Cast Adrift · Research Lab Ledger

The Research Tree

Six branches, as the Lab presents them: what your cohort already knows from the crash, what still costs materials and patience, and what each unlock actually buys you.

How the Lab Works

Read before spending the stockpile.

Five root techs are known from the crash — always unlocked, never researched. Everything else is unlocked at the Research Lab, per base: what one settlement researches, every survivor there shares, and the base next valley over starts from scratch.

Starting a research draws its materials from the common stockpile, all at once, up front. Then someone stands at the Lab and does the work — the times below are for unskilled hands; Engineering experience shortens them. Chains walk downward: a tech’s prerequisite must be unlocked first.

And note what isn’t here: the everyday survival stack — the Commons, Oxygen, Water and Fuel Tanks, the Kitchen, Grow Rooms, “Wheezy Bessie”, the MoonBeam Still, the Aquaforge, the Inferno Scrapburner — needs no lab time at all. Just materials, and somewhere dry to put it. Where a branch forks, each card names its own prerequisite.

“Research is the art of paying iron today to stop paying blood tomorrow.” — Lab plaque, hand-engraved

Construction

Roofs, rooms, and load-bearing optimism.

Basic Construction

Known from the crash

Every cohort climbs out of the pod knowing how to bolt a roof together. The Build Bay — three field-smelted ingots — is the scaffold everything else hangs off, the Commons is raised from it, and this is also the branch the Research Lab itself hangs from: raise the Lab, and the rest of this page stops being theoretical.

Buildings
Build Bay Research Lab
Recipes
Basic bed — 2 iron ingots
"The first thing we built was a wall. The second was a place to argue about the wall."

Structural Engineering

Research Lab
6× Electronic parts 4× Machined parts 90 s base

Building past the crash site. Unlocks the Storage Room — the only structure you can raise as often as you like — and the Construction Materials it is built from, so expansion costs ingots, not luck. The same bench learns cloth: loomreed fiber into Fabric, Fabric into the Reinforced pack.

Buildings
Storage Room (repeatable)
Recipes
Construction materials — 5 iron ingots Fabric — 3 loomreed fiber Reinforced pack — 3 machined parts + 5 fabric
"'More room' is a technology. Ask anyone who has slept beside eighty kilograms of ore."

Energy

Watts in, warmth out.

Basic Energy

Known from the crash

Storage and sweat: the Battery Room holds the colony's charge (two slots bare, Cell Cradles extend it to four), and the ScrapCore Dynamo turns an idle survivor into a power source. Nobody said the future was glamorous.

Buildings
Battery Room ScrapCore Dynamo
"Power is stored sweat. The dynamo just makes the accounting honest."

Renewable Energy

Research Lab
6× Electronic parts 4× Copper ingots 120 s base

Copper-era research: the base's first passive power source. The Solar Panel pushes 600 W into the grid while everyone does something else — and the battery ceiling rises from four slots to six to bank the surplus.

Buildings
Solar Panel
Effects
Battery slot cap 4 → 6
"The sun is free. Everything required to catch it is not."

Reinforced Wiring

Research Lab
8× Copper wire 4× Electronic parts 2× Machined parts 150 s base

Busbars and contactors heavy enough to gang cells in walls. The Battery Room's ceiling jumps to twenty slots, and the field machines — Boris, the Brine Pump — take up to three bolt-on cradles each instead of one. Priced in copper wire, so an Extruder must already be turning.

Effects
Battery slot cap → 20 Field machines: 2 → 4 cell cradles
"Thick wire is the difference between a battery room and a fireworks room."

Electrochemistry

Research Lab
6× Electronic parts 4× Copper wire 4× Iron ingots 180 s base

The lithium chain opens. The moment it completes, every brine seep already inside scan range lights up on the map; the Brine Pump Kit stands at one and fills its hopper, and the Evaporation Pond dries the brine into lithium carbonate — the feedstock every cell is built around.

Buildings
Brine Pump Evaporation Pond
Recipes
Brine Pump Kit — 4 machined parts + 2 copper wire + 2 iron ingots
Effects
Brine seeps appear on the map
"The planet's battery acid, still in the ground's own bottle."

Cell Fabrication

Research Lab
4× Lithium carbonate 8× Electronic parts 1× Electric motor 240 s base

The chain's payoff, priced in the output of the tech before it — you must actually run a Pond before you can research cells. Then the Battery Room becomes a bench: a fresh 2 kWh Battery from carbonate, wire, and a machined part, charged from the grid as it is made.

Recipes
Battery — 3 lithium carbonate + 2 copper wire + 1 machined part + 1 L water + 2 kWh, at the Battery Room
"A pile of white dust that remembers being a lake, taught to remember a charge instead."

Mining

The planet owes you iron.

Basic Mining

Known from the crash

The whole ore chain, from the crash: drill rock into rubble, crush rubble into concentrate, refine concentrate into ingots, and fence an Ore Yard to hold the raw tier. Plus the Geo Scanner to find the good rock and the Ore Bag to haul it home without weeping.

Buildings
Crusher Refinery Ore Yard
Recipes
Mining drill — 2 iron ingots + 1 machined part Geo scanner — 1 iron ingot + 1 electronic part Ore bag — 1 iron ingot + 1 machined part
"Everything runs on ingots. Including, indirectly, you."

Ore Filtering

Research Lab
5× Electronic parts 3× Machined parts 60 s base

Mining bootstraps its own efficiency. The Drill Filter bolts onto a basic drill (consuming it) to make the Filtered Drill, which mines concentrate directly — the crusher step, skipped, forever.

Recipes
Drill filter — 4 iron ingots + 2 copper ingots Filtered drill — 1 mining drill + 1 drill filter
Effects
Filtered drill skips the Crusher
"Does two jobs so you can do zero."

Automated Mining

Research Lab
6× Electronic parts 4× Copper ingots 150 s base

A salvaged Daedalus task-cortex learns to run a drill rig. The Auto-Miner Kit is Boris in a box: carry him to any deposit your survey has found, deploy, feed him charged cells, and come back with bags. The first time survivors bolt an AI sliver into something and call it labour.

Buildings
"Borin' Boris" Auto-Miner (deployed afield)
Recipes
Auto-Miner Kit — 2 iron ingots + 2 copper ingots + 4 machined parts + 4 electronic parts
"We asked the chip what it wanted. It printed the word ROCKS forty thousand times."

Deep Boring

Research Lab
8× Machined parts 6× Copper ingots 4× Electronic parts 180 s base

Boris learns to go DOWN. A dry patch becomes a Deep Vein — slower, hungrier, and beyond any hand drill's reach; only he can work it, and only once per deposit. A spent deep vein is spent for good.

Effects
DEEP BORE on a dry deposit → Deep Vein (once)
"Two days of grinding and the hole is a promise. Keep feeding him."

Fabrication

Scrap goes in. Civilization comes out.

Salvage Machining

Known from the crash

The Workshop, and the two currencies every other recipe on this page is priced in: Machined parts (three scraps each, or one iron ingot for two once the refinery runs) and Electronic parts (a copper ingot and a machined part become two clean boards).

Also home to the Cell Cradle — ten copper ingots that permanently add a slot to the Battery Room, up to whatever your energy research allows — and the first honest weapon, a knife.

Buildings
Workshop
Recipes
Machined parts — 3 metal scraps, or 1 iron ingot → 2 Electronic parts — 1 copper ingot + 1 machined part → 2 Cell Cradle — 10 copper ingots Knife — 1 iron ingot + 1 machined part
"Ninety percent of a colony is scrap with opinions about what it wants to become."

Metal Extrusion

Research Lab
8× Copper ingots 4× Machined parts 120 s base

The electric chain's first gate. The Extruder is a heated die block that draws copper ingots into wire on grid power — one ingot pulls into two spools, six ingots an hour at 800 W, no hands. Every motor, radio, and battery after this is wound from what it makes.

Buildings
Extruder (grid-only)
Effects
Copper wire — 1 copper ingot → 2 spools
"The colony's future arrives one thin, gleaming metre at a time."

Electromagnetics

Research Lab
5× Copper wire 3× Electronic parts 150 s base

Magnets and motors — priced in wire, so an Extruder must already be turning before the coils can be studied. Five electric motors installed in a Crusher or Refinery wake its grid switch; until then the machines only know your hands. The same coils make a shock baton.

Recipes
Magnet — 2 iron ingots + 500 Wh Electric motor — 2 magnets + 3 copper wire Shock baton — 1 machined part + 1 electronic part + 1 copper wire
Effects
5 motors installed → Crusher / Refinery run on the grid
"Spin is the only language every machine speaks."

Vehicle Assembly

Research Lab
2× Electric motors 6× Machined parts 180 s base

Wheels. Costs finished motors — the whole electric chain must turn before anyone reverse-engineers a Vespera DR-7 from wreck spars. Unlocks the Motor Pool, where a Dustrunner chassis is assembled, outfitted with addons that are ordinary items when unmounted, and backed onto the charge rails at night.

Buildings
The Motor Pool
Recipes
Buckle Seat — 2 machined parts + 3 fabric Cargo Bay — 3 construction materials + 2 machined parts Ore Bin — 3 construction materials + 2 machined parts + 1 iron ingot Range Extender — 4 machined parts + 2 heating elements + 2 iron ingots Life-Support Module — 3 machined parts + 1 electronic part + 1 oxygen tank + 1 water pack + 2 fabric Scanner Mast — 1 geo scanner + 2 copper wire + 1 machined part High-Speed Upgrade — 8 electric motors + 5 iron ingots Vehicle Dock — 5 construction materials + 10 copper wire + 10 magnets + 6 electric motors
"The genuine article shipped with a ten-year warranty; yours shipped in pieces, on fire, from orbit."

Assembly Line

Research Lab
2× Electric motors 5× Electronic parts 200 s base

Production without hands. The Factory aims at a recipe, pulls ingredients from the common stockpile, and delivers the product back on grid power — each line with its own cycle time and energy bill, and a six-hour retool when you change it. The only place a CPU, a Server, a drone, or a firearm is ever made.

Buildings
Factory
"Nobody's hands, everybody's parts."

Robotics

Research Lab
6× Electronic parts 4× Machined parts 1× CPU 120 s base

A CPU pays the cost of admission — same as the port itself. The Drone Port is four bays on the grid rails and the queue that runs them: post a job over the base RF link and the next idle, charged, right-shaped drone rolls out. The Mule hauls; the two specialists below are her siblings.

Buildings
The Drone Port
Recipes
Transport drone (Mule) — 1 CPU + 2 electric motors + 3 machined parts + 2 electronic parts + 1 copper wire, Factory line
"We used to send a person. Now we send a Mule, and the person gets to keep both knees."

Field Maintenance

Research Lab
4× Machined parts 4× Electronic parts 90 s base

The repair specialization: a Tinker drone that answers MEND jobs on worn field machines and rigs, and the RESCUE priority for a downed survivor the port can reach.

Recipes
Repair drone (Tinker) — 1 CPU + 1 electric motor + 4 machined parts + 3 electronic parts + 1 copper wire, Factory line
"She carries a wrench she cannot hold and fixes things anyway."

Autonomous Construction

Research Lab
6× Machined parts 4× Construction materials 2× Electronic parts 120 s base

The building specialization: a Mason drone with a materials bin instead of a cargo bin, taking orders straight off the planner — roads a segment at a time, power lines a pylon span at a time, until the line you drew on the Chart Table is standing in the dirt.

Recipes
Builder drone (Mason) — 1 CPU + 2 electric motors + 5 machined parts + 2 electronic parts + 1 copper wire, Factory line
Effects
Plan roads (×2 travel) and power lines to field machines
"Doesn't argue about the route. Just builds it."

Small Arms

Research Lab
4× Machined parts 2× Electronic parts 90 s base

Firearms and their rounds — the Factory's least neighbourly line. Combat is consent first: a blow only lands on a survivor who has raised the PvP flag, and the news of it travels the same data channels as everything else.

Recipes
Rounds — 1 iron ingot + 1 copper ingot → 10 Pistol — 2 machined parts + 1 iron ingot + 1 electronic part + 300 Wh, Factory line Rifle — 4 machined parts + 2 iron ingots + 1 electronic part + 600 Wh, Factory line
"The safest colony is the one nobody bothers to attack. The second safest has a rifle."

Survival

Techniques for staying warm, wet, and breathing.

Field Survival

Known from the crash

Everything that keeps a survivor alive away from a wall socket. The Heating Element is the keystone tool — never consumed, always required: press it into scraps and 250 Wh of suit battery for a field-smelted iron ingot, or into six ice chunks for a water pack, anywhere on the map.

Back home it feeds the survival economy: lime cartridges for the O2 scrubber, Spudshine out of the MoonBeam Still straight into the fuel tank, rations from the Kitchen — three spuds and a hot plate — and med kits sewn from fabric and mendleaf.

Recipes
Heating element — 1 iron ingot + 1 electronic part Electronic part (hand-sorted) — 5 electronic scraps, anywhere Iron ingot (field-smelted) — 4 metal scraps + 250 Wh, anywhere Water pack — 6 ice chunks + 250 Wh, anywhere Lime cartridge — 1 iron ingot + 1 copper ingot + 1 limestone Oxygen tank — 3 iron ingots + 200 bar off the base O₂ tank, at the Workshop Spudshine — 10 potatoes + 20 L water → 10 L of fuel, at the Still Food rations — 3 potatoes + 120 Wh, at the Kitchen Med kit — 2 fabric + 4 mendleaf leaves + 2 L fuel
"Check your oxygen first. Everything else is a luxury with paperwork."

Electrolysis

Research Lab
4× Electronic parts 4× Copper ingots 120 s base

Copper electrodes in an iron shell rip tank water apart into breathable O₂ — 4 L an hour into 40 bars, drinking 600 W off the grid. Air stops depending on lime cartridges and hand cranks. Closes the chain: mine ice, Aquaforge it into water, split it into air; repeatable, so air scales with population.

Buildings
Electrolyzer (grid-only, repeatable)
"Lightning in a bottle, except the bottle is your lungs' next breath."

Society

The rarest resource: decisions.

Colony Governance

Research Lab
6× Electronic parts 5× Machined parts 120 s base Settlement gate: 675 lifetime Influence minted at the base

The only research with no prerequisite tech — and the only one with a maturity gate: the Lab won't offer it until the base has minted 675 lifetime Influence between its survivors. Young camps get tools; established settlements get politics.

Unlocks the Steward: an elected office with real base powers, a recall vote to remove them, and a banish vote for survivors the colony is done with. Every vote is weighed by the voter's current Influence — contribution is the franchise.

Effects
Steward elections (Influence-weighted) Recall votes Banish votes
"We voted. The vote was to stop voting during meals."

Communications

Research Lab
6× Electronic parts 4× Copper wire 4× Machined parts 180 s base

The colony finds its ear and its voice. The Echo Vault archives every member's sightings into one shared chart, cuts and reads Echoshards for the sneakernet between colonies, and hails what it can hear. The Field Whisper handset syncs from afield; antennas add a kilometre each to the reach; the Hollerpole Kit stands a radar anywhere and pulses the horizon forty kilometres out.

Buildings
Echo Vault The Hollerpole (field radar, from its kit)
Recipes
Field Whisper (radio) — 4 electronic parts + 2 copper wire + 1 machined part Antenna — 2 iron ingots + 4 copper wire + 2 machined parts Echoshard — 2 electronic parts + 1 copper wire Hollerpole Kit — 10 magnets + 5 electric motors + 3 cell cradles + 10 antennas + 1 radio
Effects
The Chart Table SYNC, hails, beacons and distress calls
"Forty-seven years of distress calls taught us one thing: write it down and hand it to someone walking."

Digital Economy

Research Lab
10× Electronic parts 6× Copper wire 1× Battery 240 s base

Money that exists as data. The Tradewind Exchange opens the colony's door to the wider world — stands stocked from the common stockpile, prices set by the Steward, admission by office lever — and the Factory learns its two dearest lines: the gold-bonded CPU and the Server that racks it, so a salvaged Icarus Core can be decrypted into bitgold for the treasury.

Buildings
The Tradewind Exchange
Recipes
CPU — 1 gold ingot + 3 electronic parts + 1 copper wire, Factory line Server — 2 CPUs + 4 machined parts + 2 copper wire, Factory line Market Stand — 2 machined parts + 2 fabric + 1 iron ingot Vehicle Stand — 4 machined parts + 2 iron ingots + 1 electronic part
Effects
Bitgold treasury Icarus Core decryption at the Lab
"Every colony calls it something different. We call it the winds of commerce, because something has to move for anyone to eat."

Further Reading

The trees keep growing.

Every item, tool, and building named above has its own entry in the Field Guide — weights, capacities, and the warranty disclaimers nobody honoured. New to all of this? Start with the orientation briefing instead.