Judged by the job it solves
- What job the building solves
- When it first makes sense in a run
- Which mechanics or materials it pairs with
- Whether shared layouts fit it
Once the broad loop is running, the real work is machine placement: which building fits where, what it demands, and how it changes the route around it.
These are the machines where general advice turns into concrete placement choices, especially once you start refining layouts instead of improvising.
The first building that produces Gold: feed it Wet Sand, collect Gold below and Residue above.
Drops Burnt Residue from 25 or more blocks up to mint Gold and the Seeds that start farming.
Presses Amethelis into Dry Amethelis with steam from below, feeding late-game crafting.
Sweeper, Digger, Recon, and Hauler drones take over cleanup, digging, scouting, and transport.
Moves solid pixels sideways, blocks liquids, gases, and players, and reverses with Shift.
Lifts solid pixels up a tower and throws them out an angled top, blocking nothing.
Carries Water between a Pump and a Liquid Vent, ignores other blocks, and never moves Lava.
Drinks non-lava liquid in its tile through a central 2x2 area and feeds it to Pipes.
A configurable Conveyor Belt that lets one pixel type drop through instead of riding on.
Deposits Water supplied by Pipes through a central 2x2 area, scaling with more Pumps.
No single "Processing Plant" exists; find the right machine among the Shaker, Kinetic Press, and Steam Dryer.
Turns a Wet Seed into a Flower on contact, then passes only Gold and Amethelis through.
Important for players looking for layouts, examples, and shared factory thinking.
Jump between building, mechanic, and material references as a layout grows.
Look for what the machine does, when it earns a place in a layout, which neighbors it depends on, and where throughput usually stalls.