Automation & Belts
BeltsConfirmed

Automation & Belts

Belts are the moment Moon Sweepers stops being a game about carrying things. Since the launch patches, splitters snap together cleanly, mergers pull fairly from both inputs, and any crewmate can build on anyone else's belts — which makes automated layouts far less fragile than they were on day one.

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Every rule here comes from official patch notes. The dust-to-sand-to-stone processing chain is described in press coverage but its recipes are not published — it is labelled as reported, not confirmed.

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What Automation Replaces

The manual loop is sweep → carry → deliver → get paid. Every step you automate removes a round trip, which is where nearly all dead time lives on a map this size. The end state is a line where dust is collected by J.O.O.N.A.S., moved by belts, processed into something worth more, and paid automatically on arrival.

Conveyor Belts & Payment

Since v1.0.3, dust and stone delivered by conveyor are paid when they arrive, and payment at the drop-off point matches the amount shown on its screen. That means a belt running into a drop-off point is a continuously paying asset rather than a queue you have to cash in by hand.

  • Delivery by conveyor triggers payment on arrival.
  • Displayed amount and actual payout now match.
  • This also applies to stone, not just dust.

Splitters: Dividing a Line

Splitters divide material moving along a belt. The v1.0.3 patch made them snap directly port to port with mergers, which removes most of the awkward manual alignment that made compact layouts painful at launch.

Mergers Now Alternate Inputs

This is the most consequential v1.0.4 change for anyone building production lines. A merger combines two belts into one, and it now alternates between its inputs instead of favouring one side.

AspectBefore v1.0.4After v1.0.4
Input selectionCould starve one side of the lineAlternates between inputs so both feed evenly
ConnectionFussy manual alignmentSnap directly port to port (since v1.0.3)
Who can build oneOwner of the beltAny crewmate can add one to someone else's belt

In practice this makes balanced two-input production reliable for the first time. If you abandoned a merger layout during launch week because one input starved, it is worth rebuilding now.

Placement & Foundations

Building rules relaxed across both patches, which matters when you lay out dense production:

  • Machines can span multiple foundations — pressure chambers, stone presses and garages can sit across several square foundations instead of needing an exact footprint.
  • Foundations are placeable next to ramps — a bug blocked this until v1.0.4.
  • Machines build when snapped side by side — another failure fixed in v1.0.4.
  • Capsules no longer fall beneath foundations after you remove belts beneath them.

Processing: Chambers & Presses

Two processing structures are named in official notes: the pressure chamber and the stone press. Their existence, and their ability to span foundations, are confirmed. Their precise recipes are not published.

Reported, not officially published: press coverage describes a processing chain that turns lunar dust into sand and then combines sand with dust into stone for a higher sale price. The presence of a pressure chamber and a stone press fits that story, but DragDrop Games has not published the ratios. Verify in your build before designing a factory around specific conversion numbers.

Building Together

v1.0.4 introduced shared belt building: any crewmate can place splitters and mergers on belts built by other players. Combined with ground synchronisation — everyone seeing the same cleaned surfaces and robot trails — this means one person can credibly act as the crew's factory builder without everyone stepping on each other.

  • Anyone can extend and re-balance anyone else's network.
  • Cleaned ground and robot trails are synchronised for the whole crew.
  • See Co-op & Crew for the shared upgrade rules that affect what you can build.

Where Robots Fit

Robots supply the line; belts move what robots produce. Since v1.0.4 a J.O.O.N.A.S. unit launches capsules to the nearest Capsule Catcher from wherever it stands, with catcher capacity raised to 100 kg. Placing catchers well is therefore the practical limit on how much your belt network actually gets fed. Full details on J.O.O.N.A.S. Cleaning Robots.

Confirmed vs Reported

ItemStatusSource
Belts pay on deliveryConfirmedv1.0.3 notes
Payment matches displayed amountConfirmedv1.0.3 notes
Splitters and mergers snap port to portConfirmedv1.0.3 notes
Mergers alternate between inputsConfirmedv1.0.4 notes
Any crewmate can build on any beltConfirmedv1.0.4 notes
Pressure chamber & stone press existConfirmedv1.0.3 notes
Capsule Catcher capacity 100 kgConfirmedv1.0.4 notes
Dust → sand → stone recipesReported, not publishedPress coverage only
Solar panels as a structureReported, not publishedPress coverage only
Build costs, throughput, ratiosNot publishedNo official source yet

Last updated: 2026-10-27. Behaviour quoted from official v1.0.3 / v1.0.4 patch notes. Ratios, throughput and build costs are not published by the developer.

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