J.O.O.N.A.S.: Catchers, Routing & Stalled Robots
How the robot changed in 1.0.4 and why catcher groups matter in 1.0.5.
Quick answer
J.O.O.N.A.S. keeps cleaning without nearby players since 1.0.4. In 1.0.5 it sends capsules to the emptiest catcher in the nearest group, rather than blindly filling one catcher. A full catcher network is a logistics problem to solve downstream.
On this page
Full robot, recipe, conveyor and solar specifications →
The current delivery rule
Catchers within 100 m of one another form a group. J.O.O.N.A.S. selects the emptiest catcher in the nearest group. When every catcher in that group is above 80% full, deliveries move to the next group. This 1.0.5 rule replaces older advice that every capsule always goes to the single nearest catcher.
Each catcher holds 100 kg, as confirmed in 1.0.4. Adding a catcher buys buffer space; it does not increase a blocked processing line’s sustainable throughput.
Bring a new robot online
- Build a catcher with an outfeed path that reaches a station intake directly or through a working processing chain.
- Clear the destination belt and ensure processors have power.
- Add the robot, inspect its information panel and check its current sector on the Moon map.
- Watch repeated deliveries. If the catcher level keeps rising, the line processes less than the incoming rate; expand delivery or processing before buying another robot.
Diagnose by what you see
| Symptom | Check |
|---|---|
| Works only when you stand nearby | Update: 1.0.4 explicitly removed this limitation. |
| Red/full gauge | Inspect receiving catcher space and outfeed. |
| One catcher fills beside an empty one | Check 1.0.5 and the 100 m grouping rule. |
| Faraway cleaned hex remains at 99.9% | 1.0.5 fixes distant hex completion and payment. |
| A permanent blocked building spot | 1.0.5 fixes the J.O.O.N.A.S. placement obstruction bug. |
How many robots per catcher?
There is no universal count in the official notes. Travel time, dirty sectors, catcher placement and downstream capacity all matter. Community estimates such as four or five robots per catcher are layout reports, not a fixed game limit. Increase the robot count until the downstream buffer begins trending upward, then improve the limiting stage.
Sources & version notes
Checked 29 October 2026. Official patch behavior is separated from community-reported menu values. This guide is source-based; it does not claim an in-game test by this site.