Structures are the placeable crafts that turn a bare raft into a working base: floors and walls, kitchens, resource stations, ammo lines, day-multiplier shelters, and raid defense. Almost every recipe unlocks through the bonfire craft menu, so your build order is really a bonfire plan.
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Foundation & shell
Floors, light, stairs, ladders, and wood-to-metal walls, doors, windows, fences, and gates. These pieces expand the raft and seal it; stations need floor space before the rest of the build matters.
Torch
- Bonfire
- 1
- Limit
- 10
- Wood
- 3
- Function
- Lights the raft base at night.
Wooden Floor
- Bonfire
- 1
- Limit
- Unlimited
- Wood
- 3
- Function
- Adds walkable floor space to expand the raft.
Wooden Fence
- Bonfire
- 1
- Limit
- Unlimited
- Wood
- 4
- Function
- Low wood barrier for edges and containment.
Wooden Gate
- Bonfire
- 1
- Limit
- Unlimited
- Wood
- 4
- Function
- Wood gate opening for fenced raft sections.
Wooden Wall
- Bonfire
- 2
- Limit
- Unlimited
- Wood
- 5
- Function
- Solid wood barrier for raft protection.
Wooden Window
- Bonfire
- 2
- Limit
- Unlimited
- Wood
- 5
- Function
- Wood wall piece with an opening for sight lines.
Wooden Stairs
- Bonfire
- 2
- Limit
- Unlimited
- Wood
- 5
- Function
- Straight stairs between raft levels.
Corner Stairs
- Bonfire
- 2
- Limit
- Unlimited
- Wood
- 5
- Function
- Corner-turn stairs between raft levels.
Wooden Door
- Bonfire
- 2
- Limit
- Unlimited
- Wood
- 6
- Function
- Door opening in wood walls for controlled access.
Ladder
- Bonfire
- 4
- Limit
- Unlimited
- Wood
- 3
- Metal
- -
- Function
- Vertical climb between multiple floors.
Metal Fence
- Bonfire
- 4
- Limit
- Unlimited
- Wood
- -
- Metal
- 5
- Function
- Stronger metal perimeter for containment.
Metal Gate
- Bonfire
- 4
- Limit
- Unlimited
- Wood
- -
- Metal
- 5
- Function
- Metal gate opening for stronger fenced sections.
Metal Door
- Bonfire
- 5
- Limit
- Unlimited
- Metal
- 5
- Function
- Stronger door for metal shell rooms.
Metal Window
- Bonfire
- 5
- Limit
- Unlimited
- Metal
- 9
- Function
- Metal wall piece with a viewing opening.
Metal Wall
- Bonfire
- 5
- Limit
- Unlimited
- Metal
- 10
- Function
- Solid metal barrier for late-run raft protection.
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Food stations
Kitchens and passive food. Cooking Pot is the early batch cooker, Crab Trap feeds the loop, and Pizza Oven is the better long-term kitchen after its merchant and underwater unlock chain.
Cooking Pot
- Bonfire
- 1
- Limit
- 3
- Wood
- 5
- Metal
- 3
- Function
- Cooks food batches into chowder (three ingredients per craft).
Crab Trap
- Bonfire
- 3
- Limit
- 3
- Wood
- 12
- Metal
- 8
- Function
- Passive seafood and food drops on a short cooldown.
Pizza Oven
- Bonfire
- 3
- Limit
- Unlimited
- Wood
- 30
- Metal
- 10
- Function
- Cooks food into pizza slices that fill hunger much better than basic meals.
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Resource stations
Wood, metal, fuel, storage, and production speed. Sawmill and Magnet are the core loops; Pump Jack and Oil Drill feed fuel crafts; Lightning Rod boosts nearby machines when storms charge it.
Tree Plot
- Bonfire
- 2
- Limit
- Unlimited
- Wood
- 7
- Metal
- -
- Function
- Small on-raft wood farm plot.
Storage Bin
- Bonfire
- 3
- Limit
- Unlimited
- Wood
- 12
- Metal
- -
- Function
- On-raft storage container for supplies.
Sawmill
- Bonfire
- 3
- Limit
- 5
- Wood
- 10
- Metal
- 2
- Function
- Repeatable wood production station (about three planks per use).
Pump Jack
- Bonfire
- 3
- Limit
- 3
- Wood
- 10
- Metal
- 15
- Glue
- -
- Function
- Converts wood into a large gas canister for fuel crafts.
Magnet
- Bonfire
- 4
- Limit
- 2
- Wood
- 10
- Metal
- 30
- Glue
- -
- Function
- Passive metal collection from the sea when deployed.
Oil Drill
- Bonfire
- 5
- Limit
- 3
- Wood
- 35
- Metal
- 20
- Glue
- 5
- Function
- Converts wood into a gas drum for higher fuel crafts.
Lightning Rod
- Bonfire
- 6
- Limit
- Unlimited
- Wood
- 15
- Metal
- 30
- Glue
- 8
- Function
- Speeds nearby machines when charged by lightning.
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Combat logistics
Factories that turn Metal or gas drums into ammo and grenades. Build them after Magnets and fuel stations can pay the bill, or the base will starve itself.
Ammo Factory
- Bonfire
- 5
- Limit
- Unlimited
- Wood
- 30
- Metal
- 20
- Glue
- 4
- Function
- Turns Metal into random ammo boxes for guns.
Grenade Factory
- Bonfire
- 6
- Limit
- Unlimited
- Wood
- 30
- Metal
- 20
- Glue
- 4
- Function
- Turns a gas drum into grenades.
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Utility & progression
Day-multiplier shelters, map and survivor tools, Potion Table, Galleon Bell, and late crafts like Corrupted Portal. Several need Cargo Ship, merchant, or max-bonfire gates beyond a plain recipe.
Small Shelter
- Bonfire
- 1
- Limit
- 1
- Wood
- 5
- Metal
- 1
- Function
- Raises the day-count multiplier by 1.
Sundial
- Bonfire
- 2
- Limit
- 1
- Wood
- 10
- Metal
- -
- Function
- Shows day and night timing on the raft.
Radio
- Bonfire
- 2
- Limit
- 1
- Wood
- 4
- Metal
- 4
- Function
- Marks survivor locations on the map.
Container Shelter
- Bonfire
- 2
- Limit
- 1
- Wood
- 12
- Metal
- 6
- Glue
- 1
- Function
- Raises the day-count multiplier by 1.
Map Radar
- Bonfire
- 3
- Limit
- 1
- Wood
- 9
- Metal
- 4
- Glue
- -
- Function
- Unlocks full map access and island marking.
Potion Table
- Bonfire
- 3
- Limit
- Unlimited
- Wood
- 10
- Metal
- 5
- Glue
- 1
- Function
- Brewing station for potions using the recipe book at the table.
Galleon Bell
- Bonfire
- 5
- Limit
- 1
- Wood
- 20
- Metal
- 20
- Glue
- 10
- Function
- Spends Glue to temporarily spawn the Ghost Galleon.
Corrupted Portal
- Bonfire
- 7
- Limit
- Unlimited
- Wood
- 50
- Metal
- 50
- Glue
- -
- Function
- -
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Defense
Watchtower, traps, Cannon, Kraken Arm, and Autoturret for raft raids. Autoturret can also show up at the Traveling Merchant earlier than the Bonfire 7 craft path.
Watchtower
- Bonfire
- 3
- Limit
- Unlimited
- Wood
- 12
- Metal
- -
- Glue
- -
- Function
- Elevated vantage point for scouting and defense angles.
Spike Trap
- Bonfire
- 5
- Limit
- Unlimited
- Wood
- 5
- Metal
- 5
- Glue
- 5
- Function
- Defensive trap against hostile entities on the raft.
Cannon
- Bonfire
- 5
- Limit
- Unlimited
- Wood
- 15
- Metal
- 30
- Glue
- 4
- Function
- Player-aimed defensive gun against hostiles.
Kraken Arm
- Bonfire
- 6
- Limit
- Unlimited
- Wood
- 30
- Metal
- 30
- Glue
- 12
- Function
- Defensive structure against hostile entities.
Autoturret
- Bonfire
- 7
- Limit
- Unlimited
- Wood
- 15
- Metal
- 35
- Glue
- 8
- Function
- Fires at enemies with bullets automatically.
How bonfire crafting works
Your bonfire level is the gate on the craft menu. Raise it and new shell pieces, stations, and defenses appear. Recipes spend Wood, Metal, and Glue (guides and UI also call Glue Goo or Goop). Scrap Ghost Pirate corpses into the craft machine when you need Glue.
Many stations also have a craft limit. Once you hit the max (for example Magnet, Crab Trap, Sawmill, or Small Shelter), you cannot place another copy until one is gone. Destroyed limited crafts can usually be rebuilt, so a wipe is painful, not permanent.
Not every structure is “menu only.” Some need a blueprint, a merchant recipe, or a short unlock trip first. Cards that list Unlock or Also from are the ones with that extra step.
What to craft first
Early pressure is floor space, hunger, and wood. Expand with Wooden Floor, light the deck with Torch, and get a Cooking Pot down so food batches become chowder instead of raw panic. When Bonfire 3 opens, Crab Trap is the passive food station guides push hardest: it feeds the pot so you stop cooking air.
Same tier, Sawmill is the wood engine (cheap Metal, solid place limit). Map Radar is the one-copy exploration unlock that stops blind sailing. Tree Plot is early wood padding before mills; it does not replace a real Sawmill loop.
A simple early stack looks like this:
- Floors and a bit of wood shell so stations have space.
- Cooking Pot, then Crab Trap when Bonfire 3 is up.
- Sawmill(s) as soon as wood income is the bottleneck.
- Map Radar (and Radio if you care about survivor marks).
- Both Magnets the moment Bonfire 4 allows them.
Resource loops that unlock everything else
Metal is the real mid-run choke. Magnet is hard-capped at two, costs a pile of Metal up front, and is the station that keeps later factories from stalling. Craft both when you can.
Fuel follows a similar path. Pump Jack turns wood into a large gas canister for boat and factory work. Oil Drill is the heavier upgrade (Wood, Metal, and Glue) once mills and Magnets are already online. Lightning Rod is not a fuel station: it speeds nearby machines when storms charge it, and guides point the blueprint at the Cargo Ship upper loot route.
Storage Bin is pure quality of life. It does not print resources, but it keeps materials off the floor during long runs.
Food after the first kitchen
Cooking Pot is the starter kitchen. Crab Trap keeps it stocked. Pizza Oven is the long-term kitchen once you can afford the wood bill, but it is not a free Bonfire 3 craft: guides report buying the recipe from the Traveling Merchant, then unlocking a glowing underwater object near the raft before you can place it. Until that chain is done, keep the pot and traps running.
Combat logistics and raid defense
Ammo Factory (Bonfire 5) turns Metal into random ammo boxes. Feed it only after Magnets are producing, or you will starve the rest of the base. Grenade Factory (Bonfire 6) wants a gas drum pipeline from Pump Jack or Oil Drill first; otherwise it is expensive floor art.
For the deck itself, climb the defense ladder when raids start walking on your floors:
- Watchtower for cheap height and angles before Metal defense is online.
- Spike Trap for choke points once Glue is available.
- Cannon for player-aimed coverage on approaches.
- Kraken Arm as a late, Glue-heavy defensive craft.
- Autoturret as the passive endgame answer: craft at Bonfire 7, or buy earlier from the Traveling Merchant (about 150 Doubloons once that sale is available).
Shell upgrades track the same pressure. Wood walls, doors, and windows cover early nights. Metal fence, gate, door, wall, and window come later when wood barriers feel thin. Ladder and stairs matter once you stack floors and need vertical access without eating the whole deck.
Utility that moves the day counter
Small Shelter is the cheapest day-multiplier building (one copy, early Metal cost). Container Shelter is the next named day-multiplier on the list, but guides tie its blueprint to clearing the Cargo Ship, so do not expect it on day one. Other day-multiplier crafts exist in incomplete tables without stable public names; only named shelters are listed here.
Other one-copy utilities are easy to undervalue:
- Sundial tracks day and night so raid and fuel timing is less guesswork.
- Radio marks survivor locations.
- Map Radar opens full map access and island marks.
- Potion Table is the brewing station for potions (place it on empty wooden floor at Bonfire 3). It is the table, not a recipe list.
- Galleon Bell spends Glue to temporarily spawn the Ghost Galleon. Build it when you can already defend the raft, not as a panic button with empty pockets.
- Corrupted Portal sits on the Bonfire 7 craft list with a heavy Wood and Metal bill. Treat it as late endgame until its exact in-run job is confirmed.
Common mistakes
- Raising the bonfire without a plan for the new menu. New tiers spend Metal and Glue you may still need for Magnets, factories, or turrets.
- Skipping Magnets. Two Magnets early beats one more decorative wall when factories go hungry.
- Building Ammo Factory before metal income. Empty Metal piles do not load guns.
- Ignoring craft limits. Sawmill, Magnet, Crab Trap, and shelters have caps; plan floor space and co-op sharing around those maxes.
- Assuming every station is menu-only. Pizza Oven, Container Shelter, Lightning Rod, and Autoturret can need merchant, cargo, dive, or blueprint steps first.
- Spending Glue on vanity defense before production. Glue is scarce; mills, Magnets, and food should win before Kraken Arm cosmetics.
Craft what fixes the bottleneck you feel tonight (hunger, wood, metal, map blindness, or raid pressure), then spend the next bonfire unlock on the next bottleneck. The cards below are sorted by job so you can compare costs and limits without reading the whole craft menu twice.
FAQ
How do you unlock new structures in 100 Days At Sea?
Raise your bonfire level. Each level opens more recipes on the craft menu. A few structures also need a Traveling Merchant recipe, Cargo Ship blueprint, or a short unlock trip (like Pizza Oven's underwater step) before you can craft them.
What resources do structure crafts use?
Wood, Metal, and Glue. Glue is the same resource guides call Goo or Goop. Scrap Ghost Pirate corpses into the craft machine when you need more Glue.
What should you craft first on a new run?
Expand with Wooden Floor, place a Cooking Pot, then prioritize Crab Trap and Sawmill when Bonfire 3 opens. Grab Map Radar for exploration, then craft both Magnets at Bonfire 4 so metal income keeps up with factories.
Why does Magnet matter so much?
You can only place two Magnets, and they passively pull metal from the sea. Without them, Ammo Factory, metal shell, and late defense crafts fight over a tiny Metal pile.
How do you unlock the Pizza Oven?
Guides report buying the recipe from the Traveling Merchant, then unlocking a glowing object underwater near the raft. After that chain, you craft it at Bonfire 3 with a large Wood cost.
How do day-multiplier shelters work?
Named shelters like Small Shelter and Container Shelter each raise the day-count multiplier by 1 and are limited to one copy. Container Shelter is tied to a Cargo Ship unlock in guides. Some other day-multiplier crafts still lack stable public names.
Can you buy Autoturret instead of crafting it?
Yes. Autoturret crafts at Bonfire 7, and guides also report buying it from the Traveling Merchant earlier (about 150 Doubloons) once that sale is available. Merchant buy can be faster for solo raid nights.
What is the Potion Table for?
It is the brewing station for the potions system, craftable at Bonfire 3 (Wood, Metal, and Glue) and placed on empty wooden floor. It is not a list of potion recipes; those live with the potions content.
Are boats and weapons part of the structure craft list?
No. Boats, weapons, and the Wrench tool are separate systems. This list covers placeable shell pieces, stations, shelters, factories, and defenses only.
What happens if a limited structure is destroyed?
Limited crafts can usually be recrafted after they are destroyed, as long as you still meet the bonfire tier and can pay the cost again. Hitting the place limit just blocks extra copies while the max is live.


