Outposts, Mods & Extra Stuff

About Outposts

Outposts are essential assets for your community's survival. Your Command Center lets you know how many Outposts you can connect too. Every Outpost have the following in common:

  • A safe zone with a radius of 65ft around the Outpost, not allowing zombies to spawn in the vicinity,
  • a Locker to deposit and withdraw items

With the remote Lockers you're able to access the same items you already deposited at your base or other Outposts. Because of this, they make looting much easier since you don't have to travel home any time your Backpack gets full. Rucksacks must be brought back to your current Home Site despite having these Lockers, because they can only be deposited into your Storage.

Most locations can be made into an Outpost. Claiming Outposts will cost you some Influence and an Outpost Slot. Depending on the Outpost's type, the cost can vary, however, each Outpost takes up only one Slot. Some outpost types will also have daily upkeep costs. Claimed Outposts can also be abandoned if you don't need them anymore. 60% of the Outpost's cost and the Outpost Slot will be refunded when doing so.

The maximum amount of Outposts you can have is 7 if you manage to acquire the right Mods and Upgrades. There are 12 Outpost types in the game. You can see more information about each type below. 

Simple Outposts

Simple Outposts only provide the things mentioned in the previous section. They're only useful if you really need an Outpost quickly and will probably abandon it afterwards.

Claiming Requirements:

  • 250 Influence (125 in Green Zone)
  • 1 Outpost Slot

Espresso Stand Outposts

Espresso Stand Outposts provide your community with a morale bonus, allow you to learn or improve your survivors' Cooking skills, and let you craft Shots of Espresso using food.

Claiming Requirements:

  • 275 Influence (138 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Learn Cooking, Time: 6 months
  • Make Espresso

Passive Effects:

  • Morale Bonus (+3 Morale)

Food Outposts

Food Outposts provide you with some Food per day. Can be upgraded. Upgraded Food Outposts provide more food and allow you to learn or improve your survivors' gardening skills.

Food Outpost 1

Provides Food each day. Can be upgraded for additional benefits.

Claiming Requirements:

  • 300 Influence (150 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Upgrade: Food Outpost 2 (+Food Income, Learn Gardening)

Passive Effects:

  • Food Collection (+1 Food Per Day) (+1.5 in Green and Nightmare, +2 in Lethal Zone)

Food Outpost 2

Provides double the baseline outpost Food income. We can also learn or improve the Gardening skill by spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 4 Materials
  • 1 Labor. Time: 6 days

Outpost Actions:

  • Learn Gardening, Time: 6 months
  • Upgrade: Food Outpost 3 (+Food Income)

Passive Effects:

  • Improved Food Collection (+2 Food Per Day) (+3 in Green Zone)

Food Outpost 3

Provides three times the baseline outpost Food income. We can also learn or improve the Gardening skill by spending influence.

Upgrade Requirements:

  • Knowledge of Gardening
  • 2000 Influence (1000 in Green Zone)
  • 10 Materials
  • 2 Labor, Time: 12 days

Passive Effects:

  • Maximum Food Collection (+3 Food Per Day) (+4.5 in Green Zone)

Meds Outposts

Meds Outposts provide you with some Meds per day. Can be upgraded. Upgraded Meds Outposts provide more meds and allow you to learn or improve your survivors' medicine skills.

Meds Outpost 1

Provides Meds each day. Can be upgraded for additional benefits.

Claiming Requirements:

  • 300 Influence (150 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Upgrade: Meds Outpost 2 (+Meds Income, Learn Medicine)

Passive Effects:

  • Meds Collection (+1 Meds Per Day)

Meds Outpost 2

Provides double the baseline outpost Meds income. We can also learn or improve the Medinice skill by spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 4 Materials
  • 1 Labor, Time: 6 days

Outpost Actions:

  • Learn Medicine, Time: 6 months
  • Upgrade: Meds Outpost 3 (+Meds Income)

Passive Effects:

  • Improved Meds Collection (+2 Meds Per Day)

Meds Outpost 3

Provides three times the baseline outpost Meds income. We can also learn or improve the Medicine skill by spending influence.

Upgrade Requirements:

  • Knowledge of Medicine
  • 2000 Influence (1000 in Green Zone)
  • 10 Materials
  • 2 Labor, Time: 12 days

Outpost Actions:

  • Learn Medicine

Passive Effects:

  • Maximum Meds Collection (+3 Meds Per Day)

Ammo Outposts

Ammo Outposts provide you with some Ammo per day. Can be upgraded. Upgraded Ammo Outposts provide more Ammo and allow you to learn or improve your survivors' chemistry skills.

Ammo Outpost 1

Provides Ammo each day. Can be upgraded for additional benefits.

Claiming Requirements:

  • 300 Influence (150 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Upgrade: Ammo Outpost 2 (+Ammo Income, Learn Chemistry)

Passive Effects:

  • Ammo Collection (+1 Ammo Per Day)

Ammo Outpost 2

Provides double the baseline outpost Ammo income. We can also learn or improve the Chemistry skill by spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 2 / 2 / 3 / 4 / 5 Materials
  • 1 Labor

Outpost Actions:

  • Learn Chemistry, Time: 6 months
  • Upgrade: Ammo Outpost 3 (+Ammo Income)

Passive Effects:

  • Improved Ammo Collection (+2 Ammo Per Day)

Ammo Outpost 3

Provides three times the baseline outpost Ammo income. We can also learn or improve the Chemistry skill by spending influence.

Upgrade Requirements:

  • Knowledge of Chemistry
  • 2000 Influence (1000 in Green Zone)
  • 10 Materials
  • 2 Labor, Time: 12 days

Passive Effects:

  • Maximum Ammo Collection (+3 Ammo Per Day)

Materials Outposts

Materials Outposts provide you with some Materials per day. Can be upgraded. Upgraded Materials Outposts provide more Materials and allow you to learn or improve your survivors' craftsmanship skills.

Materials Outpost 1

Provides Materials each day. Can be upgraded for additional benefits.

Claiming Requirements:

  • 300 Influence (150 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Upgrade: Materials Outpost 2 (+Materials Income, Learn Craftsmanship)

Passive Effects:

  • Materials Collection (+1 Materials Per Day)

Materials Outpost 2

Provides double the baseline outpost Materials income. We can also learn or improve the Craftsmanship skill by spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 4 Materials
  • 1 Labor, Time: 6 days

Outpost Actions:

  • Learn Craftsmanship, Time: 6 months
  • Upgrade: Materials Outpost 3 (+Materials Income)

Passive Effects:

  • Improved Materials Collection (+2 Materials Per Day)

Materials Outpost 3

Provides three times the baseline outpost Materials income. We can also learn or improve the Craftsmanship skill by spending influence.

Upgrade Requirements:

  • Knowledge of Craftsmanship
  • 2000 Influence (1000 in Green Zone)
  • 10 Materials
  • 2 Labor, Time: 12 days

Passive Effects:

  • Maximum Materials Collection (+3 Materials Per Day)

Fuel Outposts

Fuel Outposts provide you with some Fuel per day. Can be upgraded. Upgraded Fuel Outposts provide more Fuel and allow you to learn or improve your survivors' mechanics skills.

Fuel Outpost 1

Provides Fuel each day. Can be upgraded for additional benefits.

Claiming Requirements:

  • 300 Influence (150 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Upgrade: Fuel Outpost 2 (+Fuel Income, Learn Mechanics)

Passive Effects:

  • Fuel Collection (+1 Fuel Per Day)

Fuel Outpost 2

Provides double the baseline outpost Fuel income. We can also learn or improve the Mechanics skill by spending influence.

Upgrade Requirements:

  • 800 Influence (400 in Green Zone)
  • 4 Materials
  • 1 Labor, Time: 6 days

Outpost Actions:

  • Learn Mechanics, Time: 6 months
  • Upgrade: Fuel Outpost 3 (+Fuel Income)

Passive Effects:

  • Improved Fuel Collection (+2 Fuel Per Day)

Fuel Outpost 3

Provides three times the baseline outpost Fuel income. We can also learn or improve the Mechanics skill by spending influence.

Upgrade Requirements:

  • Knowledge of Mechanics
  • 2000 Influence (1000 in Green Zone)
  • 10 Materials
  • 2 Labor, Time: 12 days

Passive Effects:

  • Maximum Fuel Collection (+3 Fuel Per Day)

Safehouse Outposts

Safehouse Outposts provide +2 Beds for your community. They're a great alternative of the Sheltered Beds and Outdoor Beds facilities.

Claiming Requirements:

  • 400 Influence (200 in Green Zone)
  • 1 Outpost Slot

Passive Effects:

  • Two Beds (+2 Beds)

Radio Outposts

Radio Outposts reduce the cooldown of your radio commands by 20%. They also allow you to learn or improve your survivors' Computers skills.

Claiming Requirements:

  • 400 Influence (200 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Learn Computers, Time: 6 months

Passive Effects:

  • Signal Booster (-20% Most Radio Cooldowns)

Artillery Outposts

Artillery Outposts unlock you the Artillery Strike Radio Command, allowing you to mark an area where you want to request a barrage to wipe out any threat.

Claiming Requirements:

  • 500 Influence (250 in Green Zone)
  • 1 Outpost Slot

Passive Effects:

  • Artillery Strikes (Radio Unlocks: Artillery Strike)

Water Outposts

Water Outposts provide water for all of your facilities and a morale bonus for your community. They also allow you to learn or improve your survivors' Utilities skills.

Claiming Requirements:

  • 1000 Influence (500 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Learn Utilities, Time: 6 months

Passive Effects:

  • Water Supply (Base-wide Water; requires Fuel in Storage)
  • Morale Bonus (+1 Morale)
  • Daily Fuel Cost (-1 Fuel Per Day)

Power Outposts

Power Outposts provide power for all of your facilities and a morale bonus for your community. They also allow you to learn or improve your survivors' Utilities skills.

Claiming Requirements:

  • 2000 Influence (1000 in Green Zone)
  • 1 Outpost Slot

Outpost Actions:

  • Learn Utilities, Time: 6 months

Passive Effects:

  • Power Supply (Base-wide Power; requires Fuel in Storage)
  • Morale Bonus (+5 Morale)
  • Daily Fuel Cost (-2 Fuel Per Day)

Unique Facilities

Each Home Site has something unique; not just in appearance and layout, but in terms of built-ins. The facilities listed below are only available in certain bases. GM's use your best judgement when deciding on which ones to place in areas.

Abandoned Locker Who knows what's in here? Storage +10
Backup Generator A generator was built in to this place, back before the apocalypse.
Bell Tower If fixed up, supports two guards. We can ring the bell to draw out zeds.
Biker Kitchen A grungy kitchen with a secret distillation rig in the back.
Chef's Kitchen A well-maintained hobbyist's kitchen.
Eatery Kitchen A fancier-than-it-needs-to-be kitchen built into the back of a restaurant.
Double Bunk Room Two bunkbeds provide four beds in a tight space.
Eastern Watchpost The bridge fort offers a natural height advantage for our dedicated defenders.
Elaborate Storage An extraordinary storage setup.
Firewatch Tower Elevated shelter provides 4 safe, indoor beds.
Fuel Tank Watchtower Supports two armed guards for base defense, and reduces our threat level. Can be reconected to the underground reservoir to gain fuel and fuel storage.
Huge Fuel Storage A train-car-sized fuel storage tank. We'll never need more.
Machine Shop This high-end shop lets us make many things, if we provide power.
Master Bedroom A really nice bedroom with space for two to sleep comfortably. Boosts morale.
Military Cots An old military tent with four simple beds. They're not luxurious, but at least they're indoors.
Overlook An upper-story corner room with good visibility. Works like a watchtower.
Pews We can sleep on them, or break them down for materials.
Sawmill With power and labor, we can run the mill to make some materials. This makes a ton of noise, but there's a lifetime supply of lumber on site.
Seating Area Chairs and tables. Effectively provides one bed. Can be dismantled for materials.
Secret Distillery Someone was making moonshine in their ventilated storage unit. Nice.
Soundproof Latrine It's cramped and kind of smelly ... but at least the P is silent.
Trailer Park Beds Five indoor beds (or rather, four travel mattresses and one sofa bed) for that rustic-chic sleepaway feeling.
Trailer Park Storage A big, sheltered place to safely store a lot of resources without them becoming damaged or decaying.
Trash A pile of junk we can clear up to make room for useful facilities.
Trash Pile Somebody made an effort to clean up this base, but they didn't get around to burning the trash.
Western Watchpost The bridge fort offers a natural height advantage for our dedicated defenders.

Base Defenses Supports one armed guard for base defense. For this to function, we must have at least one survivor equipped with a firearm.
Basic Kitchen Manages rationing. Crafts fatigue-removing consumables. Can produce food.
Basic Lab A workspace for crafting simple explosives, incendiaries, and decoys.

Farming Complex If repaired, grows food. Can be upgraded to provide it's own water and much more food.
Fuel Extractor A fuel pump and filtration rig that provides a daily income of fuel and plenty of fuel storage.
Medical Tent Enables passive Health recovery and removal of trauma and infection.  Crafts bandages, painkillers, & plague cure. Can produce meds.
Repair Depot Enables weapon repair & salvage. Crafts vehicle repair kits.
Unused Medical Annex An empty space that would allow us to expand our medical operations.
Utilities Complex Free Power, Free Water

Facility Mods

Most Facilities in the game have a mod slot. You are able to install Facility Mods into these slots to boost the facilities' existing benefits, or give them new Passive Effects and Facility Actions. Facility Mods are separated into different categories, determining which facilities they can be installed into. 
It takes 1 hour, 1 labor to install a Mod.

Note: Some facilities must be upgraded before you could install a Facility Mod into them.

Universal Mods

Universal Mods can be installed into any facilities which have a mod slot.

Assortment of Airtight Containers
These containers help keep food fresh. +2 Food Storage 

Bike Generator
Critical power is just a few pedals away. Provides Power to a Facility (requires Labor) 

Comfy Chair
Everybody appreciates having a nice place to sit and rest a spell. +3 Morale for everyone

Maintenance Bench

(Stay Frosty Pack)

Mini Fridge
Though it may once have only stored cheap beer, now this handy appliance can store meds and food. +2 Food and Medicine Storage (+5 with Power)

Pallet Storage Solution
This set of sturdy wooden pallets helps us keep our building materials organized. +5 Materials Storage

Portable Generator
As long as we have gas, we have power. Provides Power to a Facility (requires Fuel)

Secure Case
This reinforced, lockable case helps us keep our ammo organized. +5 Ammo Storage 

Shelving Unit
Basic shelving useful for storing whatever we have too much of. +2 Storage for each resource 

Small Fuel Tank
A nice, safe place to keep extra fuel. +5 Fuel Storage 

Solar Generator
The ultimate for off-the-grid survival. Provides Power to a Facility 

Water Cooler
Keeps our water supply clean and drinkable ... once we fill it up, of course. Provides Water to a Facility 

Wood Stove
A simple source of warmth and joy, as long as we have materials to feed it. +3 Morale for everyone (requires Materials)

Command Center Mods

Command Center Mods can be installed into

Network Signal Booster
Some tech-nerds with the Network whipped this up. +2 Outpost Slot 

Signal Antenna
A home-made antenna rig we can use to communicate with receivers at great distance. +1 Outpost Slot

Gardening Mods

Gardening Mods can be installed into:

  • Farming Complex
  • Farms
  • Gardens
  • Hydroponics.

Note: You can install 'Bag of Fertilizer' and 'Jug of Pesticide' as well whether you grow Food or Meds, however they will only provide the +50% Yield if you grow the appropriate resource. 'Compost Bin' and 'Garden Toolkit' boost the production of both resources.

Bag of Fertilizer
Increases our food yield. +50% Food Yield for a Facility 

Compost Bin Increases our yield. Unlocks Facility Action:

  • Compost: Boost Yield (+100% Yield for a Facility)


Garden Toolkit
An array of pro-grade cultivation tools. +30% Yield for a Facility 

Jug of Pesticide
These chemicals keep bugs from eating our herbs. +50% Meds Yield for a Facility 

Soil Enrichment Kit
Specialized chemicals we can use to grow healthier crops. +10 Max Health for everyone

Kitchen Mods

Kitchen Mods can be installed into:

Canning Station
A set of equipment used to preserve food. +5 Food Storage 

Countertop Oven
A small but functional baking oven. Unlocks Facility Action:

  • Countertop Oven: Bake Pies (+3 Morale for everyone)


Espresso Machine
A high-end European coffee extractor with a price tag similar to some used cars. Unlocks Facility Action:

  • Make Espresso


Food Dehydrator
A modern machine for removing moisture from food, preserving it for a very long time. +10 Food Storage (requires Power) 

Slow Cooker
Expertly designed to add flavor to food via time, instead of effort. Unlocks Facility Action:

  • Slow Cooker: Make Stew (+10 Morale for everyone; requires Power)


Stand Mixer 
The number one item on wedding registries since 1919. +50% Facility Action Speed (requires Power)

Water Boiler
Hot water on demand makes easier in a kitchen. +50% Facility Action Speed (requires Water)

Lounge Mods

Lounge Mods can only be installed into the Lounge.

Notes: Though the 'Collection of Board Games' and the 'Game Console' have the same effects, the Game Console's moral boost lasts way longer. 

Collection of Board Games
An impressive array of tabletop games to keep us entertained for countless hours. Unlocks Facility Action:

  • Play Board Games (+15 Morale for everyone)


Game Console
A first-gen XBOX with a couple of controllers and some game discs. Unlocks Facility Action:

  • Console: Game Turney (+15 Morale for everyone; requires Power)


Minibar
Decent mixers in a classy standalone bit of furniture. Unlocks Facility Action:

  • Mix Some Drinks (+25 Morale for everyone)

Medical Mods

Medical Mods can be installed into:

  • the Field Hospital,
  • the Infirmary,

Advanced Biochem Station
This strange set of equipment seems like something out of a mad scientist's lab... and given that it allows the creation of potent compounds based on zombie biology, maybe it is. Unlocks Facility Actions:

  • Craft ScentBlock
  • Craft Zedeye
  • Craft Zedrenaline
  • Craft Zombait
  • Craft Bloater Cloud Grenade
  • Craft Gas Launcher Ammo


Case of Stabilizing Foam
Military-grade emergency medical gear. Free Instant Health Recovery for Active Survivor 

Cast-Making Kit
All the splints, plaster, and gauze you need to set a broken bone. Allows level 1 Infirmaries to Heal Injuries for Inactive Survivors 

Cleaning Station
Includes a washbasin and cleaning supplies. +25% Infection Recovery for Inactive Survivors 

Pill Press
A traditional pill-making device, used by compounding pharmacies. 25% Painkiller Crafting Discount 

Sanitizing Machine 
Lab-grade cleaning equipment used by surgeons at well-funded hospitals. +50% Infection Recovery for Inactive Survivors (requires Power)

Sleeping Facility Mods

Sleeping Facility Mods can be installed into:

  • Barracks,
  • the Officer Quarters,
  • Outdoor Beds,
  • Sheltered Beds, and

Camp Heater
A precious source of warmth in an increasingly cold world. +3 Morale for everyone (requires Fuel) 

White Noise Machine
A welcome, sleep-inducing alternative to endless zombie moans. +10 Morale for everyone (requires Power)

Workshop Mods

Workshop Mods can be installed into:

  • the Armory,
  • the Auto Shop,
  • the Forge,
  • the Workshop.


Filling Machine
Lets us fill bottles with home-made stuff quickly and efficiently. Increases Yield When Crafting Molotovs and Fuel Bombs by 1.

Hand Drill Press
An old-school machinist's tool for drilling precisely without a source of electricity. +25% Facility Action Speed 

Handgun Ammo Press
Because scavenging for loose bullets is crazy. 10 parts per 1. Unlocks Facility Actions:

  • Craft .22 cal Rounds
  • Craft 9mm Rounds
  • Craft .45 cal Rounds


Heavy-Duty Ammo Press
The best guns always need the rarest ammunition. 10 parts per 1. Unlocks Facility Actions:

  • Craft .50 AP Rounds
  • Craft 40mm Grenades


Magnum Ammo Press
You can't be a badass without bullets. 10 parts per 1. Unlocks Facility Actions:

  • Craft .357 Magnum Rounds
  • Craft .44 Magnum Rounds


Rifle Ammo Press
Reload your rifles the way our ancestors did. 10 parts per 1. Unlocks Facility Actions:

  • Craft 5.56mm Rounds
  • Craft 7.62mm Rounds


Salvage Furnace
The pride and joy of any backyard blacksmith, able to reach temperatures up to 3000F. Increases Yield When Salvaging Weapons and Weapon Remains by 25%.

Set of Power Tools
High-quality tools, equally suited to a hobbyist's garage or a job site. +50% Facility Action Speed (requires Power) 

Shotgun Ammo Press 
What good is a boomstick with no boom? 10 parts per 1. Unlocks Facility Action:

  • Craft 12g Rounds


Soldering Station
A tinkerer's soldering bench, used to craft homemade electronics. Unlocks Facility Action:

  • Soldering: Make Boomboxes (requires Power, 10 parts, 1 scrap of circuitry)