A Research Lab needs qualified workers and all materials required by the active research tier. One missing input can stop progress even when the other resources are plentiful.
Based on the sources below. Planning suggestions are editorial guidance; this is not a claim of hands-on testing on the latest build.
Check the three gates to progress
Work through qualification, unlocks and stock in that order. Open the worker assignment panel to see eligible Whiskers. Then check the selected blueprint and its prerequisites. Finally, inspect the lab's actual inputs rather than relying only on the colony's total inventory.
Keep earlier materials flowing
Higher tiers add resources to the requirements of earlier tiers. Metal progression therefore does not remove the need for a plank supply. If a newly selected technology stops immediately, compare its material requirements with the lab's stock.
- Confirm the tier is unlocked.
- Inspect each required material separately.
- Check the route to stored inputs.
- Look for another production chain consuming the same material.
Research for a specific colony problem
Our suggested method is to write down the current limitation before selecting a blueprint: insufficient comfort, poor transportation, missing food processing or a production bottleneck. Check whether you can support the unlocked building's inputs and staffing. An impressive unlock is less useful if the colony cannot operate it.
Add laboratories only after the first works
Multiple labs can cooperate on one blueprint, but scaling is not linear. If the first lab is short of an input, another lab does not remove that shortage. Start by restoring continuous operation; expand only when you have qualified workers and spare material throughput.
Sources & version notes
Game updates and difficulty settings can change behavior. Where sources disagree, this guide avoids unsupported exact values and points you to the current in-game panel.