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Moon Sweepers Factory Layout and Machine Ratios

Plan a testable production line and understand what the published numbers assume.

Released Oct 23, 2026

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A community-reported starting point is two Pressure Chambers for five Stone Presses. That ratio balances sand output against the presses’ sand input if all machines run at their published full rates. It is not a developer-certified optimal layout, and it does not prove how many J.O.O.N.A.S. robots or catchers your save needs.

The community ratio

Community databases report a Pressure Chamber produces up to 25 kg of sand per minute, while a Stone Press consumes 10 kg of sand per minute. Two chambers therefore provide 50 kg per minute for five presses under continuous full-input conditions. Community calculators also report a separate raw-dust input for each press. Split the incoming stream so sand production does not consume the raw dust needed by the presses.

A smaller one-chamber, two-press line leaves some sand capacity unused. Actual performance depends on power, supply, conveyor routing and uptime. These figures are community data, not official published machine specifications, and have not been measured by GuideWiki.

Build and test the line

  1. Route dust from the collection side into a split: one branch to chambers, another to the presses’ raw-dust input.
  2. Connect chamber output to the presses’ sand input, then connect press output to the deposit.
  3. Provide power and watch each stage run. If a machine idles, find the first empty input or blocked output before expanding.
  4. Scale only after a complete batch reaches the deposit. Layout, belt limits and supply can make a theoretically balanced ratio underperform.

Co-op upgrades and construction

Patch 1.0.3 made upgrades shared across the crew through the host’s upgrade matrix. Coordinate purchases around the host world rather than assuming every player must buy a separate copy. The same patch allowed machines to span multiple foundations; 1.0.5 later added building on dusty ground and a move mode. Plan access for inputs and outputs before expanding, then move sections as needed instead of rebuilding the entire line.

Removing building pieces refunds their full cost in 1.0.5, according to the patch notes. This statement applies to building pieces and should not be generalized to all vehicles or upgrades. If a garage is in the way, 1.0.3 also fixed a problem where demolishing it deleted stored vehicles; preserve a backup before a major reconstruction.

J.O.O.N.A.S. and catchers in 1.0.5

The developer says robots deliver capsules to the emptiest catcher in the nearest group. Catchers within 100 m form a group; when every catcher in that group is over 80% full, deliveries move to the next group. Do not infer a fixed number of robots per catcher from this rule. Watch fill levels and downstream flow in your own world.

Ports, mergers and moving a line

In 1.0.4, any crewmate can place splitters and mergers on another player’s belts, and mergers alternate between their inputs. In 1.0.5, moving a building piece also carries what stands on it; attached belts follow if they can reach. Check both ends after moving a section. The garage silo can display a reason when it is not exporting, such as a missing outfeed belt.

Rebuilding after 1.0.5

Update 1.0.5 added move mode, full removal refunds and machine snapping to foundations. This makes it easier to test a small line and adjust it. The same update fixed a capsule-packing problem in large bases; check your version before following older advice. For slowdowns, see performance.

Place and adjust foundations

In 1.0.5, building pieces can be placed on dusty ground without cleaning it first. Aim at a foundation’s top, underside or side to place a piece relative to it; the developer also says pieces can extend beyond an edge. This gives you room to route a line around an existing structure, but leave access to its ports before committing to a dense arrangement.

Machines snap to foundations in this update. The mouse wheel rotates a machine in 90-degree increments, or 30 degrees on hexagonal foundations; F switches to free placement. Snapping helps align a row, while free placement is available where the grid does not fit your plan. Check that belts actually reach the ports after placing or moving the machines.

Move a section safely

With the building tool, press R to enter move mode and pick up a piece with what stands on it. The developer says connected belts follow where they can reach. Right-click returns the piece; R or Esc ends move mode, while X switches to removal. On a controller, Y enters move mode from remove mode. After placing the section, inspect both ends of every affected belt and run material through the line before moving another section.

Check the last connection

Do not stop checking at the production machine. The 1.0.3 notes say the deposit intake pays the amount shown on its screen and pays for dust and stone delivered by belt as they arrive. Compare the intake display with what reaches it during a test. If material stays upstream, trace the belt back to the first stalled point instead of assuming the deposit has received it.

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