Bloxodes

All 40 Structures in 100 Days At Sea

Updated on (about 11 hours ago)

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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section

Foundation & shell

15 items

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

Torch

Cheap early light for the raft so you can work and defend after dark without wasting higher-tier crafts.

Bonfire
1
Limit
10
Wood
3
Metal
-
Glue
-
Function
Lights the raft base at night.
Unlock
-
Also from
-
Wooden Floor

Wooden Floor

Core foundation piece. Stations and buildings need floor space, so keep a stock of floors as you grow the base.

Bonfire
1
Limit
Unlimited
Wood
3
Metal
-
Glue
-
Function
Adds walkable floor space to expand the raft.
Unlock
-
Also from
-
Wooden Fence

Wooden Fence

Light early perimeter piece when you need a cheap edge without spending Metal on stronger walls.

Bonfire
1
Limit
Unlimited
Wood
4
Metal
-
Glue
-
Function
Low wood barrier for edges and containment.
Unlock
-
Also from
-
Wooden Gate

Wooden Gate

Pairs with wooden fences so you can close off parts of the raft without boxing yourself in.

Bonfire
1
Limit
Unlimited
Wood
4
Metal
-
Glue
-
Function
Wood gate opening for fenced raft sections.
Unlock
-
Also from
-

Wooden Wall

Standard early wall for covering open sides of the raft before metal shell pieces unlock.

Bonfire
2
Limit
Unlimited
Wood
5
Metal
-
Glue
-
Function
Solid wood barrier for raft protection.
Unlock
-
Also from
-

Wooden Window

Same tier cost as a wooden wall when you want a barrier that still lets you see raids or the sea.

Bonfire
2
Limit
Unlimited
Wood
5
Metal
-
Glue
-
Function
Wood wall piece with an opening for sight lines.
Unlock
-
Also from
-

Wooden Stairs

Main way to stack floors early so you can build upward instead of only outward.

Bonfire
2
Limit
Unlimited
Wood
5
Metal
-
Glue
-
Function
Straight stairs between raft levels.
Unlock
-
Also from
-

Corner Stairs

Use when a straight stair run does not fit and you still need access to a second floor.

Bonfire
2
Limit
Unlimited
Wood
5
Metal
-
Glue
-
Function
Corner-turn stairs between raft levels.
Unlock
-
Also from
-

Wooden Door

Slightly more wood than a plain wall, but it keeps rooms walkable without leaving permanent gaps in the shell.

Bonfire
2
Limit
Unlimited
Wood
6
Metal
-
Glue
-
Function
Door opening in wood walls for controlled access.
Unlock
-
Also from
-

Ladder

Cheap mid-run vertical access when stairs take too much footprint on a crowded raft.

Bonfire
4
Limit
Unlimited
Wood
3
Metal
-
Glue
-
Function
Vertical climb between multiple floors.
Unlock
-
Also from
-

Metal Fence

Metal upgrade path for early fences once Wood walls are not enough and you have spare Metal.

Bonfire
4
Limit
Unlimited
Wood
-
Metal
5
Glue
-
Function
Stronger metal perimeter for containment.
Unlock
-
Also from
-

Metal Gate

Matches metal fence cost so you can keep an entry point after upgrading the perimeter.

Bonfire
4
Limit
Unlimited
Wood
-
Metal
5
Glue
-
Function
Metal gate opening for stronger fenced sections.
Unlock
-
Also from
-

Metal Door

Late shell door that keeps metal rooms sealed without leaving permanent openings.

Bonfire
5
Limit
Unlimited
Wood
-
Metal
5
Glue
-
Function
Stronger door for metal shell rooms.
Unlock
-
Also from
-

Metal Window

Costs more Metal than a solid metal wall tile when you want sight lines through a reinforced shell.

Bonfire
5
Limit
Unlimited
Wood
-
Metal
9
Glue
-
Function
Metal wall piece with a viewing opening.
Unlock
-
Also from
-

Metal Wall

Primary reinforced wall once raids hit harder and wood barriers stop feeling safe.

Bonfire
5
Limit
Unlimited
Wood
-
Metal
10
Glue
-
Function
Solid metal barrier for late-run raft protection.
Unlock
-
Also from
-
ImageNameDescriptionBonfireLimitWoodMetalGlueFunctionUnlockAlso from
Torch
TorchCheap early light for the raft so you can work and defend after dark without wasting higher-tier crafts.1103--Lights the raft base at night.--
Wooden Floor
Wooden FloorCore foundation piece. Stations and buildings need floor space, so keep a stock of floors as you grow the base.1Unlimited3--Adds walkable floor space to expand the raft.--
Wooden Fence
Wooden FenceLight early perimeter piece when you need a cheap edge without spending Metal on stronger walls.1Unlimited4--Low wood barrier for edges and containment.--
Wooden Gate
Wooden GatePairs with wooden fences so you can close off parts of the raft without boxing yourself in.1Unlimited4--Wood gate opening for fenced raft sections.--
Wooden WallStandard early wall for covering open sides of the raft before metal shell pieces unlock.2Unlimited5--Solid wood barrier for raft protection.--
Wooden WindowSame tier cost as a wooden wall when you want a barrier that still lets you see raids or the sea.2Unlimited5--Wood wall piece with an opening for sight lines.--
Wooden StairsMain way to stack floors early so you can build upward instead of only outward.2Unlimited5--Straight stairs between raft levels.--
Corner StairsUse when a straight stair run does not fit and you still need access to a second floor.2Unlimited5--Corner-turn stairs between raft levels.--
Wooden DoorSlightly more wood than a plain wall, but it keeps rooms walkable without leaving permanent gaps in the shell.2Unlimited6--Door opening in wood walls for controlled access.--
LadderCheap mid-run vertical access when stairs take too much footprint on a crowded raft.4Unlimited3--Vertical climb between multiple floors.--
Metal FenceMetal upgrade path for early fences once Wood walls are not enough and you have spare Metal.4Unlimited-5-Stronger metal perimeter for containment.--
Metal GateMatches metal fence cost so you can keep an entry point after upgrading the perimeter.4Unlimited-5-Metal gate opening for stronger fenced sections.--
Metal DoorLate shell door that keeps metal rooms sealed without leaving permanent openings.5Unlimited-5-Stronger door for metal shell rooms.--
Metal WindowCosts more Metal than a solid metal wall tile when you want sight lines through a reinforced shell.5Unlimited-9-Metal wall piece with a viewing opening.--
Metal WallPrimary reinforced wall once raids hit harder and wood barriers stop feeling safe.5Unlimited-10-Solid metal barrier for late-run raft protection.--

section

Food stations

3 items

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

Cooking Pot

First real kitchen station. Guides pair it with a Crab Trap so you have ingredients instead of cooking air.

Bonfire
1
Limit
3
Wood
5
Metal
3
Glue
-
Function
Cooks food batches into chowder (three ingredients per craft).
Unlock
-
Also from
-

Crab Trap

Top early food station. Place one or two after wood income stabilizes so hunger stops owning every trip.

Bonfire
3
Limit
3
Wood
12
Metal
8
Glue
-
Function
Passive seafood and food drops on a short cooldown.
Unlock
-
Also from
-

Pizza Oven

Best long-term kitchen once unlocked. Expensive wood cost, but pizza removes most of the mid-run hunger grind.

Bonfire
3
Limit
Unlimited
Wood
30
Metal
10
Glue
-
Function
Cooks food into pizza slices that fill hunger much better than basic meals.
Unlock
Guides report buying the recipe from the Traveling Merchant, then unlocking a glowing object underwater near the raft before you can craft and place it.
Also from
Traveling Merchant recipe
ImageNameDescriptionBonfireLimitWoodMetalGlueFunctionUnlockAlso from
Cooking Pot
Cooking PotFirst real kitchen station. Guides pair it with a Crab Trap so you have ingredients instead of cooking air.1353-Cooks food batches into chowder (three ingredients per craft).--
Crab TrapTop early food station. Place one or two after wood income stabilizes so hunger stops owning every trip.33128-Passive seafood and food drops on a short cooldown.--
Pizza OvenBest long-term kitchen once unlocked. Expensive wood cost, but pizza removes most of the mid-run hunger grind.3Unlimited3010-Cooks food into pizza slices that fill hunger much better than basic meals.Guides report buying the recipe from the Traveling Merchant, then unlocking a glowing object underwater near the raft before you can craft and place it.Traveling Merchant recipe

section

Resource stations

7 items

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

Early wood helper before you unlock the Sawmill. Useful padding, not a full replacement for floating loot.

Bonfire
2
Limit
Unlimited
Wood
7
Metal
-
Glue
-
Function
Small on-raft wood farm plot.
Unlock
-
Also from
-

Storage Bin

Dedicated place to dump materials on the raft so floors and sacks stay cleaner during long runs.

Bonfire
3
Limit
Unlimited
Wood
12
Metal
-
Glue
-
Function
On-raft storage container for supplies.
Unlock
-
Also from
-

Sawmill

Core wood engine once Bonfire 3 is up. Low Metal cost and a high place limit make multiple mills normal in co-op.

Bonfire
3
Limit
5
Wood
10
Metal
2
Glue
-
Function
Repeatable wood production station (about three planks per use).
Unlock
-
Also from
-

Pump Jack

Early fuel station for boat and factory loops. Spend Metal only after Sawmill and food are stable.

Bonfire
3
Limit
3
Wood
10
Metal
15
Glue
-
Function
Converts wood into a large gas canister for fuel crafts.
Unlock
-
Also from
-

Magnet

Hard Metal cap is only two Magnets. Craft both as soon as Bonfire 4 allows so later factories stop stalling.

Bonfire
4
Limit
2
Wood
10
Metal
30
Glue
-
Function
Passive metal collection from the sea when deployed.
Unlock
-
Also from
-

Oil Drill

Upgraded fuel path after Pump Jack. Needs Glue plus heavy Wood, so keep mills and Magnets running first.

Bonfire
5
Limit
3
Wood
35
Metal
20
Glue
5
Function
Converts wood into a gas drum for higher fuel crafts.
Unlock
-
Also from
-

Lightning Rod

Place near factories before storms so production bursts when the rod charges instead of sitting idle.

Bonfire
6
Limit
Unlimited
Wood
15
Metal
30
Glue
8
Function
Speeds nearby machines when charged by lightning.
Unlock
Guides report the blueprint comes from clearing the Cargo Ship upper loot route.
Also from
Cargo Ship blueprint
ImageNameDescriptionBonfireLimitWoodMetalGlueFunctionUnlockAlso from
Tree PlotEarly wood helper before you unlock the Sawmill. Useful padding, not a full replacement for floating loot.2Unlimited7--Small on-raft wood farm plot.--
Storage BinDedicated place to dump materials on the raft so floors and sacks stay cleaner during long runs.3Unlimited12--On-raft storage container for supplies.--
SawmillCore wood engine once Bonfire 3 is up. Low Metal cost and a high place limit make multiple mills normal in co-op.35102-Repeatable wood production station (about three planks per use).--
Pump JackEarly fuel station for boat and factory loops. Spend Metal only after Sawmill and food are stable.331015-Converts wood into a large gas canister for fuel crafts.--
MagnetHard Metal cap is only two Magnets. Craft both as soon as Bonfire 4 allows so later factories stop stalling.421030-Passive metal collection from the sea when deployed.--
Oil DrillUpgraded fuel path after Pump Jack. Needs Glue plus heavy Wood, so keep mills and Magnets running first.5335205Converts wood into a gas drum for higher fuel crafts.--
Lightning RodPlace near factories before storms so production bursts when the rod charges instead of sitting idle.6Unlimited15308Speeds nearby machines when charged by lightning.Guides report the blueprint comes from clearing the Cargo Ship upper loot route.Cargo Ship blueprint

section

Combat logistics

2 items

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

Main ammo station for raid nights. Guides note it spends Metal per run, so feed it only after Magnets are online.

Bonfire
5
Limit
Unlimited
Wood
30
Metal
20
Glue
4
Function
Turns Metal into random ammo boxes for guns.
Unlock
-
Also from
-

Grenade Factory

Explosive logistics station for late raids. Needs a fuel pipeline (Pump Jack or Oil Drill) before it is worth the floor space.

Bonfire
6
Limit
Unlimited
Wood
30
Metal
20
Glue
4
Function
Turns a gas drum into grenades.
Unlock
-
Also from
-
ImageNameDescriptionBonfireLimitWoodMetalGlueFunctionUnlockAlso from
Ammo FactoryMain ammo station for raid nights. Guides note it spends Metal per run, so feed it only after Magnets are online.5Unlimited30204Turns Metal into random ammo boxes for guns.--
Grenade FactoryExplosive logistics station for late raids. Needs a fuel pipeline (Pump Jack or Oil Drill) before it is worth the floor space.6Unlimited30204Turns a gas drum into grenades.--

section

Utility & progression

8 items

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

Small Shelter

Cheapest day-multiplier building. Craft the single allowed copy early so day progress accelerates without a big Metal bill.

Bonfire
1
Limit
1
Wood
5
Metal
1
Glue
-
Function
Raises the day-count multiplier by 1.
Unlock
-
Also from
-

Sundial

One-copy utility for tracking the day cycle so night raids and bonfire fuel decisions are less guesswork.

Bonfire
2
Limit
1
Wood
10
Metal
-
Glue
-
Function
Shows day and night timing on the raft.
Unlock
-
Also from
-

Radio

Cheap one-copy station that turns survivor rescues into planned trips instead of blind sailing.

Bonfire
2
Limit
1
Wood
4
Metal
4
Glue
-
Function
Marks survivor locations on the map.
Unlock
-
Also from
-
Container Shelter

Container Shelter

Second named day-multiplier shelter. Plan it after the Cargo Ship route instead of expecting it on the first craft menu.

Bonfire
2
Limit
1
Wood
12
Metal
6
Glue
1
Function
Raises the day-count multiplier by 1.
Unlock
Guides report the blueprint unlocks after clearing the Cargo Ship.
Also from
Cargo Ship unlock

Map Radar

Non-negotiable exploration station once Bonfire 3 is available. One copy opens the map so you stop sailing blind.

Bonfire
3
Limit
1
Wood
9
Metal
4
Glue
-
Function
Unlocks full map access and island marking.
Unlock
-
Also from
-

Potion Table

Station for the potions system, not a potion list. Build after core food and wood stations if you want buffs for raids.

Bonfire
3
Limit
Unlimited
Wood
10
Metal
5
Glue
1
Function
Brewing station for potions using the recipe book at the table.
Unlock
Becomes craftable at Bonfire Level 3. Place it on empty wooden floor.
Also from
-

Galleon Bell

One-copy summon tool for the Ghost Galleon route. Save Glue for the activation cost after you can already defend the raft.

Bonfire
5
Limit
1
Wood
20
Metal
20
Glue
10
Function
Spends Glue to temporarily spawn the Ghost Galleon.
Unlock
-
Also from
-

Corrupted Portal

Top-tier craft with a heavy Wood and Metal bill. Treat as late endgame until a clearer function note is confirmed in-game.

Bonfire
7
Limit
Unlimited
Wood
50
Metal
50
Glue
-
Function
-
Unlock
Appears on the Bonfire 7 craft list. Exact in-run unlock requirements beyond max bonfire are not fully documented in public text guides.
Also from
-
ImageNameDescriptionBonfireLimitWoodMetalGlueFunctionUnlockAlso from
Small Shelter
Small ShelterCheapest day-multiplier building. Craft the single allowed copy early so day progress accelerates without a big Metal bill.1151-Raises the day-count multiplier by 1.--
SundialOne-copy utility for tracking the day cycle so night raids and bonfire fuel decisions are less guesswork.2110--Shows day and night timing on the raft.--
RadioCheap one-copy station that turns survivor rescues into planned trips instead of blind sailing.2144-Marks survivor locations on the map.--
Container Shelter
Container ShelterSecond named day-multiplier shelter. Plan it after the Cargo Ship route instead of expecting it on the first craft menu.211261Raises the day-count multiplier by 1.Guides report the blueprint unlocks after clearing the Cargo Ship.Cargo Ship unlock
Map RadarNon-negotiable exploration station once Bonfire 3 is available. One copy opens the map so you stop sailing blind.3194-Unlocks full map access and island marking.--
Potion TableStation for the potions system, not a potion list. Build after core food and wood stations if you want buffs for raids.3Unlimited1051Brewing station for potions using the recipe book at the table.Becomes craftable at Bonfire Level 3. Place it on empty wooden floor.-
Galleon BellOne-copy summon tool for the Ghost Galleon route. Save Glue for the activation cost after you can already defend the raft.51202010Spends Glue to temporarily spawn the Ghost Galleon.--
Corrupted PortalTop-tier craft with a heavy Wood and Metal bill. Treat as late endgame until a clearer function note is confirmed in-game.7Unlimited5050--Appears on the Bonfire 7 craft list. Exact in-run unlock requirements beyond max bonfire are not fully documented in public text guides.-

section

Defense

5 items

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

Cheap height for spotting threats and shooting from above without spending Metal on turrets yet.

Bonfire
3
Limit
Unlimited
Wood
12
Metal
-
Glue
-
Function
Elevated vantage point for scouting and defense angles.
Unlock
-
Also from
-

Spike Trap

Balanced three-resource trap for choke points when raids start walking onto your floors.

Bonfire
5
Limit
Unlimited
Wood
5
Metal
5
Glue
5
Function
Defensive trap against hostile entities on the raft.
Unlock
-
Also from
-

Cannon

Heavy Metal defense piece for covering approaches before Auto Turrets cover the whole deck.

Bonfire
5
Limit
Unlimited
Wood
15
Metal
30
Glue
4
Function
Player-aimed defensive gun against hostiles.
Unlock
-
Also from
-

Kraken Arm

Late defensive craft with a high Glue bill. Place after production and ammo lines are already funded.

Bonfire
6
Limit
Unlimited
Wood
30
Metal
30
Glue
12
Function
Defensive structure against hostile entities.
Unlock
-
Also from
-

Autoturret

Best passive raid defense once available. Craft is expensive; buying early from the merchant can be faster for solo nights.

Bonfire
7
Limit
Unlimited
Wood
15
Metal
35
Glue
8
Function
Fires at enemies with bullets automatically.
Unlock
Also reported for sale from the Traveling Merchant earlier in a run (about 150 Doubloons) once unlocked.
Also from
Traveling Merchant
ImageNameDescriptionBonfireLimitWoodMetalGlueFunctionUnlockAlso from
WatchtowerCheap height for spotting threats and shooting from above without spending Metal on turrets yet.3Unlimited12--Elevated vantage point for scouting and defense angles.--
Spike TrapBalanced three-resource trap for choke points when raids start walking onto your floors.5Unlimited555Defensive trap against hostile entities on the raft.--
CannonHeavy Metal defense piece for covering approaches before Auto Turrets cover the whole deck.5Unlimited15304Player-aimed defensive gun against hostiles.--
Kraken ArmLate defensive craft with a high Glue bill. Place after production and ammo lines are already funded.6Unlimited303012Defensive structure against hostile entities.--
AutoturretBest passive raid defense once available. Craft is expensive; buying early from the merchant can be faster for solo nights.7Unlimited15358Fires at enemies with bullets automatically.Also reported for sale from the Traveling Merchant earlier in a run (about 150 Doubloons) once unlocked.Traveling Merchant

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:

  1. Floors and a bit of wood shell so stations have space.
  2. Cooking Pot, then Crab Trap when Bonfire 3 is up.
  3. Sawmill(s) as soon as wood income is the bottleneck.
  4. Map Radar (and Radio if you care about survivor marks).
  5. 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

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

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