Planet Production Planner

Pick a planet and a recipe, get the machine count in the building that actually runs it — and, more usefully, a list of every input that has to arrive by rocket.

Data matches game version 2.1.12, updated 2026-08-20.

Planner ready

Which planet is actually self-sufficient

Counting how many of each planet's speciality recipes need at least one input from off-world gives a clearer picture of what a base there costs than any guide's description does:

Planet Speciality building Speed Recipes Need imports
Vulcanus foundry 4 20 9 (45%)
Fulgora electromagnetic plant 2 11 11 (100%)
Gleba biochamber 2 23 3 (13%)
Aquilo cryogenic plant 2 15 13 (87%)

Gleba is the closest to standing on its own: only 13% of its speciality recipes need anything shipped in, because its chains start from things it grows or mines locally. Fulgora sits at the other end at 100% — it processes what it finds, but almost every finished product also wants materials from elsewhere. That difference decides how much rocket capacity a base needs long before any ratio does.

Why speciality buildings change the answer

The foundry runs at speed 4, against 1.25 for a tier 3 assembler. A planner that quietly assumes an assembler overstates the machine count by more than three times. The buildings also carry more module slots — the cryogenic plant has 8 — which changes what module choices are worth making.

Spoilage: the constraint with no equivalent elsewhere

Several Gleba materials decay on a timer, and a plan that ignores it will look correct and fail in practice. Shelf lives, shortest first:

ItemShelf lifeBecomes
copper bacteria 1 min copper ore
iron bacteria 1 min iron ore
yumako mash 3 min spoilage
jelly 4 min spoilage
nutrients 5 min spoilage
pentapod egg 15 min disappears
captive biter spawner 30 min disappears
biter egg 30 min disappears

The one-minute items are the ones that catch people out. At those timescales, belt length between production and consumption is a real design constraint rather than a cosmetic one, and buffering — normally good practice — actively destroys throughput.

Applies when…

  • Machine counts cover the speciality building for that recipe category. Recipes without a speciality category fall back to a tier 3 assembler.
  • The local-versus-import split is based on what each planet's own recipes and resources can produce. It does not account for what you happen to have stockpiled there.
  • Import lists are one level deep: they name the inputs this recipe needs from elsewhere, not the full chain behind each of those inputs.
  • Spoilage timers assume items are held at normal conditions. Time spent on belts, in buffers and in machine input slots all counts against the shelf life.
  • Figures are for normal quality equipment and no productivity modules.

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