Guide: Endgame
The Soyuz & Satellites
Main page: Soyuz-FG
Note that: Satellites are only optional and not required for progression, they just make it easier. You can skip the Soyuz and Satellites if you want to and get back to it when you reach Gerald.
Satellites are expensive structures that are launched into space to provide various services. The Soyuz-FG is used to transport them to space. All of this is very expensive but worth it depending on your current state and progression
Soyuz-FG
The Soyuz-FG rocket is an immensely powerful Soviet rocket that is the primary launch vehicle for all satellites. This capable rocket must be launched from a suitably large mount - in this case, the Soyuz Launch Platform.
It requires 128,000mb of kerosene and liquid oxygen to be launched as well as 750kHE of power. Pressing the launch button starts a 30 second countdown, and will sound 2 alarms: one playing constantly and a louder one playing every 5 seconds. After the countdown has completed, the Soyuz will launch.
The rocket must be assembled in an assembly machine with the following recipe:

Soyuz Launch Platform
The pad to launch it from is constructed in the world using a simple to follow template, which is visible after placing the core component:


However, whilst it is simple to build, this structure is very large, and therefore requires many blocks. You'll need to craft:
- 4 stacks + 38 blocks of Concrete.
- 7 stacks of Launch Pad Scaffold Blocks.
- 6 stacks + 30 blocks of Launch Pad Component Blocks.




If you're having difficulty sourcing all the required materials, make sure to take advantage of the automation the mod provides!
Satellites
Main page: Satellites
Note that: This is a optional thing to do, it is not required for progression except the Gerald.
Satellites are expensive items which can be launched into space on Soyuz rockets to provide services. There are multiple types of satellites, each with different functions and recipes. Satellite must be properly linked before launch, otherwise they will be useless and unrecoverable.
Linking
Satellite ID Managers are used to generate new IDs and to copy IDs. Despite the outlines in the GUI, they work with any item (satellites, ID chips, and interfaces) that can have a satellite ID. The leftmost slot is the source for copying, the middle slot is the destination for copied IDs, and the rightmost generates a random ID. The typical usage is to place a satellite in the randomizing slot, then copy its ID to an interface or chip that it will be used with. If a satellite is launched with the same ID as an existing satellite, the old satellite becomes useless hence the importance generating new IDs. Additionally, satellites only work with specific interfaces. Be sure to choose the correct interface for your satellite. Both are made in a regular crafting table.


Launching
All satellites must be launched on the Soyuz. Also, it must be noted that they need a satellite control interface with the same frequency, if an unlinked satellite is launched, it will go full freedom and you will lose it, wasting its expensive resources; so triple-check that you have correctly linked all your control items to the same frequency as the satellite!
Accelerating Particles
Main page: Particle Accelerator
The next step to progression is obtaining exotic late-game to end-game materials to make more advance machinery and components. For their production, we require a particle accelerator. Particle Accelerators are complex modular machines that accelerate particles to relativistic speeds in order to produce various exotic particles required for late game materials like dineutronium, schrabidium and euphemium. Viewing the main page of this machine is highly recommended to know everything. (rest of the stuff will be explained later)
Construction
to be done
Exposure Chamber

Main page: Exposure Chamber
Once you have created the necessary particles in the particle accelerator, this will be the machine you will use them in to create end-game metals like euphemium, or dineutronium. It can also serve as a method of producing schrabidium or schraranium, even if the latter is much more expensive than its usual recipe. This machine, like many others, is constructed in the assembly machine.

Currently, it is the only way to create dinetronium. As such, it is necessary for progression. It is also the fastest way of creating euphemium, a material that is as necessary. The only really costly part of the exposure chamber should be the tantalium capacitor, as it requires tantalium. At this point in the game, the mere 2MHE cost should be equal to basically nothing, with the schrabidium transmutator taking more with it's 5MHE each operation.
Exotic Elements
After completing the construction of a particle accelerator and exposure chamber, we can finally proceed to make particles which will then be used to make exotic materials.
Schrabidium
Main page: Schrabidium, Guide: Schrabidium Creation
Schrabdium is a superactinide that has already been introduced, and as such, only an explantion of a new method of production is necessary. A Higgs boson particle is capable of transmuting uranium-238 into schrabidium at 100% efficiency in an exposure chamber. It can also be produced in a particle accelerator, but only in tiny amounts (nuggets) from ionized particles, a byproduct of most fusion reactions.
Euphemium
Main page: Euphemium
Euphemium is a fictional material used in various ways and is a part of progression. Euphemium serves as one of the game's most endgame materials and one of the most powerful ones. It's extremely expensive to produce in large amounts and you will need great advancement through the mod to use it effectively. It has ingot, nugget, powder, and block forms. It can't be made into a plate via the press, so it is made into compound plates. It may also be made into a single rod, although this does not have a purpose as of yet.
Euphemium Production
Main page: Guide: Euphemium Creation
Related page: Schrabidium Cluster
In order to obtain Euphemium, you need to first craft multiple schrabidium clusters. These require starmetal, schrabidium and ferric schrabidate, which requires a fusion reactor. After you have multiple schrabidium clusters, find any balefire type bomb. A dud works the easiest as it has a small footprint and requires no fueling. After you get the bomb, place the schrabidium clusters around the bomb, similar to how you initially made schrabidium. After you are done, detonate the bomb, and any schrabidium clusters that have balefire on top of them will be transmutated into Euphemium-Etched schrabidium clusters, which can then be centrifuged into euphenium nuggets. This method is best used to acquire initial euphemium, as duds are rare and schrabidium clusters are very expensive. It can also be obtained with exposing Plutonium to Dark Matter.
Dineutronium
Main page: Dineutronium
Dineutronium (abbreviated DNT) is the mod's ultimate material. It's a final tier material and is a higher tier than even euphemium. It is very difficult to produce, used to make the most absurd and broken items this mod has and is somehow a part of progression as it's used for crafting, most notably the dineutronium compound plate.
DNT Production
To produce dineutronium you need to have a particle accelerator with a power level of 12,500 or more and an exposure chamber.
1 Sparkticle Capsule yields 8 dineutronium ingots. To make dineutronium from sparkticles you need to put the sparkticles into an Exposure Chamber. Then you can put 8 ferric schrabidate ingots in the corresponding slot. If the Exposure Chamber is powered and you've done everything correctly it should begin to create Dineutronium.
DNT Compound Plate Production
Dineutronium cannot be stamped, so a compound plate form must be made like this in one of the anvils:

