Production Buildings
Production buildings sit on your asteroids and run recipes. Each one needs assigned dwarves to produce anything, draws build/upgrade costs from the asteroid’s stockpile (plus global Credits), and scales its throughput with level. This page documents every production-category building.
Related: Stations are sector-wide hubs (not per-asteroid buildings); defense buildings are covered under Combat; the Armory is a defense building that also crafts goods and is summarised at the end.
Reading the tables
- Build cost is the one-time cost to place the building (Level 1).
- Unlock is the prerequisite that makes the building available.
- Build time is the Level-1 construction time; each upgrade multiplies the previous time by the listed time × factor.
- Upgrade costs are paid from the asteroid’s resources; Credits are global.
All figures come from
data/structures/buildings.jsonand are flagged first-pass / balance-TBD.
Summary
| Building | Max Lv | Build cost | Unlock | Build time |
|---|---|---|---|---|
| Mine Shaft | 10 | 200 cr | None (start) | 30 s, ×1.8 |
| Refinery | 8 | 500 Iron + 500 cr | Mine Shaft Lv1 | 60 s, ×2.0 |
| Warehouse | 10 | 200 Iron + 300 cr | Mine Shaft Lv1 | 45 s, ×1.6 |
| Fungus Farm | 6 | 300 Iron + 200 Water + 400 cr | Warehouse Lv1 | 90 s, ×2.0 |
| Galley | 6 | 400 Iron + 300 cr | Fungus Farm Lv1 | 90 s, ×2.0 |
| Brewery | 6 | 500 Iron + 200 Water + 600 cr | Galley Lv1 | 120 s, ×2.0 |
| Cargo Shuttle Dock | 5 | 2,000 Iron + 500 Copper + 2,000 cr | 2 asteroids claimed | 300 s, ×2.5 |
| Component Factory | 5 | 5,000 Steel + 1,000 Alloys + 10,000 cr | Refinery Lv4 | 600 s, ×2.8 |
| Assembly Plant | 5 | 1,000 Machine Parts + 500 Electronics + 2,000 Steel + 50,000 cr | Component Factory Lv3 + Runic Engineering node | 1,800 s, ×3.0 |
| Armory | 4 | 1,300 Iron + 500 Steel + 2,000 cr | Refinery Lv2 + Mine Shaft Lv3 | 240 s, ×2.2 |
Mine Shaft
Extracts raw ore from the asteroid’s active deposit. The output resource depends on which deposit the shaft is allocated to (set per-shaft worker allocation). Unlocks the Mining Burst active ability at Level 3. At Level 6 it requires a Refinery Lv3 on the same asteroid.
- Build cost: 200 Credits · Unlock: none (available from start) · Max level: 10 · Build time: 30 s (×1.8 per level)
| Level | Extraction base (/sec) | Upgrade cost (Iron + Credits) |
|---|---|---|
| 1 | 5 | — (build: 200 cr) |
| 2 | 8 | 50 + 300 |
| 3 | 12 | 150 + 600 · Mining Burst unlocked |
| 4 | 17 | 400 + 1,200 |
| 5 | 24 | 900 + 2,500 |
| 6 | 33 | 2,000 + 5,000 · needs Refinery Lv3 |
| 7 | 45 | 4,500 + 10,000 |
| 8 | 60 | 9,000 + 20,000 |
| 9 | 80 | 18,000 + 40,000 |
| 10 | 105 | 35,000 + 80,000 |
The base rate is split across the shaft’s deposit allocation and multiplied by workforce, station and research bonuses. Ice is additionally melted 1:1 into Water. See Production Chain.
Refinery
Converts raw ore into Tier 2 refined materials (Iron → Steel, Iron+Copper → Alloys, Ice → Fuel, and the gold/titanium/carbon/silica/ceramic/rare-earth lines). Higher levels increase throughput, output ratio, and the number of parallel recipes that can run at once.
- Build cost: 500 Iron + 500 Credits · Unlock: Mine Shaft Lv1 · Max level: 8 · Build time: 60 s (×2.0 per level)
| Level | Output ratio | Parallel recipes | Upgrade cost (Iron / Steel / Credits) |
|---|---|---|---|
| 1 | 0.80 | 1 | build: 500 / 0 / 500 |
| 2 | 0.85 | 1 | 1,200 / 0 / 1,200 |
| 3 | 0.90 | 2 | 2,500 / 200 / 3,000 |
| 4 | 0.95 | 2 | 5,000 / 500 / 6,000 |
| 5 | 1.00 | 3 | 10,000 / 1,200 / 12,000 |
| 6 | 1.05 | 3 | 20,000 / 2,500 / 25,000 |
| 7 | 1.10 | 4 | 40,000 / 5,000 / 50,000 |
| 8 | 1.15 | 4 | 80,000 / 10,000 / 100,000 |
Warehouse
Raises the per-asteroid storage cap for all resources. Without one, an asteroid caps at the default 500 per resource and production halts. Multiple Warehouses on the same asteroid stack (their caps sum).
- Build cost: 200 Iron + 300 Credits · Unlock: Mine Shaft Lv1 · Max level: 10 · Build time: 45 s (×1.6 per level)
| Level | Storage cap (all resources) | Upgrade cost (Iron / Steel / Credits) |
|---|---|---|
| 1 | 500 | build: 200 / 0 / 300 |
| 2 | 1,000 | 500 / 0 / 600 |
| 3 | 2,500 | 1,000 / 0 / 1,200 |
| 4 | 5,000 | 2,000 / 100 / 2,500 |
| 5 | 10,000 | 4,000 / 300 / 5,000 |
| 6 | 25,000 | 8,000 / 700 / 10,000 |
| 7 | 50,000 | 15,000 / 1,500 / 20,000 |
| 8 | 100,000 | 30,000 / 3,000 / 40,000 |
| 9 | 250,000 | 60,000 / 6,000 / 80,000 |
| 10 | 500,000 | 120,000 / 12,000 / 160,000 |
Fungus Farm
First link in the sustenance chain. Produces Food from Water + Biomass, or Grain in its alternate mode (used for Ale).
- Build cost: 300 Iron + 200 Water + 400 Credits · Unlock: Warehouse Lv1 · Max level: 6 · Build time: 90 s (×2.0 per level)
- Recipes:
recipe_water_food,recipe_farm_grain
| Level | Food output (/sec) | Upgrade cost (Iron / Copper / Credits) |
|---|---|---|
| 1 | 0.8 | build: 300 / 0 / 400 |
| 2 | 1.4 | 700 / 0 / 900 |
| 3 | 2.2 | 1,500 / 100 / 2,000 |
| 4 | 3.5 | 3,500 / 300 / 4,500 |
| 5 | 5.5 | 7,500 / 700 / 10,000 |
| 6 | 8.5 | 15,000 / 1,500 / 22,000 |
Galley
Cooks Food into Meals — the colony’s primary sustenance, which drives Health/Fatigue recovery and provisions expedition Supplies. Conversion efficiency rises with level.
- Build cost: 400 Iron + 300 Credits · Unlock: Fungus Farm Lv1 · Max level: 6 · Build time: 90 s (×2.0 per level)
- Recipe:
recipe_food_meals
| Level | Meal output (/sec) | Conversion efficiency | Upgrade cost (Iron / Steel / Credits) |
|---|---|---|---|
| 1 | 0.7 | 0.70 | build: 400 / 0 / 300 |
| 2 | 1.2 | 0.75 | 900 / 0 / 700 |
| 3 | 1.9 | 0.80 | 2,000 / 100 / 1,600 |
| 4 | 3.0 | 0.85 | 4,500 / 250 / 3,500 |
| 5 | 4.8 | 0.90 | 9,000 / 600 / 8,000 |
| 6 | 7.5 | 0.95 | 18,000 / 1,200 / 18,000 |
Brewery
Brews Ale from Water + Grain/Food. Different brews (Stout, Firebrew, Courage, Deep Delver’s, Healing Mead) are unlocked through research. Higher levels increase brew batches per hour and concurrent recipes.
- Build cost: 500 Iron + 200 Water + 600 Credits · Unlock: Galley Lv1 · Max level: 6 · Build time: 120 s (×2.0 per level)
- Recipes: all five
recipe_ale_*
| Level | Brew batches/hr | Concurrent recipes | Upgrade cost (Iron / Copper / Credits) |
|---|---|---|---|
| 1 | 2 | 1 | build: 500 / 0 / 600 |
| 2 | 3 | 1 | 1,200 / 100 / 1,400 |
| 3 | 5 | 2 | 2,500 / 300 / 3,000 |
| 4 | 8 | 2 | 5,500 / 700 / 7,000 |
| 5 | 12 | 3 | 12,000 / 1,500 / 16,000 |
| 6 | 18 | 3 | 25,000 / 3,000 / 35,000 |
Cargo Shuttle Dock
Enables resource transport between asteroids — the logistics backbone — and unlocks the auto-transport automation tier. Building it (2 asteroids claimed) also gates the first Sector Station.
- Build cost: 2,000 Iron + 500 Copper + 2,000 Credits · Unlock: 2 asteroids claimed · Max level: 5 · Build time: 300 s (×2.5 per level)
| Level | Cargo/trip | Trips/hr | Shuttles | Upgrade cost (Iron / Steel / Fuel / Credits) |
|---|---|---|---|---|
| 1 | 2,000 | 4 | 1 | build: 2,000 / 0 / 0 / 2,000 |
| 2 | 4,000 | 6 | 2 | 5,000 / 500 / 200 / 5,000 |
| 3 | 8,000 | 8 | 3 | 12,000 / 1,500 / 600 / 12,000 |
| 4 | 16,000 | 10 | 4 | 28,000 / 4,000 / 1,500 / 28,000 |
| 5 | 32,000 | 12 | 5 | 60,000 / 10,000 / 4,000 / 60,000 |
Component Factory
Tier 3 manufacturer: Machine Parts, Electronics, plates, lenses, magnets, carbon fiber, ballistic ceramic, electronic parts. Bridges Tier 2 → Tier 3. Throughput multiplier and parallel recipes scale with level.
- Build cost: 5,000 Steel + 1,000 Alloys + 10,000 Credits · Unlock: Refinery Lv4 · Max level: 5 · Build time: 600 s (×2.8 per level)
| Level | Tier 3 output (/sec, per line) | Parallel recipes | Upgrade cost (Steel / Alloys / Electronics / Credits) |
|---|---|---|---|
| 1 | 0.2 | 1 | build: 5,000 / 1,000 / 0 / 10,000 |
| 2 | 0.4 | 1 | 12,000 / 2,500 / 100 / 25,000 |
| 3 | 0.7 | 2 | 28,000 / 6,000 / 300 / 60,000 |
| 4 | 1.2 | 2 | 65,000 / 14,000 / 800 / 140,000 |
| 5 | 2.0 | 3 | 150,000 / 35,000 / 2,000 / 320,000 |
Assembly Plant
Tier 4 manufacturer: Components, Station Parts, Optics, Servo Motor, Composite Armour Plate, Reactive Plating. The slowest, highest-value civilian producer. The Orbital Foundry mega project boosts its Component output by up to +60%.
- Build cost: 1,000 Machine Parts + 500 Electronics + 2,000 Steel + 50,000 Credits · Unlock: Component Factory Lv3 and a Runic Engineering research node · Max level: 5 · Build time: 1,800 s (×3.0 per level)
| Level | Tier 4 output (/sec) | Upgrade cost (Components / Station Parts / Credits) |
|---|---|---|
| 1 | 0.05 | build (see above) |
| 2 | 0.10 | 5,000 / 1,200 / 120,000 |
| 3 | 0.18 | 12,000 / 3,000 / 280,000 |
| 4 | 0.30 | 28,000 / 7,500 / 650,000 |
| 5 | 0.50 | 65,000 / 18,000 / 1,500,000 |
Armory (equipment crafting)
The Armory is a defense-category building but it also crafts the comp_*
combat components used in weapons, armour, turrets and plating, and charges
energy weapons before expeditions. Higher levels add crafting-queue slots and
reduce craft time.
- Build cost: 1,300 Iron + 500 Steel + 2,000 Credits · Unlock: Refinery Lv2 and Mine Shaft Lv3 · Max level: 4 · Build time: 240 s (×2.2 per level)
| Level | Queue slots | Craft-time × | Upgrade cost (Iron / Steel / Alloys / Credits) |
|---|---|---|---|
| 1 | 1 | 1.00 | build: 1,000 / 500 / 0 / 2,000 |
| 2 | 2 | 0.85 | 3,000 / 1,500 / 200 / 6,000 |
| 3 | 3 | 0.70 | 8,000 / 4,000 / 800 / 18,000 |
| 4 | 4 | 0.55 | 22,000 / 12,000 / 3,000 / 50,000 |
Full Armory recipes, weapons and armour live on Combat Equipment. The other defense buildings (Turret Platform, Shield Generator, Garrison, Sensor Array) are covered under Combat.
See also
- Production Chain & Recipes — what each building makes
- Resource Catalog — every input and output
- Stations — sector-wide mining/refining bonuses & shared storage
- Automation & QoL — auto-collect, auto-transport, chain automation