Progression¶
The tech tree is closed. I've had to become rather more interested in the things I find, and rather less confident that a pile of Scrap will settle the matter.
Blueprints and research¶
Blueprints come through loot, eligible research, publications and rewards. A weapon you find can be used before you know how to make another. A learned recipe and a native blueprint are separate kinds of knowledge; read what a book actually grants.
Research tables reject some targets, including tier-three research. A rejected table research does not consume the target or Scrap. Tier-three blueprint items can still come through eligible loot and reward paths. Improvised repair can keep a sufficiently worn firearm useful while its blueprint remains unknown.
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Offline Research¶
Before logging out, I leave Scrap in a research table with its target slot empty and no other research job occupying it. One selected table works for each offline owner; dividing Scrap among several tables does not buy simultaneous attempts.
A successful experiment produces an eligible unknown blueprint to collect and costs more than ordinary item research. With no affordable unknown candidate, an attempt can lose a little Scrap. Technical skips and unavailable services do not charge for a failed attempt. A saved notice on the next login tells me about success, but the physical blueprint still waits at the table. The progression guide covers the other routes to learning.
Use: Feed it ample scrap before stepping away; return to inspect the result.
Cost: Research inputs and the risk of failure
The selected table stays bound for that offline session. Emptying, occupying or destroying it does not switch work to another table.
Learning a blueprint elsewhere can change what is still eligible when a generated blueprint is collected.
| Requirement or outcome | Current rule |
|---|---|
| Owner | Offline; at most one active table per owner |
| Preparation | Empty target slot and Scrap; not open, locked or already researching |
| Timing | Every 2 real hours on shared UTC boundaries |
| Possible discovery | An affordable unknown eligible Tier 0, 1 or 2 blueprint; no Tier 3 |
| Success cost | 2 times ordinary research cost, reduced by your research-cost skill |
| No affordable unknown target | Possible small Scrap loss from unsuccessful tinkering |
| Technical/provider skip | No Scrap loss |
| Collection | An ordinary physical blueprint is left in the table; a successful-research notice appears on login |
Three kinds of progress¶
| Kind | How to inspect it | What changes |
|---|---|---|
| Practice skills | /skills |
Relevant work earns levels and the skill's current benefits. |
| Learned knowledge | /learned |
Books and discoveries teach particular abilities and recipes. |
| Achievements | /achievements |
Milestones record what you did; some have a reward to claim. |
Both kinds of skill reset with the monthly map wipe. Achievements and lifetime play time have different retention rules. Check Wipes and Persistence before the next move.
Find a use for the find¶
A book can make an ordinary ingredient worth saving. A better rod opens another fishing project; underwater light makes a wreck easier to search; workshop machinery can shorten the routine at home. Follow the publication links beside recipes and skills when you want to learn the next useful thing.
The Reading Room preserves discovered publications for later consultation. You can reread a known work without keeping every physical copy, though rereading does not award its lesson again.
Choose a goal that suits you¶
A reliable pantry, a collection of fish, a well-supplied shop and a completed operation are all perfectly good projects. I tend to choose the one for which I already have half the materials. It leaves more of the evening for the interesting half.
Books and Knowledge · Skills · Achievements · Economy