The core trio
Oxygen diffuser, a farm and a latrine are the spine of a colony. Everything else builds on a stable base.
Sample buildings: Printing Pod, Plumbing (Building), Decor, Cell of Interest, Stations (Building).
Power comes second
Most machines need power. Plan a conductive wire spine before you switch on a refinery.
Match the problem
Each building solves one issue: heat, water, food, transit. Deploy it where the problem is.
Automate the repeat
If a duplicant does a task daily, there is probably a building for it. Replace labor with automation early.
Read the spec
The building database shows size and effect for each. Check those before you wire it in.
Pair with critters
The critter database lists species that feed your builds. Ranch them to fuel the chain.
Mind the footprint
Every building takes space and heat. Lay them out so they do not crowd the farm next door.
Upgrade in place
Once a loop works, swap in better versions. A small upgrade often beats a whole new wing.
Plan the wire
Run power before you place machines. A building with no power is a dead weight in the base.
Group by system
Place linked buildings near each other. A tight loop wastes less pipe, wire and duplicant time.
Watch machine heat
Machines warm their room. Keep heat-makers off the living and farm zones with insulated walls.
Swap the version
Once a loop works, swap in a better version. A small upgrade beats building a whole new wing.
Buildings and what they do
- Printing Pod (cat Buildings, effect Light Range: 5 tiles)
- Plumbing (Building)
- Decor
- Cell of Interest
- Stations (Building)
- Rocket
- Base (Building)
- Utilities (Building)
- Power (Building)
- Building
- Refinement (Building)
- Overheating
- Radiation Sensor
- Rocketry (Building)
- Piping
- Ventilation (Building)
- Furniture (Building)
- Great Monument (cat Buildings)
Critters that feed your builds
- Shine Bug
- Critter
- Drecko
- Plug Slug
- Hatch
- Egg
- Critter Morphs
- Pacu
- Puft
- Gassy Moo
- Morb
- Shove Vole
- Pokeshell
- Slickster
- Pip