Renovations: Difference between revisions

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(Added the costs of renovations for the yard (WIP))
m (Formating)
 
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Resources needed for renovations can be placed in the "Renovation Resources" chest located next to the contractor, it is wise to plan ahead and buy or find rarer resources in advance, as their availably might be low when a time for renovation comes otherwise. Samuel Jonasson also accepts stolen resources for the renovations.
Resources needed for renovations can be placed in the "Renovation Resources" chest located next to the contractor, it is wise to plan ahead and buy or find rarer resources in advance, as their availably might be low when a time for renovation comes otherwise. Samuel Jonasson also accepts stolen resources for the renovations.


== Renovation Costs : ==
== Renovation costs and effects ==
=== Yard ===
Renovating the Yard improve its appearance, and is required by some tennents. The Sauna upgrades improve its efficiency as well.


=== Yard : ===
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+COURTYARD
|+COURTYARD
Line 34: Line 35:
|
|
|6.800
|6.800
|Planks x40
|Planks '''x40'''
Nails x80
Nails '''x80'''
|700
|700
|-
|-
Line 41: Line 42:
|
|
|13.000
|13.000
|Planks x40
|Planks '''x40'''
Nails x80
Nails '''x80'''
Sand x5
 
Cement x4
Sand '''x5'''
Tarp x1
 
Mesh x1
Cement '''x4'''
Wire x1
 
Tarp '''x1'''
 
Mesh '''x1'''
 
Wire '''x1'''
|1.100
|1.100
|-
|-
Line 53: Line 59:
|
|
|60.000
|60.000
|Planks x20
|Planks '''x20'''
Nails x40
Nails '''x40'''
Sheet Metal x10
 
Cement x8
Sheet Metal '''x10'''
Fertile Soil x5
 
Wire x5
Cement '''x8'''
Brick x20
 
Fertile Soil '''x5'''
 
Wire '''x5'''
 
Brick '''x20'''
|10.000
|10.000
|-
|-
Line 65: Line 76:
|
|
|100.000
|100.000
|Planks x40
|Planks '''x40'''
Nails x40
Nails '''x40'''
Sheet Metal x12
 
Cement x16
Sheet Metal '''x12'''
Bucket of paint x4
 
Wire x10
Cement '''x16'''
Wiring Components x5
 
Brick x25
Bucket of paint '''x4'''
 
Wire '''x10'''
 
Wiring Components '''x5'''
 
Brick '''x25'''
|30.000
|30.000
|-
|-
Line 81: Line 98:
|''Not Implemented''
|''Not Implemented''
|}
|}
''Each level of Courtyard clears the Yard of garbage and adds outdoor communal areas.''
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+FACADE
|+FACADE
Line 92: Line 110:
|
|
|7.000
|7.000
|Cement x10
|Cement '''x10'''
Scrap metal x10
Scrap metal '''x10'''
|800
|800
|-
|-
Line 99: Line 117:
|Facade I
|Facade I
|14.500
|14.500
|Cement x15
|Cement '''x15'''
Scrap metal x15
Scrap metal '''x15'''
Planks x3
 
Asbestos x5
Planks '''x3'''
 
Asbestos '''x5'''
|1.700
|1.700
|-
|-
Line 108: Line 128:
|Facade II
|Facade II
|40.000
|40.000
|Cement x20
|Cement '''x20'''
Scrap metal x20
Scrap metal '''x20'''
Asbestos x15
 
Asbestos '''x15'''
|10.000
|10.000
|-
|-
Line 116: Line 137:
|Facade III
|Facade III
|100.000
|100.000
|Cement x20
|Cement '''x20'''
Scrap metal x30
Scrap metal '''x30'''
Bucket of paint x15
 
Insulation wool x15
Bucket of paint '''x15'''
 
Insulation wool '''x15'''
|20.000
|20.000
|-
|-
Line 128: Line 151:
|''Not Implemented''
|''Not Implemented''
|}
|}
''The Facade renovation is purely cosmetic, although the first level removes the garbage bin near the entrance of the building.''
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+
|+SAUNA & PIER
SAUNA & PIER
!Upgrade
!Level
!Level
!Dependencies
!Cost (OC)
!Cost (OC)
!Cost (Materials)
!Cost (Materials)
!Cost (RM)
!Cost (RM)
|-
|-
|Courtyard
|I
|I
|
|15.000
|15.000
|Planks x40
|Planks '''x40'''
Nails x80
Nails '''x80'''
Leather roll x1
 
Scrap metal x20
Leather roll '''x1'''
Pipe x2
 
Duct tape x4
Scrap metal '''x20'''
Sheet Metal x4  
 
Bucket of paint x1
Pipe '''x2'''
Rock x4
 
Duct tape '''x4'''
 
Sheet Metal '''x4'''
 
Bucket of paint '''x1'''
 
Rock '''x4'''
|800
|800
|-
|-
|II
|
|
|II
|21.500
|21.500
|Planks x60
|Planks '''x60'''
Nails x120
Nails '''x120'''
Cloth roll x1
 
Scrap metal x30
Cloth roll '''x1'''
Pipe x3
 
Duct tape x8
Scrap metal '''x30'''
Sheet Metal x4  
 
Pipe '''x3'''
 
Duct tape '''x8'''
 
Sheet Metal '''x4'''
|1.700
|1.700
|-
|-
|III
|
|60.000
|Planks '''x30'''
Nails '''x80'''
Cloth roll '''x2'''
Scrap metal '''x20'''
Pipe '''x6'''
Duct tape '''x2'''
Sheet Metal '''x8'''
Cement '''x4'''
Glass Pane '''x4'''
Bucket of paint '''x3'''
|10.000
|-
|IV
|
|60.000
|Planks '''x60'''
Nails '''x160'''
Cloth roll '''x2'''
Scrap metal '''x30'''
Pipe '''x6'''
Duct tape '''x2'''
Sheet Metal '''x8'''
Cement '''x2'''
Glass Pane '''x6'''
Bucket of paint '''x6'''
|20.000
|-
|V
|
|''Not Implemented''
|''Not Implemented''
|''Not Implemented''
|}
''Each level of Sauna & Pier improves its effects on mental health, as well as the quality of the deck near the river.''
=== Basement ===
The basement upgrades are necessary to connect apartments to amenities (electricity, water & heating), provide buildable space to expand your farms/productions or indoor services (sauna).
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+BASEMENT
!Level
!Dependencies
!Cost (OC)
!Cost (Materials)
!Cost (RM)
|-
|I
|
|6.500
|Cement '''x6'''
Plywood '''x4'''
Planks '''x4'''
Nails '''x8'''
Scrap metal '''x8'''
Duct tape '''x4'''
Tarp '''x2'''
|300
|-
|II
|Electricity I
|15.500
|Cement '''x6'''
Sheet metal '''x6'''
Planks '''x20'''
Nails '''x40'''
Scrap metal '''x12'''
Duct tape '''x6'''
Cloth roll '''x2'''
|950
|-
|III
|Electricity I
|60.000
|Cement '''x10'''
Sheet metal '''x6'''
Planks '''x6'''
Nails '''x12'''
Scrap metal '''x26'''
Bucket of paint '''x12'''
Cloth roll '''x2'''
|3.000
|-
|IV
|Electricity I
|100.000
|Cement '''x12'''
Sheet metal '''x6'''
Planks '''x3'''
Nails '''x8'''
Scrap metal '''x20'''
Bucket of paint '''x20'''
Cloth roll '''x2'''
|6.000
|-
|V
|
|
|''Not Implemented''
|''Not Implemented''
|''Not Implemented''
|}
''Each level of Basement [WIP]''
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+WORKSHOP
!Level
!Dependencies
!Cost (OC)
!Cost (Materials)
!Cost (RM)
|-
|I
|Basement I
|4.000
|Cement '''x4'''
Planks '''x10'''
|600
|-
|II
|Workshop I
|8.000
|Cement '''x8'''
Planks '''x10'''
|1.200
|-
|III
|III
|Workshop II
|12.000
|Cement '''x4'''
Planks '''x10'''
Scrap metal '''x8'''
Sheet metal '''x2'''
Nails '''x2'''
|3.000
|-
|IV
|Workshop III
|1.600
|Cement '''x4'''
Planks '''x10'''
|4.000
|}
''Each level of Workshop clears a part of the basement, expanding the buildable area.''
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ELECTRICITY
!Level
!Dependencies
!Cost (OC)
!Cost (Materials)
!Cost (RM)
|-
|I
|Basement I
|9.500
|Wire '''x10'''
Scrap metal '''x20'''
Sheet metal '''x2'''
Electronic parts '''x6'''
Wiring component '''x4'''
|380
|-
|II
|Basement I
|18.500
|Wire '''x12'''
Scrap metal '''x35'''
Sheet metal '''x6'''
Electronic parts '''x10'''
Computer parts '''x4'''
Industrial fuse '''x4'''
Wiring component '''x10'''
|900
|-
|III
|Basement I
|60.000
|60.000
|Planks x30
|Wire '''x12'''
Nails x80
Scrap metal '''x35'''
Cloth roll x2
 
Scrap metal x20
Sheet metal '''x6'''
Pipe x6
 
Duct tape x2
Electronic parts '''x10'''
Sheet Metal x8
 
Cement x4
Computer parts '''x4'''
Glass Pane x4
 
Bucket of paint x3
Industrial fuse '''x4'''
 
Wiring component '''x25'''
|10.000
|}
''Electricity upgrades are needed by other services, with higher levels unlocking more options.''
 
''The Electricity area isn't buildable.''
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+WATER
!Level
!Dependencies
!Cost (OC)
!Cost (Materials)
!Cost (RM)
|-
|I
|Basement I
Electricity I
|7.600
|Pipes '''x40'''
Scrap metal '''x60'''
 
Sheet metal '''x2'''
 
Duct tape '''x6'''
|720
|-
|II
|Basement I
Electricity II
|14.500
|Pipes '''x50'''
Scrap metal '''x80'''
 
Sheet metal '''x10'''
 
Computer parts '''x2'''
 
Electronic parts '''x6'''
 
Wire '''x2'''
|3.200
|-
|III
|Basement I
Electricity II
 
Water II
|50.000
|Pipes '''x30'''
Scrap metal '''x20'''
 
Sheet metal '''x15'''
|15.000
|}
''Water upgrades are needed by other services, with higher levels unlocking more options.''
 
''The Water area isn't buildable.''
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+HEATING
!Level
!Dependencies
!Cost (OC)
!Cost (Materials)
!Cost (RM)
|-
|I
|Basement I
|3.500
|Firewood '''x30'''
Pipes '''x10'''
 
Scrap metal '''x15'''
 
Planks '''x10'''
|500
|-
|II
|Basement I
Electricity I
|23.000
|Sheet metal '''x15'''
Pipes '''x25'''
 
Scrap metal '''x30'''
 
Wire '''x2'''
 
Planks '''x5'''
 
Wiring components '''x2'''
 
Mechanical parts '''x2'''
|2.100
|-
|III
|Basement I
Electricity II
|100.000
|Sheet metal '''x30'''
Pipes '''x50'''
 
Scrap metal '''x50'''
 
Wire '''x2'''
 
Electronic parts '''x5'''
 
Computer parts '''x3'''
 
Wiring components '''x5'''
 
Mechanical parts '''x10'''
|15.000
|}
''Heating upgrades are needed by other services, with higher levels unlocking more options.''
 
''The Heating area isn't buildable.''
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+SAUNA
!Level
!Dependencies
!Cost (OC)
!Cost (Materials)
!Cost (RM)
|-
|I
|Basement I
|8.700
|Planks '''x12'''
Nails '''x20'''
 
Sheet metal '''x2'''
 
Scrap metal '''x16'''
 
Pipes '''x4'''
 
Leather roll '''x2'''
|380
|-
|II
|Basement I
Electricity I
|17.500
|Planks '''x30'''
Nails '''x35'''
 
Sheet metal '''x2'''
 
Scrap metal '''x24'''
 
Pipes '''x4'''
 
Leather roll '''x2'''
 
Cloth roll '''x2'''
|1.100
|-
|III
|Basement I
Electricity I
|50.000
|Planks '''x30'''
Nails '''x40'''
 
Sheet metal '''x2'''
 
Scrap metal '''x34'''
 
Pipes '''x4'''
 
Cement '''x4'''
 
Bucket of paint '''x2'''
|5.000
|-
|IV
|Basement I
Electricity I
|80.000
|Planks '''x35'''
Nails '''x45'''
 
Sheet metal '''x2'''
 
Scrap metal '''x35'''
 
Pipes '''x4'''
 
Cement '''x4'''
 
Bucket of paint '''x4'''
|10.000
|10.000
|-
|-
|V
|
|
|''Not Implemented''
|''Not Implemented''
|''Not Implemented''
|}
''Each level of Sauna improves its effects on mental health.''
''The Sauna area isn't buildable.''
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+MUSHROOM FARM
!Level
!Dependencies
!Cost (OC)
!Cost (Materials)
!Cost (RM)
|-
|I
|Basement I
|3.000
|Planks '''x16'''
Nails '''x26'''
Sheet metal '''x2'''
Scrap metal '''x12'''
Leather roll '''x1'''
|400
|-
|II
|Basement I
Electricity I
Mushroom farm I
|8.900
|Planks '''x24'''
Nails '''x40'''
Sheet metal '''x2'''
Scrap metal '''x20'''
Leather roll '''x4'''
|700
|-
|III
|Basement I
Electricity I
Mushroom farm II
|20.000
|Cement '''x10'''
Pipes '''x4'''
Sheet metal '''x10'''
Scrap metal '''x30'''
Bucket of paint '''x4'''
|3.000
|-
|IV
|Basement I
Electricity I
Mushroom farm III
|40.000
|Cement '''x4'''
Pipes '''x4'''
Sheet metal '''x10'''
Scrap metal '''x30'''
Cloth roll '''x10'''
|5.000
|-
|V
|
|''Not Implemented''
|''Not Implemented''
|''Not Implemented''
|}
''The first level of Mushroom Farm add a buildable area and makes the mushroom spores harmless, purely cosmetic.''
''Every following upgrade expands its size.''
=== Player apartment ===
The housing given to the player has the same upgrade and layout as a Large apartment. The only difference between the two is the price : the player's apartment is slightly more expensive than regular Large ones.
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+WALLS
!Level
!Dependencies
!Cost (OC)
!Cost (Materials)
!Cost (RM)
|-
|I
|
|1.700
|Planks '''x30'''
Nails '''x30'''
Scrap metal '''x15'''
Duct tape '''x4'''
Tarp '''x2'''
|75
|-
|II
|Apartment electricity ON
Walls I
|5.700
|Planks '''x20'''
Nails '''x20'''
Scrap metal '''x10'''
Tarp '''x4'''
Cloth roll '''x2'''
Wire '''x1'''
Duct tape '''x5'''
Plywood '''x4'''
|290
|-
|III
|Apartment electricity ON
|25.000
|Planks '''x15'''
Nails '''x30'''
Scrap metal '''x15'''
Glass pane '''x2'''
Cloth roll '''x1'''
Wire '''x2'''
Wiring components '''x1'''
Plywood '''x12'''
Bucket of paint '''x1'''
|2.500
|-
|IV
|IV
|60.000
|Apartment electricity ON
|Planks x60
|50.000
Nails x160
|Planks '''x15'''
Cloth roll x2
Nails '''x30'''
Scrap metal x30
 
Pipe x6
Scrap metal '''x15'''
Duct tape x2
 
Sheet Metal x8
Sand '''x2'''
Cement x2
 
Glass Pane x6
Cloth roll '''x1'''
Bucket of paint x6
 
Wire '''x2'''
 
Bucket of paint '''x4'''
 
Wiring components '''x2'''
 
Plywood '''x20'''
 
Furniture parts '''x12'''
|5.000
|-
|V
|
|''Not Implemented''
|''Not Implemented''
|''Not Implemented''
|}
''The first two levels of Walls improve sleeping safety :''
 
''Bare walls give a ~60% chance for a sleep event to happen (unsafe).''
 
''Makeshift (level I) reduces it to ~30% (safe-ish).''
 
''Shabby (level II) negates it (safe).''
 
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+BATHROOM
!Level
!Dependencies
!Cost (OC)
!Cost (Materials)
!Cost (RM)
|-
|I
|
|1.300
|Planks '''x2'''
Nails '''x4'''
 
Scrap metal '''x5'''
 
Tarp '''x5'''
|100
|-
|II
|Apartment electricity ON
Apartment water I
|4.500
|Planks '''x10'''
Nails '''x20'''
 
Scrap metal '''x10'''
 
Glass pane '''x1'''
 
Pipes '''x3'''
 
Wire '''x1'''
 
Plywood '''x2'''
|350
|-
|III
|Apartment electricity ON
Apartment water II
|20.000
|20.000
|Planks '''x4'''
Nails '''x8'''
Scrap metal '''x30'''
Cement '''x2'''
Pipes '''x6'''
Wire '''x1'''
Plywood '''x4'''
Wiring components '''x1'''
|2.300
|-
|-
|IV
|Apartment electricity ON
Apartment water III
|50.000
|Planks '''x2'''
Nails '''x4'''
Scrap metal '''x30'''
Cement '''x2'''
Pipes '''x8'''
Wire '''x1'''
Glass pane '''x2'''
Wiring components '''x2'''
Plywood '''x8'''
Mechanical parts '''x1'''
|6.000
|-
|V
|
|''Not Implemented''
|''Not Implemented''
|''Not Implemented''
|}
{| class="wikitable sortable mw-collapsible mw-collapsed"
!Level
!Dependencies
!Cost (OC)
!Cost (Materials)
!Cost (RM)
|-
|I
|
|
|
|
|-
|II
|
|
|
|
|-
|III
|
|
|
|
|-
|IV
|
|
|
|
|
|-
|V
|V
|
|''Not Implemented''
|''Not Implemented''
|''Not Implemented''
|}
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+TEMPLATE (WIP)
!Level
!Dependencies
!Cost (OC)
!Cost (Materials)
!Cost (RM)
|-
|I
|
|
|
|
|-
|II
|
|
|
|
|-
|III
|
|
|
|
|-
|IV
|
|
|
|
|-
|V
|
|''Not Implemented''
|''Not Implemented''
|''Not Implemented''
|}
{| class="wikitable sortable mw-collapsible mw-collapsed"
!Level
!Dependencies
!Cost (OC)
!Cost (Materials)
!Cost (RM)
|-
|I
|
|
|
|
|-
|II
|
|
|
|
|-
|III
|
|
|
|
|-
|IV
|
|
|
|
|-
|V
|
|''Not Implemented''
|''Not Implemented''
|''Not Implemented''
|''Not Implemented''

Latest revision as of 16:29, 14 August 2024

Renovations are one of the main aspects and objective of the Obenseuer, that become available as soon as player receives Tenement Blueprint from Malone Petronis.

Tenement Blueprint gives a wide range of renovations to start, individual apartments, their upgrades and utilities, general tenement upgrades and its utilities, basement upgrades and roof upgrades and outdoors upgrades. Renovations can be contracted to renovation contractors limited to the level of that contractor or blocked by requirements of other renovations.

Apartment renovations[edit | edit source]

Player's Tenement has currently 16 available apartments that can be renovated, that also includes the player's apartment and the apartment resided by Malone Petronis, remaining apartments can be rented to people looking for home in exchange for a stable income.

The apartment upgrades themselves can be split into general upgrades (Walls, Bathroom, Kitchen and Balconies) and utilities (Heating, Electricity and Water), which the latter may require tenement utilities first. It is advised to focus on preparing apartments for renting first, before player tackles renovations of their own or Malone's apartment.

Tenement renovations[edit | edit source]

The tenement itself has multiple key upgrades to perform, mainly the Stairwell renovations, that with each level, will unlock more floors, and Basement renovation, which allows to install utilities required in later apartment upgrades. It is very important to differentiate apartment utilities from tenement utilities when planning renovations.

Besides the two main upgrades, with unlocked basement, player can further renovate it, expanding it to a personal workshop, a public sauna and a mushroom farm. Unlocking all floors with the roof included, allows to start roof renovations. Player can also at any time renovate the outdoors, cleaning up the courtyard, renovating the façade and expanding the tenement with a pier and a canal sauna, which of those upgrades, some may be required by potential tenants.

In the current version, by default the tenement starts with Makeshift I level of Pier and Sauna upgrade.

Starting renovations[edit | edit source]

After acquiring Tenement Blueprint, player is able to talk to renovation contractors, starting with Tenement Contract Work! run by Samuel Jonasson. Upon interaction, player is given a choice which renovations to start, each requires player to gather resources and pay initial payment in OCs, finished renovation needs final payment in RMs to be applied in the tenement. Player can start multiple renovations concurrently and is free to hold on paying the final payment as long as they please. Higher level renovations will require player visiting new districts and finding a contractor with better skills there.

For apartment renovations, the player is required to fully examine that apartment by visiting every room, and cleaning it up from trash, furniture, contaminated materials, mold and graffiti, using the Cleaning Mode. Gathered furniture player can utilize for themselves.

Resources needed for renovations can be placed in the "Renovation Resources" chest located next to the contractor, it is wise to plan ahead and buy or find rarer resources in advance, as their availably might be low when a time for renovation comes otherwise. Samuel Jonasson also accepts stolen resources for the renovations.

Renovation costs and effects[edit | edit source]

Yard[edit | edit source]

Renovating the Yard improve its appearance, and is required by some tennents. The Sauna upgrades improve its efficiency as well.

COURTYARD
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I 6.800 Planks x40

Nails x80

700
II 13.000 Planks x40

Nails x80

Sand x5

Cement x4

Tarp x1

Mesh x1

Wire x1

1.100
III 60.000 Planks x20

Nails x40

Sheet Metal x10

Cement x8

Fertile Soil x5

Wire x5

Brick x20

10.000
IV 100.000 Planks x40

Nails x40

Sheet Metal x12

Cement x16

Bucket of paint x4

Wire x10

Wiring Components x5

Brick x25

30.000
V Not Implemented Not Implemented Not Implemented

Each level of Courtyard clears the Yard of garbage and adds outdoor communal areas.

FACADE
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I 7.000 Cement x10

Scrap metal x10

800
II Facade I 14.500 Cement x15

Scrap metal x15

Planks x3

Asbestos x5

1.700
III Facade II 40.000 Cement x20

Scrap metal x20

Asbestos x15

10.000
IV Facade III 100.000 Cement x20

Scrap metal x30

Bucket of paint x15

Insulation wool x15

20.000
V Not Implemented Not Implemented Not Implemented

The Facade renovation is purely cosmetic, although the first level removes the garbage bin near the entrance of the building.

SAUNA & PIER
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I 15.000 Planks x40

Nails x80

Leather roll x1

Scrap metal x20

Pipe x2

Duct tape x4

Sheet Metal x4

Bucket of paint x1

Rock x4

800
II 21.500 Planks x60

Nails x120

Cloth roll x1

Scrap metal x30

Pipe x3

Duct tape x8

Sheet Metal x4

1.700
III 60.000 Planks x30

Nails x80

Cloth roll x2

Scrap metal x20

Pipe x6

Duct tape x2

Sheet Metal x8

Cement x4

Glass Pane x4

Bucket of paint x3

10.000
IV 60.000 Planks x60

Nails x160

Cloth roll x2

Scrap metal x30

Pipe x6

Duct tape x2

Sheet Metal x8

Cement x2

Glass Pane x6

Bucket of paint x6

20.000
V Not Implemented Not Implemented Not Implemented

Each level of Sauna & Pier improves its effects on mental health, as well as the quality of the deck near the river.

Basement[edit | edit source]

The basement upgrades are necessary to connect apartments to amenities (electricity, water & heating), provide buildable space to expand your farms/productions or indoor services (sauna).

BASEMENT
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I 6.500 Cement x6

Plywood x4

Planks x4

Nails x8

Scrap metal x8

Duct tape x4

Tarp x2

300
II Electricity I 15.500 Cement x6

Sheet metal x6

Planks x20

Nails x40

Scrap metal x12

Duct tape x6

Cloth roll x2

950
III Electricity I 60.000 Cement x10

Sheet metal x6

Planks x6

Nails x12

Scrap metal x26

Bucket of paint x12

Cloth roll x2

3.000
IV Electricity I 100.000 Cement x12

Sheet metal x6

Planks x3

Nails x8

Scrap metal x20

Bucket of paint x20

Cloth roll x2

6.000
V Not Implemented Not Implemented Not Implemented

Each level of Basement [WIP]

WORKSHOP
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I Basement I 4.000 Cement x4

Planks x10

600
II Workshop I 8.000 Cement x8

Planks x10

1.200
III Workshop II 12.000 Cement x4

Planks x10

Scrap metal x8

Sheet metal x2

Nails x2

3.000
IV Workshop III 1.600 Cement x4

Planks x10

4.000

Each level of Workshop clears a part of the basement, expanding the buildable area.

ELECTRICITY
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I Basement I 9.500 Wire x10

Scrap metal x20

Sheet metal x2

Electronic parts x6

Wiring component x4

380
II Basement I 18.500 Wire x12

Scrap metal x35

Sheet metal x6

Electronic parts x10

Computer parts x4

Industrial fuse x4

Wiring component x10

900
III Basement I 60.000 Wire x12

Scrap metal x35

Sheet metal x6

Electronic parts x10

Computer parts x4

Industrial fuse x4

Wiring component x25

10.000

Electricity upgrades are needed by other services, with higher levels unlocking more options.

The Electricity area isn't buildable.

WATER
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I Basement I

Electricity I

7.600 Pipes x40

Scrap metal x60

Sheet metal x2

Duct tape x6

720
II Basement I

Electricity II

14.500 Pipes x50

Scrap metal x80

Sheet metal x10

Computer parts x2

Electronic parts x6

Wire x2

3.200
III Basement I

Electricity II

Water II

50.000 Pipes x30

Scrap metal x20

Sheet metal x15

15.000

Water upgrades are needed by other services, with higher levels unlocking more options.

The Water area isn't buildable.

HEATING
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I Basement I 3.500 Firewood x30

Pipes x10

Scrap metal x15

Planks x10

500
II Basement I

Electricity I

23.000 Sheet metal x15

Pipes x25

Scrap metal x30

Wire x2

Planks x5

Wiring components x2

Mechanical parts x2

2.100
III Basement I

Electricity II

100.000 Sheet metal x30

Pipes x50

Scrap metal x50

Wire x2

Electronic parts x5

Computer parts x3

Wiring components x5

Mechanical parts x10

15.000

Heating upgrades are needed by other services, with higher levels unlocking more options.

The Heating area isn't buildable.

SAUNA
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I Basement I 8.700 Planks x12

Nails x20

Sheet metal x2

Scrap metal x16

Pipes x4

Leather roll x2

380
II Basement I

Electricity I

17.500 Planks x30

Nails x35

Sheet metal x2

Scrap metal x24

Pipes x4

Leather roll x2

Cloth roll x2

1.100
III Basement I

Electricity I

50.000 Planks x30

Nails x40

Sheet metal x2

Scrap metal x34

Pipes x4

Cement x4

Bucket of paint x2

5.000
IV Basement I

Electricity I

80.000 Planks x35

Nails x45

Sheet metal x2

Scrap metal x35

Pipes x4

Cement x4

Bucket of paint x4

10.000
V Not Implemented Not Implemented Not Implemented

Each level of Sauna improves its effects on mental health.

The Sauna area isn't buildable.

MUSHROOM FARM
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I Basement I 3.000 Planks x16

Nails x26

Sheet metal x2

Scrap metal x12

Leather roll x1

400
II Basement I

Electricity I

Mushroom farm I

8.900 Planks x24

Nails x40

Sheet metal x2

Scrap metal x20

Leather roll x4

700
III Basement I

Electricity I

Mushroom farm II

20.000 Cement x10

Pipes x4

Sheet metal x10

Scrap metal x30

Bucket of paint x4

3.000
IV Basement I

Electricity I

Mushroom farm III

40.000 Cement x4

Pipes x4

Sheet metal x10

Scrap metal x30

Cloth roll x10

5.000
V Not Implemented Not Implemented Not Implemented

The first level of Mushroom Farm add a buildable area and makes the mushroom spores harmless, purely cosmetic.

Every following upgrade expands its size.

Player apartment[edit | edit source]

The housing given to the player has the same upgrade and layout as a Large apartment. The only difference between the two is the price : the player's apartment is slightly more expensive than regular Large ones.

WALLS
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I 1.700 Planks x30

Nails x30

Scrap metal x15

Duct tape x4

Tarp x2

75
II Apartment electricity ON

Walls I

5.700 Planks x20

Nails x20

Scrap metal x10

Tarp x4

Cloth roll x2

Wire x1

Duct tape x5

Plywood x4

290
III Apartment electricity ON 25.000 Planks x15

Nails x30

Scrap metal x15

Glass pane x2

Cloth roll x1

Wire x2

Wiring components x1

Plywood x12

Bucket of paint x1

2.500
IV Apartment electricity ON 50.000 Planks x15

Nails x30

Scrap metal x15

Sand x2

Cloth roll x1

Wire x2

Bucket of paint x4

Wiring components x2

Plywood x20

Furniture parts x12

5.000
V Not Implemented Not Implemented Not Implemented

The first two levels of Walls improve sleeping safety :

Bare walls give a ~60% chance for a sleep event to happen (unsafe).

Makeshift (level I) reduces it to ~30% (safe-ish).

Shabby (level II) negates it (safe).

BATHROOM
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I 1.300 Planks x2

Nails x4

Scrap metal x5

Tarp x5

100
II Apartment electricity ON

Apartment water I

4.500 Planks x10

Nails x20

Scrap metal x10

Glass pane x1

Pipes x3

Wire x1

Plywood x2

350
III Apartment electricity ON

Apartment water II

20.000 Planks x4

Nails x8

Scrap metal x30

Cement x2

Pipes x6

Wire x1

Plywood x4

Wiring components x1

2.300
IV Apartment electricity ON

Apartment water III

50.000 Planks x2

Nails x4

Scrap metal x30

Cement x2

Pipes x8

Wire x1

Glass pane x2

Wiring components x2

Plywood x8

Mechanical parts x1

6.000
V Not Implemented Not Implemented Not Implemented
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I
II
III
IV
V Not Implemented Not Implemented Not Implemented
TEMPLATE (WIP)
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I
II
III
IV
V Not Implemented Not Implemented Not Implemented
Level Dependencies Cost (OC) Cost (Materials) Cost (RM)
I
II
III
IV
V Not Implemented Not Implemented Not Implemented

See also[edit | edit source]