The workshop is a game tab that opens up fairly early in the game. It contains two important functions:
Note: Description is in red when it does not match the actual cost or effect.
Name | Resource |
Cost |
Description | Effect | Prerequisite |
---|---|---|---|---|---|
Mineral Hoes | Science Minerals |
100 275 |
Farmers are 50% more effective | Farmer output +50% (catnipRatio) | - |
Iron Hoes | Science Iron |
200 25 |
Farmers are 30% more effective | Farmer output +30% (catnipRatio) | - |
Mineral Axe | Science Minerals |
100 500 |
Woodcutters are 70% more effective | Woodcutters output +70% (woodRatio) | - |
Iron Axe | Science Iron |
100 50 |
Woodcutters are 50% more effective | Woodcutters output +50% (woodRatio) | - |
Steel Axe | Science Steel |
20k 75 |
Very sharp and durable axes. Woodcutters are 50% more effective | Woodcutters output +50% (woodRatio) | Steel |
Reinforced Saw | Science Iron |
2500 1000 |
Improve Lumber Mill efficiency by 20% | Each Lumber Mill gives an additional +20% (lumberMillRatio) | Construction |
Steel Saw | Science Steel |
52k 750 |
Improve Lumber Mill efficiency by 20% | Each Lumber Mill gives an additional +20% (lumberMillRatio) | Physics |
Titanium Saw | Science Titanium |
70k 500 |
Improve Lumber Mill efficiency by 15% | Each Lumber Mill gives an additional +15% (lumberMillRatio) | Steel Saw |
Alloy Saw | Science Alloy |
85k 75 |
Improve Lumber Mill efficiency by 15% | Each Lumber Mill gives an additional +15% (lumberMillRatio) | Titanium Saw |
Titanium Axe | Science Titanium |
38k 10 |
Indestructible axes. Woodcutters are 50% more effective. | Woodcutters output +50% (woodRatio) | Navigation |
Alloy Axe | Science Alloy |
70k 25 |
The more you use them, the sharper they are! Woodcutters are 50% more effective. | Woodcutters output +50% (woodRatio) | Chemistry |
Expanded Barns | Science Wood Minerals Iron |
500 1000 750 50 |
75% more storage space for wood and iron | Max wood, minerals, and iron from Barns, Warehouses and Harbors is increased by 75% | - |
Reinforced Barns | Science Beam Slab Iron |
800 25 10 100 |
80% more storage space for wood and iron | Max wood, minerals, and iron from Barns, Warehouses and Harbors is increased by 80% | - |
Reinforced Warehouses | Science Plate Steel Scaffold |
15k 50 50 25 |
Storage facilities store 25% more resources | Max wood, minerals, coal, iron, gold, and titanium from Warehouses, Barns, Harbors, and Mints is increased by 25% | Steel |
Titanium Barns | Science Titanium Steel Scaffold |
60k 25 200 250 |
Storage facilities store twice as many resources | Max wood, minerals, and iron from Barns, Warehouses and Harbors is increased by 100% | Reinforced Barns |
Alloy Barns | Science Alloy Plate |
75k 20 750 |
Storage facilities store twice as many resources | Max wood, minerals, and iron from Barns, Warehouses and Harbors is increased by 100% | Chemistry |
Concrete Barns | Science Concrete Titanium |
2000 45 2000 |
Storage facilities store 75% more resources | Max wood, minerals, and iron from Barns, Warehouses and Harbors is increased by 75% | Concrete Pillars |
Titanium Warehouses | Science Titanium Steel Scaffold |
70k 50 500 500 |
Storage facilities store 50% more resources | Max wood, minerals, coal, iron, gold, and titanium from Warehouses, Barns, Harbors, and Mints is increased by 50% | Silos |
Alloy Warehouses | Science Titanium Alloy |
90k 750 50 |
Storage facilities store 45% more resources | Max wood, minerals, coal, iron, gold, and titanium from Warehouses, Barns, Harbors, and Mints is increased by 45% | Chemistry |
Concrete Warehouses | Science Titanium Concrete |
100k 1250 35 |
Storage facilities store 35% more resources | Max wood, minerals, coal, iron, gold, and titanium from Warehouses, Barns, Harbors, and Mints is increased by 35% | Concrete Pillars |
Storage Bunkers | Science Unobtainium Concrete |
25k 500 1250 |
Storage facilities store 20% more resources | Max wood, minerals, coal, iron, gold, and titanium from Warehouses, Barns, Harbors, and Mints is increased by 20% | Exogeology |
Energy Rifts | Science Titanium Uranium |
200k 7500 250 |
Accelerators will now create rifts to pocket dimension | Each Accelerator gains a substantial storage capacity | Dimensional Physics |
Stasis Chambers | Science Alloy Uranium Time Crystal |
235k 200 2000 1 |
Energy Rifts are twice as effective | Max catnip, wood, minerals, coal, iron, titanium, and gold from Accelerators is increased by +95% (acceleratorRatio) | Chronophysics |
Void Energy | Science Alloy Uranium Time Crystal |
275k 250 2500 2 |
Energy Rifts are even more effective | Max catnip, wood, minerals, coal, iron, titanium, and gold from Accelerators is increased by +75% (acceleratorRatio) | Stasis Chambers |
Dark Energy | Science Eludium Time Crystal |
350k 75 3 |
Energy Rifts are 2.5 times as effective | Max catnip, wood, minerals, coal, iron, titanium, and gold from Accelerators is increased by +250% (acceleratorRatio) | Void Energy |
Chronoforge | Science Relic Time Crystal |
500k 5 10 |
An alien technology related to time manipulation. | Unlocks the Chronoforge section of the Time tab. | Tachyon Theory |
Tachyon Accelerators | Science Eludium Time Crystal |
500k 125 10 |
Energy Rifts are 5 times as effective | Max catnip, wood, minerals, coal, iron, titanium, and gold from Accelerators is increased by +500% (acceleratorRatio) | Tachyon Theory |
Flux Condensator | Alloy Unobtainium Time Crystals |
250 5000 5 |
Chronospheres will now affect craftable resources. | 1.5 * # of Chronospheres * Sqrt(resource amount) of each craftable resource is carried over on reset. | Chronophysics |
LHC | Science Unobtainium Alloy |
250k 100 150 |
Every accelerator will provide a bonus to maximum science | +2500 max science per Accelerator | Dimensional Physics |
Photovoltaic Cells | Science Titanium |
75k 5000 |
Solar Farms are 50% more effective | Solar Farm energy production +50% (multiplies with other effects) | Nanotechnology |
Thin Film Cells | Science Unobtainium Uranium |
125k 200 1000 |
Solar Panels are slightly more effective in winter | Solar Farm energy production +15% in winter | Satellites |
Quantum Dot Cells | Science Eludium Thorium |
175k 200 1000 |
Solar Panels are slightly more effective all year | Solar Farm energy production +15% in winter (additive with Thin Film cells) Solar Farm energy production +30% in spring and autumn |
Thorium |
Solar Satellites | Science Alloy |
225k 750 |
Satellites will now generate energy instead of consuming it | Instead of consuming 1Wt, Satellites produce 1Wt. Additionally, Satellites can no longer be toggled on/off. | Orbital Engineering |
Expanded Cargo | Science Blueprint |
55k 15 |
Every trade ship will give 1% bonus to the Harbor capacity | Each trade ship adds +1% to harbor capacity with diminishing returns past 168.75% and a limit of 225% | Navigation |
Barges | Science Titanium Blueprint |
100k 1500 30 |
Harbors store more coal | Max coal from harbours is increased by 50% (multiplies with other effects) | Industrialization |
Reactor Vessel | Science Titanium Uranium |
135k 5000 125 |
Every reactor improves ship potential by 5% | Upgraded ships can increase harbor capacity by 5% per reactor past the 225% limit. Reactor must be turned on and operating to get the storage bonus. | Nuclear Fission |
Ironwood Huts | Science Wood Iron |
30k 15k 3000 |
Hut price ratio reduced by 50% | - | Reinforced Warehouses |
Concrete Huts | Science Concrete Titanium |
125k 45 3000 |
Hut price ratio reduced by 30% | - | Concrete Pillars |
Unobtainium Huts | Science Unobtainium Titanium |
200k 350 15k |
Hut price ratio reduced by 25% | - | Exogeology |
Eludium Huts | Science Eludium |
275k 125 |
Hut price ratio reduced by 10% | - | Advanced Exogeology |
Silos | Science Steel Blueprint |
50k 125 5 |
Warehouses can now store catnip | +750 max catnip per Warehouse All storage upgrades with "barns" in their name now apply 25% of their effect to max catnip as well. |
Ironwood Huts |
Refrigeration | Science Titanium Blueprint |
125k 2500 15 |
Expands catnip limit by 75% | Max catnip +75% (additive with the bonus from Hydroponics) | Electronics |
Composite Bow | Science Iron Wood |
500 100 200 |
An improved version of a bow which provides a permanent 50% boost to the catpower production | Hunters produce +50% more catpower | Construction |
Crossbow | Science Iron |
12k 1500 |
An improved version of a bow which provides a permanent 25% boost to the catpower production | Hunters produce +25% more catpower | Machinery |
Railgun | Science Titanium Blueprint |
150k 5000 25 |
Deadly electromagnetic weapon. 25% boost to the catpower production | Hunters produce +25% more catpower | Particle Physics |
Bolas | Science Minerals Wood |
1000 250 50 |
Throwing weapon made of heavy stone weights. Your hunters are twice as effective | Hunting bonus +1.0 (increase of about 80-100% of the basic fur and ivory hunting amounts) | Mining |
Hunting Armour | Science Iron |
2000 750 |
Hunters are 3 times as effective | Hunting bonus +2.0 (increase of about 165-200% of the basic fur and ivory hunting amounts) | Metal Working |
Steel Armour | Science Steel |
10k 50 |
Hunters are a bit more effective | Hunting bonus +0.5 (increase of about 40-50% of the basic fur and ivory hunting amounts) | Steel |
Alloy Armour | Science Alloy |
50k 25 |
Hunters are a bit more effective | Hunting bonus +0.5 (increase of about 40-50% of the basic fur and ivory hunting amounts) | Chemistry |
Nanosuits | Science Alloy |
185k 250 |
Maximum catpower! | Hunting bonus +0.5 (increase of about 40-50% of the basic fur and ivory hunting amounts) | Nanotechnology |
Caravanserai | Science Ivory Gold |
25k 10k 250 |
Tradeposts have a very minor effect on race standing | Each Tradepost improves standings by +0.35% | Navigation |
Catnip Enrichment | Science Catnip |
500 5000 |
Catnip refines twice as well | Each craft of wood costs 50 catnip instead of 100. | Construction |
Gold Ore | Science Minerals Iron |
1000 800 100 |
Small percentage of ore will be smelted into gold | Smelters produce 0.001 gold/tick (0.005/sec). IRON WILL: Hunting produces gold |
Currency |
Geodesy | Science Titanium Starchart |
90k 250 500 |
Geologists are more effective and can find gold | Geologists: +0.0075 coal/tick (+0.0375/sec) Geologists: +0.0008 gold/tick (+0.004/sec) |
Geology |
Register | Science Gold |
500 10 |
Leader manage jobs depending on experience. | When assigning or unassigning kitten jobs, if there is a leader, kittens who are skilled at that job will be prioritized. | Writing |
Concrete Pillars | Science Concrete |
100k 50 |
Repair barn and warehouse cracks with concrete. | Max wood, minerals, and iron from Barns and Warehouses and Harbors is increased by 5% Max wood, minerals, coal, iron, gold, and titanium from Warehouses and Barns, Harbors, and Mints is increased by 5% |
Mechanization |
Mining Drill | Science Titanium Steel |
100k 1750 750 |
Geologists are more effective | Geologists: +0.01 coal/tick (+0.05/sec) Geologists: +0.0005 gold/tick (+0.0025/sec) if Geodesy is researched |
Metallurgy |
Unobtainium Drill | Science Unobtainium Alloy |
250k 250 1250 |
Geologists are even more effective | Geologists: +0.015 coal/tick (+0.075/sec) Geologists: +0.0005 gold/tick (+0.0025/sec) if Geodesy is researched |
Exogeology |
Coal Furnace | Science Minerals Iron Beam |
5000 5000 2000 35 |
Smelters produce coal while burning wood | Smelters produce 0.005 coal/tick (0.025/sec) | Steel |
Deep Mining | Science Iron Beam |
5000 1200 50 |
Mines will also produce coal | Mines produce 0.003 coal/tick (0.015/sec) | Steel |
Pyrolysis | Science Compendium |
35k 5 |
Coal output is boosted by 20% | Coal production +20% (multiplies with other effects) Smelters are unaffected |
Physics |
Electrolytic Smelting | Science Titanium |
100k 2000 |
Smelters are twice as effective | Smelters produce +95% more iron and coal. | Metallurgy |
Oxidation | Science Steel |
100k 5000 |
Calciners are twice as effective at producing iron and 4 times at producing titanium | Calciners produce +95% more iron. Calciners produce +285% more titanium. |
Metallurgy |
Steel Plants | Science Titanium Gear |
140k 3500 750 |
10% of the calciner's iron output will be converted to steel | 10% of calciner iron production reserved and crafted into steel 100:1 | Robotics |
Automated Plants | Science Alloy |
200k 750 |
Steel Plants are boosted by 25% of your craft ratio | Increases the amount of steel produced by 25% of the general craft ratio (without affecting iron or coal consumption) | Steel Plants |
Nuclear Plants | Science Uranium |
250k 10k |
Steel Plants are additionally boosted by 2% per Reactor | Increases the amount of steel produced by 2% per active Reactor (without affecting iron or coal consumption) | Automated Plants |
Rotary Kiln | Science Titanium Gear |
145k 5000 500 |
Calciners are 75% more effective at producing iron and 3 times at producing titanium | Calciners produce +75% more iron. Calciners produce +225% more titanium. |
Robotics |
Fluidized Reactors | Science Alloy |
175k 200 |
Calciners are twice as effective | Calciners produce +100% more iron. Calciners produce +300% more titanium. |
Nanotechnology |
Nuclear Smelter | Science Uranium |
165k 250 |
Smelters can now produce titanium | Smelters produce titanium at a rate of 0.0015 per tick | Nuclear Fission |
Orbital Geodesy | Science Alloy Oil |
150k 1000 35k |
Quarries will now provide a small amount of uranium | Quarries produce uranium at a rate of 0.0005 per tick | Satellites |
Printing Press | Science Gear |
7500 45 |
Steamwork automatically prints manuscripts | Steamworks produce 0.0025 manuscripts/sec | Machinery |
Offset Press | Science Gear Oil |
100k 250 15k |
Printing press is 4 times as effective | Steamworks produce 0.01 manuscripts/sec | Combustion |
Photolithography | Science Alloy Oil Uranium |
250k 1250 50k 250 |
Printing press is 4 times as effective | Steamworks produce 0.04 manuscripts/sec | Satellites |
Uplink | Science Alloy |
75k 1750 |
Data Center and Bio Labs will provide bonus to each other | Increases the max science, max culture, and compendium cap of Data Centers by +1% per Bio Lab. Increases the max science of Bio Labs by +1% per Data Center. |
Satellites |
Starlink | Science Alloy Oil |
175k 5000 25k |
Every Data Center will provide additional 1% bonus to Bio Labs | Increases the max science of Bio Labs by +1% per Data Center. | Orbital Engineering |
Cryocomputing | Science Eludium |
125k 15 |
Data Center energy consumption reduced by 50% | Reduces Data Center energy consumption from 2Wt to 1Wt | Superconductors |
Machine Learning | Science Eludium Antimatter |
175k 25 125 |
Every level of AI Core will increase Data Center effectiveness by 10% | Effect is based on the number of AI Cores you have, not on your AI Level. | Artificial Intelligence |
Workshop Automation | Science Gear |
10k 25 |
Once per year Steamworks will convert small quantities of craftable resources to materials when they are at the limit | Converts (2 + 2*(# of Steamworks))% of wood (to beams) and minerals (to slabs) at 98% of that resource's cap | Machinery |
Advanced Automation | Science Gear Blueprint |
100k 75 25 |
Workshop Automation will be activated twice per year | - | Industrialization |
Pneumatic Press | Science Gear Blueprint |
20k 30 5 |
Workshop Automation will also convert iron to plates | - | Physics |
High Pressure Engine | Science Gear Blueprint |
20k 25 5 |
Reduces coal consumption of Steamworks by 20% | - | Steel |
Fuel Injector | Science Gear Oil |
100k 250 20k |
Reduces coal consumption of Steamworks by 20% | - | Combustion |
Factory Logistics | Science Gear Titanium |
100k 250 2000 |
Factories will provide a bigger bonus to craft effectiveness | Increases craft bonus of Factories by 1% | Electronics |
Carbon Sequestration | Science Titanium Gear Steel Alloy |
75k 1250 125 4000 1000 |
Use carbon sequestration to make factories be less polluting. Adds the ability to spend twice as much energy to make factories capture pollution from the atmosphere instead of creating pollution. | Reduces pollution produced by factories to 0. Enables automation for factories, when enabled each Factory consumes 4wt and reduces pollution by 2 points per tick. | Ecology |
Space Manufacturing | Science Titanium |
250k 125k |
Factories are providing bonus to Space Elevators and Orbital Arrays | Increases Space Bonus from Space Elevators and Orbital Arrays by 3.75% per factory. (4.5% with Factory Logistics) Does not apply to Planet Crackers. | Superconductors |
Celestial Mechanics | Science | 250 | Celestial events and meteors will generate additional science | 20% bonus IRON WILL: 60% bonus |
Mathematics |
Astrolabe | Science Titanium Starchart |
25k 5 75 |
Improves Observatory effectiveness by 50% | Observatories store 50% more science | Navigation |
Titanium Reflectors | Science Titanium Starchart |
20k 15 20 |
Improved telescope reflectors. Every observatory will give 2% to Library/Data Center effectiveness | Libraries' max science bonus increases by (2 * (number of Observatories))%. | Navigation |
Unobtainium Reflectors | Science Unobtainium Starchart |
250k 75 750 |
Improved telescope reflectors. Every observatory will give additional 2% to Library (and Data Center) effectiveness | Libraries' max science bonus increases by (2 * (number of Observatories))%. | Exogeology |
Eludium Reflectors | Science Eludium |
250k 15 |
Improved telescope reflectors. Every observatory will give additional 2% to Library (and Data Center) effectiveness | Libraries' max science bonus increases by (2 * (number of Observatories))%. | Advanced Exogeology |
Hydro Plant Turbines | Science Unobtainium |
250k 125 |
Unobtainium-based turbines. Hydro plants are 15% more effective. | Hydro Plant energy production +15% (increases from 5Wt to 5.75Wt) | Exogeology |
Antimatter Bases | Eludium Antimatter |
15 250 |
Reduce energy consumption for Moon Bases by 50% | Moon Bases consume 5Wt instead of 10Wt. | Antimatter |
AI Bases | Science Antimatter |
750k 7500 |
AI-powered logistics. Every AI Core will increase the effectiveness of moon bases by 10% | Effect is based on the number of AI Cores you have, not on your AI Level. | Antimatter Bases |
Antimatter Fission | Science Antimatter Thorium |
525k 175 7500 |
Engineers are 25% more effective at producing eludium. | - | Antimatter |
Antimatter Drive | Science Antimatter |
450k 125 |
Antimatter-powered rocket engine | Space travel speed: 25 (travel time is divided by 25, or 75 with Thorium Drive) | Antimatter |
Antimatter Reactors | Eludium Antimatter |
35 750 |
Your Research Vessels and Space Beacons are 95% more effective | Max Science from Research Vessels and Space Beacons is increased by 95% | Antimatter |
Advanced AM Reactors | Eludium Antimatter |
70 1750 |
Your Research Vessels and Space Beacons are ~77% more effective | Max Science from Research Vessels and Space Beacons is increased to 150% | Antimatter Reactors |
Void Reactors | Void Antimatter |
250 2500 |
Your Research Vessels are ~166% more effective | Max Science from Research Vessels and Space Beacons is increased by 400% | Advanced AM Reactors |
Relic Station | Eludium Antimatter |
100 5000 |
Upgrade Space Beacons with Relic research | Every Relic Station will reverse engineer relics yelding 0.01 relic per day As of 1.4.1.0 your relic production scales with your antimatter storage. Each storage unit below 5000 will decrease production by 0.02% |
Cryptotheology |
Pumpjack | Science Titanium Gear |
100k 250 125 |
Improves effectiveness of oil wells by 45%; oil wells will now use 1 Watt power each | Adds automation to Oil Wells and the ability to activate/deactivate them individually. While automation is on, oil output is increased by +45% (additive with Oil Refinery and Oil Distillation) and Oil Wells consume 1Wt. |
Mechanization |
Biofuel Processing | Science Titanium |
150k 1250 |
Biolabs will convert catnip into oil | Biolabs now consume 5 catnip/sec, produce 0.10 oil/sec and use 1Wt of Energy | Biochemistry |
Unicorn Selection | Science Titanium |
175k 1500 |
Improves Unicorn Pasture effectiveness by 25% | Unicorn production +25% (multiplies with other effects) | Genetics |
GM Catnip | Science Titanium Catnip |
175k 1500 1m |
Genetically modified catnip that will improve biolab oil yield by 60% | Bio Lab oil production +60% (does not affect catnip consumed) | Genetics |
CAD System | Science Titanium |
125k 750 |
All scientific buildings will improve effectiveness of blueprint crafting by +1% craft ratio each. | Note: only counts the following buildings: Library/Data Center, Academy, Observatory, Bio Lab. Bio Labs contribute even if they are turned off. | Electronics |
SETI | Science Titanium |
125k 250 |
A large array of electronic telescopes. Makes astronomical events automatic and silent | Whenever an astronomical event occurs, instantly gain the associated science and starcharts without any messages appearing in the log. | Electronics |
Logistics | Science Gear Scaffold |
100k 100 1000 |
Kitten skills are 15% more effective | Increases the production bonus from kitten skills by 15% (multiplies with skill bonus, additive with Augmentations) | Industrialization |
Augmentations | Science Titanium Uranium |
150k 5000 50 |
Kitten skills are 100% more effective | Increases the production bonus from kitten skills by 100% (multiplies with skill bonus, additive with Logistics) | Nanotechnology |
Cold Fusion | Science Eludium |
200k 25 |
Increase Reactors energy output by 25% | Reactor energy production increases by 2.5 | Superconductors |
Thorium Reactors | Science Thorium |
400k 10k |
Increase Reactors energy output by 25% by the addition of thorium | Reactor energy production increases by 0.25 -0.25 thorium/tick per reactor |
Thorium |
Enriched Uranium | Science Titanium Uranium |
175k 7500 150 |
Reduce uranium consumption of Reactors by 25% | Reduce uranium consumption of Reactors by 25% Uranium production bonus +25% (only applies to Quarries) |
Particle Physics |
Enriched Thorium | Science Thorium |
12.5k 500k |
Reactors will now consume 25% less thorium | Reactor thorium consumption reduced by 0.0625 per tick | Thorium Reactors |
Oil Refinery | Science Titanium Gear |
125k 1250 500 |
Improves effectiveness of oil wells by 35% | Oil Well output +35% | Combustion |
Hubble Space Telescope | Science Alloy Oil |
250k 1250 50k |
Improves effectiveness of satellites by 30% | Starchart output +30% This affects all starchart producing buildings, not just satellites (starchartGlobalRatio 0.30) | Orbital Engineering |
Satellite Navigation | Science Alloy |
200k 750 |
Every satellite reduce starchart requirement of ships by 1.25% (up to 75% discount) | Reduces the starcharts needed to craft trade ships by 1.25% per active Satellite. At 45 Satellites, each craft costs 10.9375 starcharts, which is right where diminishing returns begins. |
Hubble Space Telescope |
Satellite Radio | Science Alloy |
225k 5000 |
Every satellite will boost the effect of Broadcast Towers by 0.5% | Broadcast Towers' max culture and culture production is increased by 0.5% per active Satellite (multiplies with other effects) | Orbital Engineering |
Astrophysicists | Science Unotainium |
250k 350 |
Each scientist will now generate starcharts | Scholar kittens make +.0005 starcharts/sec | Orbital Engineering |
Microwarp Reactors | Science Eludium |
150k 50 |
A new eludium-based reactor for Lunar Outposts. Unobtainium production is 75% more effective | - | Advanced Exogeology |
Planet Busters | Science Eludium |
275k 250 |
Hissmeowra's (Planet Cracker) output is twice as effective | - | Advanced Exogeology |
Thorium Drive | Science Ship Gear Alloy Thorium |
400k 10k 40k 2000 100k |
A new rocket engine to go faster in space. | Space travel speed: 50 (travel time is divided by 50, or 75 with Antimatter Drive) | Thorium |
Oil Distillation | Science Titanium |
175k 5000 |
Oil output is improved by 75%. | Oil Well output +75% | Rocketry |
Factory Processing | Science Titanium Concrete |
195k 7500 125 |
Every factory will increase oil refinement effectiveness by 5%. | Note: This effect stacks multiplicatively with regular craft bonuses. | Oil Processing |
Factory Optimization | Science Gear Titanium |
75k 250 1250 |
Improves Engineer's effectiveness. | Class 1 engineer's know-how: 10 Class 2 engineer's know-how: 2 |
Electronics |
Space Engineers | Science Alloy |
225k 200 |
Improves Engineer's effectiveness. | Class 1 engineer's know-how: 10 Class 2 engineer's know-how: 5 Class 3 engineer's know-how: 2 Class 4 engineer's know-how: 2 |
Orbital Engineering |
AI Engineers | Science Eludium Antimatter |
35k 50 500 |
Improves Engineer's effectiveness. | Class 1 engineer's know-how: 10 Class 2 engineer's know-how: 5 Class 3 engineer's know-how: 5 Class 4 engineer's know-how: 2 Class 5 engineer's know-how: 2 |
Artificial Intelligence |
Chronoengineers | Science Time Crystal Eludium |
500k 5 100 |
Improves Engineer's effectiveness and make them work during time skip. | Class 1 engineer's know-how: 2 Class 2 engineer's know-how: 2 Class 3 engineer's know-how: 2 Class 4 engineer's know-how: 2 Class 5 engineer's know-how: 2 When combusting time crystals, engineers perform crafts based on Resource Retrieval (crafting includes consuming materials as well as producing outputs). |
Tachyon Theory |
Telecommunication | Science Titanium Uranium |
150k 5000 50 |
Kittens learn skills with each other | Base learning rate% for job skills is equal to your number of kittens, if you have more than 100 kittens. | Electronics |
Neural Network | Science Titanium |
200k 7500 |
Engineers effectiveness doubles. Kittens learn from the noosphere. | Engineers effectiveness is doubled. Kittens learn other job skills from kittens in those other jobs. | Artificial Intelligence |
Robotic Assistance | Science Steel Gear |
100k 10k 250 |
Building robots, workers do less effort and need less catnip | Working kittens need 25% less catnip. | Robotics |
Factory Robotics | Science Gear Titanium |
75k 250 1250 |
Improves Engineer's effectiveness. | Class 1 engineer's know-how: 10 Class 2 engineer's know-how: 5 Class 3 engineer's know-how: 2 |
Robotics |
Void Aspiration | Time Crystal Antimatter |
15 2k |
Unlocks Void Hoovers and Void Rifts | - | ? |
Distortion | Science Time Crystal Antimatter Void |
300k 25 2k 1k |
Improve Chronocontrol effectiveness. | Improve Chronocontrol effectiveness. Each level of Chronocontrol now adds 3 days to the Temporal Paradox. | Paradox Theory |
Chronosurge | Time Crystal Unobtainium Void Temporal Flux |
25 100k 750 6500 |
Chronospheres gather temporal flux. | Each Chronosphere generates 1 flux per year, similarly to Sunlifters. | 1 Chronocontrol |
Invisible Black Hand | Time Crystal Blackcoin Void Temporal Flux |
128 64 32 4096 |
The Invisible Black Hand (not related to the Invisible Pink Unicorn) is leading the blackcoin market: usually smoothly, but it can punch the market in the face if angry | Adds option to force blackcoin market crash (costs time crystals) | Blackchain |
Name | Resource |
Cost |
Description | Prerequisite |
---|---|---|---|---|
Refine Catnip | Catnip | 100 (50 after Catnip Enrichment) | A sturdy block of catnip wood. Difficult to process, but great building material. | - |
Wooden Beam | Wood | 175 | Simple support structure made of wood. Required for advanced construction. | - |
Stone Slab | Minerals | 250 | A small slab composed of minerals. | - |
Concrete | Slab Steel |
2500 25 |
A block of reinforced concrete. | Mechanization |
Metal Plate | Iron | 125 | A metal plate. Required for advanced construction. | - |
Steel | Iron Coal |
100 100 |
A durable metal made by smelting iron and coal. Required for construction of gears and complex machinery. | Steel |
Gear | Steel | 15 | An integral part of automated structures. | - |
Alloy | Steel Titanium |
75 10 |
A durable alloy of steel, iron and titanium. Required for advanced buildings and upgrades. | Chemistry |
Eludium | Alloy Unobtainium |
2500 1000 |
Extremely rare and expensive alloy of unobtainium and titanium. | Advanced Exogeology |
Scaffold | Beam | 50 | A large structure made of wood beams required for construction of very complex building and objects. | - |
Trade Ship | Scaffold Plate Starchart |
100 150 25 (reduced with Satellite Navigation down to a minimum of 6.25) |
Ships can be used to discover new civilisations. May improve chances of getting certain rare resources. | Navigation |
Tanker | Ship Alloy Blueprint |
200 1250 5 |
Increase maximum oil capacity by 500. | Robotics |
Kerosene | Oil | 7500 | A rocket fuel processed from oil. | Oil Processing |
Parchment | Furs | 175 | A material for writing on made from animal skin, required for cultural buildings. | Writing |
Manuscript | Parchment Culture |
25 (20 if using the Tradition Policy) 400 (300 if using the Tradition Policy) |
Written document required for technological advancement. Every manuscript will give a minor bonus to a maximum culture (this effect has a diminishing return). |
- |
Compendium | Manuscript Science |
50 10k |
A sum of all modern knowledge of catkind. Every compendium will give +10 to max science (this bonus can't be greater than your max science from buildings). | Philosophy |
Blueprint | Compendium Science |
25 25K |
An integral part of automated structures. | Physics |
Thorium | Uranium | 250 | A highly radioactive and unstable fuel. | Thorium |
Megalith | Slab Beam Plate |
50 25 5 |
A massive block that can be used to construct enormous structures. | - |
Bloodstone | Time Crystal Relic |
5k 10k |
A strange jewelry claimed to be made of time and a blood of elder gods. | Zebra Forge |
T-Mythril | Bloodstone Ivory Titanium |
5 1000 500 |
T Mythril (TBD) | Zebra Forge |
Name | Resource |
Cost |
Description | Effect | Prerequisite |
---|---|---|---|---|---|
Dark Revolution | Bloodstones Science |
15 100 |
Zebra Outposts allow more zebras to prepare for hunting | Zebra preparations +1 per Zebra Outpost (+0.1 if not in Iron Will). Zebra preparations increase limit in zebra catpower production LDR. | Zebra Outpost |
Dark Brew | Bloodstones Parchment Science |
1 3000 100 |
Festivals also boosts chance of zebra arrival. | Festival arrival rate also becomes zebra arrival chance multiplier. | Brewery |
Whispers | T-Mythril | 5 | Unlock Alicorn Ascension rituals at Ivory Temples. Alicorn Ascension produces T-Mythril and increases mineral production. | Ivory Temples automation converts additional titanium, alicorns and ivory for T-Mythril production and increased mineral production. Automation doubles ivory consumption and minerals production, -2 titanium and -0.00002 alicorns per tick, +0.00005 T-Mythril per tick | Zebra Forge |
Minerology Department | Science Compendium |
75k 75 |
Minerology is being taught in the Academy, leading to better production from meteors | +1% production from meteors per Academy | Geology |