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Solarpunk Cheats

Solarpunk

Hints and Tips:
---------------
Submitted by: David K.

-= Survival =-
* Health, hunger, and thirst meters on normal difficulty; easier mode softens
  upkeep.
* Early water: research and craft a Rain Collector; it also refills your watering
  can.
* Later water: glass bottle + well or island water source, then boil dirty water
  in a furnace; fruit also restores thirst.
* Food: berry bushes on the starter island; replant berry seeds on hoe plots.
  Save watermelons, wheat, and cotton for Tradebot trades before eating
  stockpiles.
* Open the Start Island Chest first (fixed Raspberry x4, Stone x16, Stick x8).

-= Farming =-
* Hoe recipe: 3 sticks + 2 stone. Equip hoe, place plots on flat ground (not
  steep).
* Wild harvests give crop + seed; farm harvest returns the planted seed. Expand
  seed stock at the Crafting Table (most crops: 4 harvested crop -> 1 seed
  recipe).
* Rain auto-waters plots; storms can destroy mature crops - harvest promptly.
* Day/night does not affect growth; dry plots stop growing while you travel.
* First sprinklers: trade 4 watermelons at the Energy Tradebot (also grants
  Cable, Network Display, and Energy Generator on that first exchange). Power
  sprinklers with solar or other energy. Hashtag plot layout (center sprinkler)
  waters the most tiles.
* Growbox (Tier 6 research) grows plants on non-soil surfaces.

-= Crop catalog (growth times) =-
* Cotton - 10 min; -; -; Cloth, tradebot, Tier 4 decor.
* Wheat - 15 min; -; -; Tier 5 gate, bread, animal feed.
* Watermelon - 13m 20s; 50; 150; First tradebot trade, thirst.
* Raspberry - 13m 20s; 120; 45; Starter food; berries = seeds.
* Carrot - 13m 20s; 170; -; Later islands, pig shelter.
* Paprika - 13m 20s; 190; 10; Food crop.
* Tomato - 13m 20s; 140; 50; Food + water.
* Sunflower - 13m 20s; -; -; Tier 6 gate, leaves, animal feed.
* Corn - 24 min; 190; -; High food value.
* Mushroom - 13m 20s; -; -; No food value listed.
* Flower Special - 26m 40s; -; -; Longest listed crop.

-= Research Table tiers (main base) =-
* 1 - (default); Rain Collector, Well, Beehive, Bed, Chest.
* 2 - Build-Hammer + Beeswax; Furnace, Bottle, Map (craft with 2 Cloth).
* 3 - 1 Iron Bar; Airship Dock research (5W/5Fe/5Cloth), shelves.
* 4 - 1 Copper; Iron Tools, Glass Materials, farm decor.
* 5 - 1 Wheat; Animal Basics Pack (costs 5 Wheat to research).
* 6 - 1 Sunflower; Growbox, Cooking, Seedspack, Pig Shelter.
* Craft Build-Hammer early; place Beehives (Tier 1) for Beeswax before Tier 2.
* Research Map at Tier 2 before long airship trips if you want island-ring
  navigation.

-= Early progression =-
* Starter island iron: left from spawn past a water pool; mine nodes, then the
  ground vein for infinite ore (wears pickaxes faster). Build Hammer stairs reach
  more nodes.
* Reach Tier 2 (Beeswax + Build-Hammer), unlock Furnace, smelt iron. Submit 1
  Iron Bar for Tier 3.
* Within Tier 3, research Airship Dock (5 wood, 5 iron, 5 cloth to unlock
  recipe). Craft dock: 40 wood, 20 iron, 3 cloth; place on an island edge.
* Climb to the high platform near spawn for the Crashed Airship Component; craft
  the airship at the dock.
* First flight range is small - upgrade via Tradebot trades. Copper ore sits on
  the small island northeast of spawn (needs airship). Repair smoking airships
  with a 5-iron kit.

-= Airship controls =-
* W accelerate, S brake, double-tap S reverse; mouse steers; Space/Shift or mouse
  pitch for altitude. Retrieve a docked ship if you die on a distant island.

-= Tradebot and blueprints =-
* Energy Tradebot island north of starter; Crafting Tradebot on a separate
  island.
* Repair the Energy Workbench opposite the Tradebot cabin, then use blueprint
  trades.
* Trades are sequential on each bot - finish earlier deliveries before later ones
  unlock.
* Blueprints go to the Research Table beside the Tradebot (automation:
  sprinklers, drills, electronics). Trader blueprint tiers gate heavy energy
  unlocks.

-= Trader blueprint tiers (Energy Tradebot table, PC) =-
* 1 - First blueprint route; Energy Workbench, Solar, Weather Station and Switch.
* 2 - 1 Silicon; Battery, Energy Furnace, Animal Transport, Advanced Dock,
  Sensors and Logic Block.
* 3 - 1 Cobalt; Windmill, Transport Drone, Postbox, Lights Pack.

-= Co-op and energy =-
* Each player has own inventory and airship; build together or separate corners
  on an island. Host runs the session - no dedicated public servers.
* Build Energy Crafting Table (5 iron, 6 copper, 4 wood, 2 glass) after Energy
  Workbench blueprint. Starter grid: generator or solar, cables, Network Display,
  then consumers.
* Sprinkler draws ~40 power; automatic Drill is a heavy load - add batteries and
  check the Network Display before chaining multiple machines on one grid.
* Sensors and Logic Block (blueprint Tier 2): wire Rain Sensor to sprinklers so
  irrigation shuts off during rain; Daytime Sensor for lamps; Controllable Logic
  Block for AND/OR conditions. Use Lever/Switch (Weather Station unlock) to
  isolate drill lines from farm power during trips.

-= Animals and beeswax =-
* Beehive (Tier 1): craft for Beeswax - required for Tier 2 research and early
  tradebot (20 Beeswax trade).
* Chickens after Tier 5 + Animal Basics Pack research (5 Wheat). Unlocks Chicken
  Coop, Feeding Trough, Water Trough, Feed Bag (2 Wheat each).
* Lure wild chickens by equipping Wheat on the hotbar and walking to the coop;
  one coop per bird. Fill troughs (4 Feed Bags max per feeder); eggs appear in
  the coop basket when hunger, thirst, and shelter meters are full.
* Pigs (Tier 6 Pig Shelter) give truffles; sheep give milk - Food Basket collects
  outputs.
* Animal Transport unlocks at trader blueprint Tier 2; use Receiving Station +
  transport item to move livestock between islands.

Money:
------
No shop currency on consulted pages. Progression uses gathered resources and
sequential Tradebot barter (crops, beeswax, copper, cloth, eggs, silicon). Stock
trade items before spending them on food or crafting. Postbox converts goods to
vending tickets for cosmetics.

Secrets:
--------
-= Core Energy Tradebot chain (in order) =-
* 4x Watermelon - Sprinkler, Cable x6, Network Display, Generator.
* 12x Cotton - Blueprint.
* 20x Beeswax - Blueprint.
* 10x Watermelon - Blueprint.
* 32x Copper - Airship range upgrade.
* 5x Silicon - Blueprint Tier 2 gate.
* 10x Wheat - Blueprint.
* 20x Cloth - Blueprint.
* 6x Egg - Airship range upgrade.

Later trades (same bot, after core chain): Carrot x20, Sunflower x20, Cobalt x20,
Glass x32, Corn x20, Truffle x10, Algae x30, and more blueprint or airship-
upgrade rewards.

-= Island resource quick map =-
* Starter island - Iron nodes + iron patch, berries, beehives, Start Island
  Chest, airship component (high).
* Island NE of starter - Copper nodes and copper patch (first flight).
* Large island NE (upgraded) - Quartz nodes; southern chest has 3 quartz.
* Tri-island NW (upgraded) - Infinite quartz vein - drill + solar farm.
* Tradebot island (north) - Tradebot cabin, Energy Workbench, blueprint Research
  Table, Energy Crafting Table spot.

* After airship upgrades, smelt quartz to silicon; five silicon also buys a
  blueprint.
* Automate quartz: drills + solar on the tri-island vein (two quartz stacks per
  drill).
* Cotton -> cloth at the crafting table feeds tier-3 dock research and trade
  deliveries.
* Normal and Rare chests on outer islands can bundle iron, copper, quartz,
  cables, and seeds - worth opening while expanding range.
 
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