Research Unlocks and Costs
Solarpunk research unlocks reference with exact costs, unlocked recipes, starting research, water, storage, animals, power, automation, tools, and airship.
Research is the main way the base turns from survival camp into machine network. This table lists exact item costs and what each unlock opens, so you can plan materials before walking back to the Research Table.
Verified Counts
| What | Verified Value | Needs Verification |
|---|---|---|
| Exact research rows | 90 | Hidden prerequisites, UI tier ordering, and unlock flags beyond item costs. |
| Named research summaries | 47 | Patch-level ordering and any non-item requirements. |
| Unlock | Category | Exact Cost | Unlocks | Notes |
|---|---|---|---|---|
| Beehive | Animals | 2 Wood | Beehive, Candle Plate | Available immediately; Available immediately |
| Growbox | Progression | 2 Wood | Growbox | Not applicable |
| Furnace | Energy and Automation | 3 Stone | Furnace | Not applicable |
| Airship Dock | Progression and Travel | 5 Wood, 5 Iron, 5 Cloth | Dock | Not applicable |
| Repair Kit | Tools | 2 Iron | Repair Kit | Not applicable |
| Well | Water | 3 Stone, 2 Wood, 2 Stick | Well | Available immediately; Available immediately |
| Feeding Trough | Animals | 4 Wood, 2 Stick | Feeding Trough | Not applicable |
| Water Trough | Animals | 4 Stone, 4 Wood | Water Trough | Not applicable |
| Energy Crafting Table | Energy and Automation | 1 Electrical Component | Energy Crafting Table, Cable Connector Small, Network Display, Sprinkler, Generator, Drill | Available immediately; Available immediately; Unlocks the energy workbench. You can craft it in the wooden crafting table. |
| Research Tier 2 | Progression and Travel | 1 Build Hammer, 1 Beeswax | Progression gate; unlocks later research choices. | Available immediately; Available immediately; Unlocks the next group of research choices. |
| Research Tier 3 | Progression and Travel | 1 Iron | Progression gate; unlocks later research choices. | Unlocks the next group of research choices. |
| Decorative Plants Pack (Medium) | Decorations | 3 Leaf, 2 Brick | Medium Decorative Plants | Adds medium decorative plant variants. |
| Bed | Building and Storage | 2 Wood, 2 Stick, 1 Cloth | Bed | Available immediately; Available immediately |
| Chest | Building and Storage | 2 Wood | Chest | Available immediately; Available immediately |
| Rain Collector | Water | 2 Wood | Rain Collector | Available immediately; Available immediately |
| Decorative Plants Pack (Small) | Decorations | 1 Brick, 2 Leaf | Small Decorative Plants, Hanging Decorative Plants | Adds small and hanging plant variants. |
| Decorative Cacti & Succulents | Decorations | 3 Brick, 5 Leaf | Decorative Cacti, Decorative Succulents | Adds cactus and succulent variants. |
| Decorative Plants Pack (Large) | Decorations | 5 Brick, 10 Leaf | Large Decorative Plants | Adds large decorative plant variants. |
| Animal Basics Pack | Animals | 5 Wheat | Chicken Coop, Water Trough, Feeding Trough, Animal Feed, Animal Tag | Includes feeder, water trough, and a cozy chicken shelter for basic animal care. |
| Sprinkler | Energy and Automation | 1 Electrical Component | Sprinkler | Sprinklers automatically water nearby fields. |
| Battery | Energy and Automation | 1 Electrical Component | Battery | Batteries store excess power and release it when production drops; each battery has intake and output limits. |
| Weather Station & Switch | Energy and Automation | 1 Electrical Component | Weather Station, Logic Block | A weather forecast station and a manual switch. |
| Algae Drone | Energy and Automation | 1 Electrical Component | Magnetic Fisher | A drone that retrieves algae from lakes |
| Windmill | Energy and Automation | 1 Electrical Component | Windmill | A windmill produces energy based on the current wind strength. |
| Sky Turbine | Energy and Automation | 1 Electrical Component | Sky Turbine | A large sky turbine that produces a lot of energy. |
| Forester Bot | Energy and Automation | 1 Electrical Component | Forester | The Forester automates wood production. |
| Lights Pack | Progression | 1 Electrical Component | Wireless Connector, Standing Lamp, Wireless Lamp, Bedside Lamp | Wired light, wireless light and wireless connector. |
| Electrical Research Tier 2 | Progression and Travel | 1 Silicon | Progression gate; unlocks later research choices. | Unlocks new electrical devices. |
| Magnetic Fishing Rod | Tools | 1 Cloth, 1 Iron, 1 Stick | Fishing Rod | A magnetic fishing rod that lets you retrieve resources out of the water. Sometimes, non-magnetic items get stuck on it too. |
| Basic Home Decorations | Decorations | 2 Wood, 2 Cloth | Vertical Picture, Fruit Bowl | Adds picture and bowl decorations for early home interiors. |
| Decorative Tables & Chairs | Decorations | 5 Wood, 2 Stick | Tables, Seating | Adds table and seating decoration pieces. |
| Decorative Couches & Carpets | Decorations | 2 Cloth, 4 Cotton, 2 Wood | Couch, Carpet | Adds couch and carpet decoration pieces. |
| Decorative Shelves & Dressers | Decorations | 5 Wood | Shelf, Decorative Bookshelf, Commode | Adds shelf, bookshelf, and dresser pieces. |
| Decorative Fireplaces | Decorations | 5 Stone, 3 Wood | Fireplaces | Adds fireplace decoration pieces. |
| Farming & Animal Decorations | Animals | 5 Wood, 2 Wheat | Wheelbarrows, Scarecrow, Birdhouses, Bird Fountain, Decorative Insect Hotel | Adds farm and animal-area decoration pieces. |
| Decorative Outdoor Bushes & Plants | Decorations | 16 Leaf | Rectangular Decorative Bush, Red Flower Box | Adds outdoor bush and flower box decorations. |
| Decorative Outdoor Furniture | Decorations | 5 Cloth, 5 Wood | Wooden Swing, Parasol, Benches, Pergola, Wooden Arch, Outdoor Candle | Adds outdoor furniture and path-detail pieces. |
| Iron Tools | Tools | 5 Iron, 1 Stone Pickaxe | Iron Axe, Iron Pickaxe, Iron Hoe | Iron Tools with better durability |
| Research Tier 4 | Progression and Travel | 1 Copper | Progression gate; unlocks later research choices. | Unlocks the next group of research choices. |
| Diamond Tools | Tools | 5 Diamond, 1 Iron Pickaxe | Diamond Axe, Diamond Pickaxe, Diamond Hoe | Diamond Tools with very high durability |
| Transport Drone | Energy and Automation | 1 Electrical Component | Transport Drone | Transport drones move resources between base routes. |
| Decorative Barrel & Crate | Decorations | 5 Wood | Barrel and Crate, Decorative Bucket, Grain Sack | Not applicable |
| Bath Decoration Pack | Decorations | 5 Wood, 3 Brick, 3 Cloth | Bathtub, Sink, Folded Towels, Decorative Shelf | Not applicable |
| Decorative Books | Decorations | 5 Cloth | Decorative Books | Not applicable |
| Curtain | Decorations | 5 Cloth, 1 Iron | Curtain | Not applicable |
| Decorative Fairy Lights | Decorations | 2 Iron, 2 Copper | Decorative Fairy Lights | Not applicable |
| Decorative Haybales | Decorations | 5 Wheat | Hay Bale | Not applicable |
| Cooking | Food and Water | 5 Brick, 2 Wood, 2 Iron | Kitchen Counter | Unlocks cooking for stronger travel food. |
| Decorative Plates & Pots & Pans | Decorations | 2 Iron, 1 Brick, 1 Stick | Kitchen Details | Not applicable |
| Decorative Logs | Decorations | 3 Wood | Decorative Log Stacks | Not applicable |
| Wooden Mill | Progression | 1 Electrical Component | Decorative Mill | Not applicable |
| Music Decoration Pack | Decorations | 3 Wood, 2 Iron, 2 Cloth | Decorative Guitar | Adds music-themed decoration pieces. |
| Picnic Table & Tablecloth | Decorations | 3 Wood, 2 Cloth | Picnic Table, Tablecloth | Not applicable |
| Rocking Chair | Decorations | 3 Wood, 3 Stick | Rocking Chair | Decorative rocking chair. |
| Toilet House | Decorations | 3 Wood, 3 Stick | Toilet House | Decorative toilet house. |
| Trash Can | Decorations | 1 Wood, 1 Stick | Trash Can | Decorative trash can. |
| Washtub & Trunk | Decorations | 3 Wood, 3 Stick, 3 Cloth, 1 Iron | Trunk With Axe, Washtub | Adds washtub and trunk decoration pieces. |
| Research Tier 5 | Progression and Travel | 1 Wheat | Progression gate; unlocks later research choices. | Unlocks the next group of research choices. |
| Iron Rod | Tools | 3 Wood, 3 Stick, 3 Cloth, 1 Iron, 1 Electrical Component | Progression gate; unlocks later research choices. | An iron fishing rod |
| Research Tier 6 | Progression and Travel | 1 Sunflower | Progression gate; unlocks later research choices. | Unlocks the next group of research choices. |
| Detector | Tools | 1 Electrical Component | Loot Chest Detector | Not applicable |
| Research Tier 7 | Progression and Travel | 1 Corn | Progression gate; unlocks later research choices. | Unlocks the next group of research choices. |
| Research Tier 8 | Progression and Travel | 1 Paprika | Progression gate; unlocks later research choices. | Unlocks the next group of research choices. |
| Drill | Tools | 1 Electrical Component | Drill | Not applicable |
| Solar Panel | Energy and Automation | 1 Electrical Component | Solar Panel | Generates energy when exposed to the sun. |
| Electrical Research Tier 3 | Progression and Travel | 1 Cobalt | Progression gate; unlocks later research choices. | Unlocks new electrical devices. |
| Electrical Research Tier 4 | Progression and Travel | 1 Algae | Circuit Board | Unlocks new electrical devices. |
| Electrical Research Tier 5 | Progression and Travel | 1 Diamond | Progression gate; unlocks later research choices. | Unlocks new electrical devices. |
| Sensors & Logic Block | Energy and Automation | 1 Electrical Component | Logic Block, Rain Sensor, Daytime Sensor | Adds rain sensors, daytime sensors, and logic blocks for conditional energy connections. |
| Postbox | Building and Storage | 1 Electrical Component | Recycler | Not applicable |
| Storage Shelves | Building and Storage | 3 Wood, 2 Stick | Storage Shelf | Shelves for organizing and storing crates |
| Energy Furnace | Energy and Automation | 1 Electrical Component | Energy Furnace | A furnace that runs on energy. |
| Signs & Map Markers | Building and Storage | 5 Wood | Signs, Map Marker | Unlocks signs and map markers |
| Animal Transport | Animals | 1 Electrical Component | Animal Transport, Animal Receiving Station | Unlocks tools to send animals between islands. |
| Research Tier 8 | Progression and Travel | 1 Diamond | Progression gate; unlocks later research choices. | Unlocks the next group of research choices. |
| Wax Briquette | Building and Storage | 2 Beeswax, 2 Cloth | Cotton Wax | Not applicable |
| Bottle | Food and Water | 2 Glass | Empty Carafe | A bottle you can store and boil water in. |
| Pig Shelter | Animals | 5 Carrot, 5 Wood | Pig Shelter | Provides sleep and rain cover. Happy pigs drop truffles here over time. |
| Sheep Shelter | Animals | 5 Corn, 5 Wood | Sheep Shelter | Cozy shelter from rain. Only happy sheep leave milk while resting. |
| Seeds Pack | Progression | 1 Raspberry, 1 Cotton, 1 Wheat, 1 Carrot, 1 Sunflower | Raspberry Seed, Cotton Seed, Wheat Seed, Corn Seed, Watermelon Seed, Carrot Seed, Sunflower Seed | Adds crop seed recipes so farms can be expanded from harvested plants. |
| Advanced Dock | Progression and Travel | 1 Electrical Component | Advanced Dock | Advanced Dock supports automatic airship flight. |
| Food Basket | Animals | 1 Egg, 1 Sheep Milk, 1 Truffle | Food Basket | Not applicable |
| Better Animal Feed | Animals | 1 Animal Feed, 2 Sunflower | Animal Feeds | Adds alternate animal feed recipes. |
| Automatic Water Trough & Feed Dispenser | Animals | 1 Electrical Component | Powered Water Trough, Automatic Feeder | Not applicable |
| Recycler | Energy and Automation | 1 Electrical Component | Uncrafter | Decompose items back into their crafting parts |
| Glass Materials | Building and Storage | 5 Glass, 16 Wood | Progression gate; unlocks later research choices. | Unlocks glass building materials. |
| Brick Materials | Building and Storage | 5 Brick, 16 Stone | Progression gate; unlocks later research choices. | Unlocks brick building materials. |
| Map | Progression and Travel | 2 Cloth | Progression gate; unlocks later research choices. | After researching you can open and use a map |
| Additional Cooking Recipes | Food and Water | 2 Corn, 2 Truffle, 2 Raspberry | Vegetable Stir Fry, Berry Cake, Fruit Plate | Adds more cooked meal recipes for longer trips. |
| Additional Cooking Recipes | Food and Water | 5 Paprika, 1 Vegetable Stir Fry, 1 Berry Cake | Vegetable Pizza, Vegetable Taco, Salad Bowl | Not applicable |
Record Details
Animal Basics Pack
| Category | Animals |
|---|---|
| Player use | Includes feeder, water trough, and a cozy chicken shelter for basic animal care. Unlocks Chicken Coop, Water Trough, Feeding Trough, Animal Feed, Animal Tag. Costs 5 Wheat. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Animal Basics Pack belongs to the Animals research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Animal Basics Pack should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Animals: 5 Wheat -> Chicken Coop, Water Trough, Feeding Trough, Animal Feed, Animal Tag. Includes feeder, water trough, and a cozy chicken shelter for basic animal care. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Animals, Animals And Products |
Animal Transport
| Category | Animals |
|---|---|
| Player use | Unlocks tools to send animals between islands. Unlocks Animal Transport, Animal Receiving Station. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Animal Transport belongs to the Animals research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Animal Transport should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Crafted or processed by: [Animal Transport](/reference/animals/#record-animal-transport) |
| Crafted or processed by | Animal Transport option 1 at Advanced Crafting Table (Unlock recipe): 4 Iron, 15 Leaf, 3 Copper -> 1 Animal Transport |
| Unlocked by research | Animal Transport (1 Electrical Component) |
| Research cost and unlocks | Animals: 1 Electrical Component -> Animal Transport, Animal Receiving Station. Unlocks tools to send animals between islands. |
| Loot sources | Phase 3: Animal Transport, Iron Axe, Cable Connector Small, Cobalt, Copper, Small Decorative Plant, Iron Hoe, Iron, Iron Ore, Iron Pickaxe, Raspberry Muffin. High-value material check for tool, machine, or power progression. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Animals, Animals And Products |
Automatic Water Trough & Feed Dispenser
| Category | Animals |
|---|---|
| Player use | - Unlocks Powered Water Trough, Automatic Feeder. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Automatic Water Trough & Feed Dispenser belongs to the Animals research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Automatic Water Trough & Feed Dispenser should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Animals: 1 Electrical Component -> Powered Water Trough, Automatic Feeder. - |
| Related | Research Unlock Order, Crafting, Machines And Automation, Automation, Animals, Animals And Products |
Beehive
| Category | Animals |
|---|---|
| Player use | Available immediately Unlocks Beehive, Candle Plate. Costs 2 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Beehive belongs to the Animals research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Beehive should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Beehive](/reference/animals/#record-beehive) |
| Gameplay stats | Max stack size: 1 Burn time (fuel): 70s Recycler value: 1 (Recycler return) Item type: Animals, Other Interaction: Buildable |
| Crafted or processed by | Beehive option 1 at Crafting Table (Unlock recipe): 15 Log, 5 Stick -> 1 Beehive |
| Unlocked by research | Beehive (2 Wood) |
| Research cost and unlocks | Animals: 2 Wood -> Beehive, Candle Plate. Available immediately; Available immediately |
| Related | Research Unlock Order, Crafting, Machines And Automation, Honey, Beeswax, Honey Bread, Animals, Animals And Products |
Better Animal Feed
| Category | Animals |
|---|---|
| Player use | Adds alternate animal feed recipes. Unlocks Animal Feeds. Costs 1 Animal Feed, 2 Sunflower. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Better Animal Feed belongs to the Animals research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Better Animal Feed should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Animals: 1 Animal Feed, 2 Sunflower -> Animal Feeds. Adds alternate animal feed recipes. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Animals, Animals And Products |
Farming & Animal Decorations
| Category | Animals |
|---|---|
| Player use | Adds farm and animal-area decoration pieces. Unlocks Wheelbarrows, Scarecrow, Birdhouses, Bird Fountain, Decorative Insect Hotel. Costs 5 Wood, 2 Wheat. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Farming & Animal Decorations belongs to the Animals research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Farming & Animal Decorations should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Animals: 5 Wood, 2 Wheat -> Wheelbarrows, Scarecrow, Birdhouses, Bird Fountain, Decorative Insect Hotel. Adds farm and animal-area decoration pieces. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Animals, Animals And Products, Building, Building Base Layout |
Feeding Trough
| Category | Animals |
|---|---|
| Player use | - Unlocks Feeding Trough. Costs 4 Wood, 2 Stick. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Feeding Trough belongs to the Animals research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Feeding Trough should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Feeding Trough](/reference/animals/#record-feeding-trough) Recipe demand: 1 recipe; top checks: [Automatic Feeder](/reference/animals/#record-automatic-feeder) |
| Gameplay stats | Max stack size: 1 Burn time (fuel): 40s Recycler value: 1 (Recycler return) Item type: Animals, Other Interaction: Buildable |
| Crafted or processed by | Feeding Trough option 1 at Crafting Table (Unlock recipe): 10 Log, 5 Stick, 5 Iron -> 1 Feeding Trough |
| Used in recipes | Automatic Feeder (1 Feeding Trough) |
| Unlocked by research | Animal Basics Pack (5 Wheat) Feeding Trough (4 Wood, 2 Stick) |
| Research cost and unlocks | Animals: 4 Wood, 2 Stick -> Feeding Trough. - |
| Related | Research Unlock Order, Crafting, Machines And Automation, Animal Feed, Automatic Feeder, Animals, Animals And Products |
Food Basket
| Category | Animals |
|---|---|
| Player use | - Unlocks Food Basket. Costs 1 Egg, 1 Sheep Milk, 1 Truffle. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Food Basket belongs to the Animals research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Food Basket should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Crafted or processed by: [Food Basket](/reference/animals/#record-food-basket) |
| Crafted or processed by | Food Basket option 1 at Crafting Table, Kitchen / Production (Unlock recipe): 5 Egg, 5 Sheep Milk, 5 Truffle -> 1 Food Basket |
| Unlocked by research | Food Basket (1 Egg, 1 Sheep Milk, 1 Truffle) |
| Research cost and unlocks | Animals: 1 Egg, 1 Sheep Milk, 1 Truffle -> Food Basket. - |
| Related | Research Unlock Order, Crafting, Machines And Automation, Egg, Sheep Milk, Truffle, Farming And Weather, Farming Water And Weather |
Pig Shelter
| Category | Animals |
|---|---|
| Player use | Provides sleep and rain cover. Happy pigs drop truffles here over time. Unlocks Pig Shelter. Costs 5 Carrot, 5 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Pig Shelter belongs to the Animals research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Pig Shelter should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Pig Shelter](/reference/animals/#record-pig-shelter) |
| Gameplay stats | Max stack size: 1 Burn time (fuel): 20s Recycler value: 1 (Recycler return) Item type: Animals, Other Interaction: Buildable |
| Crafted or processed by | Pig Shelter option 1 at Crafting Table (Unlock recipe): 10 Log, 4 Stick -> 1 Pig Shelter |
| Unlocked by research | Pig Shelter (5 Carrot, 5 Wood) |
| Research cost and unlocks | Animals: 5 Carrot, 5 Wood -> Pig Shelter. Provides sleep and rain cover. Happy pigs drop truffles here over time. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Pig, Truffle, Animals, Animals And Products |
Sheep Shelter
| Category | Animals |
|---|---|
| Player use | Cozy shelter from rain. Only happy sheep leave milk while resting. Unlocks Sheep Shelter. Costs 5 Corn, 5 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Sheep Shelter belongs to the Animals research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Sheep Shelter should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Sheep Shelter](/reference/animals/#record-sheep-shelter) |
| Gameplay stats | Max stack size: 1 Burn time (fuel): 20s Recycler value: 1 (Recycler return) Item type: Animals, Other Interaction: Buildable |
| Crafted or processed by | Sheep Shelter option 1 at Crafting Table (Unlock recipe): 8 Log, 4 Stick, 5 Wheat -> 1 Sheep Shelter |
| Unlocked by research | Sheep Shelter (5 Corn, 5 Wood) |
| Research cost and unlocks | Animals: 5 Corn, 5 Wood -> Sheep Shelter. Cozy shelter from rain. Only happy sheep leave milk while resting. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Sheep, Sheep Milk, Animals, Animals And Products |
Water Trough
| Category | Animals |
|---|---|
| Player use | - Unlocks Water Trough. Costs 4 Stone, 4 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Water Trough belongs to the Animals research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Water Trough should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Water Trough](/reference/animals/#record-water-trough) Recipe demand: 1 recipe; top checks: [Powered Water Trough](/reference/animals/#record-powered-water-trough) |
| Gameplay stats | Water storage capacity: 20 water units Water storage tick: 0.2 water units per tick Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Animals, Other Interaction: Buildable |
| Crafted or processed by | Water Trough option 1 at Crafting Table (Unlock recipe): 10 Log, 10 Stone, 5 Iron -> 1 Water Trough |
| Used in recipes | Powered Water Trough (1 Water Trough) |
| Unlocked by research | Animal Basics Pack (5 Wheat) Water Trough (4 Stone, 4 Wood) |
| Research cost and unlocks | Animals: 4 Stone, 4 Wood -> Water Trough. - |
| Related | Research Unlock Order, Crafting, Machines And Automation, Powered Water Trough, Well, Rain Collector, Animals, Animals And Products |
Bed
| Category | Building and Storage |
|---|---|
| Player use | Available immediately Unlocks Bed. Costs 2 Wood, 2 Stick, 1 Cloth. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Bed belongs to the Building and Storage research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Bed should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Bed](/reference/building-pieces/#record-bed) |
| Gameplay stats | Max stack size: 1 Burn time (fuel): 100s Recycler value: 1 (Recycler return) Item type: Furnature, Devices, Other Interaction: Buildable |
| Crafted or processed by | Bed option 1 at Crafting Table (Unlock recipe): 5 Log, 1 Cloth, 2 Cotton -> 1 Bed |
| Unlocked by research | Bed (2 Wood, 2 Stick, 1 Cloth) |
| Research cost and unlocks | Building and Storage: 2 Wood, 2 Stick, 1 Cloth -> Bed. Available immediately; Available immediately |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Brick Materials
| Category | Building and Storage |
|---|---|
| Player use | Unlocks brick building materials. Progression gate for later research choices. Costs 5 Brick, 16 Stone. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Brick Materials belongs to the Building and Storage research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Brick Materials should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Building and Storage: 5 Brick, 16 Stone -> Progression gate. Unlocks brick building materials. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Building, Building Base Layout |
Chest
| Category | Building and Storage |
|---|---|
| Player use | Available immediately Unlocks Chest. Costs 2 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Chest belongs to the Building and Storage research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Chest should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Chest](/reference/building-pieces/#record-chest) |
| Gameplay stats | Max stack size: 1 Burn time (fuel): 60s Recycler value: 1 (Recycler return) Item type: Devices, Other Interaction: Buildable |
| Crafted or processed by | Chest option 1 at Crafting Table (Unlock recipe): 8 Log -> 1 Chest |
| Unlocked by research | Chest (2 Wood) |
| Research cost and unlocks | Building and Storage: 2 Wood -> Chest. Available immediately; Available immediately |
| Related | Research Unlock Order, Crafting, Machines And Automation, Airships, Airship Repair And Exploration |
Glass Materials
| Category | Building and Storage |
|---|---|
| Player use | Unlocks glass building materials. Progression gate for later research choices. Costs 5 Glass, 16 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Glass Materials belongs to the Building and Storage research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Glass Materials should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Building and Storage: 5 Glass, 16 Wood -> Progression gate. Unlocks glass building materials. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Building, Building Base Layout |
Postbox
| Category | Building and Storage |
|---|---|
| Player use | - Unlocks Recycler. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Postbox belongs to the Building and Storage research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Postbox should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Research cost and unlocks | Building and Storage: 1 Electrical Component -> Recycler. - |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Signs & Map Markers
| Category | Building and Storage |
|---|---|
| Player use | Unlocks signs and map markers Unlocks Signs, Map Marker. Costs 5 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Signs & Map Markers belongs to the Building and Storage research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Signs & Map Markers should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Building and Storage: 5 Wood -> Signs, Map Marker. Unlocks signs and map markers |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Storage Shelves
| Category | Building and Storage |
|---|---|
| Player use | Shelves for organizing and storing crates Unlocks Storage Shelf. Costs 3 Wood, 2 Stick. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Storage Shelves belongs to the Building and Storage research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Storage Shelves should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Building and Storage: 3 Wood, 2 Stick -> Storage Shelf. Shelves for organizing and storing crates |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Wax Briquette
| Category | Building and Storage |
|---|---|
| Player use | - Unlocks Cotton Wax. Costs 2 Beeswax, 2 Cloth. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Wax Briquette belongs to the Building and Storage research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Wax Briquette should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 32 Recycler value: 1 Loot: 1 exact row across 1 chest family. |
| Gameplay stats | Max stack size: 32 Burn time (fuel): 330s Recycler value: 1 (Recycler return) Item type: Resources, Other |
| Research cost and unlocks | Building and Storage: 2 Beeswax, 2 Cloth -> Cotton Wax. - |
| Loot sources | Phase 2: Main, 20%, 100%, 100%, 90%, 60% |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Basic Home Decorations
| Category | Decorations |
|---|---|
| Player use | Adds picture and bowl decorations for early home interiors. Unlocks Vertical Picture, Fruit Bowl. Costs 2 Wood, 2 Cloth. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Basic Home Decorations belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Basic Home Decorations should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 2 Wood, 2 Cloth -> Vertical Picture, Fruit Bowl. Adds picture and bowl decorations for early home interiors. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Building, Building Base Layout |
Bath Decoration Pack
| Category | Decorations |
|---|---|
| Player use | - Unlocks Bathtub, Sink, Folded Towels, Decorative Shelf. Costs 5 Wood, 3 Brick, 3 Cloth. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Bath Decoration Pack belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Bath Decoration Pack should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 5 Wood, 3 Brick, 3 Cloth -> Bathtub, Sink, Folded Towels, Decorative Shelf. - |
| Related | Research Unlock Order, Crafting, Machines And Automation, Building, Building Base Layout |
Curtain
| Category | Decorations |
|---|---|
| Player use | - Unlocks Curtain. Costs 5 Cloth, 1 Iron. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Curtain belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Curtain should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Curtain](/reference/building-pieces/#record-curtain) |
| Gameplay stats | Max stack size: 1 Burn time (fuel): 10s Recycler value: 1 (Recycler return) Item type: Furnature, Other Interaction: Buildable |
| Crafted or processed by | Curtain option 1 at Crafting Table (Unlock recipe): 3 Cloth -> 1 Curtain |
| Unlocked by research | Curtain (5 Cloth, 1 Iron) |
| Research cost and unlocks | Decorations: 5 Cloth, 1 Iron -> Curtain. - |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Barrel & Crate
| Category | Decorations |
|---|---|
| Player use | - Unlocks Barrel and Crate, Decorative Bucket, Grain Sack. Costs 5 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Barrel & Crate belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Barrel & Crate should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 5 Wood -> Barrel and Crate, Decorative Bucket, Grain Sack. - |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Books
| Category | Decorations |
|---|---|
| Player use | - Unlocks Decorative Books. Costs 5 Cloth. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Books belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Books should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Crafted or processed by: [Decorative Books](/reference/building-pieces/#record-decorative-books) |
| Crafted or processed by | Decorative Books option 1 at Crafting Table (Unlock recipe): 3 Cloth -> 1 Decorative Books Decorative Books option 2 at Crafting Table (Unlock recipe): 3 Cloth -> 1 Decorative Books Variant 2 Decorative Books option 3 at Crafting Table (Unlock recipe): 3 Cloth -> 1 Decorative Books Variant 3 Decorative Books option 4 at Crafting Table (Unlock recipe): 3 Cloth -> 1 Decorative Books Variant 4 |
| Unlocked by research | Decorative Books (5 Cloth) |
| Research cost and unlocks | Decorations: 5 Cloth -> Decorative Books. - |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Cacti & Succulents
| Category | Decorations |
|---|---|
| Player use | Adds cactus and succulent variants. Unlocks Decorative Cacti, Decorative Succulents. Costs 3 Brick, 5 Leaf. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Cacti & Succulents belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Cacti & Succulents should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 3 Brick, 5 Leaf -> Decorative Cacti, Decorative Succulents. Adds cactus and succulent variants. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Couches & Carpets
| Category | Decorations |
|---|---|
| Player use | Adds couch and carpet decoration pieces. Unlocks Couch, Carpet. Costs 2 Cloth, 4 Cotton, 2 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Couches & Carpets belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Couches & Carpets should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 2 Cloth, 4 Cotton, 2 Wood -> Couch, Carpet. Adds couch and carpet decoration pieces. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Fairy Lights
| Category | Decorations |
|---|---|
| Player use | - Unlocks Decorative Fairy Lights. Costs 2 Iron, 2 Copper. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Fairy Lights belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Fairy Lights should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Crafted or processed by: [Decorative Fairy Lights](/reference/building-pieces/#record-decorative-fairy-lights) |
| Crafted or processed by | Decorative Fairy Lights option 1 at Crafting Table (Unlock recipe): 5 Iron, 5 Copper -> 1 Decorative Fairy Lights Decorative Fairy Lights option 2 at Crafting Table (Unlock recipe): 5 Iron, 5 Copper -> 1 Large Decorative Fairy Lights |
| Unlocked by research | Decorative Fairy Lights (2 Iron, 2 Copper) |
| Research cost and unlocks | Decorations: 2 Iron, 2 Copper -> Decorative Fairy Lights. - |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Fireplaces
| Category | Decorations |
|---|---|
| Player use | Adds fireplace decoration pieces. Unlocks Fireplaces. Costs 5 Stone, 3 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Fireplaces belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Fireplaces should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 5 Stone, 3 Wood -> Fireplaces. Adds fireplace decoration pieces. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Haybales
| Category | Decorations |
|---|---|
| Player use | - Unlocks Hay Bale. Costs 5 Wheat. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Haybales belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Haybales should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 5 Wheat -> Hay Bale. - |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Logs
| Category | Decorations |
|---|---|
| Player use | - Unlocks Decorative Log Stacks. Costs 3 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Logs belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Logs should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 3 Wood -> Decorative Log Stacks. - |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Outdoor Bushes & Plants
| Category | Decorations |
|---|---|
| Player use | Adds outdoor bush and flower box decorations. Unlocks Rectangular Decorative Bush, Red Flower Box. Costs 16 Leaf. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Outdoor Bushes & Plants belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Outdoor Bushes & Plants should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 16 Leaf -> Rectangular Decorative Bush, Red Flower Box. Adds outdoor bush and flower box decorations. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Outdoor Furniture
| Category | Decorations |
|---|---|
| Player use | Adds outdoor furniture and path-detail pieces. Unlocks Wooden Swing, Parasol, Benches, Pergola, Wooden Arch. Costs 5 Cloth, 5 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Outdoor Furniture belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Outdoor Furniture should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 5 Cloth, 5 Wood -> Wooden Swing, Parasol, Benches, Pergola, Wooden Arch, Outdoor Candle. Adds outdoor furniture and path-detail pieces. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Plants Pack (Large)
| Category | Decorations |
|---|---|
| Player use | Adds large decorative plant variants. Unlocks Large Decorative Plants. Costs 5 Brick, 10 Leaf. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Plants Pack (Large) belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Plants Pack (Large) should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 5 Brick, 10 Leaf -> Large Decorative Plants. Adds large decorative plant variants. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Plants Pack (Medium)
| Category | Decorations |
|---|---|
| Player use | Adds medium decorative plant variants. Unlocks Medium Decorative Plants. Costs 3 Leaf, 2 Brick. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Plants Pack (Medium) belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Plants Pack (Medium) should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 3 Leaf, 2 Brick -> Medium Decorative Plants. Adds medium decorative plant variants. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Plants Pack (Small)
| Category | Decorations |
|---|---|
| Player use | Adds small and hanging plant variants. Unlocks Small Decorative Plants, Hanging Decorative Plants. Costs 1 Brick, 2 Leaf. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Plants Pack (Small) belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Plants Pack (Small) should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 1 Brick, 2 Leaf -> Small Decorative Plants, Hanging Decorative Plants. Adds small and hanging plant variants. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Plates & Pots & Pans
| Category | Decorations |
|---|---|
| Player use | - Unlocks Kitchen Details. Costs 2 Iron, 1 Brick, 1 Stick. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Plates & Pots & Pans belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Plates & Pots & Pans should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 2 Iron, 1 Brick, 1 Stick -> Kitchen Details. - |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Shelves & Dressers
| Category | Decorations |
|---|---|
| Player use | Adds shelf, bookshelf, and dresser pieces. Unlocks Shelf, Decorative Bookshelf, Commode. Costs 5 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Shelves & Dressers belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Shelves & Dressers should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 5 Wood -> Shelf, Decorative Bookshelf, Commode. Adds shelf, bookshelf, and dresser pieces. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Decorative Tables & Chairs
| Category | Decorations |
|---|---|
| Player use | Adds table and seating decoration pieces. Unlocks Tables, Seating. Costs 5 Wood, 2 Stick. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Decorative Tables & Chairs belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Decorative Tables & Chairs should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 5 Wood, 2 Stick -> Tables, Seating. Adds table and seating decoration pieces. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Building, Building Base Layout |
Music Decoration Pack
| Category | Decorations |
|---|---|
| Player use | Adds music-themed decoration pieces. Unlocks Decorative Guitar. Costs 3 Wood, 2 Iron, 2 Cloth. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Music Decoration Pack belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Music Decoration Pack should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 3 Wood, 2 Iron, 2 Cloth -> Decorative Guitar. Adds music-themed decoration pieces. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Building, Building Base Layout |
Picnic Table & Tablecloth
| Category | Decorations |
|---|---|
| Player use | - Unlocks Picnic Table, Tablecloth. Costs 3 Wood, 2 Cloth. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Picnic Table & Tablecloth belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Picnic Table & Tablecloth should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 3 Wood, 2 Cloth -> Picnic Table, Tablecloth. - |
| Related | Research Unlock Order, Crafting, Machines And Automation, Building, Building Base Layout |
Rocking Chair
| Category | Decorations |
|---|---|
| Player use | Decorative rocking chair. Unlocks Rocking Chair. Costs 3 Wood, 3 Stick. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Rocking Chair belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Rocking Chair should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Crafted or processed by: [Rocking Chair](/reference/building-pieces/#record-rocking-chair) |
| Crafted or processed by | Rocking Chair option 1 at Crafting Table (Unlock recipe): 5 Log, 15 Stick -> 1 Rocking Chair |
| Unlocked by research | Rocking Chair (3 Wood, 3 Stick) |
| Research cost and unlocks | Decorations: 3 Wood, 3 Stick -> Rocking Chair. Decorative rocking chair. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Building, Building Base Layout |
Toilet House
| Category | Decorations |
|---|---|
| Player use | Decorative toilet house. Unlocks Toilet House. Costs 3 Wood, 3 Stick. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Toilet House belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Toilet House should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Crafted or processed by: [Toilet House](/reference/building-pieces/#record-toilet-house) |
| Crafted or processed by | Toilet House option 1 at Crafting Table (Unlock recipe): 15 Log, 2 Cloth, 5 Stick, 2 Iron -> 1 Toilet House |
| Unlocked by research | Toilet House (3 Wood, 3 Stick) |
| Research cost and unlocks | Decorations: 3 Wood, 3 Stick -> Toilet House. Decorative toilet house. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Trash Can
| Category | Decorations |
|---|---|
| Player use | Decorative trash can. Unlocks Trash Can. Costs 1 Wood, 1 Stick. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Trash Can belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Trash Can should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Crafted or processed by: [Trash Can](/reference/building-pieces/#record-trash-can) |
| Crafted or processed by | Trash Can option 1 at Crafting Table (Unlock recipe): 2 Log, 3 Stick -> 1 Trash Can |
| Unlocked by research | Trash Can (1 Wood, 1 Stick) |
| Research cost and unlocks | Decorations: 1 Wood, 1 Stick -> Trash Can. Decorative trash can. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Washtub & Trunk
| Category | Decorations |
|---|---|
| Player use | Adds washtub and trunk decoration pieces. Unlocks Trunk With Axe, Washtub. Costs 3 Wood, 3 Stick, 3 Cloth, 1 Iron. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Washtub & Trunk belongs to the Decorations research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Washtub & Trunk should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Decorations: 3 Wood, 3 Stick, 3 Cloth, 1 Iron -> Trunk With Axe, Washtub. Adds washtub and trunk decoration pieces. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Algae Drone
| Category | Energy and Automation |
|---|---|
| Player use | A drone that retrieves algae from lakes Unlocks Magnetic Fisher. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Algae Drone belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Algae Drone should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Magnetic Fisher. A drone that retrieves algae from lakes |
| Related | Research Unlock Order, Crafting, Machines And Automation, Automation, Farming And Weather, Farming Water And Weather |
Battery
| Category | Energy and Automation |
|---|---|
| Player use | Batteries store excess power and release it when production drops; each battery has intake and output limits. Unlocks Battery. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Battery belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Battery should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Battery](/reference/machines-and-automation/#record-battery) Loot: 3 exact rows across 3 chest families. |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Battery option 1 at Advanced Crafting Table (Unlock recipe): 10 Iron, 15 Silicon, 10 Copper -> 1 Battery |
| Unlocked by research | Battery (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Battery. Batteries store excess power and release it when production drops; each battery has intake and output limits. |
| Loot sources | Normal: Main, 40%, 100%, 90%, 55%, 20% Phase 5: Special, 10%, 100%, 100%, 90%, 60% Phase 6: Special, 10%, 100%, 100%, 90%, 60% |
| Related | Research Unlock Order, Crafting, Machines And Automation, Energy System, Energy And Logic |
Energy Crafting Table
| Category | Energy and Automation |
|---|---|
| Player use | Available immediately; Unlocks the energy workbench. You can craft it in the wooden crafting table. Unlocks Energy Crafting Table, Cable Connector Small, Network Display, Sprinkler, Generator. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Energy Crafting Table belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Energy Crafting Table should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics, Devices, Other Interaction: Buildable |
| Unlocked by research | Energy Crafting Table (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Energy Crafting Table, Cable Connector Small, Network Display, Sprinkler, Generator, Drill. Available immediately; Available immediately; Unlocks the energy workbench. You can craft it in the wooden crafting table. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Energy System, Energy And Logic, Building, Building Base Layout |
Energy Furnace
| Category | Energy and Automation |
|---|---|
| Player use | A furnace that runs on energy. Unlocks Energy Furnace. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Energy Furnace belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Energy Furnace should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Energy Furnace](/reference/machines-and-automation/#record-energy-furnace) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Energy Furnace option 1 at Advanced Crafting Table (Unlock recipe): 15 Iron, 15 Silicon, 15 Copper -> 1 Energy Furnace |
| Unlocked by research | Energy Furnace (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Energy Furnace. A furnace that runs on energy. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Energy System, Energy And Logic |
Forester Bot
| Category | Energy and Automation |
|---|---|
| Player use | The Forester automates wood production. Unlocks Forester. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Forester Bot belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Forester Bot should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Forester. The Forester automates wood production. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Automation |
Furnace
| Category | Energy and Automation |
|---|---|
| Player use | - Unlocks Furnace. Costs 3 Stone. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Furnace belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Furnace should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Furnace](/reference/machines-and-automation/#record-furnace) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Devices, Other Interaction: Buildable |
| Crafted or processed by | Furnace option 1 at Crafting Table (Unlock recipe): 15 Stone -> 1 Furnace |
| Unlocked by research | Furnace (3 Stone) |
| Research cost and unlocks | Energy and Automation: 3 Stone -> Furnace. - |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Recycler
| Category | Energy and Automation |
|---|---|
| Player use | Decompose items back into their crafting parts Unlocks Uncrafter. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Recycler belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Recycler should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Recycler](/reference/machines-and-automation/#record-recycler) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Recycler option 1 at Advanced Crafting Table (Unlock recipe): 10 Iron, 10 Copper, 10 Silicon, 10 Cobalt -> 1 Recycler |
| Unlocked by research | Postbox (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Uncrafter. Decompose items back into their crafting parts |
| Related | Research Unlock Order, Crafting, Machines And Automation, Automation |
Sensors & Logic Block
| Category | Energy and Automation |
|---|---|
| Player use | Adds rain sensors, daytime sensors, and logic blocks for conditional energy connections. Unlocks Logic Block, Rain Sensor, Daytime Sensor. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Sensors & Logic Block belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Sensors & Logic Block should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Logic Block, Rain Sensor, Daytime Sensor. Adds rain sensors, daytime sensors, and logic blocks for conditional energy connections. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Energy System, Energy And Logic |
Sky Turbine
| Category | Energy and Automation |
|---|---|
| Player use | A large sky turbine that produces a lot of energy. Unlocks Sky Turbine. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Sky Turbine belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Sky Turbine should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Crafted or processed by: [Sky Turbine](/reference/machines-and-automation/#record-sky-turbine) |
| Crafted or processed by | Sky Turbine option 1 at Advanced Crafting Table (Unlock recipe): 30 Cloth, 1 Circuit Board, 20 Iron -> 1 Sky Turbine |
| Unlocked by research | Sky Turbine (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Sky Turbine. A large sky turbine that produces a lot of energy. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Solar Panel
| Category | Energy and Automation |
|---|---|
| Player use | Generates energy when exposed to the sun. Unlocks Solar Panel. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Solar Panel belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Solar Panel should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Crafted or processed by: [Solar Panel](/reference/machines-and-automation/#record-solar-panel) |
| Crafted or processed by | Solar Panel option 1 at Advanced Crafting Table (Unlock recipe): 8 Iron, 8 Glass, 8 Copper -> 1 Solar Panel |
| Unlocked by research | Solar Panel (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Solar Panel. Generates energy when exposed to the sun. |
| Loot sources | Phase 4: Iron Axe, Cable Connector Small, Cobalt, Copper, Iron, Iron Pickaxe, Raspberry Muffin, Solar Panel. High-value material check for tool, machine, or power progression. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Energy System, Energy And Logic |
Sprinkler
| Category | Energy and Automation |
|---|---|
| Player use | Sprinklers automatically water nearby fields. Unlocks Sprinkler. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Sprinkler belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Sprinkler should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Sprinkler](/reference/machines-and-automation/#record-sprinkler) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Sprinkler option 1 at Advanced Crafting Table (Unlock recipe): 5 Iron, 5 Copper -> 1 Sprinkler |
| Unlocked by research | Energy Crafting Table (1 Electrical Component) Sprinkler (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Sprinkler. Sprinklers automatically water nearby fields. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Energy System, Energy And Logic, Automation |
Transport Drone
| Category | Energy and Automation |
|---|---|
| Player use | Transport drones move resources between base routes. Unlocks Transport Drone. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Transport Drone belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Transport Drone should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Transport Drone](/reference/machines-and-automation/#record-transport-drone) Loot: 1 exact row across 1 chest family. |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Transport Drone option 1 at Advanced Crafting Table (Unlock recipe): 8 Cobalt, 16 Iron, 16 Copper, 16 Silicon -> 1 Transport Drone |
| Unlocked by research | Transport Drone (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Transport Drone. Transport drones move resources between base routes. |
| Loot sources | Phase 6: Special, 10%, 100%, 100%, 90%, 60% |
| Related | Research Unlock Order, Crafting, Machines And Automation, Automation |
Weather Station & Switch
| Category | Energy and Automation |
|---|---|
| Player use | A weather forecast station and a manual switch. Unlocks Weather Station, Logic Block. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Weather Station & Switch belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Weather Station & Switch should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Weather Station, Logic Block. A weather forecast station and a manual switch. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Windmill
| Category | Energy and Automation |
|---|---|
| Player use | A windmill produces energy based on the current wind strength. Unlocks Windmill. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Windmill belongs to the Energy and Automation research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Windmill should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Windmill](/reference/machines-and-automation/#record-windmill) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Windmill option 1 at Advanced Crafting Table (Unlock recipe): 8 Iron, 8 Copper, 15 Cobalt, 15 Silicon -> 1 Windmill |
| Unlocked by research | Windmill (1 Electrical Component) |
| Research cost and unlocks | Energy and Automation: 1 Electrical Component -> Windmill. A windmill produces energy based on the current wind strength. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Energy System, Energy And Logic |
Energy Workbench
| Category | Energy |
|---|---|
| Player use | Unlock the energy workbench craft path. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Energy Workbench belongs to the Energy research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Energy Workbench should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Energy System, Energy And Logic |
Additional Cooking Recipes
| Category | Food and Water |
|---|---|
| Player use | - Unlocks Vegetable Pizza, Vegetable Taco, Salad Bowl. Costs 5 Paprika, 1 Vegetable Stir Fry, 1 Berry Cake. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Additional Cooking Recipes belongs to the Food and Water research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Additional Cooking Recipes should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Food and Water: 2 Corn, 2 Truffle, 2 Raspberry -> Vegetable Stir Fry, Berry Cake, Fruit Plate. Adds more cooked meal recipes for longer trips. Food and Water: 5 Paprika, 1 Vegetable Stir Fry, 1 Berry Cake -> Vegetable Pizza, Vegetable Taco, Salad Bowl. - |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Bottle
| Category | Food and Water |
|---|---|
| Player use | A bottle you can store and boil water in. Unlocks Empty Carafe. Costs 2 Glass. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Bottle belongs to the Food and Water research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Bottle should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Food and Water: 2 Glass -> Empty Carafe. A bottle you can store and boil water in. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Cooking
| Category | Food and Water |
|---|---|
| Player use | Unlocks cooking for stronger travel food. Unlocks Kitchen Counter. Costs 5 Brick, 2 Wood, 2 Iron. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Cooking belongs to the Food and Water research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Cooking should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Food and Water: 5 Brick, 2 Wood, 2 Iron -> Kitchen Counter. Unlocks cooking for stronger travel food. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Advanced Dock
| Category | Progression and Travel |
|---|---|
| Player use | Advanced Dock supports automatic airship flight. Unlocks Advanced Dock. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Advanced Dock belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Advanced Dock should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Advanced Dock](/reference/airship-upgrades/#record-advanced-dock) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Advanced Dock option 1 at Advanced Crafting Table (Unlock recipe): 1 Dock, 8 Silicon, 12 Copper -> 1 Advanced Dock |
| Unlocked by research | Advanced Dock (1 Electrical Component) |
| Research cost and unlocks | Progression and Travel: 1 Electrical Component -> Advanced Dock. Advanced Dock supports automatic airship flight. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Airships, Airship Repair And Exploration |
Airship Dock
| Category | Progression and Travel |
|---|---|
| Player use | - Unlocks Dock. Costs 5 Wood, 5 Iron, 5 Cloth. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Airship Dock belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Airship Dock should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression and Travel: 5 Wood, 5 Iron, 5 Cloth -> Dock. - |
| Related | Research Unlock Order, Crafting, Machines And Automation, Airships, Airship Repair And Exploration |
Electrical Research Tier 2
| Category | Progression and Travel |
|---|---|
| Player use | Unlocks new electrical devices. Progression gate for later research choices. Costs 1 Silicon. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Electrical Research Tier 2 belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Electrical Research Tier 2 should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression and Travel: 1 Silicon -> Progression gate. Unlocks new electrical devices. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Electrical Research Tier 3
| Category | Progression and Travel |
|---|---|
| Player use | Unlocks new electrical devices. Progression gate for later research choices. Costs 1 Cobalt. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Electrical Research Tier 3 belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Electrical Research Tier 3 should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression and Travel: 1 Cobalt -> Progression gate. Unlocks new electrical devices. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Electrical Research Tier 4
| Category | Progression and Travel |
|---|---|
| Player use | Unlocks new electrical devices. Unlocks Circuit Board. Costs 1 Algae. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Electrical Research Tier 4 belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Electrical Research Tier 4 should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression and Travel: 1 Algae -> Circuit Board. Unlocks new electrical devices. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Electrical Research Tier 5
| Category | Progression and Travel |
|---|---|
| Player use | Unlocks new electrical devices. Progression gate for later research choices. Costs 1 Diamond. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Electrical Research Tier 5 belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Electrical Research Tier 5 should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression and Travel: 1 Diamond -> Progression gate. Unlocks new electrical devices. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Map
| Category | Progression and Travel |
|---|---|
| Player use | After researching you can open and use a map Progression gate for later research choices. Costs 2 Cloth. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Map belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Map should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression and Travel: 2 Cloth -> Progression gate. After researching you can open and use a map |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Research Tier 2
| Category | Progression and Travel |
|---|---|
| Player use | Available immediately; Unlocks the next group of research choices. Progression gate for later research choices. Costs 1 Build Hammer, 1 Beeswax. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Research Tier 2 belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Research Tier 2 should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression and Travel: 1 Build Hammer, 1 Beeswax -> Progression gate. Available immediately; Available immediately; Unlocks the next group of research choices. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Research Tier 3
| Category | Progression and Travel |
|---|---|
| Player use | Unlocks the next group of research choices. Progression gate for later research choices. Costs 1 Iron. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Research Tier 3 belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Research Tier 3 should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression and Travel: 1 Iron -> Progression gate. Unlocks the next group of research choices. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Research Tier 4
| Category | Progression and Travel |
|---|---|
| Player use | Unlocks the next group of research choices. Progression gate for later research choices. Costs 1 Copper. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Research Tier 4 belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Research Tier 4 should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression and Travel: 1 Copper -> Progression gate. Unlocks the next group of research choices. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Research Tier 5
| Category | Progression and Travel |
|---|---|
| Player use | Unlocks the next group of research choices. Progression gate for later research choices. Costs 1 Wheat. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Research Tier 5 belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Research Tier 5 should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression and Travel: 1 Wheat -> Progression gate. Unlocks the next group of research choices. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Research Tier 6
| Category | Progression and Travel |
|---|---|
| Player use | Unlocks the next group of research choices. Progression gate for later research choices. Costs 1 Sunflower. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Research Tier 6 belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Research Tier 6 should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression and Travel: 1 Sunflower -> Progression gate. Unlocks the next group of research choices. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Research Tier 7
| Category | Progression and Travel |
|---|---|
| Player use | Unlocks the next group of research choices. Progression gate for later research choices. Costs 1 Corn. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Research Tier 7 belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Research Tier 7 should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression and Travel: 1 Corn -> Progression gate. Unlocks the next group of research choices. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Research Tier 8
| Category | Progression and Travel |
|---|---|
| Player use | Unlocks the next group of research choices. Progression gate for later research choices. Costs 1 Diamond. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Research Tier 8 belongs to the Progression and Travel research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Research Tier 8 should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression and Travel: 1 Paprika -> Progression gate. Unlocks the next group of research choices. Progression and Travel: 1 Diamond -> Progression gate. Unlocks the next group of research choices. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Growbox
| Category | Progression |
|---|---|
| Player use | - Unlocks Growbox. Costs 2 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Growbox belongs to the Progression research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Growbox should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Growbox](/reference/building-pieces/#record-growbox) |
| Gameplay stats | Max stack size: 1 Burn time (fuel): 20s Recycler value: 1 (Recycler return) Item type: Devices, Other Interaction: Buildable |
| Crafted or processed by | Growbox option 1 at Crafting Table (Unlock recipe): 4 Log -> 1 Growbox |
| Unlocked by research | Growbox (2 Wood) |
| Research cost and unlocks | Progression: 2 Wood -> Growbox. - |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Lights Pack
| Category | Progression |
|---|---|
| Player use | Wired light, wireless light and wireless connector. Unlocks Wireless Connector, Standing Lamp, Wireless Lamp, Bedside Lamp. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Lights Pack belongs to the Progression research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Lights Pack should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression: 1 Electrical Component -> Wireless Connector, Standing Lamp, Wireless Lamp, Bedside Lamp. Wired light, wireless light and wireless connector. |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Seeds Pack
| Category | Progression |
|---|---|
| Player use | Adds crop seed recipes so farms can be expanded from harvested plants. Unlocks Raspberry Seed, Cotton Seed, Wheat Seed, Corn Seed, Watermelon Seed. Costs 1 Raspberry, 1 Cotton, 1 Wheat, 1 Carrot, 1 Sunflower. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Seeds Pack belongs to the Progression research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Seeds Pack should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression: 1 Raspberry, 1 Cotton, 1 Wheat, 1 Carrot, 1 Sunflower -> Raspberry Seed, Cotton Seed, Wheat Seed, Corn Seed, Watermelon Seed, Carrot Seed, Sunflower Seed. Adds crop seed recipes so farms can be expanded from harvested plants. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Farming And Weather, Farming Water And Weather |
Wooden Mill
| Category | Progression |
|---|---|
| Player use | - Unlocks Decorative Mill. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Wooden Mill belongs to the Progression research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Wooden Mill should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Progression: 1 Electrical Component -> Decorative Mill. - |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Detector
| Category | Tools |
|---|---|
| Player use | - Unlocks Loot Chest Detector. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Detector belongs to the Tools research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Detector should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Tools: 1 Electrical Component -> Loot Chest Detector. - |
| Related | Research Unlock Order, Crafting, Machines And Automation, Tools |
Diamond Tools
| Category | Tools |
|---|---|
| Player use | Diamond Tools with very high durability Unlocks Diamond Axe, Diamond Pickaxe, Diamond Hoe. Costs 5 Diamond, 1 Iron Pickaxe. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Diamond Tools belongs to the Tools research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Diamond Tools should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Tools: 5 Diamond, 1 Iron Pickaxe -> Diamond Axe, Diamond Pickaxe, Diamond Hoe. Diamond Tools with very high durability |
| Related | Research Unlock Order, Crafting, Machines And Automation, Tools |
Drill
| Category | Tools |
|---|---|
| Player use | - Unlocks Drill. Costs 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Drill belongs to the Tools research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Drill should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Drill](/reference/tools/#record-drill) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Electronics Interaction: Buildable |
| Crafted or processed by | Drill option 1 at Advanced Crafting Table (Unlock recipe): 10 Iron, 10 Copper -> 1 Drill |
| Unlocked by research | Energy Crafting Table (1 Electrical Component) Drill (1 Electrical Component) |
| Research cost and unlocks | Tools: 1 Electrical Component -> Drill. - |
| Related | Research Unlock Order, Crafting, Machines And Automation, Automation |
Iron Rod
| Category | Tools |
|---|---|
| Player use | An iron fishing rod Progression gate for later research choices. Costs 3 Wood, 3 Stick, 3 Cloth, 1 Iron, 1 Electrical Component. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Iron Rod belongs to the Tools research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Iron Rod should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Tools: 3 Wood, 3 Stick, 3 Cloth, 1 Iron, 1 Electrical Component -> Progression gate. An iron fishing rod |
| Related | Research Unlock Order, Crafting, Machines And Automation, Tools |
Iron Tools
| Category | Tools |
|---|---|
| Player use | Iron Tools with better durability Unlocks Iron Axe, Iron Pickaxe, Iron Hoe. Costs 5 Iron, 1 Stone Pickaxe. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Iron Tools belongs to the Tools research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Iron Tools should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Tools: 5 Iron, 1 Stone Pickaxe -> Iron Axe, Iron Pickaxe, Iron Hoe. Iron Tools with better durability |
| Related | Research Unlock Order, Crafting, Machines And Automation, Tools |
Magnetic Fishing Rod
| Category | Tools |
|---|---|
| Player use | A magnetic fishing rod that lets you retrieve resources out of the water. Sometimes, non-magnetic items get stuck on it too. Unlocks Fishing Rod. Costs 1 Cloth, 1 Iron, 1 Stick. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Magnetic Fishing Rod belongs to the Tools research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Magnetic Fishing Rod should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| Research cost and unlocks | Tools: 1 Cloth, 1 Iron, 1 Stick -> Fishing Rod. A magnetic fishing rod that lets you retrieve resources out of the water. Sometimes, non-magnetic items get stuck on it too. |
| Related | Research Unlock Order, Crafting, Machines And Automation, Tools |
Repair Kit
| Category | Tools |
|---|---|
| Player use | - Unlocks Repair Kit. Costs 2 Iron. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Repair Kit belongs to the Tools research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Repair Kit should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Crafted or processed by: [Repair Kit](/reference/tools/#record-repair-kit) |
| Gameplay stats | Use repair kit: 2s (InputTriggerHold) |
| Crafted or processed by | Repair Kit option 1 at Crafting Table (Unlock recipe): 5 Iron -> 1 Repair Kit |
| Unlocked by research | Repair Kit (2 Iron) |
| Research cost and unlocks | Tools: 2 Iron -> Repair Kit. - |
| Related | Research Unlock Order, Crafting, Machines And Automation, Tools |
Rain Collector
| Category | Water |
|---|---|
| Player use | Available immediately Unlocks Rain Collector. Costs 2 Wood. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Rain Collector belongs to the Water research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Rain Collector should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Rain Collector](/reference/machines-and-automation/#record-rain-collector) |
| Gameplay stats | Max stack size: 1 Burn time (fuel): 10s Recycler value: 1 (Recycler return) Item type: Devices, Other Interaction: Buildable |
| Crafted or processed by | Rain Collector option 1 at Crafting Table (Unlock recipe): 6 Log, 8 Stone, 6 Stick -> 1 Rain Collector |
| Unlocked by research | Rain Collector (2 Wood) |
| Research cost and unlocks | Water: 2 Wood -> Rain Collector. Available immediately; Available immediately |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Well
| Category | Water |
|---|---|
| Player use | Available immediately Unlocks Well. Costs 3 Stone, 2 Wood, 2 Stick. |
| Best check | Check the Research Table and the recommended unlock-order guide before spending scarce research materials. |
| When it matters | Well belongs to the Water research family. Prioritize it when the problem it solves is already slowing the base. If food, water, storage, and the first crafting loop are not stable yet, compare it against the research order before unlocking comfort or cosmetic branches. |
| Direct use | Well should be evaluated by the chore or blocker it removes. Research that solves water, storage, crafting, power, food, or travel usually beats decoration when the base is still unstable. |
| Record summary | Use: Check the Research Table and the recommended unlock-order guide before spending scarce research materials. Stack size: 1 Recycler value: 1 Crafted or processed by: [Well](/reference/machines-and-automation/#record-well) |
| Gameplay stats | Max stack size: 1 Recycler value: 1 (Recycler return) Item type: Devices, Other Interaction: Buildable |
| Crafted or processed by | Well option 1 at Crafting Table (Unlock recipe): 15 Stone, 10 Log, 6 Stick -> 1 Well |
| Unlocked by research | Well (3 Stone, 2 Wood, 2 Stick) |
| Research cost and unlocks | Water: 3 Stone, 2 Wood, 2 Stick -> Well. Available immediately; Available immediately |
| Related | Research Unlock Order, Crafting, Machines And Automation |
Related
Research Unlock Order, Crafting, Energy System, Animals, Airships