The complete factory guide — from raw materials to $5,000,000 per chip.
To make an 8x64x Microchip in Industrialist, you need to run 48 stages in a Logic Assembler using the correct input order: Logic Plate, Copper Wire, Semiconductor, Gold Wire. Each chip requires 144 Logic Plates, 144 Semiconductors, 288 Gold Wires, and 576 Copper Wires. With Machine Oil, the full run takes about 13 minutes and sells for $5,000,000.
Your factory is running. Conveyors are spinning. You’ve got Gold Wires piling up. But somehow, you’re still sitting at 2x Microchips wondering why the money isn’t flowing. Sound familiar?
Here’s the problem: making an 8x64x Microchip in Industrialist is not like producing any other item in the game. It’s a 48-stage marathon inside a single machine. One wrong input order and everything inside turns to scrap. After a lot of painful mistakes, though, there’s a reliable system that works every time. This guide walks you through all of it.
- The 8x64x Microchip is the most valuable item in the game, selling for $5,000,000.
- It takes 48 Logic Assembler stages, requiring 576 Copper Wires and 288 Gold Wires total.
- Input order must always be: Logic Plate, Copper Wire, Semiconductor, then Gold Wire.
- Machine Oil cuts production time from 64 minutes down to roughly 13 minutes per chip.
- Automate with Logic signals to avoid manual input mistakes that create scrap.
Microchips are the endgame item in Industrialist. Everything before them — the Gold Wires, the Semiconductors, the Logic Plates — exists to feed into this one production chain. When you finally sell an 8x64x Microchip, you collect $5,000,000 in a single transaction. Nothing else in the game comes close.
They’re also gated hard. You can’t even research the Logic Assembler until you’ve sold 10 Lithium Battery Packs through an Advanced Assembler. The game wants you to prove you know how to run a real production line before it lets you touch this stuff. That’s fair, actually. Because this process will break a poorly organized factory fast.
Beyond the money, the 8x64x Microchip also gives you 300 Research Points, which makes it the single best source of RP in the game. In real gameplay, most late-game players build their entire base economy around this one item.
The notation confuses a lot of new players, so let’s break it down clearly.
The Logic Assembler upgrades a Microchip in stages. Each stage doubles its quality tier. It goes like this: 2x, 4x, 8x, 16x, 32x, then 64x. That’s the first 6 stages. After you hit 64x, the chip doesn’t double anymore. Instead, every 6 additional stages add another “layer,” turning it from 2x64x to 3x64x, all the way up to 8x64x.
So the full progression looks like this:
| Stage Range | Result | Sell Value |
|---|---|---|
| Stage 1 | 2x Microchip | $4,000 |
| Stage 2 | 4x Microchip | $8,400 |
| Stage 3 | 8x Microchip | $13,200 |
| Stage 4 | 16x Microchip | $17,600 |
| Stage 5 | 32x Microchip | $22,000 |
| Stage 6 | 64x Microchip | $28,220 |
| Stages 7–12 | 2x64x Microchip | $100,000 |
| Stages 13–18 | 3x64x Microchip | $250,000 |
| Stages 19–24 | 4x64x Microchip | $375,000 |
| Stages 25–30 | 5x64x Microchip | $1,000,000 |
| Stages 31–36 | 6x64x Microchip | $2,000,000 |
| Stages 37–42 | 7x64x Microchip | $3,000,000 |
| Stage 43–48 | 8x64x Microchip | $5,000,000 |
The key thing to understand: never output the chip early. The jump from 7x64x ($3M) to 8x64x ($5M) is a $2,000,000 gain for just 6 more stages. Always push to stage 48.
This is the number that surprises most players. To run all 48 stages from scratch, one complete 8x64x Microchip needs:
| Material | Total Quantity | Per Stage (avg) | Source |
|---|---|---|---|
| Logic Plates | 144 | 3 per stage | Logic Plate machines |
| Semiconductors | 144 | 3 per stage | Silicon processing chain |
| Gold Wires | 288 | 6 per stage | Gold Ingots via Roller |
| Copper Wires | 576 | 12 per stage | Copper Ingots via Roller |
| Machine Oil | Continuous fluid | — | Oil processing chain |
Important note on Gold Wire: Each Gold Wire requires 2 Gold Ingots in a Roller. That means one 8x64x chip consumes 576 Gold Ingots worth of wire. Plan your mining accordingly. Gold is the tightest resource in this chain.
Think of the microchip factory like a real assembly line. Raw materials come in on one end. Finished chips come out on the other. Everything in between has to stay in sync, or the whole thing grinds to a halt.
The Logic Assembler is the heart. But it can’t run alone. You need:
- A steady supply of all four input materials reaching the assembler continuously
- A Logic circuit controlling the input sequence (Signal 1 through Signal 6)
- A constant Machine Oil supply piped to the back of the assembler
- A power source handling at least 3MMF/s baseline plus 500kMF per action
- An output chest or conveyor for finished chips, separate from scrap output
Here’s where most players mess up: they build the assembler first, fill the inputs manually, and then wonder why they keep making scrap. The Logic automation isn’t optional. It’s the entire point of this machine. You need the signal sequence running correctly before you produce a single chip.
Before you even look at the Logic Assembler, get your material pipelines stable. You need four separate production lines running in parallel:
- Copper Wires: mine Raw Copper, smelt to Copper Ingots, run through a Roller
- Gold Wires: mine Gold (or process Gold ore), smelt to Gold Ingots, run through a Roller using 2 ingots per wire
- Semiconductors: process Silicon through the semiconductor production chain
- Logic Plates: build a dedicated Logic Plate production line — do not sell these, they’re worth far more in chips
Time: varies by factory scaleCommon mistake: undersupplying Copper WirePro tip: Copper Wire demand is 2x Gold Wire. Build more Copper rollers.
Run your Copper Ingots and Gold Ingots through Rollers. A standard Roller handles both. Gold Wire requires exactly 2 Gold Ingots per wire, so your gold throughput needs to be double your wire target.
Use an IndustrialRoller or RollerMK2 if you need higher throughput. At this stage, the goal is building a buffer of materials in storage before the Logic Assembler starts running. You don’t want the assembler waiting on input. Waiting means slower chips, and slower chips mean less money per hour.
Buffer goal: 200+ of each materialPro tip: Use a chest buffer before each Logic Assembler input slot
This step is the most critical in the entire guide. The Logic Assembler has four item input slots on the front. Each slot corresponds to a specific material. The correct input order for every stage is:
Signal 1: Logic Plate→Signal 2: Copper Wire→Signal 3: Semiconductor→Signal 4: Gold Wire
This four-item sequence must repeat for every single stage of all 48. When Signal 5 is active, the machine accepts inputs. When Signal 6 triggers, the machine outputs the finished chip. Your Logic circuit must handle this automatically.
Critical warning: If you input materials in the wrong order at any point, the chip scraps. At Stage 47, that’s nearly a $5M loss from one bad signal timing. Build your Logic circuit carefully. Test it at Stage 1 before committing to a full 48-stage run.
Wrong order = Microchip Scrap
Pro tip: Use the Idle signal output to trigger next stage only when the assembler is ready
The Logic Assembler is expensive to run. It draws 3MMF/s constantly just to stay on, plus an additional 500kMF every time the arm makes an input action. That’s not a small ask.
A Gas Burner setup or a Large Diesel Engine can cover this. If you’re already running a nuclear setup, you have more than enough. The key is making sure your power isn’t dipping during active production. Power interruptions mid-sequence can desync your Logic circuit timing, which leads to order errors, which leads to scrap.
Tip: Build a dedicated power source for the Logic Assembler section of your factory. Keeping it isolated from your main grid prevents other machines from causing voltage dips during heavy production cycles.
Baseline draw: 3MMF/s + 500kMF per actionPro tip: Gas Burner is enough. Nuclear is overkill but stable.
This is what separates players who make chips efficiently from players who babysit their assembler for two hours. The automation circuit handles the entire 48-stage sequence without player input after it starts.
Your Logic circuit needs to do the following things in order:
- Wait for the Idle signal to confirm the assembler is ready
- Send Signal 5 to enable item selection
- Send Signal 1 (Logic Plate) and trigger Signal 5 to add it
- Wait for Idle again, then repeat for Copper Wire (Signal 2)
- Repeat for Semiconductor (Signal 3) and Gold Wire (Signal 4)
- Repeat this full four-step cycle 48 times before triggering Signal 6 to output
The timing randomness in the assembler (between 4 and 36 seconds per action with oil) means you cannot use fixed timers. Use the Idle output signal as your trigger. It only fires when the arm is genuinely done and ready. This is the correct approach.
Do not use fixed timers. Always trigger off Idle.Pro tip: Multiple assemblers synced at start time run at the same random intervals
One Logic Assembler with Machine Oil produces a chip roughly every 13 minutes. That’s about $6,500 per second — solid, but most serious players want more than one chip running at a time.
Scaling is straightforward: add more Logic Assemblers in parallel, each with its own material feed and its own Logic circuit. Two assemblers doubles your output. Four assemblers brings you to roughly $26,000 per second. The limiting factor is almost always material supply, not the assembler count itself.
Scaling tip: When you add a second assembler, double every upstream production line. The Copper Wire chain especially: 576 per chip means you’ll burn through wire fast. Most players underestimate copper demand by 40–50%.
~13 min per chip (with Machine Oil)
Pro tip: Sync multiple assemblers by starting them at exactly the same moment
Layout matters more in this factory than almost anywhere else in the game. The goal is to minimize conveyor distance, keep material buffers close to the assembler inputs, and keep the scrap output completely separate from chip output.
⛏️
Zone A: Mining
Copper, Gold, Silicon drills. Place this furthest back with conveyor runs leading forward.
🔥
Zone B: Smelting
Furnaces and Rollers. Smelt ingots and produce wires. Buffer chests after each roller.
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Zone C: Processing
Semiconductor chain, Logic Plate machines. Keep close to the assembler inputs.
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Zone D: Logic Assembler
Central machine. Machine Oil pipe from back. Logic circuit attached to right side.
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Zone E: Power
Dedicated generator for the assembler. Isolated from main factory grid.
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Zone F: Output
Chip output to sales depot. Scrap output to a separate side chest, never to the main line.
Keep the assembler in the center. Everything flows toward it from both sides. The main rule: material travel distance should be short. Long conveyor runs create timing inconsistencies and inventory pileups.
Without Machine Oil, average input time per action is 20 seconds. With it, the average drops to 4 seconds. On a 48-stage chip with 192 total input actions, that’s the difference between 64 minutes per chip and about 13 minutes. Machine Oil is not optional at serious production scale. Pipe it in continuously from your oil processing chain.
The assembler’s input slots are small. If your conveyor supply hiccups for any reason, the assembler sits idle. Placing a buffer chest between your production line and the assembler input ensures the machine always has materials ready to grab, even if upstream production slows momentarily.
Use the Pollution Meter and Time Tracker to monitor your factory’s real output rate. Most players discover their bottleneck is the Roller step for Gold Wire. Because each wire costs 2 ingots and you need 288 wires per chip, a single Roller producing 1 wire per few seconds will be your slowest link. Add a second Roller for gold before anything else.
The value curve is heavily back-weighted. A 4x64x chip at $375,000 is only 7.5% of the final $5,000,000 value, despite taking 50% of the total stages. In real gameplay, selling anything below 8x64x is almost always the wrong call unless you desperately need immediate cash.
Wrong input order mid-run
Always double-check your Logic circuit before starting a 48-stage run. A single mis-sequenced signal at Stage 44 wipes out hours of production.
Outputting before Stage 48
Stopping at Stage 42 (7x64x) leaves $2,000,000 on the table. Six more stages. Always finish the run.
Using fixed timers instead of the Idle signal
The assembler’s action time is random. A fixed 20-second timer will desync eventually. Use the Idle output as your trigger every time.
Underbuilding the Copper Wire supply
576 Copper Wires per chip. Most players build enough rollers for their gut feeling, which is usually half what they actually need. Count it out and build to meet that number.
Not isolating power to the assembler
Power dips mid-sequence desync your Logic circuit. Keep the assembler on its own generator branch.
Case Study: One Logic Assembler, Machine Oil, Automated Circuit
Assembler count 1x Logic Assembler
Machine Oil Continuous supply
Time per chip (Stage 1 to 48) ~768 seconds (12.8 min)
Revenue per chip $5,000,000
Revenue per second ~$6,510/sec
Revenue per hour ~$23.4M
With 4x assemblers synced ~$93.6M/hr
Those numbers assume smooth operation with no scrap events and a fully stocked material supply. In practice, your first few chips will be slower as you work out the logic circuit and buffer sizes. Once it runs clean, it runs clean every time.
The biggest throughput gain comes from running multiple Logic Assemblers at once. Each one is a completely independent production unit. Two assemblers doubles revenue with the same material supply per assembler. The only trick is building enough upstream capacity to feed all of them simultaneously without starving any input.
The game uses the current game-time as a seed for the assembler’s random input timer. If you start two assemblers at exactly the same moment, they will stay in sync throughout the entire run. This makes monitoring easier and allows one Logic circuit design to manage both machines with minor modifications.
When your world hits negative 45% pollution, each chip earns an additional bonus per sale. Sold through a Truck Depot at that level, a single 8x64x chip can generate over $50,000,000 per transaction. Managing your pollution levels while scaling production becomes its own late-game strategy layer worth pursuing.
The 8x64x Microchip gives 300 Research Points, which is exceptional. If you’re actively pushing through the research tree, don’t sell every chip. Feeding one chip per cycle into research alongside your sales output accelerates unlocks dramatically.
What is 8x64x in Industrialist?
It’s the highest-tier Microchip in the game, produced after 48 Logic Assembler stages. It sells for $5,000,000 and grants 300 Research Points. It’s the primary endgame money-making item and nothing else comes close in value.
How do you speed up production?
Add Machine Oil to the fluid input on the back of the Logic Assembler. This cuts average input action time from 20 seconds to 4 seconds, reducing total chip time from 64 minutes to roughly 13 minutes. It’s by far the biggest speed lever in the system.
What is the best factory layout?
Center the Logic Assembler with material production zones on both sides. Mining and smelting furthest back, processing and wire production in the middle, assembler at center front. Keep conveyor runs short. Use buffer chests between every production stage and the assembler inputs.
Why is my factory slow?
The most common culprits are: no Machine Oil on the assembler, undersupplied Copper Wire (you need 576 per chip), using a fixed timer instead of the Idle signal for your Logic circuit, or power instability causing the assembler to pause mid-sequence.
What happens if I input materials in the wrong order?
The Logic Assembler outputs Microchip Scrap instead of upgrading the chip. The further along you are in the 48 stages, the more scrap you lose. A Stage 47 failure is devastating. Always test your Logic circuit thoroughly at Stage 1 before running a full 48-stage cycle.
The 8x64x Microchip is the endgame of Industrialist for a reason. It asks you to combine everything you’ve learned: resource chains, power management, Logic automation, and factory layout discipline. Get any of those wrong and your output suffers. Get them all right and you’re printing $5,000,000 every 13 minutes.
Start with one Logic Assembler. Run it manually at first so you understand the sequence. Then build the automation circuit. Then add Machine Oil. Then add a second assembler. Build it in stages, just like the chip itself.
And whatever you do, don’t output at Stage 42. Six more inputs and you double your money. That lesson is learned the hard way by almost everyone. Now you don’t have to.

