Guide: Endgame
The Soyuz
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.
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 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
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 it's 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.