Guides
Solarpunk Airship: Parts and Route Finder
Quick Answer
Stabilize the starter base first, then use the Airship Finder to check dock, frame, envelope, engine, cargo, route, and upgrade rows before hauling rare materials between islands.
Airship Finder
Find Airship Parts, Upgrades, Cargo Rules, And Routes
Use the row status to decide whether to build, save materials, or wait for a live route test.airship rows
Use for safer planning now
Confirm before rare spending
Useful for island and base choices
Choose a quick question or search by item, system, route, platform, or risk.
Prioritize base reliability over combat prep.
- Do nextUse this as a starting constraint, then open the focused guide.
- Best forNew players
- TypeCore loop
- WatchExact tutorial order and unlock costs still come from the live build.
Use as the first daytime power lane, then pair with batteries before adding machines.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forStarter daytime power
- TypeGenerator
- WatchWeather and night behavior must be checked in your build.
- MaterialsWood, glass, iron are reported as likely inputs
- UnlockBasic Energy reported
- PowerGeneration depends on sunlight and weather
- CheckClear weather, cloudy weather, night, reload
Use as a backup when solar drops or when a base sits high on an island.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forWeather backup and night coverage
- TypeGenerator
- WatchDo not assume altitude math until the live build proves it.
- MaterialsWood planks, iron, cloth are reported as possible inputs
- UnlockWind Power reported
- PowerReported as steady generation with weather influence
- CheckAltitude, storm, night, battery charge
Use when a base route sits near water and needs steadier generation.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forWater-adjacent bases
- TypeGenerator
- WatchPlacement, flow, and unlock rules are not final until checked.
- PowerReported as steady power near water features
- CheckPlacement, output, battery behavior
Place before adding a larger farm, workshop, or co-op workload.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forWeather gaps and night coverage
- TypeStorage
- WatchCapacity and discharge rates should be checked before scaling.
- MaterialsIron and cloth are reported as likely inputs
- PowerStores surplus energy
- CheckCharge rate, discharge, reload
Check range before spreading machines across multiple platforms.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forBase layout and remote stations
- TypeDelivery
- WatchRange and failure behavior need a small build test.
- PowerDelivery range unknown
- CheckRange, blocked line, reload
Use after a small crop test proves water demand.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forSmall farm automation
- TypeFarm device
- WatchDo not build a giant farm around untested coverage values.
- MaterialsIron, cloth, planks reported
- UnlockAuto-Farming reported
- PowerReported low draw
- CheckCoverage, water source, power draw
Use after power and storage are stable.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forPassive ore and stone routes
- TypeAutomation
- WatchCheck node rules and storage output before relying on it.
- MaterialsIron, cloth, battery reported
- UnlockAuto-Collection or Automated Mining reported
- CheckNode placement, output, storage
Use to reduce repeated chest-to-station hauling once storage labels are stable.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forBase logistics
- TypeAutomation
- WatchDo not trust long-route logistics until range and transfer rules are checked.
- MaterialsIron, cloth, batteries, solar panel reported
- UnlockDrone Tech reported
- RouteIntra-base logistics
- CheckRange, storage, priority, reload
Use for wood and demolition checks during the first save.
- Do nextConfirm station, inputs, and unlock route before batching.
- Best forEarly gathering
- TypeStarter tool
- WatchConfirm exact material count before spending scarce stone.
- MaterialsBranch and stone reported
- UnlockStarter or Basic Tools reported
- CheckRecipe, durability, repair
Use for stone, ore, sand, and early route checks.
- Do nextConfirm station, inputs, and unlock route before batching.
- Best forMining routes
- TypeStarter tool
- WatchCheck which deposits it can actually mine.
- MaterialsBranch and stone reported
- UnlockStarter or Basic Tools reported
- CheckDeposit gates, durability, repair
Use before scaling crop beds or layout work.
- Do nextConfirm station, inputs, and unlock route before batching.
- Best forFarming setup
- TypeStarter tool
- WatchCheck exact terrain and farm actions in the live build.
- MaterialsBranch and stone reported
- CheckTilling, flattening, terrain behavior
Use for a small base test before expanding platforms.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forBase placement
- TypeBuild tool
- WatchCheck rotate, demolish, refund, and co-op edit permissions.
- MaterialsBranch and stone reported
- CheckPlace, rotate, demolish, refund
Use to test manual watering before automation.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forEarly water loop
- TypeWater tool
- WatchCapacity and refill behavior need launch checks.
- MaterialsWood reported
- CheckCapacity, refill, crop use
Keep a working stack for structures, storage, and early devices.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forEarly construction
- TypeProcessed material
- WatchCheck output per log before deciding how much wood to process.
- MaterialsLog input reported
- CheckWorkbench, output count, storage
Protect early cloth until you know whether it blocks research or airship parts.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forResearch, airship, farm automation
- TypeProcessed material
- WatchCheck whether cotton is the only early input.
- MaterialsCotton reported
- CheckInput source, station, priority crafts
Reserve early ingots for power and airship gates until recipes are clear.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forMid-game device gates
- TypeProcessed material
- WatchSmelting ratio and furnace unlock need live checks.
- MaterialsIron ore reported
- UnlockSmelting reported
- CheckFurnace, ratio, priority
Save early glass for power before decoration.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forSolar panels and greenhouse checks
- TypeProcessed material
- WatchCheck sand source and smelting ratio.
- MaterialsSand reported
- UnlockSmelting reported
- CheckSand route, furnace, solar recipe
Protect first copies until the upgrade screen proves a spend.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forAdvanced upgrades
- TypeRare material
- WatchDo not treat rare island materials as surplus before launch checks.
- RouteCrystal island reported
- CheckIsland route, respawn, upgrade use
Build early and keep storage nearby.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forStarter processing and tools
- TypeStation
- WatchCheck whether it needs power or adjacency in your build.
- MaterialsLogs reported
- PowerNone reported
- CheckRecipe, station range, storage
Prioritize when it unlocks power, farming, automation, or airship routes.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forTech progression
- TypeStation
- WatchResearch costs and timings need live checks.
- MaterialsPlanks and cloth reported
- UnlockBasic Farming or early tech reported
- CheckCost, time, unlock order
Use when iron, glass, and advanced device recipes appear.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forIron and glass routes
- TypeStation
- WatchCheck fuel or power requirements before bulk smelting.
- UnlockOre Smelting reported
- CheckFuel, power, ratio, output
Separate protected materials, working stock, food, seeds, and airship parts.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forEvery early base
- TypeStorage
- WatchCheck slots and co-op access rules.
- MaterialsPlanks and rope reported
- CheckSlots, labels, co-op access
Use before large crop or animal loops if rain behavior is reliable.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forStarter water backup
- TypeWater
- WatchWeather frequency and storage capacity need live checks.
- MaterialsPlanks and cloth reported
- UnlockRainwater Collection reported
- CheckRain rate, capacity, bucket use
Build only after the base has power, iron, and safe return storage.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forFirst island scouting
- TypeBuilding
- WatchCheck edge placement, power draw, and material cost.
- MaterialsConcrete, iron, solar panel reported
- UnlockAirship Technology reported
- PowerLow draw reported
- CheckPlacement, cost, power, reload
Use to identify the first material bottleneck for the vehicle.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forAirship construction
- TypePart
- WatchCheck whether frame is a craft, subpart, or build step.
- MaterialsWood reported
- CheckCraft step, station, count
Protect cloth until the airship path is clear.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forAirship construction
- TypePart
- WatchConfirm cloth demand before turning cotton into other crafts.
- MaterialsCloth reported
- CheckMaterial count, station, unlock
Check whether iron, batteries, or advanced components block launch.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forVehicle completion
- TypePart
- WatchDo not spend batteries elsewhere until the engine recipe is visible.
- MaterialsIron and battery inputs reported
- CheckRecipe, power, fuel, station
Check after the first basic airship route proves travel demand.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forRange and weather planning
- TypePart
- WatchTreat range bonuses as unverified until tested.
- MaterialsSolar panel or crystal reported
- PowerSolar-assisted travel reported
- CheckRange, weather, route distance
Pick cargo before speed when repeated trips are the bottleneck.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forResource hauling
- TypeUpgrade
- WatchCheck slots, stacks, and reload behavior before rare-material runs.
- MaterialsWood, iron, reinforced parts reported
- RouteRepeat island runs
- CheckCapacity, stack rules, save reload
Choose if cloudy or long routes are your actual limit.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forRange support
- TypeUpgrade
- WatchReported bonus values need live route testing.
- MaterialsCrystal and solar panel reported
- CheckRange change, weather, material cost
Choose when resource trips fill the hold before the route is done.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forCargo capacity
- TypeUpgrade
- WatchCheck whether this changes cargo, durability, or both.
- MaterialsAdvanced cloth and iron reported
- CheckCapacity, route value, material cost
Use only after the normal airship route proves multi-island hauling matters.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forLate resource loops
- TypeVehicle
- WatchTreat as late-route planning until the live tech tree confirms it.
- UnlockLate game tech reported
- CheckTech gate, capacity, route cost
Protect first harvest because cloth may block research and airship parts.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forCrafting and airship prep
- TypeCrop
- WatchCheck whether cotton has food, craft, or quest uses before selling.
- CheckSeed source, water, cloth recipe
Use after small crop beds prove which crops deserve protected growth.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forStable crop loops
- TypeFarm building
- WatchCheck season/weather behavior before investing glass.
- MaterialsGlass and planks reported
- CheckRecipe, weather effect, crop limits
Build only after feed and water are ready.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forStarter animal housing
- TypeAnimal building
- WatchCheck material cost and animal capacity before scaling.
- MaterialsWood and cloth reported
- UnlockBasic Animal Care reported
- CheckCapacity, feed, reload
Use after crop waste exists and before fertilizer assumptions matter.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forSustainable farm loops
- TypeFarm building
- WatchCheck conversion time and output before storing spoiled goods.
- MaterialsPlanks and rope reported
- CheckInput, output, timer
Use only after you know which extras are actually safe to recycle.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forLate cleanup
- TypeUtility
- WatchDo not recycle first-copy or unknown materials.
- MaterialsIron and glass reported
- UnlockWaste Cycling reported
- CheckInputs, reward, rare material safety
Use as the first route to build a starter resource checklist.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forEarly resource runs
- TypeRoute
- WatchExact island names and respawn behavior need live checks.
- RouteEarly forest route reported
- CheckNode names, respawn, airship route
Use when glass, solar panels, or rare seed checks block progress.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forGlass and seed routes
- TypeRoute
- WatchHeat, water, and travel requirements need live checks.
- RouteDesert route reported
- CheckAirship access, sand, seed source
Use when power, tools, or airship recipes need metal.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forOre and wind routes
- TypeRoute
- WatchExact tool gates and cargo needs need live checks.
- RouteMountain route reported
- CheckTool gate, cargo, respawn
Use only after the airship can return safely with rare cargo.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forAdvanced power and rare seeds
- TypeRoute
- WatchProtect first copies until upgrade screens prove the spend.
- RouteCrystal route reported
- CheckRoute, cargo, rare material use
No matching Solarpunk row. Clear the search, switch category, or widen the status filter.
Quick Answer
Use the Airship Finder above after your starter power, storage, and crafting loop can survive a reload. Search dock, frame, envelope, engine, cargo, drone, or route, then save the rows that protect your first island trips.
Airship Route Table
| Goal | Search first | Safer action |
|---|---|---|
| Unlock the airship | dock, frame, envelope, engine | Check the station, research gate, and required materials |
| Carry more resources | cargo, reinforced, storage | Upgrade only after repeated trips prove cargo is the bottleneck |
| Reach farther islands | solar sails, range, crystal | Test route distance before spending rare parts |
| Reduce hauling chores | drone, transport, storage | Confirm range, storage priority, and reload behavior |
| Explore with friends | co-op, cargo, route | Decide pilot, storage owner, and return rule before leaving |
What To Check Before A Long Flight
| Check | Why it matters |
|---|---|
| Unlock step | Shows whether the airship is a tutorial step, research gate, station craft, or later tech route |
| Material cost | Protects cloth, iron, batteries, solar parts, and rare crystal until the menu proves the spend |
| Range or fuel behavior | Prevents a scout trip from becoming a stranded route |
| Cargo rules | Decides whether the airship is for scouting, hauling, or co-op transport |
| Save and reload | Confirms cargo, position, and vehicle state survive a break |
How To Use The Finder
Do not try to map every island first. Start by choosing the airship problem:
- Search the missing part or route word.
- Save the rows connected to that problem.
- Test a short flight with light cargo.
- Return home before rare goods fill the hold.
- Mark the row read after the live build proves the behavior.
Common Mistakes
- Building airship parts while the base still lacks power and storage.
- Spending cloth or batteries before the engine or envelope route is visible.
- Upgrading range when cargo is the real problem.
- Flying a rare-material route before testing save and reload behavior.
- Assuming co-op players can share cargo or vehicles without a test.
Next Pages To Open
Sources
FAQ
How should I use the Solarpunk Airship Finder?
Search a part, upgrade, route, or cargo problem, then save the rows that affect your next flight or material spend.
What airship part should I check first?
Check the dock and core construction rows first, then frame, envelope, engine, cargo, range, and drone rows based on the blocker in your save.
Should I upgrade cargo, range, or speed first?
Upgrade the bottleneck your save proves. Cargo helps repeated hauling, range helps new islands, and speed only matters after the route is already safe.
What page should I open after airship?
Open resources for island materials, energy for powered parts, or co-op if friends will share travel.