Research and the First Copper Bar
Understand StoneEra research tables, samples, prerequisite checks and the first copper-bar demo milestone without confusing locked full-game technologies.
FAQ
Does every researcher consume a separate set of samples?
Why can I not unlock all 28 technologies in the demo?
Does the first copper bar end the demo session?
How do you make research actually progress?
Build a Research table with reachable working sides, inspect the selected technology and supply its real samples. A selected node is not a finished discovery. Residents need to deliver and study the required materials. Check the task and requirements before adding another table or assuming that stored resources have already been paid into research.
The 0.9.13 research announcement explains that paid samples and progress survive pauses, worker changes and saving. The 0.9.15.1 notes add that active research protects required samples while builders can use surplus stock. A material reserved for research is not necessarily free construction inventory.
Which research can the demo complete?
The demo includes twelve early technologies, while the development tree describes twenty-eight across Food, Construction, Clothing, Metal, Waterworks and Transport. The later nodes are full-game content. Creative mode changes how you experiment, but it does not remove the documented demo technology boundary or turn every visible node into an available unlock.
| Check in your current tree | What it tells you |
|---|---|
| Prerequisite links | Which earlier discoveries are still needed |
| Required samples | Which actual materials must be delivered |
| Researched state | Whether this discovery has finished |
| Full game label | A content boundary, not a missing button to bypass |
Demo 0.9.18 adds connected nodes and name search. Use those current controls rather than expecting an older screenshot’s layout. The demo comparison explains why a full-tree overview is not a promise of twenty-eight playable technologies.

What route leads to the first copper bar?
Follow the research and production prerequisites shown by your own game. The current opening guide introduces a Research table and B1 Timber construction; later Next Goals leads toward mining ore, researching ore smelting and making a first metal bar. The demo-completion trigger specifically requires the first copper bar produced by a resident.
- Finish the opening camp checklist and the Research table stage.
- Inspect the relevant prerequisite links and sample requirements.
- Arrange actual ore mining; the official 0.9.15 notes say ore mining requires a pickaxe.
- Complete the required smelting research and production steps displayed in your installed demo.
- Check for the first-copper-bar completion message, then choose Continue building if you want to stay.
This is a prerequisite checklist, not an invented recipe: the retained announcements do not establish every furnace ingredient or a complete twelve-node unlock order. The 0.9.17 Next Goals description also covers wooden-channel research and construction; Waterworks and irrigation separates W1 availability from advanced systems.
What if the research table still waits?
Check a missing prerequisite, an undelivered sample, access to a usable table side and the worker’s actual blocked task. Extra tables can help only when work is otherwise ready: the 0.9.14.2 update allows one researcher per available table, combines their speeds and uses one sample set, not one set per resident.
Use professions and blocked work if no suitable job starts. Avoid canceling and replacing the whole chain merely because it has paused: the official system preserves paid progress through ordinary worker changes and saving. An unexplained failure after those checks remains a reportable issue, not proof that all later full-game research should unlock.
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