What it is
The Mat. Fabricator costs 600 minerals, 500 energy and 150 gears. Its description says “Matter Fabricator. The catalyst inside this factory, using a large amount of energy, produces a standard resource from deep mineral dust.” The linked producer records 5 minerals per cycle, with a cycle lasting 1 second; construction takes 90 seconds. The building also adds 50 supply and 200 storage. Defence contains 1 000 base hit points, bonus capacity of 50, armour of 7 and an area coefficient of −0.2. Bonus capacity is separate from active health, and the coefficient is not a damage multiplier. Read the passive-economy guide alongside the power budget before buying the producer.
Where it comes from
The Yarus launch silo costs 500 minerals, while the Mat. Fabricator requires 150 gears against the Foundry’s 100. These prices in build 23882143 describe different roles rather than a technology order. The linked OilPump class also appears on the Abandoned mine, which records 5 minerals per 2.5 seconds; the Fabricator records 5 minerals on its own cycle. That shared component does not make the two entities interchangeable or establish a history of balance changes. Read the mine page and passive-economy guide for the separate sources of income.
How it is actually used
The mineral purchase is 600, and the linked producer records 5 minerals per cycle. Construction takes 90 seconds. Those values do not include every condition needed for a payback calculation: the building also requires 500 energy and adds 50 supply. Its area coefficient of −0.2 does not certify extra damage from artillery. Place the investment where the power network and defence can support sustained operation, and compare it with harvesting access and available storage. The passive-economy guide explains the production setting without promising an unreachable income source.
How to beat it
The mistake is treating the area coefficient of −0.2 as a proven increase in incoming damage. The potential health total of 1 050 includes bonus capacity, and armour is 7. The producer’s 5 minerals per cycle identify income to assess; 600 minerals, 500 energy and 150 gears identify the purchase, while 50 is added supply. Destroying the building does not mean all those prices are deducted again from the enemy’s stocks. Assess current operation, power and access before choosing it over another economic target. The economy guide separates investment, income and capacity.
Values read from game files · version 23882143