Moon Sweepers capsule art Moon SweepersField Manual

// Sector /load · guide

Carrying capacity: a timer, not a throughput upgrade

Storage does not create dust. It only decides how long you sweep before the game makes you carry. That makes its value depend entirely on how far the depot is.

Capacity is a timer wearing a number

It is tempting to read a container upgrade as a throughput upgrade: more storage, more dust, more money. That chain breaks at the first link. Storage does not create dust. It only decides how long you keep sweeping before the game forces you to stop and carry.

This is why capacity behaves so differently depending on where your depot sits. Storage converts into earnings only through the distance it saves you, so the same upgrade is transformative on one map layout and worthless on another.

The trip-cost formula

Three variables govern how much a container upgrade is worth to you: how fast the canister fills (set by brush width and terrain density), how long the trip to the depot takes, and how long a strip you are trying to finish.

If the trip is long, capacity is the best purchase on the board, because every trip you avoid saves a full round trip of walking. If the trip is short, capacity is close to worthless, because the walking you avoid was never expensive in the first place.

The value of storage is the value of the walk it removes. Move the depot and you change what capacity is worth.

Why a wider brush makes capacity urgent

Every widening step raises the fill rate. That means the moment you improve your brush, your existing container becomes less adequate — not because it shrank, but because it now covers less of a lane.

Players who upgrade width repeatedly without touching storage hit a specific, recognisable frustration: they fill up three quarters of the way down a strip, every strip. The fix is not more width. It is the container step they have been skipping.

Capsules are a co-op tool, not solo storage

Dust travels in capsules that can be set down and picked up again. In a solo run this reads as a convenience: drop a load, keep sweeping, collect it later. In a crew it becomes the mechanism that makes role separation possible.

One player sweeps continuously and leaves filled capsules along the strip; another runs them to the depot. Neither ever has to abandon their job. This is the single design detail that makes sixteen players on one patch coherent rather than crowded.

It also means a solo player can pre-stage loads before a depot trip and effectively batch several container-fills into one walk — a technique worth adopting well before you touch the co-op lobby.

When to stop buying capacity

Capacity stops being a good purchase the moment a vehicle enters the plan. A push sweeper or an autonomous unit does not care how much you can carry by hand; it moves the load itself. Money spent on the last container step is money not spent on the machine that replaces the whole manual cycle.

The crossover is visible in the observed session: once a vehicle was affordable, further brush and container upgrades were explicitly dropped in favour of the machine. That decision is analysed on the vehicle page.

Capacity checklist

  1. Measure one lane: does one container fill it? If yes, stop buying capacity.
  2. Measure one trip: under a minute, capacity is low priority.
  3. Pre-stage capsules before a depot run when the strip is long.
  4. Stop the moment a vehicle is within two or three shipments of affordable.
Moon Sweepers filled dust container and load state
filled dust container and load state16:9

Sizing the container to the depot, not to the map

The correct container size is a function of the walk, not of the surface. Two players on the same map, with the same brush, want different containers if their depots sit at different distances.

The rule is short: buy the smallest container that still lets you finish the lane you are on without an interruption. A container bigger than a lane is storage you carry around for free; a container smaller than a lane turns every strip into two half-strips and an extra walk.

Because lane length grows as you plan better and shrinks when terrain gets awkward, the target moves. Re-check it after every widening step rather than treating capacity as a one-time purchase.

Staging capsules in practice

Dust travels in capsules that can be set down and picked up, and a solo player can use that to batch trips. The routine takes a few minutes to learn and pays for itself on the first long strip.

  1. Work a lane until the canister is full.
  2. Drop the capsule at the far end of the lane, where you will finish anyway.
  3. Keep sweeping. Fill and drop a second capsule along the same lane.
  4. When the lane is done, collect the capsules on the way back and make one depot trip instead of three.

The gain is not storage, it is trip consolidation. Three fills become one walk, and the walk is the only part of the cycle that produces nothing.

The limit is bookkeeping. Capsules left behind are easy to forget, and a forgotten capsule is a load you paid for in scrubbing time and never banked. Staging works best on a single lane with a visible end, and badly on a wandering route.

When capacity is genuinely the bottleneck

There is one situation where capacity is not a comfort purchase but the rate-limiting upgrade: when the depot is far and cannot be moved closer, because the working face is large and the payout point is fixed infrastructure.

In that configuration every trip costs real time, and a container that halves the number of trips is worth more than any brush step, because the brush step only shortens the part of the cycle you were already good at.

So the honest answer to "should I buy capacity" is a question back: how long is your walk? If it is short, capacity is a rounding error. If it is long, capacity is the whole game, and you should buy it before width.

What capacity does in a crew

With a hauler in the lobby, personal capacity stops being a walking-cost problem and becomes a coordination one. A sweeper carrying a large load cannot hand it off mid-lane; a sweeper with a small load hands off more often, which is cheap when someone else is doing the walking.

That inverts the solo advice. Solo, buy the container that finishes a lane. In a crew with a dedicated hauler, a smaller container and a wider brush is often the stronger split, because the walking is no longer yours to pay for.

Next: depots and shipment payouts.