Kneeshaw Developments

Workshop · refining + minigame

Refine, auto-refine, and the Assembly Match minigame

The Workshop has two faces: a passive refinement queue that climbs material tiers, and Assembly Match — the minigame with Golden Cogs, clean-streak multipliers, and a +3s perfect-blueprint bonus.

TL;DR

The Titan Saga: Idle Workshop guide in one paragraph — three T0 materials refine into one T1, dropping to two-to-one once you cross tier 3. Set a per-category auto-refine reserve so a surplus drains automatically while a floor of materials stays for builds. The Assembly Match minigame stacks Golden Cog wildcards, a streak multiplier up to 2.0×, and a +3 second perfect-blueprint bonus.

What the Workshop actually does

The Workshop is two systems stacked under one building type. The first is the refinement queue — a passive system that takes lower-tier materials and turns them into higher-tier ones at fixed ratios. The second is Assembly Match, the active minigame you tap into for bonus rewards on top of whatever the queue is producing in the background.

You can build a Workshop in any region that supports the industrial plot. If you have several, the refinement queue runs against your highest-level one — extra workshops don't compound the queue, they're for staffing professions and unlocking the minigame from more places.

Both surfaces feed the same goal: climb the tier ladder for the material families your build actually needs. The minigame is opt-in and the queue runs whether you watch or not.

Refinement ratios — three-to-one, then two-to-one

The ratio depends on which tier transition you're refining. The early game stays at three-to-one; mid-game drops to two-to-one as materials get scarcer.

Tier transitionInputs neededOutput
T0 → T131
T1 → T231
T2 → T331
T3 → T421
T4 → T521
T5 → T621
T6 → T721

Ratios apply within a single material category — three T1 logs refine into one T2 log, not into a different family. To move between families (logs ↔ stone, hide ↔ ore), use the transmutation screen, which is a separate system (see below).

Auto-refine reserve thresholds — the > N chip

Each material category in the Workshop's refinement timeline has a > N chip. Tap it to cycle through the reserve thresholds:

> 0> 10> 20> 40> 80> 100> 200> 500> 1000> 2500> 5000

A threshold of > 200 means "keep at least 200 of this material in stock; refine everything above that into the next tier up." The gate runs both on the idle tick and when you press Fill manually — you can't accidentally drain a reserved stock.

Default is 0, which means "no reserve — refine the surplus down to the refining minimum." If you've never touched the chip, it's working exactly as it did before the feature shipped. The reserve is opt-in.

Common pattern: set a meaningful reserve on the one or two material families you're actively building with (so you don't have to keep re-refining downward when a build calls for T1), and leave the rest at > 0 to let the warehouse breathe.

Assembly Match — the Workshop minigame

A blueprint shows three to six parts you need in order. Parts slide across a conveyor; you tap the correct next part before it disappears. Wrong tap costs a strike. Three strikes ends the run. The clock starts at 45 seconds.

Golden Cog

Five percent spawn chance per part position. Tap = +150 base bonus plus another 25 for every blueprint already completed in the run. Counts as whatever part you needed next, so it's also a wildcard pass.

Clean-streak multiplier

Clear a blueprint with no strikes during it and your streak ticks up. Multipliers escalate to 2.0×. Any strike resets it — even the strike that ends the run.

Perfect blueprint

Cleared a blueprint without striking during it? +3 seconds on the clock. Caps at 60 seconds total — you can bank up to 15 seconds above the base 45.

Streak multiplier tiers

Clean blueprintsMultiplier
01.0×
11.25×
2–31.5×
4–51.75×
6+2.0×

All three stack. A perfect run with a couple of Golden Cogs at 2.0× adds up fast — that's the design intent.

Workshop vs Transmutation — don't confuse the two

Two systems use a near-identical > N chip pattern. They are not the same system, and setting a rule on one expecting the other's behaviour is the single most common mistake people make here.

Workshop auto-refine

  • Cycle includes 0: [0, 10, …, 5000]
  • Refines within a family (T1 → T2 of the same category)
  • Per-category reserve floor
  • Lives in the Workshop / refinement timeline

Transmutation Auto-transmute

  • Cycle starts at 10: [10, 20, …, 5000] (no zero)
  • Cross-converts between families (logs ↔ stone, ore ↔ hide)
  • Per-rule, not per-category
  • Lives in the Transmutation screen

Common mistakes

  • Setting an Auto-transmute rule expecting auto-refine. The two systems share UI cues but cycle different threshold ranges and act on different conversion paths.
  • Reserve threshold set so high it never triggers. > 5000 on a material you generate 80 a tick of effectively switches refining off for that category. If you wanted it off, fine; if not, drop the threshold.
  • Forgetting the streak resets on any strike. The streak doesn't survive into your next blueprint if you got the strike mid-clear. Watch your strike count, not just your blueprint count.
  • Banking time bonus past 60 seconds. The clock caps. A perfect run early doesn't store credit for later.

FAQ

What's the Workshop's refining ratio?

Three-to-one for tiers T0 through T3, two-to-one for T3 through T7. So three T0 logs give you one T1 plank, two T4 ingots give you one T5 ingot.

How often does Golden Cog appear in Assembly Match?

Five percent per spawned part — independent random per part position. Long runs see them; short runs sometimes don't.

Does the clean-streak multiplier persist between minigame runs?

No. The streak resets when the game ends and starts again at 1.0× on your next run.

What's the difference between Workshop auto-refine and Auto-transmute?

Workshop's auto-refine reserve threshold cycles 0 → 5,000 per material category and refines surplus within a family (T1 → T2 → T3). Transmutation's Auto-transmute rules cycle 10 → 5,000 and cross-convert between families (logs ↔ stone, ore ↔ hide). Two systems, two UI surfaces. Don't set a rule on one expecting the other's behaviour.

Why does my auto-refine threshold show '> 0'?

Zero is the default and means 'no reserve — drain everything down to the refining minimum.' That's the pre-feature behavior; nothing is broken.