Unofficial field indexUpdated for v0.4.0.115 — checked 17 Sep 2026
Guide / Active Matter Replicator: blueprints, Chronotraces and slots
Active Matter Replicator: blueprints, Chronotraces and slots
The short answer
The Replicator is the machine in your base that produces another copy of an item you have already found and unlocked. It is not a shop and it is not a crafting bench: a blueprint decides whether you may replicate an item at all, and a research bar decides when. Almost every problem players have with it comes from trying to use it in the wrong order.
Where it sits and what opens it
It is part of the Monolith side of the base. One module is available from the start and further modules are tied to Monolith access levels, so the Replicator's capacity grows with progression rather than with time played. An edition can also include storage and Replicator queue capacity; that shortcut is discussed on the pay-to-win page, and players report the same capacity can be reached by completing the Monolith track instead.
The three ways a blueprint arrives
- Find the item in a raid. The first physical copy is what registers the item, though not always the blueprint on its own.
- Complete a contract that carries it. Contracts marked with a book icon can award gear and, for some, the blueprint itself.
- Raise your Monolith access level. Each level unlocks a set of blueprints along with other capacity. This is the route that keeps paying out.
The unlock condition for a given item is printed on the item, in the Monolith menu, as the tier it needs. That is the interface telling the truth, and it is the first place to look when something is locked.
Chronotraces and the research bar
Every replicable item carries a bar that has to be filled before a copy can be produced. The bar is filled with Chronotraces, and there are three ways they arrive:
- Using the item. Traces accrue from the actions the item is built for — kills, and hits on the creatures — which is why the bar fills fastest on the gear a player actually raids with.
- Extracting with it. Bringing the item out of a raid adds a fixed contribution.
- Refining. Enriched variants of an item and unwanted gear can be refined into Chronotraces, and refining an enriched item yields traces that can be spent on any item's bar rather than only on that one item's.
The third route is the one that matters for the expensive bars, and it is also the reason a player who cannot make progress on one item's bar is not stuck: the material to fill it can come from somewhere else. Two categories are worth calling out because their bars are slow by design rather than by accident: armour plates accrue traces when a plate takes damage or when an enriched plate is extracted, and backpacks only accrue them by being extracted. Neither can be farmed quickly, and the community's standing advice is not to spend the general-purpose traces on them early.
The one rule that catches everyone
Nothing about an item's activity counts until its blueprint is open. Carrying a locked item into a raid for the purpose of filling its bar does nothing, which is why the most repeated piece of community advice about this system is a sequencing rule: open the blueprint first, then farm. Players also report that the bar can be topped up directly from the accumulated Chronotrace balance, which converts the whole system into a decision about where to spend a limited pool rather than a decision about which item to carry.
Slots, timers and what the interface will not do
- A craft occupies its slot for a real-time timer. The timer runs whether or not the player is in the game.
- A slot that is already working cannot be queued behind. It blocks, rather than stacking, so a long craft in a slot is capacity spent for that whole period.
- Ammunition is not replicable. Guns can be produced, but the rounds they fire are bought.
- Players report three slots per Replicator before any expansion, with capacity increasing through the Monolith track and, for buyers, through an edition.
The practical consequence, which the community material is unanimous about, is that the Replicator rewards a plan made before the queue is filled. A single long craft can occupy the machine for the session.
What the full release changed
The release opened the first Harmonization Cycle and introduced the Merits currency alongside the Monolith access-level track, which is what the Replicator's capacity now grows through. Two builds inside the launch week changed the economics directly: the 14 September build reduced the cost of fusion and of replication restoration for rare items and the cost of repairing helmets and armour plates, and the 17 September build covered performance, animations, bugs, and interface and sound work. The developer's post-release paragraph commits to several major content updates a year with a roadmap within a couple of weeks of release; at the time of this check that roadmap had not appeared, so this page describes the system as the launch builds left it.
What this page does not print
The exact trace requirement for each item and the exact length of each craft timer are not printed here. Those figures exist, they are widely republished in community guides, and every one of them is measured by players rather than stated by the developer. They also move: the launch-week build changed replication restoration costs, and a table of costs captured in week one is a table of a build that no longer exists. This site publishes no game values from community sources, so the page describes the shape of the system — a bar that must be filled, a slot that blocks rather than queues, a gating tier printed on each item — and leaves the numbers where they are, in the game, where they are correct for the build the reader is on. Community guides are useful for exactly that reason and are worth reading with their own build number in hand.