This Love and Deepspace 6.0 resource plan turns the version into four ledgers you can actually check: where the Diamonds come from, how far 70 pulls really is, how to fill the weekly Wish Ticket quota, and the account states where topping up makes sense. Every figure carries a source grade, and anything unpublished is marked as such.
Applicable version: 6.0 "All Things Resound" (store build 6.0.0, updated 2026-07-08; event schedules and banners follow official notices)
| Item | Verdict | Basis |
|---|---|---|
| Home activities, all four tracks | 6,000+ Diamonds, about 40 pulls | Official 6.0 update notes (primary) |
| Limited banner soft pity | 70 pulls, 10,500 Diamonds | 150 Diamonds per pull (TapTap mechanics thread, third-party) |
| Hard pity, worst case | 140 pulls, 21,000 Diamonds | A non-featured 5-star guarantees the featured one next (same thread) |
| Free Wish Tickets | 7 standard tickets a week | Weekly 1 + shop 1 + Memory Sand 5 (player compilation) |
| Closing the gap free-to-play | About 9 weeks, 63 days | Community estimate at 515 Diamonds a week |
Where the Love and Deepspace 6.0 Resources Come From
Version 6.0 splits its income into two piles: repeatable daily output from the home and the daily/weekly loop, and a one-off version package of a selector 4-star Memory, Wish Tickets, Diamonds, outfits, and photo-mode backgrounds and poses. Counting both piles as one number is how people overestimate their stock .
The four home tracks and how they pay out
The official notes say playing the home activities "accumulates over 6,000 Diamonds." Accumulates is the operative word: cooking and home crafting settle the same day, gardening pays out in weekly batches, and daily interactions are the easiest to skip even though they also push your bond level . No single track carries the 6,000 on its own, and skipping one leaves a hole in the total.
What the 6.0 package actually contains
The version package lists a selector 4-star Memory, Wish Tickets, Diamonds, selected outfits, plus photo-mode dynamic backgrounds and poses . The selector Memory matters most to new accounts because it saves pull currency rather than time. For long-running accounts, the dynamic background is the only item in the package with any display value.
The order to clear in your first ten minutes
Interactions go first for one reason: bond value accrues daily and a missed day never comes back, while cooking materials can be made up tomorrow. Fix the order as interactions, cooking, crafting, then gardening once a week. Running it backwards does not break anything, but you end up re-walking scenes you already cleared.
Love and Deepspace 6.0 Resource Budget: From 6,000 Diamonds to 70 Pulls
Budgeting starts with converting "the card I want" into "the pulls I am short," not with saving. At 6,000 Diamonds you are barely past half of a soft pity, and writing the gap down is what stops a panic top-up on the banner's last night.
| Target | Cost | In pulls | Source |
|---|---|---|---|
| Limited 5-star soft pity | 70 pulls | 10,500 Diamonds | 150 Diamonds per pull (TapTap thread, third-party) |
| Hard pity, worst case | 140 pulls | 21,000 Diamonds | Featured guarantee after a lost 5-star (same) |
| Home, 6.0 total | 6,000+ Diamonds | About 40 pulls | Official 6.0 update notes (primary) |
| Dailies, weeklies, sign-in | 515 Diamonds a week | About 3.4 pulls a week | 50×7 + 150 + 15 (player compilation) |
| Closing a 70-pull gap | 4,500 Diamonds | About 9 weeks (63 days) | Community estimate at 515 a week |

How many Diamonds a 70-pull pity actually costs
One pull is 150 Diamonds, so 70 pulls is 10,500. If your first 5-star misses the featured card, the next one is guaranteed, which puts the worst case at 140 pulls and 21,000 Diamonds. Save for hard pity if you want certainty, hold the 70-pull line if you are gambling, and stop spreading pulls across several banners — spread thin, none of them reach pity.
Converting tickets into materials
Free tickets compare better in materials than in pulls. Five tickets at the Memory Sand shop cost 150 Memory Sand (Precious), one at the chocolate exchange costs 600 chocolates, and the weekly quest hands over one for nothing: seven a week in total. A separate monthly shop sells 10 standard tickets at 9 Time Stardust each, or 90 a month . Seven a week and ten a month is the entire free ceiling.
Estimating the number of days
4,500 ÷ 515 is 8.7, which rounds up to nine weeks and 63 days. Three assumptions sit under that number: 50 daily Diamonds with no missed day, the full 150 weekly, and all 6,000 home Diamonds actually collected. The official daily Diamond cap is unpublished, so treat the in-game counter as the authority.
Love and Deepspace Wish Tickets: Filling the Weekly Seven
Seven standard tickets a week is the whole free allowance, and Love and Deepspace Wish Tickets are worth more than their count suggests because they cost no Diamonds. Fill the seven first, then decide whether Diamonds go into a limited banner.
Where do Wish Tickets come from fastest?
The Memory Sand shop is the fastest source: 30 Memory Sand (Precious) per ticket, capped at five a week, which is 150 Sand and most of the weekly quota in one stop. The chocolate exchange takes 600 chocolates for one ticket a week, and the weekly quest gives one on completion. Three sources, seven tickets, and no separate daily cap — the real limit is how fast Sand and chocolates accumulate, and both settle weekly .
Can free tickets pull on a limited banner?
No. This is not a matter of saving enough tickets to pull on any banner, but of matching the ticket type to the pool: free sources only issue standard-pool tickets, while limited banners take Diamonds or limited Wish Tickets . Guides that add the two together inflate the total, and a plan built on that total lands short every time.
What happens to limited tickets at the end of a banner
Limited tickets convert into another ticket type when the banner closes. The conversion ratio is unpublished and the in-game prompt is the authority . Do not sit on limited tickets until the final day; the converted form is usually worth less than spending them.
Is the 6.0 Limited Banner Worth Paying For?
No. The home's 6,000 Diamonds are 40 pulls, which leaves 30 pulls to soft pity, and those 4,500 Diamonds come free in about nine weeks. Money buys time here, not odds.
If you are free-to-play and want one card
Waiting is correct. Forty pulls from the home plus nine weeks of dailies reaches 70, and nothing else gets pulled in between. The only thing to watch is the banner's closing date, because a banner that ends early forces a change of target.
If you already have 20 pulls banked
Check the distance first. Within 20 pulls of pity, the home income closes it; 70 or more away, wait for the rerun. Whether pity carries between banners is community talk only, with no official ruling, so read the fine print on the banner page before committing.
If you only play the home and photo modes
Do not raise the budget. Photo mode pays in dynamic backgrounds and poses with no combat value, so shoot whatever scenes you like; the count costs you nothing.
Diamond Income Outside the Home: Dailies, Weeklies and Sign-in
Dailies are what actually close the gap. At 515 Diamonds a week the number looks small, but nine weeks is 4,635 Diamonds, which covers the 4,500 shortfall (community estimate).
Where the 50 daily Diamonds come from
Fifty Diamonds sit in the daily tasks, and logging off right after finishing them costs you nothing. Miss a day and you lose a third of a pull; miss a week and you lose 350 Diamonds, which is far more expensive than one skipped gardening run.
Monday sign-in and weeklies
Monday sign-in pays 15 Diamonds and the weekly quest pays 150, so the pair is 165 Diamonds, roughly a third of the weekly 515. Both are the first things dropped on an update day, because that is when everyone is rushing the new content instead.
Event rewards are one-off, not recurring
Event rewards usually arrive once and never enter the 515-a-week loop. Treat them as a bonus rather than salary and the budget stays honest (source: official 6.0 update notes, rewards section).

Pull Timing: When to Open a Banner and When to Wait for a Rerun
Pull timing decides whether the same 70 pulls land the card, not how many pulls you make. Three rules: one banner at a time, pity written down, reruns counted separately.

Tracking your pity without a spreadsheet
Keep three numbers: pulls already spent on the current banner, pulls left to soft pity, and the banner's closing date. Writing them in a notes app beats memory, especially when two version events overlap.
Reruns count separately
Rerun banners count pity on their own, so do not carry the previous banner's total across. No official rule on cross-banner inheritance has been published, the banner text is the authority, and the usual outcome of assuming it carries is 20 extra pulls spent.
Whether to chase the hard pity
Hard pity is 21,000 Diamonds, about 41 weeks of daily income (community estimate). Unless the card is the only character you want, chasing it is a bad trade; splitting 21,000 across two banners gives a steadier expected return.

Photo Mode and Widgets: Where the Time Goes
Photo mode and widgets produce no Diamonds, only display value. The reason to spend time there is simple: finished shots become dynamic backgrounds and home-screen widgets, and that return is independent of both combat power and banner spending.
Set the scene before the camera
Pick environments with depth: courtyards, corridors and window light all hold up better than flat backdrops. Place the character on a third line to keep some environment in frame, shoot full body from a low angle, half body at eye level, and close-ups slightly from above .
One main widget, two secondary
One main and two secondary widgets per home screen is enough. Give the main slot to the photo display widget and rotate the secondary slot, because more than that competes for the same glance. Widgets are company, not a dashboard .
Love and Deepspace FAQ
Are the 6,000 home Diamonds paid out in one go?
A: No. The 6,000+ Diamonds are spread across cooking, crafting, gardening and daily interactions, and each track pays only when you play it .
How many Diamonds does the 70-pull pity cost?
A: 10,500 Diamonds at 150 per pull; the hard-pity worst case is 140 pulls and 21,000 Diamonds.
How many Wish Tickets can I get each week?
A: Seven standard tickets: one from the weekly quest, one from the chocolate exchange, five from the Memory Sand shop, plus 10 a month from the monthly shop.
Can free tickets be used on a limited banner?
A: No. Free sources pay standard tickets, and limited banners take Diamonds or limited Wish Tickets. Do not add the two pools together.
What comes after 6.0?
A: The store build is 6.0.0 (2026-07-08); later versions and banner schedules are unpublished, so official notices are the reference.
Action List
- Do interactions first each day, then cooking and crafting, then gardening once a week.
- Write the home's 6,000 Diamonds down as 40 pulls on the first line of your notes.
- Treat 70 pulls as the unit for a limited banner and check your existing pity before opening it.
- Fill all seven weekly Wish Tickets, taking the five Memory Sand ones first when materials are short.
- Keep the 50 daily, 150 weekly and 15 Monday sign-in Diamonds unbroken.
Resource ledgers and banner tracking live in the GameHub guides section, updated whenever a new official notice lands.

Game Guides
- Palworld 1.0.5 Breeding Guide: Mutation Odds, Cake Costs, Awakening Order
Applicable version: v1.0.5 (official patch notes, 2026-09-15) · 1.0 release line (Steam release date 2026-07-09)
- Reverse: 1999 4.0 Build Guide: Lilya or Drake First, and What Insight III Costs
Pull order in 4.0 comes down to one question: does your account lack a Star DPS or a Beast DPS? Huntsworn Lilya (Star) and Drake (Beast) are the only two 6-stars this patch, and taking one character from zero to Insight III level 30 costs 258,000 Sharpodonty and 32 affinity materials — roughly 8 to 10 days of natural Activity at 240 a day.
- Honkai: Star Rail 4.6 Planar Fissure: 7 Days Left, 42 Extractions, Where to Stop
Planar Fissure ends 10/25 03:59. From 10/18 you have 7 days, 1680 Power and 42 runs. Fix the elemental Sphere, then the Energy Rope, and stop at 2 crit lines.
- Genshin Impact 7.1 Free Five-Star Selects: Which Two to Take Before Nov 3
Genshin Impact 7.1 gives away two five-stars: Tabletop Troupe lets you take one limited unit from Tartaglia, Nilou, Baizhu, Chiori, Clorinde and Varesa, while Snowbound Journey lets you take one standard-banner unit. Both close on 2026-11-03 at 14:59, both are one-pick-only, and the limited pick should go first.
- Wuthering Waves 3.7 Echo Guide: 12 COST Splits, Three Tower Teams
3.7 ships two Electro 5-stars, and both of them want the same echo set. Run 4C+3C+3C+1C+1C for exactly 12 COST, stop rolling at 70% crit rate and 140% crit damage, and hand the best set to the deepest tower zone instead of spreading it.
- Zenless Zone Zero 3.3 Phoenix Build Guide: Dual-Anomaly Teams, Drive Discs and Shiyu Rotations
Phoenix arrives in the first half of 3.3, and taking her from zero to Shiyu-ready costs up to 28,800 Polychrome, 3.105 million Dennies and 300 Senior Investigator Logs. Her job is anomaly application plus team-wide anomaly crits, not on-field main DPS. Pull if your account has no Fire anomaly slot. Skip if your Fire anomaly core already works, and wait for Severian on November 11 if what you actually need is front-loaded damage.
- Arknights Yesterday's Sea: 5 Days, 1,200 Sanity, One Deadline
Applicable version: CN server, live as of 2026-10-18 (Arknights has no version numbering; official announcement dates are the anchor). Naming note: this is CN-server content, so operator names follow the romanized CN form used across our Arknights coverage, and item names are translated where Global has no official wording yet. Yesterday's Sea stages and the Abyssal Cruise banner both shut at 03:59 on October 23, not October 30. From October 18 that leaves five days and roughly 1,200 sanity: clear the YW stages and the Salvage Plan missions for Lugu first, spend tokens on the shop second, and only then think about E2 or pulls.
- Palworld 1.0.5 Tech Unlock Order: Aquatic Construction Kit, Jetragon and the Material Route
Pal Tamer, version 1.0.5 shipped only two fixes, but read alongside the 1.0.3 and 1.0.4 balance passes, the late-game tech order looks nothing like it did at the 1.0 launch. The Aquatic Construction Kit dropped from tech level 66 to 23 and its Ancient Technology Point cost fell from 4 to 1, while the Jetragon-related tech dropped from level 79 to 70. This guide orders the line as unlock, then speed up, then save materials.