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Overview[]

Standard Facilities[]

All Home Sites have these.

  • Parking Area
  • Radio Room

Essential Facilities[]

These facilities are absolutely essential for survival.

  • Medical Area
  • Sleeping Area
  • Work Area
  • Watch Tower
Required skills

Optional Facilities[]

These non-essential facilities are matter of personal preferences.

  • Cooking Area
  • Dining Area
  • Garden Area
  • Generator
  • Latrine
  • Library
  • Storage Area
  • Training Area
Required skills

Built-In Only Facilities[]

Radio Room (ALL Home Site Locations)

(Passive) Allows access to Outposts and the Radio Assistance Menu.

"Black Friday" Army Base[]

Helipad

(Passive) Medivac: Allows for the evacuation of survivors.
(Passive) Supply Drop: Allows for supply drop intervals. (New weapons can be ordered in along with any of the five core resources.)

Mess Hall

(Passive) Mise En Place: Protects against Food Contamination.
  • (Passive) Mess Officer: +10 Vitality for everyone. Allows the preparation of feasts.

Barracks

(Passive) Beds: Provides +8 beds.
(Passive) Good Night's Sleep: Increases soldiers' Stamina by +10 (MUST HAVE A BED FOR EVERYONE)

Ops Centre

  • (Passive) Base Command: 100% increased wits experience. Allows organization of the squad's mission Tactics (i.e. setting up supply lines, searching for survivors, zombie hunting, etc.).
  • (Passive) Intelligence Officer: +300% research speed in crafting options.

Supply Depot

{Passive) Storage Space: +40 Food, Ammo, Medicine, Fuel and Materials capacity.
(Passive) Requisition Officer: Dramatically reduces supply consumption and degradation.

Snyder Trucking Warehouse[]

Warehouse Storage

(Passive) +30 Food, Ammo, Medicine, Fuel and Materials capacity.

Warehouse Lockers

(Passive) Beds: Provides +8 beds.
(Passive) Good Night's Sleep: Increases eveyone's stamina by 10 (MUST HAVE A BED FOR EVERYONE)

Others[]

  • Outposts: These are not technically facilities and not inside the homesite, but have significant role in defending it and improve ease of exploring.
  • Busted RVs: These must be found, repaired and refueled to escape. (Breakdown-only.)

Radio Area[]

"Radios allows us to communicate with other survivors and to influence them for favors or support."

Radio Room[]

Requirements
  • All Home Sites have this facility by default.
Facility bonuses
  • Commmand Center: If we work together, we'll find a way to survive. (Allows access to Radio Assistance.) REQUIRES RADIO OPERATOR
  • Radio Operator: Coordinating actions by radio.
Available actions
  • Offer Shelter to Survivors (100 Influence, 20 minute cooldown): Attempt to make contact with new group of survivors.
  • Ask About Materials Cache (20 Influence, 10 minute cooldown): Ask about an area that has MATERIALS.
  • Ask About Medicine Cache (20 Influence, 10 minute cooldown): Ask about an area that has MEDICINE.
  • Ask About Ammunition Cache (20 Influence, 10 minute cooldown): Ask about an area that has AMMUNITION.
  • Ask About Food Cache (20 Influence, 10 minute cooldown): Ask about an area that has FOOD.
  • Ask About Fuel Cache (20 Influence, 10 minute cooldown): Ask about an area that has FUEL.
Radio Assistance from survivors
  • Call For Scavengers: 10 Influence. HOME: Calls in scavengers to collect resources and useful gear from current location.
  • Establish Outpost: 50 Influence. HOME: Creates an Outpost in the building you are currently standing in.
  • Relocate Home Base: 100 Influence. HOME:
  • Call For Backup: 50 Influence. SHERIFF PARSONS: Brings in a SWAT team to help you for a couple minutes.
  • Sharpshooting: 75 Influence.
  • Death From Above: 50 Influence
  • Vehicle Delivery: 100 Influence.
  • Construction Advice: 200 Influence. QUENTIN BARNES: Completes current build and upgrade facility actions.
  • Medical Advice: 10 Influence. DOC HANSON: Restores your maximum vitality.
  • Words of Inspiration: 5 Influence.
  • Words of Encouragement: 5 Influence.

Work Area[]

"We could make the things we need to fight zombies instead of having to scavenge for everything."

Basic Workshop[]
Requirements
  • 5 Building Materials
  • 1 Survivor
  • 10 Influence
  • 15 minutes build time
Facility bonuses
  • (Passive) Dedicated Work Area: Automatically repair and reinforce weapons each day.
  • (Passive) Construction Expertise: +100% construction rate. REQUIRES TOOLS EXPERT.
Available actions
  • Upgrade to Real Workshop (25 Materials, 50 Influence, 15 Minutes).
  • Remove Basic Workshop: Free up this space for something else. (1min:0s)
Real Workshop[]
Requirements
  • 15 Building Materials
  • 2 Survivors
  • 50 Influence
  • 15 minutes build time
Facility bonuses
  • (Passive) Weapon Maintenance: Automatically repair and reinforce weapons each day.
  • (Passive) Real Workshop: Automatically Repair Body and Tire damage for vehicles parked overnight.
  • (Passive) Construction Expertise: +100% construction rate. REQUIRES TOOLS EXPERT.
Fabrication options
  • Make Suppressor: Creates a couple homemade supressors. (Creates 2 Homemade Suppressors: 30 shots). (Costs: (1 Material, 5 Influence, 30 minutes)
  • Make Firecracker: Creates a few homemade firecrackers. (Costs: 1 Ammunition, 5 Influence, 5 minutes)
  • Make Flame Fougasse: Creates a few homemade firetraps. (Costs: 1 Fuel, 5 Influence, 15 minutes)
Available actions
  • Upgrade to Machine Shop (40 Materials, 100 Influence, 15 minutes) REQUIRES TOOLS EXPERT
  • Upgrade to Munitions Shop (40 Materials, 100 Influence, 15 minutes) REQUIRES CHEMISTRY EXPERT
  • Remove Real Workshop: Free up this space for something else. (1min:0s)
Machine Shop[]
Requirements
  • TOOLS EXPERT
  • 40 Building Materials
  • 3 Survivors
  • 100 Influence
  • 15 minutes build time
Facility bonuses
  • (Passive) Weapon Maintenance: Automatically repair and reinforce weapons each day.
  • (Passive) Real Workshop: Automatically repair Body and tire Damage for vehicles parked overnight. REQUIRES PARKING AREA
  • (Passive) Power Tools: Automatically repair body, engine and tire damage. Replace lost bumpers and doors.
  • (Passive) Construction Expertise: +100% construction rate. REQUIRES TOOLS EXPERT.
Fabrication options
  • Make Suppressor: Creates a couple homemade supressors. (Creates 2 Homemade Suppressors: 30 shots). (Costs: (1 Material, 5 Influence, 30 minutes)
  • Make Firecracker: Creates a few homemade firecrackers. (Costs: 1 Ammunition, 5 Influence, 5 minutes)
  • Make Flame Fougasse: Creates a few homemade firetraps. (Costs: 1 Fuel, 5 Influence, 15 minutes)
Available actions
  • Commerce: Machine Shop Access: Can trade access to Munitions Shop for +3 ammo from other enclaves. (Duration: 90 minutes)
  • Remove Machine Shop: Free up this space for something else. (1min:0s)
Munitions Shop[]
Requirements
  • CHEMISTRY EXPERT
  • 40 Building Materials
  • 3 Survivors
  • 100 Influence
  • 15 minutes build time
Facility bonuses
  • (Passive) Weapon Maintenance: Automatically repair and reinforce weapons each day.
  • (Passive) Real Workshop: Automatically repair Body and tire Damage for vehicles parked overnight. REQUIRES PARKING AREA
  • (Passive) Chemistry Equipment: Allows the creation of explosives.
  • (Passive) Chemistry Expertise: Prevents explosives mishaps. REQUIRES CHEMISTRY EXPERT.
Fabrication options
  • Make Suppressor: Creates a couple homemade supressors. (Creates 2 Homemade Suppressors: 30 shots). (Costs: (1 Material, 5 Influence, 30 minutes)
  • Make Firecracker: Creates a few homemade firecrackers. (Costs: 1 Ammunition, 5 Influence, 5 minutes)
  • Make Flame Fougasse: Creates a few homemade firetraps. (Costs: 1 Fuel, 5 Influence, 15 minutes)
  • Make Whistling Box Mine: Creates a few homemade mine traps. (Costs: 1 Ammunition, 5 Influence, 5 minutes) REQUIRES LIBRARY.
  • Make Steel Pipe Bomb: Creates a few pipe bombs. (Costs: 1 Ammunition, 5 Influence, 5 minutes) REQUIRES A MUNITIONS SHOP
  • Make Chemical Incendiary: Creates a few homemade firetraps. (Costs: 1 Fuel, 5 Influence, 15 minutes) REQUIRES LIBRARY AND MEDICAL LAB.
Available actions
  • Commerce: Munitions Shop Access: Can trade access to Munitions Shop for +3 ammo from other enclaves. (Duration: 90 minutes)
  • Remove Munitions Shop: Free up this space for something else. (1min:0s)

Sleeping Area[]

"A sleeping area helps combat Sleep Deprivation... The more people we have, the more sleeping space we need."

Set Up Basic Sleeping Area[]

Can be upgraded to a Bunkhouse with actual beds.

Requirements
  • 5 Building Materials
  • 1 Survivor
  • 10 Influence
  • 10 minutes build time
Facility bonuses
  • Cots and Futons: Provides no beds, but gives a 50% chance of preventing sleep deprivation.
Available actions
  • Upgrade to Bunkhouse
  • Remove Basic Sleeping Area: Free up this space for something else. (1min:0s)
Bunkhouse / Barrack[]
Requirements
  • 15 Building Materials
  • 2 Survivors
  • 25 Influence
  • 30 minutes build time
Facility bonuses
  • Beds: Provides +8 beds.
  • Good Night's Sleep: Increases eveyone's stamina by 10. MUST HAVE A BED FOR EVERYONE
Available actions
  • Remove Bunkhouse: Free up this space for something else. (1min:0s)

Medical Area[]

Having a medical area increases the chance of recovering from injuries and illnesses each day.

Basic Medical Area[]
Requirements
  • 10 Building Materials
  • 1 Survivor
  • 20 Influence
  • 30 minute build time
Facility bonuses
  • Free Health Care: +10 Max Vitality for everyone. 15% Recovery Chance from injury/illness each day.
  • Get Matching Tatoos: +20% Morale for Community members. REQUIRES TATTOO ARTIST
  • Medical Professional: +20% Recovery Chance. REQUIRES TRAINED HEALER
Available actions
  • Upgrade to Infirmary
  • Remove Basic Medical Area: Free up this space for something else. (1min:0s)
Infirmary[]
Requirements
  • 10 Medicine
  • 25 Building Materials
  • 2 Survivors
  • 50 Influence
  • 30 minute build time
Facility bonuses
  • Quality Health Care: +10 Max Vitality for everyone. 30% Recovery Chance form injury/illness each day.
  • Get Matching Tatoos: +50% Morale for Community members. REQUIRES TATTOO ARTIST
  • Medical Professional: +20% Recovery Chance. REQUIRES TRAINED HEALER
Available actions
  • Upgrade to Medical Lab REQUIRES LIBRARY
  • Remove Infirmary: Free up this space for something else. (1min:0s)
Medical Lab[]
Requirements
  • LIBRARY
  • 10 Medicine
  • 50 Building Materials
  • 3 Survivors
  • 100 Influence
  • 60 minute build time
Facility bonuses
  • Quality Health Care: +10 Max Vitality for everyone. 45% Recovery Chance form injury/illness each day.
  • Get Matching Tatoos: +100% Morale for Community members. REQUIRES TATTOO ARTIST
  • Medical Professional: +20% Recovery Chance. REQUIRES TRAINED HEALER
  • Medical Advisor: Health care background.
  • Lab Equipment: Allows manufacture of painkillers and stimulants.
Fabrication options
  • Make Mild Stims (1 medicine, 10 influence, 10 minites): Creates a few homemade chemical mild stims.
  • Make Potent Stims (2 medicine, 10 influence, 10 minites): Creates a few homemade chemical potent stims. REQUIRES LIBRARY
  • Make Homemade Painkillers (5 medicine, 10 influence, 10 minites): Creates a few homemade painkillers s. REQUIRES LIBRARY
  • Make Chemical Incendiary (1 medicine, 1 fuel, 10 influence, 10 minites): Creates a few homemade chemical incendiaries. REQUIRES LIBRARY
Available actions
  • Commerce: Medical Access: Provides access to medical services for +3 ammo from other enclaves. (Duration: 90 minutes)
  • Remove Medical Lab: Free up this space for something else. (1min:0s)

Training Area[]

"A training area improves physical fitness and gives us a place to hone combat skills".

Basic Exercise Area[]
Requirements
  • 10 Building Materials
  • 1 Survivor
  • 25 Influence
  • 15 minutes build time
Facility bonuses
  • (Passive) Exercise Area: +10 Stamina for everyone.
  • (Passive) Fitness Guru: Prevents injuries. Allows establishment of a Fitness Regimen. REQUIRES FITNESS EXPERT.
Available actions
  • Fitness Regimen (3 Food, 25 Influence, 10 minutes): An additional +10 Stamina for everyone. REQUIRES FITNESS EXPERT. (Duration: 2 hours, Cooldown: 3 hours)
  • Upgrade to Dojo (35 Materials, 100 Influence, 30 minutes)
  • Remove Exercise Area: Free up this space for something else. (1min:0s)
Dojo[]
Requirements
  • 20 Building Materials
  • 2 Survivors
  • 50 Influence
  • 30 minutes build time
Facility bonuses
  • (Passive) Exercise Area: +20 Stamina for everyone.
  • (Passive) Fitness Guru: Prevents injuries. Allows establishment of a Fitness Regimen. REQUIRES FITNESS EXPERT.
Available actions
  • Fitness Regimen (3 Food, 25 Influence, 10 minutes): An additional +10 Stamina for everyone. REQUIRES FITNESS EXPERT. (Duration: 2 hours, Cooldown: 3 hours)
  • Remove Exercise Area: Free up this space for something else. (1min:0s)
  • Commerce: Training Access: - Can trade access to Dojo for +3 ammo from other enclaves. (Duration: 90 minutes)

Cooking Area[]

"Having a clean area for food improves health and protects against illness."

Basic Cooking Set[]
Requirements
  • 5 Building Materials
  • 1 Survivor
  • 10 Influence
  • 15 minutes build time
Facility bonuses
  • Mise En Place: Protects against Food Contamination.
Available actions
  • Cook a Big Meal: (3 Food, 5 Influence, 30 minutes.) +20 Max Vitality for everyone. (Duration: 2 hours, Cooldown: 3 hours)
  • Upgrade to Kitchen (?)
  • Remove Basic Cooking Set: Free up this space for something else. (1min:0s)
Kitchen / Mess Hall[]
Requirements
Facility bonuses
  • Mise En Place: Protects against Food Contamination.
  • Good Cook: +10 Vitality for everyone. Allows the preparation of feasts. (Need someone who really knows how to cook, though.) REQUIRES A GOOD COOK.
Available actions
  • Cook a Big Meal: (3 Food, 5 Influence, 30 minutes.) +20 Max Vitality for everyone. (Duration: 2 hours, Cooldown: 3 hours)
  • Prepare a Feast (3 Food, 10 Influence, 30 minutes.) +20 Max Vitality and +10 Max Stamina for everyone. High likelihood of needing special ingredients. REQUIRES A GOOD COOK. (Duration: 2 hours, Cooldown: 3 hours)
  • Remove Kitchen: Free up this space for something else. (1min:0s)

Storage Area[]

"Would increase our storage capacity for all the key survival resources (Food, Medicine, Building Materials, Ammunition, and Fuel)."

Basic Storage[]
Requirements
  • 20 Building Materials
  • 1 Survivor
  • 50 Influence
  • 30 minutes build time
Facility bonuses
  • (Passive) Storage Space: +20 Food, Ammo, Medicine, Fuel and Materials capacity.
Available actions
    • Upgrade to Food Storage (25 Materials, 25 Influence, 30 minutes)
  • Remove Basic Storage: Free up this space for something else. (1min:0s)
Food Storage[]
Requirements
  • 20 Building Materials
  • 2 Survivors
  • 50 Influence
  • 30 minutes build time
Facility bonuses
  • {Passive) Storage Space: +30 Food, Ammo, Medicine, Fuel and Materials capacity.
Available actions
  • Try Preserving Some Food (10 Food, 15 Influence, 3 Days) We should do some experiments with food preservation. Pickling, salting, smoking, canning. So many things to try. REQUIRES SOME EXPERIMENTATION.
  • Upgrade to Refrigerated Storage (?)
  • Remove Food Storage: Free up this space for something else. (1min:0s)
Refrigerated Storage / Supply Depot[]
Requirements
  • 20 Building Materials
  • 3 Survivors
  • 50 Influence
  • 30 minutes build time
Facility bonuses
  • {Passive) Storage Space: +40 Food, Ammo, Medicine, Fuel and Materials capacity.
  • (Passive) Refrigeration: Dramatically reduces food spoilage and food poisoning.
Available actions
  • Food Preservation (10 Food, 15 Influence, 3 Days): Protects against spoilage.
  • Remove Refrigeration: Free up this space for something else. (1min:0s)

Garden Area[]

"A garden would let us grow some of our food instead of always having to scavenge."

Basic Garden[]
Requirements
  • 25 Building Materials
  • 1 Survivor
  • 50 Influence
  • 30 minute build time
Facility bonuses
  • Harvest: 6 daily rations of food per day.
  • Green Thumb: Produces higher yields of food. REQUIRES PLANT EXPERT
Available actions
  • Upgrade to Green House: REQUIRES LIBRARY
  • Remove Basic Garden: Free up this space for something else. (1min:0s)
Green House[]
Requirements
  • LIBRARY
  • 50 Building Materials
  • 2 Survivors
  • 100 Influence
  • 1 hour build time
Facility bonuses
  • Harvest: 9 daily rations of food per day.
  • Green Thumb: Produces higher yields of food. REQUIRES PLANT EXPERT
  • Commerce: Train Outsiders: Can train different groups of survivors for +3 ammo from other enclaves. (Duration: 90 minutes)
Available actions
  • Remove Green House: Free up this space for something else. (1min:0s)

Reference Area[]

"We should start gathering books and put together a reference area."

Basic Reading Area[]
Requirements
  • 5 Building Materials
  • 1 Survivor
  • 10 Influence
  • 15 minutes build time
Facility bonuses
  • Store of Knowledge: "By sharing knowledge, we all improve our wits faster." (100% increased wits experience.)
Available actions
  • Upgrade to Library:
  • Remove Reference Area: Free up this space for something else. (1min:0s)
Library / Ops Centre[]
Requirements
  • 20 Building Materials
  • 2 Survivors
  • 100 Influence
  • 30 minutes build time
Facility bonuses
  • Store of Knowledge: "By sharing knowledge, we all improve our wits faster." (100% increased wits experience.)
  • Scientific Principles: +300% research speed. REQUIRES GOOD RESEARCHER
Advanced research options
  • Research Greenhouse Gardening (1 food, 1 material, 10 influence, 4 hour duration): Improves food yields from gardens. REQUIRES A GARDEN AREA
  • Research Biodiesel (10 Food, 10 influence, 4 hour duration): Allows for the conversion of food to homemade fuel. REQUIRES A STORAGE AREA
  • Research Box Mine (1 ammo, 1 material, 10 influence, 4 hour duration): Unlocks ability to create homemade land mines. REQUIRES A MUNITIONS SHOP
    • Research Whistling Box Mine (1 ammo, 1 material, 50 influence, 4 hour duration): Unlocks ability to create homemade whistling land mines. REQUIRES A MUNITIONS SHOP
  • Research Hand Grenade (1 ammo, 1 material, 10 influence, 4 hour duration): Unlocks ability to create homemade grenades. REQUIRES A MUNITIONS SHOP
    • Research Steel Pipe Bomb (1 ammo, 1 material, 50 influence, 4 hour duration): Unlocks ability to create homemade steel pipe bombs. REQUIRES A MUNITIONS SHOP
  • Research Chemical Incendiaries (1 fuel, 50 influence, 4 hour duration): Unlocks ability to create homemade chemical incendiaries. REQUIRES A MEDICAL LAB AND A MUNITIONS SHOP
  • Research Potent Homemade Stims (1 medicine, 1 material, 50 influence, 4 hour duration): Unlocks ability to create more effective homemade stimulants. REQUIRES A MEDICAL ** Research Potent Homemade Painkillers (1 medicine, 1 material, 50 influence, 4 hour duration): Unlocks ability to create more effective homemade painkillers. REQUIRES A MEDICAL LAB
Available actions
  • Commerce: Library Access: Can trade access to library for +3 ammo from other enclaves. (Duration: 90 minutes)
  • Remove Library: Free up this space for something else. (1min:0s)

Dining Area[]

"Eating together can help reduce discord within the community and maintain cleanliness.

Requirements
  • 40 Building Materials
  • 2 Survivors
  • 50 Influence
  • 15 minutes build time
Facility bonuses
  • Family Meals: Reduces discord. Protects against vermin.
Available actions
  • Remove Dining Area: Free up this space for something else. (1min:0s)

Watch Tower[]

"Something to protect our perimeter. Having a watch tower increases the safe area around our home."

Basic Watch Tower[]
Requirements
  • 15 Building Materials
  • 1 Survivor
  • 5 Influence
  • 1 hour build time
Facility bonuses
  • Lookout: Having someone up here should help keep the zeds at bay. REQUIRES GUARD DUTY
  • Guard Duty: Keeping an eye out for trouble.
Available actions
  • Snipe Zombies: (1 Ammunition, 5 Influence, 1 minute) We can extend the safe area around our home with a little sharpshooting.
  • Upgrade to Shooting Platform (25 Materials, 25 Influence, 30 minutes.) REQUIRES REAL WORKSHOP
  • Remove Watch Tower: Free up this space for something else. (1min:0s)
Shooting Platform[]
Requirements
  • REAL WORKSHOP
  • 25 Building Materials
  • 2 Survivors
  • 25 Influence
  • 30 minutes build time
Facility bonuses
  • Lookout: Having someone up here should help keep the zeds at bay. REQUIRES GUARD DUTY
  • Guard Duty: Keeping an eye out for trouble.
Available actions
  • Snipe Zombies (1 Ammunition, 5 Influence, 1 minute): We can extend the safe area around our home with a little sharpshooting.
  • Shooting Practice (3 Ammunition, 25 Influence, 10 minutes): Raise shooting skill for the whole community. REQUIRES SHOOTING EXPERT. (300% increased shooting experience; Duration: 2 hours, Cooldown: 3 hours)
  • Commerce: Train Outsiders: Can trade access to Munitions Shop for +3 ammo from other enclaves. (Duration: 90 minutes)
  • Remove Shooting Platform: Free up this space for something else. (1min:0s)

Parking Area[]

A facility used to park vehicles in. Vehicles parked in a parking space are repaired overnight if there is a workshop constructed.

Basic Parking[]
Requirements
Facility bonuses
  • (Passive) Parking Space: Space for one car. (Cars left here overnight will be repaired a bit if we have a Workshop!)
  • (Passive) Auto Repair: Cars left here overnight will be repaired and fortified. REQUIRES MACHINE SHOP
Available actions
  • Upgrade to Auto Garage (25 Materials, 25 Influence, 30 minutes.)
Auto Garage[]
Requirements
Facility bonuses
  • (Passive) Parking Space: Space for one car. (Cars left here overnight will be repaired a bit if we have a Workshop!)
  • (Passive) Auto Repair: Cars left here overnight will be repaired and fortified. REQUIRES MACHINE SHOP
  • (Passive) Chop Shop: Modifies parked vehicles overnight. REQUIRES TOOL EXPERT
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