Resource Catalog
Everything your colony mines, refines, brews, assembles and trades is a
resource. Each resource has an id, a tier, a base storage cap, an
optional market value (Credits per unit when sold on the
Market), and a role in one or more
production chains.
This page is the master index of every resource defined in the game data. For how resources are made, see Production Chain & Recipes; for the buildings that make them, see Production Buildings.
How to read this catalog
| Column | Meaning |
|---|---|
| ID | The internal resource id used in recipes and save data. |
| Name | The display name shown in the UI. |
| Storage cap | Base per-asteroid stockpile cap before a Warehouse raises it. Some bulk ores share the asteroid-wide Warehouse cap; the figure here is the resource’s own base pool. |
| Market value | Base Credits per unit when sold on the Market. — means the resource cannot be sold on the normal Market (no market value, or it is currency / a crafted combat component). |
| Consumable | Whether the resource is steadily consumed by the colony or expended on use. |
Tiers at a glance:
consumable→consumable.ale→tier1(raw ore) →tier2(refined) →tier3(manufactured) →tier4(assembled) →special→shipPart→combatComponent→currency. Higher tiers are worth more but take longer chains to produce.
Consumables
The sustenance economy. Water and Biomass feed the Fungus Farm; Food is cooked into Meals; Meals keep your dwarves fed and provision expedition Supplies (10 Meals = 1 Supply).
| ID | Name | Storage cap | Market value | Consumable | Role |
|---|---|---|---|---|---|
water |
Water | 500 | — | Yes | Melted from Ice. Input to Food, Meals and every Ale. The game’s first strategic choice: mine Iron or harvest Ice? |
food |
Food | 300 | — | No | Grown in the Fungus Farm from Water + Biomass. Intermediate — must be cooked into Meals. |
meals |
Meals | 200 | — | Yes | Cooked in the Galley. Primary sustenance: drives Health/Fatigue recovery and provisions expedition Supplies. Colony eats 0.1 Meals/dwarf/sec. |
grain |
Grain | 400 | 2 | No | Grown in the Fungus Farm (grain mode). Required for Stout, Courage Ale, Deep Delver’s Ale and Healing Mead. |
biomass |
Biomass | 300 | 1 | No | Organic matter produced passively by your living colony (1 unit/dwarf/sec). Consumed by the Fungus Farm for Food and Grain. |
Ale (Consumable Buffs)
Strategic consumables brewed at the Brewery and stored in the Tavern. Applied before a shift or an expedition. Full buff details live on Ale & Potions.
| ID | Name | Storage cap | Market value | Buff (summary) | Scope |
|---|---|---|---|---|---|
ale.stout |
Stout | 100 | 8 | +15% Mining, +10% Production for 10 min | Individual / Colony |
ale.firebrew |
Firebrew | 100 | 10 | Clears 40 Fatigue; blocks Fatigue-lock 5 min | Individual |
ale.courage |
Courage Ale | 100 | 12 | −20% expedition risk, ×0.85 health damage/stage | Squad (full expedition) |
ale.deepDelver |
Deep Delver’s Ale | 80 | 18 | ×1.25 loot value on Stages 3–5 | Squad (full expedition) |
ale.healingMead |
Healing Mead | 80 | 15 | +20 Health instantly, ×1.30 hospital recovery | Individual (until injury cleared) |
Tier 1 — Raw Ore
Mined directly from asteroid deposits by the Mine Shaft. Each asteroid hosts particular deposit types; rarer ores appear in later sectors. The “Base rate” is the Mine Shaft Lv1 extraction rate before workforce and bonuses.
| ID | Name | Storage cap | Market value | Base rate (Lv1) | Primary sector | Feeds |
|---|---|---|---|---|---|---|
iron |
Iron | 1000 | 1 | 5/sec | Alpha | Steel, Alloys, most build costs |
copper |
Copper | 1000 | 2 | 3/sec | Alpha/Beta | Alloys |
ice |
Ice | 500 | 1 | 3/sec | Alpha/Beta | Water (1:1 passive melt), Fuel |
silica |
Silica | 800 | 2 | 4/sec | Alpha/Beta | Silica Wafer, Ceramics |
carbon |
Carbon | 800 | 2 | 3/sec | Beta/Gamma | Graphite → Carbon Fiber |
sulphur |
Sulphur | 600 | 3 | 2/sec | Beta/Gamma | Enriched Fuel, Ammunition |
rareEarthOre |
Rare Earth Ore | 400 | 8 | 1/sec | Beta/Gamma | Rare Earth Concentrate → Magnets → Servo Motor |
titaniumOre |
Titanium Ore | 600 | 5 | 2/sec | Beta | Titanium Ingot → Titanium Plate |
goldOre |
Gold Ore | 400 | 6 | 1.5/sec | Beta | Gold Ingot → Gold Plate |
crystalRaw |
Crystal (Raw) | 300 | 10 | 1/sec | Beta/Gamma | Focusing Lens → Optics; Rune/Void shards |
polymerFeedstock |
Polymer Feedstock | 600 | 4 | 2/sec | Beta | Plastics |
helium3 |
Helium-3 | 200 | 20 | 0.5/sec | Gamma | Enriched Fuel |
clay |
Clay | 800 | 1 | 3/sec | Alpha/Beta | Ceramics |
Legacy aliases:
gold→goldIngot,titanium→titaniumIngot,crystal→crystalRaw. Old save data and some docs use the short names.
Tier 2 — Refined Materials
Produced from raw ore at the Refinery (the first value-add step).
| ID | Name | Storage cap | Market value | Made from | Feeds |
|---|---|---|---|---|---|
steel |
Steel | 500 | 6 | Iron | Machine Parts, Steel Plate, build costs |
fuel |
Fuel | 300 | 8 | Ice | Station Parts, Enriched Fuel, shuttles |
alloys |
Alloys | 400 | 10 | Iron + Copper | Electronics |
goldIngot |
Gold Ingot | 300 | 25 | Gold Ore | Gold Plate |
titaniumIngot |
Titanium Ingot | 400 | 18 | Titanium Ore | Titanium Plate |
graphite |
Graphite | 400 | 12 | Carbon | Carbon Fiber |
plastics |
Plastics | 400 | 10 | Polymer Feedstock | Reactive Plating, Pressure Seal |
silicaWafer |
Silica Wafer | 300 | 15 | Silica | Electronic Parts |
enrichedFuel |
Enriched Fuel | 150 | 60 | Fuel + Sulphur + Helium-3 | Power Cell (energy weapons) |
ceramics |
Ceramics | 400 | 14 | Silica + Clay | Ballistic Ceramic, Pressure Seal |
rareEarthConcentrate |
Rare Earth Concentrate | 200 | 40 | Rare Earth Ore | Permanent Magnets |
Tier 3 — Manufactured Goods
Built at the Component Factory from Tier 2 inputs.
| ID | Name | Storage cap | Market value | Made from | Feeds |
|---|---|---|---|---|---|
machineParts |
Machine Parts | 200 | 25 | Steel | Components |
electronics |
Electronics | 150 | 35 | Alloys | Components, Servo Motor, Power Cell |
electronicParts |
Electronic Parts | 150 | 50 | Silica Wafer + Gold Plate | Optics, Targeting Optic, Energy Capacitor |
carbonFiber |
Carbon Fiber | 200 | 45 | Graphite | Composite Armour Plate |
goldPlate |
Gold Plate | 100 | 60 | Gold Ingot | Electronic Parts, Exotic Ingot |
titaniumPlate |
Titanium Plate | 200 | 40 | Titanium Ingot | Composite/Reactive Plating, combat gear |
steelPlate |
Steel Plate | 300 | 20 | Steel | Servo Motor, Reactive Plating, castings |
focusingLens |
Focusing Lens | 100 | 55 | Crystal (Raw) | Optics |
permanentMagnets |
Permanent Magnets | 150 | 80 | Rare Earth Concentrate | Servo Motor |
ballisticCeramic |
Ballistic Ceramic | 200 | 35 | Ceramics | Composite Armour Plate |
Tier 4 — Assembled Goods
The top of the civilian chain, built at the Assembly Plant (and boosted by the Orbital Foundry mega project).
| ID | Name | Storage cap | Market value | Made from | Role |
|---|---|---|---|---|---|
components |
Components | 100 | 80 | Machine Parts + Electronics | Station Parts; station & mega-project builds |
stationParts |
Station Parts | 50 | 200 | Components + Fuel | Building & upgrading Stations |
optics |
Optics | 100 | 120 | Focusing Lens + Electronic Parts | Targeting Optic |
servoMotor |
Servo Motor | 80 | 150 | Permanent Magnets + Electronics + Steel Plate | Gun Barrel, turrets |
compositeArmourPlate |
Composite Armour Plate | 80 | 200 | Carbon Fiber + Ballistic Ceramic + Titanium Plate | High-tier armour & plating |
reactivePlating |
Reactive Plating | 80 | 180 | Steel Plate + Titanium Plate + Plastics | Top-tier structure defense |
Special Materials
No production recipe — sourced only from expeditions, the Traveling Merchant, or the Market.
| ID | Name | Storage cap | Market value | Source | Role |
|---|---|---|---|---|---|
rareRelics |
Rare Relics | 50 | 500 | Gamma expedition loot | Rune Shard crafting; high-value export |
exoticMaterials |
Exotic Materials | 30 | 800 | Gamma expedition loot | Void Crystal Shard, Exotic Ingot |
polymerConduit |
Polymer Conduit | 50 | — (Merchant 4,000) | Traveling Merchant only | Void-navigation relay → unlocks Beta |
clayConduit |
Clay Conduit | 50 | — (Merchant 4,000) | Traveling Merchant only | Void-navigation relay → unlocks Beta |
Conduits cannot be mined, crafted, or sold on the normal Market (their market value is intentionally
null). They exist only in the Traveling Merchant’s stock and gate the Alpha → Beta sector transition. Note the distinction from rawpolymerFeedstockandclay, which are mineable bulk inputs.
Ship Parts
The shipPart tier. These five materials have no production recipe and cannot be
sold on the normal Market — they are dropped by rift mini-bosses (the final
wave of each rift level) and spent to build dwarf-crewed capital ships. See
Rifts & Fleet for how they are earned and used.
| ID | Name | Storage cap | Market value | Source | Role |
|---|---|---|---|---|---|
shipHull |
Hull Segment | 100 | — | Rift mini-boss drop | Capital-ship build part |
shipReactor |
Reactor Core | 100 | — | Rift mini-boss drop | Capital-ship build part |
shipMainGun |
Main Gun Battery | 100 | — | Rift mini-boss drop | Capital-ship build part |
shipBridge |
Bridge Module | 100 | — | Rift mini-boss drop (deep rift levels only) | Capital-ship build part — rarest |
shipPlating |
Armour Plating | 100 | — | Rift mini-boss drop | Capital-ship build part |
All five are non-sellable (market value is intentionally
null) and exist only to be consumed by capital-ship construction. The Bridge Module is the rarest, dropping only on the deepest rift levels.
Currency
| ID | Name | Storage cap | Role |
|---|---|---|---|
credits |
Credits | unlimited | Universal currency. Earned from Market sales, expedition loot and milestone rewards (start with 500). Spent on construction, upgrades, hiring, research and stations. |
Combat Components
Crafted at the Armory and stored in a per-Armory inventory rather than the main resource pool. They are not sold on the normal Market. Full details and build costs live on Combat Equipment; they are listed here only for completeness.
| ID | Name | Consumable | Crafted from (catalog) |
|---|---|---|---|
comp_iron_casting |
Iron Casting | No | Steel Plate + Iron |
comp_ammunition |
Ammunition | Yes | Iron + Sulphur |
comp_gun_barrel |
Gun Barrel | No | Steel Plate + Servo Motor + Iron |
comp_power_cell |
Power Cell | No | Electronics + Enriched Fuel + Titanium Plate |
comp_energy_capacitor |
Energy Capacitor | No | Electronic Parts + Alloys |
comp_targeting_optic |
Targeting Optic | No | Optics + Electronic Parts + Steel Plate |
comp_pressure_seal |
Pressure Seal | No | Plastics + Steel Plate + Ceramics |
comp_rune_shard |
Rune Shard | No | Crystal + Rare Earth Concentrate + Rare Relics |
comp_void_crystal_shard |
Void Crystal Shard | No | Crystal + Exotic Materials |
comp_exotic_ingot |
Exotic Ingot | No | Exotic Materials + Titanium Plate + Gold Plate |
Note: Combat-component recipe quantities differ between the data catalog (
recipes.json) and the live client; the values above are the catalog ingredients only. Treat exact amounts as first-pass / balance-TBD and see Combat Equipment for the authoritative crafting list.
Notes & caveats
- Every economy resource is flagged first-pass / balance-TBD in the game data; numbers here are accurate to the current data files but may be retuned.
- Market values for
rareRelics(500) andexoticMaterials(800) are designer estimates pending a balance pass. - See Data Tables for the raw exported figures and Glossary for terminology.