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Gameplay

Survival needs

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The player character in Planet Crafter has three survival resources or needs, which must be fulfilled as a survival game mechanic. They are shown on the UI in the following order:

  • UIHealth Health / Food
  • UIWater Water
  • UIOxygen Oxygen

These resources are constantly depleted at various rates (Oxygen fastest, Water moderately fast, and Health/Food the slowest). If these needs are not met, the default consequence is that the player may be respawned at the last safe building they visited, with their needs reset. The player will also drop some items into a chest, which may be collected after respawn. However, changing the game difficulty can result in different death consequences.

Contents

Oxygen

Oxygen drops at a steady rate while outside or underwater. The player has the shortest capacity for their oxygen supply. The  Air Filter reduces how much Oxygen the Player Character uses based on the Oxygen terraformation value. This equipment is disabled underwater, leading to faster oxygen depletion when underwater. When the Breathable Atmosphere stage is reached, oxygen will not deplete while on land.

Oxygen can be refilled by stepping into any player-owned pressurized space, such as the  Landing Pod or a  Living Compartment. Even in the event of having insufficient  Power, oxygen is still available in these buildings. Wrecks and wrecked buildings do not provide oxygen to the player.

Alternatively, the player can use a  Oxygen Capsule. Oxygen Capsules can be initially crafted at the  Craft Station T1/ T2 for the cost of 2  Cobalt, or produced automatically from the  Gas Extractor and  Gas Extractor T2.

Water

Water depletes second fastest after oxygen. When low, the player is advised that their hydration level is low.

Water can be refilled by using a  Water Bottle. Water Bottles can be crafted at the  Craft Station T1 and  Craft Station T1 using  Ice. However, Water Bottles are also produced automatically from the  Atmospheric Water Collector and  Lake Water Collector without the use of extra resources.

The  Water Filter allows the Player Character to drink directly from lakes.

Health

Health is a resource that depletes relatively slowly. In addition to constant depletion due to the effect of “hunger”, being hit by space meteors or falling off of high places can have a severe effect on the player’s health.

Health can be refilled by eating various types of food.  Space Food can be found in containers around the map, and is the first food introduced to the player, although there is a somewhat limited supply.

Growing Food

Food may be grown in the  Food Grower and  Food Grower T2 using crop seeds to produce:


Beans


Cocoa


Eggplant


Mushroom


Squash


Wheat

Cooking and Preparing Food

Food may be cooked using the  Cooking Station, or, in the case of High Quality or Animal Food, the  Biolab. Take care when using the cooking station, some of the crafted items are intermediate ingredients, and cannot be eaten on their own. Some cooked foods add additional bonuses for a short time.


High Quality Food


Croissant


Cookie


Honey Cooked Beans


Fish Soup


Animal Food T1


Animal Food T2

Food Comparison

NameHealth RestoredBuff
 Eggplant25
 Mushroom35
 Wheat35
 Space Food40
 Squash40
 Cocoa40
 Animal Food T140Beneficial for Animals
 Honey Cooked Beans50Thirst Reduction
 Fish Soup50Oxygen Consumption
 Beans60
 Animal Food T270Beneficial for Animals
 Croissant75
 Cookie90Movement Speed
 High Quality Food90

Difficulty

The game mode (difficulty) selected at the start of a game can be used to scale how fast or slow these needs deplete. Apart from the standard rate of depletion, Relaxed (80%) and Intense (120%) modes are also available.

Death Consequences

Difficulty can also have more consequences for dying. Optionally, the game can be set to have the following:

  • No Consequences – player respawned, but nothing bad happens
  • Drop Some Items – Some inventory items dropped into a retrievable chest (this is the standard or default setting)
  • Lose All Items – All inventory items are lost
  • Deletion of Save File – your save game is deleted. This is permanent death.

Terraformation Index

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Terraformation Index

Terraformation Index

The Terraformation Index (Ti) is a number that gives a general indication of terraforming progress on the planet. It is displayed in the upper right corner of the screen. It is measured in units of Ti, with standard scaling prefixes such as kMGT added to the front once the number is high enough. Increasing the overall terraforming index leads to progress through the terraformation stages.

Contents

Description

The planet’s Ti value is the combined total of the following measurements:

The index is calculated according to the following equation, noting the base unit for each measurement:
Ti=Oxygen(ppq)+Heat(pK)+Pressure(nPa)+Biomass(g)

{\displaystyle Ti=Oxygen(ppq)+Heat(pK)+Pressure(nPa)+Biomass(g)}

Therefore as an example, the rate of Terraformation Index gained will be equivalent between the following machines:

Progression

Terraformation is tied to progress in the overall game, because this is one of the ways to unlock new blueprints. Blueprints can be unlocked after reaching thresholds of Ti as a whole, or thresholds in the subcategories. When the proper amount of terraforming progress is achieved the blueprint will be awarded automatically.

The player will need to advance all of these values in order to unlock everything, because each category has certain unique items that can only be unlocked in that category. Therefore, it is important to build machines that increase all of the categories.

At different stages, the player can visually see significant changes in the planet. The planet starts at the Barren stage and as the index goes up, different weather events and planetary changes will happen. Planet changes depend on overall Ti, and are not directly affected by the individual subcategories.

Terraformation Index always increases and will never decrease, even if the machines are later deconstructed or as time passes.

Lore

As revealed in the Messages, Sentinel Corp uses the Terraformation Index in order to monitor the player’s progress. The company is also the source of the blueprint unlocks, stating that “Our sensors will periodically scan your progress and will send you the required blueprints.”

Quantity

As revealed, after reaching 1000Ti, the Ti will not be shown more. Instead, there would be kTi. For example, 56.45kTi = 56.45 * 1000= 56450Ti.

Then MTi would appear: 1MTi=1000kTi. After some time even bigger numbers would appear: 1GTi=1000Mti; 1TTi=1000GTi; 1PTi=1000TTi.

No one ever managed (no video footage found) to reach 1000Pti, so you cannot really say what comes next. But it should be ETi.

Base Building

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Base building is one of the core mechanics and objectives in Planet Crafter. When base building, the player is able to add things that provide both function and decoration. In other words, it includes elements of building structures (listed below), storage and furniture.

Contents

Makeshift Shelter

Basic Base
The tiniest possible base: just one room and a door.

When traveling around in the beginning of the game, it is advisable to build a makeshift shelter at points of interest, like shipwrecks for example, in caves, or at easy recognizable landmarks. Such a shelter provides oxygen for the player and the possibility to put up storage containers for the collected items.

To set one up, you need just  one room and a  door, using those components:

After you have learned  how to deconstruct, you can also pack it up after usage and travel on. A mobile home so to speak.

Simple Structures

Foundation Grid

Foundation Grid

Foundation Grid

Structure that can be used to create outside floors, or provide support for stairs, living compartments, etc.

Requirements

Cost

Outside Stairs

Outside Stairs

Outside Stairs

A good way to reach new heights. Has the potential to ‘snap’ to Living Compartment Doors, other Stairs, edges of Foundation Grids etc.

Requirements

Cost

Living Compartment

Living Compartment

Living Compartment

Basic habitat, provides oxygen even without Power.

Requirements

Cost

Living Compartment Corner

Living Compartment Corner

Living Compartment Corner

Living compartment with a curved glass wall.

Requirements

Cost

Big living compartment

Big living compartment

Big living compartment

Bigger living compartment the same size as a 2×2 arrangement of the standard Living Compartment. Has no internal walls allowing for more freedom in the location of internal furniture/machines.

Requirements

Cost

Rounded Living Compartment/Pod 9xA

Rounded Living Compartment/Pod 9xA

Rounded Living Compartment

Bigger living compartment the same size as a 3×3 arrangement of the standard Living Compartment, but with rounded corners. Has no internal walls allowing for more freedom in the location of internal furniture/machines. Can be used under or over a 9xC Living Pod and attaches when ladders are used.

Requirements

Cost

Living Compartment with Dome/Pod 9xB

Living Compartment with Dome/Pod 9xB

Living Compartment with Dome

3×3 Living Compartment with Dome. Bigger living compartment the same size as a 3×3 arrangement of the standard Living Compartment, but with rounded corners and a see-through dome. Has no internal walls allowing for more freedom in the location of internal furniture/machines. Cannot be used on top of Living Pods 9xC or 9xA. Will not attach to the Single or Big Living Compartments under it and ladders up to it will not attach either. (Used as a standalone Base / Connection)

Requirements

Cost

3×3 Living Compartment/Pod 9xC

3×3 Living Compartment/Pod 9xC

3x3 Living Compartment

Bigger living compartment the same size as a 3×3 arrangement of the standard Living Compartment. Has no internal walls allowing for more freedom in the location of internal furniture/machines.

Note: This compartment is called the 3×3 Living Compartment but the blueprint for it is currently called Pod 9x2A Blueprint.

Requirements

Cost

Structure Alterations

Fence

Fence

Fence

Can be placed inside a Living Compartment or outside.

Requirements

Cost

Indoor Ladder

Indoor Ladder

Indoor Ladder

Provides ability to have internal access between multiple levels of the base. Also allows access to/from the ‘roof’ of the base.

Requirements

  • Unlocks when  Oxygen reaches 1.00 ppt

Cost

Interior Wall

Interior Wall

Interior Wall

Interior wall for living pods. Does not work to subdivide the 2×2 or 3×3 compartments.

Requirements

Cost

Living Compartment Door

Living Compartment Door

Living Compartment Door

Provides access to a living compartment. Can be installed on the exterior, or on the interior between compartments.

Requirements

Cost

Living Compartment Glass

Living Compartment Glass

Living Compartment Glass

Glass floor or ceiling for living compartment (normal or large). Does not work for the Living Compartment Corner.

Requirements

  • Unlocks when  Pressure reaches 4.00 μPa

Cost

Living Compartment Window

Living Compartment Window

Living Compartment Window

Glass wall for Living Compartments (normal, big, or corner). Can also be installed internally.

Requirements

  • Unlocks when  Pressure reaches 250 nPa

Cost

Lighting

Area Lamp

Area Lamp

Area Lamp

 Energy

-1.2 kW/s

A lamp that can be placed anywhere.

Requirements

Cost

Power Use

  • Energy -1.2 kW/s

Beacon

Beacon

Beacon

 Energy

-0.25 kW/s

Helps you find your way. Can be modified to display a different colour, and/or a display name. Colour is visible from anywhere on the default map, even through Rock etc.

Requirements

  • Unlocks when  Heat reaches 5.00 nK.

Cost

Power Use

  • Energy -0.25 kW/s

Outside Lamp

Outside Lamp

Outside Lamp

 Energy

-0.3 kW/s

Illuminates outside areas.

Requirements

Cost

Power Use

  • Energy -0.3 kW/s

Storage

See also: Storage Containers

Furniture

See also: Furniture

Functional Structures

See also: Rockets

Launch Platform

Launch Platform

Launch Platform

 Energy

-55.0 kW/s

Greatly speed the terraformation process by launching rockets into space.

See also: Category:Build/Launch Platform


A large structure that may be a bit tricky to place. (Snapping Grids to the Platform is easier than snapping the Platform to other Grids.) The top of the launch tower is accessible via a long ladder that is used the same way as Indoor Ladders. At the top, the player will find a control panel that will allow them to build Rockets. When a rocket is built, it will appear on the Platform next to the launch tower. A big red button next to the panel commences launch. Additional rocket types can be unlocked by finding and decoding Blueprint Microchips.

Requirements

Cost

Power Use

  • Energy 55.0 kW/s

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