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Moon Sweepers factory ratios & power guide

Pressure Chamber and Stone Press throughput math, 28 kW combined demand, solar Post/Twin planning, layout tips and endgame Capsule Catcher setups for 1.0.4.

10/27/2026 1.0.4 data Last updated: 10/27/2026 5 min read

How to read this page

Every kg/min figure below is arithmetic from listed cycle text, not a stopwatch test on this wiki. whisperofthehouse and KeenGamer both stress these are machine ceilings assuming full power and steady supply. Hub: data hub.

Checked October 27, 2026 (1.0.4).

Machine chain overview

Typical progression described across KeenGamer, Sportskeeda and whisperofthehouse:

  1. Collection (player, Robot Vacuum, vehicle, or J.O.O.N.A.S.)
  2. Belts / Packager / garage silo
  3. Optional Pressure Chamber (dust → Moon Sand, 3× value)
  4. Optional Stone Press (dust + sand → Moonstone, 7× value)
  5. Depot payout

Raw dust can skip processors and sell immediately; processors only pay when power, inputs and outputs all work.

Throughput table (theoretical)

Machine Listed cycle Per-minute ceiling Power Confidence
Pressure Chamber Up to 5 kg dust / 12 s Up to 25 kg dust in 10 kW Cycle multi-source; /min derived
Stone Press 1 kg dust + 1 kg sand → 2 kg Moonstone / 6 s 10 + 10 kg in, 20 kg Moonstone out 18 kW Cycle multi-source; /min derived

Sale multipliers 3× sand and 7× stone vs raw dust are multi-source. They are value multipliers, not proven hourly profit multipliers (whisperofthehouse).

Why there is no official chamber∶press ratio

A fixed “build N chambers per press” claim would need the sand kilograms produced per chamber cycle. Allowed guides repeatedly state dust intake and sale multipliers but do not publish a confirmed sand-out mass. Therefore:

  • One chamber’s 25 kg dust/min ceiling is higher than one press’s 10 kg sand/min draw if sand-out roughly tracked dust-in — but that “if” is unverified.
  • Each press also needs its own 10 kg dust/min raw branch.
  • Practical advice from whisperofthehouse: watch queues. Growing dust queue before chambers → more chamber capacity or fix power/input. Sand starvation at the press → more sand production or less press count. Never average conflicting blog ratios.

Power generation vs demand

Equipment Figure Confidence
Solar Post generation 3 kW (full sun; face the sun) Multi-source (KeenGamer, whisper, Indiatimes, GamerBlurb)
Solar Twin (M) generation 7.5 kW Multi-source
Pressure Chamber demand 10 kW Multi-source
Stone Press demand 18 kW Multi-source
Chamber + Press together 28 kW before other loads Multi-source
Solar Post price $75 Multi-source (Sportskeeda + whisperofthehouse)
Solar Twin (M) price $150 Single-source (Sportskeeda)
Solar Post range / battery 16 m, no onboard battery Single-source (Sportskeeda)
Solar Twin (M) range / battery 24 m, 4 kWh Single-source (Sportskeeda)
Solar Tracker (L) $300 / 16 kW / 10 kWh / 34 m Single-source (Sportskeeda)

Planning examples reprinted by Indiatimes / GamerBlurb / whisper:

  • Chamber alone: 3 Posts = 9 kW (short); 4 Posts = 12 kW; 2 Twins = 15 kW.
  • Press alone: 6 Posts = 18 kW; 3 Twins = 22.5 kW.
  • Both: 4 Twins = 30 kW nominal headroom above 28 kW.

Night operation depends on stored charge. Guides agree production can die after sunset even when daytime kW matched demand. A separate placeable “Battery” building is not documented in GamerBlurb’s battery guide — storage appears tied to solar equipment.

Layout tips that are sourced (not invented blueprints)

From KeenGamer + whisperofthehouse (paraphrased):

  • Prove a short belt to the depot before building processors.
  • Chamber input = side without the handle.
  • Split dust before the chamber when feeding a Stone Press.
  • Elevate belts to cross without merging unintentionally.
  • Follow one capsule through collection → transport → process → power → payout when income feels slow.
  • Refunds on demolish may be partial (whisper cites one $200 → $150 example) — single-source anecdote; check the in-game preview.

moonsweepershub troubleshooting order (power → belt direction → wrong input → blocked output) is useful but mostly single-source wording.

Endgame Catcher setups

Multi-source loop:

J.O.O.N.A.S. → Capsule Catcher ($1,500, 100 kg official) → belts → processors → Depot

Budget floor $21,500 for robot + catcher before belts (guides). whisperofthehouse: do not buy a second J.O.O.N.A.S. until the first continuously cleans and the factory clears its dust. Catcher placement should favour a clean merge into existing sand/stone lines so remote capsules inherit your multipliers.

Fixed Robot Vacuums ($250 / $500, 19 / 37 hexes) remain useful for local rings while J.O.O.N.A.S. hunts distant hexes (logistics machines).

Could not verify

  • A second independent reprint of Solar Twin / Solar Tracker dollar + kWh + range together (Sportskeeda is currently the sole full sheet).
  • Exact battery runtime minutes for any named solar tier.
  • A community-standard chamber∶press∶catcher blueprint stamped by two independent timed tests.
  • Whether Market Contracts apply identically to sand and stone payouts.

Related reading: core loop, beginner guide, achievements for long grind targets that factories support.

Sources and verification

Checked October 27, 2026 (game 1.0.4).

Game imagery © DragDrop Games.

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