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Goals keep a short, ordered list of things you want to have: an amount of some Items, a bigger farm, more Pet Stables or a stronger Relay Network. The game tracks each goal against your inventory and buildings, shows what is still missing, and lets you buy, craft or finish the goal from one place. Open the Goals page from the menu.

Setting a goal

There are three places to start a goal:

  • Goals page, Add goal. Pick the goal type from the dropdown, fill in the fields and press Add goal. Every goal type can be set up here.
  • Item details. The Goal section of any Item starts a new goal for that Item, or adds it to an Item goal you already have.
  • Farm and Stable purchase windows. The plot and stable purchase windows have a Set as goal row for a plot or stable count.

Amount fields accept the usual shorthand such as 10k or 2*500. max means the stock that is still free after your higher-priority goals, plus whatever that stock can craft.

You can keep up to 10 goals, and an Item goal can hold up to 20 different Items. A goal that is already reached when you set it is refused.

Goal types

Building goal types only appear once their feature is unlocked: Farm needs the Farm, Stables need Pets and both Relay types need the Relay Network.

Type Reached when Notes
🎒 Item You hold at least the set amount of every Item in the goal. Can hold several Items and an optional name. Owned intermediates count: if you hold a crafted Item, you do not need the Items it is made from.
🌱 Farm At least the set number of plots are at the set level. Plot count, level, or both. Extra plots count. With only a level, every plot must reach it. The level starts at the maximum.
🐾 Stables You have at least the set number of Pet Stables. Bonus stables count toward the total.
🏗️ Relay bay You own the chosen bay. Bays are bought in unlock order, so the cost includes any earlier bay you do not own yet. Only bays you do not own are offered.
⚙️ Relay modules At least the set number of modules in the chosen bay are at the set level. Module count, level, or both. The count is capped by the bay's module capacity. For a bay you do not own, the cost includes buying the bay first. Completed bays are shown but cannot be picked.

For Farm and Relay module goals with both a count and a level, the goal counts what is already there first. It upgrades the plots or modules closest to the level, and buys or crafts new ones only when you do not have enough.

Priority

The order of the list is the priority. Drag a goal by its handle to move it. Goals higher up claim your Items first: a goal lower down shows the full shortfall for anything a higher goal already uses. A goal that is reached keeps claiming its Items, so lower goals do not count them as free.

Progress

Each goal shows a progress bar with a percentage. The percentage is the share of the goal's raw material value you already hold, so it can be high while there is still crafting left to do. It stays below 100% until the goal is actually reached, and then the goal shows Ready.

Goal details

Click a goal's progress bar or the arrow next to it to open its details.

  • List or Tree. Switch with the View as dropdown, the same as recipes. The list shows what gets crafted along the way, then the raw materials. Each row shows what you have against what the goal needs, counted after higher-priority goals.
  • Craft and Buy buttons sit on each row, like in the crafting window. A green check replaces them once a row is covered.
  • Buy + Craft (Item goals) buys the missing materials and crafts the whole goal in one go. Craft appears when nothing needs buying.
  • Buy + Fulfill (building goals) buys the missing materials, then finishes the goal: it buys the missing plots, Stables, bays or modules, and upgrades exactly the plots or modules the goal counts. It crafts missing intermediates for you, asks you to confirm, and either completes everything or changes nothing. Fulfill appears when nothing needs buying.
  • Open Farm, Pets or Relay takes you to the building's own page.
  • Remove when reached, the goal name, the Item amounts and Remove goal are at the bottom.

Leveling more than one Relay module at once from a goal needs Batch Operations research, the same as on the Relay page. Salvage cannot be bought, so a goal short on Salvage only offers to buy its materials until you have enough.

Shopping list

Below the goals, the Shopping list adds up the raw materials missing across all goals. Each Item has its own Buy button, and Buy all buys everything at once. Purchases come from the Market or the Supply Depot, depending on your profile.

When supply cannot cover the whole shortfall, the button buys what is available and says so, for example Buy 50K of 11.96M. The Supply Depot only stocks a limited amount of each Item, so large shortfalls are usually bought in parts.

Keep in stock or remove when reached

By default a goal stays on the list after it is reached. It shows Ready, keeps its Items reserved, and goes back to a percentage if your stock drops. This works well for things you want to keep a supply of.

Turn on Remove when reached for one-off targets. The goal is removed as soon as it is reached while the game is open. If it is reached while you are away, it is removed the next time you open the game.

You get a message each time a goal is reached, and another when a goal is removed.

The Goals section of the action sidebar lists your goals in priority order with their progress. Click a goal to open it on the Goals page. Move or hide the section from Configure sidebar, and turn on Compact in its cog for one-line rows. The section only appears while you have goals.

Tips

  • Put the goal you care about most at the top, so it claims your stock first.
  • Use a keep-in-stock goal for materials you use up regularly, such as farming or crafting supplies.
  • Use max in the amount field to set an Item goal to what you can make right now.

Game mechanics may change; check the current in-game Manual.