Production & logistics
Machine production, liquids, vats, cultivation and freight between worlds.
Orders and finished machines
Order a batch in a machine’s panel. With depot supply enabled, ∞ keeps the order waiting for new materials; a finite order stops at its quantity. The Machine works assembles 16 types of smaller machines from their normal construction components. Queue batches or set a target stock in connected depots. Carry the finished machine in your backpack or ship and place it with one click.
Liquids and portable canisters
Raw liquid stays in pipes, tanks or your personal tank: the backpack needs packaged canisters. The personal tank holds 16 units of one liquid; install one pump module in Equipment (C) to increase this to 32. Extra modules do not stack. Bottler MK1 consumes one empty canister per unit, uses 200 W while filling and takes 3 seconds. A Basic printer makes four empty canisters from one plate. Supply the bottler manually or enable its pump and depot links.
Bottler MK1 · Empty canister · Pump module
Vats and cultivation
The MK1 vat evaporates vitriol into concentrate by day. Its night phase makes exotic vitriol only at home, under the Violet Giant; it also needs a clear sky. MK2 uses a selected crystal or fungus as a catalyst for its recipe. Empty an incompatible output before switching production. Cultivation needs a mother specimen, suitable feed and power: crystals grow at night, fungi by day with air. The bed draws 75 W during growth, holds eight feed units and pauses at six grown specimens. Only crops native to the current world can be planted. Fungi need breathable air, not merely an atmosphere.
MK2 consumes the crystal or fungus: one specimen yields four products, each using two units of exotic vitriol and taking 45 seconds before speed modifiers. MK1 takes 40 seconds per unit. The reactor’s catalyst instead lasts for several reactions; do not treat a vat’s input as a permanent upgrade.
Transmutation Basin MK1 · Catalytic Basin MK2 · Crystal Bed
Industry on other worlds
The machines below have their own production recipes. Research alone does not remove biome, deposit, daylight or power requirements. Use the journal’s Interplanetary industry tab to find sites and inspect the machine’s status. Energy stays in each local grid. Keep supplies and storage available when leaving a world.
| Machine | Operation |
|---|---|
| Vent power station | Generates 4 kW at a marked lava vent without fuel. Each vent supplies one station. Nearby thermal foundries can share its heat. |
| Thermal foundry | Uses local lava heat and electricity to turn obsidian and sulfur into refractory ceramic for advanced industry. |
| Cryogenic refinery | Extracts deuterium and cryogen at marked deep-ice sites. Consumes filter membranes. An installed regenerative membrane reduces filter use to one in five batches. |
| Isotope extractor | Extracts helium-3 at marked sites on barren worlds using regolith and filters. Install a regenerative membrane to reduce filter use. |
| Ocean separator | Separates industrial electrolyte at marked ocean shore sites. Consumes filters; a regenerative membrane reduces their use. |
| Solar furnace | Uses desert daylight to turn sand and quartz into precision glass for navigation, advanced power and the observatory. Waits safely at night. |
| Biorefinery | Produces filter membranes from native fungi on toxic worlds. On fungal worlds it processes living mycelium into permanent regenerative membrane upgrades. |
| Fusion fuel fabricator | Packages deuterium from ice and helium-3 from barren worlds into fusion cartridges. Runs on conventional power, so the first fuel never requires a running fusion reactor. |
| Fusion reactor | 12 kW anywhere. Fuel is consumed only for power used by the grid. A stabilizer adds 4 kW and 25% energy per cartridge. Optional cryogen adds 4 kW for 120 seconds of operation. |
| Industrial accumulator | Stores 556 Wh of surplus energy and supplies the local grid during shortages. |
| Plasma fabricator | Builds permanent ship modules anywhere. Plasma stabilizers additionally require a crystal world and its resonant shards. A demanding 4.5 kW production line. |
| Deep mining complex | A 5 kW extraction complex for marked deep deposits. Select an ore present at the site; refractory ceramic is consumed as drill wear parts. |
| Expedition observatory | Produces scan data for new expeditions at 4 kW. Spend the data in the journal, then travel to the marked site and recover its archive. Standby: 100 W to dispatch expeditions. |
| Interstellar beacon | Home transmitter. Keep it powered together with relay nodes on three foreign worlds to calibrate the interstellar network. Track expeditions in the journal. |
| Beacon relay node | 500 W relay for a foreign world. Three powered worlds and the home transmitter form the interstellar network. |
Freight between worlds
Build a freight terminal on each world, install a cargo shuttle in the sending terminal, then choose the destination, item, batch and target stock. Supply ordinary ship fuel and power both terminals. A shuttle carries up to 200 items; each terminal has 1,000-unit input and output buffers. Active terminals draw 150 W. Local depot drones supply and empty them when linked. Cargo counts as delivered after unloading; a full destination or missing power delays the route. Both terminals need a clear sky; fuel for the route is deducted at dispatch.