be built along with the Power Line. We can then aim the Power Pole Mk.2 hologram at it to upgrade it in-place.
 * You don't have to prime this setup, just hook the Power Line to the main power grid.
 * Same applies to all future Power extensions.
 * However, if your factory experiences a power trip, it might need to prime the entire system, using lots of Biomass Burners.
 * During the priming process, disconnect the Power Line between the Power generation area and the main factory.
 * There is another Coal node on the hill opposite the river. We will reserve it for Sulfur production chain later.

Basic Steel Production

 * Complete Tier 3 - Basic Steel Production.
 * Complete Tier 2 - Jump Pad.

Advanced Steel Production

 * From the base, scan for Iron Ore, then quickly scan for Coal. Open the Map and look where both the Iron and Coal are located close together.
 * We will setup the Steel production there, on a floating platform.
 * Proceed to the location as shown below, position yourself between the Coal and Iron nodes.
 * Pick any rock or cliff as the anchor point, build a rectangular floating platform (minimum 10 x 15 foundations) that would be supporting our Steel production.
 * The platform is to be positioned lower than the Coal node, but higher than the Iron node.
 * Build Walkways or Ramps as to provide an access for climbing up.
 * The Coal nodes are on top of the grassy cliff. To reach them, build Double Ramp 8m x 8m towards it.
 * Tap all 3 Coal nodes and lay Conveyor Belts down the ramp.
 * Conveyor Belts can be built on top of each other, or even on top of other buildings.
 * Tap all 3 pure Iron nodes. Use Conveyor Lifts to bring up the ores from the low ground.
 * Chain multiple Conveyor Lifts to span over large vertical distances.
 * Conveyor Lift can be snapped directly to a belt connector, whether it is on a machine, belt, Splitter, Merger or another Conveyor Lift.
 * Build the starter Steel production as shown and connect all 6 input belts to the Miners.


 * Although it may look complex at the first sight, this is just a method of splitting 3 * 60 belts into 4 * 45 belts.
 * Each belt segment is limited to 60 item/second.
 * Belts can be built intersect with each other without encroachment issue.
 * Once sufficient Steel Pipes are obtained, complete Tier 4 - Advanced Steel Production.
 * While waiting the Steel Pipes to pile up, search for more Power Slugs, until you have at least 12 Power Shards in hand.

Logistics Mk.3

 * As there is no cooldown for the Advanced Steel Production milestone, proceed to unlock Tier 4 - Logistics Mk.3.
 * Overwrite the hotkey with Conveyor Belt Mk.3 for improved belt speed.
 * Notice that we have skipped Conveyor Belt Mk.2 as RIP is too expensive to be mass-produced.
 * Use Conveyor Belt Mk.3 from now onwards.
 * As we are limited by the amount of Steel Beam, do not hurry to upgrade all existing belts to Mk.3 until we have increased production of the Steel Beams.
 * Revisit Steel production area.
 * There are 4 Constructors producing Steel Pipes, change 1 of those into Steel Beam, then dismantle the one beside it.
 * Take note a Steel Beam Constructor consumes 60 Steel Ingots/min.
 * There are 2 normal Limestone nodes nearby, use them to produce Concrete, then combine it with 15 Steel Beam / min to produce 3.75 Encased Industrial Beam / min.
 * Underclock the EIB Assembler to 63%.

Nobelisk Detonator

 * Scan for Coal then proceed to the highlighted position in the map below. It is located opposite the river from the Coal Power.
 * Build a floating platform there and start the Sulfur production chain.
 * Tap the pure Coal node, then move South East into the misty Northern Forest until you see two yellowish, Sulfur nodes.
 * Manually mine 60 Sulfur.
 * Tap both nodes and combine them into a single Mk.3 belt, then pull the belt back to the platform near the Coal node.
 * Build a M.A.M. then unlock Sulfur and Black Powder.
 * Build 6 Assemblers to produce 45 Black Powders/min and connect their output to a Storage Container.
 * With the Black Powder, unlock Nobelisk and Nobelisk Detonator.
 * Further reading: Nobelisk Detonator
 * Continue research the Sulfur Research Tree, look out for those expands inventory and hand slots.

Vehicular Transport

 * Complete Milestone Tier 3 - Vehicular Transport, which unlocks Tractor and Truck Station.
 * We will not be using them in this guide, feel free to try them out yourself.

Coal Power 3

 * We are going to further quadruple (actually, 4.5x) the existing Coal Power to 5400 MW. This will allow us to begin some large-scale production.
 * Add 4 Miner Mk.2, 56 Coal Generators and 22 Water Extractors to the To Do List.
 * You may need to travel multiple times due to the sheer amount of building material involved. Build some Personal Storage Box at the construction site for storage.
 * Upgrade all 4 Coal Miners to Mk.2. The cost of the Mk.1 Miners will be refunded to you.
 * Overclock all Miners to 225% for 270 Coal/min, which is equal to the throughput of Conveyor Belt Mk.3. Don't upgrade the belt yet.
 * As the water area around is limited, if we continue to expand using the similar method, the water surface will soon be fully covered.
 * This in turn, reduces the number of Water Extractors we can possibly build.
 * To conserve the water surface area, we will build floating platform to house the new Coal Generators instead. We can then build Water Extractors below that.
 * Alternatively, you may expand into the sea by simply copying the previous design. In that case, you can skip all the steps below. Remember to use Mk.3 belts.
 * Build 2 rows of Foundations and some Pipeline Junction Cross aligned with Water Extractors as shown below. Junctions should be 20 meters apart, each row positioned 3 meters from the Foundation center line.
 * We will refer these as the 'lower' platform. It should be positioned at least the same height as water level, or slightly above it, refer to the image below.
 * Temporarily build a Lookout Tower and stand on it for easier placement of Water Extractors.
 * As a Water Extractor is 17 meters high, we need to build the floating platform at least 18 meters above the lower floor (17 meters clearance + 1 meter Glass Foundation thickness).
 * If you wish to use Foundations with more than 1 meter thickness, you may need to raise them up further to achieve the 17 meters vertical clearance.
 * From the ground foundation, stack nine Foundation 8m x 2m vertically as a temporary support / measurement. Build a 8 x 12 platform from there, then build a Jump Pad to go up.
 * Remove the temporary support and build a U-Jelly Landing Pad nearby. Power both the Jelly and the Jump Pad.
 * When falling down from above, land on the green jelly part of the Landing Pad. Adjust the position of the Landing Pad where necessary.
 * Engineers receive no fall damage when fall onto the U-Jelly Landing Pad or deep water.
 * Be creative, there are many ways for vertical travel.
 * Place 2 rows of 8 Coal Generators each on the floating platform as shown. Opposing generators should be aligned based their belt connector's position.
 * Connect Pipelines in group of 4 Coal Generators each.
 * Connect all Coal Generators with Conveyor Belt Mk.3.

Hyper Tubes

 * Complete Tier 4 - Hyper Tubes.

Steel Production 2

 * Revisit the Steel production area.
 * There is 1 unused normal Limestone node and 1 pure Copper node nearby. Tap them all.
 * We have 3 Coal Miners, 3 Iron Miners, 3 Limestone Miners and 1 Copper Miner here.
 * Overclock all Miners such that each of them produces 270 / min. Collect more Power Slugs to craft Power Shards.
 * You can collect Power Slugs after building the factory, there is no hurry to do it now.
 * Dismantle the current Steel production. Store the excess material in Personal Storage Boxes. Expand the platform to 28 x 23.
 * If you run out of building space, build more Foundations.
 * We will build a Hyper Tube to move up and down the platform:
 * Build a Hyper Tube Support at the edge of the platform.
 * Build a Hyper Tube from the upper Hyper Tube Support and click its endpoint at the ground. Another Hyper Tube Support will be automatically added at the end.
 * Build a Hyper Tube Entrance at both ends of the Hyper Tube and Power both of them.
 * Optional: Build another long Hyper Tube, connecting the base and the Steel production area.
 * Use an Online Calculator, adjust the target production such that they are not exceeding both the Coal and Iron mining capability.
 * Based on the surrounding nodes, the mining rates are:- Coal: 810/min, Iron Ore: 810/min, Copper Ore: 270/min, Limestone: 810/min.
 * Further reading: Tools
 * Setup the improved Steel production area as shown:
 * If you have unlocked Alternate: Solid Steel Ingot from Hard Drive, go ahead and use the alternate recipe. They are more resource effective.
 * In this guide, we will stick to original recipe, at least until Tier 6.
 * Observe some of the Limestone capacity is not fully utilized. In that case, remove the Power Shards from the Miners for later use.
 * For crossing a belt over congested area, build Conveyor Lifts at the both sides to form an elevated 'bridge'.
 * You can also use Stackable Conveyor Pole.
 * Alternatively, you can bring it to a lower level. This requires a lower platform to be built below.
 * Bring the Steel Pipe, Steel Beam, EIB, Stator and Automated Wiring back to the base with belts. Build Industrial Storage Containers at the base, not at the Steel production area.
 * Bring the Black Powder back to the base and automate the production of Nobelisk.

Project Assembly - Framework

 * To complete 'Project Assembly - Framework', we need more Smart Plating, Versatile Framework and Automated Wiring.
 * We have dismantled the Smart Plating production earlier. Now we have to rebuild it but with a larger scale.
 * We have Steel Beams readily available for Versatile Frameworks.
 * We have Automated Wiring automated, and its production rate is even sufficient for the subsequent delivery: Project Assembly - Systems.
 * There are 4 pure and 3 normal Iron nodes supplying the base, upgrade all of them to Miner Mk.2 and overclock all each of them to 270 / min.
 * This increases the Iron Ore mining rate to 1890 / min.
 * Built the factory first, Power Slugs can be collected later for the overclocking.
 * Use Daniel's Calculator to generate the below diagram, and build accordingly.
 * Add whatever Alternate Recipes you have unlocked into the calculator, the result might differ from below, but definitely more resource-efficient.
 * First, revamp the Iron production. Build a large platform (45 x 30).
 * Be creative. It is not necessary to built everything on the same floor like the example below; you can make it more compact by splitting and stacking the factory into multiple floors, or even create 'mezzanine' floors in-between. Take note different buildings have different hitbox heights.
 * Cut down any tree that penetrates the platform.
 * If the Space Elevator is in the way, relocate it to somewhere else.
 * Before the new factory is up and running, do not dismantle the old factory. They are still useful to produce the building material that we might require during the process.
 * From now on, use Industrial Storage Container instead of Storage Container to store end products.
 * Alternatively, multiple Storage Containers can be stacked on each other and and be chained with Conveyor Lifts to act as a larger storage.
 * Do not expect this setup can be completed in one go. Take it slowly and separate the construction into a few days.
 * When designing a compact factory layout, think about how to keep the belt length to minimum.
 * Main bus design may look cooler, but modular layouts have shorter belt length, which in turns, save building material and footprint.
 * 'Main bus' refers to the parallel belts that act as a material highway. 'Modular' refers to a small cluster of buildings that are functional as a module and they are easily expandable by repeating the layout.
 * Examples of modular factory:
 * Screws and Iron Ingots are consumed in large amount. To minimize belt usage, build the next factory that require them in close proximity. For Iron Ingot to Iron Rod, the Smelter to Constructor ratio is 1:2. For Iron Ingot to Iron Plate, the Smelter to Constructor ratio is 1:1.
 * Screws to Rotor building ratio is 2:5, that means build 5 Constructors in a group, then split their output into 2 Assemblers. For Screws to RIP, it is 3 Constructors : 2 Assemblers.
 * The advised building sequence is:
 * Build a small module of buildings, put down some Splitters, Mergers and Power Poles to test the building placement. Once you are satisfied with the modular design, proceed to the mass-construction.
 * Build the factory building first, leave plenty of space between clusters.
 * Set the building recipes.
 * Put Splitters and Mergers and connect the belts. Construct flyover belts where necessary.
 * Build Power and Power Lines.
 * Check if all the Indicator Light are green and troubleshoot the faults.
 * When connecting infrastructures (such as belts, pipes and power), follow the sequence of crafting steps.
 * For example, start form Miner, then Smelter, etc. That way, as you complete the current building connections, the input belt will be filled up by material from previous factories.
 * Produce Versatile Framework and Motor as shown below.
 * Centralize the storage area by putting them close together, with at least 1 Industrial Storage Container storing each kind of item. Relocate the HUB there.
 * Conveyor Lifts are used to bring down the items from higher floor to the ground.
 * To 'label' a storage, build a short belt from its output, as shown in image below.
 * While waiting for the Space Elevator's material, collect more Power Slugs and craft them into Power Shards, then overclock the Miners accordingly.

Tier 5 and Tier 6

 * Congratulations, you have unlocked Tier 5 and Tier 6!
 * Look at the Space Elevator to check the requirements for the next (and currently, the final) delivery: Project Assembly - Systems.
 * Our next long-term target is to collect enough Hard Drives around the world to unlock all available Alternate Recipes before further expand our factory.
 * Further reading: Alternate Recipes
 * Oil processing is the key component for Tier 5 and 6. Before we unlock the alternate recipes, we will first set up a temporary, inefficient factory with a lot of wastage, but still enough for bootstrapping the Plastic and Rubber productions. Later on, we will construct a more efficient Oil processing factory.
 * Getting more Power Slugs has becoming more challenging as the Power Slugs around the starting area have exhausted, forcing you to travel further. Luckily, Power Slugs are renewable, provided you have tamed at least a Lizard Doggo.
 * Before move on, build a temporary Assembler crafting A.I. Limiter using Quickwire and Copper Sheet, then underclock it to 30%.
 * Research Smart Splitter in the M.A.M..

Taming a Lizard Doggo

 * This section is optional, but it can be helpful for generating Power Slugs.
 * Unlock Fence at the AWESOME Shop by sinking some Motors, Versatile Frameworks and Automated Wirings.
 * 'Sinking' refers to the act of putting items onto a belt that feeds into AWESOME Sink, either directly from factory buildings or via a Storage Container.
 * Take note items cannot be directly dispensed onto a Conveyor Belt via manual interaction. Dropped items will simply stay stationary.
 * Do not sink Computers that you have looted from Crash Sites, they will be used later.
 * Before taming a, build a Lizard Doggo pen near the HUB, using Fences and Foundations.
 * Bring some Paleberry with you. Do not eat them as they are the bait for Lizard Doggos.
 * Paleberries can be found around grassy biomes, such as near the Coal Power area.
 * Look around until you found a Lizard Doggo. When they stares at you, stop moving.
 * If you are in the running mode, press to toggle it to walking mode.
 * Un-equip the Blade Runners.
 * If the engineer jumps too high or run too far from the Lizard Doggos, they will flee.
 * Open Inventory. Hold down on the Paleberry to custom split 1 of it from its stack. Drag 1 Paleberry outside the Inventory window to drop it.
 * Wait until the Lizard Doggo to come over and eat the berry. Do not move, just look at them.
 * After they ate the berry, look at them and interact to pet them, this will tame the Lizard Doggo.
 * As long as you pet the Lizard Doggo after they are the Berry but before they leave the spot, the taming probability is 100%.
 * Interact with Doggo again will open up its inventory window, displaying only 1 empty slot at the left. The engineer's inventory is at the right.
 * When the Lizard Doggo found something, the item generated will be displayed in this single slot.
 * Close its inventory window . Closing with the top right 'X' is glitchy, as it will not close the UI properly.
 * Press to toggle back to running mode.
 * Bring the Lizard Doggo back to the pen, and make sure they are following you.
 * Low-lying Conveyor Belts and other structures can block Lizard Doggos' movement. Temporary dismantle the obstructions where required.
 * Lizard Doggos cannot jump. When traversing cliffs or ravine, walkways or ramps might be required for Lizard Doggos to cross over.
 * Lure the Lizard Doggo to the floating foundation above the pen, then dismantle the floating foundation to trap them in the pen.
 * The Blade Runners can now be re-equipped.
 * From time to time, random items will be generated, including Power Slugs. Check them out regularly (by interacting with Lizard Doggo).
 * Read Lizard Doggo for a list of generated items.
 * The best item they can generate is Purple Power Slugs.
 * Sometimes the Lizard Doggos might forget their owner. Re-tame them if that happens.
 * There are lots of Lizard Doggos around the world, try to tame them all.

Oil Processing

 * Unlock Tier 5 - Oil Processing.

Alternative Fluid Transport

 * Most Tier 5 Milestones require Plastic and Rubber, which both are refined from Crude Oil.
 * Add 4 Oil Extractors and 2 Refineries to the To Do List.
 * Scan for Crude Oil. The scan results show that they are nowhere near the base, the nearest is 1.6 km away.
 * We will use the Oil nodes at the South West.
 * Aside To Do List, prepare:
 * Iron Rod, Iron Plate, Concrete, Cable: minimum 3 stacks each.
 * Wire, Quickwire, Solid Biofuel, RIP, Rotor, Motor, Modular Frame, Steel Beam, Steel Pipe, EIB, Nobelisk: minimum 1 stack each
 * Blade Runner, Xeno-Basher, Beryl Nuts, Nobelisk Detonator, Chainsaw, Object Scanner
 * As we are extending the Power grid there, bring extra Cables and Concretes.
 * There are Flying Crab Hatchers and Alpha Spitters guarding the Oil patch, approach with care.
 * Save the game.
 * Head to the South West Oil patch. As the Resource Scanner search result only last for 25 seconds, re-scan if the Oil icon disappears from the compass.
 * Build Power Lines as you move.
 * The Oil nodes are located on the islands. Use Foundations or Walkways to build a path across the sea, as swimming is relatively slow.
 * While swimming, make sure the Blade Runners are equipped and keep jumping on the water surface for optimum movement speed.
 * Save the game once you landed on the islands.
 * There are 4 Oil nodes there, kill all the guarding creatures. Build an Oil Extractor on top of each Oil nodes and Power them.
 * Pick any Oil Extractor, connect it to 2 Refineries with pipes and a Junction, both crafting Plastic. You don't have to connect the Refineries' outputs.
 * Provide Power to the Refineries as well.
 * A Pipeline Junction Cross can be built at the middle of an existing Pipeline by snapping its hologram at the pipe.


 * Build an Equipment Workshop, craft a Beacon, equip it then to put it on the ground.
 * Interact with the Beacon and enter a name, let's name it 'Oil'. Customize its color.
 * Open Map and switch to 'Beacon' tab at the top left. Change the compass view distance to 'infinite'.
 * Look around the Islands, if there are Spore Flowers in the way, remove them with a Nobelisk Detonator.
 * Find an open space nearby, preferably on the open sea, then build a platform (size 38 x 14) on the sea level.
 * There are some Power Slugs nearby. Use them to overclock all Oil Extractors to 300.
 * Oil Extractors should not be overclocked beyond 300 as that is the maximum flow rate of a Pipeline.
 * Optional: At the mainland East to the Oil Islands is a large cave, scout the area and scavenge the Power Slugs, Computers and other material laying around.
 * Take out 200 Plastics from the Refineries and dismantle them.
 * Go back to the HUB and complete Tier 5 - Alternative Fluid Transport.

Industrial Manufacturing

 * Add 33 Refineries, 4 Constructors and 1 AWESOME Sink to the To Do List. Bring extra Copper Sheet for constructing Pipelines.
 * It will take multiple trips to bring the necessary material there. If you have the Tractor unlocked, try to use it.
 * Further reading: Tractor
 * By referring to the Beacon labelled 'Oil' on the compass, go back to the Oil Islands.
 * Following a built Power Line is another way to trace your destination, provided you have constructed it during the previous trip.
 * Build the setup as shown below.
 * Building tips:
 * Try to build Pipelines at about the same level as the source building's (for example, Oil Extractor) pipe outlet. This eliminates the need for Pipeline Pumps.
 * Do not exceed the flow rate limit of a Pipeline, which is 300 . Split a Pipeline into multiple lines where required. Similar principle apply to belts.
 * In a Constructor, when setting recipes such as Empty Canister, it can be difficult as it is positioned at the bottom of the list. Collapse the Constructor's 'Select Recipe' list by clicking the '-' at the right side of each category.
 * When constructing Junctions, place 1 first, then hop onto it. It is easier to build Junctions when standing on a higher elevation. Build the next Junction, then hop onto it, and repeat the process. Same technique applies to Splitters and Mergers.
 * Buildings such as Refinery have multiple guidelines (the Turquoise line when you place another building nearby): Building center line, Belt connector line, Pipe connector line, etc. Be sure to distinguish them properly.
 * Build a Priority Splitter at the Packaged Fuel's output belt, with the priority output connected to a local Industrial Storage Container and the overflow output connected to an AWESOME Sink.
 * Read Priority Splitter to learn how to build it.
 * A Refinery stops working if any of its output slot is full. Sinking the excess Packaged Fuel will ensure the Heavy Oil Residue a.k.a. HOR will never have a chance to clog up the Plastic and Rubber productions.
 * Once completed the build, pull the Plastic and Rubber belts back to the base.
 * Before return to base, take 300 Packaged Fuel with you.
 * When laying a long belt, it is advised to elevate them by extending the height of the Conveyor Poles. This will minimize potential obstruction for other works, such as bringing a Lizard Doggo home.
 * To build a tall Conveyor Pole, first click its hologram on the ground, then move up the mouse before clicking the second time.
 * Near the base, build Industrial Storage Containers at the end of the Plastic and Rubber belts.
 * Complete Tier 5 - Industrial Manufacturing.

Expanded Power Infrastructure

 * At 14 meters above the Iron production, build another floating platform (22 x 15).
 * This create a 13 meter clearance which is sufficient for most of the buildings such as Constructors, Assemblers and Manufacturers.
 * Setup the bootstrap factory for Heavy Modular Frame followed by Computer as shown below.
 * We need Heavy Modular Frame a.k.a. HMF to build Manufacturers. They can be looted from Crash Sites, or crafted manually.
 * HMF can be easily automated with materials in storage, as we have excess of each ingredient automated.
 * Once the Computer production is up, revamp the Copper and Caterium productions as shown below. This is for preparing for the Supercomputer production in the coming section.
 * We have excess 270 Screws/min from the Iron production. Split it to feed both the HMF and Computer production lines.
 * The recipe for crafting High-Speed Connector can be researched at the M.A.M..
 * Underclock the Manufacturers as shown to prevent them to consume all the upstream material (Screws, Cables, etc).
 * Dismantle the old Copper and Caterium production lines after completing this setup. Their Containers are probably full, do not dismantle those Containers.
 * Observe the Copper Ore and Copper Ingot item flow rate is more than 270 / min, this exceeds the Mk.3 belt's capacity. We will solve the problem by upgrading those belts with Mk.4 later.
 * For the Circuit Board, the belt leading to the storage might over-send the items (9 item / min instead of 5 item / min) due to the Splitter trying to split evenly among non-saturated output belts.
 * This can cause Computer Manufacturer not receiving its share, reducing its efficiency.
 * Loop-back the Circuit Board belt to limit the item flow rate to storage. Build 2 splitters and 2 mergers, then connect the belts as shown.
 * This is not an issue for HSC as the required Circuit Board is less than 9 / min.
 * Alternatively, provided a long time has passed and the Container storing Circuit Board is full, all the Circuit Board will flow into the Computer Manufacturer.


 * Complete Tier 6 - Expanded Power Infrastructure.
 * Replace the hotkey 4 with Conveyor Belt Mk.4. From now on, build with Mk.4 belts, as they have much higher capacity. Same applies to Conveyor Lift Mk.4.
 * Replace the Copper ore and Copper ingot belt with Mk.4 to increase the allowed item rate from 270 / min to 480 / min.

Jetpack

 * Complete Tier 6 - Jetpack.
 * Craft a Jetpack and try using it to fly around. Make sure you have Packaged Fuel in inventory. Useful for collecting Power Slugs and exploring Crash Sites.
 * Sink extra Computer and HMF to unlock more Walls / Foundations / special vehicles at the AWESOME Shop. Do not buy any Statue yet.
 * For a list of items and their Sink Points, read here.

Manufacturing 1

 * Unlock Supercomputer, Fabric, Rifle and Cartridge at the M.A.M..
 * Craft a Rifle for future use.
 * Automate the following items with Manufacturers:
 * Adaptive Control Unit, Modular Engine, Supercomputer, Beacon, Rifle Cartridge, in mentioned order.
 * For Rifle Cartridge production, use a separate Copper Ore belt (the 2nd Copper Node that you have tapped from the West).
 * We only ever need 100 Adaptive Control Units (ACU), or 2 stacks of it. To prevent overproduction, and thus consuming the Computers and HMFs, fill all slots in its output Storage Container except 1 with other items such as Concrete. Split a stack of Concrete to fill up many slots, as shown below.
 * Tips to build compact Manufacturer Manifold:
 * Build Manufacturers in a row, then stack several Splitters in a ladder-pattern, 1 Foundation away from the Manufacturer. Splitters should face the same direction, either all-left or all-right.
 * Dismantle unused Splitters. Connect them with horizontal belt.
 * Connect the Splitters and the Manufacturer with belts and Conveyor Lifts.
 * Check if all ingredients are flowing into each Manufacturer.
 * Alternatively, we can build all these in 2D - place all Splitters on the same level, similar to what we did for Assemblers.
 * Do not afraid to build spaghetti as this setup is temporary.
 * Connect a belt between the Versatile Framework and the Space Elevator.
 * You don't have to belt the Modular Engine and Adaptive Control Unit, as they are only required in small quantity.

Monorail Train Technology

 * Complete Tier 6 - Monorail Train Technology.
 * Trains are effective for transporting large amount of item over long distance.
 * In this section, we will first learn to exploit its properties: Trains can clip through terrain and can carry Engineers. This allows us to clip through the mountain wall, cutting a straight line path to the Quartz nodes in the cave. Our target is to reduce the travel distance and belt length to minimum. We will then bring the Raw Quartz back to the base using the shortcut path.
 * Aside from trains and Railways, belts, pipes and Hyper Tubes all can clip through terrain.
 * From the base, scan for Raw Quartz, then move to the slope in-between the 2 Quartz, as shown in image below.
 * Build Foundations in diagonal zigzag shape as shown for the Railways to build on.
 * Build 2 straight segments of Railways at 90 degrees, then connect them both with another curved Railway. Make sure the curved Railway is clipped through the ground.
 * Build a Train Station at one end of the Railway and Power it.
 * Build an Electric Locomotive on the Railway, facing West.
 * Bring some material for the construction of Hyper Tubes, Hyper Tube Entrances, Power Poles and Foundations. Equip a Jetpack.
 * Save the game then enter the Locomotive.
 * Drive the train into the slope. Once you are inside, exit the train . Engineers will always alight a train from the right side.
 * Be careful not to fall off the Railway. Build a Foundation / Double Ramp bridge connecting the slope and the cave as shown below.
 * Use the Jetpack to move around. When constructing the ramp, careful not to exit the ground surface.
 * Build 2 belts, Hyper Tube with Entrances at both sides and connect Power Lines as shown.
 * Split the Hyper Tube into two at the middle of the Ramp and leave some gap in between, this allow us to return to the ramp in the future.
 * The other 2 ends are to be placed outside the ground, one at the base and the other in the cave.
 * We can now clip into the ground with the Hyper Tube.
 * Dismantle the Locomotive, the Railway and the Train Station.
 * Deliver 2 belts of Raw Quartz from the cave back to the base.
 * Return to the cave, collect at least 2000 Mycelia by using Chainsaw then store them in an Industrial Storage Container.
 * Collect all the Power Slugs in the cave with Jetpack, then overclock both Quartz Miners to 480/min (or 300/min for normal node).

GasMask

 * Automate the Biomass production by using Constructors, each crafting a different raw item into Biomass: Leaves, Woods, Alien Carapace, Alien Organs.
 * Reserve some Alien Carapace and Alien Organs for M.A.M. Research and for crafting Medicinal Inhaler.
 * Build an Assembler to craft Fabric, then store it in an Industrial Storage Container.
 * While waiting for the Fabrics to pile up, automate the production of Crystal Oscillator with 2 Manufacturers.
 * Learn how to use an online calculator to figure out its production ratio.
 * Use the 2nd Copper belt for Crystal Oscillator's production.
 * Once you have obtained enough Fabrics, complete Tier 5 - GasMask.
 * If there are excess Fabrics, research Parachute.
 * Automate the production of Filters with a Manufacturer.
 * Avoid using the Coal from Steel production and Coal power. Take the Coal by splitting it from the Sulfur production instead.
 * Unlock all possible researches in M.A.M..
 * Equip the Gas mask and bring some Gas Filters, use them to collect a few Power Slugs in the surrounding Poison Gas.
 * More Power Slugs can be found in caves or Poison Gas around the base. Make use of the Object Scanner.
 * Recall which Miners you have yet to overclock, then overclock them accordingly.

Explorer

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

Hard Drive hunting

 * This section may requires from a few hours to a few days to complete. Take your time.
 * At the M.A.M., research Radio Signal Scanning, Object Scanner Improvements and Hostile Organism Detection.
 * Radio Signal Scanning allows the Object Scanner to scan for Crash Sites within 300 meters radius.
 * Hostile Organism Detection allows the Object Scanner to scan for nearby enemies.
 * Use the Explorer, drive to Oil Islands and bring back 20 stacks of Packaged Fuel. Keep only 3 stacks of them in Inventory and store the remaining at the base.
 * Find an Online Map such as 'Satisfactory Interactive Map', and enable the layer for Hard Drive.
 * Use the online map to plan your journey. There are many Hard Drives available for collection, separate the collection of those into 3 or 4 trips.
 * Observe each of the Crash Site requirements and prepare the necessary items. For example, Rotors, Black Powders, etc. Some require Power which can be fulfilled by using Biomass Burners.
 * Some of Crash Sites require Superposition Oscillators and Quantum Computers. As they are currently not available in game, ignore them.
 * Ignore Crash Sites involving Tier 7 items such as Turbo Motor and Radio Control Unit. Revisit them after you get into Tier 7.
 * Be sure to loot the Heat Sink around the Crash Sites, it can be used to unlock certain Hard Drives.
 * Use the online map in conjunction with the in-game map to orientate yourself and the Crash Sites position. The Object Scanner can also be used to lead you to the Crash Sites.
 * Take note their elevation (z = number in centimetres) in the online map. It indicates whether a Crash Site is located on a high ground.
 * For rock climbing guide, see Rock climbing Tutorial.
 * Before exploration, prepare the following in inventory:
 * Rifle Cartridge: min. 7 stacks
 * Iron Rod, Iron Plate, Concrete, EIB, Packaged Fuel: 3 stacks each.
 * Wire, Cable, Quickwire, Solid Biofuel, RIP, Rotor, Stator, Motor, Modular Frame, Steel Beam, Steel Pipe, Nobelisk, Gas Filter, HMF, Circuit Board, Computer, A.I. Limiter, HSC, Supercomputer, Black Powder, Quartz Crystal, Crystal Oscillator, Rubber - min. 1 stack each
 * Xeno-Basher, Beryl Nut, Paleberry, Chainsaw, Nobelisk Detonator, Object Scanner, Rifle, Blade Runners, Jetpack, Gas Mask.


 * In the options, change the auto-save interval to 3 minutes. There is a high chance to die during the Hard Drive hunting.
 * As you retrieved a Hard Drive, build a M.A.M. immediately then research it. Once you clicked 'research', dismantle the M.A.M. and move on to the next Hard Drive.
 * Once the 10 minutes countdown timer ended, re-build the M.A.M. and pick one of the options given:
 * Prioritize the following whenever possible: Inventory expansions, Compacted Coal, Turbofuel (not Turbo Heavy Fuel), Heavy Oil Residue, Diluted Packaged Fuel, Recycled Plastic, Recycled Rubber.
 * If none of the above is available, then just pick any. Eventually we will unlock all of the alternate recipes, so the order of unlocking recipes is not really important.
 * Further reading: Hard Drive
 * Collect Power Slugs as you move. Craft them all into Power Shards to save inventory space.
 * Aim to get at least 100 Power Shard each trip.
 * Delete unnecessary items regularly such as Leaves, Woods, ores, etc to save inventory space.
 * If Radiation damage is received, immediately back off and avoid the area. We will need Tier 7 equipment - Hazmat Suit to protect ourselves from Radiation.
 * Whether to equip Blade Runner, Jetpack or Gas Mask depends on the situation. You can only choose one of them.
 * When you spot a Lizard Doggo, mark the location with a Beacon and come back later to tame them. Avoid taming Lizard Doggo and hunting Hard Drives at the same time.
 * If out of ammo or Packaged Fuel, return to the base for restock, then plan for the next trip.
 * Repeat until all possible Hard Drives are collected (min. 72 required).
 * By the time you have completed the Hard Drive hunting, you should have unlocked about 20 to 40 Alternate Recipes. (There are total 70 Alternate Recipes).
 * Two of the Hard Drives result will not unlock Alternate Recipes, they will be used to expand the Inventory size instead.

Concrete 2

 * After the Hard Drive hunting, we can now resume to the base building works.
 * Organize the inventory, keep only what is needed and store the excess in the Personal Storage Box.
 * Build additional Storage Boxes near the HUB for convenience.
 * Keep track the 10 minutes timer, research the next Hard Drive once the previous is concluded. Repeat until you unlocked all the Alternate Recipes.
 * Overclock both Limestone Miners nearby the base to 480 / min (or 300 / min for normal node) and scale up the Concrete production.
 * It is advised to use the original Concrete recipe (Limestone -> Concrete) instead of Wet Concrete, as the Limestone nodes are abundant.

Fuel Power

 * Chances are all these 4 Alternate Recipes are yet to be unlocked: Compacted Coal, Turbofuel, Heavy Oil Residue, Diluted Packaged Fuel. Be sure to choose them when available.
 * A list of unlocked Alternate Recipes can be viewed in Codex.
 * While waiting for the Hard Drive researches, build a temporary Fuel Power to prepare for the Turbofuel Power.
 * For fast travelling, build a Hyper Tube Cannon at the base, aimed at the Oil Islands. Chain 15 Hyper Tube Entrances together.
 * Read Hyper Tube Cannon to learn how to construct it.
 * If there is a rock blocking the construction, we can use a Nobelisk Detonator to remove it.
 * Build another Hyper Tube Cannon at the Oil Islands, aimed at the base, for efficient 2-way Hyper Tube transport. As each Entrance consumes a flat 10 MW, this setup consumes 300 MW.


 * Overflow the excess Empty Canisters to an Industrial Storage Container with a Smart Splitter, we will use these for Turbofuel Power later.
 * Return to the base and check the AWESOME Sink and the AWESOME Shop, purchase more buildings / blueprints whichever possible.
 * Unlock Factory Cart and Cyber Wagon.

Project Assembly - Systems

 * Complete Project Assembly - Systems. We have sufficient resources to complete it by now.
 * Congratulations! Tier 7 is now unlocked.
 * Tier 8 and above is currently unavailable in Early Access. As such you may safely dismantle the Space Elevator or keep it as a visual beacon.

Geo Thermal Power

 * This section is optional.
 * Research Power Pole Mk.3, Geo Thermal Generator and Programmable Splitter in M.A.M..
 * Check the M.A.M., all researches should be completed except Radio Control Unit, which requires Tier 7 item.
 * Scan for Geysers. Some of them are nearby the Steel production.
 * Build 2 Geo Thermal Generators there and connect them to the Power Grid.
 * Further Reading: Geo Thermal Generator
 * There are more geysers scattered around the World, if you happen to see one of those, be sure to exploit it.

Radar Tower

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

Tier 7

 * Our next target is to automate the production of Turbo Motors so we can double up all the existing productions with Miner Mk.3.
 * In Tier 7 there are Aluminum and Uranium production chains that we can dive into. But first, let's improve the Power capacity: the worst thing that can happen in a mega factory is a power trip.
 * As there is no next phase for Project Assembly, dismantle the production for Project Assembly parts: Smart Plating, Versatile Framework, Automated Wiring, Modular Engine and Adaptive Control Unit.
 * Sink all the excess material for Coupons.

Turbofuel Power

 * Turbofuel Power is an upgrade from the Fuel Power. It requires 4 components: Water, Crude Oil, Coal and Sulfur.
 * Use an Online Map and search for a location with all of these located in close proximity: Such as the Lake Forest as shown below.
 * Use an Online Calculator and select a combination of the most efficient Alternate Recipes for crafting Turbofuel. Its production will be bottlenecked by the amount of Sulfur, as there are only 2 normal Sulfur nodes around or 600 Sulfur / min. This in turns, limits the Turbofuel production to 750.
 * The maximum amount of fluid involved is in between 600 and 900 . By separating the setup into 3 smaller, repeatable modules, the fluid flow within each module will be under 300.
 * Turbofuel burns at a rate of 4.5 for each Fuel Generator. , round it up to the nearest multiple of 3, which is 168. We will then build 168 Fuel Generators.
 * We need 42 Refineries for Turbofuel - as to round up to the nearest multiple of 3.
 * Build a floating platform (57 x 48). You may use other design according to your own creativity / preference.
 * Build Hyper Tube Cannons for fast transport between the base and the Turbofuel Power outpost. We will need to travel frequently between these 2 areas.
 * Tap all of the 3 nearby Oil nodes and overclock each of them to 300 . We only use 2 of them as the Crude Oil required is only 337.5 / min.
 * Tap all of the nearby Coal and Sulfur nodes and overclock each to 480/min (or 300/min for normal node).
 * Build floating Foundation bridges or Ramps to access and transport the required resources.
 * There will be 3 identical modules to be built. Focus on 1 module at a time. After a module is built and is up and running, repeat the design another 2 times to complete the full setup.
 * A module consist of: 3 Water Extractors, 8 Assemblers, 33 Refineries and 56 Fuel Generators. The platform size for a module is 57 x 16.
 * The belt and Crude Oil inputs will be shared among modules.
 * As the platform is located at a high elevation, which exceeds the 10 meters head lift of an Oil Extractor, a series of Pipeline Pumps are required to pump up the Crude Oil.
 * Temporarily open a hole on the platform by removing a Foundation nearby a Junction, then build a stack of Walls downwards for the Pipeline Pump to be snapped on. Build 1 piece of wall above the platform, then build the walls all the way down to the ground level where the Oil Extractors are located.
 * Delete the topmost wall that is above the platform.
 * Use a Color Gun loaded with some Color Cartridges, paint it with any color other than the first color theme.  to switch the color theme. In this example, the red color is chosen.
 * The Color Gun is unlocked at M.A.M.. Further reading: Color Gun
 * From the ground and counts up, paint the 2nd wall. Then skip 4 walls and paint the 5th (the 7th wall from the ground). Repeat all the way up. If the highest wall is colored, paint the 2nd highest instead.
 * On the side of each colored wall, build a Pipeline Pump, make sure its arrow is pointed up. Place it on the same relative position of the wall for each colored wall.
 * Build a tall structure such as a Radar Tower or use a Jetpack to climb to a higher elevation. It is easier to build these Pipeline Pumps while standing on a higher elevation.
 * Connect the Pipelines and Power the Pumps using Wall Outlet Mk.2, which is unlock-able at the AWESOME Shop.
 * To cover back the hole in the platform, rebuild the Foundation then join the last segment of Pipeline between the topmost Pump and the Junction. Make sure the Pipeline Pump is not blocking the Foundation.
 * You may need to temporarily remove some adjacent Foundations during this process.
 * Check if the upper Pipes are receiving Crude Oil. If not, check the placement of the Pumps, the connectivity of the Pipe and whether all the Pumps are Powered.
 * Merge the Water output from 3 Water Extractors into 1 Pipe, then bring the Water up using the same method.
 * Do not worry too much about the Water Extractors' placement, there are plenty of space in the lake and we only need to build 11 of them.
 * Optional: For aesthetic and color coding purpose, paint the Crude Oil pipes in black and the Water pipes in blue. Have fun with the colors!
 * Prime the setup by manually putting 15 stacks of Empty Canisters into 5 Packaged Water Refineries. As, we need to separate this action into 3 times.
 * Use the Hyper Tube Cannon. Instead of flying back to the base, use the directional keys to divert the flight path to the Oil Islands. Take the Canisters and fly back to the Turbofuel outpost using the same method.
 * The Empty Canisters involved in the setup are fully reusable, this means neither input nor overflow is required. Form a closed loop with Splitters, Mergers and a Storage Container as the buffer.
 * The buffer can be located either at the Empty Canister belt or the Packaged Water belt, both work.
 * The Heavy Oil Residue Refineries will produce Polymer Resins as byproduct. Refine them into Polyester Fabrics and store them in a Container. Sink the overflow Resins.


 * The entire setup should add 25 000 MW (or 25 GW) to the Power capacity.
 * Allow some time for Power capacity to be stabilized; it takes time for Turbofuel to fill up the Pipe network.
 * , where 750 is Turbofuel produced per min, 4.5 is the consumption rate, and 150 is the Power capacity of each Fuel Generator.
 * Optional: disconnect the Coal belts supplying the Coal Power to free up all the 4 Coal nodes.
 * Dismantle the Fabric Assembler at the base, which is using Biomass and Mycelia. We are now producing the Fabrics with Polymer Resin instead.
 * As Fabrics are consumed only in a small amount, you may choose to belt it to the base from the Turbofuel outpost, or by manually carry them back once in a while.

Bauxite Refinement

 * Complete Tier 7 - Bauxite Refinement.
 * There are new Alternate Recipes that can be unlocked via Hard Drives. Pick Electrode Aluminum Scrap once completed its research.
 * Scan the Hard Drive again for Pure Aluminum Ingot, however that recipe will not be used in this guide.
 * Scan for Bauxite. The nearest 3 patches are all located on the rocky cliffs near the Red Jungle.
 * Bauxite, Water, Coal, Raw Quartz, Copper Ore and Limestone are required to produce Alclad Aluminum Sheet efficiently.
 * You may skip Raw Quartz and Limestone by sacrificing some of the resource efficiency, and may switch Coal with Petroleum Coke.
 * Use the online map to search for a suitable location for setting up the Aluminum production. As water is difficult to transport, build the production area near a large water body, preferably on the sea.
 * Use Trains for long range transport (> 800m) from now on.
 * Trains are effective for distance of more than 800 meters. For shorter distance, it is advised to use belts instead, as Trains take time to accelerate and brake and thus have their throughput reduced at shorter distance.
 * Use an Online Map and plan the logistic layout:
 * Pick which Resource nodes you are going to use and claim all the necessary nodes by removing the hostile creatures and placing a Powered Miner on them.
 * Plan the location of Train Stations and the belt layout between the Miners and the Freight Platforms.
 * Build Foundation or Ramp bridges for the Railway. Avoid using Double Ramp 8m x 8m or Ramp 8m x 4m as they are too steep for the Railways and Trains.
 * A Railway has a minimum turning radius of 17 meters.
 * Laying Railways on the natural terrain can be challenging.
 * Plan where to build the Water Extractors and how to Pipe them to the production area. Minimize the head lift and distance when dealing with fluid transport.
 * Always build a Hyper Tube Cannon for every outpost.


 * Have all the resources ready at the Aluminum production area, proceed to the next section.
 * Bauxite: 3 belts (2 pure + 1 normal), Coal: 2 belts (1 pure + 1 normal), Quartz: 2 belts (pure), Copper Ore: 1 belt (normal).

Advanced Aluminum Production

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

Radio Control Unit

 * Radio Control Unit is an ingredient of Turbo Motor.
 * Research Radio Control Unit at M.A.M..
 * Research Hard Drives for Alternate Recipes: Radio Control System, Heat Exchanger and Turbo Rigour Motor.
 * Setup the Radio Control Unit a.k.a RCU production as below.
 * Go ahead and build spaghetti. These are all temporary.
 * Whenever we 'tap' an existing ingredient resources without a dedicated production, make sure not to exceed its current production rate.
 * For example, we need to 'borrow' Supercomputers for RCU production. Our Supercomputer production rate is 0.5 / min, and we must not exceed it, else the Supercomputer storage will be emptied.
 * Also, make sure the RCU Manufacturer is underclocked appropriately.
 * Update the hotkey and use Conveyor Belt Mk.5 and Conveyor Lift Mk.5 from now on.

Hazmat Suit

 * Complete Tier 7 - Hazmat Suit.
 * Automate the production of Iodine Infused Filters with a Manufacturer.
 * Make sure the upstream Filter production is running.
 * Craft a Hazmat Suit. Equip it and bring a stack of Iodine Infused Filters, go back to the radioactive area and mine out all the Uranium deposits, the green-glowing rocks. They are the source of radiation.
 * Store the Uranium in containers or delete it. We will be able to mass-produce it later on so it doesn't matter.

Turbo Motors - With AWESOME Shop

 * Build a temporary Turbo Motor production with the following setup.
 * We need to build new line for A.I. Limiter to match its consumption rate.
 * Once the factory is running, go to AWESOME Shop and buy Turbo Motors.
 * We have about 50 Miners so far. Each Miner Mk.3 need 5 Turbo Motors to build. As 50 x 5 = 250, about 300 Turbo Motors should sufficient.
 * After the purchase is made, the bought items are stored under the 'Purchases' tab. Then + the item to transfer them to the engineer's inventory.
 * We should have generated a plenty of coupons from the overflowing Packaged Fuel, Plastic, Rubber and Polymer Resin.
 * If the generated coupons are insufficient for purchasing 300 Turbo Motors, wait for the Turbo Motors to be produced in the Manufacturer.


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

Aluminum 2

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


 * Increase the number of Industrial Storage Containers for Motor, EIB, Copper Sheet and Steel Pipe to 2 for each item, as we will use large quantity of them for the following sections. We need sufficient buffers for that.

Nuclear Fuel Rod

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

Nuclear Power

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

Oil Processing 2

 * We have been using a simple but inefficient way to produce Plastic and Rubber. Our existing production is 220 Plastic/min and 140 Rubber/min.
 * To prepare for scaling up the production of computers and supercomputers, we will need to bump up the production of Plastic and Rubber to at least 900 / min each.
 * We will use a similar strategy as Turbofuel Power, which Empty Canisters get recycled as part of the Diluted Packaged Fuel chain.
 * As the Empty Canister item rate is 800 / min which is more than 780 / min, the capacity of Mk.5 belt, separate the loop into 2.
 * Prime each Empty Canister loop by inserting at sufficient Empty Canisters into a Storage Container, built in-line with the loop. Ensure every Packaged Water Refineries is receiving Empty Canisters at all times.
 * In this example, 25 stacks of Empty Canister are provided in each loop.
 * We will also use the Recycled Plastic and Recycled Rubber recipes, they essentially produce 1 Plastic or 1 Rubber from 1 m of Fuel.
 * All Polymer Resin will be converted to Rubber for maximum efficiency.
 * We will build according to the following schematic, generated by Daniel's Online calculator.
 * For Plastic production, route half of the belts back to Recycled Rubber Refineries and only send the overflow to the output belt. Similar applies to Rubber production.
 * As the net output is 900 Plastic (or Rubber) / min, 2 belts are needed to for each final product.
 * One belt will be 780 / min, the other being 120 / min. You have to label each belt as to distinguish them when designing factory downstream, or,
 * To make parallel belts easier to manage, build a 2:2 belt balancer at the end of the production line, as shown.

Trains and Ingot Refineries

 * This section introduces the idea of transitioning from a standard-scale base to a mega base.
 * Instead of simply following each step, pause a moment after reading and comprehend each part, try to figure out the deep meaning of performing each step.
 * As always, be creative. If you have different ideas, go ahead and try it out! There are infinite ways to play this game.
 * Use the Online Map, search for Pure and Normal nodes of Iron Ore, Copper Ore, Caterium Ore and Raw Quartz.
 * Impure nodes are fine too, just combine two of them into 1 belt and treat them as a belt of normal purity ore.
 * Some of them are located near the Desert Canyons, Titan Forest and Swamp.
 * Transport them to the North Sea and process them into ingots, using Alternate: Pure ingot recipe.
 * We will build a train networks consists of several trains moving between the mining outposts and the main Refinery area.
 * There is also a large Oil patch at the North. We should reserve some space for future Plastic and Rubber production.
 * The locations of the selected resource nodes are just for example. You may pick any other location according to your preference.
 * For each type of resource, build arrays of Refineries and Water extractors with the correct ratio. The refined ingots are to be transported away via trains.
 * Use the online calculator to find out the ratio of refineries to water extractors and to each belts.
 * Build 3 platforms at different levels: The refineries and water extractors at the sea level, the belt platform at above the refinery level and the train platform above the belt level.
 * You can adjust the height of each platform level to your preference, as long as they don't encroach each other.
 * The belt platform and train platform need not to be fully covered in full foundations. Only build foundations to provide supports for necessary infrastructures.
 * For the train setup, find clusters of resources nodes to be grouped together as a mining outpost. For each mining outpost, build a train station with 2 freight platforms for each resource node.
 * This is because the train round-trip time is very likely to at between 4m 06s and 8m 12s. If the round trip time is beyond 8m 12s, you need 3 freight platforms for each resource node.
 * Size the train to match the train station. Add additional locomotives at the end of the train to increase the train 'pushing power' if necessary.
 * An alternative approach is to increase the number of trains instead of the length of train, that way you can make each train and train station shorter, but more trains running on each line.
 * Build a matching unloading station at the refinery area for each mining outpost. To make train management easier, only use 1-way train in this setup. End-of-line loop is required for every train station.
 * For the ingot output from refinery blocks, use the strategy shown in diagram below to manage belt overflows.
 * You may need to make an Excel calculation for this part.
 * Read Balancer for more details.


 * Allocate the usage of Copper Ingots to the following:
 * 1 / 3 for Steamed Copper Sheets: They require water to be produced, and we will build Copper Sheet production area nearby, on the sea level.
 * 2 / 3 for Wire and Fused Quickwires.
 * Train will be used to transport out the copper ingots and copper sheets.
 * Optional: Build some Wet Concrete for future use. Size the number of Refinery and length of trains according to your mining capability.

Steel Production 3

 * Revisit the Steel area and create a pure Iron Ingot refinery area over the small lake near the 3 Iron nodes.
 * We should be able to produce 4.5 belts of Solid Steel Ingots.
 * Export the Steel products via trains.
 * 20 Steel Beam / min and 2286 Steel Pipe / min.
 * Exporting Steel products instead of Steel Ingots saves the train bandwidth by a bit, because both Steel Pipes and Steel Beams have higher compression compared to Steel Ingot.
 * Steel Rod and Coated Steel Plate are exceptions, but they use Steel to produce Iron products so we are not using these recipes in this guide.
 * The intermediate steps will be left as an exercise for the reader.

Silica

 * We have almost all the ingredients for the mass-production of Turbo Motors, except Silica.
 * As always, use the online map, find a location which is easiest for the mass production of Silica: we need both Raw Quartz and Limestone.
 * It turns out the void near the Grasslands is one of the suitable location.
 * Construct a floating platform there, about the same height as the 2 Quartz nodes. The Limestone nodes are positioned lower so we need to lift them up.
 * Connect a railway to the Uranium mining outpost so that we can re-use the railway.
 * At the other end, connect the Uranium railway to the Steel railway.

Motors 2

 * In the options, increase the auto-save interval to 12 minutes to reduce lag. You may need to turn down the graphic quality as the factory grows.
 * Our long term target is to mass-produce Turbo Motor, and with a mall as a side-project.
 * For example, given our current production rate of various ingots, we can first target to produce 40 Turbo Motors / min.
 * 'Mall' refers to a central warehouse where various buildings materials are automatically produced and stored.
 * By looking at the map, observe the Northern Forest is just about the center of the map, which is a good location for our late-game production hub.
 * We will also build a Train HUB here to receive all the refined materials at various outposts.
 * Build production floors before building the unloading train stations. We need the train station to unload the right material right next to the factories that require them
 * This will greatly simply the spaghetti connecting the train stations and the factories.
 * There are many steps involved to produce the Turbo Motors with full-alternate recipes, but lets starts with the Stators and Motors.
 * We can split the production of Stators into 2 groups, one for feeding Motors and the remaining feeding the Turbo Motors.
 * First build a 5-floors factory based on the schematic. The 1st floor will be Motors, the 2nd floor will be Rotors and 3rd floor for Stator.
 * The 4th and 6th floor will be the belt-transfer floors. The 5th floor as the Train unloading Station.
 * Separate the motor setup into identical smaller modules. You may need trial and error to construct a module up to your preference.
 * After a module is constructed, test run it by feeding the ingredient via temporary containers.
 * Make sure a module is working before building more copy of them.
 * Align the train station with the factory blocks such that the connecting belt can be constructed in a neat way.
 * Combine all the Steel, Refinery and Silica Railway system.
 * Production facility for other components will be built at 6th floor and above.


 * Once the Motor production is up and running, sink the motor products to start farming AWESOME points.

Supercomputer 2

 * In this section, we aim to produce 22.22 Supercomputer / min.
 * This will be a huge step up compared to our existing Supercomputer production which is only 0.5 / min.
 * Extend additional floors above the train station floor.
 * The 6th floor is the belt transfer floor.
 * Start from the 7th floor, build the following setup according to your own creativity. As most items involves multiple belts, try to build modular to avoid the need of building parallel belts.
 * In this example, the 7th floor is for High-Speed Connector, 8th floor for Computer and 9th floor for A.I. Limiter and Supercomputer.
 * Keep the belts involving Quickwire as short as possible.
 * For modular design, group 7 Quickwire Assemblers and 3 High-Speed Connector Manufacturers together. For the Computer, split Quickwire belt each feed into 6 Manufacturers.
 * For Quickwire to A.I. Limiter, by building 1 additional Assembler crafting A.I. Limiter, we can make it 1:1 ratio, this simplify the setup by removing a 9 Mergers and 10 Splitters.
 * Use conveyor lifts to bring up the High-Speed Connector and Computer to the upper floor.
 * Dismantle some of the foundations where the lift are needed to penetrate between floors.
 * Use Walkway Crossings to patch up the holes in the foundation. Although visually not appealing, using them reduces the chance of falling through the holes.
 * Build train stations for unloading Plastic, Rubber and Alclad Aluminum Sheet. Disconnect the railway at their production area to our base and divert both to unload here instead.
 * Modify the train station and train from 2-way into 1-way. Build end-of-line loop at loading train stations at both Aluminum and oil area.
 * Avoid mixing 1-way and 2-way trains in the same network. Also, for large train network, 1-way train is more reliable than 2-way train.


 * Continue building upper floors for the final steps of automating Turbo Motors.

Turbo Motors 2

 * With most of the preparation works done, there are only a few steps left for mass-producing the Turbo Motors.
 * Build another 2 floors above Supercomputer production.
 * The 10th floor for A.I. Limiter and Heat Sink.
 * The 11th floor for Radio Control Unit and Turbo Motor.
 * Build a Sink at the Turbo Motor output, do not power the Sink yet.
 * Let the entire factory run for a couple of hours to allow all ingredients to fill up the buffer of all machine, then power the Sink and search for bottleneck or fault.
 * Using the Online map is a quick way to check for all the machine's status.
 * Check if all the train are working properly.
 * Currently there is a glitch where train may stop working or unable to find the next stop for no reason. You may have to manually enter the train and pause / unpause the auto mode.
 * Our most important train in this map is the Uranium Train. Make sure it is running!
 * Some of our trains schedule have 2 or more trains running on the same route. Make sure they are space out equally, else the throughput will be reduced.
 * Refer to the previous section for recall how to time the trains.
 * If you face difficulty timing the trains, consider adding additional trains to the same route.

A proper mall and warehouse

 * Before we revamp / abandon the old base, we have to shift our main operation area to the Northern Forest by constructing a Mall there.
 * We will build the mall beside the Turbo Motor production, as that is located about the center of the map.
 * Aim to produce the following:
 * : 20 / min
 * : 20 / min
 * : 100 / min
 * : 100 / min
 * : 100 / min
 * : 100 / min
 * : 100 / min
 * : 20 / min
 * : 20 / min
 * : 20 / min
 * : 20 / min
 * : 20 / min
 * : 20 / min
 * : 20 / min
 * : 20 / min
 * : 20 / min
 * : 20 / min
 * : 20 / min
 * : 20 / min
 * : 20 / min
 * : 20 / min
 * : 20 / min
 * : 10 / min
 * : 10 / min
 * : 10 / min
 * : 10 / min
 * : 10 / min
 * : 10 / min
 * : 10 / min
 * : 19 / min
 * : 10 / min
 * Other material is optional as they are not directly involved in any construction or equipment crafting.
 * Expand the mining network to cope with the increasing consumption.
 * Expand the various production outposts, particularly the Oil and Aluminum areas.
 * When Power consumption exceeds the 60% of the power capacity, expands the Nuclear power setup.
 * Re-visit the Nuclear Waste storage and increase the buffer size where required. Consider re-locate the storage to the North-East corner of the map at 1.5km high above the sky.
 * Build at least 1000 Industrial Storage Container for the waste.
 * Build the Mall storage at the top floor, with all the factories at the lower floor.
 * Build at least 2 Industrial Storage Containers for storing each item. Building too much is not advised as that may pose difficulty when future alteration is required.
 * Label each container by building a 1-meter short belt connected to its output.
 * Build a Hyper Tube Cannon HUB at the top floor as well, with 8 cannons facing 8 directions of the Map.
 * Re-align the Hyper Tube Cannon at each outpost to the new base.
 * Once the mall is up and running, de-commission the old base entirely. Recycle or Sink the excess materials.
 * Then, add those resources nodes to the mining network for maximizing the efficiency.

Turbo Motors 3

 * Turbo Motor is the most efficient item for farming AWESOME Points.
 * The theoretical maximum production rate of Turbo Motor is 155 / min, which is bottlenecked by the number of Bauxite nodes on the map.
 * As we have to keep a reserve of Alclad Aluminum Sheets for building Conveyor Belt Mk.5, we can then aim for 153 Turbo Motors/min instead.
 * Try to work toward this goal.

Golden Nut

 * Once you have obtained sufficient number of Coupons, buy all the Statues you can afford, including the.
 * You can by multiple statues of the same type as long as you can afford them.
 * Other than building the factory, you may look for other things to do: Taming all the Lizard Doggos in the world, 100% Power Slugs, Somersloops and Mercer Spheres.
 * There are currently some issue that disallow the collection of some items due to encroachment issue. Consider using the clipping trick that we have learnt earlier.
 * There are also many caves that we have yet to explore.
 * You may also start to consider building aesthetically, use various type of foundations and touch up with the Color Gun.
 * Try to use the online map to create fancy building shapes such as circular foundations, etc.
 * There are also unofficial Mods that adds fan-made contents into the game. Try them out!

Tips and Tricks

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