Craftomation 101 Recipe List
Every documented craft by color row—Base through Green—with tips for automation play.
This page is the Craftomation 101 recipe reference: inputs, outputs, and color rows from Base resources to Green robotics. Use it beside Getting Started, early recipes, Automate Fire, and terraforming. Priority lists decide order; this list decides ingredients.
Verify odd edge cases in your live build after patches—especially around Brewery ales—but the chains below match the documented progression used across this wiki.
Base row (raw resources)
These are gathered rather than crafted:
- Stone
- Soil
- Iron
- Ice
- Copper Ore
- Coal
- Wood
- Mushroom
- Moss
Tips: Keep Stone and Coal near your first Fire loop. Ice feeds Water. Iron and Copper Ore are smelt fuels for Blue/Green industry. Wood gates Seeds and spores. Mushrooms and Moss feed spore lines.
Yellow row
| Output | Inputs |
|---|---|
| Spark | Stone + Stone |
| Fire | Spark + Coal |
| Sand | Soil + Fire |
| Coal Brick | Stone + Coal |
| Clay Brick | Soil + Stone |
| Water | Ice + Fire |
| Seed | Water + Wood |
| Moss Spore | Moss + Wood |
| Spore | Mushroom + Wood |
Tips: Fire is the Yellow crown jewel—automate it (Automate Fire). Spark buffers prevent total shutdown. Water unlocks Seeds and later Battery crafts. Bricks look optional until Bonfire and Furnace demand them. Spores are strong side crafts once Wood is comfortable; see early recipes for S/A/B ranks.
Blue row
| Output | Inputs |
|---|---|
| Steel | Iron + Fire |
| Steel Plate | Steel + Steel |
| Glass | Sand + Fire |
| Wire | Copper + Copper |
| Bonfire | Clay Brick + Coal |
| Magnet | Iron + Steel |
| Charged Steelplate | Steel Plate + Magnet |
| Primordial Ale | Wood + Water (Brewery) |
| Steam Bonfire | Heater + Tank |
Tips: Steel Plate and Magnet together unlock Charged Steelplate, the mid-game keystone. Glass needs Sand first. Wire needs Copper (Green smelt) even though Wire sits in Blue—plan Copper Ore → Copper before mass Wire. Primordial Ale is Brewery-contextual. Steam Bonfire depends on Heater (Gray) and Tank (Green); it appears here as a listed Blue-era machine craft in the documented set.
Gray row
| Output | Inputs |
|---|---|
| Battery | Charged Steelplate + Water |
| Radiolamp | Charged Steelplate + Glass |
| Storage | Steel Plate + Glass |
| Heater | Charged Steelplate + Sand |
| Rotor | Magnet + Wire |
| Furnace | Rotor + Bonfire |
| Brewery ales | Brewery processing (ale family) |
Tips: Battery and Radiolamp feed Body and Head. Storage cleans the map for reliable drag targets (controls). Heater points at terraforming. Rotor + Bonfire → Furnace scales smelting. Keep charged plates flowing or every Gray craft stalls together.
Green row
| Output | Inputs |
|---|---|
| Chip | Wire + Radiolamp |
| Copper | Copper Ore + Fire |
| Tank | Copper + Steel Plate |
| Steam Battery | Tank + Water |
| Body | Battery + Steel |
| Head | Radiolamp + Steel |
| CraftoMate | Body + Head |
| Cargo Body | Body + Steam Battery |
| Cargo Head | Head + Copper Ore |
| Cargo Mate | Cargo Head + Cargo Body |
Tips: Copper smelting is the quiet dependency under Wire, Tank, and Cargo Head. Craft Body and Head in parallel, then merge into CraftoMate only when Feed robots is solved. Steam Battery is both a Cargo ingredient and the volcano wake tool—drop a Steam Battery to wake the volcano. Cargo Mate caps the logistics line for heavy hauls toward terraforming.
End-to-end example chains
First Fire
Stone + Stone → Spark; Spark + Coal → Fire.
First Water & Seed
Ice + Fire → Water; Water + Wood → Seed.
Charged plate
Iron + Fire → Steel; Steel + Steel → Steel Plate; Iron + Steel → Magnet; Steel Plate + Magnet → Charged Steelplate.
First CraftoMate
Charged Steelplate + Water → Battery; Sand + Fire → Glass; Charged Steelplate + Glass → Radiolamp; Battery + Steel → Body; Radiolamp + Steel → Head; Body + Head → CraftoMate.
Steam Battery / volcano
Copper Ore + Fire → Copper; Copper + Steel Plate → Tank; Tank + Water → Steam Battery; drop Steam Battery to wake the volcano.
Furnace
Clay Brick + Coal → Bonfire; Magnet + Wire → Rotor; Rotor + Bonfire → Furnace.
Automation tips tied to recipes
- Recipes that spend Fire deserve buffered Fire chests before volume crafting.
- Recipes that spend Charged Steelplate should wait until plate+magnet automation exists.
- Brewery recipes fail if you treat them like open-ground combines—use the Brewery.
- Cargo recipes spend advanced parts; follow upgrade path so you do not cannibalize your only Battery.
- Rank loops on automation priority after you can craft the outputs by hand once.
How to study this list without memorizing
- Print or pin the Yellow and Blue tables for week one.
- Add Gray when Charged Steelplate exists.
- Add Green when you assemble mates.
- Use priority pages to avoid crafting every row equally.
- Return here when a guide says “craft Rotor” and you forget Wire.
Related pages
Keep this tab open while you build. Craftomation 101 rewards players who glance at inputs instead of guessing pairs on a frozen clock.
Frequently Asked Questions
Quick answers to the most common questions.
How do I make Fire?
Combine Stone + Stone into Spark, then Spark + Coal into Fire. Automate that loop as soon as you can.
What is Charged Steelplate used for?
Battery, Radiolamp, and Heater all spend Charged Steelplate (Steel Plate + Magnet). It is the mid-game keystone.
How do I craft a CraftoMate?
Body (Battery + Steel) plus Head (Radiolamp + Steel) combine into a CraftoMate.
How do I wake the volcano?
Craft a Steam Battery (Tank + Water) and drop it. Tank needs Copper + Steel Plate.
Where should I go after reading recipes?
Use the early-recipes priority list for order, Automate Fire for your first loop, and terraforming when Steam and Heater lines are ready.