S: Agricultural Basics, Shrub Planting if you want coffee later, Resource Collection, Basic Irrigation, Industrial Basics, Craftsman, Living Basics, Cooking I, Pickling I. A: Lightning Ward, Resin Crafting, Compost. B: decorative life nodes. Skip: spending Animal points before the shed, and buying a copper pickaxe node when the outpost sells the tool.
Unlock the door, not the wallpaper. S: Agricultural Basics, Shrub Planting if you want coffee later, Resource Collection, Basic Irrigation, Industrial Basics, Craftsman, Living Basics, Cooking I, Pickling I. A: Lightning Ward, Resin Crafting, Compost, Indoor Planting for acid, wind power once batteries exist, fishing tanks after Kelp has paid for the house. B: decorative life nodes. Skip: Animal points before the shed, and a copper pickaxe node when the outpost sells the tool. You cannot refund points. Spend like there is none.
Week-one path
Agricultural Basics → wooden basin → resin line toward sprinklers. Industrial Basics → smelter when ore appears. Living Basics → pot. Stop. Make money. Then Gene 101 if you want the gene toys, Commander only when steel is real.
Why these S nodes are worth unlocking first
Agricultural Basics is S because the wooden basin is the first permanent planter. Cooking I is S because Mixed Endfoods beats 40 gold Endyam. Basic Irrigation is S for thirst, not for acid — Protect still wants Keratinized. Resource Collection is S because ore exists in the Mining Area and in several dungeons. Craftsman is the honest bench. Pickling I is S once a bird exists; it is not S if the pheasant is eating cabbage.
Commander is a midgame industrial node for bots, not week-one S. Indoor Planting is A for acid rain, not day-one S. Wind power is A after a smelter and batteries. Solar-only still dies at night. Aquaculture tanks are A after dock Kelp has paid for the house. Decorative chairs are B. The path tool walks prerequisites. This list names which node is worth walking toward this week.
Traps that look like progression
Duplicating a shop copper pickaxe on the tree. Spending Nurturing Animals before Kenenimuu. Hoarding 8–12 points for a late mixed node while basins are empty. Buying farm expansion at 5,000 before backpack 1 at 500 because a tech video said “bigger plot.” Expansion is gold, not a node, and this warning covers gold too: unlocks versus furniture.
Automation is optional. 1.0 lets you stay a manual scavenger. Bots do not stop acid 0.45 or animal teeth. Gene synthesizers are agricultural nodes that eat your points. Rank them after Endyam survives. If the Animal filter is empty, the shed tutorial is the S door. Tool Operation comes from life crafts, not from planting. Spending the wrong point type is a silent C.
Frequently asked questions
Is Indoor Planting S?
A for acid. It is not week one.
Wind power rank?
A once batteries exist. Not before a smelter.
Fishing tank rank?
A after Kelp has paid for the house.
Can I refund tech points?
You cannot refund points. Spend like there is none.
Week-one S nodes?
Agricultural Basics, Resource Collection, Basic Irrigation, Industrial Basics, Craftsman, Living Basics, Cooking I. Then make money.
Animal points before the shed?
Skip. The tree is gated. How to get names Kenenimuu’s door.