structure crafting tool blueprints

[Category: tool]

material processor

A basic crafting tool for creating simple products. Durability: [||||||||||] [10/10] [[material processor]] The tool is inactive. Use list material processor to see available projects, and then craft with material processor to start a project. Requirements for material processor * Requires weak power emitter x3 (1) -- 30% of project quality * Requires solid-phase metal x4 (0) -- 30% of project quality * Requires inert casing x4 (0) -- 40% of project quality Total complexity for this project: 20.0

[Category: component]

inert beam

A big ol' structural metal beam. Quality: 0 Requirements for inert beam * Requires inert metal x3 (0) -- 100% of project quality Total complexity for this project: 5.0

inert siding

A sheet of corrugated metal, to protect a building from the elements. Quality: 0 Requirements for inert siding * Requires inert metal x2 (0) -- 100% of project quality Total complexity for this project: 6.0

simple structure base

A fairly vast slab of concrete with room for metallic support beams to be embedded in the corners. Quality: 0 Requirements for simple structure base * Requires native lumber x8 (0) -- 40% of project quality * Requires inert metal x4 (0) -- 60% of project quality Total complexity for this project: 25.0

structure power core

Being a most ordinary of grey blocky fixtures, it would be easy to dismiss the importance of the systems hidden inside this building component. Even with the control panel open, only the basic functions are revieled by almost comically simplistic buttons. Pry open the service panel, and the extensive electronics and snaking wire guts really show the full picture of how this device is capable of distributing power throughout an entire structure. Quality: 0 Requirements for structure power core * Requires weak power emitter x1 (1) -- 40% of project quality * Requires inert metal x8 (0) -- 40% of project quality * Requires any energy x5 (0) -- 20% of project quality Total complexity for this project: 30.0

domestic grade building AI

Quality: 0 Requirements for domestic grade building AI * Requires blank IC chip x2 (0) -- 80% of project quality * Requires neuro-aligned fiber x2 (0) -- 20% of project quality Total complexity for this project: 17.0

light structure base

A light, durable frame for simple colonial structures. Quality: 0 Requirements for light structure base * Requires weak power emitter x1 (1) -- 50% of project quality * Requires solid-phase metal x2 (0) -- 50% of project quality Total complexity for this project: 10.0

inert frame

A four sided metallic frame. Quality: 0 Requirements for inert frame * Requires inert metal x4 (0) -- 100% of project quality Total complexity for this project: 15.0

medium structure base

A sturdy, durable frame for colonial structures. Quality: 0 Requirements for medium structure base * Requires inert metal x10 (0) -- 50% of project quality * Requires solid-phase alloy x6 (0) -- 50% of project quality Total complexity for this project: 50.0

[Category: automated harvester]

low-tech lumber yard

Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Up to 4 of this building can be controlled by a single owner. This building can harvest native lumber, native fiber, native fungus, adaptive-phase fiber, neuro-aligned fiber, plastiform fiber. This building is not currently configured to harvest a specific resource. Requirements for low-tech lumber yard * Requires weak power emitter x1 (1) -- 15% of project quality * Requires industrial coordinator AI x1 (0) -- 15% of project quality * Requires simple structure base x1 (0) -- 15% of project quality * Requires inert metal x8 (0) -- 15% of project quality * Requires native lumber x4 (0) -- 15% of project quality * Requires solid-phase metal x10 (0) -- 10% of project quality * Requires domestic maker AI x1 (0) -- 15% of project quality Total complexity for this project: 50.0

automated mining plant

A bulky monolith of pipes, wires and mechanical components with the sole purpose of pulling minerals from the ground without human intervention. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Up to 4 of this building can be controlled by a single owner. This building can harvest inert metal, solid-phase metal, responsive metal, sand. This building is not currently configured to harvest a specific resource. Requirements for automated mining plant * Requires industrial coordinator AI x1 (0) -- 15% of project quality * Requires inert metal x10 (0) -- 10% of project quality * Requires inert beam x4 (0) -- 20% of project quality * Requires inert siding x4 (0) -- 20% of project quality * Requires solid-phase alloy x8 (0) -- 10% of project quality * Requires light structure base x1 (0) -- 10% of project quality * Requires structure power core x2 (0) -- 15% of project quality Total complexity for this project: 65.0

solar energy collector

This compound is a combination of different kinds of solar panels and collectors crummed together for maximum efficiency, it collects the sun's thermal and photonic radiations and converts them directly into pure solar energy and packaging them neatly into standard kretherson storage units. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Up to 4 of this building can be controlled by a single owner. This building can harvest solar kretherson, purestrain solar kretherson. This building is not currently configured to harvest a specific resource. Requirements for solar energy collector * Requires responsive metal x2 (0) -- 10% of project quality * Requires electronics-grade silica x12 (0) -- 20% of project quality * Requires inert beam x2 (0) -- 15% of project quality * Requires inert siding x4 (0) -- 15% of project quality * Requires solid-phase metal x2 (0) -- 10% of project quality * Requires light structure base x1 (0) -- 15% of project quality * Requires structure power core x2 (0) -- 15% of project quality Total complexity for this project: 53.0

geo/radiothermal power plant

This plant is capable of collecting thermal and radioactive energy from the local environment. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Up to 4 of this building can be controlled by a single owner. This building can harvest thermal kretherson, dense thermal kretherson, radioactive kretherson, charged radioactive kretherson. This building is not currently configured to harvest a specific resource. Requirements for geo/radiothermal power plant * Requires responsive metal x5 (0) -- 10% of project quality * Requires inert metal x6 (0) -- 10% of project quality * Requires unpurified water x15 (2) -- 10% of project quality * Requires inert beam x2 (0) -- 15% of project quality * Requires inert siding x4 (0) -- 15% of project quality * Requires solid-phase alloy x8 (0) -- 10% of project quality * Requires light structure base x1 (0) -- 15% of project quality * Requires structure power core x2 (0) -- 15% of project quality Total complexity for this project: 45.5

[Category: building]

garage

A building designed for assembling, painting, repairing and storing multiple land vehicles. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for garage * Requires weak power emitter x1 (1) -- 10% of project quality * Requires native lumber x24 (0) -- 50% of project quality * Requires solid-phase metal x8 (0) -- 40% of project quality Total complexity for this project: 23.0

helo pad

A landing site for air vehicles, nothing more than a flat expanse of concrete with some landing lights and a big handy-dandy yellow circle with a 'H' inside. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for helo pad * Requires weak power emitter x1 (1) -- 30% of project quality * Requires simple structure base x1 (0) -- 30% of project quality * Requires native lumber x4 (0) -- 20% of project quality * Requires inert metal x8 (0) -- 20% of project quality Total complexity for this project: 35.0

factory

A large steel building with smokestacks spewing out smoke. Factories contain the means to build more complex products. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for factory * Requires simple structure base x2 (0) -- 20% of project quality * Requires inert beam x4 (0) -- 30% of project quality * Requires inert siding x6 (0) -- 30% of project quality * Requires structure power core x1 (0) -- 20% of project quality Total complexity for this project: 28.0

trash compactor

An ugly pre-fab zome where unwanted items can be destroyed. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Up to 6 of this building can be controlled by a single owner. Requirements for trash compactor * Requires simple structure base x1 (0) -- 20% of project quality * Requires inert siding x6 (0) -- 30% of project quality * Requires structure power core x1 (0) -- 50% of project quality Total complexity for this project: 45.0

commerce outlet

A simple colonial store, (hopefully) selling a selection of goods. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Up to 3 of this building can be controlled by a single owner. Requirements for commerce outlet * Requires simple structure base x1 (0) -- 20% of project quality * Requires inert beam x2 (0) -- 30% of project quality * Requires inert siding x4 (0) -- 30% of project quality * Requires structure power core x1 (0) -- 20% of project quality Total complexity for this project: 40.0

racetrack

A huge open-air air arena of long winding tracks and surrounded by elevated stands, this place is a perfect hangout for those colonists who are obsessed with speed, as a competitor or spectator, the types of competitions ranging from jetbeast-back racing to jetcycle drag races. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for racetrack * Requires simple structure base x1 (0) -- 30% of project quality * Requires inert beam x3 (0) -- 20% of project quality * Requires inert siding x6 (0) -- 20% of project quality * Requires structure power core x1 (0) -- 30% of project quality Total complexity for this project: 60.0

machine arena

The machine arena is where droids are fought, sometimes against each other, sometimes against captured wildlife. The purses for victory are quite high, but the payment for failure is termination of operations. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for machine arena * Requires simple structure base x3 (0) -- 30% of project quality * Requires inert siding x6 (0) -- 50% of project quality * Requires structure power core x1 (0) -- 20% of project quality Total complexity for this project: 35.0

rec dome

A pressurised recreation dome, this building is a popular stop for travellers. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for rec dome * Requires simple structure base x1 (0) -- 30% of project quality * Requires inert siding x5 (0) -- 20% of project quality * Requires structure power core x1 (0) -- 50% of project quality Total complexity for this project: 45.0

sector center

A large, gray building characterized by blocky, brutalist architecture. A distinct lack of windows and smooth, rounded edges and corners lead to a bureaucratic appearance. The building acts as the head of affairs in tourism and citizenship, giving colonists a path towards citizenship. Durability: [||||||||||] [2500/2500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Up to 5 of this building can be controlled by a single owner. Requirements for sector center * Requires simple structure base x2 (0) -- 30% of project quality * Requires inert beam x10 (0) -- 30% of project quality * Requires inert siding x8 (0) -- 20% of project quality * Requires structure power core x4 (0) -- 20% of project quality Total complexity for this project: 85.0

holo-theater

A popular entertainment spot, the holo-theaters receive new holovids from the central worlds regularly. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Up to 3 of this building can be controlled by a single owner. Requirements for holo-theater * Requires simple structure base x1 (0) -- 30% of project quality * Requires inert siding x5 (0) -- 20% of project quality * Requires structure power core x1 (0) -- 50% of project quality Total complexity for this project: 45.0

emergency clinic

A building with a characteristic red cross sign outside it- a medical center of some sort, obviously. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for emergency clinic * Requires simple structure base x1 (0) -- 30% of project quality * Requires inert siding x5 (0) -- 20% of project quality * Requires structure power core x1 (0) -- 50% of project quality Total complexity for this project: 45.0

small turret

A fixed emplacement for defending critical areas. Durability: [||||||||||] [400/400] Currently 0 occupants of a maximum 5. Installed Modules: none. 50 module capacity remaining. Up to 25 of this building can be controlled by a single owner. Requirements for small turret * Requires simple structure base x1 (0) -- 50% of project quality * Requires inert siding x4 (0) -- 30% of project quality * Requires structure power core x1 (0) -- 20% of project quality Total complexity for this project: 35.0

medium turret

A fixed emplacement for defending critical areas. Durability: [||||||||||] [600/600] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Up to 25 of this building can be controlled by a single owner. Requirements for medium turret * Requires simple structure base x1 (0) -- 30% of project quality * Requires inert siding x8 (0) -- 20% of project quality * Requires solid-phase metal x5 (0) -- 20% of project quality * Requires structure power core x1 (0) -- 30% of project quality Total complexity for this project: 35.0

heavy turret

A fixed emplacement for defending critical areas. Durability: [||||||||||] [800/800] Currently 0 occupants of a maximum 5. Installed Modules: none. 200 module capacity remaining. Up to 25 of this building can be controlled by a single owner. Requirements for heavy turret * Requires simple structure base x2 (0) -- 30% of project quality * Requires solid-phase metal x10 (0) -- 30% of project quality * Requires inert siding x5 (0) -- 20% of project quality * Requires structure power core x2 (0) -- 20% of project quality Total complexity for this project: 35.0

cantina

A drinking establishment, popular rest spots for travelers. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for cantina * Requires simple structure base x1 (0) -- 30% of project quality * Requires inert siding x5 (0) -- 20% of project quality * Requires structure power core x1 (0) -- 50% of project quality Total complexity for this project: 45.0

starship complex

A planet bound command and control center for starships in the solar system. Generally contains touchdown recovery crews and a launch rig as well. Durability: [||||||||||] [1100/1100] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for starship complex * Requires simple structure base x3 (0) -- 30% of project quality * Requires inert beam x8 (0) -- 30% of project quality * Requires inert siding x6 (0) -- 20% of project quality * Requires structure power core x3 (0) -- 20% of project quality Total complexity for this project: 85.0

small warehouse

A large square storage warehouse with doors for loading and unloading. Durability: [||||||||||] [1000/1000] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for small warehouse * Requires inert beam x6 (0) -- 25% of project quality * Requires inert siding x8 (0) -- 25% of project quality * Requires light structure base x2 (0) -- 30% of project quality * Requires structure power core x1 (0) -- 20% of project quality Total complexity for this project: 40.0

chop shop

A lean-to shelter with all sorts of cutting, welding and breaking equipment for taking vehicles apart. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Up to 3 of this building can be controlled by a single owner. Requirements for chop shop * Requires inert metal x8 (0) -- 25% of project quality * Requires any energy x3 (0) -- 15% of project quality * Requires inert beam x2 (0) -- 20% of project quality * Requires inert siding x3 (0) -- 20% of project quality * Requires light structure base x1 (0) -- 20% of project quality Total complexity for this project: 35.0

infirmary

A building with stark-white sidings and bearing characteristic red-cross signs on the walls- obviously a medical center of some sort. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Up to 3 of this building can be controlled by a single owner. Requirements for infirmary * Requires simple structure base x1 (0) -- 25% of project quality * Requires inert beam x2 (0) -- 20% of project quality * Requires inert siding x8 (0) -- 20% of project quality * Requires structure power core x2 (0) -- 35% of project quality Total complexity for this project: 50.0

dockhouse

Effectively a long, large hangar, this dockhouse houses ships and the means to produce them. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for dockhouse * Requires simple structure base x1 (0) -- 25% of project quality * Requires inert beam x4 (0) -- 25% of project quality * Requires inert siding x6 (0) -- 25% of project quality * Requires structure power core x1 (0) -- 25% of project quality Total complexity for this project: 30.0

militia barracks

A long and pretty unremarkable prefabricated building designed to house colonists undergoing training. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for militia barracks * Requires inert metal x6 (0) -- 30% of project quality * Requires inert beam x2 (0) -- 20% of project quality * Requires inert siding x5 (0) -- 30% of project quality Total complexity for this project: 25.0

hangar

A deceptively simple structure oriented towards the housing and maintenance of aeronautic craft, ranging from planes to jets and more. Although similar to a garage, it is advised you do not keep your automobiles here. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for hangar * Requires weak power emitter x1 (1) -- 10% of project quality * Requires native lumber x24 (0) -- 50% of project quality * Requires solid-phase metal x8 (0) -- 40% of project quality Total complexity for this project: 23.0

hostel

A low-rent economy sized place to sleep. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Up to 5 of this building can be controlled by a single owner. Requirements for hostel * Requires simple structure base x2 (0) -- 30% of project quality * Requires native lumber x10 (0) -- 35% of project quality * Requires inert siding x6 (0) -- 35% of project quality Total complexity for this project: 45.0

laboratory

Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for laboratory * Requires simple structure base x2 (0) -- 25% of project quality * Requires inert beam x4 (0) -- 20% of project quality * Requires inert siding x6 (0) -- 20% of project quality * Requires structure power core x2 (0) -- 35% of project quality Total complexity for this project: 55.0

refinery

Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for refinery * Requires simple structure base x2 (0) -- 20% of project quality * Requires inert beam x4 (0) -- 20% of project quality * Requires inert siding x6 (0) -- 20% of project quality * Requires solid-phase metal x6 (0) -- 20% of project quality * Requires structure power core x1 (0) -- 20% of project quality Total complexity for this project: 38.0

chapel

A chapel is a religious place of fellowship, prayer and worship where colonists can go to pray away their worries and get answers to their questions of spiritual nature. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for chapel * Requires simple structure base x1 (0) -- 30% of project quality * Requires inert siding x5 (0) -- 20% of project quality * Requires structure power core x1 (0) -- 50% of project quality Total complexity for this project: 45.0

agriculture pod

A chunky, beige biopod looped with tubes carrying nutrients and minerals. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Power: [|| ][10 / 50] Installed Modules: none. 100 module capacity remaining. Up to 10 of this building can be controlled by a single owner. Requirements for agriculture pod * Requires weak power emitter x2 (1) -- 40% of project quality * Requires native lumber x2 (0) -- 20% of project quality * Requires inert metal x10 (0) -- 40% of project quality Total complexity for this project: 18.0

stockpile warehouse

A bulky building, constructed with prefab sidings & acid resistant roofing. Generally, things are stored here. Durability: [||||||||||] [500/500] Currently 0 occupants of a maximum 5. Installed Modules: none. 100 module capacity remaining. Requirements for stockpile warehouse * Requires homebrew logical AI x1 (0) -- 20% of project quality * Requires inert wiring x4 (0) -- 10% of project quality * Requires inert beam x6 (0) -- 20% of project quality * Requires inert siding x8 (0) -- 20% of project quality * Requires light structure base x2 (0) -- 15% of project quality * Requires structure power core x1 (0) -- 15% of project quality Total complexity for this project: 55.0

[Category: container]

closet

This small, makeshift closet consists mainly of a sturdy metal frame that supports several wooden shelves. While intended to store clothing and armor, it can also store other types of equipment should the need arise. Durability: [||||||||||] [10/10] It is closed. It is capable of holding 100 kilograms. It has room for 200 items. Requirements for closet * Requires inert metal x4 (0) -- 80% of project quality * Requires native lumber x1 (0) -- 20% of project quality Total complexity for this project: 15.0

resource locker

A large, primitively secured, metal container for bulk storage of raw materials. Durability: [||||||||||] [10/10] It is open. It is capable of holding 500 kilograms. It has room for 500 items. It is empty. [Total Load: 0g (max 500.0kg) Total items: 0/500] Requirements for resource locker * Requires inert metal x8 (0) -- 70% of project quality * Requires inert frame x1 (0) -- 30% of project quality Total complexity for this project: 20.0

metal locker

A tall rectangular container with folding slat doors, bisected vertically. One side of the locker contains compartments of varying sizes, while the other is completely open to facilitate the storage of larger objects. Durability: [||||||||||] [10/10] It is closed. It is capable of holding 150 kilograms. It has room for 250 items. Requirements for metal locker * Requires inert metal x4 (0) -- 100% of project quality Total complexity for this project: 10.0

[Category: product]

solo artist stage

A simple stage for one man shows. Durability: [||||||||||] [10/10] Requirements for solo artist stage * Requires simple structure base x1 (0) -- 100% of project quality Total complexity for this project: 15.0

shuttle terminal

A shiny metal shuttle terminal. Durability: [||||||||||] [100/100] Requirements for shuttle terminal * Requires weak power emitter x1 (1) -- 20% of project quality * Requires any energy x12 (0) -- 20% of project quality * Requires inert siding x2 (0) -- 60% of project quality Total complexity for this project: 25.0

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