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Production Chain & Recipes

A recipe turns one or more input resources into an output resource at a fixed base rate. Recipes run continuously inside producer buildings as long as the building has assigned dwarves and enough input stock. This page covers how the simulation works and lists every recipe in the game.

For the resources themselves see Resource Catalog; for the buildings see Production Buildings.

How the production simulation works

The simulation ticks every 250 ms. On each tick, for every producer building, the engine:

  1. Checks the building has at least one assigned dwarfno workers means no output.
  2. Computes a worker multiplier from the assigned dwarves.
  3. Multiplies in the building level rate, any station bonus, and empire-wide research / sector / galaxy modifiers.
  4. For each active recipe: verifies inputs are in stock, consumes inputs, produces outputs, and clamps the result to the asteroid’s storage cap.

The production formula

effectiveRate = recipe.rate
              × workerMultiplier        (assigned dwarves)
              × buildingLevelMultiplier (refinery ratio / factory throughput)
              × stationBonus            (mining or refining)
              × empireModifiers         (research + sector + galaxy)

Worker multiplier — each assigned, available (not injured / not on expedition) dwarf contributes:

contribution = classFit × max(0.25, health / 100)

classFit is 1.5 when the dwarf’s class matches the building (Miner → Mine Shaft; Engineer → Refinery, Component Factory, Assembly Plant, Armory) and 1.0 otherwise. The summed contribution is then multiplied by the daily-login streak bonus (+5%/day, up to +50%). With zero assigned workers the multiplier is 0 and the building produces nothing.

Building-level scaling

Building Level effect on output
Mine Shaft Flat base rate per level: 5, 8, 12, 17, 24, 33, 45, 60, 80, 105 (Lv1→Lv10).
Refinery Output-ratio multiplier: 0.80, 0.85, 0.90, 0.95, 1.00, 1.05, 1.10, 1.15 (Lv1→Lv8). Also grows parallel-recipe slots.
Component Factory Throughput multiplier ×1, ×2, ×3.5, ×6, ×10 (Lv1→Lv5, normalised to Lv1).
Assembly Plant Throughput multiplier ×1, ×2, ×3.6, ×6, ×10 (Lv1→Lv5, normalised to Lv1).

Where inputs and outputs live

Production is per-asteroid: each building reads and writes its own asteroid’s inventory. A recipe whose inputs are mined on a different asteroid will stall until you ship them over with Cargo Shuttles or pool them at a Station. When a Sector Station serves the asteroid, recipes may also draw inputs from the station’s shared storage pool (local stock first, then the pool). A starved recipe simply skips the tick and flags a stall the UI can surface.

Mining bonuses & Mining Burst

Mine Shaft output is lifted by:

  • Station mining bonus (Sector Station: ×1.10 → ×1.38 by level).
  • Sector / galaxy / research yield modifiers and richer-deposit research.
  • Mining Burst — an active ability (unlocked by Blasting Charges, research node dd_03) that doubles empire-wide extraction (×2.0) for a base 30 s on a 300 s cooldown. While a burst runs, miners on aggressive deposits take hazard damage. See Research Tree.

Ice → Water and Biomass

Two flows run automatically:

  • Ice → Water: every unit of Ice a Mine Shaft extracts is also melted 1:1 into Water on the same tick.
  • Biomass: produced by the living colony at 1 unit/dwarf/sec on each asteroid (it is not mined), feeding the Fungus Farm.

Example recipe (data format)

Recipes are defined in data/economy/recipes.json. Each entry names the producer building, the input quantities, the output, and the base rate:

{
  "id": "recipe_iron_copper_alloys",
  "building": "refinery",
  "inputs": { "iron": 2, "copper": 1 },
  "outputs": { "alloys": 1 },
  "rate": 0.5,
  "tier": "tier2"
}

This Refinery recipe consumes Iron and Copper and produces Alloys at a base 0.5 units/sec (at Refinery Lv1, one worker, no bonuses).


The chain at a glance

RAW (Mine Shaft) ──► REFINED (Refinery) ──► MANUFACTURED (Component Factory) ──► ASSEMBLED (Assembly Plant)

Iron ─────────────► Steel ───────────────► Machine Parts ──┐
Iron + Copper ────► Alloys ──────────────► Electronics ────┼─► Components ──► Station Parts
Ice ──────────────► Fuel ──────────────────────────────────┘                 (+ Fuel)

Silica ───────────► Silica Wafer ─┐
Gold Ore ─► Gold Ingot ─► Gold Plate ──► Electronic Parts ──┐
Crystal ──────────► Focusing Lens ─────────────────────────┴─► Optics

Rare Earth Ore ──► R.E. Concentrate ──► Permanent Magnets ──┐
                                        (+ Electronics       ├─► Servo Motor
                                         + Steel Plate)──────┘

Carbon ──► Graphite ──► Carbon Fiber ──┐
Silica + Clay ──► Ceramics ──► Ballistic Ceramic ──┼─► Composite Armour Plate
Titanium Ore ──► Titanium Ingot ──► Titanium Plate ┘

Polymer Feedstock ──► Plastics ──┐
Steel ──► Steel Plate ───────────┴─► Reactive Plating (+ Titanium Plate)

Ice ──► Water ──┐
Water + Biomass ┴─► Food ──► Meals          (Fungus Farm → Galley)
Water + Biomass ──► Grain                   (Fungus Farm)
Water + Grain/Food ──► Ale                  (Brewery)

Recipe reference

All values are at building Level 1, one worker, no bonuses. Inputs and outputs are the per-second quantities from recipes.json. The simulation scales these by level, workforce and bonuses as described above.

Passive (Mine Shaft)

Recipe Inputs Output Rate (/sec)
recipe_ice_to_water Ice 1 Water 1 1.0
recipe_biomass_ambient Biomass 1 1.0 (per colony; see note)

Mining recipes (recipe_mine_*) have no inputs — they pull ore straight from the asteroid deposit at the Mine Shaft’s level rate. See the Tier 1 table on Resource Catalog for per-ore base rates.

Sustenance (Fungus Farm, Galley)

Recipe Building Inputs Output Rate (/sec)
recipe_water_food Fungus Farm Water 2, Biomass 0.5 Food 1 1.0
recipe_farm_grain Fungus Farm Water 2, Biomass 0.5 Grain 0.5 0.5
recipe_food_meals Galley Food 2 Meals 1 0.5

Ale (Brewery)

Recipe Inputs Output Rate (/sec)
recipe_ale_stout Water 3, Grain 2 Stout 1 0.2
recipe_ale_firebrew Water 3, Food 2 Firebrew 1 0.15
recipe_ale_courage Water 3, Grain 2 Courage Ale 1 0.15
recipe_ale_deepdelver Water 4, Food 2, Grain 1 Deep Delver’s Ale 1 0.1
recipe_ale_healingmead Water 3, Grain 3 Healing Mead 1 0.1

Refining (Refinery → Tier 2)

Recipe Inputs Output Rate (/sec)
recipe_iron_steel Iron 3 Steel 1 1.0
recipe_ice_fuel Ice 2 Fuel 1 0.5
recipe_iron_copper_alloys Iron 2, Copper 1 Alloys 1 0.5
recipe_gold_ore_ingot Gold Ore 3 Gold Ingot 0.3
recipe_titanium_ore_ingot Titanium Ore 3 Titanium Ingot 0.4
recipe_carbon_graphite Carbon 2 Graphite 0.5
recipe_polymer_plastics Polymer Feedstock 2 Plastics 0.5
recipe_silica_wafer Silica 3 Silica Wafer 0.4
recipe_enriched_fuel Fuel 2, Sulphur 1, Helium-3 0.2 Enriched Fuel 0.1
recipe_ceramics Silica 2, Clay 2 Ceramics 0.4
recipe_rare_earth_concentrate Rare Earth Ore 4 Rare Earth Concentrate 0.2

Manufacturing (Component Factory → Tier 3)

Recipe Inputs Output Rate (/sec)
recipe_steel_machineparts Steel 2 Machine Parts 0.2
recipe_alloys_electronics Alloys 2 Electronics 0.15
recipe_silica_wafer_electronic_parts Silica Wafer 2, Gold Plate 1 Electronic Parts 0.1
recipe_graphite_carbon_fiber Graphite 3 Carbon Fiber 0.2
recipe_gold_ingot_plate Gold Ingot 2 Gold Plate 0.15
recipe_titanium_ingot_plate Titanium Ingot 2 Titanium Plate 0.3
recipe_steel_plate Steel 2 Steel Plate 0.5
recipe_crystal_focusing_lens Crystal (Raw) 2 Focusing Lens 0.1
recipe_rare_earth_magnets Rare Earth Concentrate 3 Permanent Magnets 0.15
recipe_ceramics_ballistic Ceramics 2 Ballistic Ceramic 0.2

Assembly (Assembly Plant → Tier 4)

Recipe Inputs Output Rate (/sec)
recipe_parts_electronics_components Machine Parts 1, Electronics 1 Components 1 0.05
recipe_components_fuel_stationparts Components 1, Fuel 2 Station Parts 1 0.02
recipe_lens_parts_optics Focusing Lens 1, Electronic Parts 1 Optics 1 0.05
recipe_magnets_motor Permanent Magnets 1, Electronics 1, Steel Plate 1 Servo Motor 1 0.03
recipe_composite_armour_plate Carbon Fiber 1, Ballistic Ceramic 1, Titanium Plate 1 Composite Armour Plate 1 0.03
recipe_reactive_plating Steel Plate 1, Titanium Plate 1, Plastics 2 Reactive Plating 1 0.04

Combat components (Armory)

The Armory crafts the comp_* combat components. Quantities differ between the data catalog and the live client and are first-pass; see Combat Equipment for the authoritative list. Recipes: recipe_comp_iron_casting, recipe_comp_ammunition, recipe_comp_gun_barrel, recipe_comp_power_cell, recipe_comp_energy_capacitor, recipe_comp_targeting_optic, recipe_comp_pressure_seal, recipe_comp_rune_shard, recipe_comp_void_crystal_shard, recipe_comp_exotic_ingot.


Throughput bottlenecks to watch

  • Rare Earth chain consumes Rare Earth Ore at a heavy 4:1 ratio into Concentrate, then 3:1 into Magnets — the deepest civilian chain in the game. Expect to dedicate a second Refinery before Servo Motors flow.
  • Tier 4 rates are tiny (0.02–0.05/sec at Lv1). Station Parts in particular (0.02/sec) are the slowest civilian good — upgrade the Assembly Plant and back it with the Orbital Foundry mega project (+60% Component production across its phases).
  • Cross-asteroid inputs stall silently unless you have shuttle routes or a shared station pool. Automation tiers can keep chains fed end-to-end.

All recipe figures are flagged first-pass / balance-TBD in the data and may be retuned. See Data Tables for raw exports.

Documents SpaceDwarves v0.10.0 · Changelog