Guides

Solarpunk Crafting: Crafting Lookup

GuidesSolarpunkCrafting2026

Quick Answer

Use the crafting lookup to search starter tools, stations, inputs, power gates, and airship-related parts before spending rare materials. Check one complete chain before ranking recipes.

Version focus Solarpunk 1.0 launch on June 8, 2026
Solarpunk Crafting Guide guide image using Solarpunk artwork

Crafting Lookup

Find Starter Tools, Stations, And Crafting Gates

Search tools, processed materials, workstations, and unlock gates before choosing the next craft.
Solarpunk Hub
Rows 42

crafting rows

Store or official 7

Use for safer planning now

Need live check 41

Confirm before rare spending

Routes 7

Useful for island and base choices

Pick a question

Choose a quick question or search by item, system, route, platform, or risk.

42 crafting rows 0 saved - 0 read
confirmed Relaxed survival crafting loop

Prioritize base reliability over combat prep.

  • Best forNew players
  • TypeCore loop
  • WatchExact tutorial order and unlock costs still come from the live build.
Official descriptions center on building, food, crafting, airships, and automation. Open guide
confirmed Solar Panels

Use as the first daytime power lane, then pair with batteries before adding machines.

  • 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
Sunlight-based energy is confirmed; exact output values need launch checks. Open guide
confirmed Wind Turbines

Use as a backup when solar drops or when a base sits high on an island.

  • 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
Wind energy is confirmed; placement and output need launch checks. Open guide
confirmed Water Generators

Use when a base route sits near water and needs steadier generation.

  • 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
Water energy is listed by official factsheet; exact device rules need launch checks. Open guide
confirmed Batteries

Place before adding a larger farm, workshop, or co-op workload.

  • 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
Battery storage is described in store data; capacity values need launch checks. Open guide
confirmed Wireless power

Check range before spreading machines across multiple platforms.

  • Best forBase layout and remote stations
  • TypeDelivery
  • WatchRange and failure behavior need a small build test.
  • PowerDelivery range unknown
  • CheckRange, blocked line, reload
Store copy mentions wireless power. Open guide
reported Auto-Irrigator

Use after a small crop test proves water demand.

  • 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 as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Auto-Miner

Use after power and storage are stable.

  • 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 as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
confirmed Transport Drone

Use to reduce repeated chest-to-station hauling once storage labels are stable.

  • 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
Store copy mentions transport drones; exact recipe and route limits need launch checks. Open guide
reported Stone Axe

Use for wood and demolition checks during the first save.

  • 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 as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Stone Pickaxe

Use for stone, ore, sand, and early route checks.

  • 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 as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Stone Shovel

Use before scaling crop beds or layout work.

  • Best forFarming setup
  • TypeStarter tool
  • WatchCheck exact terrain and farm actions in the live build.
  • MaterialsBranch and stone reported
  • CheckTilling, flattening, terrain behavior
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Build Hammer

Use for a small base test before expanding platforms.

  • Best forBase placement
  • TypeBuild tool
  • WatchCheck rotate, demolish, refund, and co-op edit permissions.
  • MaterialsBranch and stone reported
  • CheckPlace, rotate, demolish, refund
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Bucket

Use to test manual watering before automation.

  • Best forEarly water loop
  • TypeWater tool
  • WatchCapacity and refill behavior need launch checks.
  • MaterialsWood reported
  • CheckCapacity, refill, crop use
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Wooden Planks

Keep a working stack for structures, storage, and early devices.

  • Best forEarly construction
  • TypeProcessed material
  • WatchCheck output per log before deciding how much wood to process.
  • MaterialsLog input reported
  • CheckWorkbench, output count, storage
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Cloth

Protect early cloth until you know whether it blocks research or airship parts.

  • Best forResearch, airship, farm automation
  • TypeProcessed material
  • WatchCheck whether cotton is the only early input.
  • MaterialsCotton reported
  • CheckInput source, station, priority crafts
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Iron Ingot

Reserve early ingots for power and airship gates until recipes 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
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Glass

Save early glass for power before decoration.

  • Best forSolar panels and greenhouse checks
  • TypeProcessed material
  • WatchCheck sand source and smelting ratio.
  • MaterialsSand reported
  • UnlockSmelting reported
  • CheckSand route, furnace, solar recipe
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Crystal Shard

Protect first copies until the upgrade screen proves a spend.

  • Best forAdvanced upgrades
  • TypeRare material
  • WatchDo not treat rare island materials as surplus before launch checks.
  • RouteCrystal island reported
  • CheckIsland route, respawn, upgrade use
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Basic Workbench

Build early and keep storage nearby.

  • Best forStarter processing and tools
  • TypeStation
  • WatchCheck whether it needs power or adjacency in your build.
  • MaterialsLogs reported
  • PowerNone reported
  • CheckRecipe, station range, storage
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Research Table

Prioritize when it unlocks power, farming, automation, or airship routes.

  • 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 as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Furnace

Use when iron, glass, and advanced device recipes appear.

  • Best forIron and glass routes
  • TypeStation
  • WatchCheck fuel or power requirements before bulk smelting.
  • UnlockOre Smelting reported
  • CheckFuel, power, ratio, output
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Storage Chest

Separate protected materials, working stock, food, seeds, and airship parts.

  • Best forEvery early base
  • TypeStorage
  • WatchCheck slots and co-op access rules.
  • MaterialsPlanks and rope reported
  • CheckSlots, labels, co-op access
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Rainwater Collector

Use before large crop or animal loops if rain behavior is reliable.

  • 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
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Airship Dock

Build only after the base has power, iron, and safe return storage.

  • 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 as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Airship Frame

Use to identify the first material bottleneck for the vehicle.

  • Best forAirship construction
  • TypePart
  • WatchCheck whether frame is a craft, subpart, or build step.
  • MaterialsWood reported
  • CheckCraft step, station, count
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Airship Envelope

Protect cloth until the airship path is clear.

  • Best forAirship construction
  • TypePart
  • WatchConfirm cloth demand before turning cotton into other crafts.
  • MaterialsCloth reported
  • CheckMaterial count, station, unlock
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Airship Engine

Check whether iron, batteries, or advanced components block launch.

  • Best forVehicle completion
  • TypePart
  • WatchDo not spend batteries elsewhere until the engine recipe is visible.
  • MaterialsIron and battery inputs reported
  • CheckRecipe, power, fuel, station
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Solar Sails

Check after the first basic airship route proves travel demand.

  • 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
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Cargo Hold

Pick cargo before speed when repeated trips are the bottleneck.

  • 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
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Advanced Solar Sails

Choose if cloudy or long routes are your actual limit.

  • Best forRange support
  • TypeUpgrade
  • WatchReported bonus values need live route testing.
  • MaterialsCrystal and solar panel reported
  • CheckRange change, weather, material cost
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Reinforced Envelope

Choose when resource trips fill the hold before the route is done.

  • Best forCargo capacity
  • TypeUpgrade
  • WatchCheck whether this changes cargo, durability, or both.
  • MaterialsAdvanced cloth and iron reported
  • CheckCapacity, route value, material cost
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Cargo Airship

Use only after the normal airship route proves multi-island hauling matters.

  • 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
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Cotton

Protect first harvest because cloth may block research and airship parts.

  • Best forCrafting and airship prep
  • TypeCrop
  • WatchCheck whether cotton has food, craft, or quest uses before selling.
  • CheckSeed source, water, cloth recipe
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Greenhouse

Use after small crop beds prove which crops deserve protected growth.

  • Best forStable crop loops
  • TypeFarm building
  • WatchCheck season/weather behavior before investing glass.
  • MaterialsGlass and planks reported
  • CheckRecipe, weather effect, crop limits
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Chicken Coop

Build only after feed and water are ready.

  • 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 as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Compost Bin

Use after crop waste exists and before fertilizer assumptions matter.

  • Best forSustainable farm loops
  • TypeFarm building
  • WatchCheck conversion time and output before storing spoiled goods.
  • MaterialsPlanks and rope reported
  • CheckInput, output, timer
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Waste Recycler

Use only after you know which extras are actually safe to recycle.

  • 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 a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Forest island resource lane

Use as the first route to build a starter resource checklist.

  • Best forEarly resource runs
  • TypeRoute
  • WatchExact island names and respawn behavior need live checks.
  • RouteEarly forest route reported
  • CheckNode names, respawn, airship route
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Desert island resource lane

Use when glass, solar panels, or rare seed checks block progress.

  • Best forGlass and seed routes
  • TypeRoute
  • WatchHeat, water, and travel requirements need live checks.
  • RouteDesert route reported
  • CheckAirship access, sand, seed source
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Mountain island resource lane

Use when power, tools, or airship recipes need metal.

  • Best forOre and wind routes
  • TypeRoute
  • WatchExact tool gates and cargo needs need live checks.
  • RouteMountain route reported
  • CheckTool gate, cargo, respawn
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide
reported Crystal island resource lane

Use only after the airship can return safely with rare cargo.

  • Best forAdvanced power and rare seeds
  • TypeRoute
  • WatchProtect first copies until upgrade screens prove the spend.
  • RouteCrystal route reported
  • CheckRoute, cargo, rare material use
Use as a launch-check row; exact names, costs, and behavior need live-build checks. Open guide

Quick Answer

Craft in dependency order. Pick the target, confirm the station, gather only missing inputs, check power if the station is powered, then use the lookup above before spending rare materials.

FieldWhy it mattersPlayer decision
Target craftKeeps the route focusedDo not gather for every possible recipe
StationShows where progress actually stopsBuild or power the station first
InputsSeparates raw materials from intermediate partsProtect rare ingredients
PriorityMarks starter utility, power gate, airship gate, storage fix, or decorationSpend on function before style

Player Route

Use a backward recipe method: name the target, list prerequisites, check the station, check power, gather only missing materials, craft intermediate parts, then craft the final item. Check the exact menu wording before trusting any recipe row.

Decision Table

SituationBest craftWhy
Gathering is slowTool upgradeSaves time every trip
Storage is messyStorage or sorting upgradePrevents repeated re-gathering
New station is temptingEnergy audit firstPowered stations can stall the base
Airship is closeSave materials for prerequisitesTravel changes the whole resource route

What To Check In Your Save

Trust recipe advice when several dependency chains are checked from start to finish. A good chain begins with a raw material, passes through the correct station or research step, checks power demand if the station is powered, and ends with a tool, machine, airship part, or base object the player can actually use. That structure helps you understand why a recipe matters instead of treating every craft as equal.

Keep the first recipe list small and practical. Track starter tools, storage, the first crafting station, the first research or upgrade station, the first powered machine, and the earliest airship-related part if visible. Decorative building pieces can wait unless they affect pathing, housing, or base function. If a recipe consumes a rare material, keep a warning beside it until alternate uses are known.

Common Mistakes

  • Crafting decorative items before utility.
  • Building a powered station without checking energy.
  • Copying preview recipe names into a route.
  • Hoarding materials without choosing a target.
  • Ignoring co-op priority conflicts in shared storage.

First Craft Checks

The first crafting test should trace one complete dependency chain from raw material to useful item. Choose a starter tool, powered station, or airship-related part and check each ingredient, station, research step, and power requirement. That chain is more useful than a half-finished recipe list because it shows players where progress actually stops. Once several chains are checked, separate starter tools, stations, research unlocks, machine parts, airship parts, and decorative building pieces without pretending every recipe has equal priority.

PriorityConfirm firstCheck later
ChainRaw material to finished itemLarger recipe groups
StationCrafting place and powerStation comparison
ResearchUnlock text and costProgression tree

What To Trust After Launch

After launch, judge recipes by cost, prerequisite, station, and connected system. If the live build has a deep recipe list, smaller recipe groups are easier to use than one giant table.

Next Pages to Open

Sources

FAQ

How should I use the Solarpunk crafting lookup?

Search one target craft, station, input, or power gate at a time, then gather only the missing materials after the menu confirms the chain.

What should I craft first in Solarpunk?

Start with utility: storage, starter tools, the first useful station, and power support before decoration or oversized builds.

When should I pause a craft?

Pause when the craft consumes a rare material, adds power draw, or needs a station you have not tested after reload.

What page should I open after crafting?

Open resources if the ingredient is unknown, energy if the station draws power, or airship if the craft unlocks travel.