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Informational Guide on the Duskwork's Sabatier Reactor and trivia on previous usage from the Ad Astra Landings.
The Sabatier reaction or Sabatier process produces methane and water from a reaction of hydrogen with carbon dioxide at elevated temperatures and pressures in the presence of a nickel catalyst. Aboard the long retired International Space Station, Carbon Dioxide and Hydrogen are “waste” gasses. (CO2 from human respiration and H2 from the electrolization process to get O2 from water.). The ISS Sabatier device was integrated into the ISS water regeneration system to capture the water produced by the Sabatier process. The methane was vented outside of the space station and NASA hoped to use the methane as a rocket fuel source in future applications. Now our Martian engineers do not waste the methane and use it to power fuel cells, hoppers and rockets all over the surface of Mars. Our Martian Sabatier also uses H2 generated by splitting water along with CO2 condensed by a CAD to produce methane for the Chem Lab and plastics. The original hope of NASA to use the methane as a fuel source was achieved during the Ad Astra flights.
Further reading:
Ad Astra Development Zone uses massive sabatier devices in order to power the hoppers and rockets that are sent from the Ad Astra site back to Earth or various other martian settlements. These massive sabatier devices can be found within the industrial districts.
1 Carbon Dioxide
1 Methane (100%)
4 Hydrogen
2 Water (100%)
10 Power
2 Stamina
2 Water
2 Hydrogen (100%)
10 Power
1 Oxygen (100%)
1 Stamina
Common
15
Uncommon
20
Rare
25
Epic
20
Legendary
15
Mythic
10
Informational Guide on the Duskwork's 3D Print Shop and trivia on previous usage from the Ad Astra Landings.
The Ad Astra Landings flew to Mars with a massive building kit with the design for an industrial, space-ready building printer. During its inauguration on Mars, it was used to create a variety of buildings that originally set up the Ad Astra Development Zone. The buildings it once created out grew it in size and traditional building methods were needed for the newer and larger buildings were needed. Now, the 3D print shops has been re-configured as a sort of massive machine shop, manufacturing PVC pipes, electronics, and structural parts.
The Duskwork's 3D print shop functions much more like the newer Ad Astra Development Zone 3D Print shops with the ability to manufacture PVC Pipes, electronic parts, and structural parts from metals smelted from a Smelting Module. These were also reconfigured to take in power cells instead of being directly connected to the Martian power-grid.
3D Print Shop is a very useful building to have on your plot. You can produce PVC pipes, electronic parts, paper, and structural parts in the 3D Print Shop.
3 PVC
2-5 PVC Pipe (100%)
20 Power
1-10 PVC Pipe (11.11%)
1 Stamina
10 Steel
1-2 Structural Parts (100%)
3 Titanium Plate
1-2 Structural Parts (11.11%)
5 Aluminum Plate
40 Power
4 Stamina
4 PLA
3-6 Paper (100%)
8 Bamboo
10 Power
1 Stamina
10 Copper Ore
1-2 Electronic Parts (100%)
2 PVC
1-2 Electronic Parts (11.11%)
500 Regolith
40 Power
5 Stamina
1 Mushroom Cake (80%) OR 2-4 Mushroom Cake (20%)
20 Mushrooms
10 Food
30 Power
6 Stamina
Common 3D Print Shop Level 5+ Uncommon 3D Print Shop Level 4+ Rare 3D Print Shop Level 3+ Epic 3D Print Shop Level 2+
10 Electrical Grade Silicon
1 Common Gen 3 Solar Panel (46.50%)
3 Aluminum Plates
1 Uncommon Gen 3 Solar Panel (30.00%)
1 Glass
1 Rare Gen 3 Solar Panel (15.00%)
3 Minting Tokens
1 Epic Gen 3 Solar Panel (6.00%)
200 Power
1 Legendary Gen 3 Solar Panel (2.00%)
5 Stamina
1 Mythic Gen 3 Solar Panel (0.50%)
Fabrication Level 60+
3 Uses of Fabrication Tools
2 Raw Silicon Crystals
Reward chosen is equal to the Rarity of the 3D print shop. (ex. Common 3D print shop will only create Common Solar Shards).
40 Power
1 Common Solar Shard
1-2 Stamina (Common Shard takes 1 Stamina)
1 Uncommon Solar Panel Shard
1 Rare Solar Panel Shard
Fabrication Level 30+
1 Epic Solar Panel Shard
2 Uses of Fabrication Tools
3 Legendary Solar Panel Shard
5 Mythic Solar Panel Shard
Electrical bits, as they are colloquially known, are usually found as scrap from broken down electronics, they aren't difficult to manufacture on its own though, as wires can be used as its electrical components with a shell of treated iron.
They're useful for tinkering as well, a circuit board, a few electronic bits including a resistor and LED, along with a simple battery offers you one of the simplest circuit designs. Even as I write this document, just below the habitation window that looks out to the red surface, I can see electronic bits scattered across my desk.
- Katherine Collins
1 Iron Ore
10-15 Electronic Bits (100%)
1 Rover Wire
2-5 Electronic Bits (10%)
1 Electrical Tool
25-50 Electrical XP
40 Power
1 Stamina
5 Electrical Level
Power, electricity, whatever you call it, its everywhere in our increasingly digital world. From your holo-wrist devices, to the fake window screens showing vistas of Earth. You're never really grateful for the power you have until its taken away, much like a clear nose is only appreciated when you have a stuffy nose.
That's why these exist, the battery backups. Installed onto every habitation module, its used in place of any electrical fault and turns on seemingly before any problems arise due to its direct in-line voltage reading. It flicks on once the current dips even a small amount. This recipe isn't exactly approved by the Duskworks company, but if need be, you can overcharge power cells with circuit components and rover wires to a higher capacity.
- Katherine Collins
8 Circuit Component
1 Battery Backup (100%)
4 Full Power Cells
90-225 Electrical XP
3 Copper
40 Rover Wires
5 Electrical Tools
100 Power
10 Stamina
30 Electrical Level
Battery Backup Research
Common
20
Uncommon
25
Rare
30
Epic
25
Legendary
20
Mythic
15
The 5 core factory buildings that came out in the game's first major expansion on December 24, 2021.
Informational Guide on the Duskwork's Smelter and trivia on previous usage from the Ad Astra Landings.
While not the most immediate concern when landing on Mars, a smelting device housed within a large building able to process a large variety of ore into metal is incredibly useful for sustained existence on the planet. Ad Astra Development Zone features several hundred of these smelter modules outputting hundreds of tons of ingots per day using ore dug up from the Martian Regolith.
The Duskworks's smelters are a faithful recreation of the original smelters used on the Ad Astra Development Zone, albeit with some tweaks and changes to their efficiency. Including greater handling of byproduct and speed increases.
Red Planet smelting processes are a bit more complex than smelting back on Earth. In one example, smelting steel back on Earth involves the usage of coke to supplement the carbon needed to fabricate steel. On Mars however, large expeditionary mining and searching has never located any tracts of coal. Therefore, in order to create steel, massive distillers grab carbon dioxide out of the air and bring it within the smelter where it undergoes an electrolysis reaction to split the CO2 into carbon and oxygen.
"Electrolysis of carbonates in anhydrous environment can produce either or depending on conditions. A base, remaining in electrolyzed liquid then can capture carbon dioxide from other sources and be recirculated.
Reference: L. Massot, P. Chamelot, F. Bouyer, P. Taxil; Electrodeposition of carbon films from molten alkaline fluoride media. Electrochimica Acta, 2002, 47 (12), 1949-1957. https://doi.org/10.1016/S0013-4686(02)00047-6"
-Answer by Stack Exchange Author: permeakra
https://chemistry.stackexchange.com/a/939
The output chart for these recreated smelters are as follows:
1000 Regolith
2-5 Aluminum Ore (100%)
40 Power
1-10 Aluminum Ore (11.11%)
5 Stamina
2500 Regolith
2-5 Titanium Ore (100%)
40 Power
1-10 Titanium Ore (11.11%)
4 Stamina
10 Carbon Dioxide
2-5 Steel (100%)
15 Iron Ore
1-10 Steel (11.11%)
40 Power
1-5 Barite (11.11%)
3 Stamina
500 Regolith
2-5 Iron Ore (100%)
40 Power
1-10 Iron Ore (11.11%)
2 Stamina
1500 Regolith
2-5 Copper Ore (100%)
40 Power
1-10 Copper Ore (11.11%)
3 Stamina
1-5 Barite (11.11%)
300 Regolith
1-4 Glass (100%)
20 Power
4 Stamina
1 Machining Tools
Glass Recipe
20 Machining Level
100 Regolith
1 Raw Silicon Crystal (100%)
3 Carbon Dioxide
1 Raw Silicon Crystal (11.11%)
40 Power
1 Stamina
Common
25
Uncommon
30
Rare
35
Epic
30
Legendary
25
Mythic
20
Informational Guide on the Duskwork's Chem Lab and trivia on previous usage from the Ad Astra Landings.
The Industrial Chemical Laboratory originally deployed on Mars during the Ad Astra landings were pivotal in the creation of the Polyvinyl chloride plastic. This plastic was originally used in the creation of solar arrays and buildings in the original colonization. The process of creating Polyvinyl chloride is manufactured by extracting, combining, and polymerization of methane, hydrogen, and water.
While the original Ad Astra chemistry laboratories were more generalized and capable of manufacturing other chemicals besides polyvinyl chloride, they were slower than the Duskwork's chemical laboratory that we use now. The Duskwork's chemical laboratories are especially efficient in the polyvinyl chloride production.
The Chem Lab's Red Planet manufacturing process has recently been upgraded with the ability to fabricate Potassium Perchlorate, PLA (Polyactic Acid) and Empty Power Cells in addition to its original use to create PVC.
5 Methane
2-5 PVC (100%)
5 Hydrogen
1-10 PVC (11.11%)
5 Water
20 Power
3 Stamina
20 Fermented Sorghum
5-10 PLA (100%)
5 Carbon Dioxide
20 Power
1 Stamina
4 Halite
1-3 Perchlorate (100.00%)
5 Water
20 Power
2 Stamina
4 Halite
2 Empty Power Cells (100%)
5 Water
1-3 Empty Power Cells (10.00%)
1 Iron Ore
1 PVC Pipe
2 Stamina
Additional Note from Researcher Sam: The grade of silicon used within the solar panels on Mars are electrical grade polycrystalline silicon with a purity of 99.9999% (otherwise known as six nine).
4 Raw Silicon Crystals
2 Electrical Grade Silicon (100%)
60 Power
1 Electrical Grade Silicon (11.11%)
1 Stamina
Discharge and recharge batteries over a few dozen cycles to monitor their health and to improve your electrical skills. This operation isn't necessary for the usage of power cells however.
I'm sure its like a... spa for the power cells?
- Katherine Collins
Battery Conditioning I
3 Full Power Cells
3 Empty Power Cells
1 Energy
35-77 Electrical XP
1 Electrical Tools
20 Power
5 Electrical Level
Battery Conditioning II
6 Full Power Cells
6 Empty Power Cells
2 Energy
80-160 Electrical XP
2 Electrical Tools
40 Power
15 Electrical Level
Battery Conditioning III
9 Full Power Cells
9 Empty Power Cells
3 Energy
80-160 Electrical XP
3 Electrical Tools
60 Power
25 Electrical Level
Duskworks' electrical engineers fabricate a handy multi-purpose PCB from materials completely and only obtained from the Mars surface, just one of the cornerstones of the self-suffienecy pyramid that the programme will accomplish. With the advent of 3D printing and precise machining possible within the low gravity of the sister planet, there is little that Duskworks can't create on the Mars surface.
- Katherine Collins
5 Electronic Bits
1 Circuit Component (100%)
6 Rover Wires
1 Circuit Component (10%)
1 Raw Silicon Crystal
35-77 Electrical XP
1 Electrical Tools
10 Power
2 Stamina
15 Electrical Level
Ever since the powerful magnetic storm caused by a record-breaking coronal mass ejection event on 3/20/2062, power cell malfunctions had increased in staggering numbers until firmware upgrades fixed the majority of malfunctions. However, these power cells are still on occasion breaking down, and it is in great interest of Leon Dusk and Velma to get to the bottom of this mystery. Duskworks engineers have been dismantling power cells in hopes of finding a cause, however, it is a good source of experience for the time being.
- Katherine Collins
3 Empty Power Cells
12-20 Rover Wires
2 Electrical Tools
12-20 Electronic Bits
20 Power
2-5 Halite
2 Stamina
12-20 Metal Bits
30 Electrical Level
225-338 Electrical XP
Duskworks prides itself on its redundancy, whether it be the several silly straws you get with every cup of nitrogen-infused coffee served from the local Grind n' Brew, or the several hundred ancient Atlas bots used for low-level security, key resource creation is no different. Below, are the current alternate recipes fabricated within the chemical laboratories.
A different method of manufacturing rover wires, from a single ingot of shaped copper wrapped in durable electrical rubber, takes electrical skill in order to manufacture these wires.
While they're known as rover wires, these wires can be used in all sorts of electronics, as the naming is just the standard at which they adhere to, much like 'military-grade'. They've been rated to work and endure Martian weather and conditioning, which is why they can be found littered across the landscape in near perfect condition from malfunctioning rovers.
Won't someone think of the poor rovers?
- Katherine Collins
3 Empty Power Cells
12-20 Rover Wires
2 Electrical Tools
12-20 Electronic Bits
20 Power
2-5 Halite
2 Stamina
12-20 Metal Bits
30 Electrical Level
225-338 Electrical XP
Electronic Parts are heavier duty circuit boards, typically created radiation resistant in order to prevent single event upsets are used in a multitude of manufacturing processes. The most prominent of course, being the rovers, their brains are made out of these electronics parts. They need to be incredibly resilient to damage and hostile Martian weather.
Rather than being created from scratch, this process combines multiple circuit components in order to create the electronic parts.
- Katherine Collins
5 Circuit Components
1-2 Electronics Parts
3 Electrical Tools
1-2 Electronics Parts
20 Power
5 Stamina
20 Electrical Level
100-300 Electrical XP
Ah, the power cell, a remarkable feat of standardization. Everything from the small scavenging tools to the largest AADZ skyscraping mega-plex on the Mars surface takes a form of these power cells. They aren't the most complicated power cell, water, salts, and electrical components incased within a metal shell can hold a charge for a reasonably long time while being durable. However, since the magnetic field storm, they've come to be a bit more fragile. We've yet to find a solution, but this planet will need more power cells, and such a new alternative way of crafting them has been made available to all settlers.
- Katherine Collins
3 Halite
4 Empty Power Cells
3 Water
2-6 Empty Power Cells (10%)
1 Circuit Component
250-500 Electrical XP
3 Electrical Tools
20 Power
2 Stamina
Electrical Level 35
Common
20
Uncommon
25
Rare
30
Epic
25
Legendary
20
Mythic
15
Informational Guide on the Duskwork's Machine Shop and trivia on previous usage from the Ad Astra Landings.
The machine shop was another pivotal building, a marker like the steam engine of the industrial age. Having a building capable of producing more advanced metal parts onto the sister planet was regarded as one of the highest achievements in the decade. This fame did not come for no reason, as the machine shop is what allowed the Ad Astra Development Zone to create the massive amounts of rovers that currently preside over the surface. It was influential enough to even have its own statue displayed predominantly in the industrial district off of one of Ad Astra's oldest town.
The Duskwork's machine shop, much like most of it's machinery bears a striking resemblance to the original machine shops used in the Ad Astra landings. It however was outfitted with the ability to weld more advanced rover parts and the fabrication of metal plates, a small difference from the original usage of the machine shop during the Ad Astra time.
Let's see how the Machine Shop works!
5 Aluminum Ore
2-5 Aluminum Plate (100%)
40 Power
1-5 Aluminum Plate (11.11%)
3 Stamina
5 Titanium Ore
2-5 Titanium Plate (100%)
40 Power
1-5 Titanium Plate (11.11%)
3 Stamina
5 Aluminum Plate
1-2 Machined Parts (100%)
5 Steel
1-2 Machined Parts (11.11%)
40 Power
5 Stamina
2 Aluminum Plate
1-1 Rover Wheels (100%)
2 Titanium Plate
1-1 Rover Wheels (11.11%)
40 Power
4 Stamina
4 Structural Parts
1-1 Rover Chassis (100%)
5 Machined Parts
1-1 Rover Chassis (11.11%)
120 Power
8 Stamina
1 Broken Rover
0-5 Machined Parts
2 Titanium Plate
0-8 Electronic Parts
20 Power
0-8 Rover Wheels
3 Stamina
1 Rover Chassis (90%) OR 3-5 Machined Parts & 2-4 Structural Parts (10%)
10
78
21
1
120
3
These recipes will destroy your solar panel and taken directly from your inventory.
Sometimes, you have to throw things out, and sometimes, you don't want it to go to waste. While solar panels are incredibly useful on the red planet, sometimes you have too many and want to have their components instead. The Duskworks company has released documentation on how to carefully dismantle these solar panels in order to reclaim as much material as possible.
I'll still miss that poor solar panel though.
- Katherine Collins
1 Common Gen 2 Solar Panel
1-2 Common Solar Panel Shard
5 Stamina
7 Rover Wires
5 Electrical Tools
8 Electronic Bits
60 Power
6 Metal Bits
5 Electrical Level
1 Aluminum Plate
35-77 Electrical XP
Okay, maybe you're doing a bit of spring cleaning! That's fine! That's okay! I just really liked those solar panels. The higher quality solar panels contain more and better components, even if you had to tear them apart... It's also a good source of experience, experience in electrical and murdering poor solar panels.
- Katherine Collins
1 Uncommon Gen 2 Solar Panel
2-3 Uncommon Solar Panel Shards
5 Stamina
15-20 Rover Wires
5 Electrical Tools
2-3 Electronic Bits
60 Power
20-25 Metal Bits
10 Electrical Level
1-2 Circuit Components
2-3 Aluminum Plates
2 Glass
50-120 Electrical XP
This is a bit much, don't you think? Disassembling this high of a quality solar panel will allow you to extract the electronic parts from the remains, along with some of the electrical grade silicon from the solar cells to be used in other solar panels.
That solar panel will never see the light of day again, but on the bright-, err, dark side, you have a bunch of new valuable electronics to make more of them... right?
- Katherine Collins
1 Rare Gen 2 Solar Panel
1-2 Electronic Parts
5 Stamina
2 Electrical Grade Silicon
5 Electrical Tools
3-5 Rare Solar Panel Shards
60 Power
10 Rover Wires
20 Electrical Level
10 Electrical Bits
12-20 Metal Bits
3 Circuit Components
2 Aluminum Plates
4 Glass
90-225 Electrical XP
Maybe we could disassemble a different building? I really really like this one. It's shiny and purple! It shines in the light and gives us power for all of our cool buildings. No? Okay, whatever you want!
This very high quality solar panel contains more electronic parts and electrical grade silicon, along with a lot more experience in being a monster to those solar panels- I mean, electrical experience.
- Katherine Collins
1 Epic Gen 2 Solar Panel
4 Electronics Parts
5 Stamina
5-6 Electrical Grade Silicon
5 Electrical Tools
10-15 Epic Solar Panel Shards
60 Power
25-30 Rover Wires
30 Electrical Level
50-60 Metal Bits
6-7 Circuit Components
2 Aluminum Plates
6 Glass
100-300 Electrical XP
This thing could've been an artifact in a different life! Are you really going to disassemble such an important cornerstone in our history? I mean, it's just a solar panel, but it can be so much more than that!
Well, okay not much more, but still, I really like solar panels. Maybe you should donate it instead, to a settler who won't grind up the solar panel? I think Lamp would have a great home for it... No? Fine. You will get a large amount of valuable electronics from this solar panel as well as a high amount of electrical XP.
- Katherine Collins
1 Legendary Gen 2 Solar Panel
8 Electronic Parts
5 Stamina
8-10 Electrical Grade Silicon
5 Electrical Tools
40-50 Legendary Solar Panel Shards
60 Power
25-50 Rover Wires
40 Electrical Level
10-30 Electronic Bits
25-30 Metal Bits
10 Circuit Components
8-10 Aluminum Plates
6 Glass
275-688 Electrical XP
Common
25
Uncommon
30
Rare
35
Epic
30
Legendary
25
Mythic
20
Check out this spreadsheet for even more info ()
The Tool Workshop is an essential part of life on mars, keeping operations running smoothly by creating specialized crafting tools for use on the Red Planet. Using advanced technology and innovative techniques you will create tools that can withstand the harsh environment of Mars, including extreme temperatures, low atmospheric pressure, and abrasive dust storms.
One of the key functions of this workshop is to create specialized tools for each of the different professions represented throughout the settlements. Whether it's tools for mining, life science, aerospace, scavenging or another of the many skills available on Mars, in the workshop you can craft tools that meet the unique needs of each profession. Upgrading tools will enable more efficient use of the resources available.
Another important function of this workshop is to maintain and repair existing equipment. With the limited resources available on Mars, it's crucial that we are able to repair damaged tools whenever they are recovered.
Finally, this workshop also serves as a hub for innovation and experimentation. You’ll be able to draft schematics and reiterate tool designs, improving your designs to create even better tools for use on Mars. Note: Previous tool crafting tasks will remain temporarily for a transition period once the tool workshop has been released (details to be announced).
The tool workshop is craft able by players in the Machine Shop, or is available for dusk, glitter or DWAs in the shop. The building has the same size and tasks slots as the Machine Shop. A temporary additional task is available until 31/5/2023, (may be extended) where players that own existing machine shops may create a new tool workshop for a stamina cost only. This is limited to 3 per player and you will need to claim a permit from the shop in order to do this task. Common - Legendary Machine Shops will give a matching rarity tool workshop (Gen 3). (Mythic Machine shops will give a Legendary Tool Workshop (Gen 3) )
To begin the conversion process, you need to acquire the Dismantle Conversion Tool Kit from Factory Category within the Shop. This kit holds the key that allows you the transforming of your existing Machine shop into a state-of-the-art Tool Workshop. Once you have obtained the Dismantle Conversion Tool Kit, proceed to install it in one of your Machine shops you want to convert. This installation process requires no additional inputs and will take approximately one hour to complete. The Task is found in the 'Building Kits' Section. After the one-hour installation period, your Dismantle Recipe will have changed. Facilitated by the presence of the Dismantle Conversion Tool Kit in the building, the Recipe will repurpose your Machine shop and yield a blueprint for a Tool Workshop. The resulting Tool Workshop blueprint will match the rarity of your original Machine shop, with one very important exception: if your Machine shop is of Mythic rarity, it will yield a Legendary Tool Workshop instead. In addition to the blueprint, you will receive the exact amount of Shards needed to Upgrade your newly acquired Tool Workshop to the same level as your previously dismantled Machine shop, ensuring that your hard-earned progress remains intact.
Let's say you had a Epic Machine Shop LVL 10, but you wanted a Tool Workshop, have no worries...Introducing The Tool Workshop Dismantle Conversion kit! (PLEASE NOTE DISMANTLING A MYTHIC MACHINE SHOP WITH THE KIT WILL GIVE LEGENDARY TOOLWORKSHOP AND SHARDS)
You can find this under the shop category 🏢 Factories, (LIMIT 2 PER PLAYER) once you buy this head over to a machine shop you own, looking for "Install Dismantle Conversion Kit" under Building Kits.
This will start a new recipe that will take 1 hour. After completing the recipe, whenever you dismantle your Machine Shop, it will drop a Tool Workshop of the corresponding Rarity (Dismantle a Epic Machine shop, will give you a Epic Tool Workshop) It will ALSO drop Tool Workshop shards depending on the LVL of the Machine shop, so let's say you had a LVL 5 Epic Machine Shop (Gen 3) with the Conversion Kit installed and you dismantled it, you would get 1 Epic Tool Workshop (Gen 3) 250 Tool Workshop (E)
Which is exactly the amount of needed shards to turn that Epic Tool Workshop (Gen 3) to LVL 5! (Dismantling a Gen 3 Machine Shop gives you Gen 3 Tool Workshop, Gen 1 Machine Shop gives you Gen 1 Tool workshop)
Novice Machining Tools provide a great starting point for players who want to embark on their tool crafting journey. These basic tools require no skill and are used to craft all subsequent tools. For other professions, novice tools can be crafted with low-level machining skill requirements. Tools can be upgraded to higher tiers with further resources and progressively higher machining skill.
Aerospace tools are more advanced than those in other professions at equivalent tiers, and as such, have higher costs and level requirements. Players will need to invest more resources and develop greater expertise in both machining and aerospace to create these high-end tools.
Master and Artisan tools require advanced parts in their production.
Expert and higher tools will require a schematic or learned knowledge for that tool type. Tool packs require learned knowledge.
Crafting Tool Workshops can be done in the Machine Shop (although please note these may move to a new building at a later date).
Some crafted buildings require either Knowledge (from learning a Recipe) or consume a Schematic. Sources for these are listed below:
(All of these may also be added to other gameplay, e.g. events, leaderboards, missions, achievements...etc in the future)
As you work in the tool workshop you start to notice, make, and plan little improvements to the working space, to increase efficiency, capacity and workflow.
To represent this, the building will gain Tinkering Tokens for most tasks performed.
Once there are enough Tinkering Tokens gained, you can use them to craft Tool Workshop Shards matching the building's rarity.
These shards are needed, in addition to a required dusk cost, to upgrade a Tool Workshop. (Amount of Shards and Dusk needed to upgrade are the same as for other buildings)
Shards can also be gained by dismantling Tool Workshops (Destroying the building).
Note: Tinkering Tokens cannot transfer between buildings, but the shards crafted using the Tinkering Tokens can be used to upgrade any tool workshop of the same rarity.
Tinkering Tokens will only be gained from tasks if there are less than 500 in the building's Tinkering Token storage.
(Tinkering tokens will only be displayed in your building as shown once you have acquired them.)
Over time a tool workshop and its equipment will experience deterioration. Looking after the equipment by keeping it clean and using a small amount of oil regularly will help reduce the wear and tear. To represent this, the Tool Workshop building has oil storage. Providing there is sufficient oil within the storage, the building will use 1 oil storage per hour and the Equipment Deterioration (hazard) will increase at rate of 1 per hour. However, if the oil storage is empty, the Equipment Deterioration will increase at a rate of 4 per hour. If Equipment Deterioration reaches maximum then no tasks can be performed in the building (other than maintenance tasks), until the hazard is reduced.
(All Tool Workshops have 1000 oil storage)
To create the most advanced tools, players can draft schematics using the Tool Schematics Drafting Table, which can be crafted in the Machine Shop and installed in the Tool Workshop as a ‘Kit’.
Once installed, players can use the drafting table to brainstorm tool schematics (produces a random tool schematic for that tier level).
However, not all these designs may be useful to the player, so players can ‘redraft’, combining five rejected designs of the same type to create a working draft.
Once they have a working draft, players can improve the schematic with a particular profession in mind.
While improving a schematic draft, players have a chance to gain knowledge that allows them to make the tool without needing a schematic.
Some Tool Schematics may also be purchased in the shop (Player limits apply)
Tool Schematics, Recipes and Knowledge may also be gained from other gameplay systems
Note: While the ‘1% knowledge chance isn’t shown on the loot table, it is in place (due to it being an internal item only visible on profiles, it will not appear on the loot table)
Master and Artisan Tool crafting will need new advanced parts, which require signets to craft.
Master tools will require a Precision Gear (uses a Master Machining Signet for multiple parts), Artisan Tools will require a Precision Mold (uses an Artisan Machining Signet for multiple parts).
In addition, all Master and Artisan tools will require another advanced part, specific to the profession the tools will be used for (uses a matching Master Signet for the profession).
This is to demonstrate the understanding of the exact specification that the advanced tool parts need.
Note: At time of writing, Artisan signets are not currently available in game, so temporarily the previous Artisan Tool recipes will remain in the Machine Shop that can be crafted without the precision molds. These will be removed when artisan signets are available.
Repairing tools will attempt to repair the tool set. If it's successful you will get a random set of tools from that tier, otherwise the damaged tools are returned for further attempts.
For repairing Master and Artisan tools, each attempt has a chance of successfully repairing the tools outright, partially repairing the tool or returning the damaged tools in the same state.
Damaged Tools can currently be found while advanced scavenging.
Make Mushroom Cake Recipe Unlocked
Steel
Air Tank
Nitrogen
Oxygen
Argon
Power
Fabrication Tools
Common
25
Uncommon
30
Rare
35
Epic
30
Legendary
25
Mythic
20
Common
1
1
1
1
2
2
2
2
3
3
Uncommon
2
2
2
3
3
3
4
4
Rare
3
3
3
4
4
5
Epic
4
4
5
5
6
Legendary
5
5
6
6
7
Mythic
6
6
7
7
8
Recipe: Epic Tool Workshop (Gen 3)
Opening Lockboxes; High Level Advanced Scavenging
Schematic: Epic Tool Workshop (Gen 3)
Shop - Machining Research Credits (Player limits apply)
Schematic: Legendary Tool Workshop (Gen 3)
Shop - Machining Research Credits (Player limits apply)
Schematic: Mythic Tool Workshop (Gen 3)
TBA
Recipe: Gold Tool Workshop Pack
Opening Lockboxes
Recipe: Obsidian Tool Workshop Pack
Opening Lockboxes
Common
100
105
110
115
120
125
130
135
140
150
Uncommon
120
125
130
135
140
145
150
160
Rare
140
145
150
160
170
180
Epic
160
170
180
190
200
Legendary
180
190
200
210
220
Mythic
200
210
220
230
240