Showing 77 of 211 items.
Category
Paths and Structures
Airlock
Lets beavers cross a levee wall through a sealed, three-tile passage.
- Faction
- Both
- Science Unlock
- 300 Science Points
- Construction Cost
- 15 Logs, 8 Gears, 4 Metal Blocks
- Footprint
- 1 × 3 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Double Platform
Raises buildings two tiles and can span a gap in the ground.
- Faction
- Both
- Science Unlock
- 150 Science Points
- Construction Cost
- 8 Planks
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Gate
Opens or closes a path to control where beavers can walk.
- Faction
- Both
- Science Unlock
- 200 Science Points
- Construction Cost
- 6 Planks, 4 Gears, 4 Scrap Metal
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Impermeable Tubeway
Lets Iron Teeth travel horizontally through a levee without water leaking out.
- Faction
- Iron Teeth
- Science Unlock
- 800 Science Points
- Construction Cost
- 4 Planks, 2 Gears, 2 Metal Blocks
- Footprint
- -
- Power Use
- -
- Power Output
- -
- Capacity
- -
Metal Platform 3x3
Raises a three-by-three building area on a central support.
- Faction
- Both
- Science Unlock
- 1,000 Science Points
- Construction Cost
- 30 Metal Blocks
- Footprint
- 3 × 3 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Metal Platform 5x5
Raises a five-by-five building area on a central support.
- Faction
- Both
- Science Unlock
- 2,000 Science Points
- Construction Cost
- 90 Metal Blocks
- Footprint
- 5 × 5 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Overhang 2x1
Extends a two-tile platform outward to support a building or bridge.
- Faction
- Both
- Science Unlock
- 350 Science Points
- Construction Cost
- 10 Logs, 10 Planks, 4 Metal Blocks
- Footprint
- 2 × 1 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Overhang 3x1
Extends a three-tile platform outward to support a building or bridge.
- Faction
- Both
- Science Unlock
- 550 Science Points
- Construction Cost
- 15 Logs, 15 Planks, 6 Metal Blocks
- Footprint
- 3 × 1 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Overhang 4x1
Extends a four-tile platform outward to support a building or bridge.
- Faction
- Both
- Science Unlock
- 1,000 Science Points
- Construction Cost
- 20 Logs, 20 Planks, 8 Metal Blocks
- Footprint
- 4 × 1 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Overhang 5x1
Extends a five-tile platform outward to support a building or bridge.
- Faction
- Both
- Science Unlock
- 1,800 Science Points
- Construction Cost
- 30 Logs, 30 Planks, 10 Metal Blocks
- Footprint
- 5 × 1 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Overhang 6x1
Extends a six-tile platform outward to support a building or bridge.
- Faction
- Both
- Science Unlock
- 3,000 Science Points
- Construction Cost
- 36 Logs, 36 Planks, 12 Metal Blocks
- Footprint
- 6 × 1 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Path
Connects buildings and open ground into a walkable route.
- Faction
- Both
- Science Unlock
- Available at start
- Construction Cost
- -
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Platform
Raises buildings one tile above the ground or spans a gap.
- Faction
- Both
- Science Unlock
- 100 Science Points
- Construction Cost
- 6 Planks
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Spiral Stairs
Links levels with a turning stairway that fits in one tile.
- Faction
- Both
- Science Unlock
- 350 Science Points
- Construction Cost
- 1 Log, 4 Treated Planks
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Stairs
Connects paths across vertically stacked levels.
- Faction
- Both
- Science Unlock
- 70 Science Points
- Construction Cost
- 1 Log, 4 Planks
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Suspension Bridge 1x1
Carries a path across a one-tile gap.
- Faction
- Both
- Science Unlock
- 150 Science Points
- Construction Cost
- 4 Logs, 4 Planks
- Footprint
- 2 × 1 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Suspension Bridge 2x1
Carries a path across a two-tile gap.
- Faction
- Both
- Science Unlock
- 250 Science Points
- Construction Cost
- 8 Logs, 8 Planks
- Footprint
- 3 × 1 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Suspension Bridge 3x1
Carries a path across a three-tile gap.
- Faction
- Both
- Science Unlock
- 400 Science Points
- Construction Cost
- 12 Logs, 12 Planks
- Footprint
- 4 × 1 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Suspension Bridge 4x1
Carries a path across a four-tile gap.
- Faction
- Both
- Science Unlock
- 600 Science Points
- Construction Cost
- 16 Logs, 16 Planks
- Footprint
- 5 × 1 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Suspension Bridge 5x1
Carries a path across a five-tile gap.
- Faction
- Both
- Science Unlock
- 1,000 Science Points
- Construction Cost
- 20 Logs, 20 Planks
- Footprint
- 6 × 1 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Suspension Bridge 6x1
Carries a path across a six-tile gap.
- Faction
- Both
- Science Unlock
- 1,800 Science Points
- Construction Cost
- 24 Logs, 24 Planks
- Footprint
- 7 × 1 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Triple Platform
Raises a building three tiles above ground and can span a gap.
- Faction
- Both
- Science Unlock
- 200 Science Points
- Construction Cost
- 10 Planks
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Tubeway
Gives Iron Teeth a fast enclosed route for beaver travel.
- Faction
- Iron Teeth
- Science Unlock
- 500 Science Points
- Construction Cost
- 2 Planks, 1 Metal Block
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Tubeway Station
Connects a regular path to the Iron Teeth tubeway network.
- Faction
- Iron Teeth
- Science Unlock
- 700 Science Points
- Construction Cost
- 40 Planks, 20 Gears, 20 Metal Blocks
- Footprint
- 2 × 3 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Vertical Tubeway
Carries the Iron Teeth tube route between different levels.
- Faction
- Iron Teeth
- Science Unlock
- 600 Science Points
- Construction Cost
- 4 Planks, 1 Metal Block
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Zipline Beam
Supports a zipline cable where space is too tight for a tower.
- Faction
- Folktails
- Science Unlock
- 600 Science Points
- Construction Cost
- 20 Planks, 10 Gears, 10 Metal Blocks
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Zipline Pylon
Holds a Folktails zipline cable above the ground.
- Faction
- Folktails
- Science Unlock
- 600 Science Points
- Construction Cost
- 20 Planks, 10 Gears, 10 Metal Blocks
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Zipline Station
Provides an entry or exit point for a Folktails zipline.
- Faction
- Folktails
- Science Unlock
- 700 Science Points
- Construction Cost
- 20 Logs, 40 Planks, 20 Metal Blocks
- Footprint
- 2 × 3 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Category
Storage
Large Industrial Pile
Stores up to 180 goods in a solid three-by-three Iron Teeth pile.
- Faction
- Iron Teeth
- Science Unlock
- Available at start
- Construction Cost
- 12 Logs
- Footprint
- 3 × 3 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- 180 goods
Large Pile
Stores up to 180 goods across a three-by-three Folktails stockpile.
- Faction
- Folktails
- Science Unlock
- Available at start
- Construction Cost
- 6 Logs
- Footprint
- 3 × 3 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- 180 goods
Large Tank
Holds 1,200 units of water or badwater in a three-by-three tank.
- Faction
- Both
- Science Unlock
- 600 Science Points
- Construction Cost
- 80 Planks, 60 Gears, 30 Metal Blocks
- Footprint
- 3 × 3 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- 1,200 water or badwater units
Large Warehouse
Stores 1,200 units of one selected good in a two-storey block.
- Faction
- Both
- Science Unlock
- 250 Science Points
- Construction Cost
- 60 Logs, 80 Planks
- Footprint
- 3 × 3 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- 1,200 goods
Medium Tank
Holds 300 units of water or badwater in a two-by-two tank.
- Faction
- Both
- Science Unlock
- 120 Science Points
- Construction Cost
- 30 Planks, 20 Gears
- Footprint
- 2 × 2 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- 300 water or badwater units
Medium Warehouse
Stores 200 units of one selected good across a three-by-two footprint.
- Faction
- Both
- Science Unlock
- Available at start
- Construction Cost
- 15 Logs
- Footprint
- 3 × 2 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- 200 goods
Small Industrial Pile
Stores up to 20 goods in a solid one-tile Iron Teeth pile.
- Faction
- Iron Teeth
- Science Unlock
- Available at start
- Construction Cost
- 4 Logs
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- 20 goods
Small Pile
Stores up to 20 goods in a one-tile Folktails pile.
- Faction
- Folktails
- Science Unlock
- Available at start
- Construction Cost
- 2 Logs
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- 20 goods
Small Tank
Holds 30 units of water or badwater in a one-tile tank.
- Faction
- Both
- Science Unlock
- Available at start
- Construction Cost
- 15 Logs
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- 30 water or badwater units
Small Warehouse
Stores 30 units of one selected good in a single tile.
- Faction
- Both
- Science Unlock
- Available at start
- Construction Cost
- 3 Logs
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- 30 goods
Underground Pile
Stores up to 1,000 goods below its three-by-three floor.
- Faction
- Folktails
- Science Unlock
- 1,000 Science Points
- Construction Cost
- 20 Logs, 40 Planks, 20 Gears
- Footprint
- 3 × 3 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- 1,000 goods
Category
Automation
Chronometer
Sends signals based on the in-game time of day.
- Faction
- Both
- Science Unlock
- 150 Science Points
- Construction Cost
- 8 Planks, 6 Gears
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Contamination Sensor
Reads contamination in the water beneath its sensor arm.
- Faction
- Both
- Science Unlock
- 400 Science Points
- Construction Cost
- 8 Gears, 8 Metal Blocks
- Footprint
- 1 × 2 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Depth Sensor
Measures water depth beneath the end of its sensor arm.
- Faction
- Both
- Science Unlock
- 200 Science Points
- Construction Cost
- 4 Gears, 8 Scrap Metal
- Footprint
- 1 × 2 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Detonator
Connects an automation signal to dynamite so it can be triggered remotely.
- Faction
- Both
- Science Unlock
- 1,400 Science Points
- Construction Cost
- 1 Metal Block, 1 Explosive, 1 Extract
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Firework Launcher
Fires a chosen display when its automation signal activates.
- Faction
- Both
- Science Unlock
- 700 Science Points
- Construction Cost
- 1 Gear, 2 Treated Planks
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Flow Sensor
Measures water flow below the end of its sensor arm.
- Faction
- Both
- Science Unlock
- 100 Science Points
- Construction Cost
- 6 Planks, 4 Gears
- Footprint
- 1 × 2 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
HTTP Adapter
Shares game signals with an API and can send webhook calls.
- Faction
- Both
- Science Unlock
- 7,500 Science Points
- Construction Cost
- 2 Gears, 4 Scrap Metal
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
HTTP Lever
Lets an external API switch an in-game signal on or off.
- Faction
- Both
- Science Unlock
- 5,000 Science Points
- Construction Cost
- 2 Gears, 2 Scrap Metal
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Indicator
Lights up when its input is active so an alert is easy to spot.
- Faction
- Both
- Science Unlock
- 400 Science Points
- Construction Cost
- 2 Scrap Metal, 1 Pine Resin
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Lever
Lets a beaver send a manual signal into an automation circuit.
- Faction
- Both
- Science Unlock
- 50 Science Points
- Construction Cost
- 1 Plank, 2 Gears
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Memory
Stores or changes a signal state in response to chosen inputs.
- Faction
- Both
- Science Unlock
- 1,000 Science Points
- Construction Cost
- 1 Metal Block, 1 Extract
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Population Counter
Reports a selected population or housing count to automation.
- Faction
- Both
- Science Unlock
- 200 Science Points
- Construction Cost
- 2 Planks, 2 Gears; Folktails: 1 Paper; Iron Teeth: 1 Metal Part
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Power Meter
Feeds power network supply and demand readings into automation.
- Faction
- Both
- Science Unlock
- 600 Science Points
- Construction Cost
- 10 Gears, 6 Metal Blocks
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Relay
Combines input signals with basic logic operations.
- Faction
- Both
- Science Unlock
- 80 Science Points
- Construction Cost
- 1 Plank, 1 Gear
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Resource Counter
Signals when a selected good reaches a chosen stock level.
- Faction
- Both
- Science Unlock
- 250 Science Points
- Construction Cost
- 4 Planks, 4 Gears; Folktails: 1 Paper; Iron Teeth: 1 Metal Part
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Science Counter
Checks the settlement’s stored Science Points for automation.
- Faction
- Both
- Science Unlock
- 300 Science Points
- Construction Cost
- 6 Gears, 4 Scrap Metal; Folktails: 6 Paper; Iron Teeth: 6 Metal Parts
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Speaker
Plays a selected sound while its automation input is active.
- Faction
- Both
- Science Unlock
- 500 Science Points
- Construction Cost
- 4 Planks, 2 Gears, 4 Metal Blocks
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Timer
Adds delays or timed pulses to a connected automation signal.
- Faction
- Both
- Science Unlock
- 600 Science Points
- Construction Cost
- 1 Treated Plank, 1 Metal Block
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Weather Station
Sends signals that reflect the current weather conditions.
- Faction
- Both
- Science Unlock
- 150 Science Points
- Construction Cost
- 10 Gears, 8 Treated Planks
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Category
Science
Bot Assembler
Uses power to assemble finished parts into autonomous bots.
- Faction
- Both
- Science Unlock
- 750 Science Points
- Construction Cost
- 100 Planks, 50 Gears, 50 Metal Blocks
- Footprint
- 3 × 3 tiles
- Power Use
- 250 HP
- Power Output
- -
- Capacity
- -
Bot Part Factory
Makes the components needed to build a bot.
- Faction
- Both
- Science Unlock
- 500 Science Points
- Construction Cost
- 50 Planks, 25 Gears, 15 Metal Blocks
- Footprint
- 3 × 3 tiles
- Power Use
- 150 HP
- Power Output
- -
- Capacity
- -
Charging Station
Uses power to recharge Iron Teeth bots.
- Faction
- Iron Teeth
- Science Unlock
- 200 Science Points
- Construction Cost
- 5 Planks, 15 Gears, 10 Metal Parts
- Footprint
- 1 × 1 tile
- Power Use
- 50 HP
- Power Output
- -
- Capacity
- -
Control Tower
Improves nearby Iron Teeth bot performance through its control signal.
- Faction
- Iron Teeth
- Science Unlock
- 1,000 Science Points
- Construction Cost
- 20 Planks, 15 Gears, 20 Metal Blocks
- Footprint
- 1 × 1 tile
- Power Use
- -
- Power Output
- -
- Capacity
- -
Grease Factory
Produces grease that keeps Iron Teeth bots running smoothly.
- Faction
- Iron Teeth
- Science Unlock
- 2,000 Science Points
- Construction Cost
- 30 Gears, 20 Treated Planks, 10 Metal Blocks
- Footprint
- 2 × 3 tiles
- Power Use
- 200 HP
- Power Output
- -
- Capacity
- -
Inventor
Employs a beaver to produce Science Points through research.
- Faction
- Both
- Science Unlock
- Available at start
- Construction Cost
- 12 Logs
- Footprint
- 2 × 2 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Numbercruncher
Uses power to generate Science Points without a beaver researcher.
- Faction
- Iron Teeth
- Science Unlock
- 1,500 Science Points
- Construction Cost
- 30 Planks, 100 Gears, 50 Metal Parts
- Footprint
- 4 × 4 tiles (corners omitted)
- Power Use
- 400 HP
- Power Output
- -
- Capacity
- -
Observatory
Produces 12 Science Points each hour while Folktails workers study the sky.
- Faction
- Folktails
- Science Unlock
- 1,000 Science Points
- Construction Cost
- 80 Planks, 30 Gears, 10 Pine Resin
- Footprint
- 3 × 3 tiles
- Power Use
- 200 HP
- Power Output
- -
- Capacity
- -
Refinery
Turns food and water into fuel for Folktails bots.
- Faction
- Folktails
- Science Unlock
- 400 Science Points
- Construction Cost
- 30 Planks, 10 Gears, 10 Metal Blocks
- Footprint
- 2 × 3 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Category
Monuments
Arch of Progress
Adds a broad Awe bonus for Iron Teeth across the monument’s range.
- Faction
- Iron Teeth
- Science Unlock
- 15,000 Science Points
- Construction Cost
- 600 Planks, 300 Treated Planks, 600 Metal Blocks
- Footprint
- 5 × 2 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Brazier of Bonding
Raises Folktails Awe by five within a ten-tile radius.
- Faction
- Folktails
- Science Unlock
- 3,000 Science Points
- Construction Cost
- 400 Planks
- Footprint
- 2 × 2 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Earth Recultivator
Launches seed balloons and gives nearby beavers a major well-being boost.
- Faction
- Folktails
- Science Unlock
- 20,000 Science Points
- Construction Cost
- 2,000 Gears, 2,000 Treated Planks, 1,500 Metal Blocks
- Footprint
- 7 × 7 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Earth Repopulator
Sends pioneers away on gliders and boosts well-being across a wide area.
- Faction
- Iron Teeth
- Science Unlock
- 20,000 Science Points
- Construction Cost
- 1,500 Gears, 2,000 Treated Planks, 2,000 Metal Blocks
- Footprint
- 7 × 7 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Farmer Monument
Adds three Awe for Folktails within seven tiles.
- Faction
- Folktails
- Science Unlock
- 1,000 Science Points
- Construction Cost
- 200 Logs
- Footprint
- 2 × 2 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Flame of Unity
Raises Iron Teeth Awe by five within ten tiles.
- Faction
- Iron Teeth
- Science Unlock
- 3,000 Science Points
- Construction Cost
- 300 Planks, 100 Metal Parts
- Footprint
- 2 × 2 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Fountain of Joy
Provides nearby Folktails with eight Awe when the fountain is placed in water.
- Faction
- Folktails
- Science Unlock
- 12,000 Science Points
- Construction Cost
- 400 Planks, 100 Treated Planks, 300 Metal Blocks
- Footprint
- 5 × 5 tiles (3 × 3 on the ground)
- Power Use
- -
- Power Output
- -
- Capacity
- -
Hall of Abundance
Adds a broad Awe bonus for Folktails across the monument’s range.
- Faction
- Folktails
- Science Unlock
- 15,000 Science Points
- Construction Cost
- 700 Planks, 300 Treated Planks, 500 Metal Blocks
- Footprint
- 5 × 5 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Laborer Monument
Gives Iron Teeth a three-point Awe bonus within seven tiles.
- Faction
- Iron Teeth
- Science Unlock
- 1,000 Science Points
- Construction Cost
- 200 Logs
- Footprint
- 2 × 2 tiles
- Power Use
- -
- Power Output
- -
- Capacity
- -
Tribute to Ingenuity
A powered monument that gives Iron Teeth eight Awe within twenty tiles.
- Faction
- Iron Teeth
- Science Unlock
- 12,000 Science Points
- Construction Cost
- 400 Gears, 100 Treated Planks, 300 Metal Blocks
- Footprint
- 3 × 3 tiles
- Power Use
- 600 HP
- Power Output
- -
- Capacity
- -

