Skip to content

Buildings

Recognize structures, furniture and machines, and check their costs and requirements. Values shown are starting values. Quality, material, skills and conditions can change them during play.

43 entries. Use the site search to find an entry by name.

Structure

Wooden wall

Wooden wall

A simple wooden wall. Encloses rooms.

Materials
5 Wood
Footprint
1 × 1 cells
Research
Available from the start
Stone wall

Stone wall

A strong wall of cut stone.

Materials
5 Stone blocks
Footprint
1 × 1 cells
Research
Masonry
Wooden door

Wooden door

Lets colonists through. Raiders must break it.

Materials
20 Wood
Footprint
1 × 1 cells
Research
Available from the start
Barn door

Barn door

A wide double door, two cells across, for a barn: it closes the room (so a heater or cooler can keep it bearable) but the colony's animals walk through it as well as people. Other animals and prisoners can't. Build it over a wall, with a fenced pen outside. Press R to turn it.

Materials
40 Wood
Footprint
2 × 1 cells
Research
Available from the start
Fence

Fence

A low wooden fence. Animals can't cross it; people climb over, slowly. It doesn't make a room or hold up a roof, so a fenced pen stays outdoors: build a shelter against it with walls and a Build roof area.

Materials
3 Wood
Footprint
1 × 1 cells
Research
Available from the start
Wooden floor

Wooden floor

Smooth wooden flooring. Makes rooms nicer.

Materials
2 Wood
Footprint
1 × 1 cells
Research
Available from the start
Stone tiles

Stone tiles

Neat stone tiles.

Materials
3 Stone blocks
Footprint
1 × 1 cells
Research
Masonry
Soil

Soil

Spread compost over rough stone or sand to make farmable soil (80% fertility). It becomes the ground itself, for good.

Materials
5 Compost
Footprint
1 × 1 cells
Research
Available from the start

Furniture

Bed

Bed

A place to sleep. Can be assigned to a colonist.

Materials
40 Wood
Footprint
1 × 2 cells
Research
Available from the start
Double bed

Double bed

A bed for two: lovers who share one sleep better for it (Slept with my lover). Can be assigned to two colonists.

Materials
75 Wood
Footprint
2 × 2 cells
Research
Complex furniture
End table

End table

A bedside table: a bed touching it is more comfortable (a better night's sleep for the mood). Stacks with a dresser; two don't help.

Materials
30 Wood
Footprint
1 × 1 cells
Research
Complex furniture
Dresser

Dresser

Makes beds within 6 cells in the same room more comfortable (a better night's sleep for the mood). Stacks with an end table; two don't help.

Materials
50 Wood
Footprint
2 × 1 cells
Research
Complex furniture
Table

Table

Colonists prefer to eat at a table.

Materials
25 Wood
Footprint
1 × 1 cells
Research
Available from the start
Chair

Chair

Somewhere to sit. Use next to tables.

Materials
12 Wood
Footprint
1 × 1 cells
Research
Available from the start
Torch

Torch

Lights up the surroundings at night.

Materials
4 Wood
Footprint
1 × 1 cells
Research
Available from the start
Game table

Game table

A board game table. Great recreation.

Materials
10 Stone blocks, 40 Wood
Footprint
1 × 1 cells
Research
Available from the start
Flower pot

Flower pot

Decorative flowers. Makes a room pleasant.

Materials
8 Stone blocks
Footprint
1 × 1 cells
Research
Available from the start

Production

Cooking hearth

Cooking hearth

Cook raw food into meals.

Materials
15 Stone blocks, 50 Wood
Footprint
2 × 1 cells
Research
Available from the start
Production
Cook simple meal, Cook simple meal x4, Cook fine meal, Pack travel rations x4
Butcher table

Butcher table

Butcher animal corpses into raw meat and press kibble for animals (Cooking work).

Materials
40 Wood
Footprint
2 × 1 cells
Research
Available from the start
Production
Butcher animal, Make kibble x40
Crafting bench

Crafting bench

Craft weapons and tools.

Materials
15 Steel, 60 Wood
Footprint
2 × 1 cells
Research
Available from the start
Production
Make club, Make knife, Make short bow, Make spear, Make pipe rifle, Make repeater, Make medkit x2, Make simple helmet, Make flak vest, Make plate armor
Tailoring bench

Tailoring bench

Sew clothes from cloth or leather: shirts and pants, parkas and tuques for winter, dusters and wide-brim hats for summer, backpacks; unravel worn-out ones for a quarter of their cloth or leather. Crafting work; better crafters make better clothes.

Materials
50 Wood
Footprint
2 × 1 cells
Research
Available from the start
Production
Make shirt, Make pants, Make parka, Make duster, Make tuque, Make wide-brim hat, Make backpack, Unravel clothes
Electric stove

Electric stove

Cooks 50% faster than a hearth. Uses 350 W; can't be used without power.

Materials
80 Steel, 10 Stone blocks
Footprint
2 × 1 cells
Research
Electrical appliances
Power demand
350 W
Production
Cook simple meal, Cook simple meal x4, Cook fine meal, Pack travel rations x4
Electric smelter

Electric smelter

Melts weapons and armor down to a quarter of their steel. By default its bills take only worn-out and tainted things; change the filter to melt anything. Crafting work, needs power.

Materials
100 Steel, 20 Stone blocks
Footprint
2 × 1 cells
Research
Electricity
Power demand
700 W
Production
Smelt weapon, Smelt armor
Compost bin

Compost bin

Colonists with Haul work fill it with 30 raw food (the bill's filter picks which); left alone it rots down in 3 days into 15 compost, which they carry off. Stops while frozen (0 °C or below).

Materials
30 Wood
Footprint
1 × 1 cells
Research
Available from the start
Production
Make compost
Nest box

Nest box

Haulers bring it a fertilized egg; one of the colony's hens sits on it and after 3 days of brooding a chick hatches. Put it where the hens are (in their area): animals don't open doors.

Materials
15 Wood
Footprint
1 × 1 cells
Research
Available from the start
Production
Hatch an egg
Stonecutter

Stonecutter

Cut stone chunks into building blocks.

Materials
10 Steel, 40 Wood
Footprint
2 × 1 cells
Research
Available from the start
Production
Cut stone blocks
Research bench

Research bench

Study new technologies here.

Materials
20 Steel, 60 Wood
Footprint
2 × 1 cells
Research
Available from the start
Electric research bench

Electric research bench

Research 50% faster. Uses 250 W; can't be used without power.

Materials
5 Jade, 120 Steel, 30 Wood
Footprint
2 × 1 cells
Research
Electrical appliances
Power demand
250 W
Hydroponic basin

Hydroponic basin

One cell of water and nutrients: while powered, any crop sown in it grows at 300% fertility, day and night, on any ground and with or without a roof. Frozen or scorching weather still stops it. Uses 150 W; with no power the plant stops growing. Taking the basin away kills the plant. Paint a grow zone over it (Architect > Zones) to choose the crop.

Materials
70 Steel
Footprint
1 × 1 cells
Research
Hydroponics
Power demand
150 W

Defense

Barricade

Barricade

Low cover. Shooters behind it are much harder to hit.

Materials
8 Stone blocks
Footprint
1 × 1 cells
Research
Available from the start
Spike trap

Spike trap

Hidden spikes that injure hostiles walking over them. Single use.

Materials
10 Steel, 30 Wood
Footprint
1 × 1 cells
Research
Smithing
Auto-turret

Auto-turret

An electric turret that shoots hostiles automatically. Only fires while powered.

Materials
80 Steel, 20 Wood
Footprint
1 × 1 cells
Research
Mechanics
Power demand
150 W

Power

Power conduit

Power conduit

Carries electricity. Runs under floors, walls and furniture; anything electric touching it joins the network.

Materials
1 Steel
Footprint
1 × 1 cells
Research
Electricity
Wood-fired generator

Wood-fired generator

Burns wood to produce 1000 W. Colonists refuel it (Haul work).

Materials
60 Steel, 30 Wood
Footprint
2 × 2 cells
Research
Electricity
Maximum output
1000 W
Solar panel

Solar panel

Up to 1400 W in full daylight, nothing at night or under a roof. Pair it with batteries.

Materials
100 Steel
Footprint
2 × 2 cells
Research
Renewable energy
Maximum output
1400 W
Wind turbine

Wind turbine

Up to 1800 W depending on the wind; nothing under a roof. Trees, walls, rock, roofs and buildings in the clear zone around it reduce its output.

Materials
120 Steel, 40 Wood
Footprint
2 × 2 cells
Research
Renewable energy
Maximum output
1800 W
Battery

Battery

Stores surplus power (600 Wd) and releases it when the network needs it.

Materials
70 Steel, 10 Wood
Footprint
1 × 2 cells
Research
Electricity
Sun lamp

Sun lamp

Lights an area like the midday sun: crops in its light grow at full speed, even under a roof. It stays on all night, so the crops never rest. Build a greenhouse around it. Uses 2900 W.

Materials
40 Steel
Footprint
1 × 1 cells
Research
Electricity
Power demand
2900 W
Electric lamp

Electric lamp

A bright electric light. Uses 75 W.

Materials
20 Steel
Footprint
1 × 1 cells
Research
Electricity
Power demand
75 W

Temperature

Campfire

Campfire

Burns wood to warm the room it is in, as much as a heater but up to 28 °C, and gives some light. Colonists refuel it (Haul work). Useless outdoors.

Materials
20 Wood
Footprint
1 × 1 cells
Research
Available from the start
Heater

Heater

Warms the room it is in up to its target temperature: one keeps a 7x7 room at 20 °C with -17 °C outside. Uses 175 W (17 W idle). Share it with neighbouring rooms through vents.

Materials
50 Steel
Footprint
1 × 1 cells
Research
Electricity
Power demand
175 W
Cooler

Cooler

Built into a wall: cools the room on its blue side down to its target and blows the heat (a quarter more) out of its red side, so point that outdoors. Works worse the hotter the red side is. Uses 200 W (20 W idle). Below 0 °C in a roofed storeroom it makes a freezer.

Materials
90 Steel
Footprint
1 × 1 cells
Research
Air conditioning
Power demand
200 W
Vent

Vent

Built into a wall: lets air flow between the rooms on either side, so one heater or cooler serves both. Colonists open or close it (Power on / off toggle). No power needed.

Materials
30 Steel
Footprint
1 × 1 cells
Research
Complex furniture