Space Colony

Space Colony

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Badges - Complete Overview
By Dexter
A more in-depth look at each skill in space colony, and how they are affected by training.
   
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Introduction
This guide shows detailed information about every badge in the game. The more skilled an operative is (indicated by a 'star' next to the badge), the more proficient they are at their task. The details of this proficiency varies from skill to skill, and has been documented here.

Some badges are classed as being more valuable. The more valuable a skill, the longer a colonist takes to learn it at a library. For more information on library learning times, consult this guide:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1285623935

If you wish to learn more about a specific colonist in greater detail, please consult this guide:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1790699214
Mining

Related Buildings: Iron Extractor, Titanium Extractor, Silicon Extractor
Related Resources: Iron, Titanium, Silicon
Training Cost: 1200 , 2100 , 3000 , 6000 , 9000

Mining is a highly versatile badge. It allows a colonist to operate mining plants to convert ore in to valuable resources.

Mining facilities can be directed to mine in a specific area - the droid will seek out the appropriate resource closest to the selected area.

Mining dozers can be damaged by aliens, pyrocyn2 and lava. Damaged units can be repaired with the engineering repair facility. Destroyed units can be rebuilt at the industrial robotics factory.

Each mining plant can only store a certain amount of processed resource. Processing will be halted until a warehouse droid collects the resource. Any stored resources will be lost if the mining plant is destroyed.
For maximum throughput, place many warehouses.

A colonist will refuse to operate the mining plant if there are no associated resources visible on the map - place down lights to reveal hidden resources. Colonists may also refuse to work if the extraction droid cannot path to a resource.

The mining plants all have subtly different speeds associated with them, so I have listed them all below:

Iron Extractor
Converts a single piece of iron ore into 4 units of Processed Iron.Only 4 units of processed iron can be stored before production is halted. 'Processing time' refers to how long it takes to produce 1 iron. All values are approximated.

Skill Level
Dozer Speed (tiles/sec)
Processing Time (s)
Basic
0.75
8
1 Star
1.5
6.25
2 Stars
2
5
3 Stars
3
3
4 Stars
4
1.5


Titanium Extractor
Converts a single piece of titanium ore into 2 units of Processed Titanium. Only 4 units of processed titanium can be stored before production is halted. 'Processing time' refers to how long it takes to produce 1 titanium. All values are approximated.

Skill Level
Dozer Speed (tiles/sec)
Processing Time (s)
Basic
0.75
9
1 Star
1.5
7
2 Stars
2
5
3 Stars
3
3
4 Stars
4
1.5


Silicon Extractor
Converts a single piece of silicon ore into 8 units of Processed Silicon. Only 4 units of processed silicon can be stored, however production can still continue regardless. Unprocessed silicon will be stored within the extractor and will be processed after the warehouse droid comes. 'Processing time' refers to how long it takes to produce 1 silicon. All values are approximated.

Skill Level
Dozer Speed (tiles/sec)
Processing Time (s)
Basic
0.8
7
1 Star
1.4
6
2 Stars
2.22
5
3 Stars
3
4
4 Stars
3.33
3.5
Nutrient Extraction

Related Buildings: Nutrient Extractor
Related Resources: Base Nutrients
Training Cost: 600 , 1500 , 2400 , 3600 , 4500

Nutrient extraction allows a colonist to operate the nutrient extractor. The extractor will seek out and convert hydromorphus or GM bamboo into Base Nutrients.

This facility can be directed to harvest in a specific area - the droid will seek out the appropriate resource closest to the selected area.

Extraction robots can be damaged by aliens, pyrocyn2 and lava. Damaged units can be repaired with the engineering repair facility. Destroyed units can be rebuilt at the industrial robotics factory.

Each nutrient extractor can only store a single unit of nutrients. An unlimited amount of unprocessed nutrients can be stored within the extractor. Processing will be halted until a warehouse droid collects the resource. Any stored resources will be lost if the extractor is destroyed.
For maximum throughput, place many warehouses.

A colonist will refuse to operate the nutrient extractor if there is no vegetation visible on the map - place down lights to reveal hidden resources. Colonists may also refuse to work if the extraction droid cannot path to a resource.

The nutrient extractor converts a single piece of hydromorphus or GM bamboo into 3 units of Base Nutrients. 'Processing time' refers to how long it takes to produce 1 nutrient.
All values are approximated.

Skill Level
Droid Speed (tiles/sec)
Processing Time (s)
Basic
0.8
18
1 Star
1.2
14
2 Stars
1.66
10
3 Stars
2
7.5
4 Stars
2.5
3.5
Repair

Related Buildings: Engineering repair facility
Related Resources: None
Training Cost: 1200 , 2100 , 3000 , 6000 , 9000

Repair is the skill which allows you to repair damaged buildings and units on the planet's surface. Not to be confused with Maintenance, which repairs internal base facilities.

When used by a colonist, the engineering repair facility will send out a repair droid. Damaged buildings will automatically be sought out - the repair droid cannot be influenced to repair specific buildings.

Repair droids cannot be destroyed or damaged.

A colonist will refuse to operate the repair facility if there are no damaged buildings. There is a glitch in which some damaged buildings cannot be detected by the repair facility. There is no fix for this, however sometimes the buildings will be detected after a short while.

Another glitch exists where a repair droid will not heal buildings, and will be stuck repairing forever. If this occurs, delete the repair facility and place a new one.

Below is a table indicating the repair rate in health/second. Heal rate is uniform across all buildings.
All values are approximated.

Skill Level
Health/Second
Basic
3.125
1 Star
4.5
2 Stars
5.5
3 Stars
6.5
4 Stars
8

Higher levels will also boost the repair droid's speed, however I have not included the values here as the repair droid moves relatively quickly, no matter what the level is.
Chicken Extraction

Related Buildings: Chicken Farmer Unit
Related Resources: Processed Space Chicken
Training Cost: 600 , 1500 , 2400 , 3600 , 4500

Chicken extraction is a rare skill. Only Billybob has it by default. It is used to acquire Processed Space Chickens.

Typically, the butcher droid cannot be destroyed. Once, I did have a farm with no butcher droid, however I do not know how this occured.

Each farmer unit can only store 4 processed space chickens. Processing will be halted until a warehouse droid collects the resource. Any stored resources will be lost, and all chickens killed if the farm is destroyed.
For maximum throughput, place many warehouses.

Additionally, a colonist will refuse to operate the farm if there are no chickens within it. Protoraptors can sometimes target and kill space chickens, halting productivity. Chickens are automatically generated over time, regardless of whether any colonists are using the farm.

Calculating an exact processing speed for the farmer unit was difficult. Instead, I chose to record the maximum amount of processed space chickens produced on a single shift. 'Single shift' assumes maximum and continuous happiness.
All values are approximated.

Skill Level
Chickens processed
Basic
12
1 Star
15
2 Stars
17
3 Stars
22
4 Stars
26
Pharmaceuticals

Related Buildings: Pharmaceutical Extractor
Related Resources: Pharmaceuticals
Training Cost: 1200 , 2100 , 3000 , 6000 , 9000

Pharmaceuticals is a badge which allows colonists to produce Advanced Pharmaceuticals from the cylincsus plant. Unlike other extractors, the pharmaceutical extractor must be placed within a bio-dome.

This facility can be directed to harvest a specific area - the droid will seek out the appropriate resource closest to the selected area.

Pharmaceutical droids cannot be damaged or destroyed.

Each extractor can only store a single pharmaceutical. Processing will be halted until a warehouse droid collects the resource. Any stored resources will be lost if the extractor is destroyed.
For maximum throughput, place many warehouses.

A colonist will refuse to operate the extractor if there is no cylincsus visible on the map - place down lights to reveal hidden resources. Note that the pharmaceutical droid is capable of flight, and can travel over any landscape. Colonists may also refuse to work if the extractor is too far away from the cylincsus. For best results, place the extractor in a bio-dome close to the cylincsus.

The below table indicates the results for different skill levels. 'Production time' begins from the moment the pharmaceutical droid returns to the extractor.
All values are approximated.

Skill Level
Processing Time (s)
Basic
48
1 Star
36
2 Stars
28
3 Stars
18
4 Stars
10

Higher levels will also boost the pharmaceutical droid's speed, however I have not included the values here as the pharmaceutical droid moves very quickly, no matter what the level is.
Space Gas

Related Buildings: Argon Gas Rig
Related Resources: Argon Gas
Training Cost: 600 , 1500 , 2400 , 3600 , 4500

The argon gas rig must be placed over an escaping gas source. It also must be placed entirely on water. The rig will automatically generate Argon Gas when used by a colonist.

The gas rig has no droid associated with it - it is entirely self-contained.

Each rig can only store a single argon gas. Processing will be halted until a warehouse droid collects the resource. Any stored resources will be lost if the rig is destroyed.
For maximum throughput, place many warehouses.

The below table indicates the results for different skill levels.
All values are approximated.

Skill Level
Production Time (s)
Basic
16
1 Star
13
2 Stars
10
3 Stars
7
4 Stars
3
Scavenging

Related Buildings: Scavenger bunker
Related Resources: Iridium, Protoraptor Pods
Training Cost: 1200 , 2100 , 3000 , 6000 , 9000

Scavenging allows a colonist to operate the scavenger bunker. The scavenger will seek out and collect iridium crystals and protoraptor pods, converting them into Processed Iridium and Protoraptor Embryos respectively.

This facility can be directed to mine in a specific area - the droid will seek out the appropriate resource closest to the selected area.

Scavenger robots can be damaged by aliens, pyrocyn2 and lava. Damaged units can be repaired with the engineering repair facility. Destroyed units can be rebuilt at the industrial robotics factory.

Each scavenger bunker can only store a single unit of iridium, or up to 6 raptor pods.

If both protoraptor pods and iridium crystals are present on the map, the scavenger will automatically seek out the nearest pod if a crystal is being processed. This can be frustrating if you only care about iridium. To prevent this from occuring, make sure the raptor pods are either destroyed, or not in light.

Processing will be halted until a warehouse droid collects the resources. Any stored resources will be lost if the extractor is destroyed.
For maximum throughput, place many warehouses.

A colonist will refuse to operate the scavenger if there are no pods or iridium visible on the map - place down lights to reveal hidden resources. Colonists may also refuse to work if the extraction droid cannot path to a resource.

The scavenger bunker converts ore to resources at a 1:1 rate. 'Processing time' refers to how long it takes to process 1 iridium (raptor pods are always processed instantly).
All values are approximated.

Skill Level
Droid Speed (tiles/sec)
Processing Time (s)
Basic
1.5
15
1 Star
2.3
12
2 Stars
3
10
3 Stars
3.75
7
4 Stars
5
4
Electronics

Related Buildings: Electronics Fabricator
Related Resources: Silicon, Electronics
Training Cost: 1200 , 2100 , 3000 , 6000 , 9000

Electronics allows a colonist to operate the electronics fabricator. The fabricator converts Processed Silicon into Advanced Electronics at a 1:1 rate.

The fabricator has no droid associated with it - it is entirely self-contained.

Each fabricator can only store a single unit of electronics (output), or two units of silicon (input). Processing will be halted until a warehouse droid collects the output resource. Any stored resources will be lost if the fabricator is destroyed.
For maximum throughput, place many warehouses.

A colonist will refuse to operate the fabricator if there is no input silicon within the fabricator.

'Processing time' refers to how long it takes to convert 1 unit of silicon into 1 unit of advanced electronics.
All values are approximated.

Skill Level
Processing Time (s)
Basic
38
1 Star
32
2 Stars
28
3 Stars
24
4 Stars
18
Cybernetics

Related Buildings: Cybernetics lab
Related Resources: Electronics, Iridium
Training Cost: 2400 , 4500 , 6000 , 9000 , 12000

Cybernetics is a rare skill which allows for the creation of androids. Higher skilled operatives will build longer-lasting and more skilled androids. The cybernetics lab requires 5 units of Advanced Electronics, and 1 unit of Processed Iridium to function. The cybernetics lab must be placed within a bio-dome.

The droids produced by this facility have low health and cannot be repaired - make sure you look after them, especially if they are required to leave the base. Each android has only 10 health (for reference, a colonist has 100 health), meaning they extremely vulnerable.

Any stored resources, as well as any android progress will be lost if the lab is destroyed.
For maximum throughput, place many warehouses.

A colonist will refuse to operate the lab if there are input materials missing. A glitch exists wherein warehouse droids will refuse to input materials. If this occurs, simply delete the cybernetics lab and replace it.

An exploit exists with the cybernetics lab. You can get a low-skilled colonist to create an android, then delete their job just before the android is created. Then, get a skilled colonist (such as Mr. Zhang), to finish the android. The resulting android will be treated as if Mr. Zhang created it, having a high skill level and lifespan. This trick is useful if you need a lot of skilled androids quickly.

A single android requires 5 electronics, and 1 unit of iridium. Each android is capable of any task, however the android's skill level varies. Androids are not permitted to harm a life-form, and cannot use the manual laser.
Building speed refers to how long it takes for a colonist to construct an android from scratch.
Lifespan refers to the number of seconds before an android expires (androids can expire early if sent to a jacuzzi or hygiene pod).
All values are approximated.
Remember that a full in-game day takes 120 seconds.

Skill Level
Building speed (s)
Android lifespan (s)
Android skillset
Basic
95
654
Basic
1 Star
70
692
Basic
2 Stars
57
730
1 Star
3 Stars
49
767
1 Star
4 Stars
44
806
2 Stars
Industrial Robotics

Related Buildings: Industrial robotics factory
Related Resources: Iron, Electronics
Training Cost: 600 , 1500 , 2400 , 3600 , 4500

Industrial robotics is a rare skill which allows a colonist to rebuild destroyed industrial units. Industrial units are automatically detected by the factory upon destruction.

If the related building has also been destroyed, then the robot will either not be created, or will simply remain stationary until it is destroyed again.

Robots are ordered in a queue, and can be prioritised. This can be viewed by clicking on the factory.

Each robot has a unique cost. More materials means a longer rebuild time (for example, a scavenger will take twice as long to build as a nutrient extractor, since it requires 4 materials instead of 2.)

Robot
Cost
Iron Dozer
2 iron
Titanium Dozer
2 iron
Silicon Dozer
2 iron
Nutrient Extractor
2 iron
Scavenger
2 iron, 2 electronics
Space Bike*
1 iron
Butcher Droid*
2 iron

*Space bikes can be deleted in the editor, if ridden by a tourist. They can be rebuilt here as normal, however they have no graphics associated with the factory, resulting in a distorted visual glitch in the repair display.
**Butcher droids can also be built here, and surprisingly have associated audio and graphics, however I do not know how to reliably destroy a butcher droid.

Resources will only be sent to the factory once production has begun. Any stored resources will be lost if the extractor is destroyed.
For maximum throughput, place many warehouses.

A colonist can always operate this facility, even if there are no robots in production, or materials present.

The only difference in skill levels is the time it takes to build a robot. Since all robots are produced very quickly, I would not recommend training anyone beyond basic. Building speed is for a scavenger robot; for cheaper robots, simply halve the time.
All values are approximated.

Skill Level
Building speed (s)
Basic
16
1 Star
12
2 Stars
8
3 Stars
4
4 Stars
2
Military Robotics

Related Buildings: Military robotics factory
Related Resources: Titanium, Electronics
Training Cost: 600 , 1500 , 2400 , 3600 , 4500

Military robotics is a rare skill which allows a colonist to rebuild destroyed military units. Military units are automatically detected by the factory upon destruction. The military robotics factory is nearly identical to the industrial robotics factory, except for military units instead.

By default, only 12 military units are allowed (not including sentinels). An exploit exists with the military robotics factory which allows you to gain more than 12. First, destroy all 12 military units (such as by making them stand on lava). Then, place 12 more military unit posts. The first 12 units can be rebuilt at the robotics factory, meaning you now have 24. This can be repeated endlessly, however the game can sometimes crash when selecting units.

Robots are ordered in a queue, and can be prioritised. This can be viewed by clicking on the factory.

Each robot has a unique cost. More materials means a longer rebuild time (for example, a soldier will take twice as long to build as a dogbot, since it requires 4 materials instead of 2.)

Robot
Cost
Dogbot
1 titanium, 1 electronics
Soldier
2 titanium, 2 electronics
Commando
3 titanium, 3 electronics
Sentinel
3 titanium, 3 electronics

Resources will only be sent to the factory once production has begun. Any stored resources will be lost if the extractor is destroyed.
For maximum throughput, place many warehouses.

A colonist can always operate this facility, even if there are no robots in production, or materials present.

The only difference in skill levels is the time it takes to build a robot. Since all robots are produced very quickly, I would not recommend training anyone beyond basic. Building speed is for a commando; for cheaper robots, simply halve or third the time.
All values are approximated.

Skill Level
Building speed (s)
Basic
22
1 Star
15
2 Stars
12
3 Stars
10
4 Stars
8
Laser

Related Buildings: Manual Laser
Related Resources: Argon Gas
Training Cost: 600 , 1500 , 2400 , 3600 , 4500

The Laser skill allows a colonist to operate the manual laser. The laser must first be prepped with Argon Gas. When in use, colonists will automatically target hostile entities which come in range. Unlike other military systems, the manual laser is capable of missing its target.

The manual laser deals 125 damage per blast, which is capable of instantly killing many aliens.
For more information on military systems and aliens, please consult this guide:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1778151535

Hosts can only be attacked with the manual laser. Attacking a Host will cause one of its archangels to retaliate, instantly destroying the laser and killing its occupant. It may be possible to survive this attack by quickly deleting the manned laser before the archangel arrives.

Up to 3 units of argon gas can be stored in a manned laser, however only 1 argon is necessary for the laser to function. Any stored resources will be lost if the laser is destroyed.
For maximum throughput, place many warehouses.

A colonist will refuse to operate the manned laser if it has no argon. If argon is present, colonists will remain on laser duty until their shift ends, even if there are no nearby aliens.

Colonists will run to the laser when their shift starts.

Higher skill levels have a higher chance of hitting a target.
All values are approximated.

Skill Level
Chance of missing target (%)
Basic
60
1 Star
50
2 Stars
25
3 Stars
10
4 Stars
5
Bio Research

Related Buildings: Bio Research Lab
Related Resources: Base Nutrients
Training Cost: 2400 , 4500 , 6000 , 9000 , 12000

Bio research allows a colonist to grow plants with the bio research lab. GM Bamboo, or GM Grass can be created here, both of which have value to your base. The production of either of these plants can be toggled by clicking on the bio lab.

Several in-game sources cite the bio lab as being the source of photocyn and pyrocyn2. As far as I can tell, this is an unimplemented/removed feature, as I have never seen the creation of either of these plant forms.

This facility can be directed to seed in a specific area - the bio seeder will attempt to seed in the approximate area, however this can be very unreliable. If no area is set, the seeder will grow in a random, nearby area. If there are invalid golf holes on the map, and GM grass is selected, the seeder will automatically grow grass on the holes until they become valid.

GM bamboo can be harvested by the nutrient extractor for food, while GM grass is needed for a golf course to work. If you have access to a bio research lab, then base nutrients become a renewable resource.

Bio seeders cannot be damaged or destroyed.

A glitch exists where the lab will not grow any bamboo. This may happen if there are terrain features (such as stones) in the way, or if the maximum number of plants has been reached. I have also noticed that the bio lab will stop working if too much bamboo has been seeded in the same area.

'Processing time' refers to how long it takes before the seeder activates. Please note that the timer resets as soon as the seeder departs, not when it returns.
All values are approximated.

Skill Level
Processing Time (s)
Basic
60
1 Star
44
2 Stars
35
3 Stars
26
4 Stars
18
Weeding

Related Buildings: Weeding Post
Related Resources: Vegetation (see below)
Training Cost: 300 , 900 , 1500 , 2100 , 3000

Weeding allows a colonist to utilise the weeding post to burn away hostile vegetation. When weeding, a small circle is created, which destroys all vegetation in its radius. A complete list of all vegetation targeted by weeding is as follows:

  • Lupulus
  • Podulus Toxicaria
  • Metaflaxus
  • Stripper Mounds
  • Pyrocyn2*

*Pyrocyn2 is an explosive plant which detonates on contact. Three instances of pyrocyn2 are sufficient to kill a colonist. Unskilled operatives have a high chance of dying when weeding this plant, so have cyro-pods or medi-bays on stand by.
Despite being classed as a weed, the game does not check for this plant when the mission objective is to "clear vegetation".

Giant spineweed is a form of hostile vegetation, however it cannot be destroyed with a weeding post - you need to use a cluster bomb for spineweed.

A colonist can be directed to weed in a specific area - select a colonist who is currently weeding, then click anywhere on the map. The colonist will prioritise the weeds closest to where you selected.

With the exception of lupulus, all forms of weed-able vegetation are able to injure colonists (as they are home to dangerous insects). Make sure you have medi-bays on stand by for any injured colonists.

A colonist will refuse to operate the weeding post if there is no vegetation visible on the map - place down lights to reveal hidden weeds. Lupulus emits its own light. Weeds also cannot be targeted if they are in a forbidden zone.

As skill increases, so does the diameter of the produced flame. By extension, colonists can also weed from further away.
All values are approximated.

Skill Level
Burn Diameter (tiles)
Basic
7
1 Star
9
2 Stars
11
3 Stars
13
4 Stars
15
Power

Related Buildings: Power console, solar power plant, lava power plant, iridium power plant,
Related Resources: Iridium
Training Cost: 600 , 1500 , 2400 , 3600 , 4500

The Power skill allows a colonist to operate the power console on the bridge. The power output is subtracted from power input. If power level is at 0, then all powered systems will slowly lose function.
To see a building's power drain, simply click on it. The number of lightning bolts in the top right corner corresponds to how much power it drains.

Further information can be viewed from the power subsystem screen, viewed by clicking on the yellow power bar at the bridge screen. From here, you can disable certain power systems to conserve energy.

Below is a list of each power source, and the amount of power it grants depending on the bridge operative's skill level:

Skill Level
Solar Power Input
Lava Power Input
Iridium Power Input*
Basic
4.705
70.575
141.15
1 Star
5.714
85.71
171.42
2 Stars
7.272
109.08
218.16
3 Stars
10
150
300
4 Stars
16
240
480

*The iridium power plant needs an iridium crystal to function.

As seen above, a powered iridium plant gives thirty times as much power as a solar power plant, while a lava power plant gives fifteen times as much.
Ergo, lava and iridium power plants are vastly more efficient than solar power plants, and these should be prioritised over solar when possible.

A colonist will refuse to operate the power console if there are no power producers, (including if the iridium plant has no iridium power source).

Colonists will run to the power console if power is at 0.

Power is one of the few skills which fribulan tourists can perform.

Below is the rough multiplier for each level of skill.
All values are approximated.

Skill Level
Power Multiplier
Basic
1
1 Star
1.2
2 Stars
1.5
3 Stars
2.1
4 Stars
3.4
Oxygen

Related Buildings: Oxygen console, oxygen plant
Related Resources: None
Training Cost: 600 , 1500 , 2400 , 3600 , 4500

The Oxygen skill allows a colonist to operate the oxygen console on the bridge. It is the most common skill in the game. The oxygen output is subtracted from oxygen input. If oxygen level is at 0, then all bio-domes will gradually turn blue (indicating oxygen deprivation), and their facilities will not be usable.

Further information can be viewed from the oxygen subsystem screen, viewed by clicking on the blue oxygen bar at the bridge screen.

Below is a list of the amount of oxygen granted by oxygen plants depending on the bridge operative's skill level:

Skill Level
Oxygen Plant Input
Basic
11.11
1 Star
20
2 Stars
28.8
3 Stars
37.7
4 Stars
46.6

Each colonist drains approximately 1.6 units of oxygen.

A colonist will refuse to operate the oxygen console if there are no oxygen producers. The oxygen skill is unique, in that colonists can still perform this job if they are unhappy. If oxygen is at 0, and all available bio-domes have no oxygen, then colonists can operate the oxygen console until 400 oxygen is reached.

Colonists will run to the oxygen console if oxygen is at 0.

Oxygen is one of the few skills which fribulan tourists can perform.

Below is the rough multiplier for each level of skill.
All values are approximated.

Skill Level
Oxygen Multiplier
Basic
1
1 Star
1.8
2 Stars
2.6
3 Stars
3.4
4 Stars
4.2
Medi Prep

Related Buildings: Medical console, medi-bay
Related Resources: Pharmaceuticals
Training Cost: 1500 , 3000 , 6000 , 9000 , 12000

The medi-prep skill allows a colonist to prep a medi-bay, allowing it to be used. Prepped medi-bays will restore a colonist to full health, and can cure rodent disease if augmented with Advanced Pharmaceuticals.

Any stored resources, as well as any prep progress will be lost if the medi-bay is destroyed.
For maximum throughput, place many warehouses.

A colonist will refuse to operate the medi-console if there are no medi-bays in the base, or if all available medi-bays have been prepped already. If a medi-bay is prepped, the cross at the end of the bay will glow pink.

If a colonist stops prepping a medi-bay halfway through, then another colonist takes over, the progress is saved. Progress is saved as a percentage - e.g, if Dean preps 50% of a medibay (350/700), then Bhoomi resumes prepping, it will be at 500/1000.

Colonists will run to the medical console if there are any colonists with low health.

Medi Prep is one of the few skills which fribulan tourists can perform.

Below is a list of how long a medi-bay takes to be prepped at each skill level.
All values are approximated.

Skill Level
Time to prep (s)
Basic
135
1 Star
50
2 Stars
37.5
3 Stars
25
4 Stars
18
Cleaning

Related Buildings: Cleaning post
Related Resources: None
Training Cost: 300 , 900 , 1500 , 2100 , 3000

Cleaning is a very common and very useful skill. People with this skill are able to use the cleaning post to sweep away dirt.

Colonists perform cleaning autonomously; they cannot be directed to sweep specific pieces of litter.

The cleaning droid cannot be damaged or destroyed.

The cleaning droid always travels at 1.66 tiles per second, which is the most common speed for colonists. Certain colonists (notably Tami and Bhoomi) travel slower than this, meaning they are less efficient at cleaning.

A colonist will refuse to use the cleaning post if there is no litter in the base. Rarely, a glitch can occur where there is a piece of litter in a corner of a bio-dome. This litter cannot be swept away, and the only way to remove it is to delete the bio-dome.

Colonists who walk over litter will take a large hit to their hygiene motive; keep your base clean to keep your colonists happy.

Cleaning is one of the few skills which fribulan tourists can perform.

'Number of sweeps' refers to how many times the broom is swept before the litter disappears.

Skill Level
Number of Sweeps
Basic
5
1 Star
4
2 Stars
3
3 Stars
2
4 Stars
1
Maintenance

Related Buildings: Maintenance Post
Related Resources: None
Training Cost: 300 , 900 , 1500 , 2100 , 3000

Maintenance is the skill which allows you to repair facilities which are broken. Not to be confused with Repair, which repairs buildings and units on the planet's surface.

A colonist can be directed to repair in a specific facility - select a colonist who is currently working maintenance, then click on the desired building.

Facilities will slowly lose health over time. After many uses, they break and need to be repaired with a maintenance post. This happens more frequently when you have tourists, as they are more likely to use base facilities. Space Gremlins are capable of instantly breaking a building. Mechanoids will instantly destroy any facility in need of maintenance.

A colonist will refuse to use the maintenance post if there are no facilities in need of maintenance.

Since all internal facilities have the same amount of health, the speed at which they are repaired is always the same. Since maintenance happens very quickly, I would not recommend training anyone beyond basic. Below is the speed at which all facilities are repaired:
All values are approximated.

Skill Level
Repair Speed (s)
Basic
10
1 Star
7
2 Stars
5
3 Stars
4
4 Stars
3
Guard Duty
Guard duty is a unique skill in that every colonist can perform it, and it cannot be trained.

To assign a colonist to guard duty, simply click outside the base. If there is an alien nearby, they will be assigned to guard duty.

I would not recommend this ability unless absolutely necessary, as colonists only have 100 health, and can easily be killed by most aliens.

The colonist's laser deals 4 damage per second (the same as a commando's laser, and half as powerful as an auto-laser).

Guard duty is a viable strategy for fighting a hyracsus, as their earthquake attack cannot damage colonists.

Colonists will return to guard duty, even if all nearby aliens have been killed off. Remember to delete this job once you are done with it.
7 Comments
Dexter  [author] 18 Feb, 2022 @ 5:29am 
By 'editor', I meant the in-game scenario editor. Sorry, I probably should've clarified that, but I was already struggling with the word count lol.

I made the 'base starting happiness' action trigger after all colonists were fully trained. That way I could be sure that all the colonists had the same happiness level/shift time across all the tests to ensure the results were fair.
Red Wizard 17 Feb, 2022 @ 6:49pm 
Oh, wow! Amazingly thorough response!

What is this editor you speak of? Is that a save game editor? Or were you setting up scenarios in the campaign editor?

I didn't even think of Electronics, but that's a great point, and interesting that it came out on top. Thanks for taking the time to do this!
Dexter  [author] 15 Feb, 2022 @ 5:32am 
(4 of 4)
Nutrients require a colonist to be working on the bio-research lab, and can be very situational based on the surrounding landscape; I wouldn't really recommend this as a profit source, since sometimes the bio-research seeder can place bamboo in awkward locations, leading to variable profit.

Space chickens, despite coming in last, are actually a very good source of income in most situations. Since you can usually place the chicken farmer unit right next to your warehouse, and since up to 4 chickens can be stored on the unit before collection, it has quite a high throughput, despite its low value. Chicken extraction is the best in most situations, due to its reliability (assuming you can place the farmer unit in a good location).

Hope this helps!
Dexter  [author] 15 Feb, 2022 @ 5:32am 
(3 of 4)
All these results assume default prices.
However, the only conclusion I can draw from these results is the phrase 'it depends', since all four of these resources have various pros and cons to their profitability:

Electronics is highly profitable, however you must purchase silicon before hand, which isn't always feasible if you're on a tight budget, or are wanting to idle.

Argon gas' output is highly dependent on the distance from the gas rig to the warehouse; since the rig can only store a single unit of output before creating the next one, its throughput is very low, and the profitability depends on how far away the argon spring is to your base.
Dexter  [author] 15 Feb, 2022 @ 5:31am 
(2 of 4)
My results were, in order of profitability:
1. *Electronics - 24 units acquired, sold at 400 credits each (4800 credits profit)
2. Argon Gas - 67 units acquired, sold at 50 credits each (3350 credits profit)
3. Nutrients - 57 units acquired, sold at 50 credits each (2850 credits profit)
4. Space Chickens - 67 units acquired, sold at 40 credits each (2680 credits profit)

*For electronics, silicon must be purchased before hand, at 200 credits each. This was factored into these results - even with this factored in, electronics was still the clear winner.
Dexter  [author] 15 Feb, 2022 @ 5:31am 
(1 of 4)
Hi Talik, great question! I didn't know the answer to your question off the top of my head, so I did some testing:

I compared the three resources you mentioned (as well as electronics, since electronics is also renewable; you can purchase silicon and convert it into electronics and make a profit). The way I did this was by training the same three colonists (Venus, Nikolai, and Vasilios) to maxed out skills, then having them produce as much of the same resource as possible across a single work shift.

I took care to make the results as fair as possible (i.e, by starting all their shifts at the same time, maxing out their happiness in the editor, and placing all the resource extractors in the same place across 4 different save files), so I'm fairly confident that these results are reliable.

(Since steam won’t let me type more than 1000 characters in a single comment, I’m breaking this reply up into multiple parts)
Red Wizard 14 Feb, 2022 @ 3:26pm 
The production numbers for replenishable sellable items (gas, chicken, and nutrient) aren't easy to compare across the three. Do you know which one provides the most credits with a maxed out colonist?