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Specialty Buildings

Special Rarity buildings that have released in minor expansions over the months.

☕Grind n' Brew
🧊Polar Workshop
🍺Cantina
🍺Bazaar
🍵Tea Shop
📻Pirate Radio
📚Library
🎓Training Hall
🎨The Gallery
🛡️Metis Shield

Metis Shield

Brouhaha Metis Brochure

Metis Shield by the Brouhaha Company used to be entirely a product of the eccentric infamous-turned-famous Velma Patel. However, freelance chemists across the Duskworks were able to recreate the special Metis weave that comprised the massive domes. Further co-operation between these chemists and fabrication experts lead to the first developments of proto-shields. These shields were not as effective as the ones Brouhaha created, but without the specialized tools and knowledge the company holds, only extremely-well skilled fabricators could create comparable Metis Shields. These proto-shields became one of the only ways for independent settlers to make Metis Shields of their own.

The Metis Shield was an incredible piece of technology, capable of keeping the elements out with configurability and protection that a typical metal and glass dome could only dream of. On Earth, they came equipped with transparent modes, allowing cool breezes in while keeping any harmful elements out including radiation. On Mars, they do not have this feature, are a bit more heavy duty with metal struts and beams reaching from the tip of the Metis dome down to the bottom in a a cross shape. These Metis shields glowed a dim blue and had a slight marbling effect from the Metis material on the hexagon lattice.

The Metis Shield is a new type of building that instead of taking up space, frees up space in your plot. The amount of space that is freed up by the Metis Shield depends on the rarity of the shield.

Metis Shields are a permanent fixture. They can not be Dismantled or Transported.

Only ONE Metis Shield can be placed onto a plot, including Metis Shields of different rarities.

Rarity
Size

Common

-15

Uncommon

-30

Rare

-50

Epic

-70

Legendary

-90

Mythic

-120

Polar Workshop

Ad Astra Development Zone History: Cool Constructions

The Polar Workshop is a special type of building, it isn't like most other factories on the Martian surface, as it is not entirely focused on the survival of a colony. This is actually a very good thing as it implies that the colony has risen to a point to be able to sustain non-survival based factorization. This building however, still holds the ability to drill for Ice and Water. Through complex processes it is able to pull out Ice or Water from within the ground and distill it. It is also able to create educational material as a sort of tourist item for people back on Earth.

Developed by Army engineer Raul Rodriguez at Camp Century in Greenland during the early 1960s, a Rodriguez Well uses heat exchangers and a submersible pump to create a cavity deep under a glacier’s surface and cycle the heated water up an ice shaft, siphoning a portion of the flow for consumption before sending the rest back down to the well. https://ntrs.nasa.gov/citations/20205011353

Input
Output

10 Power

8-12 Water (100%)

1 Stamina

Input
Output

10 Power

12-36 Ice (100%)

1 Stamina

Naturally the excitement of exploring Mars is supercharging the STEM educational programs across Earth. Experimental sets designed by Martians that contain Martian minerals, ices, and metals are in the highest demand. Every once in a while, bored aerospace engineers tuck into these sets as they make their way back to Earth.

Input
Output

1000 Ice

You will only receive ONE of the following outputs from a task:

1000 Regolith

100 Dusk (76.92%)

4 Aluminum Plate

150 Dusk (5.49%)

50 Power

200 Dusk (5.49%)

2 Stamina

300 Dusk (5.49%)

800 Dusk (5.49%)

2000 Dusk (1.10%)

Rarity
Size

Common

10

Uncommon

15

Rare

20

Epic

25

Legendary

30

Mythic

35

The Gallery

Restore, Prepare, and Host your own Art Collections for other Martians with this Special Building

Core Gallery Functions:

  • Restoring Art - Players can use space in the gallery to restore an uncovered piece of art found from Scavenging the terrain.

  • Preparing Art - Once restored, players can prepare pieces of Art based on Rarity.

  • Hosting Art Collections - Players can display their high value pieces for others to see, in a hosted sale.. earning Dusk for a successful event!

  • More in the near future!

Acquiring Art

There are 2 primary ways to Acquire Art:

  • Deposit them! There are 60 templates that qualify from our original art collections on WAX. They're under the "art" Schema.

  • Scavenge! Based on your scavenging skill you're more likely to find pieces of art that need some work restoring them to glory.

Restoring Art

Each piece of damaged art that is found can be restored inside The Gallery if the building level is high enough and the player possesses the required item. Restored art will give players a random piece of varied rarity and potential outcome that can be Prepared and Displayed in The Gallery.

Type of Art
Gallery Level Required

Faded Art

1

Glitched Art

2

Frayed Art

3

Tattered Art

5

Deteriorated Art

7

Preparing Art

Every piece must be cleaned and prepared for gallery level specifications in order to be displayed during a hosted event.

Collection
Input

Prepare Common Collection

20 Hrs and Level 1 Gallery

Prepare Uncommon Collection

24 Hrs and Level 1 Gallery

Prepare Rare Collection

28 Hrs and Level 2 Gallery

Prepare Epic Collection

32 Hrs and Level 4 Gallery

Prepare Legendary Collection

36 Hrs and Level 6 Gallery

Prepare Mythic Collection

40 Hrs and Level 8 Gallery

Hosting Art Collections

Once you have a set of required pieces needed for an Art Collection, you can plan your event! The ideal hosting days are Weds, Sat, and Sunday (UTC Time)

Events require food, water, and of course Art!

Note: More event times and combinations of required pieces will also be changing over time as well.

Training Hall

Duskworks' Employee Training Centre

The Training Hall

New essential building will be added to the Shop and Weekly sales: The Training Hall!

When players have earned enough XP in a given Profession, they will be able to increase their proficiency inside the Training Hall when spending the matching Research Papers and Dusk fee. Some Recipes may award players XP in more than 1 Profession.

Some Recipes will also require specific tool energy/power in addition to their stamina. If players are creating work orders, they are expected to provide the required tool energy/power, but the working player doing the work must still have the required level to perform the work.

You can only use ONE Training Hall at a time, therefore, each settler only needs ONE training hall.

Purchasing two or more Training Halls is not useful at the moment.

Work orders placed by a landowner award the XP to the worker, not the land owner. If landowners work their own buildings and stamina, then they get the XP.

Players will need to equip Tools for each Profession they wish to advance beyond Novice Level (24)

Equipping Tools:

Some recipes before this will also require Novice Tools. Tools are equipped inside the Shop under the “Tools” section, which consumes a Sealed version of the tools, and gives the players an appropriate number of Tool Actions they can perform.

Recipes will consume a variable amount of Tool Actions based on the difficulty tier of the recipe. Sealed Tool Packs are also required components of Profession Training beyond specific progression points.

Professions

Players will now gain Experience Points (XP) when completing various work tasks and recipes in one of 8 different Professions. Each has a relative difficulty level to the amount of time and effort required for mastery:

  • Scavenging (Easy) - Searches through refuse on the surface of the planet for useful items.

  • Electrical (Easy) - For all things electrical, including Solar Panels.

  • Life Science (Easy) - The study of living organisms such as plants, animals and humans.

  • Chemistry (Medium) - The intermediate domain of science between physics and biology, providing a foundation for both basic and applied scientific disciplines.

  • Mining (Medium) - The extraction of valuable minerals or other geological materials from the planet.

  • Machining (Hard) - A process in which materials are cut to a desired final shape and size by a controlled material-removal process called subtractive manufacturing,

  • Fabrication (Hard) - The manufacturing of metal structures by cutting, bending and assembling processes, and construction of three-dimensional objects through additive manufacturing.

  • Robotics (Expert) - Design, construction, operation, and use of robots that can help and assist humans.

Professions are the first step towards specialized labor, giving players a long term path of progression that will unlock long term growth in what they can do inside Million on Mars.

Every Profession has 6 Tiers of progression that designate your level of mastery achieved:

Tier
Level
Max Level

Novice

0

24

Apprentice

25

49

Journeyman

50

74

Expert

75

99

Master

100

149

Artisan

150

200

What does leveling up do?

Leveling up unlocks a very large list of recipes depending on your level. These recipes can award higher rewards at higher levels.

A level 1 Training Hall will only allow you to level up so much in a profession, you'll need to upgrade it to reach higher levels in a profession.

You can check your skills and level within your inventory or profile.

A set of Chemistry Tools.

Grind n' Brew

Ad Astra Development Zone History: Important Rations

Who doesn't enjoy a good strong cup of coffee. Especially when you know that it will give you up to 8 Stamina! Here is the process of getting to that tasty cup:

  • Plant Coffee Seeds in your Greenhouse and harvest Coffee Cherries.

  • Ferment Coffee Cherries in your Water Filter to produce Green Coffee Beans.

  • Roast the Green Coffee Beans in your C.A.D. to produce Roasted Coffee Beans.

  • Grind Roasted Coffee Beans in the Grind n'Brew to produce Ground Coffee.

  • Brew Ground Coffee in the Grind n'Brew to produce Brewed Coffee.

Input
Output

16 Roasted Coffee Beans

8-12 Ground Coffee (100%)

20 Power

1 Stamina

Input
Output

8 Ground Coffee

2-4 Brewed Coffee (100%)

12 Water

40 Power

1 Stamina

Rarity
Size

Common

5

Uncommon

10

Rare

15

Epic

20

Legendary

25

Mythic

30

Let's start with the first step at our greenhouse!

You want to click on "PLANT COFFEE" and make sure you have the following resources

  • 2 Stamina

  • 8 Water (In the Storage)

  • 10 Power

  • 1 Coffee Seed

  • 4 Soil

Click on CONFIRM and give it some time. Go back and click HARVEST COFFEE CHERRIES button.

Now that we have produced coffee cherries, let's attend to them in our Water Filter!

Click FERMENT COFFEE BEANS button, and make sure you have the following resources

  • 1 Stamina

  • 26 Coffee Cherry

  • 10 Power

We click CONFIRM, give the recipe a little time to process, and we got Roasted Coffee Beans!

Next, we will head over to our Grind n'Brew building.

Click GRIND COFFEE BEANS and make sure you have the following resources:

  • 2 Stamina

  • 14 Roasted Coffee Beans

  • 20 Power

Click CONFIRM, give it some time and boom! We got some ground coffee.

As the last step, click BREW COFFEE on your Grind n'Brew. Of course, make sure you have the following resources

  • 3 Stamina

  • 4 Ground Coffee

  • 12 Water (In the Storage)

  • 40 Power

Click CONFIRM, give it some time et voila: our own Brewed Coffee is ready!

To drink coffee and get that sweet Stamina, open the ACTIONS overlay and enjoy the fruits of your labor.

Bazaar

Ad Astra Development Zone Brochure: Engineered Redemption

The Trading Bazaar does not share as much of the morally gray history as the Cantina, instead operating as a sort of engineering meet n' greet for those across the Ad Astra Development Zone and the Duskworks Landing. This is where the Duskworks Landings received most of their schematics for the creation of their buildings, as mergers, improvements and variations of the Ad Astra Development Zone technology was shared.

The Trading Bazaar's size like all specialty buildings is 15.

Do you have 12 Mythic C.A.D. Shards and you do not know what to do with them? Is your inventory full of random Building Shards? The Trading Bazaar is the solution to both your desire for order in your inventory AND for a fun shard-hunting adventure: you may just find the shards that will drive your Solar Panel to level 5.

In the Shop, you will find a whole new section with many colored coins ranging from Common to Mythic. Here you turn in your excess shards and, in return, you get a Bazaar Coin that matches that rarity.

Then, you head over to your Bazaar and find the dealer for your coins by rarity. Note that the Level 1 Trading Bazaar only attracts the early-in-their-career engineers interested in Common and Uncommon Coins. You will need to upgrade your Bazaar to unlock the Rare, Epic Legendary and Mythic trades.

Here is the overview of the Bazaar trade levels:

  • Level 1 - Use Bazaar Shard (C) - requires 1 Bazaar Coin C.

  • Level 1 - Use Bazaar Shard (U) - requires 1 Bazaar Coin U.

  • Level 2 - Use Bazaar Shard (R) - requires 1 Bazaar Coin R.

  • Level 3 - Use Bazaar Shard (E) - requires 1 Bazaar Coin E.

  • Level 4 - Use Bazaar Shard (L) - requires 1 Bazaar Coin L.

  • Level 5 - Use Bazaar Shard (M) - requires 1 Bazaar Coin M.

Bazaar House Credits

Every time you spend an Uncommon or better Bazaar Coin and get a one-time Random Shard reward, you also earn one matching House Credit. These can be spent inside the shop when you have accumulated enough to redeem a free roll of a higher rarity tier, or even a FREE Epic, Legendary BLUEPRINT!

Glyphs & Vibes

Glyphs & Vibes or G&V is a minigame included within the Bazaar. To start the minigame, run the task "Play Glyphs & Vibes".

Input
Output

1 Vibes

Starts the Glyphs and Vibes Minigame

25 Dusk

Once you've done the task "Play Glyphs & Vibes" you should see your bazaar shift to a different range of recipes.

To continue the game, click on any of the "Choose X" recipes, that'll choose the symbol you'll want to get matched with.

Example Roll

After you make your choice, you'll see a number of loot on the bottom right, this will tell you what got rolled. If any of these symbols match the one you choose, you'll be rewarded!

If you want to, you can Exit Game if you wish to end the game prematurely. You will only receive 20 Dusk and 1Vibes back though.

# of Matches
Rewards

1x

25 Dusk

2x

50 Dusk

3x

125 Dusk

3x Wild Card

75Dusk

Tea Shop

Ad Astra Development Zone History: Reading Tea Leaves

The Tea shop was constructed to increase the morale of many settlers on the red surface, as a sort of hub for socialization. Traditional music and decorations were common within the airlocks of the tea shop, with sustained aeroponic decorative plants being used as a way to fill the rooms with greenery. Endless water walls and paper wallpaper was used in order to give it a more cozy feeling.

Interior designers across Earth consider Martisan-crafted Yingge ceramics the ultimate in understated luxury vases and bowls. Keep in mind that ferrying hand-crafted ceramics from Mars to Earth is not kind on the ceramics, total losses are common with these fine pieces of modern art.

Input
Output

Organic, compostable plates, bowls and cutlery are in high-demand across Mars. Alas, similar to delivery drivers on Earth, packages on Mars sometimes are roughly handled, or more often diverted to an awesome party.

Input
Output

Influencers across Earth are paying crazy money to be seen drinking Aqua Ares. Packed in fully compostable PLA infused paper cartoons, once the humble water of Asteroid miners is now the rage on Earth. Keep in mind that the freighters use their judgment on how much product to divert to the asteroid miners.

Input
Output

Mixologists across Europe are creating outstanding beverages with the venerable Baiju. However, Martisan - crafted Baiju commands the attention of the most esoteric alchemists. Generally profitable, the Earth-bound freighters have claimed an unusual amount of “spillage” recently.

Input
Output

Drinks:

Input
Output

Tea Shop's size is fixed at 15.

2000 Regolith

You will only receive ONE of the following outputs from a task:

100 Water

0 Dusk (69.31%)

10 PLA

100 Dusk (14.85%)

20 Power

200 Dusk (7.92%)

2 Stamina

500 Dusk (4.95%)

1000 Dusk (1.98%)

5000 Dusk (0.99%)

2 Paper

You will only receive ONE of the following outputs from a task:

100 Bamboo

24-52 Dusk (70%)

4 PLA

36-64 Dusk (20%)

50 Power

32-64 Dusk (10%)

4 Stamina

100 Water

You will only receive ONE of the following outputs from a task:

12 Paper

40-60 Dusk (70%)

12 PLA

60-80 Dusk (20%)

20 Power

80-120 Dusk (10%)

1 Stamina

24 Baijiu

You will only receive ONE of the following outputs from a task:

20 Power

888 Dusk (7.00%)

3 Stamina

32 Dusk (93.00%)

3 Fermented Sorghum

2-3 Baijiu (100%)

2 Bamboo

3 Water

3 Stamina

20 Power

1 Mushroom Tea (80%) OR 2-4 Mushroom Tea (20%)

10 Mushrooms

10 Water

4 Stamina

Make Mushroom Tea Recipe Unlocked (Library)

https://en.wikipedia.org/wiki/New_Taipei_City_Yingge_Ceramics_Museum
Dusk
Dusk

Pirate Radio

Ad Astra Development Zone History: Broadcasting

THIS INFORMATION IS OUTDATED, DO NOT USE AS A GUIDE UNTIL THIS WARNING IS GONE.

The empty frequencies of the martian planet wasn't left unnoticed for long, soon the first radio station started broadcasting on Mars with music, dust storm alerts, weather forecasting and important events. However, one radio station wasn't enough for the settlers of the Red Planet and those among the greater Duskworks Landing have taken advantage of this and begun to setup their own Pirate Radio Stations.

Pirate Radio Stations are the blanket term for any unsanctioned operating radio station not currently under the watch of the Ad Astra Development Zone Media Publishing. The radio stations operate legally where they are placed, but their radio frequently intrudes in areas where they are not supposed to be. These stations can be commonly found around the greater Duskworks Landing zones and as small scale endeavors within the Ad Astra Development Zone itself.

Information about Pirate Radio Stations on Earth can also be detailed here: https://en.wikipedia.org/wiki/Pirate_radio

Broadcast your music across the greater Duskworks Landing and send good vibes to the whole sister planet.

To start your own Pirate Radio Station, you'll need to purchase one from the store in-game or in NeftyBlocks.

With the Pirate Radio, players can deposit music NFT's from the Million on Mars soundtrack to earn 'Vibes', a new tradeable resource that fuels the Pirate Radio broadcasts.

Unlike other buildings, the Pirate Radio has recipes that have individual use cooldowns. This means that you must wait for the cooldown to end before you can use that recipe again.

Note: The Pirate Radio requires the Vibes resource in order to function.

At level 1, the Pirate Radio Station will only be able to use one sound track, you can upgrade your Pirate Radio Station in order to unlock more sound tracks.

Once 150,000 Good Vibes have been sent, we will unlock the play back of the Million on Mars soundtrack for all players while playing Million on Mars.

After we have reached the global goals, the recipes in the Pirate Radio will change to provide random resources and items that may include stamina, dusk, shards, and limited time event rewards, all by spending Vibes.

Radio Level
Track
Cooldown (Hours)
Stamina Rejuvenated
Dusk Tips Earned
Shard Tribute Chance
Expected ROI Days*

1

Million

3

1-3

2-4

0.10%

14

2

Autumn Leaves

4

2-4

4-5

0.20%

8

3

Planet Runner

4

4-6

6-8

0.30%

16

4

Interstellar

4

4-6

0

0.40%

20

5

Evening Stroll

5

6-7

0

0.50%

25

6

The Yearning

5

6-7

0

0.60%

30

7

Strut

6

8-10

0

0.70%

38

8

Sunday Morning

6

11-13

0

0.80%

46

9

Shadows

8

14-18

0

0.90%

53

10

Swivel

8

16-20

0

1.00%

60

Radio Level
Shards To Upgrade
Shards (Cumulative)
Dusk to Upgrade
Dusk (Cumulative)
Min Dismantle
Max Dismantle

1

0

0

0

0

2

4

2

6

6

10

10

7

12

3

12

18

40

50

17

27

4

21

39

70

120

35

55

5

33

72

100

220

60

98

6

48

120

150

370

98

160

7

69

189

200

570

154

250

8

99

288

250

820

233

378

9

135

423

300

1120

341

554

10

180

603

400

1520

485

788

Pirate Radio's size is fixed at 15

NOTE: Only one of each sound track can be played a time.
Dusk
Dusk
Dusk
Vibes
Dusk

Library

Ad Astra Development Zone History: Historical Literature

The Library module was developed as the most advanced form of a laboratory on Mars. A sprawling enterprise of graduated flasks, bunsen burners, centrifuges, mass spectrometers, and many other scientific instruments. It also holds libraries of historical literature chronicling the AADZ Mars Settlement effort decades ago. It is the current bleeding edge in scientific research on Mars and is famous for its quiet coffee shop and bookstore atmosphere and motif. Leon Dusk is often spotted in one such module.

Library Overview

The Library building holds the first implementation of the Research system. Here you unlock the ability to create Research Papers, which you can either use to research a specific branch of science or perform dusk-rewarding research.

To start, you'll need to write some Research Papers. These Research papers will allow you to perform various tasks in the Library.

Bazaar Coins act as a token of knowledge used in the research and you can purchase Bazaar Coins from the shop using shards.

If you dismantle all of your Libraries, you will lose all of your learned recipes.

Research Papers

You can either craft research papers, purchase them from the marketplace or obtain them via depositing Chapters purchased from Neftyblocks or AtomicHub

You can also read the chapter once a day in your library to gain 1 Research Paper.

Rarity Of Chapter
Research Papers

Common

1

Uncommon

2-4

Rare

5-7

Epic

10-15

Legendary

40-60

Mythic

150-200

The procurement of research papers involves the traditional process of physical paper sealed within a rugged container to prevent damage. The scientific process involves the analysis of building "shards", as it is colloquially known. These shards are fragments of information or an important component.

Requires Library Level 1 | Freshmen Research Paper:

Input
Output

3 Paper

2 Research Papers

10 Power

4 Stamina

The procurement of research papers involves the traditional process of physical paper sealed within a rugged container to prevent damage. The scientific process involves the analysis of building "shards", as it is colloquially known. These shards are fragments of information or an important component.

This is the intermediate version of the research process, using rarer and higher quality "shards"

Requires Library Level 3 | Senior Research Paper:

Input
Output

6 Paper

5 Research Papers

20 Power

8 Stamina

The procurement of research papers involves the traditional process of physical paper sealed within a rugged container to prevent damage. The scientific process involves the analysis of building "shards", as it is colloquially known. These shards are fragments of information or an important component.

This is the advanced version of the research process, using rarer and higher quality "shards"

Requires Library Level 5 | Graduate Research Paper:

Input
Output

15 Paper

12 Research Papers

30 Power

16 Stamina

Dusk-Rewarding Research

After acquiring research papers, you can either perform Dusk-rewarding researches or preform a specific kind of research to unlock high tier recipes. Here's a look at the Dusk-rewarding researches.

Medium-Volatility means that the recipe's rare high amounts are within the 5-10% range.

High-Volatility would mean that the recipe's rare high amounts are within the 1-5% range.

Areology is the specific study of Mars, this research involves taking samples of regolith to replace the expensive martian soil simulants created on Earth and placing them under intense studies. These results are sent back to either universities on Mars itself or back to Earth to be applied in prestigious laboratories.

Requires Library Level 1 | Areology 210:

Input
Output

1 Research Paper

6-9 Dusk OR 25-90 Dusk (Medium Volatility)

25 Regolith

20 Power

5 Stamina

Requires Library Level 6 | Areology 310:

Input
Output

3 Research Papers

18-125 Dusk (Medium Volatility)

100 Regolith

40 Power

5 Stamina

Requires Library Level 9 | Areology 410:

Input
Output

5 Research Papers

30-250 Dusk (Medium Volatility)

250 Regolith

60 Power

5 Stamina

Exobiology focuses on the study of possible extra-terrestrial life within the martian ice, where it is suspected that microscopic organisms could have lived within, whether this research is successful or not, your efforts will be rewarded as a step towards discovering our specific uniqueness in the universe.

Requires Library Level 1 | Exobiology 499:

Input
Output

1 Research Paper

6-9 Dusk OR 25-90 Dusk (Medium Volatility)

20 Ice

20 Power

5 Stamina

Requires Library Level 6 | Exobiology 505:

Input
Output

3 Research Papers

18-125 Dusk (Medium Volatility)

80 Ice

40 Power

5 Stamina

Requires Library Level 9 | Exobiology 555:

Input
Output

5 Research Papers

30-250 Dusk (Medium Volatility)

200 Ice

60 Power

5 Stamina

Human Factors is a research into the comfort and luxuriousness of human settlement on Mars, it also involves proper city planning, architectural research and development of a well functioning city state.

While the other two may have silly names, the research of Dem Bones and Mars Madness are serious conditions.

Dem Bones is the study of the effect that the low gravity has on the structural integrity on our bones. Many incidents have occurred due to lack of exercise on the red planet, making people returning from long term visits on Mars unable to walk on Earth until after extended physical therapy sessions.

Mars Madness is a rarer mental effect that perceiving being on a different planet has on a certain percentage of the population, involving hallucinations, nausea, confusion and short term memory loss. However, the treatment of this effect is progressing well, and soon Mars Madness will be nothing but a footnote. Research at a local CNES site was really exciting, they had invited our research team in and were allowed to view the process in which Mars Madness is treated.

- Katherine Collins

Requires Library Level 1 | Human Factors:

Input
Output

1 Research Paper

6-9 Dusk OR 25-90 Dusk (Medium Volatility)

10 Food

20 Power

5 Stamina

Requires Library Level 6 | Dem Bones:

Input
Output

3 Research Papers

18-25 Dusk OR 50-125 Dusk (Medium Volatility)

30 Food

40 Power

5 Stamina

Requires Library Level 9 | Mars Madness:

Input
Output

5 Research Papers

30-45 Dusk OR 80-250 Dusk (Medium Volatility)

60 Food

60 Power

5 Stamina

Branch Research

While obtaining Dusk for your research efforts is already great, the proper research system is what the Library is really all about.

After obtaining a recipe, you need to learn it by heading to the shop and purchasing the correlating recipe, this will remove the item from your inventory and allow you to craft that recipe.

You do not need the previous ranks of a recipe in order to learn the higher ranks. For example, you can learn Repair Power Cell III without knowing Repair Power Cell I

You will be able to sell your duplicate researched recipes in the near future!

Chemistry research is the study of substances, as in the elements and compounds that make up everything around us. This specific research will allow us further development into the process of power cells. Ever since the recent increase in broken power cell reports, scientists have studied ways to repair them.

As you level up your library, the Repair Power Cell recipe tier that can be researched will be increased as well!

Requires Library Level 2 | Chemistry 101:

Input
Output

1 Research Paper

1 Novice Chemistry Research

2 Perchlorate

Library Level 1-3: Recipe: Repair Power Cell I (Low Chance)

2 Oxygen

Library Level 4-7: Recipe: Repair Power Cell II (Low Chance)

10 Power

Library Level 8-10: Recipe: Repair Power Cell III (Low Chance)

5 Stamina

Life Science research involves the scientific study of living organisms and their life processes, specifically research into seeds and a new type of fungi that has shown to be able to grow on Mars well.

As you level up your library, the type of Mushroom recipe gained will change!

Novice Life Science Research can be used in the Study Seeds Recipe, more on that below.

Requires Library Level 2 | Life Science 101:

Input
Output

1 Research Paper

1 Novice Life Science Research

5 Soil

Library Level 2-3: Recipe: Grow Mushroom (Low Chance)

5 Water

Library Level 4-7: Recipe: Mushroom Tea (Low Chance)

10 Power

Library Level 8-10: Recipe: Mushroom Cake (Low Chance)

5 Stamina

Have you ever owned one of those electrician play sets? They were all the rage in 2050, I remember when I was given one for my birthday, it had a set of simple instructions on how to create a few circuits. Nearly burned the house down that day, but did it ever spark my curiosity over electrics.

It's nice to see us creating our own learning sets on Mars, even if its just to tinker with to see how the different environments and static electricity build up from the thin regolith effects our everyday electronics. These sets of circuit theory kits are going to be incredibly useful for our next generation of aspiring colonists.

- Katherine Collins

Input
Output

1 Empty Power Cell

2 Novice Electrical Research

1 Broken Power Cell

1 Electrical Research Credit

1 Full Power Cell

275-688 Electrical XP

5 Electronic Bits

1 Circuit Component

3 Electrical Tools

20 Power

2 Stamina

30 Electrical Level

Life Science Research

Novice Life Science Research is used to develop synthetic seeds along with greenhouse shards. More uses for these researches will come as well!

Apprentice Life Science research is used by Expert Seed Study, and can be acquired by combining 3 Novice Life Science Research in the shop.

Apprentice Life Science Research

The seed study develops synthetic seeds identical to natural ones in a series of complex processes involving extremely quality greenhouse components that are destroyed through the process. This one uses more basic greenhouse components but as a result, can't develop as advanced of a seed.

Requires Library Level 1 | Basic Seed Study:

Input
Output x5

1 Novice Life Science Research

3-7 Sprout Seeds

1 Common Greenhouse Shard

1-3 Lettuce Seeds

1 Uncommon Greenhouse Shard

12-18 Sorghum Seeds

3 Stamina

1-3 Sweet Potato Seeds

This recipe picks a random seed type to give, five times, with varying amounts.

The seed study develops synthetic seeds identical to natural ones in a series of complex processes involving extremely quality greenhouse components that are destroyed through the process. This one uses intermediate greenhouse components but as a result, can't develop the most advanced seeds.

Requires Library Level 6 | Advanced Seed Study:

Input
Output x7

2 Novice Life Science Research

1-3 Sweet Potato Seed

1 Rare Greenhouse Shard

6-18 Bamboo Seeds

1 Epic Greenhouse Shard

2-6 Carrot Seeds

6 Stamina

1-2 Soy Seeds

This recipe picks a random seed type to give, seven times, with varying amounts.

The seed study develops synthetic seeds identical to natural ones in a series of complex processes involving extremely quality greenhouse components that are destroyed through the process. This one uses the most advanced greenhouse components and as a result, can develop the most advanced seeds.

Requires Library Level 9 | Expert Seed Study:

Input
Output x10

1 Apprentice Life Science Research

3-7 Carrot Seeds

1 Legendary Greenhouse Shard

2-3 Coffee Seeds

1 Mythic Greenhouse Shard

2-4 Soy Seeds

9 Stamina

4-8 Mushroom Spores

This recipe picks a random seed type to give, ten times, with varying amounts.

Vibes

Cantina

Ad Astra Development Zone Brochure: Safety Be Damned, Get Me Another

Where there is currency to be made, there are shadier figures looking to make currency in more morally gray ways. The Ad Astra Development Zone was the starting point for many of these shady domes, first operating out of the backdoor of industrial habitations. These original ones were documented to have traded in low-danger contraband like alcohol or other recreational activities that were controlled on Mars.

Now, these areas have become more sophisticated and less dangerous, with open cantinas offering jobs to those independent of the Ad Astra Development Zone, such as the Duskworks.

The Cantina has an array of different tasks available at different times, utilizing a schedule system.

The Cantina's size like all specialty buildings is 15.

Most of the deals with the shady characters inside the Cantina consume Cantina Coins, which can be bought from within the Cantina.

Input
Output

1 Titanium Plate

25 Cantina Coins

10 Titanium Plate

250 Cantina Coins

1 Aluminum Plate

10 Cantina Coins

10 Aluminum Plate

100 Cantina Coins

Recipes

The recipes on the Cantina change every day.

Stale Sweets

Input
Output

25 Candy Canes

1-2 Dusk (40%)

1-3 Dusk (30%)

3-10 Dusk (20%)

5-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Smelly Situation

Input
Output

25Sulfur

1-5 Dusk (40%)

1 Cantina Coin

3-7 Dusk (30%)

5-12 Dusk (20%)

7-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Sculpting Solutions

Input
Output

20 Water Rich Clays

5-10 Dusk (50.8%)

1 Vibes

10-25 Dusk (30.51%)

2 Cantina Coins

20-35 Dusk (16.95%)

Cantina Level 2

25-50 Dusk (1.69%)

Copper Keycard (0.02%)

Low Scavenging XP

Cosmic Delivery

Input
Output

5 Fractal Shards

5-25 Dusk (50.8%)

1 Water Rich Clays

10-40 Dusk (30.51%)

3 Cantina Coins

20-70 Dusk (16.95%)

1 Vibes

50-100 Dusk (1.69%)

Cantina Level 3

Copper Keycard (0.02%)

Low Scavenging XP

Breathing Room

Input
Output

50 Oxygen

15-25 Dusk (50.8%)

100 Electronic Bits

20-50 Dusk (30.51%)

4 Cantina Coins

25-75 Dusk (16.95%)

1 Vibes

25-150 Dusk (1.69%)

Cantina Level 4

Copper Keycard (0.02%)

Low Scavenging XP

Salty Solution

Input
Output

150 Halite

10-45 Dusk (50.8%)

50 Metal Bits

25-50 Dusk (30.51%)

5 Cantina Coins

25-100 Dusk (16.95%)

1 Vibes

50-150 Dusk (1.69%)

Cantina Level 5

Copper Keycard (0.33%)

Low Scavenging XP

Tasty Beverages

Input
Output

30 Water

20-60 Dusk (50.8%)

20 Ice

30-60 Dusk (30.51%)

2 Glass

40-80 Dusk (16.95%)

6 Cantina Coins

50-150 Dusk (1.69%)

1 Vibes

Copper Keycard (0.60%)

Cantina Level 6

Low Scavenging XP

Bits and Pieces

Input
Output

10 Metal Bits

1-2 Dusk (40%)

5 Electronic Bits

1-3 Dusk (30%)

3-10 Dusk (20%)

5-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Food Donations

Input
Output

15 Food

1-5 Dusk (40%)

1 Cantina Coin

3-7 Dusk (30%)

5-12 Dusk (20%)

7-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Sculpting Solutions

Input
Output

18 Water Rich Clays

5-10 Dusk (50.8%)

1 Vibes

10-25 Dusk (30.51%)

2 Cantina Coins

20-35 Dusk (16.95%)

Cantina Level 2

25-50 Dusk (1.69%)

Copper Keycard (0.02%)

Low Scavenging XP

Waste Disposal

Input
Output

425 Waste

5-25 Dusk (50.8%)

3 Cantina Coins

10-40 Dusk (30.51%)

1 Vibes

20-70 Dusk (16.95%)

Cantina Level 3

50-100 Dusk (1.69%)

Copper Keycard (0.02%)

Low Scavenging XP

Breathing Room

Input
Output

25 Oxygen

15-25 Dusk (50.8%)

70 Water

20-50 Dusk (30.51%)

4 Cantina Coins

25-75 Dusk (16.95%)

1 Vibes

25-150 Dusk (1.69%)

Cantina Level 4

Copper Keycard (0.02%)

Low Scavenging XP

Metal & Ice

Input
Output

500 Ice

10-45 Dusk (50.8%)

35 Metal Bits

25-50 Dusk (30.51%)

5 Cantina Coins

25-100 Dusk (16.95%)

1 Vibes

50-150 Dusk (1.69%)

Cantina Level 5

Copper Keycard (0.33%)

Low Scavenging XP

Electric Boogie

Input
Output

25 Electronic Bits

20-60 Dusk (50.8%)

5 Rover Wires

30-60 Dusk (30.51%)

2 Raw Silicon Crystals

40-80 Dusk (16.95%)

6 Cantina Coins

50-150 Dusk (1.69%)

1 Vibes

Copper Keycard (0.60%)

Cantina Level 6

Low Scavenging XP

Odds and Ends

Input
Output

10 Metal Bits

1-2 Dusk (40%)

1-3 Dusk (30%)

3-10 Dusk (20%)

5-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Express-o Delivery

Input
Output

4 Roasted Coffee Beans

1-5 Dusk (40%)

1 Cantina Coin

3-7 Dusk (30%)

5-12 Dusk (20%)

7-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Barite Necessities

Input
Output

50 Barite

5-10 Dusk (50.8%)

1 Vibes

10-25 Dusk (30.51%)

2 Cantina Coins

20-35 Dusk (16.95%)

Cantina Level 2

25-50 Dusk (1.69%)

Copper Keycard (0.02%)

Low Scavenging XP

Bamboozled

Input
Output

30 Bamboo

5-25 Dusk (50.8%)

4 Water Rich Clays

10-40 Dusk (30.51%)

3 Cantina Coins

20-70 Dusk (16.95%)

1 Vibes

50-100 Dusk (1.69%)

Cantina Level 3

Copper Keycard (0.02%)

Low Scavenging XP

Hit The Ice Harder

Input
Output

500 Ice

15-25 Dusk (50.8%)

135 Electronic Bits

20-50 Dusk (30.51%)

4 Cantina Coins

25-75 Dusk (16.95%)

1 Vibes

25-150 Dusk (1.69%)

Cantina Level 4

Copper Keycard (0.02%)

Low Scavenging XP

Most of My Friends Argon

Input
Output

6 Argon

10-45 Dusk (50.8%)

15 Metal Bits

25-50 Dusk (30.51%)

5 Cantina Coins

25-100 Dusk (16.95%)

1 Vibes

50-150 Dusk (1.69%)

Cantina Level 5

Copper Keycard (0.33%)

Low Scavenging XP

Hungry Hungry Martians

Input
Output

130 Food

20-60 Dusk (50.8%)

30 Water

30-60 Dusk (30.51%)

6 Cantina Coins

40-80 Dusk (16.95%)

1 Vibes

50-150 Dusk (1.69%)

Cantina Level 6

Copper Keycard (0.60%)

Low Scavenging XP

Stale Sweets

Input
Output

75 Candy Canes

1-2 Dusk (40%)

1-3 Dusk (30%)

3-10 Dusk (20%)

5-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Smelly Situation II

Input
Output

50 Sulfur

1-5 Dusk (40%)

1 Cantina Coin

3-7 Dusk (30%)

5-12 Dusk (20%)

7-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Green Bean Profits

Input
Output

10Green Coffee Beans

5-10 Dusk (50.8%)

1 Vibes

10-25 Dusk (30.51%)

2 Cantina Coins

20-35 Dusk (16.95%)

Cantina Level 2

25-50 Dusk (1.69%)

Copper Keycard (0.02%)

Low Scavenging XP

Black Market Crystals

Input
Output

1 Raw Silicon Crystals

5-25 Dusk (50.8%)

10 Electronic Bits

10-40 Dusk (30.51%)

3 Cantina Coins

20-70 Dusk (16.95%)

1 Vibes

50-100 Dusk (1.69%)

Cantina Level 3

Copper Keycard (0.02%)

Low Scavenging XP

Breathing Room

Input
Output

50 Oxygen

15-25 Dusk (50.8%)

22 Water Rich Clays

20-50 Dusk (30.51%)

4 Cantina Coins

25-75 Dusk (16.95%)

1 Vibes

25-150 Dusk (1.69%)

Cantina Level 4

Copper Keycard (0.02%)

Low Scavenging XP

Salty Solution

Input
Output

125 Halite

10-45 Dusk (50.8%)

30 Metal Bits

25-50 Dusk (30.51%)

5 Cantina Coins

25-100 Dusk (16.95%)

1 Vibes

50-150 Dusk (1.69%)

Cantina Level 5

Copper Keycard (0.33%)

Low Scavenging XP

Tasty Beverages

Input
Output

125 Ice

20-60 Dusk (50.8%)

25 Water

30-60 Dusk (30.51%)

2 Glass

40-80 Dusk (16.95%)

6 Cantina Coins

50-150 Dusk (1.69%)

1 Vibes

Copper Keycard (0.60%)

Cantina Level 6

Low Scavenging XP

Bits and Pieces

Input
Output

8 Metal Bits

1-2 Dusk (40%)

1-3 Dusk (30%)

3-10 Dusk (20%)

5-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Spread Golden Profits

Input
Output

5 Sunflowers

1-5 Dusk (40%)

1 Cantina Coin

3-7 Dusk (30%)

5-12 Dusk (20%)

7-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Bamboozled

Input
Output

35 Bamboo

5-10 Dusk (50.8%)

10 Water

10-25 Dusk (30.51%)

1 Vibes

20-35 Dusk (16.95%)

2 Cantina Coins

25-50 Dusk (1.69%)

Cantina Level 2

Copper Keycard (0.02%)

Low Scavenging XP

Waste Disposal

Input
Output

300 Waste

5-25 Dusk (50.8%)

10 Water Rich Clays

10-40 Dusk (30.51%)

3 Cantina Coins

20-70 Dusk (16.95%)

1 Vibes

50-100 Dusk (1.69%)

Cantina Level 3

Copper Keycard (0.02%)

Low Scavenging XP

Baijiu Blitz

Input
Output

5 Baijiu

15-25 Dusk (50.8%)

50 Electronic Bits

20-50 Dusk (30.51%)

4 Cantina Coins

25-75 Dusk (16.95%)

1 Vibes

25-150 Dusk (1.69%)

Cantina Level 4

Copper Keycard (0.02%)

Low Scavenging XP

Transport Summer Ice

Input
Output

500 Ice

10-45 Dusk (50.8%)

40 Metal Bits

25-50 Dusk (30.51%)

5 Cantina Coins

25-100 Dusk (16.95%)

1 Vibes

50-150 Dusk (1.69%)

Cantina Level 5

Copper Keycard (0.33%)

Low Scavenging XP

Summer Scrap Collection

Input
Output

100 Metal Bits

20-60 Dusk (50.8%)

25 Rover Wires

30-60 Dusk (30.51%)

6 Cantina Coins

40-80 Dusk (16.95%)

1 Vibes

50-150 Dusk (1.69%)

Cantina Level 6

Copper Keycard (0.60%)

Low Scavenging XP

Reactor Recovery

Input
Output

1 Common Gen 1 Sabatier Reactor

1-2 Dusk (40%)

1-3 Dusk (30%)

3-10 Dusk (20%)

5-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Smelted Dreams

Input
Output

1 Common Gen 1 Smelter

1-5 Dusk (40%)

1 Cantina Coin

3-7 Dusk (30%)

5-12 Dusk (20%)

7-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Chemical Redistribution

Input
Output

1 Common Gen 1 Chem Lab

5-10 Dusk (50.8%)

1 Vibes

10-25 Dusk (30.51%)

2 Cantina Coins

20-35 Dusk (16.95%)

Cantina Level 2

25-50 Dusk (1.69%)

Copper Keycard (0.02%)

Low Scavenging XP

CAD Return

Input
Output

1 Common Gen 2 C.A.D.

5-25 Dusk (50.8%)

3 Cantina Coins

10-40 Dusk (30.51%)

1 Vibes

20-70 Dusk (16.95%)

Cantina Level 3

50-100 Dusk (1.69%)

Copper Keycard (0.02%)

Low Scavenging XP

Water Filter Storage

Input
Output

1 Common Gen 2 Water Filter

15-25 Dusk (50.8%)

4 Cantina Coins

20-50 Dusk (30.51%)

1 Vibes

25-75 Dusk (16.95%)

Cantina Level 4

25-150 Dusk (1.69%)

Copper Keycard (0.02%)

Low Scavenging XP

Greenhouse Overstock

Input
Output

1 Common Gen 1 Greenhouse

10-45 Dusk (50.8%)

5 Cantina Coins

25-50 Dusk (30.51%)

1 Vibes

25-100 Dusk (16.95%)

Cantina Level 5

50-150 Dusk (1.69%)

Copper Keycard (0.33%)

Low Scavenging XP

Solar Panel Repo

Input
Output

1 Common Gen 2 Solar Panel

20-60 Dusk (50.8%)

6 Cantina Coins

30-60 Dusk (30.51%)

1 Vibes

40-80 Dusk (16.95%)

Cantina Level 6

50-150 Dusk (1.69%)

Copper Keycard (0.60%)

Low Scavenging XP

Faded Collection

Input
Output

1 Faded Art

1-2 Dusk (40%)

1-3 Dusk (30%)

3-10 Dusk (20%)

5-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Seeding The Way

Input
Output

4 Sunflower Seeds

1-5 Dusk (40%)

1 Cantina Coin

3-7 Dusk (30%)

5-12 Dusk (20%)

7-15 Dusk (10%)

Copper Keycard (0.02%)

Low Scavenging XP

Barite Necessities

Input
Output

50 Barite

5-10 Dusk (50.8%)

1 Vibes

10-25 Dusk (30.51%)

2 Cantina Coins

20-35 Dusk (16.95%)

Cantina Level 2

25-50 Dusk (1.69%)

Copper Keycard (0.02%)

Low Scavenging XP

Bamboozled

Input
Output

30 Bamboo

5-25 Dusk (50.8%)

5 Water Rich Clays

10-40 Dusk (30.51%)

3 Cantina Coins

20-70 Dusk (16.95%)

1 Vibes

50-100 Dusk (1.69%)

Cantina Level 3

Copper Keycard (0.02%)

Low Scavenging XP

Hit The Ice

Input
Output

500 Ice

15-25 Dusk (50.8%)

100 Electronic Bits

20-50 Dusk (30.51%)

4 Cantina Coins

25-75 Dusk (16.95%)

1 Vibes

25-150 Dusk (1.69%)

Cantina Level 4

Copper Keycard (0.02%)

Low Scavenging XP

Most of My Friends Argon

Input
Output

4 Argon

10-45 Dusk (50.8%)

50 Metal Bits

25-50 Dusk (30.51%)

5 Cantina Coins

25-100 Dusk (16.95%)

1 Vibes

50-150 Dusk (1.69%)

Cantina Level 5

Copper Keycard (0.33%)

Low Scavenging XP

Hungry Hungry Martians

Input
Output

130 Food

20-60 Dusk (50.8%)

20 Water

30-60 Dusk (30.51%)

6 Cantina Coins

40-80 Dusk (16.95%)

1 Vibes

50-150 Dusk (1.69%)

Cantina Level 6

Copper Keycard (0.60%)

Low Scavenging XP

Always Available Recipes

The Cantina can also make Apprentice Scavenging Tools and Repair Broken EVA Suit anytime.

Input
Output

1 Sealed Novice Scavenging Tools

1 Sealed Apprentice Scavenging Tools

3 Metis

High Scavenging XP

2 Aluminum Ore

Low Fabrication XP

4 Stamina

30 Scavenging Level

25 Fabrication Level

Input
Output

12 Rover Wires

30 Dusk (76.92%)

4 Electronic Bits

50 Dusk (5.49%)

3 Electrical Tools

60 Dusk (5.49%)

1 Circuit Component

120 Dusk (5.49%)

2 Stamina

360 Dusk (5.49%)

35 Electrical Level

800 Dusk (1.10%)

High Electrical XP

Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk
Dusk