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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
- Construction
- Medicine
- Chemistry
- Tattoo Artist
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