Tech tree

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Techtree.png

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.

Technology branches[edit]

Science points Science points can be spent to unlock technological advancements in the tech tree, which is divided into five branches:

  • Colony adds to your housing and general colonist potential.
  • Food offers both improvements to production speeds and completely new forms of cultivation and animal breeding.
  • Exploration improves your efficiency and possibilities on the World Map while also increasing the settlement's security.
  • Production increases production capabilities and unlocks new structures.

The further down the tree a particular advancement is, the more it costs, so always keep an eye on museums, old radar stations and observatories while exploring the map. Science is what takes your colony to the next level from just surviving into getting back what was lost.

List of technologies[edit]

Colony[edit]

Technology Time Science points Type Unlockables Prerequisites Description
Tech heavy tarps.png Heavy Tarps 15h 50 Durability +40% Durability to:
  • Emergency Shelter
  • Tent
N/A It's not much in terms of comfort, but making the tarps in tents more rigid gives them a bit more strength and lessens the feeling your home might fly off at a modest breeze.
Tech nurses.png Nurses 18h 100 People
  • Work slots +1 Work slots to:
    • Medical Tent
N/A Shared duties and clear communication in life-threatening situations are paramount, so colonists are treated quickly and correctly.
Tech weatherproof seams.png Weatherproof Seams 15h 25 Durability −3 Repair cost to:
  • Emergency Shelter
  • Tent
Tech heavy tarps.png Heavy Tarps Learning to do seams that hold up in the rain, snow or meteor storm means tents and emergency shelters can be repaired with small patches instead of replacing entire sections.
Tech medical training.png Medical Training 15h 50 Efficiency
  • +15% Healing speed to:
    • Medical Tent
Tech nurses.png Nurses Without a steady supply of medicine and medical equipment, people have to rely on simple, straightforward methods of healing. Learning about these is key in keeping your population safe.
Tech communal living.png Communal Living 18h 100 Building
  • Shanty.png Shanty
  • Tenement.png Tenement
Either:
  • Tech heavy tarps.png Heavy Tarps
  • Tech nurses.png Nurses
Getting people out of tents and into better housing takes some planning. Tenements house several people within the same cramped space. A Shanty gives more space per colonist but is more costly to build. Both of these buildings are safer than Tents and Emergency Shelters, and they offer better protection against radiation.
Tech roof supports.png Roof Supports 15h 50 Durability +40% Durability to:
  • Shanty
  • Tenement
Tech communal living.png Communal Living In general, colonists appreciate their shelters not caving in on them while they sleep. Proper supports prop up the roof and strengthen the structure to a point.
Tech interior walls.png Interior Walls 18h 100 People
  • Happiness.png +20 Happiness to:
    • Tenement
Tech communal living.png Communal Living A large open space shared with other residents discourages intimacy. Crude interior walls gives couples some much-needed privacy. Children are more likely to be born in Tenements.
Tech sweet porcelain.png Sweet Porcelain 15h 75 People
  • Happiness.png +20 Happiness to:
    • Shanty
Tech interior walls.png Interior Walls The smooth touch of porcelain is definitely a luxury in the aftermath. Shanties with an actual indoor toilet are loved by the tenants and envied by their neighbors.
Tech centralized repairs.png Centralized Repairs 18h 100 Building Building maintenance depot.png Maintenance Depot Tech communal living.png Communal Living 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 remembrance.png Remembrance 18h 100 Building Memorial.png Memorial Tech communal living.png Communal Living Remembering those who are gone is painful, but it is the only way forward. A Memorial allows people to light a candle for those who did not survive the aftermath.
Tech pavement.png Pavement 15h 50 Building Paved Road.png Paved Road Tech remembrance.png Remembrance Caesars and pharaohs figured stone-paved roads were the way to bring a bit of civilization to a settlement—and keep their sandals clean.
Faster movement on Paved Roads.
Tech guardians.png Guardians 1d 3h 150 Building Building guard post.png Guard Post Either:
  • Tech centralized repairs.png Centralized Repairs
  • Tech remembrance.png Remembrance
Guards are the backbone of defending the Colony against hostile animals or people. Assign people to Guard Posts so they'll gear up and focus on protecting their fellow Colonists.
Tech hazmat engineering.png Hazmat Engineering 1d 3h 150 Building
  • Environmental Station.png Environmental Station
  • Building waste dump.png Waste Dump
Either:
  • Tech centralized repairs.png Centralized Repairs
  • Tech remembrance.png Remembrance
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 Ideology
  • +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 education.png Education 1d 3h 150 Building School.png School Either:
  • Tech guardians.png Guardians
  • Tech hazmat engineering.png Hazmat Engineering
Educating future generations at Schools is more important than it has ever been. Educated children gain a permanent Educated trait if they go to school long enough. Education makes them more efficient members of society once they start working.
Tech general storage.png General Storage 1d 3h 150 Building General Storage.png General Storage Either:
  • Tech guardians.png Guardians
  • Tech hazmat engineering.png Hazmat Engineering
Valuable goods deserve a proper place to be stored. A General Storage is a converted and reinforced shipping container able to withstand the elements and thieves alike.
Stores items, food and resources.
Tech simple decorations.png Simple Decorations 15h 25 Decorations
  • Tiny Pink Flowers Tiny Pink Flowers
  • Tiny White Flowers Tiny White Flowers
  • Red Flowers Red Flowers
  • White Flower Bush White Flower Bush
Tech education.png Education A modest selection of decorations to cheer up your modest Colony.
Tech shelving.png Shelving 15h 50 Efficiency
  • Resource storage.png +2000 Capacity to:
    • General Storage
Tech general storage.png General Storage Making use of the limited floor space by building shelves and organizing the contents maximizes how much valuable stuff can be crammed into a container. And people say that those who have the most stuff in the end will be kings.
Tech medical center.png Medical Center 1d 11h 200 Building Field Hospital.png Field Hospital Either:
  • Tech education.png Education
  • Tech general storage.png General Storage
There is no way to keep a large colony healthy with a simple Medical Tent. A properly managed Field Hospital is both more spacious and effective in treating a wide variety of conditions. Requires access to a Water Tower.
Tech weapon crafting.png Weapon Crafting 1d 11h 200 Building Building gunsmith.png Gunsmith Either:
  • Tech education.png Education
  • Tech general storage.png General Storage
Fighting post-apocalyptic wildlife and crazed bandits at melee range isn't the smartest thing one could do. A Gunsmith supplies Guards with proper Weapons to defend the Colony.
Gunsmiths use Metal and Parts to produce Weapons.
Tech medical training.png Prescriptions 1d 3h 150 Efficiency
  • +25% Healing speed to:
    • Field Hospital
Tech medical center.png Medical Center It's rather likely medics will be treating the same people over and over in the aftermath. Knowing and keeping track of patients helps give them the right treatment faster.
Tech cleansing.png Cleansing 1d 11h 200 Building Building sauna.png Sauna Either:
  • Tech medical center.png Medical Center
  • Tech weapon crafting.png Weapon Crafting
Hygiene in the post-apocalypse seems like a minor thing to worry about. Yet, if completely forgotten, it will lead to diseases that would have been easily prevented with a nice shower and a bit of socializing in a hot Sauna.
Saunas require Firewood to function.
Tech surge protectors.png Surge Protectors 1d 11h 200 Building Building lightning rod.png Lightning Rod Either:
  • Tech medical center.png Medical Center
  • Tech weapon crafting.png Weapon Crafting
Directing massive amounts of Energy harmlessly to the ground requires ample protection. But once that's sorted, Lightning Rods will help the Colony to protect itself from destructive lightning strikes.
Tech aggression release.png Aggression Release 1d 11h 200 Building Arena.png Arena Tech cleansing.png Cleansing For some, the way to relax is to get punched in the face or see someone else knocked silly. The Arena allows Colonists to brawl and let off some steam while others enjoy the carnage from the stands. Perhaps not civilized, but it sure is fun!
Tech knowledge preservation.png Knowledge Preservation 1d 11h 200 Building Library.png Library Tech surge protectors.png Surge Protectors Preservation of old world texts in a Library is smart for several reasons. That way, you can learn from the past or sometimes just let stories whisk you away from a harsh reality.
Tech simple decorations.png Impressive Decorations 15h 50 Decorations
  • Bottle Cactus Bottle Cactus
  • Log Flowers Log Flowers
  • Brazier Brazier
  • Plastic Flowers Plastic Flowers
  • Plastic Viola Plastic Viola
Tech aggression release.png Aggression Release An impressive selection of decorations to enliven your burgeoning settlement.
Tech simple decorations.png Elegant Decorations 15h 50 Decorations
  • Small Green Bush Small Green Bush
  • Tall Green Bush Tall Green Bush
  • Lantern Lantern
  • Bottle Tree Bottle Tree
  • Paper Windmills Paper Windmills
Tech knowledge preservation.png Knowledge Preservation A reasonably elegant set of decorations to jazz up your growing Colony.
Tech comfortable housing.png Comfortable Housing 1d 11h 200 Building House.png House Either:
  • Tech aggression release.png Aggression Release
  • Tech knowledge preservation.png Knowledge Preservation
Move your colonists from cramped and leaky quarters into proper houses. A House offers the pinnacle of post-apocalyptic luxury and comfort, if you can afford to build one.
Tech simple decorations.png Electric Decorations 15h 50 Decorations
  • Small Street Light Small Street Light
  • Medium Street Light Medium Street Light
  • Large Street Light Large Street Light
  • Green Tree Green Tree
Tech comfortable housing.png Comfortable Housing Powered-up decorations to finalize your advanced settlement.
Tech roof supports.png Supported Walls 18h 100 Building Two-story House.png Two-story House Tech comfortable housing.png Comfortable Housing Building more than one floor is not as straightforward as it sounds. Making them cheap and sturdy at the same time is a real feat of engineering.
Tech cabinets.png Cabinets 2d 5h 300 Building Game Arcade.png Game Arcade Tech comfortable housing.png Comfortable Housing A selection of classic Game Arcade cabinets explain why Colonists willingly spend hours on end inside this dark, noisy space and come out happier than they went in.
Tech couch potato.png Couch Potato 2d 5h 300 Building Movie Theater.png Movie Theater Tech comfortable housing.png Comfortable Housing Look, sometimes you just want to sit down and enjoy a silly movie or watch a documentary about ice lake fishing. The Movie Theater is a good way to do just that.

Exploration[edit]

Technology Time Science points Type Unlockables Prerequisites Description
Tech bartering.png Bartering 18h 100 Building Trade Center.png Trade Center N/A Your Colony is not the only one in the world. Other Societies are still out there and willing to exchange goods once you have built a Trade Center to coordinate these transactions.
Tech frontier outposts.png Frontier Outposts 18h 100 Building Building outpost depot.png Outpost Depot N/A Unlocks Outpost Depots used for establishing and maintaining an Outpost on the World Map. Expanding your Colony's influence past its borders is essential for the Colony's survival.
Outposts allow Specialists to drop off resources without travelling back to the Colony.
Tech motorization.png Motorization 1d 3h 150 Building Building garage.png Garage Either:
  • Tech bartering.png Bartering
  • Tech frontier outposts.png Frontier Outposts
Unlocks Garages for repairing and storing cars found on the World Map. Found Vehicles must first be brought to a Garage to be repaired by a Specialist.
Tech engine overhaul.png Engine Overhaul 15h 75 World map
  • +1 Action points to:
    • Station-wagon
Tech motorization.png Motorization While it is a miracle the big ol' clankers haven't all rusted shut, their engines are surely in need of more than a quick tune-up.
Tech blowtorches.png Blowtorches 15h 75 Efficiency
  • +20% Production speed to:
    • Garage
Tech motorization.png Motorization Cutting or bending metal is an arduous process. With blowtorches, it's still slow, but it makes the work quicker and more bearable.
Faster Vehicle repairs.
Tech reinforced gate.png Reinforced Gate 1d 3h 150 People Gate2.png The Gate Tech motorization.png Motorization Approaching a reinforced Gate makes anyone respect a Society living behind it a bit more. Survivor Groups are questioned in more detail before being allowed to join the Colony. Sometimes, questioning can reveal important information about the group's conditions.
Tech disaster forecast.png Disaster Forecast 1d 11h 200 Building Radar.png Radar Tech reinforced gate.png Reinforced Gate Catastrophes are bad. Catastrophes you did not know were coming are a lot worse. A radar station tuned to monitor the weather, airwaves and distant broadcasts can save numerous lives as an early warning system. It will not prevent the catastrophe, but it gives you more time to prepare for the next one.
Extends the early warning period from one to three days.
Tech all-terrain tires.png All-terrain Tires 18h 100 World map
  • +2 Action points to:
    • Hatchback
    • Offroader
    • Sedan
    • Station-wagon
    • Van
Tech disaster forecast.png Disaster Forecast Without proper traction, it doesn't really matter how many horses you have under the hood. All-terrain tires help put that power to the ground on any surface.
Tech reinforced gate.png Fortress 2d 5h 300 People
  • Work slots +1 Work slots to:
    • The Gate
Tech disaster forecast.png Disaster Forecast A prosperous Colony attracts all sorts of attention. Keep unwanted visitors and Bandits away by building your Gate strong and tall like a fortress.

Food[edit]

Technology Time Science points Type Unlockables Prerequisites Description
Tech survival skills.png Survival Skills 15h 50 Efficiency
  • +20% Production speed to:
    • Fishing Hut
    • Trapper
N/A Hunting and fishing are some of the oldest survival skills known to man. The same tricks our ancestors used to fish and hunt in the Stone Age are as valuable now as they were back in the day. Luckily, there are no mammoths or saber-tooth cats to worry about.
Tech big game hunting.png Big Game Hunting 18h 100 Ideology
  • Work slots +1 Work slots to:
    • Trapper
Tech survival skills.png Survival Skills Just because humans are (probably) the apex predators of this land doesn't mean you can hunt all animals successfully. Catching big prey needs big-brain thinking, but is well worth the effort.
Tech pack tactics.png Pack Tactics 15h 50 People
  • Work slots +1 Work slots to:
    • Trapper
Tech survival skills.png Survival Skills A proper hunter pack can spot, encircle and catch their prey a lot faster than a lone wolf.
Tech basic farming.png Basic Farming 18h 100 Building Small Field Small Field Tech survival skills.png Survival Skills It sounds relatively simple to grow something in the dirt, but this age-old knowledge has been lost when most of the population moved to big cities. If it helped hunter-gatherer tribes grow into great civilizations, it might be worth learning for a post-apocalyptic society.
Tech skinning.png Skinning 15h 50 Efficiency
  • Fiber +1 Fiber production to:
    • Trapper
Tech survival skills.png Survival Skills Using every bit of the animal is not only respectful but also smart. Meat can be eaten and skins turned to Fiber by processing the carcass properly.
Tech big game hunting.png Wider Piers 15h 50 Ideology
  • Work slots +1 Work slots to:
    • Fishing Hut
Tech unknown.png Skinning A bigger Pier means more Fishers, and more Fishers means more Fish for your Colonists.
Tech larger larder.png Larger Larder 18h 100 Efficiency
  • Resource storage.png +2000 Capacity to:
    • Food storage
Either:
  • Tech unknown.png Basic Farming
  • Tech unknown.png Skinning
Consider yourself fortunate to have so much food that storing it becomes a problem. But, as the saying goes, an organized Food Storage is a happy Food Storage—more spacious too.
Tech communal eating.png Communal Eating 22h 125 Building
  • Cookhouse.png Cookhouse
  • Logging Camp.png Logging Camp
Tech larger larder.png Larger Larder A more centralized solution to keeping hunger away with warm and nutritious Meals.
The Cookhouse creates Meals prepared from raw Food ingredients.
A Logging Camp produces Firewood for the Cookhouses to operate.
Tech line cooks.png Line Cooks 15h 50 People
  • Work slots +1 Work slots to:
    • Cookhouse
Tech communal eating.png Communal Eating Flailing around next to pointy and hot things is a recipe for disaster. Line cook training helps several people work efficiently and safely in the kitchen.
Tech aquaculture.png Aquaculture 1d 3h 150 Building Building aqua farm.png Aqua Farm Tech communal eating.png Communal Eating Who says you can't farm fish? A well-functioning Aqua farm can provide the colony with plenty of Fish to complement other, more veggie-based farming.
Tech advanced farming.png Advanced Farming 1d 3h 150 Building
  • Medium Field Medium Field
  • Large Field Large Field
Tech communal eating.png Communal Eating Takes farming to the next level as larger fields yield bigger harvests that help in feeding even the largest of colonies. Placing them on Fertile soil grants an extra production bonus.
Tech better scythes.png Better Scythes 15h 75 Efficiency +20% Harvest speed to:
    • Small Field
    • Medium Field
    • Large Field
    • Greenhouse
Tech advanced farming.png Advanced Farming Sharper and better balanced scythes reduce the time required to harvest the crops. The Grim Reaper would be proud.
Tech animal husbandry.png Animal Husbandry 1d 20h 250 Building Building ranch.png Ranch Either:
  • Tech advanced farming.png Advanced Farming
  • Tech aquaculture.png Aquaculture
People have raised animals since the moment they could corral them into pens. Unlock the Ranch and barter animals from Societies to grow them in your Colony for Meat and other benefits.
Tech protected crops.png Protected Crops 1d 11h 200 Building Greenhouse.png Greenhouse Either:
  • Tech advanced farming.png Advanced Farming
  • Tech aquaculture.png Aquaculture
Greenhouses shield crops from the elements. They can function even during Catastrophes, providing secure food production during more difficult times.
Tech boring methods.png Boring Methods 1d 20h 250 Building Bore Well.png Bore Well Either:
  • Tech animal husbandry.png Animal Husbandry
  • Tech protected crops.png Protected Crops
Clean Water can be hard to come by, especially in dry climates. Bore Wells are drilled as deep as required to tap into water reserves, which allows placing them on any soil type.
Tech salvaged drums.png Salvaged Drums 1d 11h 200 Building Building large clean water storage.png Large Clean Water Storage Either:
  • Tech animal husbandry.png Animal Husbandry
  • Tech protected crops.png Protected Crops
When it comes to drinking water, you can never be too prepared. Massive tanks of clean water ensure your colonists can suffer through any drought or heat wave.
Tech reinforced tanks.png Reinforced Tanks 18h 100 Durability
  • +60% Durability to:
    • Clean Water Storage
    • Large Clean Water Storage
Tech salvaged drums.png Salvaged Drums Full tanks of clean water are a blessing, and losing them is a disaster. Reinforcing these life-giving vats helps them endure in the harshest of situations.
Tech alternative proteins.png Alternative Proteins 1d 20h 250 Building Insect Farm.png Insect Farm Either:
  • Tech boring methods.png Boring Methods
  • Tech salvaged drums.png Salvaged Drums
Post-apocalyptic societies must find new and more efficient sources of protein. Edible insects can provide just that. Insect Farms provide a steady Food production and an alternative to Meat.
Find new types of insect eggs to bolster yields even further.
Tech heated hives.png Heated Hives 15h 75 Efficiency
  • Energy.png −30% Energy consumption to:
    • Insect Farm
Tech alternative proteins.png Alternative Proteins Insects tend to multiply rapidly. Heating their hives instead of the entire building helps them grow fat and crunchy in a controlled environment while saving Energy.
Tech bigger barrels.png Bigger Barrels 1d 11h 200 Building Large Water Tower.png Large Water Tower Tech alternative proteins.png Alternative Proteins Constructing large, structurally sound and waterproof barrels is surprisingly difficult. Many scientists will get wet researching how this can be achieved.
Tech delicacies.png Delicacies 2d 5h 300 Building
  • Bakery.png Bakery
  • Mill.png Mill
Tech alternative proteins.png Alternative Proteins There's nothing quite like the smell of freshly baked Bread.
A Mill grinds Wheat into Flour, which is then turned into Bread at the Bakery.
Tech coated hoppers.png Coated Hoppers 18h 100 Efficiency
  • +30% Production speed to:
    • Mill
Tech delicacies.png Delicacies Getting those grains to slide smoothly on a coated surface ensures that you enjoy fresh Bread that much quicker. Isn't it relaxing to just look at those grains go.
Tech communal eating.png Chef Training 2d 14h 350 Building Mess Hall.png Mess Hall Either:
  • Tech bigger barrels.png Bigger Barrels
  • Tech delicacies.png Delicacies
Feeding a large number of people requires discipline and organization. Chef Training unlocks the Mess Hall where cooks prepare large amounts of Meals for hungry Colonists.
Tech submerged pumping.png Submerged Pumping 2d 14h 350 Building Building water pump.png Water Pump Either:
  • Tech bigger barrels.png Bigger Barrels
  • Tech delicacies.png Delicacies
Gathering Water with buckets is cute and all, but a big colony needs bigger solutions to procuring Water in volume. A high-tech Water Pump on the shore provides just that.
Tech organized kitchen.png Organized Kitchen 18h 100 People
  • Work slots +1 Work slots to:
    • Mess Hall
Tech communal eating.png Chef Training Kitchen's no place for chaos. Proper arrangements and organization means more Meals are produced quicker and with less cursing.
Tech axial flow.png Axial Flow 18h 100 Efficiency
  • Energy.png −30% Energy consumption to:
    • Water Pump
Tech submerged pumping.png Submerged Pumping Some clever engineering allows water pumps to circulate the fluids through axial paths, reducing the amount of Energy required to run them..

Production[edit]

Technology Time Science points Type Unlockables Prerequisites Description
Tech crowbars.png Crowbars 15h 50 Efficiency +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 reclaimable materials.png Reclaimable Materials 15h 75 Efficiency
  • Metal +1 Metal production to:
    • 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 scavenger teams.png Scavenger Teams 15h 50 People Work slots +1 Work slots to:
  • Recycler
  • 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 larger larder.png Inventory 15h 75 Efficiency
  • Resource storage.png +2000 Capacity to:
    • Stockpile
Tech crowbars.png Crowbars 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 logistics.png Logistics 18h 100 Efficiency
  • Resource storage.png +2000 Capacity to:
    • Warehouse
Tech larger larder.png Inventory 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 solar power 1.png Solar Power I 18h 100 Building
  • Solar Panel.png Solar Panel
  • Building transformer.png Transformer
Tech larger larder.png Inventory Getting the power back on is a major step toward rebuilding a civilization. Solar Panels are an efficient way to produce Energy during the day.
Tech wind power 1.png Wind Power I 18h 100 Building
  • Wind Turbine.png Wind Turbine
  • Building transformer.png Transformer
Tech larger larder.png Inventory Getting the power back on is a major step toward rebuilding a civilization. Wind Turbines provide a reliable and steady Energy source.
Tech panel coating.png Panel Coating 18h 100 Durability
  • +40% Durability to:
    • Solar Panel
Tech solar power 1.png Solar Power I Solar panels are not the world's sturdiest invention, and flying debris and extreme weather can slowly wither them. Coating the panels with translucent material protects them from the smaller things the apocalypse throws your way.
Tech tough bearings.png Tough Bearings 18h 100 Durability
  • +40% Durability to:
    • Wind Turbine
Tech wind power 1.png Wind Power I There are many moving parts to a wind-based power plant. Its ball bearings are in constant motion and prone to breaking or jamming, so strengthening them helps when things get rough. Looking at rotating things is fun, and this really helps keep them rotating!
Tech energy storage.png Energy Storage 1d 3h 150 Building Battery Rack.png Battery Rack Either:
  • Tech solar power 1.png Solar Power I
  • Tech wind power 1.png Wind Power I
Producing Energy without storing it can be a recipe for disaster. Repurposed Battery Racks can hold a decent charge and keep things running even when Energy production has halted.
Tech quality capacitors.png Quality Capacitors 15h 50 Durability
  • +40% Durability to:
    • Battery Rack
Tech energy storage.png Energy Storage Running high-voltage current as efficiently as possible allows packing a bit more juice in the same space.
Tech power saws.png Power Saws 1d 3h 150 Building Sawmill.png Sawmill Tech energy storage.png Energy Storage Scavenging Planks for construction will inevitably come to an end at some point. A proper Sawmill guarantees a steady supply of that sweet, sweet timber.
Tech apprentices.png Apprentices 15h 75 People Work slots +1 Work slots to:
  • Tailor
  • Tool shop
Tech power saws.png Power Saws 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 Efficiency +20% Production speed to:
  • Tailor
  • Tool shop
Tech power saws.png Power Saws Basic knowledge of Tool and Clothing manufacturing means faster production and less thumbs smacked by hammers or pierced by needles.
Tech junk recycling.png Junk Recycling 1d 11h 200 Building Mechanic Shop.png Mechanic Shop Tech power saws.png Power Saws 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 biofuel formula.png Biofuel Formula 1d 11h 200 Building Building refinery.png Refinery Tech power saws.png Power Saws Unlocks Refinery for manufacturing Fuel. Refineries are essential in providing a steady source of Fuel for the Colony's exploration needs. Without Fuel, vehicles cannot be repaired.
Refineries require Oil made from Sunflowers to function.
Tech controlled burn.png Controlled Burn 15h 75 Efficiency
  • +30% Production speed to:
    • Refinery
Tech biofuel formula.png Biofuel Formula Creating better burning kilns limits how much Oil is wasted in biofuel processing. Doing more with less is the name of the game.
Tech energy storage.png Battery Stacking 1d 20h 250 Building Building large battery rack.png Large Battery Rack Either:
  • Tech biofuel formula.png Biofuel Formula
  • Tech junk recycling.png Junk Recycling
Producing Energy without storing it is just a waste. Tinkering with Battery Racks allows them to be chained together for even greater effect. They will keep things running even when Energy production has halted.
Tech big game hunting.png Circuit Breakers 18h 100 Ideology +60% Durability to:
  • Solar Panel
  • Wind Turbine
  • Large Solar Panel
  • Large Wind Turbine
Tech energy storage.png Battery Stacking Power Plants are some of the most vulnerable Buildings. Circuit breakers help protect these sources of lovely Energy by cutting the connection before permanent damage occurs.
Tech durable components.png Durable Components 18h 100 Durability −1 Repair cost to:
  • Solar Panel
  • Wind Turbine
  • Large Solar Panel
  • Large Wind Turbine
Tech energy storage.png Battery Stacking Reinforcing used Components means less of them implode when things go south.
Tech solar power 2.png Solar Power II 2d 5h 300 Building Large Solar Panel.png Large Solar Panel Tech energy storage.png Battery Stacking Large Solar Panels provide cheap, clean Energy in moderate quantities. Solar Panels shut down during the night.
Tech wind power 2.png Wind Power II 2d 5h 300 Building Large Wind Turbine.png Large Wind Turbine Tech energy storage.png Battery Stacking Large Wind Turbines provide clean Energy in large quantities.
Tech industrial mining.png Industrial Mining 2d 14h 350 Building
  • Building concrete extractor.png Concrete Extractor
  • Building metal extractor.png Metal Extractor
  • Building plastic extractor.png Plastic Extractor
  • Building magnetic separator.png Magnetic Separator
Either:
  • Tech solar power 2.png Solar Power II
  • Tech wind power 2.png Wind Power II
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 conveyor belts.png Conveyor Belts 18h 100 Efficiency +20% Production speed to:
  • Concrete Extractor
  • Metal Extractor
  • Plastic Extractor
  • Magnetic Separator
Tech industrial mining.png Industrial Mining 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 tough bearings.png Junior Engineers 18h 100 People Work slots +1 Work slots to:
  • Concrete Extractor
  • Metal Extractor
  • Plastic Extractor
Tech industrial mining.png Industrial Mining The cabin might get a bit crowded at times, but additional workers help keep the valuable Extractors running longer each day.
Tech circuit assembly.png Circuit Assembly 2d 22h 400 Building Building electronics factory.png Electronics Factory Tech industrial mining.png Industrial Mining 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.

References[edit]