Materials, Crafting, and Rocket Part Requirements
In Little Rocket Lab, Morgan's neat little belt setup will eventually turn into a town-sized web of machines, and the Silo will still ask for more. That is normal. When a requirement stalls, do not start by adding random machines. Name the missing item, then trace it one step back.
Think of every big delivery as a chain. Raw materials become bars, scraps, plates, wires, motors, tanks, frames, and finally rocket parts. If a quota stops moving, the problem is usually simple: one ingredient is not reaching the machine that needs it.
Core Material Flow
| Item Type | What It Means | Use It For |
|---|---|---|
| Raw materials | Basic resources you gather, mine, smelt, cut, or recycle. | Starting production chains. |
| Bars and scraps | Base items such as Iron Bar, Copper Bar, and Plastic Scraps. | Feeding assemblers and chemical chains. |
| Simple components | First useful crafted parts, such as Iron Plate, Gear, Bearing, Copper Wire, and Heatsink. | Building machines, repairs, and early Silo work. |
| Advanced components | Parts such as Small Motor, Stator, Steel Beam, Circuit Board, Servo, Oxygen Tank, Fiberglass, Battery, and Supercomputer. | Rocket stages, research unlocks, and late-game rebuilds. |
| Rocket Fuel | A late-game component made in a Chemical Plant from Coal and Iron Plate. | Stage 3 rocket work. Plan belt and storage space before scaling it. |
Important Component Recipes
Use this table as a quick chain map when a rocket quota looks bigger than Morgan's backpack can handle. Pay attention to the machine, too. Later parts may need an Assembler Level 2, Assembler Level 3, or Chemical Plant instead of the starter Assembler.
| Component | Crafted In | Main Ingredients | Why You Care |
|---|---|---|---|
| Iron Plate | Assembler Level 1 | Iron Bar x1 | Used everywhere. If a line stops, check this first. |
| Gear | Assembler Level 1 | Iron Plate x1 | Common repair and machine part. |
| Bearing | Assembler Level 1 | Iron Plate x2 | Needed early for Pico, servers, and motors. |
| Copper Wire | Assembler Level 1 | Copper Bar x2 | Feeds Stators, Circuit Boards, and Silo computer repairs. |
| Heatsink | Assembler Level 1 | Copper Bar x1 | Used in early repairs, motors, and the final rocket push. |
| Stator | Assembler Level 2 | Gear x1, Copper Wire x1 | Your first real hungry component. |
| Small Motor | Assembler Level 2 | Bearing x2, Stator x1 | Feeds bigger machines and Silo repair work. |
| Heavy Duty Motor | Assembler Level 2 | Small Motor x1, Heatsink x2 | Used for Silo doors and Stage 1 rocket parts. |
| Steel Beam | Assembler Level 2 | Iron Plate x3, Coal x1 | A major bridge between town repair and rocket building. |
| Circuit Board | Assembler Level 2 | Logic Chip x1, Copper Wire x2 | Needed for Stage 1, Servos, Supercomputers, and later electronics chains. |
| Servo | Assembler Level 2 | Circuit Board x1, Small Motor x1 | A Stage 2 and Stage 3 pain point if motors or Circuit Boards fall behind. |
| Oxygen Tank | Chemical Plant | Iron Plate x2, Copper Bar x1 | Used in Stage 2 and Stage 3 rocket work. Keep metal supply steady before scaling tanks. |
| Plastic Bar | Chemical Plant | Plastic Scraps x2, Coal x1 | Turns Plastic Scraps into the plastic supply needed by later recipes. |
| Lightweight Frame | Chemical Plant | Steel Beam x1, Plastic Bar x2 | Starts the late-game plastic demand. |
| Battery | Assembler Level 3 | Iron Plate x1, Copper Wire x6, Plastic Bar x3 | Late rocket and Toasty repair demand. |
| Rocket Fuel | Chemical Plant | Coal x15, Iron Plate x3 | Needed for Stage 3 rocket parts. |
| Supercomputer | Assembler Level 3 | Circuit Board x3, Lightweight Frame x1, Battery x1 | Final-stage electronics. Start this chain before the Silo asks for it. |
Component Checkpoints: Circuit Boards, Oxygen Tanks, and Plastic
These three chains are easy to underestimate. You do not need a huge factory the first time they appear, but you do want clean inputs and some storage before the Silo starts asking for larger batches.
- Circuit Board: Make it in an Assembler Level 2 from Logic Chip x1 and Copper Wire x2. Circuit Boards are a direct Stage 1 requirement, then stay important because Servos and Supercomputers use the same electronics chain. If Servo production stops, check Circuit Boards before blaming the Servo assembler.
- Oxygen Tank: Make it in a Chemical Plant from Iron Plate x2 and Copper Bar x1. Oxygen Tanks appear in Stage 2 and again in Stage 3, so a weak tank line will hurt later. When tanks stall, check Iron Plates and Copper Bars before adding more Chemical Plants.
- Plastic Scraps and Plastic Bars: Plastic Scraps are the start of your plastic supply. Plastic Bars are made from Plastic Scraps x2 and Coal x1, then feed Lightweight Frames and Batteries. Plastic shortages can slow Toasty repairs, Stage 2 frames, and late rocket electronics, so keep scraps moving into storage or processing.
Rocket and Major Repair Requirements
| Milestone | Required Items | Planning Note |
|---|---|---|
| Repair Pico | Gear x5, Bearing x15, Heatsink x4, Stator x2 | Research Stators, then make a small Gear and Copper Wire line. |
| Repair Silo West Server | Iron Plate x50, Bearing x35, Stator x20 | This is your first good reason to stop hand-crafting everything. |
| Repair Silo Terminal | Copper Wire x40, Heatsink x35 | Keep Copper Bars moving. Both parts need copper. |
| Repair Silo East Server | Copper Wire x80, Bearing x40, Small Motor x10 | If Small Motors stall, check Bearings and Stators before adding another motor assembler. |
| Repair Silo Doors | Heavy Duty Motor x20 | Heavy Duty Motors need Small Motors and Heatsinks, so copper is the hidden bottleneck. After delivery, the Silo also needs 15,000W of power and its breaker on before the doors open. |
| Lighthouse Repair | Stone x1000, Steel Beam x500, Winch x4 | Build storage before delivery. This is a bulk haul, not a pocket errand. |
| Stage 1 Rocket Parts | Heavy Duty Motor x150, Steel Beam x500, Circuit Board x100 | Run Steel Beams, Heavy Duty Motors, and Circuit Boards in parallel so one line does not idle all day. |
| Observatory Telescope | Steel Beam x150, Gear x300, Glass Lens x50 | Do this cleanly because Observatory research opens the next rocket tier. |
| Stage 2 Rocket Parts | Steel Beam x800, Servo x600, Oxygen Tank x450, Lightweight Frame x300 | This is where scaling matters. Servo demand points back to Circuit Boards and Small Motors, while Lightweight Frames point back to plastic supply. |
| Repair Toasty | Gear x4000, Lightweight Frame x1000, Servo x500, Battery x150 | Set buffers for Gear, Lightweight Frame, Servo, and Battery. The numbers are not subtle. |
| Stage 3 Rocket Parts | Heatsink x6000, Servo x4000, Flow Meter x3000, Oxygen Tank x2000, Lightweight Frame x1000, Fiberglass x1000, Ceramic Plate x1000, Battery x1000, Rocket Fuel x1000, Supercomputer x500 | This is a full-town build. Make separate lanes for electronics, frames, tanks, and fuel so one jam does not freeze the whole project. |
Fast Recovery When a Requirement Stalls
- Stand at the delivery point, usually the Silo, and note the item that is not increasing.
- Walk back to the machine that makes that item. If its output is full, the belt or receiver is blocked. If its input is empty, the problem is upstream.
- Check the ingredient with the lowest supply. That is the bottleneck. Fix that one item first.
- Add a buffer before huge quotas, especially for Steel Beams, Circuit Boards, Servos, Oxygen Tanks, Lightweight Frames, Batteries, and Rocket Fuel.
- If the route crosses half of St. Ambroise, rebuild it as a short local chain near the machines that need it.
The best habit is simple: do not tear down a working line until the replacement is ready. Place the new machines, feed them from storage, test one full craft cycle, then remove the old spaghetti. Morgan gets her rocket, St. Ambroise gets a cleaner factory, and you spend less time chasing one missing Copper Wire.

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