UnofficialRelated guideCommunity-compiled

Part of: Idle Planet Miner beginner hub — what r/IdlePlanetMiner players say about rooms, beams, pink asteroids and time warps.

Idle Planet Miner Planet Beams & Colonisation Guide

Player question: How is it possible for a planet to get more than one beam in Idle Planet Miner, and what impact does it have on galaxy production?

I like these games and play them myself. Complete guides are hard to find online, so while playing I collect community experience from Reddit, add a little of my own notes, and put this site together—hoping it helps. Thank you.

Quick answer

Community Knowledge u/Dreacle: “Colonise the planets, some modules will give you an extra beam once you colonise them, and you get faster smelt/crafting speed the more beams you have.” u/Rhino1over: a module called beam highways counts 1 beam as 4 beams. u/Kenjamin1991: other modules then interact, such as “1.02x craft speed per beam.”[1]

What did players answer about multiple beams?

Community Knowledge The original poster of thread 1wmvq5a asks “How is it possible for a planet to get more than one beam? And how does it change anything?”[1] u/Electrical_Rain_2721 replies “I have that one. 4 beams per planet.” u/Dreacle: “Colonise the planets, some modules will give you an extra beam once you colonise them, and you get faster smelt/crafting speed the more beams you have.”[1]

What did players say about beam highways?

Community Knowledge u/Rhino1over: “There is a module called beam highways that counts 1 beam as 4 beams. This is module does wonders for smelt/craft speed per beam on the synth module perks.” u/Kenjamin1991: “Certain modules will give multiple beams. Other modules will then interact such as ‘1.02x craft speed per beam.’”[1]

What did players say about colonisation?

Community Knowledge In thread 1why82k[2] the original poster shares a method to reach colony level 10 on four planets, “solely for event missions” (one-, four- and six-star manager missions): open a new galaxy, activate the first four planets, raise mine to level 3, speed to level 2 and leave cargo at level 1 to open Colony level 1, then follow their chart of minimum mine, speed and cargo settings for each level.

Replies: u/No-Thanks4155 says early planets won’t ask for resources beyond what you have unlocked, and that there are minimum requirements per planet level;[2] u/Striker_AC44 says the mining/shipping/cargo numbers change with your rooms and station upgrades, and that max level 10 colonies needs a combination around 230;[2] u/YuriPup and u/Adventurous_Steak837 say the described behaviour is the old system and the new system doesn’t behave like that anymore; u/Adventurous_Steak837 also says more manager slots with managers is more powerful than colonization in early game.[2]

Do the answers depend on the game version?

Version-sensitive In thread 1why82k, u/DragonTaryth says new colonization has resource caps for every planet now, and u/YuriPup and u/Adventurous_Steak837 call the original poster’s method the old system.[2] Check the in-game numbers before relying on any figure here.

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Sources & claim classes

  1. How is it possible for a planet to get more than one beam? (opens Reddit) — Dreacle, Rhino1over, Kenjamin1991, Electrical_Rain_2721 on beams, beam highways and craft speed per beam.
  2. Colony level 10 guide (opens Reddit) — the OP’s event-mission method; No-Thanks4155, Striker_AC44, YuriPup, Adventurous_Steak837, DragonTaryth replies.

Evidence via Evidence Job consumer pointer under research/pipeline/jobs/idle-planet-miner/. Claim classes defined on this site: Observed Game Fact, Community Knowledge, Recommendation, Version-sensitive. Used on this page: Community Knowledge, Version-sensitive.