
Home Efficiency: Keep the Lumi Card Production Chain Running
Japan version. Keep catch cards available by linking wood and stardust production to the card workbench. Improve the stage that stops the chain first, then compare workers in the same facility.
Build the inputs before chasing more output
Japan's Logging Site produces wood, and the Star Altar produces stardust. The Card Workbench uses both to craft catch cards. Building costs coins, so complete and claim the current guide-mission rewards as you progress.
The lower-left guide can ask you to catch three Lumi or build a logging facility. Follow your current objective rather than buying every available building at once.
| Stage | Output or use | First check |
|---|---|---|
| Logging Site | Wood | Built, assigned and producing. |
| Star Altar | Stardust | Built, assigned and producing. |
| Card Workbench | Wood + stardust → catch cards | Both inputs available for the selected recipe. |
Japan names (English meanings)
Match maps, tasks or items to Japan's interface. These English meanings are not official names for other servers.
- Logging Site
- 伐採場
- Star Altar
- ほしの祭壇
- Card Workbench
- カード製作台
Find what is stopping the chain
A faster workbench cannot fix an empty material supply. Read the selected recipe, compare both inventories and check each upstream facility before moving a worker.
- Open the card recipe and read the input requirements.
- Check wood and stardust separately.
- Assign an eligible Lumi to the facility holding up the next craft.
- Craft a usable card buffer before starting a longer catching route.
- Recheck inventories after that route and adjust the next production cycle.
| What you see | Next action |
|---|---|
| Workbench lacks wood | Check wood inventory, logging assignment and available collection. |
| Workbench lacks stardust | Check altar assignment and available collection. |
| Materials are ready but crafting is idle | Check the workbench's assignment and start the intended recipe. |
| One input keeps accumulating while the other runs out | Improve the scarce input first and leave enough of the other for the next craft. |
Compare workers by the job they will do
Check job suitability first, then Work and any trait that explicitly applies to the facility. Compare candidates at the same facility level with the same recipe and materials.
Muscletiger has Work 63 in Japan, but its burn-triggered Attack-stage trait is a battle effect. Use its actual crafting suitability and production result when choosing it for a home job.
Measure a ten-minute production window
To choose between two eligible workers, run each for the same ten minutes. Keep the facility level, recipe, starting inputs and applicable boosts the same. Avoid spending the measured output during the window.
Output per minute = (ending inventory − starting inventory + output spent) ÷ elapsed minutes. If you must spend output, record it; exclude unrelated rewards and other sources of the same item. If production stops for missing materials, fix that supply before comparing worker speed.
- Record the starting setup and inventories.
- Let the first worker produce for ten minutes and record the result.
- Restore the same inputs and conditions, then assign the second worker.
- Use the same time window and calculate both rates.
- Prefer the worker that improves your current bottleneck under those conditions.
| Record | Worker A | Worker B |
|---|---|---|
| Facility / recipe / level | Same setup | Same setup |
| Worker / Work / job suitability | Fill in | Fill in |
| Starting inputs and output inventory | Fill in | Fill in |
| Elapsed minutes / ending output / output spent | 10 / fill in / fill in | 10 / fill in / fill in |
| Idle time or missing inputs | Fill in | Fill in |
| Output per minute | Calculate from the inventory change | Calculate from the inventory change |
Keep card supply and other home goals separate
Finish the input chain before committing the same coins to a different production goal. A building purchase helps the next catching route only when it supplies a missing input or enables the needed craft.
For a facility that is locked, read its own unlock requirement. Plan the available chain first, and add that facility when its prerequisite is met.