
Wooden wall
A simple wooden wall. Encloses rooms.
- Materials
- 5 Wood
- Footprint
- 1 × 1 cells
- Research
- Available from the start
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.

A simple wooden wall. Encloses rooms.

A strong wall of cut stone.

Lets colonists through. Raiders must break it.

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.

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.

Smooth wooden flooring. Makes rooms nicer.

Neat stone tiles.

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

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

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

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.

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.

Colonists prefer to eat at a table.

Somewhere to sit. Use next to tables.

Lights up the surroundings at night.

A board game table. Great recreation.

Decorative flowers. Makes a room pleasant.

Cook raw food into meals.

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

Craft weapons and tools.

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.

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

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.

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).

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.

Cut stone chunks into building blocks.

Study new technologies here.

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

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.

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

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

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

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

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

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

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.

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

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.

A bright electric light. Uses 75 W.

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.

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.

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.

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.