Resources tech branch

From Surviving the Aftermath Wiki
Jump to navigation Jump to search

One of your long-term objectives is to unlock new technologies from the five branches of the tech tree. In the aftermath, much of mankind’s knowledge was either lost or outright destroyed. Fragments can still be recovered from various locations on the world map to aid the colony. The research locations can be searched for Science points Science points which, unlike other resources, are immediately available for the colony. And the bigger your specialists' research skill is, the faster they can extract all the usable knowledge a particular location has to offer.

Branch focus[edit]

The Resources tech branch Resources tech branch increases the colony's resources production and extraction by focusing on:

  • Techs increasing resources yield.
  • Build.png resources extraction buildings.

Category legend[edit]

Each researched technology offer one of eight unlock effect types. These can be determined at a glance by the tech frame's top color and are as follows:

  • Building unlock Building unlock - Unlocks a new building.
  • Building upgrade Building upgrade - Unlock a building's upgrade option.
  • Decorations Decorations - Create a more charming environment.
  • Durability Durability - Improves buildings' protection against natural deterioration or elements like cold or Pollution.
  • Efficiency Efficiency - Improves the speed or amount of production.
  • Ideology Ideology - Special improvements based on your chosen ideology (hardy survivalist, visionary architect, chaotic misfit).
  • People People - Affects or improves people's lives and Happiness.
  • World map World map - Enhances actions on the World Map.

List of technologies[edit]

Technology Time Science points Type Unlockables Prerequisites Description
Tech centralized repairs.png Centralized Repairs 15h 75 Building unlock Building maintenance depot.png Maintenance Depot N/A Keeping track of all repairs in a large Colony is a hassle. A Maintenance Depot automatically cleans contamination and fixes damaged buildings within its work area, provided it is staffed and supplied properly.
Tech crowbars.png Crowbars 15h 50 Efficiency
  • Production speed +20% Production speed to:
    • Recycler
    • Scrapper
N/A Pulling old Metal or stuck Plastic bits apart with your bare hands is tough. Crowbars allow colonists to scavenge deposits without worrying about hurting themselves.
Tech durable components.png Metal Bender 15h 50 Ideology
  • Repair cost −1 Repair cost to:
    • Mechanic Shop
    • Radar
    • Refinery
    • Sawmill
  • Tech centralized repairs.png Centralized Repairs
  • Ideology Chaotic misfit
Robots bending damaged girders and sheet metal isn't really a thing in the apocalypse. Once people re-learn to do it themselves, fixing seemingly totalled buildings becomes surprisingly cheap.
Tech durable components.png Spirit Levels 15h 75 Ideology
  • Repair cost −1 Repair cost to:
    • Arena
    • Environmental Station
    • Field Hospital
    • Library
  • Tech centralized repairs.png Centralized Repairs
  • Ideology Visionary architect
This common yet handy builder's tool helps avoid mistakes and do-overs, especially when repairing larger structures like Tenements.
Tech inventory.png Inventory 18h 100 Efficiency
  • Capacity +500 Capacity to:
    • Stockpile
Tech centralized repairs.png Centralized Repairs Stockpile inventories keep stuff apart from things and doodads separate from whatchamacallits. It maximizes the use of space and helps Colonists find what they're looking for.
Tech power saws.png Power Saws 1d 3h 150 Building upgrade Building sawmill.png Sawmill Tech inventory.png Inventory Plank production can be upgraded by reducing heavy labour at Lumber Yards. A proper Sawmill guarantees a steady supply of that sweet, sweet timber — at least until Energy supplies run dry.
Tech logistics.png Logistics 18h 100 Efficiency
  • Capacity +500 Capacity to:
    • Warehouse
Tech power saws.png Power Saws A logical and consistent method of packing things together never happens accidentally—it must be created. The way basic logistics get you more capacity within the same space seems almost magical.
Tech scavenger teams.png Scavenger Teams 15h 50 People
  • Work slots +1 Work slots to:
    • Recycler
    • Speedy Recycler
    • Scrapper
    • Speedy Scrapper
Tech crowbars.png Crowbars Two pairs of eyes spot valuable resources faster than one. A duo of scavengers working in tandem brings construction resources back to the colony more efficiently.
Tech reclaimable materials.png Reclaimable Materials 15h 75 Building upgrade Building speedy scrapper.png Speedy Scrapper Tech crowbars.png Crowbars Knowing how to process different types of scrap Metal means an item thought to be trash might end up becoming a treasure—relatively speaking.
Tech junk recycling.png Trash Evaluation 15h 75 Building upgrade Building speedy recycler.png Speedy Recycler Tech crowbars.png Crowbars Going through decades of garbage in various states of decomposition ain't easy. Recognizing the usable bits from actual trash is even harder, but it increases Plastic Production quite a bit.
Tech apprentices.png Apprentices 18h 100 People
  • Work slots +1 Work slots to:
    • Tailor
    • Grand tailor
    • Toolshop
    • Grand toolshop
Either:
  • Tech reclaimable materials.png Reclaimable Materials
  • Tech junk recycling.png Trash Evaluation
A proper relationship between workers means more products created for Colonists and less thrown at those you're working alongside.
Tech craftsmanship.png Craftsmanship 15h 75 Ideology
  • Production speed +20% Production speed to:
    • Tailor
    • Grand toolshop
  • Tech apprentices.png Apprentices
  • Ideology Hardy survivalist
Basic knowledge of Tool and Clothing manufacturing means faster production and less thumbs smacked by hammers or pierced by needles.
Tech tough bearings.png Junk Recycling 1d 3h 150 Building unlock Building mechanic shop.png Mechanic Shop Either:
  • Tech apprentices.png Apprentices
  • Tech inventory.png Inventory
Scrapper's side product, Junk is useful and even valuable for those able to recycle it. The Mechanic Shop converts it into mechanical Parts, which are required in advanced construction and item creation.
Tech junker.png Junker 18h 100 Ideology
  • Parts +2 Parts production to:
    • Mechanic Shop
  • Tech tough bearings.png Junk Recycling
  • Ideology Hardy survivalist
A real junker can make Junk last a lot further than your average Joe. Putting every single bit of scrap to good use can make a huge difference in the apocalypse.
Tech toolshop tailor.png Spindle Spinning 1d 11h 200 Building upgrade Building grand tailor.png Grand tailor Tech tough bearings.png Junk Recycling Learning how to craft quality fabrics increases the durability and comfort of clothing.
Tech tough bearings.png Steelworks 1d 11h 200 Building upgrade Building grand toolshop.png Grand toolshop Tech tough bearings.png Junk Recycling Tools that last longer are harder to make but also last longer in tough conditions.
Tech hazmat engineering.png Hazmat Engineering 1d 3h 150 Building unlock
  • Building environmental station.png Environmental Station
  • Building waste dump.png Waste Dump
Either:
  • Tech toolshop tailor.png Spindle Spinning
  • Tech tough bearings.png Steelworks
Clearing heavily polluted soil without proper equipment is a death sentence. An Environmental Station provides the means to clear Pollution Deposits and store the waste in a Waste Dump.
Tech big game hunting.png Rubber Scrubbers 18h 100 Efficiency
  • Production speed +20% Production speed to:
    • Environmental Station
Tech hazmat engineering.png Hazmat Engineering Pollution disposal is dirty and dangerous business. Proper scrubbers handle the removal of hazardous material faster, so colonists need to spend less time in the glowing soil.
Tech industrial mining.png Industrial Mining 1d 20h 250 Building unlock
  • Building concrete extractor.png Concrete Extractor
  • Building metal extractor.png Metal Extractor
  • Building plastic extractor.png Plastic Extractor
Tech hazmat engineering.png Hazmat Engineering Scavenging construction materials by hand will only take you so far. Heavy machinery like Extractors will greatly boost production, but it requires both constant maintenance and large amounts of Energy to extract Metal, Plastic and Concrete.
Tech junior engineers.png Junior Engineers 18h 100 Ideology
  • Work slots +1 Work slots to:
    • Concrete Extractor
    • Metal Extractor
    • Plastic Extractor
  • Tech industrial mining.png Industrial Mining
  • Ideology Visionary architect
The cabin might get a bit crowded at times, but additional workers help keep the valuable Extractors running longer each day.
Tech mass production.png Mass Production 2d 19h 380 Building upgrade
  • Building concrete auto-extractor.png Concrete Auto-Extractor
  • Building metal auto-extractor.png Metal Auto-Extractor
  • Building plastic auto-extractor.png Plastic Auto-Extractor
Tech industrial mining.png Industrial Mining Computer-controlled mining equipment is the final step in mass-producing construction materials. Automated Extractors work without human supervision, unless they've broken down.
Extractors require plenty of Energy to produce Metal, Plastic and Concrete for the colony.
Tech self diagnostics.png Self-Diagnostics 1d 11h 200 Durability
  • Defense.png +60% Durability to:
    • Concrete Auto-Extractor
    • Metal Auto-Extractor
    • Plastic Auto-Extractor
Tech mass production.png Mass Production Automation with second-hand materials and tools is no easy feat, so sensitive equipment can and will break down from time to time. Self-diagnostics can prevent some of that hassle before it becomes a problem.
Tech rare metals.png Rare Metals 1d 20h 250 Building unlock Building magnetic separator.png Magnetic Separator Tech hazmat engineering.png Hazmat Engineering Rare Metals must be separated from the ground with a specialized Magnetic Separator. It sifts through the material, filtering out the unwanted bits. The resulting Rare Metals are used in high-end production.
Requires Energy to function.
Tech neodymium magnets.png Neodymium Magnets 1d 11h 200 Efficiency
  • Production speed +30% Production speed to:
    • Magnetic Separator
Tech rare metals.png Rare Metals While normal magnets are nice, rare earth neodymium magnets are magical. Their incredible pulling power helps separate the wants from the want-nots in an instant improving the Magnetic Separator's production speed.
Tech conveyor belts.png Conveyor Belts 18h 100 Efficiency
  • Production speed +20% Production speed to:
    • Concrete Extractor
    • Metal Extractor
    • Plastic Extractor
    • Magnetic Separator

Either:

  • Tech industrial mining.png Industrial Mining
  • Tech rare metals.png Rare Metals
An endless smooth stream of materials on a conveyor belt can be mesmerizing to watch and shows a definite sign of progress. Improves production speed for all Extractors.
Tech circuit assembly.png Circuit Assembly 2d 22h 400 Building unlock Building electronics factory.png Electronics Factory Tech conveyor belts.png Conveyor Belts Learning how to assemble delicate Components in the post-apocalypse isn't easy. An Electronics Factory is a major step in creating a truly self-sufficient colony.
Tech sterile spaces.png Sterile Spaces 1d 11h 200 Efficiency
  • Production speed +20% Production speed to:
    • Electronics Factory
Tech circuit assembly.png Circuit Assembly Dirty work surfaces and uncontrolled particles have no place in an Electronics Factory. A clean, sterile area means less time fixing errors and cleaning dust off components.

References[edit]