WOLF · Wandering Order of the Last Frontier

New Pilot Guide

From the Creche to a self-sufficient industrial base, step by step. Tick goals as you go — progress is saved in your browser. Costs verified against game data (cycle 7). Patches change numbers; when in doubt, ask in tribe chat.

0 / 0 goals

Ore budget — what can I build right now?

Mined ore (from your logs) minus what you've built (checked goals) = what you can afford.

Start the Frontier Stack (member kit) and this fills in from your mining logs automatically.

OreMined (this cycle)Spent (checked goals)Available
Platinum-Palladium Matrix0
Feldspar Crystals0
Hydrated Sulfide Matrix0

With your available ore you could build

ItemOre cost (PPM / FC / HSM)Affordable now

Costs are ore-equivalents for the pure mining route (single-run blue goo recipe). Salvage makes the foam-tier items much cheaper, and tiny costs (sensors, lenses, fuel) are ignored — treat this as a planning compass, not accounting.

0

Finish the in-game tutorial

The game guides you from the Creche until the objective list runs out. Then we take over.

You spawn in a Creche. Follow the tutorial objectives to the end (refuel, build a Network Node, resolve a signature, use the Leap Drive, build your Sanctuary, build and install a Cutting Laser…). After the last objective the game stops telling you what to do — that's where this guide begins.

Heads-up: what the tutorial calls your Sanctuary is a Refuge — the structure you can dock at. Same thing, two names. After the tutorial you should have: a flying ship with a Cutting Laser, your Refuge placed, a Leap Drive, and your first refine done.

Goals

1

Learn to see

Sensors are almost free. There is no excuse to fly blind.

Space is full of signatures. From far away they show as unresolved — you know something is there, not what. Get closer and they resolve, or identify them from range with a Directional Scanner.

SignatureWhat it isWho cares
GravityAsteroidsMiners — this is your income
EMShips (NPC and players)Combat / staying alive
EM (probably)Loot cachesEveryone — to be confirmed
ModuleCostWhy
Gravity Sensor2× Silicon DustSpot asteroids from further away
Ion Sensor2× Silicon DustSpot ships / EM signatures
Directional Scanner3× Printed Circuits + 3× Silicon Dust + 1× Nickel-Iron VeinsResolve signatures at range

Goals

2

Cargo first — haul more, mine more

Your real mining speed is set by how often you run back to base.

Your ship has no built-in cargo hold — space comes only from container modules. Every trip between the belt and your base is time not spent mining, so cargo capacity is the single best early investment:

ModuleCapacityCost
Cargo Container36 m³4× Silica Grains + 5× Nickel-Iron Veins + 1× Brace Weld (= 2× NIV + 1× Water Ice) — cheap, spam these
Emergency Container25 m³4× Cargo Debris + 2× Salvaged Materials — needs salvage, add later
Starter fit: open the WOLF starter fit in the Ship Packer. It carries the survival essentials (Leap Drive, Autohelm, Hull Repairer, sensors, a weapon) — fill the remaining space with Cargo Containers now and swap them for specialised modules as you grow. Emergency Containers come later, once you have salvage access.

Goals

3

Your first real base — the Core Four

~2 550 ore total. The whole entry price of independence.

A base with a Refinery turns ore into goo — tribe slang for the three liquid components everything is made from: blue goo = Reinforced Alloys, orange goo = Thermal Composites, black goo = Carbon Weave (plus Printed Circuits, the fourth basic component). Without a Refinery you can't process ore; without a Mini Printer you can't make modules. Build these four, in this order:

#BuildingConstruction costWhy
1Network Node10× Printed Circuits + 10× Carbon Weave + 10× Thermal CompositesPrerequisite — nothing works without network coverage
2Refinery15× Reinforced Alloys + 15× Thermal CompositesTurns ore into goo — the engine of everything
3Mini Printer15× Printed Circuits + 15× Reinforced AlloysMakes modules and components
4Relay6× Printed Circuits + 6× Carbon Weave + 6× Thermal CompositesExtends network range

Two dirt-cheap quality-of-life buildings — they cost raw ore, no processing:

BuildingCostWhy
Field Storage50× Feldspar Crystals (raw)Dump cargo at the belt without hauling home
Refuge50× Platinum-Palladium Matrix (raw)Dock & safe log-off — yes, another one; the tutorial Refuge stays where it was
Field Cairn2× Printed CircuitsCheap marker

The mining shopping list — the Core Four refined down to ore:

OreAmountBecomes
Platinum-Palladium Matrix~600Palladium + Iron-Rich Nodules + Silica Grains (→ blue goo)
Feldspar Crystals~670 (+50 raw)Silica Grains + Hydrocarbon Residue (→ circuits, orange goo)
Hydrated Sulfide Matrix~1 270Hydrocarbon Residue (→ black & orange goo)

Run the Frontier Stack from the member kit and this tracks itself from your mining logs — no manual counting.

Platinum-Palladium Matrix — / 650
Feldspar Crystals — / 720
Hydrated Sulfide Matrix — / 1270
Where to settle: Char and Slag asteroids (→ Feldspar, Platinum-Palladium) sit closer to the star; comets (→ hydrocarbons) sit in the outer belts. A system where you can reach both is comfortable. And ask the tribe first — someone may already have refineries you can use, or want neighbours.

Want to plan bigger targets? The board's Goal Planner breaks any blueprint down to raw materials recursively.

Goals

4

Scale the engine

Jobs run in parallel — the limit is facilities, not time.

One Refinery becomes a bottleneck fast. Industry jobs run in parallel, so the real limit is how many facilities you have (and how much clicking you tolerate). Priorities, in order:

  1. More Refineries (15 blue + 15 orange goo each) until ore never queues.
  2. More Mini Printers so components and modules print side by side.
  3. Mini Storage (250× Feldspar + 250× Platinum-Palladium, raw) for overflow.
  4. Keep growing cargo — the proven max on the standard hull is 2 086 m³ (use the packer).
  5. Utility modules everywhere: sensors on every ship, Hull Repairer, Autohelm.
Blue goo tip: the single-run recipe (13 Silica Grains + 9 Iron-Rich Nodules + 4 Palladium → 1) uses about half the palladium of the batch recipe (105 + 70 + 70 Pd → 8) — at the price of 8× the clicks. Palladium tight? Click more. Palladium plentiful? Batch.

Goals

5

The Building Foam economy — and why salvage rules

Everything bigger is built from foam. Salvage is the shortcut.

Everything past the starter tier — Printer, Storage, Heavy Printer/Refinery, Nest, gates — is built from Building Foam (10 BF = 65 blue + 65 black + 65 orange goo). Foam is expensive via mining:

BuildingCostOre-equivalent (mining route)
Printer / Storage20 BF each~12 700 ore
Nest (ship hangar)20 BF~12 700 ore
Heavy Printer / Heavy Refinery100 BF~63 500 ore
Heavy Storage120 BF~76 000 ore

Salvage shortcuts all of this. The bulk split (20× Salvaged Materials → 1 black + 2 orange + 6 blue goo) means 20 BF ≈ 2 600 Salvaged Materials, and salvage fields yield fast. Priority: Cargo Debris > Crystalline Refuse > Debris (Crystalline Refuse is the only source of Kerogen Tar, needed for gates). Salvage fields exist only in some systems — ask the tribe where.

Goals

6

Plug into the tribe

The endgame is infrastructure nobody builds alone.

You're self-sufficient now. What comes next is shared: Mini Gate (300× Kerogen Tar + 65 BF + 12× Still Kernels, 65 ly range) up to a Heavy Gate (1 050 KT + 225 BF + 42 SK, 365 ly — roughly 342 000 ore-equivalent). These are tribe goals with shared contribution tracking on the board.

Careful: materials put into gate repair cannot be taken back. Contribute deliberately.

Goals

Things veterans wish they'd known

Don't learn these the hard way.

  • Mining lenses are destroyed when you deactivate the laser — carry spares.
  • Feral Data is the only source of LUX (≈12 500 LUX each). Never trash it, never sell it cheap.
  • Death is expensive. When in doubt, warp out — cargo you saved beats ore you almost mined.
  • Comets = outer belts; Char/Slag = near the star. Plan mining loops accordingly.
  • Recipes and costs change every patch without detailed notes. Trust the tribe dashboard over old forum posts.
  • The server wipes periodically (cycles). Skills in playing well survive every wipe.