Lightyear Frontier guides for 1.0
Checked 2026-11-05 · Lightyear Frontier 1.0
These guides follow the 1.0 release of 4 November 2026. Older pages on the web still teach the Automator. That machine is gone. Start with the automation guide if your save is from 0.8, then the pipe page if a mineral extractor is the thing that stalled.
Farming numbers live on the crop table. This hub only explains soil, fertilizer, and why a mutation is a soil choice rather than a dice roll. Animals that vanish are a separate question from the animal list. Building covers planning mode and the roof-bonus change. Mech upgrades explain why a 0.8 save that could equip only two parts is not stuck that way in 1.0.
Pick the question you actually have
Milestone names from the 0.8 wiki are still useful as a map of themes. The 1.0 notes moved automation to Milestone 4 and added Milestones 13 and 14, but they did not publish a full new delivery table.
In this section
- Automation guide for 1.0
- Best base locations in 1.0
- A beginner order for 1.0
- Building, roofs, and house design
- Is there combat?
- Coziness and level 5
- How crop mutations work
- Farming, fertilizer, and rotation
- How long 1.0 takes
- Mech fuel types
- Mech upgrades and the old two-part limit
- Milestones and the road to Milestone 4
- Multiplayer, crossplay, and save modes
- Where runaway animals go
- Water pumps, tanks, and irrigation
Questions
Which guide is for 1.0 pipes?
The automation guide and the Automator migration page. The pipe page is the mineral-extractor wiring.
Where are crop growth days?
On the crops table, not in the farming essay.
Is there a combat walkthrough?
There is a short page on what the store means by no raids. It is not a fight guide.
Related
Sources
- Official 1.0 launch post — checked 2026-11-05
- Lightyear Frontier Wiki — checked 2026-11-05