Facility Descriptions
Command Center
Lets us spend influence to locate resources or survivors. Determines outpost limit. Upgrade to raise the limit and allow facility mods.
Building Requirements:
- None (built-in)
Facility Actions:
- Upgrade: Commands Center 2 (+1 Outpost)
Passive Effects:
- Outpost Support (+2 Outpost Limit)
- Radio Menu Unlocks (Find Resources, Survivors)
Command Center 2
Lets us spend influence to locate resources or survivors, as well as spend labor to earn influence. Determines outpost limit (upgrade to raise it).
Upgrade Requirements:
- 8 Materials, Scraps of Circutry: 2
- 2 Labor, Time: 6 days
Facility Actions:
- Broadcast
- Upgrade: Command Center 3 (+1 Outpost, Hack Drones)
Passive Effects:
- Outpost Support (+3 Outpost Limit)
- Radio Menu Unlocks (Find Resources, Find Survivors)
Command Center 3
Lets us spend influence to locate resources or survivors; spend labor to earn influence; and hack drones for radio commands. Determines outpost limit.
Upgrade Requirements:
- Knowledge of Computers
- Power
- 20 Materials, 10 Scraps of Circuity
- 3 Labor, Time: 28 days
Facility Actions:
- Satellite Broadcast
- Drone Hacking (requires Power and Knowledge of Computers)
Passive Effects:
- Outpost Support (+4 Outpost Limit)
- Radio Menu Unlocks (Find Resources, Find Survivors)
- Drone Reconnaissance (Radio Unlock: Drone Recon; requires Recon Drone Available)
- Drone Strikes (Radio Unlock: Drone Strikes; requires Attack Drone Available)
Note: You need Knowledge of Programming to unlock Drone Strikes with the Drone Hacking Facility Action.
Base-Specific Passives
Certain home sites will grant the facility a unique passive effect as long as your community lives there.
- Barricaded Strip Mall: Art Gallery in Command Centre (+3 Morale) (+10 with Knowledge of the Arts)
- Church on the Hill: Gorgeous Environment (+3 Morale)
- Container Fort: Castle Doctrine (4 Armed Guards (No Cost), -2 Zombie Threat)
- Country Church: Gorgeous Environment (+3 Morale)
- Wheelhouse Truck Stop: Good Radio Equipment (+35% Command Center Action Speed)
Storage
A pile of all our resources. Upgradeable. A storage holds an amount of Rucksacks of each resource depending on its passive ability and upgrades.
Building Requirements:
- None (Built-in)
Facility Actions:
- Upgrade: Storage 2 (+10 Storage (All Resources))
Passive Effects:
- Protected Storage (+25 Storage (All Resources))
Storage 2
Has some more storage space for all of our resources. Upgradeable.
Upgrade Requirements:
- 12 Materials
- 2 Labor Time: 6 days
Facility Actions: Fuel Rucksack
- View Upgrades
- Upgrade: Heavy Duty Storage 3 (+20 Storage (Materials))
- Upgrade: Refrigerated Storage 3 (+20 Storage (Food & Meds))
- Upgrade: Firesafe Storage 3 (+20 Storage (Ammo & Fuel))
Passive Effects:
- Upgraded Storage (+35 Storage (All Resources))
Heavy Duty Storage 3
A reinforced storage solution with extra room for materials.
Upgrade Requirements:
- Knowledge of Construction
- 20 Materials
- 3 Labor Time: 20 days
Facility Actions:
- View Conversions
- Convert to Firesafe Stockpile (+20 Storage for Ammo & Fuel)
- Covert: Refrigerated Storage 3 (+20 Storage (Food & Meds))
Passive Effects:
- Upgraded Storage (+35 (All Resources))
- Heavy Duty Storage (+20 Storage (Materials))
Refrigerated Storage 3
A refrigerated storage solution with extra room for meds and food.
Upgrade Requirements:
- Knowledge of Electricity
- Power
- 20 Materials, Scraps of Circutry: 4
- 3 Labor Time: 20 days
Facility Actions:
- View Conversions
- Convert: Heavy Duty Storage 3 (+20 Storage for Materials)
- Convert to Firesafe Stockpile (+20 Storage for Ammo & Fuel)
Passive Effects:
- Upgraded Storage (+35 Storage (All Resources))
- Refrigerated Storage (+20 Storage (Food & Meds))
Firesafe Storage 3
An airtight storage solution with extra room for ammo and fuel.
Upgrade Requirements:
- Knowledge of Munitions
- Water
- 20 Materials
- 3 Labor Time: 20 days
Facility Actions:
- View Conversions
- Convert: Heavy Duty Storage 3 (+20 Storage for Materials)
- Covert: Refrigerated Storage 3 (+20 Storage (Food & Meds))
Passive Effects:
- Upgraded Storage (+35 Storage (All Resources))
- Firesafe Storage (+20 Storage (Ammo & Fuel))
Base-Specific Passives
Certain home sites will grant the facility a unique passive effect as long as your community lives there.
- Container Fort: Storage For Days (+10 Storage (All Resources))
- Facilities
Workshop
Crafts consumables and crossbow bolts, enables weapon repair & salvage. Can produce ammo.
Building Requirements:
- Small Slot (Indoor/Outdoor)
- 3 Materials
- 1 Labor, Time: 6 days
Facility Actions:
- Craft Items, Produce Ammo
- Thrown Explosives
- Craft Soda Can Bombs
- Craft Pipe Bombs (requires Power)
- Placed Explosives
- Craft Box Mines (requires Knowledge of Mechanics)
- Thrown Decoys
- Craft Firecrackers
- Crossbow Bolts
- Craft Crossbow Bolts
- Craft Light Bolts
- Thrown Explosives
- Repair and Salvage Weapons
- Repair
- Repair Equipped Ranged Weapon
- Repair Equipped Melee Weapon
- Repair
- Upgrade: Workshop 2 (Craft Crossbows, Suppressors, Toolkits, Molotovs)
Workshop 2
Crafts consumables, equipment, and crossbow bolts; enables weapon repair & salvage. Can produce ammo. With power, produces 1 materials per day.
Upgrade Requirements:
- 5 Scraps of Circuitry
- 6 Materials
- 2 Labor, Time: 6 days
Facility Actions:
- Craft Additional Items
- Thrown Explosives & Incendiaries
- Craft Molotovs
- Craft Fuel Bombs (requires Power)
- Thrown & Placed Decoy
- Craft Fireworks
- Vehicle Toolkits
- Craft Toolkit (requires Knowledge of Mechanics)
- Thrown Explosives & Incendiaries
- Upgrade: Workshop 3 (Craft Facility Mods, New Explosives)
Passive Effects:
- Materials Recycling (+1 Materials Per Day; requires Power)
Workshop 3
Craft consumables, equipment, facility mods, and crossbow bolts; enables weapon repair & salvage. Can produce ammo. With power, produces 1 materials per day.
Upgrade Requirements:
- Knowledge of Mechanics
- 10 Scraps of Circuitry
- 10 Materials
- 3 Labor, 20 days
Facility Actions:
- Craft Additional Items
- Thrown Explosives & Incendiaries
- Craft Thermite Grenades (requires Knowledge of Munitions)
- Placed Explosives
- Craft Whistling Box Mines (requires Knowledge of Mechanics)
- Craft Remote Box Mines (requires Knowledge of Programming)
- Craft C4 Charges (requires Knowledge of Munitions and Knowledge of Electronics)
- Vehicle Toolkits
- Craft Advanced Toolkit (requires Knowledge of Automechanics)
- Thrown Explosives & Incendiaries
- Craft Facility Mods
- Storage Mods
- Craft Shelving (requires Power and Knowledge of Construction)
- Craft Pallet (requires Power and Knowledge of Construction)
- Craft Secure Ammo Case (requires Power and Knowledge of Construction)
- Craft Small Fuel Tank (requires Power and Knowledge of Construction)
- Craft Minifridge (requires Power and Knowledge of Construction)
- Outpost Mods
- Craft Signal Antenna (requires Power and Knowledge of Computers)
- Power Mods
- Craft Solar Generator (requires Power and Knowledge of Electronics)
- Storage Mods
Kitchen
Affects morale & Stamina. Manages rationing. Crafts fatigue-removing consumables. Can produce food.
Building Requirements:
- Small Slot (Indoor/Outdoor)
- 7 Materials
- 1 Labor, 12 days
Facility Actions:
- Prepare Feast (requires Knowledge of Cooking)
- Make Items & Produce Food
- Consumables
- Prepare Snacks
- Make Coffee (requires Water)
- Make Energy Drink (requires Water, Knowledge of Chemistry, and Knowledge of Cooking)
- Consumables
- Upgrade: Kitchen 2 (Craft Better Snacks, Craft Seeds)
Passive Effects:
- Solar Water Heating (+50% Kitchen Action Speed; requires Solar Array)
Kitchen 2
Affects morale & Stamina. Manages rationing. Crafts fatigue-removing consumables. Can produce food.
Upgrade Requirements:
- Knowledge of Cooking
- 5 Jugs of Alcohol
- 12 Materials
- 2 Labor, 20 days
Facility Actions:
- Collect Seeds (1 Box of Seeds every 3 days)
Passive Effects:
- Solar Water Heating (+50% Kitchen Action Speed; requires Solar Array)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Forge
The Forge is one of the five Crafting & Building Facilities. It allows the crafting of melee weapons. With the right knowledge it also allows you to convert parts to materials and vice-versa.
Accepts Workshop and Universal Facility Mods.
Building Requirements:
- Knowledge of Craftsmanship
- Large Slot (Outdoor)
- 2 Cases of Chemicals
- 20 Materials
- 4 Labor, Time: 48 days
Facility Actions:
- Craft Melee Weapons
- Normal Weapons
- Craft Rebar Club (requires Knowledge of Craftsmanship)
- Craft Mower Blade Sword (requires Knowledge of Craftsmanship)
- Masterwork Weapons
- Craft Transmission Mace (requires Knowledge of Metalwork)
- Craft Crow's Beak (requires Knowledge of Metalwork)
- Craft Razor-Edge Machete (requires Knowledge of Metalwork)
- Craft Rebar Blade (requires Knowledge of Metalwork)
- Craft Coffee Can Mace (requires Knowledge of Metalwork)
- Normal Weapons
- Convert 1 Materials to 10 Parts (requires Knowledge of Metalwork)
- Convert 10 Parts to 1 Materials (requires Knowledge of Construction)
Passive Effects:
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Auto Shop
The Auto Shop is one of the five Building & Crafting facilities. It allows you to craft Repair Kits and Vehicle Upgrade Kits, and provides passive and active benefits to improve your vehicles.
Accepts Workshop and Universal Facility Mods.
Building Requirements:
- Knowledge of Automechanics
- Large Slot (Outdoor)
- 2 Scraps of Circuitry
- 20 Materials
- 4 Labor, Time: 48 days
Facility Actions:
- Craft Vehicle Upgrade Kits
- Craft Light Upgrade Kit (requires Power and Knowledge of Automechanics)
- Craft Medium Upgrade Kit (requires Power and Knowledge of Automechanics)
- Craft Heavy Upgrade Kit (requires Power and Knowledge of Automechanics)
- Improved Toolkit Crafting
- Craft Bulk Toolkits
- Bulk Craft Toolkits (requires Knowledge of Mechanics)
- Bulk Craft Advanced Toolkits (requires Knowledge of Automechanics)
- Craft Single Toolkits
- Craft Toolkit (requires Knowledge of Mechanics)
- Craft Advanced Toolkit (requires Knowledge of Automechanics)
- Craft Bulk Toolkits
- Boost Durability & Reduce Noise
- Precision Tuning
- Body Reinforcement
Passive Effects:
- Fuel Filtration (+30% Fuel Efficiency)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Sheltered Beds
The Sheltered Beds is a sleeping facility, providing Beds for your community.
Accepts Sleeping and Universal Facility Mods. Must be upgraded first.
Provides two beds. No upkeep cost.
Building Requirements:
- Small Slot (Indoor)
- 6 Materials
- 1 Labor, Time: 6 days
Facility Actions:
- Upgrade: Sheltered Beds 2 (Three Beds, Facility Mod Slot)
Passive Effects:
- Beds (+2 Beds)
Sheltered Beds 2
Provides three beds.
Upgrade Requirements:
- 8 Materials
- 1 Labor, 6 days
Passive Effects:
- Beds (+3 Beds)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat
Outdoor Beds
The Outdoor Beds is a sleeping facility, providing Beds for your community.
Accepts Sleeping and Universal Facility Mods. Must be upgraded first.
Provides two beds and a morale penalty. No upkeep cost.
Building Requirements:
- Small Slot (Outdoor)
- 6 Materials
- 1 Labor, 6 days
Facility Actions:
- Upgrade: Outdoor Beds 2 (Three Beds, Facility Mod Slot)
Passive Effects:
- Beds (+2 Beds)
- It's cold out here! (-1 Morale)
Outdoor Beds 2
Provides three beds and a morale penalty.
Upgrade Requirements:
- 8 Materials
- 1 Labor, 6 days
Passive Effects:
- Beds (+3 Beds)
- It's cold out here! (-1 Morale)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Infirmary
The Infirmary is the standard-issue Health Facility. It helps your community members recover from injuries, traumas, and infection.
Accepts Medical and Universal Facility Mods.
Enables passive Health recovery and removal of trauma and infection. Check survivors in to treat partial or total blood plague infection. Crafts bandages & plague cure. Can produce meds.
Building Requirements:
- Small Slot (Indoor/Outdoor)
- 8 Materials
- 1 Labor, 6 days
Facility Actions:
- Treatment +1 HP per day
- Craft Items & Produce Meds
- Health Recovery
- Craft Bandages
- Craft Weak Painkillers (requires Water)
- Health Recovery
- Medical Help
- Community
- +1 Injury & Trauma Recovery (requires Knowledge of Surgery)
- +1 Infection Recovery (requires Knowledge of Pathology)
- Community
- Upgrade: Infirmary 2 (Remove Injuries, Craft Painkillers)
Passive Effects:
- Passive Recovery (Passively Heals Community; requires Meds in Storage)
- Treatment Bed (1 Treatment Bed)
- Scrapes & Bruises (-2 Meds Per Day)
Infirmary 2
Enables passive recovery of Health, and removal of trauma, injuries, and infection. Check survivors in to treat partial or total blood plague infection. Crafts plague cure and other medical items. Can produce meds. Also provides an additional treatment bed and increases the benefit of Surgery and Pathology skills on recovery actions.
Upgrade Requirements:
- 5 Cases of Chemicals
- 8 Materials
- 2 Labor, 12 days
Facility Actions:
- Treatment +2 instead
- Craft Additional Items
- Health Recovery
- Craft Painkillers (requires Water)
- Prepare Cure
- Health Recovery
- Medical Help
- Upgrade: Infirmary 3 (Craft First Aid Kits)
Passive Effects:
- Enhanced Passive Recovery (Passive Heal: Health, Injuries; requires Meds in Storage)
- Two Treatment Beds (2 Treatment Beds)
- Scrapes & Bruises (-2 Meds Per Day)
Infirmary 3
Enables passive recovery of Health, and removal of trauma, injuries, and infection. Check survivors in to treat partial or total blood plague infection. Crafts plague cure and other medical items. Can produce Meds. Also adds another treatment bed. With Pharmacology skills, we can make even stronger painkillers to restore lost Health. Further increases the benefit of Surgery and Pathology skills on recovery actions.
Upgrade Requirements:
- Knowledge of Medicine
- 10 Cases of Chemicals
- 20 Materials
- 3 Labor, 20 days
Facility Actions:
- Craft Additional Items
- Health Recovery
- Craft Strong Painkillers (requires Water and Knowledge of Pharmacology)
- Injury & Trauma Recovery
- Craft First Aid Kits (requires Water and Knowledge of Medicine)
- Health Recovery
- Medical Help
- Community
- +3 Injury & Trauma Recovery (requires Knowledge of Surgery)
- +3 Infection Recovery (requires Knowledge of Pathology)
- Community
Passive Effects:
- Enhanced Passive Recovery (Passive Heal: Health, Injuries; requires Meds in Storage)
- Three Treatment Beds (3 Treatment Beds)
- Scrapes & Bruises (-2 Meds Per Day)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Barracks
Provides four beds and basic shelter.
Building Requirements:
- Large Slot (Outdoor)
- 10 Materials
- 3 Labor, Time: 20 days
Facility Actions:
- Upgrade: Barracks 2 (Six Beds)
- Upgrade: Spartan Barracks 2 (Eight Beds, Morale Penalty)
- Upgrade: Luxury Barracks 2 (Five Beds, Morale Bonus)
Passive Effects:
- Beds (+4 Beds)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Barracks 2
Provides six beds.
Upgrade Requirements:
- Knowledge of Craftsmanship
- 13 Materials (2 / 3 / 4 / 6 / 8 if you convert)
- 4 Labor, 38 days
Facility Actions:
- Convert: Spartan Barracks 2 (Eight Beds, Morale Penalty)
- Convert: Luxury Barracks 2 (Five Beds, Morale Bonus)
Passive Effects:
- Beds (+6 Beds)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Spartan Barracks 2
Provides eight beds and a morale penalty.
Upgrade Requirements:
- Armory Expert
- 20 Materials ( 4 / 5 / 7 / 10 / 13 if you convert)
- 4 Labor, 38 days
Facility Actions:
- Convert: Barracks 2 (Six Beds)
- Convert: Luxury Barracks 2 (Five Beds, Morale Bonus)
Passive Effects:
- Beds (+8 Beds)
- Close Quarters (-3 Morale)
- Daily Maintenance (Noisy) (-1 Materials Ped Day, +1 Zombie Threat)
Luxury Barracks 2
Provides five beds and a morale bonus.
Upgrade Requirements:
- Merchandiser
- 20 Materials (4 / 5 / 7 / 10 / 13 if you convert)
- 4 Labor, Time: 38 days
Facility Actions:
- Convert: Barracks 2 (Six Beds)
- Convert: Spartan Barracks 2 (Eight Beds, Morale Penalty)
Passive Effects:
- Beds (+5 Beds)
- Spacious (+15 Morale)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Garden
Grows a bit of food.
Building Requirements:
- Small Slot (Outdoor)
- 5 Materials
- 1 Labor, 6 days
Facility Actions:
- +1 Food for 3 days (requires Knowledge of Gardening and 1 Box of Seeds)
- Replant: Medicinal Herbs (Convert To +Meds/Day)
- Upgrade: Garden 2 (With Water, +2 Food/Day)
Passive Effects:
- Food Production (+1 Food Per Day) (+1.5 in Green Zone)
Garden (Meds)
Grows a bit of meds.
Building Requirements:
- Building a Garden
- Small Slot (Outdoor)
- 5 Materials
- 1 Labor, 6 days
- Using the Replant: Medicinal Herbs Facility Action
- Knowledge of Gardening
- 2 Boxes of Seeds
- 1 Labor, 6 days
Facility Actions:
- +1 Meds for 3 days (requires Knowledge of Gardening and 1 Box of Seeds)
- Replant: Food (Convert To +Food/Day)
- Upgrade: Garden 2 (With Water, +2 Meds/Day)
Passive Effects:
- Meds Production (+1 Meds Per Day)
Garden 2
Grows a decent amount of food.
Upgrade Requirements:
- Water
- 5 Boxes of Seeds
- 8 Materials
- 2 Labor, 12 days
Facility Actions:
- Upgrade: Garden 3 (With Water, +3 Food/Day)
Passive Effects:
- Crop: Vegetables (+2 Food Per Day) (+3 in Green Zone)
- Irrigation Rig (Boosted Production: Water; requires Water)
Note: When Irrigation Rig is active (facility has Water access), the effect of Crop: Vegetables doubles.
Garden 2 (Meds)
Grows a decent amount of meds.
Upgrade Requirements:
- Upgrading a Garden to Garden 2 (Meds):
- Upgrading Garden to Garden 2
- Water
- 5 Boxes of Seeds
- 8 Materials
- 2 Labor, 12 days
- Using the Replant: Medicinal Herbs Facility Action
- Knowledge of Gardening
- 2 Boxes of Seeds
- 1 Labor, 6 days
- Upgrading Garden to Garden 2
- Upgrading a Garden (Meds) to Garden 2 (Meds):
- Knowledge of Gardening
- Water
- 5 Boxes of Seeds
- 8 Materials
- 2 Labor, 12 days
Facility Actions:
- Upgrade: Garden 3 (With Water, +3 Meds/Day)
Passive Effects:
- Crop: Herbs (+2 Meds Per Day)
- Irrigation Rig (Boosted Production: Water; requires Water)
Note: When Irrigation Rig is active (facility has Water access), the effect of Crop: Herbs doubles.
Garden 3
Grows a lot of food.
Upgrade Requirements:
- Knowledge of Agriculture
- Water
- 10 Boxes of Seeds
- 20 Materials
- 3 Labor, 38 days
Facility Actions:
- Replant: Medicinal Herbs (Convert To +Meds/Day)
Passive Effects:
- Irrigation Rig (Boosted Production: Water; requires Water)
- Crop: Vegetables (+3 Food Per Day) (+4.5 in Green Zone)
- Improved Production (+1 Food Per Day; requires Knowledge of Agriculture) (+1.5 in Green Zone)
- Daily Maintenance (-1 Materials Per Day)
Note: When Irrigation Rig is active (facility has Water access), the effect of Crop: Vegetables doubles.
Garden 3 (Meds)
Grows a lot of meds.
Upgrade Requirements:
- Upgrading a Garden 2 to Garden 3 (Meds):
- Upgrading Garden 2 to Garden 3
- Knowledge of Agriculture
- Water
- 10 Boxes of Seeds
- 20 Materials
- 3 Labor, 38 days
- Using the Replant: Medicinal Herbs Facility Action
- Knowledge of Gardening
- 2 Boxes of Seeds
- 1 Labor, 12 days
- Upgrading Garden 2 to Garden 3
- Upgrading a Garden 2 (Meds) to Garden 3 (Meds):
- Knowledge of Herbalism
- Water
- 10 Boxes of Seeds
- 20 Materials
- 3 Labor, 38 days
Facility Actions:
- Replant: Food (Convert To +Food/Day)
Passive Effects:
- Irrigation Rig (Boosted Production: Water; requires Water)
- Crop: Herbs (+3 Meds Per Day)
- Improved Production (+1 Meds Per Day; requires Knowledge of Herbalism)
- Daily Maintenance (-1 Materials Per Day)
Note: When Irrigation Rig is active (facility has Water access), the effect of Crop: Herbs doubles
Still
Converts food to fuel. Boosts morale (with water). When worked, provides base-wide water.
Building Requirements:
- Knowledge of Chemistry
- Small Slot (Outdoor)
- 7 Materials
- 2 Labor, 12 days
Facility Actions:
- Convert Food into Fuel (requires Knowledge of Chemistry)
- Collect Water, 1 Labor, Time: 1 Hour
- Upgrade: Still 2 (Make Luxury Items)
Passive Effects:
- Purified Drinking Water (+3 Morale; requires Water)
Still 2
Converts food to fuel or ethanol. Coverts ethanol to luxury alcohol for trading. When worked, provides base-wide water.
Upgrade Requirements:
- Knowledge of Chemistry
- Marksmen
- 10 Jugs of Ethanol
- 13 Materials
- 2 Labor, 12 days
Facility Actions:
- Convert Food to Ethanol (requires Knowledge of Chemistry)
- Convert Ethanol to Whiskey (requires Knowledge of Chemistry)
- Collect Water
Passive Effects:
- Purified Drinking Water (+3 Morale; requires Water)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Farm
Grows a decent amount of food.
Building Requirements:
- Large Slot (Outdoor)
- 1 Box of Seeds
- 13 Materials
- 3 Labor, 20 days
Facility Actions:
- +1 food for 3 days (requires Knowledge of Gardening and 1 Box of Seeds)
- Gardening Study
- Upgrade: Farm 2 (With Water, +3 Food/Day)
- Replant: Medicinal Herbs (Convert To +Meds/Day)
Passive Effects:
- Crop: Vegetables (+2 Food Per Day) (+3 in Green Zone)
- Daily Maintenance (-1 Materials Per Day)
Farm (Meds)
Grows a decent amount of meds.
Building Requirements:
- Building a Farm
- Large Slot (Outdoor)
- 1 Box of Seeds
- 13 Materials
- 3 Labor, 20 days
- Using the Replant: Medicinal Herbs Facility Action
- Knowledge of Gardening
- 3 Boxes of Seeds
- 2 Labor, 12 days
Facility Actions:
- +1 Meds for 3 days (requires Knowledge of Gardening and 1 Box of Seeds)
- Upgrade: Farm 2 (With Water, +3 Meds/Day)
- Replant: Food (Convert To +Food/Day)
Passive Effects:
- Crop: Herbs (+2 Meds Per Day)
- Daily Maintenance (-1 Materials Per Day)
Farm 2
Grows a lot of food.
Upgrade Requirements:
- Knowledge of Gardening
- Water
- 5 Boxes of Seeds
- 15 Materials
- 4 Labor, Time: 38 days
Facility Actions:
- Replant: Medicinal Herbs (Convert To +Meds/Day)
- Upgrade: Farm 3 (With Water, +4 Food/Day)
Passive Effects:
- Crop: Vegetables (+3 Food Per Day) (+6 in Green Zone)
- Irrigation Rig (Boosted Production: Water; requires Water)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Note: When Irrigation Rig is active (facility has Water access), the effect of Crop: Vegetables increases by 50%.
Farm 2 (Meds)
Grows a lot of meds.
Upgrade Requirements:
- Upgrading a Farm to Farm 2 (Meds):
- Upgrading Farm to Farm 2
- Knowledge of Gardening
- Water
- 5 Boxes of Seeds
- 15 Materials
- 4 Labor, 38 days
- Using the Replant: Medicinal Herbs Facility Action
- Knowledge of Gardening
- 3 Boxes of Seeds
- 2 Labor, 12 days
- Upgrading Farm to Farm 2
- Upgrading a Farm (Meds) to Farm 2 (Meds):
- Knowledge of Gardening
- Water
- 5 Boxes of Seeds
- 15 Materials
- 4 Labor, 38 days
Facility Actions:
- +1 Meds for 3 days (requires Knowledge of Gardening and 1 Box of Seeds)
- Replant: Food (Convert To +Food/Day)
- Upgrade: Farm 3 (With Water, +4 Meds/Day)
Passive Effects:
- Crop: Herbs (+3 Meds Per Day)
- Irrigation Rig (Boosted Production: Water; requires Water)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Note: When Irrigation Rig is active (facility has Water access), the effect of Crop: Herbs increases by 50%.
Farm 3
Grows a ton of food.
Upgrade Requirements:
- Knowledge of Agriculture
- Merchandiser
- Water
- 10 Boxes of Seeds
- 28 Materials
- 4 Labor, Time: 48 days
Facility Actions:
- Replant: Medicinal Herbs (Convert To +Meds/Day)
Passive Effects:
- Irrigation Rig (Boosted Production: Water; requires Water)
- Crop: Vegetables (+4 Food Per Day) (+6 in Green Zone)
- Improved Production (+1 Food Per Day; requires Knowledge of Agriculture) (+1.5 in Green Zone)
- Daily Maintenance (-1 Materials Per Day)
Note: When Irrigation Rig is active (facility has Water access), the effect of Crop: Vegetables increases by 50%.
Farm 3 (Meds)
Grows a ton of meds.
Upgrade Requirements:
- Upgrading a Farm 2 to Farm 3 (Meds):
- Upgrading Farm 2 to Farm 3
- Knowledge of Agriculture
- Trader Leader
- Water
- 10 Boxes of Seeds
- 28 Materials
- 4 Labor, Time: 48 days
- Using the Replant: Medicinal Herbs Facility Action
- Knowledge of Gardening
- 3 Boxes of Seeds
- 2 Labor, Time: 12 days
- Upgrading Farm 2 to Farm 3
- Upgrading a Farm 2 (Meds) to Farm 3 (Meds):
- Knowledge of Herbalism
- Merchandiser
- Water
- 10 Boxes of Seeds
- 28 Materials
- 4 Labor, Time: 48 days
Facility Actions:
- Replant: Food (Convert To +Food/Day)
Passive Effects:
- Irrigation Rig (Boosted Production: Water; requires Water)
- Crop: Herbs (+4 Meds Per Day)
- Improved Production (+1 Meds Per Day; requires Knowledge of Herbalism)
- Daily Maintenance (-1 Materials Per Day)
Note: When Irrigation Rig is active (facility has Water access), the effect of Crop: Herbs increases by 50%
Hydroponics
Grows a lot of food, but needs water and power to work.
Building Requirements:
- Knowledge of Utilities
- Water
- Power
- Small Slot (Indoor/Outdoor)
- 1 Box of Seeds
- 2 Scraps of Circuitry
- 7 Materials
- 3 Labor, 20 days
Facility Actions:
- +1 food for 3 days (requires Knowledge of Gardening and 1 Box of Seeds)
- Replant: Medicinal Herbs (Convert To +Meds/Day)
Passive Effects:
- Light Systems (Power Needs Met; requires Power)
- Irrigation Systems (Water Needs Met; requires Water)
- Hydroponic Vegetables (+3 Food Per Day; requires Knowledge of Utilities) (+4.5 in Green Zone)
- Daily Maintenance (-1 Materials Per Day)
Hydroponics (Meds)
Grows a lot of meds, but needs water and power to work.
Building Requirements:
- Building a Hydroponics
- Knowledge of Utilities
- Water
- Power
- Small Slot (Indoor/Outdoor)
- 1 Box of Seeds
- 2 Scraps of Circuitry
- 7 Materials
- 3 Labor, 20 days
- Using the Replant: Medicinal Herbs Facility Action
- Knowledge of Herbalism
- Water
- Power
- 3 Boxes of Seeds
- 1 Labor, 6 days
Facility Actions:
- +1 Meds for 3 days (requires Knowledge of Gardening and 1 Box of Seeds)
- Replant: Food (Convert To +Food/Day)
Passive Effects:
- Light Systems (Power Needs Met; requires Power)
- Irrigation Systems (Water Needs Met; requires Water)
- Hydroponic Herbs (+3 Meds Per Day; requires Knowledge of Utilities)
- Daily Maintenance (-1 Materials Per Day)
Latrine
With Labor, boosts morale. Base unique.
Building Requirements:
- Small Slot (Outdoor)
- 1 Case of Chemicals
- 2 Materials
- 2 Labor, 12 days
Facility Actions:
- Latrine Duty, 1 Labor, Time: 1 Hour for +10 Morale for 1 Day
- Upgrade: Latrine 2 (With Plumbing: +20 Morale)
Latrine 2
Boosts morale without requiring labor. Base unique.
Building Requirements:
- Knowledge of Plumbing
- Water
- 5 Cases of Chemicals
- 12 Materials
- 2 Labor, 12 days
Facility Actions:
- Clean the Toilets, 1 Labor, Time: 1 Hour, +20 Morale for 1 Day
Passive Effects:
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Lounge
Provides passive and active morale-boosting options.
Building Requirements:
- Large Slot (Outdoor)
- 10 Materials
- 1 Labor, Time: 6 days
Facility Actions:
- Morale Activitie (One active at a time)
- Schedule a Break (+3 for Morale)
- Play Games (+3 Morale)
- Mix a Round of Drinks (requires Bartending, +4 Morale)
- Upgrade: Lounge 2 (More Morale Boosts)
Passive Effects:
- Sleeper Couch (+1 Beds)
- A Place To Relax (+3 Morale)
- Space for Creativity (+5 Morale; requires Knowledge of the Arts)
Lounge 2
Provides a variety of passive and active morale-boosting options.
Upgrade Requirements:
- 5 Jugs of Ethanol
- 13 Materials
- 3 Labor, Time: 20 days
Facility Actions:
- Morale Activities
- Poker Night (+4 Morale)
- Upgrade: Lounge 3 (Huge Morale Boosts)
Passive Effects:
- Double Sleeper Couch (+2 Beds)
- A Place To Relax (+3 Morale)
- Reruns (+3 Morale; requires Power)
- Space for Creativity (+5 Morale; requires Knowledge of the Arts)
Lounge 3
Provides a variety of passive and potent active morale-boosting options.
Upgrade Requirements:
- Merchandiser
- 10 Jugs of Ethanol
- 28 Materials
- 4 Labor, 48 days
Facility Actions:
- Morale Activities
- Watch TV (requires Power, +5 Morale)
- Movie Night (requires Power, +5 Morale)
Passive Effects:
- Double Sleeper Couch (+2 Beds)
- Entertainment Options (+15 Morale)
- Space for Creativity (+5 Morale; requires Knowledge of the Arts)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat
Watchtower
Supports one armed guard for base defense, and reduces our threat level. For this to function, we must have at least one survivor equipped with a firearm.
Building Requirements:
- Small Slot (Outdoor)
- 10 Materials
- 1 Labor, Time: 6 days
Facility Actions:
- Upgrade: Watchtower 2 (+1 Armed Guard, Reduced Threat)
Passive Effects:
- Cost of Doing Business (-1 Ammo Per Day)
- Armed Guard (One Active Guard; requires Ammo in Storage)
- Active Defense (-1 Zombie Threat; requires Ammo in Storage)
Watchtower 2
Supports two armed guards for base defense, and reduces our threat level. For this to function, we must have at least one survivor equipped with a firearm (or two armed survivors for full effect).
Upgrade Requirements:
- 5 Scraps of Circuitry
- 15 Materials
- 2 Labor, Time: 12 days
Passive Effects:
- Daily Maintenance (-1 Materials Per Pay)
- Cost of Doing Business (-1 Ammo Per Day)
- Armed Guard (One Active Guard; requires Ammo in Storage)
- Additional Guard (Second Active Guard; requires Ammo in Storage)
- Active Defense (-2 Zombie Threat; requires Ammo in Storage)
Rain Collector
The Rain Collector is one of the three Utility Facilities. It provides base-wide water for your community.
Accepts Universal Facility Mods.
Building Requirements:
- Small Slot (Outdoor)
- 2 Materials
- 1 Labor, Time: 6 days
Facility Actions:
- Collect Water
Passive Effects:
- Staying Hydrated (+1 Morale; requires Water)
Generator
Provides base-wide power when gassed up, consuming fuel and making a lot of noise.
Building Requirements:
- Small Slot (Outdoor)
- 10 Materials, Scraps of Circuitry: 2
- 3 Labor
Facility Actions:
- Start the Generator
- Upgrade: Generator 2 (Reduced Fuel Cost To Run)
Passive Effects:
- Electric Light! (+5 Morale; requires Power, -1 Fuel per day)
Generator 2
Provides base-wide power when gassed up, consuming some fuel and making noise.
Upgrade Requirements:
- 5 Scraps of Circuitry
- 15 Materials
- 3 Labor, Time: 20 days
Facility Actions:
- Upgrade: Generator 3 (No Noise)
Passive Effects:
- Electric Light! (+5 Morale; requires Power, -1 fuel per day)
Generator 3
Provides base-wide power when gassed up, consuming some fuel and making negligible noise.
Upgrade Requirements:
- Builder Leader
- 10 Scraps of Circuitry
- 15 Materials
- 3 Labor, Time: 20 days
Passive Effects:
- Electric Light! (+5 Morale; requires Power)
Solar Array
The Solar Array is one of the three Utility Facilities. It provides Power to all of your facilities without any upkeep cost or noise.
Accepts Universal Facility Mods.
Building Requirements:
- Knowledge of Electricity
- Large Slot (Outdoor)
- 10 Scraps of Circuitry
- 20 Materials
- 4 Labor, Time: 38 days
Passive Effects:
- Solar Power (Base Wide Power)
- Electric Light! (+5 Morale)
Armory
The Armory is one of the 4 Advanced Projects - it is unlocked by finding an Armory Expert or becoming one. It allows the player to craft rounds of any caliber, professional Muzzle Mods, and military-grade explosives.
Accepts Workshop and Universal Facility Mods.
Building Requirements:
- Armory Expert
- Large Slot (Outdoor)
- 2 Scraps of Circuitry
- 20 Materials
- 4 Labor, Time: 48 days
Facility Actions:
- Fine Tuning
- Craft Rounds: 1 Ammo Rucksack for 10 rounds
- Ammunition
- Craft .22 cal Rounds
- Craft 9mm Rounds
- Craft .45 cal Rounds
- Craft .357 Magnum Rounds
- Craft 5.56mm Rounds
- Craft 7.62mm Rounds
- Craft .44 Magnum Rounds
- Craft 12g Rounds
- Craft .50 cal Rounds
- Craft 40mm Grenades
- Produce Resources
- Produce +1 Ammo Per Day
- Ammunition
- Craft Muzzle Attachments 20 Parts Per 1
- Craft Pro Suppressor (requires Power and Knowledge of Engineering)
- Craft Pro Brake (requires Power and Knowledge of Engineering)
- Craft Pro Choke (requires Power and Knowledge of Engineering)
- Craft Military Explosives: 1 Ammo Rucksack Per 1
- Thrown Explosives
- Craft Frag Grenades (requires Power)
- Craft Napalm (requires Knowledge of Munitions)
- Placed Explosives: 1 Ammo Rucksack Per 1
- Craft Landmines (requires Power)
- Thrown Explosives
Passive Effects:
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Sniper Tower
The Sniper Tower is one of the 4 Advanced Projects - it is unlocked by finding a Marksman or becoming one. As a Defense Facility it allows your survivors to shoot at zeds around your base. It has similar properties as a level 2 Watchtower, however it has some additional benefits.
It doesn't have a Facility Mod slot.
Building Requirements:
- Marksmen
- Large Slot (Outdoor)
- 2 Cases of Chemicals
- 20 Materials
- 4 Labor, Time: 48 days
Passive Effects:
- Armed Guard (One Active Guard; requires Ammo in Storage)
- Additional Guard (Second Active Guard; requires Ammo in Storage)
- Dedicated Sniper (Radio Unlocks: Sniper Cover)
- Active Defense (-2 Zombie Threat; requires Ammo in Storage)
- Cost of Doing Business (-1 Ammo Per Day)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Field Hospital
The Field Hospital is one of the 4 Advanced Projects - it is unlocked by finding a Field Medic or becoming one. It functions as a Level 3 Infirmary, however it also provides special treatment options and a passive +10 Max Health for everyone.
Accepts Medical and Universal Facility Mods.
Building Requirements:
- Field Medic
- Large Slot (Outdoor)
- 2 Cases of Chemicals
- 20 Materials
- 4 Labor, Time: 48 days
Facility Actions:
- Treatment +3 HP Per Day
- Craft Items & Produce Meds
- Health Recovery
- Craft Bandages
- Craft Weak Painkillers (requires Water)
- Craft Painkillers (requires Water)
- Craft Strong Painkillers (requires Water and Knowledge of Pharmacology)
- Injury & Trauma Recovery
- Craft First Aid Kits (requires Water and Knowledge of Medicine)
- The Cure
- Prepare a Cure
- Prepare Bulk Cure (Luxury Item)
- Health Recovery
- Medical Help
- Community
- +3 Injury & Trauma Recovery (requires Knowledge of Surgery)
- +3 Infection Therapy (Requires Knowledge of Pathology)
- Community
- Special Treatment Options
- Physical Therapy
- Infection Therapy
Passive Effects:
- Preventive Medicine (+10 Max Health)
- Treatment Beds x3 (3 Treatment Beds)
- Enhanced Passive Recovery (Passive Heal: Health, Injuries; requires Meds in Storage)
- Scrapes and Bruises (-2 Meds Per Day)
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
Trade Depot
The Trade Depot is one of the 4 Advanced Projects - it is unlocked by finding a Merchandiser or becoming one. It allows the player to call in certain Wandering Traders and also gives a passive daily Influence income.
Accepts Universal Facility Mods.
Building Requirements:
- Merchandiser
- Large Slot (Outdoor)
- 2 Jugs of Ethanol
- 20 Materials
- 4 Labor, Time: 48 days
Passive Effects:
- Daily Maintenance (Noisy) (-1 Materials Per Day, +1 Zombie Threat)
- Trader Requests (Radio Unlock: Summon Traders)
- Earned Reputation (+200 Influence Per Day)