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The Crust the Crust Game Layouts — Wiki & Guide

the Crust Game Layouts explained: Base layout ideas, zone planning and efficiency setups. Facts sourced from official pages, wiki and community discussions.

First, a search-term honesty note: The Crust has no world map screen — the game plays out across three fixed views (subsurface mining, lunar surface construction, and a planetary overview). So "The Crust map" in practice means base layout: how you arrange extractors, refineries, smelters and belts in the space you've excavated. The layouts below come straight from the game's community forum and long-running video series.

The pattern everyone converges on: the refinery row

The multi-regolith refinery is the layout centerpiece (it processes multiple resource types at once), and a dedicated forum thread — "Mass Multi Regolith Refinery set up" — collected the working designs:

Layout How it works Best for
Split-side row (forum user Nargon) One input belt on the right feeds regolith and slag together on the same belt; slag processing runs down the left side, smelting across the top; new refineries extend downward and more smelters left/right Expandable mid-game bases — "easily expandable" is the design goal
Underground-bus rows Run underground belts between rows so surface lanes stay clear — "just use the underground belts and the layout gets easy" Anyone drowning in crossing belts
Flipped-building pairs Place two processors back-to-back and use the T-flip so adjacent machines share one feed belt Tight spaces; the player who discovered it mid-thread: "I completely missed that you could flip buildings! That actually helps a ton"
Splitter-fed furnace lines Once you research the Programmable Splitter (deep in the engineering branch), one mixed ore belt can feed a whole furnace row — splitters route each ore to its matching smelter Late-game smelting halls; one player's verdict: "that should be at the start" of the tree
Loose variant with bigger inputs A less space-tight row with "increased regolith input capacity" and correctly merged outputs Players who find dense rows starve their refineries

Screenshot builds from that thread include an 8-refinery setup ("some efficiencies could definitely be made but worked pretty well overall") and several shared via Steam screenshots — useful as visual references if you paste their URLs into a browser.

Principles behind the layouts

  1. Plan for rebuilds. Every few tech unlocks (new refinery type, smelter upgrade, splitters) layouts get reorganized — forum regulars treat the rebuild as part of the loop, and 1.0's Planning Mode with copy-paste exists precisely for this.
  2. Share belts for byproducts. Ice miners output slag alongside ice; the community rows run regolith and slag on one belt and split at the machines — fewer belts, fewer crossings.
  3. Leave expansion space. The split-side row's whole point is extending "another refinery to the bottom, more smelting left and right" without demolishing the row.
  4. Underground for crossing, surface for feeding. Underground belts are point-to-point — perfect for crossing lanes, useless for distribution; surface belts do the local drops.
  5. Storage feeds machines, not the reverse. Bulk storage takes belt in/out; small general storage doesn't connect to belts at all — build rows around bulk/large storage interfaces.

Video walkthroughs of full layouts

Series / video What you'll see
Caledorn — "Multi-Regolith Refinery Chain Layout — Base Rebuild" (EP8, 5,808 views) A full base rebuild around a refinery chain
Caledorn — "Multi-Regolith Bus — Smelting Furnace Rows" (EP9) The follow-up: bus design feeding furnace rows
Surtr Plays — "Perfect Multi-Regolith Refinery Setup" (E3, 28K views) The series' dedicated refinery arrangement episode
GamerConsultant — "My TOP TIPS & GUIDES to master this Lunar Automation game" (Feb 2026) Near-1.0 tips tour including layout logic

For the machines these rows arrange — belt tiers, drone types, power — see the automation guide; for what to unlock and in what order, the research tree guide.

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