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.
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:
- Collection (player, Robot Vacuum, vehicle, or J.O.O.N.A.S.)
- Belts / Packager / garage silo
- Optional Pressure Chamber (dust → Moon Sand, 3× value)
- Optional Stone Press (dust + sand → Moonstone, 7× value)
- 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 Allowed guides repeatedly state dust intake and sale multipliers but do not publish a confirmed sand-out mass.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).
- whisperofthehouse automation
- KeenGamer complete walkthrough
- Sportskeeda full walkthrough
- Indiatimes power guide
- GamerBlurb power guide
- 1.0.4 Patch — Catcher capacity
- moonsweepershub machines
Game imagery © DragDrop Games.
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