One blueprint, everyone crafting, 100 m bubble
Built for a tribe running a mass-crafting XP party: 40 to 48 survivors inside one 100 m radius, each at their own Tek Replicator, all crafting the same blueprint at once so the 50% tribe share compounds. Blueprints are the only thing you change — type the printed costs off the item card, because real blueprints rarely match the tier averages the wiki publishes.
Official servers run 1× outside event weekends.
Pick a base item, set the tier, then type the printed crafting requirements from your own blueprint.
Everything crafts in a Tek Replicator
Every blueprintable item worth mass-crafting at a party, with ingredient quantities read off the wiki item pages. Nothing here needs Element or Black Pearl — those recipes are excluded, since no tribe farms boss drops at party scale. All of them build in a Tek Replicator at 12× speed, so the bench is never a variable — only the blueprint is. Set each row's tier and printed cost to match one your tribe actually holds and the ranking re-sorts. The top three sit within 4% of each other and split on Hide and Fiber against Polymer and Cementing Paste, so which one wins depends entirely on what your tribe farms more easily — set the weights below honestly before choosing.
Both columns describe the same farm. Tribe units counts items — one Hide and one Metal Ingot count the same. Tribe cost prices each by how hard it is to gather. Both charts below redraw when you change the weights.
| Blueprint | Tier | Printed cost | Cost ÷ tier | XP / craft | XP / hour | Tribe units | Dedis | Tribe cost | Mission hours |
|---|
Two prices per material. Left is gather effort with Stone as the unit of 1. Right is what the HLN-A exchange actually sells: how many units one purchase gives you, and what it costs in hexagons. The shop has no single-unit option, so totals are built from whole purchases — amber-bordered boxes are ones not yet identified in the shop. Whichever mode the table is in, these are the numbers it uses.
What multiplies, and what caps you
On the official network you never level past your cap no matter how much XP the party banks. Level 105 is the ceiling until boss progression raises it, so unlocking cap is a prerequisite for a party, not a reward for one.
Base cap is 105. Boss and ascension progression across all maps adds up to 140 more.
Every multiplier the planner uses, how long it lasts, and how confident the figure is.
| Boost | Effect | Duration | Confidence |
|---|
Each crafter earns their own XP plus half of what every other nearby crafter earns.
| Crafters | Share multiplier | vs solo |
|---|
Everything below is reproducible
Findings that change a party plan, ordered by how far they move an answer. The level-curve problem matters most: a 175 → 245 run sits almost entirely inside a stretch of the wiki table that is placeholder data.
Each point is the XP needed for that single level, log scale. Real progression curves upward smoothly; the shaded bands are stretches where the table repeats one value for dozens of levels.