Project P.I.T.T. Automation Guide
Plan Project P.I.T.T. 1.0.8 automation: Cauldron recipes, Spring Pads, movable pistons, Productivity Display evidence and FAST measurement limits.
For 1.0.8, review Cauldron input mixes, Spring Pad reliability and movable piston attachments before expanding an old production line. Productivity Display metric names are community-reported; exact sampling behavior and FAST! trigger logic remain unverified, so this guide does not simulate throughput.

Cauldron routing: separate composition from speed
The official recipe rule depends on product-type composition, not a published input-speed formula. Keep separate lanes or a visibly inspectable staging area for the intended mix, then confirm the batch before increasing supply. This is planning guidance, not a verified timing circuit.
| Anomaly quality | Input composition | Symbolic example |
|---|---|---|
| Lesser | 3 identical products | A + A + A |
| Normal | 3 products total, covering 2 different types | A + A + B |
| Enhanced | One of each of the 3 product types | A + B + C |
Patch-sensitive tools
Update 1.0.8 makes Spring Pads more reliable and lets pistons be moved/picked up while head attachments follow. Existing builds may therefore be worth retesting at the point where a bounce or moving attachment used to fail. The patch supplies no force coefficient or guaranteed trajectory.
Panel Rack's interaction binding and automatic dispense come from 1.0.7. Shift Scheduler's published consistency fix is from 1.0.6; it is not a newly documented timing system in 1.0.8.
Sources: Official Steam Update 1.0.8 — 4 September 2026 ↗ · Official Steam Update 1.0.7 — 30 August 2026 ↗ · Official Steam Update 1.0.6 — 26 August 2026 ↗
Productivity Display: reported metrics, not assumed formulas
COMMUNITY REPORTED. A Steam player listed these display labels on 4 September. This verifies the existence of that report, not an independently observed 1.0.8 display. Only units literally present in a label are repeated below.
DEFERRED — EVIDENCE INSUFFICIENT for a standalone Productivity Display guide. We still need a current-build screenshot, definitions of the visible metrics, aggregate units and refresh/averaging logic. The relationship between these counters and FAST! has not been independently verified.
| Reported labels | What the source supplies | Still not verified |
|---|---|---|
| PeakProductionRate / LiveProductionRate | Player-reported production labels | Aggregate units, peak reset and sampling window not verified |
| LiveConsumptionRate / FloorInventory | Player-reported consumption / inventory labels | Counting rules and refresh interval not verified |
| Crafted/min / Fed/min | Per-product labels explicitly say per minute | A label alone does not prove a rolling window or a FAST trigger |
| Revenue / $/min | Per-product money / per-minute money labels | Gross/net treatment and update cadence not verified |
| LuckyYieldRate / AutomationShare | Player-reported label names only | Not evidence of a Luck probability or automation formula |
Sources: Steam player list — Productivity Display metrics (4 September; no verified refresh timing) ↗ · Steam global achievements ↗
FAST! and measurement: do not confuse production with feeding
The public Steam target for FAST! is 400 products / min. That text does not disclose its sampling window, whether a peak is sufficient, or which display counter triggers it. A field named Fed/min measures a different labelled activity from Crafted/min; a large feed burst alone is not proof that the production achievement should unlock.
As a general diagnostic, record the game build, visible counter name, value and time when testing. Keep screenshots before and after a change instead of asserting a formula from one spike. No current-build reproduction here verifies the Display-to-FAST connection.
Sources: Steam global achievements ↗ · Steam player list — Productivity Display metrics (4 September; no verified refresh timing) ↗
A stable planning loop
Think source → routing → control → buffer → delivery. First verify the manual path, then add one interaction at a time and watch for stranded products, escaped inputs or feed arriving in separate groups. These are general planning checks, not promised in-game rates.
Build Planner V2 remains a source-labelled planning utility. Existing V1 shared chains and saved plans are preserved; it does not calculate income, physics or Anomaly timings.
Primary source: Official Steam Update 1.0.8 — 4 September 2026 ↗. Scope: full game.
A source-check date is not an in-game test date. Historical fixes and community observations retain their stated scope.