Sanctuary 37 · Caretaker Operations Supplement · The last light keeps working.

Field Manual

Everything the drowned world expects you to already know, established once and fact-checked. The whole knowledge corpus — 31,301 lines across 20 verified domain docs, a master comprehension and the first-hand install reference — anchored to Early Access 0.8.0.612251 = Update 05 "New Horizons" Hotfix 2 (2026-06-29), Steam buildid 23962331, Unreal Engine 5.7.4. Built for the Salvo playthrough, which began the same morning this manual was researched. Spoiler-shielded by default: the story stays yours.

anchor EA 0.8.0.612251build U05 “New Horizons” HF2 · 2026-06-29buildid 23962331engine UE 5.7.4verified 2026-08-24docs 23 + master + ref + 20 moddingclaims 383 · fixes 236 · open 246playthrough Salvo · Council era · 2026-08-24
00

Master Comprehension

Version anchorEarly Access 0.8.0.612251 = Update 05 "New Horizons" Hotfix 2 (2026-06-29), Steam buildid 23962331, Unreal Engine 5.7.4 -- confirmed first-hand from the ShadowPC install AND independently by all 20 corpus docs. No public-branch patch has shipped since 06-29 (the longest quiet stretch of the EA). Corpus researched + fact-checked 2026-08-24 by a 41-agent swarm (~350 load-bearing claims verified, ~230 corrections applied in place), then extended 2026-08-25..09-01 by two datamine passes, a five-report flow-research fleet and eight days of first-hand play.
confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Update 5.5 "Deck Drop" is LIVE (2026-08-31). Two independent sweeps confirm the public-branch release (Channel37's trailer: "STATUS: DEPLOYED... the seventh Early Access update"); the ShadowPC install read buildid 25056839 first-hand on 2026-09-01 (0.8.5.650920, engine reported 5.8.1 on the beta). The corpus docs still carry the 0.8.0.612251 anchor -- the next-patch batch (shadow-install re-inventory, full re-mine, re-anchor docs 01/03, lift the caveats) is pending Robert's go; every [beta-era] tag now reads as 5.5-era, and the datamined human-growth values in doc 23 are already 5.5 values.

This is the mandatory session pre-read. It is the working fluency layer; the 22 numbered docs in docs/ are the detail layer (routing table in §14). Ground truth for install/engine/save facts: docs/ref/shadow-install.md (first-hand, trusts over any web source). The numbers layer for power and fluids: docs/ref/flow-research/ (five reports) synthesized into doc 10.


0. Spoiler contract (BINDING for every companion session)#

Robert started playing 2026-08-24. As of 2026-09-05 he has restored the Lazarus Complex, racked the first seed, grown a human, flown the first launch ("Ascension"), opened all three Eden Cradle chambers, built Black Vein Station into his oil / diesel / steel / carbon-fibre station and made its first batch, built the first Eden Frame at Pishon and planted the first pear, and grown and launched a full Habitat Care group (four seeds from one Prometheus run, fed to the cookbook's recipes) that is in orbit waiting for the committee -- he is in the committee / Eden / industry era. As of 2026-09-07 he is level 32, has racked a seed for Project Jonah at Platform Omega and is wrangling sharks for the Omega Nursery pens, and plays on a 15-container mod stack (docs/mods/18-installed-mod-stack.md: ten Nexus quality-of-life paks plus the house Matte Black livery, an Enhancer Cap of 150, x10 cables, a 150 kg net, x10 boxes with a 400 m crafting pull) -- every number in this corpus is vanilla unless a doc says otherwise. He remains spoiler-averse for everything he has not yet reached; the contract below is unchanged. (Playthrough state otherwise lives in praxium, never in docs/ -- this status line is the one exception, kept for spoiler calibration.)

  1. Everything above the SPOILER WALL (§S1+) in this doc is mechanics-grade or officially-marketed information -- safe to use freely in answers.
  2. Everything below the wall is story: never volunteer it. If Robert asks a question whose answer requires fenced content, say so first ("that crosses into story -- want it?") and reveal only on his explicit yes.
  3. "What should I do next" answers default to spoiler-light routing: mechanics, preparation, direction -- not quest outcomes, not what a location contains, not who a voice is.
  4. Docs 04 (lore), 17 (quests), 18 (humans), 20 (achievements) are spoiler-dense; quote from them carefully. Docs 05-13, 19, 21, 22 are mostly safe; doc 11's late sections and doc 12's reveal-map are mild-spoiler.

1. The game in one paragraph (spoiler-free)#

You are the last functioning Caretaker, a humanoid robot on an Earth drowned by a global flood, alone on an open ocean dotted with half-sunken facilities. Your standing mission (openly marketed): recover human seeds, restore the Lazarus Complex, grow humans, and launch them to orbit -- humanity survives only if you keep working. Mechanically it is a first-person survival-logistics game where the survival meter is electric charge, not hunger: you sail a 30-metre boat that is simultaneously your vehicle, base, power grid and workshop; you salvage finite wrecks, restore power to dead facilities by physically running cables, craft through a proximity-based fabricator, fight machine and bio-machine hostiles with real firearms, and push progression through a skill tree + body-upgrade system. Single-player only. Closer to Raft than Subnautica in structure -- surface-first, waypoint ocean, quest-driven -- but its systems are its own.


2. The version story (know this before trusting ANY guide)#

Update Version Depot date Headline
EA launch 0.5.0.x 2025-11-06 $34.99, Steam+Epic; "at least 12 months" of EA
01 "Last Humans" 0.6.0.606448 2025-12-16 Drivable Forklift, NVGs, binoculars, compost, basketball; UE 5.6 -> 5.7 migration (broke all mods)
02 "Ocean: The Final Frontier" 0.6.5.607749 2026-02-11 CS-17 jet ski, Rocky Islands, The Maze, Sonar, 37 paint styles
03 "Curiosity Wakes" 0.7.0.608982 2026-03-18 Committees (Council of Humanity), 3 new enemies, FELIS companion, ~10% low-end perf
3.5 "Shadow Drop" 0.7.2.609842 2026-04-15 Off-roadmap; Camera Drone (photo mode), PECO minigame cartridges, storm region north
04 "Below Us" 0.7.5.610707 2026-05-13 Salvage Gyro (first aircraft), hook cables, drone charging, decoy
05 "New Horizons" 0.8.0.612115 2026-06-24 Level cap 30->35, Project Eden, committees expansion, samples, music cassettes, Recovery Grinder, Stainless Steel, Gyro Deck, HDR, IT+ES
05 HF1 / HF2 (current public) 0.8.0.612211 / 0.8.0.612251 06-26 / 06-29 Quest-blocking fixes (rocket reward freeze; Seats of Care)
5.5 "Deck Drop" (LIVE) 0.8.5.650920 beta 2026-08-28, public 2026-08-31 11 new container modules (portable storage up to a large Bulk Battery, petrol/diesel containers), the MOSES Field Reserve Program questline, new Gyro Towers, 4 new Memories + 38 HoloMemories, a "major fix and balancing pass" (crashes, quests, crafting, rockets, cables, containers); engine 5.7.4 -> 5.8.1 [first-hand: the beta exe reported 5.8.1, and its ray-tracing shaders crashed a 2024 NVIDIA driver until it was updated]. Shadow buildid 25056839 on 2026-09-01; the seventh EA update; corpus re-anchor pending

Decoder facts: marketing numbers don't track semantic versions -- the 4th field (a monotonic CI counter, ~39/day) is the only reliable ordering key. Channel37 pushes the depot day N, posts land N+1 (depot dates authoritative). Since U05 there's an in-game patch-notes reader (Main Menu -> Patch Notes) -- first-party and better than any URL. Directional balance notes only ("reduced", "improved") -- almost no published numbers, and no developer has ever published a power figure (every kW in circulation is tooltip- or player-derived). Public betas ship as a Steam branch behind a published access code (hence the "Latest Beta Code?" threads).

Stale-guide tripwires (launch-era claims now FALSE): max level 30 · no photo mode · no flying vehicle · storage placement permanent · boat speed bugged · vehicles too expensive to run · 8 enhancers (now 11 -- Equipment Handling is the undocumented eleventh) · 21 skill tiers (a v0.5.0 snapshot; 25 is current) · hardcoded gyro keys (customizable since U05) · CS-17 Skimmer at T13 (datamined T9) · wind turbines at 1-2 kW (a wiki field misread; 5-10 kW) · "carry oil for range" (U05 halved the oil-to-diesel yield). Anything dated before 2026-06-24 is at least one major update stale.

Roadmap state: original six blocks, five shipped (3.5 was a bonus). Block 6 = "The Future / New Frontiers" -- unannounced. No 1.0 date exists ("full launch in 2026" was a launch-day aspiration never restated). The "12 months of EA" elapses 2026-11-06.


3. Systems map -- how everything interlocks#

  SALVAGE (finite world objects, wrecks, POIs)          RENEWABLES (boat net trickle,
      | Dismantle Tool (T2)                              respawning floaters, enemy drops,
      v                                                  cocoon ranching, farming since U05)
  SCRAP (11 types) --Recycler--> MATERIALS (4 rarity bands)
      |                              |
      |                              v
      |                    FABRICATOR (10 m radius, 3x hand speed, queues)
      |                              |
      v                              v
  XP (all three verbs pay XP)   PARTS -> MODULES / TOOLS / WEAPONS / VEHICLES
      |                              |
      v                              v
  LEVEL (cap 35) --+--> SKILL POINTS -> 25-tier recipe tree
                   +--> ENHANCER POINTS -> 11 body stats x 100 levels
                                     |
  POWER: generation (solar/wind/fuel) -> batteries -> cables (20 m segments, 4 families)
      -> boat bus (6 kWh + 14 outlets) -> facility yellow switchboards -> YOUR OWN BATTERY
                                     |
  BOAT = vehicle + base + grid + workshop + respawn/backup + storage + net
                                     |
  ENDGAME LOOP (mechanical): seeds -> Lazarus Racks (power+water) -> humans -> launches
      -> orbit -> capsule drops (farming) -> committees

The load-bearing insight: electricity is the one currency -- your body, your tools, your boat, every facility and the endgame all draw from the same watt economy, and moving charge (cables, sockets, backpacks) is the actual gameplay. The second insight: the world is finite but the game is not soft-lockable -- fixed POIs deplete permanently, while the boat net, floating containers, enemy respawns, cocoon colonies and farming provide an infinite (slow) floor.


4. The numbers that matter (all verified current at 0.8.0 unless tagged)#

Stat Value
Internal battery 500 Wh base -> 2,500 Wh max (+20/level Battery enhancer)
Idle draw 250 W base -> 125 W max (Power Management, -0.5%/level, reduces ALL drain) -- stock endurance ~2 h idle. Over-capacity encumbrance raises idle draw (~400 W reported); three players report PM not applying (idle stuck ~260 W) -- bounty, check before sinking 100 points
Vitality drains only when battery hits 0 (or damage); restored ONLY at Heal Station / Charge Injector (+20% vit, -2% energy). No armor system exists
Melee cost 5 Wh (the only published per-action cost); melee is on C
Carry 100 kg base -> 200 kg (Haul Mastery); over-capacity = 25% speed floor + power spike (no hard cap)
Dive depth ~10 m base -> 110 m max (Pressure, +1 m/level); beyond = escalating vitality tick + battery drain, never instant death; no oxygen system at all. Pressure 70 makes a ~45 m dive trivial first-hand
Fall damage real; -50% max (Shock Absorber); ladders negate it; above 500 Wh charge it hits battery not vitality
Enhancers 11 total (the wiki's ten plus Equipment Handling, undocumented anywhere but live in-game first-hand), 100 levels each (150 on Robert's install -- the house Enhancer Cap mod, doc 18); all eleven maxable -- closed by game arithmetic (DATAMINED): leveling grants exactly 700 points (10/15/20/25 by band) + 515 documented quest grants = 1,215 vs the 1,100-point cost of maxing everything; the launch-era "~5 of 10" estimate is obsolete (doc 21). Formulas confirmed exact first-hand (Battery 20 lvls = 0.9 kWh; PM 20 = -225 W displayed -- a display confirmation only, see Idle draw; Haul 10 = 110 kg)
Skill tree 25 tiers, unlock tier N at level N; picks cost 1-4 SP; DATAMINED EXACT (doc 22): the tree costs 267 SP, leveling grants 305 (3-9 rising, flat 10 from L10); XP curve 200 at L1, +150/lvl to L25, +200/lvl to L35 (99,000 to cap; byte-confirmed against Robert's level panel at L5 and L21); 44 further skills are quest/vault-gated; tree completes from leveling alone; no respec -- ordering is tempo, not identity
Level cap 35 (was 30 pre-U05); tiers 26-35: nothing documented
Fabricator 10 m material radius, ~3x hand-craft speed, 100 W idle; multiple fabricators stack throughput
Cables 20 m max per SEGMENT (200 m on Robert's install -- LongerCables10x_P, doc 18; chain depth unlimited -- an extender starts a fresh 20 m); extenders = 4-port junctions with an on/off switch; four incompatible families (electric/fuel/water/gas); cable bandwidth ~1 MW (community) = never the bottleneck; keep segments under ~19 m and put an extender at every corner (reload cable-physics mitigation)
Boat 30 m; 2,000 L diesel tank + 6.0 kWh battery built in; 14 power outlets, 5 diesel, 1 CO2; 2 engines (diesel+electric) x 5 cylinder slots; 4 mooring cables + 2 anchors + stern net. The boat dashboard counts the hull's 6 kWh / 2,000 L; the PECO Grid Scan 2000 does not (built modules only)
Generators Portable 10 kW / Large 30 kW [wiki] -- the 0.8.0 module data reads 33 kW and 66,000 L/h CO2 at the same 6,000 L/h petrol [datamined pass 2; tooltip read pending] (Portable: 1 kW = 200 L/h petrol = 2,000 L/h CO2, calibrated exact; they run demand-driven and STOP when a connected downstream CO2 tank fills); wind [tooltip + mine, byte-exact]: Whisper 2.5 kW, Cyclone 5 kW, Typhoon 10 kW (storm-rated; its two ports are a 50/50 circuit splitter -- one cable carries the full 10 kW; turbines decay and need constant repair, solar has zero upkeep) -- the old 1/2 kW figures were a wiki Capacity-field misread, never production. Solar LumiLite 3 / LumiMid 6 / LumiMax 10 kW peak. Water Purifier 8 kW: 10,000 L/h salt -> 10,000 L/h fresh (0 W idle) [datamined pass 2, calibrated]. Recycler running draw is CONTESTED: REPORTED ~90 kW (one player, 2026-06) vs the module asset's 200 W on / 100 W standby [datamined pass 2] -- a per-operation charge cost ("300+ Wh" per large object) may be what players see; size for the worst case until a tooltip settles it. Hull Stabilizer 8 kW each [datamined, calibrated]. Headlamps Lancer ~2.5 kW / Nebula ~10 kW / Eclipse >10 kW off your own battery
Storage DuraPack 50 kg (T3) / StorTite 100 kg (T6) / FortiHold 200 kg (T11) (x10 on Robert's install, with a 400 m crafting pull -- StorageProximity_P, doc 18); relocatable since U05. Medium Battery 6 kWh (T8) = the only rechargeable buildable; Large Battery 18 kWh [datamined, dormant in 0.8.0 -> the 5.5 beta's Bulk Battery]; consumable batteries (25/100/200 Wh) cost more Wh to craft than they restore
Seed handling The clock is 120 real minutes on the current build (it was 60 before Update 3.5 -- wiki revision 5030 names the change; every one-hour guide is stale, not wrong) and it pauses only inside a powered, watered rack. The Lazarus Pod neither pauses the clock nor hides the seed from Angels (hotfix 0.5.0.581804 fixed exactly that; podded seeds still draw reduced aggro at best). No numeric countdown shows at extraction on 5.5 first-hand, only "needs to be refrigerated or placed in a rack". Doctrine: haul seeds raw (they float, climb ladders and can be re-frozen in any vault slot), pod them at the complex; opening a Seed Reserve arms all four clocks; seeds per trip = empty, powered, watered racks (four). Expiry is still THE only permanent loss. Full doctrine: doc 23 §1
Rocket launch Per launch: O2 12,000 L + CH4 3,000 L + electricity 60 kWh first-hand, MOSES panel, beta-era; 4 pod berths, payload 1/4 is a valid minimum; Sabatier makes a launch's gas in ~10-15 min from CO2 (a CO2 bank holds a dozen+ launches; O2 tankage is the bottleneck)
Human quality Every human carries a numeric Value (~9 for a T1, rosters average ~11) and a Tier shown on the committee panel; capsules pay by a six-level reward tier [datamined] -- loot rolls 1/1/2/3/4/6, memories returned 1/2/3/5/10/30 (Rare materials from level 2, Artifact from level 3) -- so the memory economy is not closed: capsules give world-loot memories back (never Ash Notebooks or Porcine Vocal Interfaces). Committees need all four seats, age 18 (21 for #9, 22 for #10) and one real day in orbit; only three of the ten issue quests today (Habitat Care first: its quests open Eden). Doc 23 §3
Growing a human 2 h 20 min to 3 h 10 min, scaling with the load [first-hand: the rack's own estimate reads 2:20 for 11 items and 3:10 for 19; the first human measured 2:48 -- roughly 70 min + 6 min per item; the wiki's minute-scale formula is retired; size the growth bay for three unattended hours]; the rack draws 2.5 kW + 100 L/h fresh water while growing (500 W idle -- and "No Power" on a rack also means no fresh water); you feed from your backpack into the rack's 100 kg hold before BEGIN (a jar is 2 kg, about fifty per load; no draw from storage) and feeding runs live during growth (Memories, food jars, and PECO minigame cartridges as mental inputs); the prediction panel names a profession's gates but hides the values as ?? -- the mined thresholds in doc 23 are the only source, and meeting a threshold reads as qualifying first-hand 2026-09-05
Fuel economy (DATAMINED) Two organics-fed refineries plus one oil tower [corrected 2026-09-01 -- earlier versions of this row had the Diesel Refinery eating oil]. Bio -> Diesel via the Diesel Refinery (T4/2SP; internal name DieselGenerator, skill asset Oil_Generator -- which is why no "diesel" skill is findable by name; 4 L diesel per organic unit [wiki], 2 kW; the module data reads 5,000 kg/h organics -> 20,000 L/h diesel [datamined pass 2]). Bio -> Petrol via the Portable Petrol Refinery (T5/2SP; 2 L per unit, 2 kW; 10,000 L/h mined). Oil -> fuel only via the Distillation Tower (T20, 60 kW): 20,000 L/h oil -> 10,000 L/h diesel + 3,600 L/h petrol + 100 kg/h plastic [datamined pass 2] = the yield that was halved silently in U05 (2,000 L oil -> 1,000 L diesel + 360 L petrol). Oil comes from the Oil Pump (Black Vein Station, fixed and renewable) and the Recovery Grinder. The tower drinks 20,000 L/h: any oil tank left on its line is diesel within minutes first-hand 2026-09-03 -- keep oil meant for Stainless Steel off the tower line. Petrol feeds petrol cylinders, Rhino Dismantler, Flamer weapons, Skimmer/Gyro; diesel feeds the boat's diesel engine. Separate tanks/barrels/containers per fluid (2,000 L each; Large O2 9,000 L; Methane 6,000 L [datamined])
Autosave every 10 min (confirmed first-hand); every generation kept in SaveGameBackups with timestamps; 8 manual slots (0-7) confirmed first-hand
Day/night ~20 min day / ~6 min night (community); in-game clock: day = 05:00-23:00

5. Opening playbook (the first-session cheat sheet)#

The opening chain is fixed: From Darkness, Light (battery -> outlet -> main switch) -> Where Waters Wait (docking hangar; the Heal Station and Backup Station objectives are optional -- do them anyway) -> Light the Way Home -> Vessel of Tomorrow (wake the boat; 4 of its 5 tasks are optional, only "open dock doors and sail out" is required -- do all five, sailing out unprepared is the classic self-inflicted wound) -> Rags to Riches (Recycler) -> Voyage into the Unknown (Navigation Beacon 49) -> First Light (fabricate tutorial).

The known early blocker: a glowing creature guards a door before you have any weapon. The answer is melee -- the C key (a top Steam-thread stall for new players).

Doctrine, in priority order:

01

Strip Sanctuary Dock 37 bare before sailing

World objects are finite and never respawn; your starting island is free mass. Dismantle at high durability for the full parts refund -- and the dismantle preview shows the full yield + Wh cost before you commit.

02

Skill order (consensus)

Dismantle Tool (T2) -> Electric Cable + Extender -> LumiLite solar -> Fuel Cable + Extender -> DuraPack -> a weapon -> Whisper turbine + Consumable Battery -> Diesel Generator. Skip Fabricator/Recycler skills early -- starter locations have them free. (Skimmer is T9, not T13, and mission-gated besides.)

03

Enhancer order (consensus)

Battery + Power Management first ("electricity is your largest early struggle"), then Scrapper, then Haul Mastery. Vitality low priority early -- once the combat era starts (rifle, getting burst; there is no armor) put 15-20 points in it; Field Medic and Shock Absorber stay fluff.

04

Craft fluid containers BEFORE collecting fluids

the boat's 2,000 L diesel tank is the only built-in fluid storage in the entire game; liquids/gases can't be dropped loose.

05

Recharge ritual

plug a cable into any source, step back until the prompt reads "Connect (Self)", press E. If a source won't give, press F on the socket to flip its mode (output / input / equalize).

06

Meters [settled 2026-08-27..29]

the boat dashboard counts equalize-pooled built storage and the hull's own 6 kWh / 2,000 L (a 6 kWh hull + 3 Medium Batteries reads 24.0/24.0 kWh; storage left in output/input mode is excluded and the gauge under-reports). The PECO Grid Scan 2000 (T15, 2 SP) is the authoritative meter for everything you built -- a zoomable node map with per-node watts, fills and switch states -- but it counts built modules only: hull internals ride outside it, so true totals = scanner + hull. Any generator wattage shows connected load, not capability: a turbine reading 0 W with full batteries is working correctly.

07

THE map trap: the Y axis is inverted

Negative Y = NORTH. Nothing in the game tells you. Start dock (11,8) is the far WEST; the whole game runs west -> east.

08

Storms

mooring cables (not anchors alone) hold you at a dock; in open water drop anchor and accept drift, repair after. Night doctrine: sail at night, salvage by day -- POIs spawn night swarms that daylight kills; never arrive at dusk.

09

Range doctrine (mid-game) -- INVERTED 2026-08-29

carry diesel directly. Update 5.0 silently nerfed the Distillation Tower ~72% (2,000 L oil -> 1,000 L diesel + 360 L petrol; no patch note) -- oil now yields HALF, and the launch-era "carry oil, 2.4x range" rule is retired. Throttle economy (measured): ~50% throttle = 136 L/km; 100% = 281 L/km (2.07x fuel for 1.5x speed) -- cruise untimed legs at half throttle. (A 134-upvote community thread swears by 80%; the curve is probably non-linear -- untested.)

10

Unstuck

add -ea to Steam launch options -> pause menu gains an "Early Access" section with Relocate character.

11

Seed runs -- the protocol [rewritten 2026-09-01 from the first run + the seed-logistics research]

the Lazarus Pod (T12, 3 SP) is quest-gated -- it unlocks after the underwater investigation leg of the first seed mission, before extraction. Seeds per trip = empty, powered, watered racks at home (four). The clock is 120 minutes and only a rack stops it: the pod is transport, not refrigeration and not stealth (a dev hotfix made Angels aggro on podded seeds). Run shape: clear and light the Hall, deck and vault (blobs are contagious to racked seeds) -> pallet on deck, manual save, full fuel -> snipe the vault site's Angels from anchor first, power the reserve door with yourself -> extract RAW (opening a Reserve arms all four clocks; cubes float, throw them toward the anchor; under five minutes on site) -> sail straight home (~20 min from Prometheus; a raw cube can be re-frozen in any vault slot on the way, and Reserve 08 sits on the corridor) -> Angels attack on sight of a carried seed or human, patrol outdoors, and must never be provoked at your own complex -> sprint the dock-to-door gap -> pod indoors, manual save, insert, save again + full restart, check the pod screen is not reading "cooling requirement not met" -> feed. Full doctrine in doc 23 §1, procedure in doc 17.

12

Launches first-hand 2026-09-01

manual save BEFORE pressing STARTUP on the rocket panel, then hands off ESC from ignition until the capsule chain settles -- exiting mid-flight and reloading pulls the launch auto-quicksave and forks the state (a fresh rocket on the pad while the phantom one keeps flying). To rewatch, reload the pre-launch save.


6. Hazards & combat quick reference#

Meters: battery and vitality, nothing else. No hunger/thirst/oxygen/temperature/radiation/toxins -- verified absences. Damage sources are exactly: enemies, falls, battery-empty drain, over-depth pressure.

Death = a save reload, dressed in fiction [settled first-hand 2026-08-27]. "Terminated -> return to a backup" literally rolls back to your last autosave or manual save -- no item drop, no corpse run; you lose only the play time since the save (autosave = 10-min cadence). Practical rule: manual-save before every risky poke (new outpost, dive, night landing) -- it converts death from a setback into a 30-second rewind. Corollary: the rollback undoes ANYTHING since the save, which is also the emergency brake on mistakes.

Enemy families (17 catalogued; full roster + tactics in doc 06): cocoon-spawned bio-swarms (slimes, crawlers, spitters), rogue machines (Roller Boi, Laser Bob), cybernetic sharks (Ram/Talon/Laser), floating Angel/ArchAngel gun platforms (Angels are passive until provoked -- seeing a carried seed or human counts as provocation; they throw slow blue orbs that walls block; never shoot the ones over your own complex; first-hand time-to-kill: ~4-6 Bolt Sniper rounds each. The ArchAngel is the cannon variant: attacks on sight at range, volley-then-reload, drops Bio Flesh 50% -- fight it from cover, ideally the boat deck with the Heal Station behind you). Cocoons are the spawn source and they regrow from intact ROOTS, in the dark first-hand 2026-09-01: destroying the cocoon body is temporary, destroying the roots is the permanent clear -- which is why "cleared" POIs repopulate. Tentacle contact damages you (confirmed). Roller Boi kill-chain: shoot the cannons off -> back off -> rifle the body from range (it explodes on death like a grenade; disarmed units flee the dismantle tool). Laser Shark: the laser is dorsal but concealed, deploying upward before it fires (a telegraph); it drops ~2x a Talon's loot -- shark hunting is the renewable rare-scrap channel. Ammo doctrine: Slam rounds for sharks, Tri rounds for machines.

The attractant economy is the tactics layer: electricity draws Sweethearts · petrol draws Mosquitos (NEVER fight them with fire) · light draws slimes and (since U05) aquatic swarms · sound draws Angels · dropped organics get eaten by scavenging crawlers. Black Vein Station first-hand 2026-09-03: the Angels were the easy part -- the gate was Mosquito swarms from cocoons on the helipad above the dock, unreachable from the boat, with the light-loving slime on the lights and the dark-loving slime in the dark at the same time (in the 5.5 art the light-lover looks red and the dark-lover black -- the wiki's "Pink" and "Red" names are the other way round); what worked was strip to health-and-offense, sprint the base for the nest, and carry a battery for the dead elevator (doc 06 §7.11). Light is also a weapon: night crawlers and red slimes die in intense light or daylight, and the Eclipse headlamp (T18, ~10 kW) kills night crawlers on contact -- light walls plus a lit cocoon colony make a ranchable bio source (doc 06).

Weapons: five families -- Melee, Bolt (firearms), Electric, Flame, Thrown. HARD RULE: only Bolt weapons work underwater. Bolt Pistol T5, Rifle T11, Sniper T17. Electricity backpacks double as energy-weapon magazines (and boost electric-weapon damage).

No lightning-rod mechanic is obtainable (its skill is a "Never" entry; a description string exists -- "protects surrounding modules", nothing about bonus energy). No base raids, no ship turrets; defense is positioning, floodlights (keep leeches off the deck), and the U03 companion units (FELIS, tamed Sweetheart).


7. Vehicles#

Vehicle Unlock Notes
The Boat starts docked; woken by the opening chain The only vessel you'll ever own -- no fleet, no replacement, no second boat. First+third person control. Built-ins: Heal Station, Backup Station, PECO terminal, water pump. Cylinders: electric (T2) -> diesel (T3) -> boosters (T6+) -> petrol grades (T9+; petrol cylinders are Skimmer/Gyro parts, not for the boat's diesel/electric engines). Paint: 37 styles x 4 zones at the cab Customization Table (cosmetic only). Deck generation doctrine: LumiMax = daily driver (10 kW, silent, zero upkeep), Typhoon = storm insurance with a constant-repair tax.
CS-17 Courier Skimmer (jet ski) T9 / 3 SP [datamined -- the launch-era T13 is wrong] + "Rocky Islands" questline (U02); mission-gated in practice (purchase refused until a later quest) first-hand Single-seat, petrol cylinder + 400 L, tows behind the boat on a 5 m bow cable.
Salvage Gyro (aircraft) T17, rare blueprints via Service Towers (U04) Petrol-fuelled rotorcraft; Space/Ctrl throttle; 5 of 8 Service Towers are Gyro-only -- it's a hard exploration gate. U05's Gyro Deck makes the boat its carrier; the 5.5 beta adds new Gyro Towers [beta-era].
DONK-Lift 3200 (forklift) T5 (U01) Moves heavy cargo + pallets; the seed-hauling workhorse.
Camera Drone skill unlock (U3.5) Photo mode; battery; short range; community recharges it by rebuild rather than the U04 charging station.

Boat damage: storms > mines > collisions > ramming enemies. Sinking exists; standing fix "repair, raise net, raise anchors." No autopilot; the boat drifts slowly to port unattended. Electric-only cruising: one 6 kWh battery buys ~3.5 km of hard running at ~20 km/h; a fully boosted electric drive draws 28.5 kW at full throttle (about one Large generator).


8. Power doctrine#

One electrical currency, several un-networked pools (your body, boat bus, standalone batteries, per-facility wiring) -- moving charge is always a physical cable run. Socket modes via F: output / input / equalize (the default, and the only "grid logic" in the game). Equalize levels ABSOLUTE charge per unit, not percentage -- small full batteries pin a big bank at their own Wh level forever; filling a large store past that equilibrium requires Input mode on its connection. Ports are connection-classed (generator outputs cannot link to each other -- route every generator into a battery, extender, boat socket or wall socket); cable bandwidth ~1 MW = never the bottleneck; a per-port ceiling is refuted (60+ kW measured through single ports and extenders). A generator gauge reads connected LOAD, not output -- an unfull Medium Battery is what makes a whole fleet register. Solar = LUMI series [SETTLED 2026-08-29, tooltip + mine agree]: LumiLite 3 kW (T2) / LumiMid 6 kW (T6) / LumiMax 10 kW (T13) peak, gimbal-tracked -- the wiki's 900/4,000/8,000 "Wh optimal" figures are retired. Wind [same evidence] = Whisper 2.5 kW (T3) / Cyclone 5 kW (T8) / Typhoon 10 kW (T14, storm-rated: storms are a power EVENT -- wind spikes above nameplate while solar dies; hybrid generation is the answer). The Typhoon's two ports are a 50/50 circuit splitter (one cable connected = the full 10 kW; both = 5+5 kW to two separate circuits; turbine-to-turbine is refused). Turbines decay (~10%/day launch-era, reduced in 3.5; a Typhoon needs repair on every revisit) while solar has zero upkeep -- hence LumiMax as the daily driver. Fuel = Portable 10 kW (T5) / Large 30 kW (T15), demand-driven (they throttle to the downstream draw); their CO2 output is optional to connect (feeds Sabatier/carbon-fiber chains) but a FULL downstream CO2 tank stops the generator -- leave it unconnected for uptime until you need the chain, and when you do, the Sabatier reactor (60 kW; 60,000 L/h CO2 -> 60,000 L/h methane, plus 5,000 L/h FRESH water -> 120,000 L/h O2 [datamined pass 2] -- feed it purified water, not the salt line) self-relieves through its spare oxygen ports and throttles its own conversion when an output backs up first-hand 2026-09-01. Grid-sizing traps: the Recycler's running draw is contested (REPORTED ~90 kW vs 200 W in the module data -- §4); headlamps are your biggest personal draw (Eclipse ~10 kW = 40x idle); a single low-condition battery caps a whole bank; dismantling a battery deletes its charge.

Meters: boat dashboard = pooled built storage + hull internals; PECO Grid Scan 2000 (T15, 2 SP) = built modules only, by name, with live watts and switch states -- the authoritative infrastructure audit (it also finds the dead hop after a reload). The 0.8.0-era "Lazarus reads 122 kWh with ~62 unaccounted" puzzle is retired: on the beta the scanner accounts every Wh as built (no native facility storage), so treat it as a historical artifact, not a mechanic.

Facility restoration is not a puzzle: every dead structure has one yellow switchboard -- cable power in and the whole site (lights, doors, elevators, terminals) wakes. Repair the site's own rooftop panels/turbines, or run cable up from the boat mooring (extender per floor -- the 20 m rule). Shortage = brownout (things slow, nothing breaks); live loads beat storage charging; no priority config exists. Facility wall receptacles (and the buildable U05 wall sockets, T15-18) are paired pass-throughs, not outlets -- two per wall means two independent lines may cross it. A Lazarus rack that says "No Power" may actually lack fresh water (dev troubleshooting doc); keep salt-water and fresh-water networks separate. Mega-sites (Exodus) need generation and storage in each area -- distant cells unload. Eden Cradle has two grids: the top building feeds the upper floors and the elevator, and the tunnels below have their own inlet console -- run cable down the staircases, not the shaft (doc 12 §7.10.8). Remote production sites (Black Vein: pump ~60 kW reported + tower 60 kW) outrun the boat bank in ~40 min -- bring generation, LumiMax not Typhoon, and a kWh bank sized for the batch (doc 10 §9.6).

Consumable batteries (25/100/200 Wh) are emergency snacks against a 500-2,500 Wh tank -- carry a couple, never rely on them. Full treatment: doc 10 v2.0.0 and the five reports under docs/ref/flow-research/.


9. Crafting & economy#

The three-verb loop: Dismantle (world -> scrap; T2 tool; high-durability targets refund the full parts list; the preview shows yield + Wh cost before you commit) -> Recycle (scrap -> materials; organics are the ONE class the Recycler refuses -- they go to the Soilforge or the Diesel / Petrol Refineries; parts -> recycler -> materials round-trips ~1:1) -> Fabricate (materials -> parts -> everything). All three verbs pay XP -- industry IS leveling. Dismantle-then-recycle equals direct recycling on materials but pays XP twice.

Rarity bands: Common (Copper, Iron, Glass, Plastic, Rubber, Fabric) · Uncommon (Aluminium, Gold, Polyurethane, Silicon) · Rare (Carbon Fiber, Titanium, Stainless Steel [U05] -- not a skill: a Fabricator recipe that appears when an Oil Tank is cabled into the oil port under the Fabricator's panel, 1 Iron + 10 L oil each; an Eden Frame costs 50) · Artifact (Neutronium, Plasma Gel, Quantum Crystal). Hoard Titanium/Carbon Fiber/artifact-tier; stop hauling copper/gold once established. Ore is mineral clusters on the spires and their underwater bases, concentrated in the far north-east Quarantine Stacks; find it by eye from a height (sonar does not mark ore), shoot down what you cannot reach, keep Quantum Crystal as nuggets (doc 12 §7.8, doc 09 §2.3). Build forward Recyclers at salvage sites rather than hauling scrap home. Security-gated rooms hold the top-band scrap density (derelict "Aged Lazarus" vessels dismantle into Ultra Tech Scrap first-hand).

Renewables that actually renew: shark hunting (Laser Shark ~2x loot), ranched cocoon colonies for bio waste, the boat net, floating containers, and -- after the first launch -- the Farming Bed, which eats clean water plus large amounts of bio waste dropped on it as soil. Hoard biowaste from day one; it is soil later.

No conveyor/belt automation exists -- "logistics" means containers, tanks, cables, the forklift and the boat. Unattended converters (Recycler, Soilforge, generators, purifiers, Sabatier, Distillation Tower, U05's Recovery Grinder (T23, 4 SP) = the late-game material transmuter that converts the infinite low-grade stream into depleted rares at an oil cost) are the automation ceiling. Production enhancer modules are 20-charge consumables that attach to a machine (max 2 slots, both deplete per craft) -- attach only before expensive batches.

Building is module placement, not construction: no foundations/walls/terrain; ~54 modules snap to existing surfaces (boat deck, facility floors); green/red ghost; B build menu confirmed first-hand; dismantle = full parts refund (dev-confirmed) scaled by durability -- repair before scrapping. Land "bases" = occupying existing POIs. Storage containers relocate freely since U05; everything else is dismantle-and-rebuild.


10. Progression & the companion protocol#

Two currencies per level-up: skill points (recipe tiers) + enhancer points (body). Almost nothing is story-locked -- the real gates are fuel range, dive depth, carry weight, power, and map knowledge (Navigation Beacons reveal POI clusters; beacons chain the world open). Growing for a seat: doc 23 is the cookbook -- a feed recipe per Council seat computed from the datamined tables (the wiki's profession thresholds are wrong in 21 cells; a gated attribute must reach its threshold (the data tags the check Greater, but two rack screens read 100% with an attribute exactly at its gate first-hand 2026-09-05 -- the recipes keep a +1 margin as insurance); selection takes the highest tier you clear in each family, then rolls among families tied at that tier; a random "Like" adds +50/+20 mental to every human, so keep rival families' gates more than 50 points away). The quest-gated skills that bite in practice (full 15-skill register in doc 22 §3.1): the Lazarus Pod (T12; the only locator-flag gate in the tree -- it unlocks after the investigation leg of the first seed mission, mid-quest, so it cannot be pre-bought), the Skimmer (T9; a later mission, which one is open), Night Sight (T9; "One Before Me"), Abyss Glow (T20; "Mother"), TideRipper Twin Jet (T19; "Still Listening"), Deep Scan-500 (T23; "Signal Chain"), the Telescope ("The Warehouse"), the Gyro Deck (T13; "A Place to Land"), the Farming/Elysium Bed (T19, 1 SP; "Gift from Above", the quest after the first launch), and the Recovery Grinder (T23, 4 SP; gate unnamed). 43+ named quests exist at 0.8.0; only the opening chain is listed spoiler-free in §5. Committee quests (U03+) gate on real-world elapsed time -- "it hasn't triggered yet" is often literally a matter of waiting a day or two; reload/reboot are the standing workarounds for known trigger bugs (HF2 fixed two quest-blockers; if an objective looks stuck, reload before assuming it's broken).

Run length (launch-era community): 20-35 h casual to "done for now"; 40-60+ thorough; sandbox continues after story. EA content currently ends mid-story (expectation-setting: there is no ending yet), then open play.

When Robert asks "what should I do next": 1. Answer from mechanics + preparation first (charge economy, range, storage, skills). 2. Route via doc 13 (strategy) and doc 11's early sections; doc 17 (quest compendium) only when he's AT the quest and wants specifics -- and offer the spoiler gate before objective details. 3. Never pre-reveal what a location contains, who speaks, or why. The map-reveal chain in doc 12/17 is mild-spoiler routing -- use its shape ("powering that beacon opens the next region") without its contents. 4. Log his choices/progress in praxium (decisions/scratch), never in docs/.


11. Interface essentials#

CONFIRMED binds (0.8.0): U skills · I enhancers · B build · C melee · E reload / interact · G inspect · Q cancel (hold: reel a cable in) · F switch ammo / connect cable to equipped weapon / flip socket mode · T hotbar quick-bind/re-equip · Page Down container access-control · RMB item context menu · Space/Ctrl gyro throttle [the first eight from Robert's own screenshots]. REPORTED launch-era (probably still right): WASD boat, Space anchor, Tab player menu, 1-8 hotbar, J clear markers. Grab/cable interactions are contextual across E/F/V and partly hardcoded. Skill tooltips carry an "Added in X.X.X" version stamp -- the UI itself dates content.

Options: 7 tabs (Video, Graphics, Audio, Game, Interface, Mouse, Gamepad). 16 HUD toggles ship, including full HUD-off. Accessibility: colorblind modes, subtitles (on by default), UI scale, hold-vs-toggle sprint/crouch, head-bob removal (U05), per-axis inverts. Controller support "full" per Steam; Deck = Playable (text legibility is the one failing item; U05-HF1 improved handheld UI scale after that rating).

Boat cab = ten dashboard monitors (speed, throttle, compass, coordinates, diesel, electricity, hull %, weather incl. wave height + wind, time). No depth sounder. Remember the dashboard/scanner rule (§5.6). PECO terminals are the game's computer surface: Data Logs, Space, Committee, Quests, Survival Guide, Cameras + a cartridge slot (playable retro minigames + Amiga-tracker music cassettes -- the loose peco-engine.js we found in the install is their engine; the minigame cartridges double as human-growth inputs). The PECO Grid Scan 2000 module renders your grid as a zoomable node map (per-node watts, fills, on/off state). The rocket's MOSES panel runs a sequential checklist (STARTUP -> PROPELLANT -> POWER -> GROUND -> PAYLOAD -> WEATHER -> SYSTEM CHECK -> LAUNCH) with a T-60 s countdown and ABORT.

Performance levers if needed: shadow quality is dominant (sg.ShadowQuality=0); known heavy scenes around the Lazarus Complex; 32 GB RAM recommended is real (HF2 fixed a critical memory issue). Crash lore in doc 15 §crash-table. Beta-era: the 5.8.1 engine's ray-tracing shaders crash on 2024-vintage NVIDIA drivers (nvgpucomp64.dll 0xc0000409) -- update the driver, or launch with -noraytracing.


12. Adjudications & open contradictions (cross-doc, settled here)#

Question Ruling
"Silent rebuild" flag (doc 01: install dated 2026-08-24 vs build dated 06-29) RESOLVED -- no rebuild. The 08-24 timestamp is the fresh local install completing that morning (full 16.09 GB download in the appmanifest); buildid 23962331 = the 06-29 hotfix.
Death penalty: item-drop respawn vs save-reload RESOLVED FIRST-HAND (2026-08-27, first death, Roller Boi): death reloads the last autosave / most recent save. Plain state rollback -- no item drop, no corpse run. Doc 13's verifier was right; doc 05's "drop everything not equipped" report is retired.
Location census: 78 vs 98 vs 149 Definition-dependent. Use ~78 primary named POIs (doc 12's verified taxonomy); the wiki Locations space counts up to ~149 with sub-entries.
Solar output figures RESOLVED 2026-08-29 (tooltip + datamine agree): LumiLite 3 kW / LumiMid 6 kW / LumiMax 10 kW peak. Both wiki figure-sets retired (the infobox numbers were a Capacity-buffer field; the lore page was launch-era).
Wind turbine output (wiki Cyclone 1 kW / Typhoon 2 kW) RESOLVED 2026-08-29 (tooltip + datamine): 2.5 / 5 / 10 kW. The wiki numbers were the infobox Capacity field (the template has no output field) -- exactly 1/5 of production on every tier.
Lazarus "native storage" (0.8.0 boat dashboard read 122 kWh with ~62 kWh unaccounted) RETIRED 2026-08-29 as an artifact. On the beta the Grid Scan accounts every Wh as built (92 complex + 42 boat = 134.1); either a dashboard pooling bug fixed in 5.5 or facility hardware removed. Not a mechanic; docs/ref/lazarus-power-research.md keeps the investigation as history.
Seed timer: 120 min (wiki/corpus) vs 60 min (TheGamer) RESOLVED 2026-09-01 (wiki revision history + post-3.5 players): 120 minutes on the current build; 60 was also correct before Update 3.5 (revision 5030, 2026-04-19: "changed... from 1 hour to 2 hours, as of v3.5"). Only a powered, watered rack pauses it -- the pod does not (three wiki pages, TheGamer, eight players; the nag is printed on the pod).
Does the Lazarus Pod hide a seed from Angels? NO -- RETIRED 2026-09-01. Hotfix 0.5.0.581804 (2025-11-10): "Fixed Angel not becoming aggressive when a human seed was stored in a pod." Post-fix reports say reduced, not absent. The 2026-08-30 "pod conceals" consensus was launch-era lore.
Wiki profession thresholds vs the mined data MINED WINS (datamine pass 3, 5.5 build, 23/23 calibration anchors): 21 wiki cells are wrong, including two whole gate columns (Arts & Culture's fourth gate is Empathy, Agriculture's is Leadership), Existential Chancellor Weight 120, Quantum Physicist Intellect 220; the operator is tagged Greater in the data but behaves as meet-or-exceed on the rack's prediction panel (Teacher at Wisdom 10/10 and Lab Technician at Logic 5/5 both read 100% first-hand 2026-09-05; the pod's final pick on an exactly-met gate is the remaining check). The Root-DE calculator and the tools-site dataset agree with the mine on all 40. Doc 23 §2.3.
Samples: which tool? (doc 09 v1.4.0 said the PECO Grid Scan 2000) RESOLVED 2026-09-05 (mined strings): the Replica Scanner (T3) on foot for cave paintings and statues, the Camera Drone for HoloMemory scenes; samples are catalogue entries sent up in the rocket's data container and re-sendable. Doc 12 §4.2, doc 23 §3.4.
"Red slime loves light" (first-hand) vs the wiki's Pink = light / Red = dark RESOLVED 2026-09-04 as colour-naming drift: the wiki's light-loving Pink Slime renders red on 5.5 and its dark-loving Red Slime renders black; the mechanics rows stand, doc 06 carries both names.
Is the memory economy closed ("every memory you spend is gone")? NO [datamined]: capsules return 1 to 30 world-loot memories per launch by reward level; only Ash Notebook, Oath Token and Porcine Vocal Interface never come back.
"Craft the Lazarus Pod BEFORE opening a vault" AMENDED 2026-08-30 / 09-01: the pod is quest-gated but unlocks after the first seed mission's investigation leg, i.e. before extraction -- achievable on run 1. But do not pod at the vault: the pod is transport and growth containment only; haul raw, pod at the complex (doc 23 §1.5).
Rocket capacity 3 vs 4 pods 4 (newer wiki edit, 2026-07-03; confirmed on the MOSES panel: 4 berths, payload 1/4 valid). Extras loadable for capsule rewards but invisible in the PECO Space screen.
Skill tiers above 25 RESOLVED (doc 22, control-tested): no tiers exist above 25 -- a wiki-wide infobox regex for tiers 26-35 returns zero (the same query for 20-25 returns 7, validating the negative). Levels 26-35 are budget levels: points to finish the tree + enhancers. (Caveat: safe for the nav tree; a separate Project Eden surface can't be fully excluded.)
Wiki 25-vs-21 tiers conflict Settled: 21 was a self-labelled v0.5.0 snapshot. 25 is current.
Save slots 8 vs observed 4 RESOLVED FIRST-HAND (2026-08-28): 8 slots (0-7), all observed.
CS-17 Skimmer tier (corpus T13 vs item page T9) RESOLVED (datamined): T9 / 3 SP -- four tiers earlier than the corpus routed it; still mission-gated in practice.
PECO Grid Scan tier (T16 vs T15) T15 / 2 SP (datamined); the T16 figure was a wiki/nav misread.
Laser Shark mount: dorsal (wiki) vs head (press) RESOLVED FIRST-HAND (2026-08-29): dorsal, but concealed in the body and deployed upward above the head when firing -- press saw the deployed position.
Cocoon clearing: "destroy tentacles + core = permanent" AMENDED FIRST-HAND (2026-09-01): bodies regrow from intact roots in the dark; roots are the permanent clear.
"Axis of Lint" as a Channel37 developer RETIRED: no such handle posts on this app; the only official account is Channel37DevTeam. Earlier corpus attributions are downgraded to community.
Stainless Steel's unlock (mined unlock_method: Never, no tier) RESOLVED 2026-09-03 (two Steam threads + wiki; hit first-hand at Pishon): not a quest or vault grant -- a Fabricator recipe that appears only when an Oil Tank is cabled into the oil port under the Fabricator's panel; 1 Iron + 10 L oil. Doc 09 §2.1.
Angel weapon ("explosive electrical", UNVERIFIED) vs ArchAngel ("automatic weapon") RESOLVED 2026-09-03 (wiki Arch_Angel page): Angels throw slow blue orbs that explode on impact and are blocked by walls; ArchAngels carry twin rapid-fire cannons and attack on sight at range. Whether Black Vein's flock is the ArchAngel is open (doc 06 bounty 12).
Ore nodes: "fixed, do not regenerate" (doc 09) vs respawn-on-load (Steam, 2026-05) OPEN conflict, registered 2026-09-03. One thread reports Quarantine Stack Amen's in-water deposits respawning on every save load. Test with a save / quit / continue cycle.

13. Corpus health (what to trust, what's thin)#

Verification: all 20 swarm docs fact-checked in place (12-31 claims each, ~230 corrections; doc 08's verifier died on a transient API error mid-swarm and was re-run separately -- 17/18 clusters verified exactly, one aggregator-derived cable recipe corrected). The verifiers' systemic finding: the corpus's defect classes were real but bounded -- roadmap-as-shipped, launch-era-as-current, community-numbers-as-official, a handful of fabricated names -- all corrected, residuals fenced as UNVERIFIED in each doc. Since then: docs 21-22 (builds, skill tree) added 2026-08-24; fold-in batches 2026-08-27 (8 first-hand items) and 2026-09-01 (the mega batch: ~20 first-hand items + the flow-research reports folded across docs 05-22; doc 10 rebuilt as v2.0.0). Then 2026-09-03: the Eden Cradle / Black Vein companion batch (Stainless Steel's source, the tower intake trap, Angel TTK + the ArchAngel, the Black Vein hazard profile and site, Eden Cradle's two grids, NDNS huts, the ore district; docs 06 v1.4.0 / 09 v1.4.0 / 10 v2.1.0 / 12 v1.2.0 / 17 v1.2.0 / gas.md v1.0.2). Then 2026-09-05: the rack-screen batch -- two calibration screens reproduce the mined growth tables to the point, the requirement operator is meet-or-exceed on screen, the 100 kg rack hold and item masses, load-scaled growth time, backpack feeding, samples via the Replica Scanner and Camera Drone, the Seats of Care / The Forbidden Fruit objectives from the mine, Black Vein Station as built, the slime colour drift (docs 06 v1.4.1 / 09 v1.4.1 / 10 v2.2.0 / 12 v1.2.1 / 17 v1.3.0 / 18 v1.2.0 / 23 v1.1.0; the Council Cookbook page's watch-outs now read "do not add ... also qualifies as").

Systemic blind spots (all from source 403s, not laziness): SteamDB (no buildid history), Nexus Mods (mod scene is snippet-level -- ~167 mods reported), Reddit (only reachable when Robert pastes a thread -- which is how the Typhoon two-port question was settled), PCGamingWiki. The U05 endgame (Project Eden, committees' mechanics, quests 36-43) is thin everywhere -- the wiki lags the live build by one update; five U05 quests are wiki redlinks. Robert's playthrough is now the first-hand documentation for the growth and launch era.

The wiki (thelastcaretaker.wiki.gg) is canonical and alive (594 articles, edits within days of content) but broad-and-shallow: 52% stubs, a database not a guidebook, no controls page, no power/cables mechanics page, one patch-notes page. Its Cargo API does NOT exist (action=cargoquery returns an internal MWException -- probed 2026-08-24 by the doc-21 researcher); the machine-readable paths are per-page ?action=raw and the core MediaWiki revisions API. Struck as sources: the aggregator sites last-caretaker.com and thelastcaretakergame.org (stale, interpolated, falsely attributed -- electricity report §5.13).

Datamine (data/datamine/): pass 1 (2026-08-25) mined the skill tree, XP curve and point economy EXACT (no usmap needed -- retoc + exe-string-pool method; re-run recipe in the REPORT); pass 1.5 (2026-08-29) decoded the module assets by tooltip calibration (Large Battery 18 kWh, tank capacities, the solar ladder, purifier row); pass 2 (2026-09-01) decoded every module data asset byte-exact without a usmap (the property map's FName keys are in the package name table; 27 of 31 calibration anchors hit; parsed/modules-mined.json + tools/modules_parse.py): Large generator 33 kW / 66,000 L/h CO2, Sabatier 60,000 L/h + 5,000 L/h fresh water, purifier rates in L/h, Distillation Tower 20,000 L/h oil -> 10,000 diesel + 3,600 petrol, stabilizer 8 kW, Recycler/Fabricator standby draws, ExtraLarge petrol tank 10,000 L already in 0.8.0 data, plus crafting recipes for 70 assets (doc 09 fold pending). Still open: enhancer ladders and the Lazarus Rack's draw (both Blueprint Kismet), engine cylinders (outside the module set), barrels and pumps (no resource data), the save GVAS property tree beyond the naive scan (shadow-install §6.1). Flow-research fleet (2026-08-29): five reports under docs/ref/flow-research/ (electricity, fuel, water, gas, transfer-layer) are the numbers layer for everything that moves through a cable; doc 10 v2.0.0 is their synthesis. Growth-research fleet (2026-09-01): three reports under docs/ref/growth-research/ (seed-logistics, quality-and-committees, food-chain) plus datamine pass 3 (humans-mined.json: 41 professions, 15 foods, 59 memory items, mutations, likes, capsule reward tiers, 32 loot tables, byte-exact on the 5.5 build) are the human-growth layer; doc 23 is their synthesis and doc 18's tables are superseded where doc 23 §2.3 says so.

Mod track (2026-09-05..07): docs/mods/ is a second corpus -- all 176 Nexus mods downloaded, fingerprinted and classified (00-mod-library.md), five technique cores and twelve domain guides (01-17, each with a starter template under templates/mods/), the unified MODDING-FRAMEWORK.md v1.0.0 (decision tree, pipeline, methodology; reviewed 2026-09-07) and the house toolchain tools/mods/ (the tlcmod library, validated by rebuilding the shipping mods byte-identically). What is actually mounted on the Shadow, with its crash bisect and rollback, is 18-installed-mod-stack.md. Trust order inside that corpus: file evidence ([file]) > first-hand in-game reads > [catalog-only] Nexus text.

Refresh triggers: any new buildid on the Shadow -> re-run inventory + re-anchor docs 01/03 and the mod post-update drill (doc 18 §7: every pak is suspect until re-verified); Update 06 announcement -> doc 03 + roadmap sections. 5.5 stable release -- FIRED 2026-08-31 (buildid 25056839 on the Shadow): the next-patch batch is pending Robert's go -- shadow-install bump, full datamine re-run (retoc 0.1.5 with --version UE5_7 reads the 5.5 container; the beta exe identifier pool is already regenerated, closing the pass-2 blocker), verify the 11 new containers + Bulk Battery against the mined dormant content, re-anchor docs 01/03, lift the beta-era caveats. First death, first seed run and first launch -> settled (§12).


14. Doc Index (the routing table)#

Doc Title Read when
ref/shadow-install.md Ground truth install/engine/saves any install/technical/save question -- TRUMPS web claims
ref/flow-research/electricity.md Line & Flow Research -- Electricity (1,270 lines) any wattage, cable, socket-mode, port or generator question -- the evidence behind doc 10
ref/flow-research/transfer-layer.md Sockets, extenders, cables, modes how a line actually works (20 m rule, extenders, equalize semantics, wall sockets)
ref/flow-research/water.md / fuel.md / gas.md Water / fuel / gas lines purifier + pump rates, oil/diesel/petrol yields + throttle economy, CO2/O2/CH4 chain + launch bill
ref/lazarus-power-research.md The Lazarus power investigation (history) the retired 62 kWh puzzle -- hypotheses superseded, kept as method
ref/growth-research/seed-logistics.md / quality-and-committees.md / food-chain.md The human-growth research layer (2026-09-01) multi-seed hauling doctrine; the Value score, capsule levels, committees, Eden, cartridges, the 18 costly mistakes; every food ingredient's source and cost
data/datamine/REPORT.md Datamine report + re-run recipe (pass 1 skills/XP, pass 1.5 + 2 modules, pass 3 humans) before any datamine pass; parsed/modules-mined.json and parsed/humans-mined.json hold the exact values with confidence labels
01 Game Overview orientation, reception, platform/price facts
02 Development History studio, timeline, communication channels, EA plan
03 Patch Notes & Changelog version questions, stale-guide arbitration, what shipped when
04 Lore & Narrative ⚠SPOILERS story questions (gate per §0)
05 Caretaker Systems & Survival meters, enhancers, charge, death, diving
06 Ocean, Weather, Hazards & Threats enemies, storms, combat, environmental rules, cocoon ranching
07 Ships, Vehicles & Seafaring boat/skimmer/gyro operation + specs, stabilizers, throttle economy
08 Building & Construction module placement, restoration, storage, cables
09 Items, Resources & Crafting economy, recipes, rarity, renewables, salvage tables, backpacks
10 Power & Infrastructure (v2.0.0) generation/storage/distribution numbers, the equalize law, meters, the launch depot reference build
11 Progression & Objectives leveling, unlock gates, quest skeleton (mild spoilers late)
12 World, Map & Exploration coordinates, POI taxonomy, navigation, site interiors (Black Vein, Eden Cradle's two grids, NDNS huts, the ore district) (reveal-map = mild spoiler)
13 Strategy & Optimization doctrine, priorities, efficiency -- the companion's main routing doc
14 Multiplayer & Co-op the "is there co-op" answer (no) + CaretakerMP
15 Modding & Technical mods, crashes, performance, save paths
16 Community, Tools & Resources wiki/maps/calculators/guides landscape
17 Quest Compendium ⚠SPOILERS per-quest procedure when Robert is AT one; the seed-run and launch protocols in full
18 Humans, Memories & Professions ⚠SPOILERS growth economy when he reaches it (first-hand growth datum)
19 Interface, Controls & Settings keybinds, HUD, options, dashboards, the Grid Scan and rocket panels
20 Achievements & Secrets ⚠SPOILERS completion hunting, on request
21 Player Builds & Enhancer Leveling build archetypes + point-spending scripts; corrected the maxability meta (all 10 maxable)
22 Skill Tree & Progression Paths the 25-tier tree (datamined exact) + quest gates + selectable pick orders
23 Seed Logistics & the Council Cookbook (mild spoilers: committee/profession names) the seed-run doctrine and a feed recipe for every Council seat (datamined thresholds, two routes per seat, the 40-seat allocation, the quality/capsule/committee system, the ingredient chain, 21 costly mistakes) -- read before any seed run or grow
mods/MODDING-FRAMEWORK.md The Modding Framework v1.0.0 any "can we mod X" question: the decision tree from goal to technique, assets and template; the pipeline; the methodology; the go-gated backlog
mods/18-installed-mod-stack.md Installed Mod Stack what is mounted on the Shadow right now, what each container changes, verification status, crash triage, rollback, the post-update drill -- read before any install and before answering about a modded number
mods/00-mod-library.md Mod Library (176 Nexus mods) which mod does what (file evidence), status on 5.5, tier, conflicts, the coverage gaps
mods/01-05 Technique cores pak data assets · textures & materials · UE4SS Lua · LogicMods & Blueprint patches · frameworks, install, load order & patch survival
mods/06-17 Domain guides visuals · UI/HUD · weapons · storage · power · vehicles · crafting/QoL · enhancers · humans/seeds · world/enemies/weather · audio · cheats/tools/saves -- each with the asset map, the reference mods and its starter template
tools/mods/README.md The toolchain the tlcmod library API, the house builders and recipes, the extract -> inspect -> patch -> pack -> install -> rollback pipeline

Companion tools worth handing Robert when relevant: the1killer.github.io/LastCaretakerMap (open-source interactive map -- best in class), thelastcaretaker-tools.com (human growth calc + save import), turvarya's Steam guides (human growth), Caldason's range guide (oil doctrine -- pre-U05 numbers, doctrine now inverted).

---#

⚠ SPOILER SHIELD

The story layer sits below the wall

Everything past this point reveals the world's truth, the late-game structure and the secrets. The manual works fine without it.

☢ Below the spoiler wall

Everything below reveals story, late-game structure, or secrets. Do not surface any of it unprompted. Robert: don't read past here until you're ready.


S1. Story primer [HEAVY SPOILERS -- world truth, characters, the voice]#

  • The flood: methane hydrate destabilisation beneath the ocean -- modelled by Dr. Elias P. Rowan (Woods Hole) on 1950-09-12. This is an alternate history: MOSES logs run 1950-1951, the MOSES Directives 1962-2000, and the final year on Earth is 2094.
  • MOSES is the orbital-exodus programme ("a lifeboat for humanity", approved 1951) that became the governing authority; it commissioned the Caretakers, the Angels (Advanced Peacekeeping Unit Talon 74-A -- containing authentic human spinal/nervous tissue, per the ANGEL log), and classified biology programmes. PECO is the 1962-founded corporation whose Model 7X terminals you read logs on ("A MOSES Partner in Progress" -- with contractual surveillance).
  • The voice guiding you is (community-corroborated reading) a consciousness derived from Anna, the terminally ill daughter of Dr. Olena Kurova, who built the AI hologram Dolly for her, and in 2094 built "something not flesh... not machine either." Anna dies Day 366; Day 375 Olena whispers "Alive." Her grandmother's log: "in every caretaker that follows, something of her remains."
  • Roth's Anomaly: a sentient filamentous organism from under Antarctic ice; MOSES cultivated it ("Cocoon Initiative"), deployed it into a deep-sea vent, lost control; Dr. Markus Roth sealed himself in cryo as tendrils breached his station. The enemy bio-swarms map onto MOSES's own escaped products. U05's Research Outpost Theta-9 was built to study the anomaly.
  • Narrative delivery: 52 Data Logs (unlocked by collecting Memories, read at PECO terminals), an unnamed guiding voice, HoloMemories (U04), environmental scenes. No living NPCs -- the entire human cast is archival. The first launch's voice line: "Humans ascending again... We've reached hope!"
  • Current terminus: the main line ends at the "Mother" questline (marble statue, final voiceline) -- then sandbox. No ending exists at 0.8.0. The elapsed time since evacuation is genuinely disputed (700+ years vs ~20 -- never assert either).
  • Naming register is deliberately biblical: Moses, Lazarus, Exodus, Eden, Angel, Jonah, Canticle. Most-quoted community reading: "you are not bringing back humanity that was -- you are ushering in something that never previously existed."

S2. Late-game structure [mechanical spoilers]#

  • At least 85 Human Seeds exist, finite: the wiki's 5 at Seed Vault Prometheus + 4 in each of 20 Seed Reserves -- but the wiki contradicts itself on Prometheus (5 vs 9; players say 8-9) and Eden Cradle (~36 seeds, three chambers, no diving) is in no published total; one player finished 41 launches with 40+ spares. 16 reserves reveal via The Last Listener Station's array; 4 need deep sonar. The 120-minute clock (§5.11) is the only permadeath in the game. The first seed mission is two-leg: an underwater investigation (Norfolk Grave, ~45 m) unlocks the Lazarus Pod, then Prometheus. Later runs are four-seed raids with the pods waiting at home, not pod-stealth runs -- the pod hides nothing. An "Empty Human Seed Container" world actor (grab-carry class, accepts a power cable) sits in the Lazarus overlook office -- purpose unresolved.
  • Growth economy: 10 kWh + 10,000 L fresh water per human; Food feeds the 5 physical attributes (incl. Intellect -- food-only!), Memories feed the 10 mental ones; >200 total in any attribute decays hard (~8.8:1 at the top). Two Ash Notebooks (10 of the 11 are in The Maze) put every mental stat at exactly the 200 cap -- 61% of the world's memory points are in that one item. First-hand: the first human took ~2 h 48 min; feeding runs live during growth and PECO minigame cartridges are mental inputs (Focus/Creativity/Communication first, Patience/Adaptability appearing later); attributes compound visibly. Datamined (5.5): every human draws a random Like (+50 and +20 on two mental attributes) and rolls four 1% mutations (Height/Weight/Intellect x1.2, Life Expectancy +50); a 16th attribute, StarChild, is granted by one memory and gates the Star Child profession; the Oath Token (+50 to all ten, one in the world, reportedly reusable) and 18 cartridges (not 13) exist; selection is the highest tier you clear per family, then a coin flip between families tied at that tier; thresholds are strict (exceed). Doc 23 §2.
  • 40 professions map 1:1 onto 40 committee seats (10 committees x 4) -- filling all committees is an exact-cover problem needing one of each profession; 45 seeds of slack. Profession assignment is random among qualifying matches, weighted to higher tiers.
  • Launches: Exodus Station (125,48), 4 pods nominal per rocket (methane + oxygen + power: 12,000 L O2 + 3,000 L CH4 + 60 kWh per launch; a "Yellow Platform Omega" handshake precedes the first launch). "Ascension" = the first launch; completing it starts "Gift from Above": a capsule descends, sail to the Drop Pod -> +200 XP, +20 enhancer points, the Farming Bed unlock, then the Council of Humanity chain; capsule contents scale with the launched human's quality. Launched humans age in real time in orbit (~1 year per real day; they arrive at 18-20); committees need all four seats, age 18 (21 for committee #9, 22 for #10) and one real day in orbit, assign automatically (only the top-listed profession counts, duplicates are dead weight, no re-seating), and at 0.8.0/5.5 only three of the ten issue quests -- Habitat Care (True Choices, The Forbidden Fruit), Cognitive Resilience (Echoes for Orbit), Culture & Memory (Before the Archives) -- which are the key ring for Eden. Every human carries a numeric Value (rosters average ~11) and capsules pay by six reward levels (§4 Human quality). Launch-reload bug: never exit mid-flight (§5.12).
  • Project Eden (U05): the loop inverts -- restoration seeds come back DOWN: Human -> Pear (one per tier), Pear -> Birch, HoloMemory -> Pine, Cave Painting -> Cherry (holos and paintings re-send forever); Eden is "a pyramid built to receive life from orbit" at Pishon; Eden Frames (50 Stainless Steel each) + Farming Platforms (8); the Stainless Steel chain (silo blueprints -> Recovery Grinder -> oil -> steel, ~58 for the first install) gates it. Farming does not feed the food chain -- it grows trees and pears for orbit. Wiki documentation is nearly nonexistent (one-update lag). 5.5 beta questlines: "MOSES Field Reserve Program" (grants the 11 new containers; Warehouse Alpha 66,22) and "Memory for Aron".
  • Steam funnel reality check: only 40% of owners ever grow one human; 29% deliver one; the achievement set (15, all EA-launch-era, none missable) tops out at ~1.1% full completion (a basketball minigame bounds it).

S3. Secrets shortlist [for when he asks]#

  • Mother Under the Sea (2.5%): the Mother Statue is ~200 m under the STARTING dock (Sanctuary 37) -- pipe entrance left of the main door.
  • Secret of the Maze (7.4%): hidden room in The Maze (Transposium, 111,22 -- revealed by Nav Beacon 32); exact room location undocumented anywhere.
  • The Maze also holds 10 of the 11 Ash Notebooks + the Accept The Rules quest; its loot reads puzzle-relevant (x10 notebooks, x9 teddy bears).
  • Survival Dollars: 45 of the ~100 needed are at the starting location; 95 units total documented.
  • Music cassettes are real Amiga demoscene tracker music (Jogeir credited); PECO Athletics minigames (100m Dash, Javelin, Triple Jump) run on the engine sitting loose in the install -- and feed grown humans' minds.
  • Confirmed dev jokes: "Jesus Paint 1", the salt-water container note, the DONK safety-incident log, U03's literal sharks-with-laser-beams (Dr. Evil, not anyone else).
⚙

Build Explorer

Version anchorEA 0.8.0.612251 (U05 HF2, 2026-06-29)

Pick a progression type and read down the cable: the order to spend Enhancer points (your body) and Skill points (the tech tree) as they arrive. Community-sourced plans are cited; synthesized plans are derived from verified mechanics only. Full reference + sourcing: Builds & Leveling and Skill Tree & Paths.

Enhancer builds — the body: 10 stats × 100 levels

DATAMINED from DT_VoyageCharacterLevels (2026-08-25): leveling grants exactly 700 enhancer points; quest rewards add more (doc 21 documents 515 across the quest table). Maxing all ten costs 1,000 -- 700 + quest grants covers it: all-ten-maxable is closed by the game arithmetic itself.

Never be the Caretaker who walks home flat.

Treats the internal battery as the game's real difficulty setting and buys operating radius before anything else. Battery and Power Management are bought together deliberately -- Battery multiplies how much charge you hold, Power Management multiplies how long it lasts, and stacking both takes you from 500 Wh at 250 W (2.0 h idle) to 2,500 Wh at 125 W (20.0 h idle), a 10x endurance swing. Haul Mastery follows because encumbrance is a power problem, not just a speed problem, and Pressure is bought late but never skipped because it is the only stat that gates content.

Source: synthesized from verified mechanics

EnhancerTarget levelWhy
battery100Operating radius; the stat every source ranks top
power_management100Global multiplier; compounds with Battery
haul_mastery100Ends the encumbrance power tax and the 25% mobility floor
scrapper100Direct multiplier on the core salvage loop
pressure10040 clears initial story diving; 100 for full 110 m coverage
engineering50Build tempo once you have a real base
improved_hydraulics50Crate and memory hauling
vitality40Comfort, bought with surplus
field_medic30Comfort, bought with surplus
  1. Levels 1-5
    Power Management 20, Battery 25, Haul Mastery 15 (~60 pts)

    Survive the tutorial radius. TechRaptor's 'first 10 into Power Management' is the correct opening instinct; Battery joins it immediately.

  2. Levels 6-10
    Battery -> 50, Power Management -> 40, Haul Mastery -> 30, Scrapper 10 (~85 pts)

    You are now stripping the starting area properly, so Haul and Scrapper start paying rent.

  3. Levels 11-20
    Battery -> 100, Power Management -> 55, Haul Mastery -> 55, Scrapper -> 25, Pressure 25 (~130 pts)

    Battery finishes first because it is the cap you feel most. Pressure opens because the dive gate is visible from here.

  4. Levels 21-35
    Pressure -> 40 immediately, then Power Management -> 100, Haul Mastery -> 100, Scrapper -> 100, Pressure -> 100, Engineering -> 50, Improved Hydraulics -> 50, Vitality -> 40, Field Medic -> 30 (~410 pts)

    Pressure to 40 the moment the Lazarus Complex location is handed to you -- the community's stated trigger. Everything after is surplus spending.

Deliberately skipped
  • shock_absorber — Ladders negate fall damage entirely and above 500 Wh the battery absorbs the whole impact. It solves a problem the game already solves for free.
  • vitality — Deferred, not dropped -- Vitality does not regenerate in the field, so a bigger bar does not change the correct response to damage.

Three hundred kilos of scrap and the power to walk it home.

Two named players arrived at the same triangle independently: Haul Mastery, Battery and Scrapper all to 100, with Pressure at zero. The logic is that the salvage loop -- strip, haul, recycle, fabricate -- is the entire economy, and each of those three stats multiplies a different stage of it. Purple Legacy explicitly traded away underwater content to fund it. Strongest build in the game for the first twenty hours, weakest for content access.

Source: community: Purple Legacy, Steam 'How have you distributed your enhancement points?' 2025-11-20 (Haul 100 / Battery 100 / Scrapper 100 / Power Management ~75 / Hydraulics ~50 / Vitality 0 / Pressure 0); quaixor 2025-12-04 independently proposed the same Haul 100 / Scrapper 100 / Battery 100 core -- https://steamcommunity.com/app/1783560/discussions/0/681860392750808508/

EnhancerTarget levelWhy
haul_mastery100Fewer trips per location; kills the encumbrance drain
battery100Powers a long strip run away from the boat
scrapper100-50% time and power on the thing you do most
power_management100Purple Legacy's actual figure was ~75; finish it with surplus
improved_hydraulics100Crates, pallets and forklift-adjacent work
engineering100Turns the material pile into modules faster
pressure40Purple Legacy ran 0; take the story minimum late or accept a hard stop
  1. Levels 1-5
    Haul Mastery 25, Battery 20, Power Management 15 (~60 pts)

    Haul leads. The starting facility is the densest safe salvage in the game and you want it in two trips, not five.

  2. Levels 6-10
    Haul -> 50, Battery -> 45, Power Management -> 30, Scrapper 20 (~85 pts)

    Scrapper opens once the Dismantle Tool is doing real volume.

  3. Levels 11-20
    Haul -> 100, Scrapper -> 60, Battery -> 65, Power Management -> 50 (~130 pts)

    Haul Mastery finishes first at 200 kg -- the single biggest quality-of-life jump in the build.

  4. Levels 21-35
    Scrapper -> 100, Battery -> 100, Power Management -> 100, Improved Hydraulics -> 100, Engineering -> 100, Pressure -> 40, Field Medic -> 45 (~410 pts)

    The triangle completes, then you buy the Pressure minimum you skipped and the industry multipliers.

Deliberately skipped
  • pressure — The build's defining trade -- Purple Legacy explicitly avoided underwater content. You will hit a story wall at the Norfolk Grave dive; recover by banking incoming quest points into Pressure.
  • vitality — Purple Legacy ran 0 and reported no problem; combat is avoidable.
  • shock_absorber — Not taken by any player in the thread.

The only stat that opens doors.

Pressure is the one enhancer that is not an efficiency multiplier -- it is a key. Content sits behind depth and no amount of Battery substitutes for being at 90 m without taking tick damage. Ed130-The Vanguard's rule is the practical one: ~40 points clears the main questline's diving, and you max it only if you intend to visit other underwater locations. Battery matters here for a second-order reason -- diving below your limit increases battery drain on top of the Vitality ticks, so an over-pressure dive burns charge fastest exactly when you can least afford to swim home.

Source: community: 'Sad Cat Is In San Francisco!', Steam distribution thread 2025-11-22 (Pressure 100 / Haul 60 / Hydraulics 30 / Scrapper 10 / Battery 10 / Vitality 0 / Engineering 0 / Power Management 0, at level 25 with 240 points spare); Raytenecks 2025-11-20 (Pressure 70 first); Ed130-The Vanguard's '40 or so for the main questline' rule in 'best points spend?' -- https://steamcommunity.com/app/1783560/discussions/0/690871777621988583/

EnhancerTarget levelWhy
pressure100The content key. 40 = story minimum, 110 m total at 100
battery100Over-pressure diving drains faster and the ascent needs reserve
power_management100Stretches every minute of bottom time
field_medic100Faster recharge at tethered cable points and faster healing after pressure ticks -- the one build where this C-tier stat earns its slot
haul_mastery100Dive sites are still salvage sites
vitality60Buffer for deliberate over-depth excursions
improved_hydraulics65Surplus spending
scrapper60Surplus spending
  1. Levels 1-5
    Battery 30, Power Management 20, Pressure 10 (~60 pts)

    Pressure opens early but slowly -- there is nothing to dive for yet. Charge endurance first.

  2. Levels 6-10
    Battery -> 60, Power Management -> 35, Pressure -> 25, Haul Mastery 25 (~85 pts)

    Pressure climbs steadily so the gate never surprises you.

  3. Levels 11-20
    Pressure -> 40 FIRST, Battery -> 100, Power Management -> 60, Field Medic 30, Haul -> 45 (~130 pts)

    40 is the story number and this is the bracket where the dive objective lands. Hit it before you need it.

  4. Levels 21-35
    Pressure -> 100, Power Management -> 100, Field Medic -> 100, Haul -> 100, Improved Hydraulics -> 65, Scrapper -> 60, Vitality -> 60 (~410 pts)

    Full 110 m coverage, then broaden.

Deliberately skipped
  • engineering — Sad Cat ran 0 -- base-building tempo is irrelevant when the objective is underwater.
  • shock_absorber — Falls are not the hazard in this build; pressure is.

Don't carry a bigger tank. Burn less.

Every other build buys capacity; this one buys multipliers and leans on infrastructure instead. Power Management, Engineering, Scrapper and Improved Hydraulics are all percentage reductions and they stack against a base you deliberately keep small. The thesis is that the corpus's own charge doctrine -- stay tethered, charge off a storage battery on the grid, build forward recyclers -- makes raw Battery capacity partly redundant. Power Management alone takes idle draw from 250 W to 125 W, doubling the endurance of any battery size including the stock 500 Wh one.

Source: synthesized from verified mechanics

EnhancerTarget levelWhy
power_management100The whole thesis -- -50% on everything the battery pays for
scrapper100-50% power on the biggest discretionary sink
engineering100-50% power and time on build/craft
improved_hydraulics100-100% power on lifting -- the largest single per-action reduction in the game
battery100Deliberately deferred; bought with surplus once the multipliers are in
haul_mastery100Encumbrance is a power cost, so this is an efficiency stat too
pressure40Story minimum only
  1. Levels 1-5
    Power Management 40, Battery 10, Scrapper 10 (~60 pts)

    The heaviest single-stat opening in this document. At 40 points you are already at 200 W idle instead of 250 W.

  2. Levels 6-10
    Power Management -> 70, Scrapper -> 35, Engineering 20, Battery -> 20 (~85 pts)

    Multipliers compound early; capacity waits.

  3. Levels 11-20
    Power Management -> 100, Scrapper -> 70, Engineering -> 55, Improved Hydraulics 30 (~130 pts)

    Base draw hits its 125 W floor. Your stock battery now lasts as long as an unenhanced one twice its size.

  4. Levels 21-35
    Scrapper -> 100, Engineering -> 100, Improved Hydraulics -> 100, Battery -> 100, Haul Mastery -> 100, Pressure -> 40, Field Medic -> 45 (~410 pts)

    Capacity arrives last, on top of a chassis that already sips.

Deliberately skipped
  • battery — Deferred deliberately -- the heresy of the build. Mitigate with tethering, storage-battery charging and an ONi SparkCell/VoltPlus backpack, which cost skill points rather than enhancer points.
  • vitality — Does not reduce a watt.
  • field_medic — Does not reduce a watt.
  • shock_absorber — Does not reduce a watt.

For the player who intends to be somewhere dangerous, on purpose, for a long time.

The consensus dismisses Vitality and Field Medic because combat is avoidable and healing is available at Heal Stations. That is correct if you avoid combat. Update 03 added Ram Sharks, Laser Sharks and ArchAngels and Update 04 added deep vertical terrain, so open water stopped being neutral. This build buys the survivability pair everyone else skips and pairs it with Battery, because a long expedition is a power problem before it is a combat problem. Field Medic is the sleeper: it governs both channels, charge transfer 200 kW -> ~700 kW and healing 10 HP/s -> ~45 HP/s, shortening both recovery loops at once.

Source: synthesized from verified mechanics -- explicitly runs AGAINST the documented consensus on Vitality and Field Medic; no player in any reachable thread ran this build

EnhancerTarget levelWhy
battery100Range -- every expedition is bounded by charge before ammo
vitality100200 HP doubles the margin for a fight that goes wrong
field_medic100~45 HP/s healing and ~700 kW recharge -- both recovery loops at once
power_management100Endurance on long legs
haul_mastery100Carry the weapons and the salvage
pressure60Story diving plus opportunistic wrecks
shock_absorber50The one build where it is defensible -- vertical terrain, low charge, real falls
scrapper75Deferred economy stat, bought with surplus
  1. Levels 1-5
    Battery 25, Vitality 20, Power Management 15 (~60 pts)

    Even here Battery leads -- a dead battery kills you faster than any enemy.

  2. Levels 6-10
    Battery -> 50, Vitality -> 40, Power Management -> 30, Field Medic 25 (~85 pts)

    Field Medic opens early so field top-ups stop costing you minutes.

  3. Levels 11-20
    Battery -> 100, Field Medic -> 60, Vitality -> 60, Power Management -> 55 (~130 pts)

    Battery caps; you can now reach and return from anywhere on the revealed map.

  4. Levels 21-35
    Vitality -> 100, Field Medic -> 100, Power Management -> 100, Haul Mastery -> 100, Scrapper -> 75, Pressure -> 60, Shock Absorber -> 50 (~410 pts)

    Full survivability, then the economy stats you deferred.

Deliberately skipped
  • engineering — This build lives away from the boat; build tempo is somebody else's problem.
  • improved_hydraulics — Crate logistics is base work.

What an actual playthrough looks like, unoptimised and fine.

Included as a reality check against the tidy builds. jonnydoh spread points across eight of ten stats, maxed only Pressure, and finished the content -- proof that the game does not punish a generalist. Its most instructive detail is the admission of forgetting to spend points at all: under-spending is a bigger real-world cost than mis-spending. If optimisation feels stressful, this is the build.

Source: community: jonnydoh, Steam 'How have you distributed your enhancement points?' 2025-12-04 -- verbatim distribution Vitality 30 / Haul Mastery 50 / Improved Hydraulics 60 / Engineering 20 / Pressure 100 / Scrapper 70 / Battery 50 / Power Management 70 = 450 points, describing '5-10 points per level' and admitting they 'forgot to spend accumulated points and suddenly maxed pressure' -- https://steamcommunity.com/app/1783560/discussions/0/681860392750808508/

EnhancerTarget levelWhy
pressure100jonnydoh's only maxed stat -- the gate stat
power_management100Steady investment throughout; posted figure was 70
scrapper100Steady investment throughout; posted figure was 70
improved_hydraulics95Higher than most builds; crate work. Posted figure was 60
haul_mastery100Moderate then topped up with surplus; posted figure was 50
battery100Moderate -- notable that a finished run did fine at 50
vitality30A little, for comfort
engineering60Light; posted figure was 20
  1. Levels 1-5
    Power Management 20, Battery 20, Haul Mastery 20 (~60 pts)

    An even three-way opening on the endurance core.

  2. Levels 6-10
    Power Management -> 40, Battery -> 35, Haul -> 35, Scrapper 20, Improved Hydraulics 15 (~85 pts)

    Breadth opens. Nothing is maxed, everything is moving.

  3. Levels 11-20
    Pressure 0 -> 50, Scrapper -> 45, Improved Hydraulics -> 35, Power Management -> 55, Battery -> 45, Haul -> 45 (~130 pts)

    The dive gate arrives and Pressure jumps hard -- jonnydoh's 'suddenly maxed pressure' moment, done deliberately instead of by accident.

  4. Levels 21-35
    Pressure -> 100, Vitality -> 30, Engineering -> 60, then Battery -> 100, Power Management -> 100, Haul Mastery -> 100, Scrapper -> 100, Improved Hydraulics -> 95 (~410 pts)

    Reaches the posted 450-point distribution around the first launch, then spends the surplus broadening toward caps.

Deliberately skipped
  • field_medic — jonnydoh ran 0.
  • shock_absorber — jonnydoh ran 0. Not a single player in the distribution thread put a point in it.
Enhancer reference — all 10, community verdicts
TierEnhancerPer levelAt 100Verdict
SBatteryIncreases internal battery capacity by +20.00 Wh2,500 Wh at 100Buys operating radius directly; ranked top or joint-top by every source and reaches 100 in all six builds. [FIRST-HAND 2026-08-25, build 0.8.0.612251] The in-game stat panel read 0.9 kWh at 20 enhancer levels, which pins the curve exactly: base 500 Wh, +20 Wh per level, 2,500 Wh at 100. Effect value and base value are both now first-hand, not merely wiki-reported.
SPower ManagementOptimizes electricity usage by -0.5%125 W at 100 (-50% ALL drain)Global drain multiplier on everything the battery pays for, not just idle. Confirmed FIXED in patch 0.6.1.606604 (2026-01-12) after being genuinely broken in the 0.6.x era. [FIRST-HAND 2026-08-25, build 0.8.0.612251] The stat panel read 225 W at 20 enhancer levels -- exactly 250 W minus 10% -- confirming base 250 W, -0.5% per level, 125 W at 100. The percentage is applied to the base, not compounded.
SHaul MasteryIncreases carry weight by +1 Kg200 kg at 100Most-agreed pick in the distribution thread. Ends the encumbrance power tax (reported 400 W+ while over-weight) and the 25% mobility floor. [FIRST-HAND 2026-08-25, build 0.8.0.612251] The stat panel read 110 kg at 10 enhancer levels, confirming base 100 kg, +1 kg per level, 200 kg at 100.
AScrapperFaster and more efficient repairing 0.5% AND dismantling 0.5% -- FOUR effects: dismantle time, dismantle consumption, repair time, repair consumption-50% on all four at 100Direct multiplier on the core salvage loop. Percentage-based and working as advertised; never actually broken despite community suspicion.
APressureIncreases pressure capacity around +1 m110 m at 100The only enhancer that gates content rather than multiplying efficiency. Also the most polarising -- real players ran it at 0 and at 100 in the same thread. Community rule: ~40 points clears main-story diving.
BImproved HydraulicsIncreases lifting capacity by 1% and efficiency by 1%+100% capacity / efficiency at 100Contested. Genuinely useful for crate and HoloMemory hauling; skippable otherwise.
BEngineeringBuild time -0.5% and consumption -0.5%; craft time -0.5% and consumption -0.5%-50% on all four at 100Build tempo. Compounding but slow to matter; a mid-to-late pick in every published ordering.
BVitalityIncreases vitality by +1200 at 100REVISED 2026-09-01 for the combat era: with rifles live, enemies that burst you, and NO armor system (nine *_Armor skills are unlock_method=Never), Vitality is the only damage headroom you can buy -- 15-20 points from the float is now the companion recommendation (doc 21 s2.3). The launch-era C ranking stands as the early-game consensus: combat was avoidable, Vitality does not regenerate in the field, and every real early distribution ran it 0-30.
CField MedicBoost transfer speed of Electricity AND Health by 2.5%+250% at 100Ranked low by consensus, but does double duty on both bars (recharge rate AND heal rate). Quality-of-life rather than capability -- except in dive and expedition builds where both recovery loops matter.
CShock AbsorberDecrease fall damage by 0.5%-50% at 100Widely dismissed and taken by zero players in the distribution thread. Ladders negate fall damage outright, and above 500 Wh the battery absorbs the whole impact anyway.
CEquipment HandlingImproves equipment handling 0.5% -- affects holstering, melee swing and reload durations-50% durations at 100DISCOVERED 2026-08-26 first-hand -- absent from the wiki and every guide. Combat/tool ergonomics (holster, melee swing, reload); low priority for a logistics-first run, real for combat-forward builds.

Skill-tree paths — the tech tree: 25 tiers of recipes

DATAMINED EXACT. Tree (tier-unlocked, 156 skills) costs 267 SP; leveling grants 305 SP -- the tree is completable with ~38 SP spare before quest grants. 44 further skills are quest/vault-gated (unlock_method Never). Enhancers: 700 points from leveling + quest grants on top; maxing all ten costs 1,000. GATES (v2.1.0): 15 of the tier-listed skills additionally carry a custom_requirements object -- 12 on VoyageSkillCustomRequirementQuest_0, 2 (both Elysium Beds) on Quest_1, and the Lazarus Pod alone on VoyageSkillCustomRequirement_LocatorFlags_C_0. The mine records the requirement CLASS, never its payload, so which quest gates which skill comes from play and in-game tooltips; each affected unlock's note carries what is known. Named so far: Night Sight = One Before Me (first-hand), Abyss Glow = MOTHER and TideRipper Twin Jet = STILL LISTENING (tooltips), Elysium Bed = Gift from Above (wiki), Deep Scan-500 = Signal Chain, Telescope = The Warehouse, Gyro Deck = A Place to Land. Still unnamed: CS-17 Skimmer, Friendly Sweetheart, F.E.L.I.S. Unit, Recovery Grinder, Elysium Bed Atmos.

The default. Buy the loop, then uptime, then carry, then range.

The Last Caretaker is a power-and-logistics sim wearing a survival coat. Buy the loop first (dismantle -> recycle -> fabricate), then uptime (generation and charge), then carry, then range. Exactly one weapon until swarms actually kill you. Everything else waits, because the tree completes anyway and early skill points are the scarcest thing you will ever hold.

Source: opening segment (picks 1-11) follows community consensus recorded in docs/13-strategy-optimization.md, from TheGamer 'Best Skills To Level First' (2025-11-08) and the TechRaptor Starter Guide (2025-11-06); everything from pick 12 onward is synthesized from verified mechanics

  1. Lv ~2T20 SP
    Dismantle Tool

    Free. The economy does not exist without it

  2. Lv ~2T20 SP
    Basic Electric Engine Cylinder

    Free, and an engine needs one cylinder to run at all

  3. Lv ~2T21 SP
    Electric Cable

    Power distribution is the game's spine

  4. Lv ~2T21 SP
    Electric Cable Extender

    Cable chains cap near 20 m without it

  5. Lv ~2T21 SP
    LumiLite

    First generator; also required by an early quest

  6. Lv ~3T21 SP
    Fuel Cable

    Fuelling the boat at all

  7. Lv ~3T21 SP
    Fuel Cable Extender

    Reach from tank to engine

  8. Lv ~3T31 SP
    Consumable Battery

    Battery-empty drains vitality and ends in a save reload. Carry one always

  9. Lv ~3T31 SP
    Whisper

    Solar makes nothing at night; this is the overnight floor

  10. Lv ~3T31 SP
    DuraPack

    First 50 kg container; ends the pocket-shuffling phase

  11. Lv ~4T31 SP
    Electric Pistol

    Recharges off the grid -- no ammo economy. Your only weapon for a long time

  12. Lv ~4T42 SP
    Diesel Refinery

    Bio -> diesel. The pick that makes voyages self-funding

  13. Lv ~4T41 SP
    Recycler

    Cheap, and a forward recycler at a site buys carry weight on the walk back

  14. Lv ~4T41 SP
    Small Diesel Container

    Fuel logistics off the boat

  15. Lv ~5T42 SP
    Fabricator

    Deliberately after the Recycler -- pre-built Fabricators exist on the Boat and at Sanctuary Docks 37/12

  16. Lv ~5T51 SP
    ONi SparkCell

    Wearable charge; extends every away trip

  17. Lv ~6T52 SP
    Portable Electric Generator

    10 kW of mobile power

  18. Lv ~6T61 SP
    StorTite

    100 kg for 1 SP

  19. Lv ~6T62 SP
    LumiMid

    1 kW day output

  20. Lv ~7T62 SP
    Diesel Engine Cylinder Booster

    Transit time is the real clock in this game

  21. Lv ~7T71 SP
    Water Cable

    Water network

  22. Lv ~7T71 SP
    Water Cable Extender

    Reach

  23. Lv ~7T71 SP
    Small Fresh Water Container

    Only diesel has a built-in tank -- craft the container before the trip

  24. Lv ~7T72 SP
    Water Purifier

    Fresh water is a Lazarus Rack requirement

  25. Lv ~8T81 SP
    Efficiency Matrix

    -10% fuel and electricity for one point. Nothing else is this cheap for this much

  26. Lv ~8T82 SP
    Medium Battery

    6 kWh buffer; the Small Battery is discharge-only

  27. Lv ~8T82 SP
    Diesel Tank

    Range past the built-in 2,000 L

  28. Lv ~9T82 SP
    Cyclone

    1 kW continuous

  29. Lv ~9T82 SP
    Shock Grenade

    The specific answer to night swarms

  30. Lv ~9T91 SP
    Voltage Minimizer

    -80% draw for -40% speed: free throughput on overnight processing

  31. Lv ~10T101 SP
    Soilforge

    Bio -> Food Materials for 1 SP

  32. Lv ~10T102 SP
    Food Processor

    Completes the food chain

  33. Lv ~11T111 SP
    FortiHold

    200 kg for 1 SP. The best storage value in the game

  34. Lv ~12T123 SP
    Lazarus Pod

    Buy the moment the quest grants it -- it gates seed transport

  35. Lv ~12T121 SP
    Gas Cable

    Prerequisite plumbing for the Tier 16 gas industry

  36. Lv ~12T121 SP
    Gas Cable Extender

    Reach

  37. Lv ~13T132 SP
    Resource Optimizer

    'No drawbacks'; stacks with the Efficiency Matrix

  38. Lv ~13T133 SP
    LumiMax

    2 kW sun-tracking solar

  39. Lv ~13T133 SP
    Diesel Engine Cylinder Super Booster

    Max boat speed

  40. Lv ~14T133 SP
    Electric Engine Cylinder Super Booster

    Max speed on the quiet engine

  41. Lv ~14T93 SP
    CS-17 Courier Skimmer

    Stop repositioning a 30 m boat for one objective

  42. Lv ~14T143 SP
    Typhoon

    2 kW continuous -- the night ceiling

  43. Lv ~15T153 SP
    Large Electric Generator

    30 kW

  44. Lv ~16T164 SP
    Sabatier Reactor

    The gate on repeatable rocket launches

  45. Lv ~16T163 SP
    Methane Tank

    Rocket propellant storage

  46. Lv ~17T163 SP
    Oxygen Tank

    Rocket oxidiser storage

  47. Lv ~17T173 SP
    Salvage Gyro

    Vertical access; the largest transit-time saving in the 0.8.0 game

  48. Lv ~18T173 SP
    Pulse Timing Regulator

    Production speed

  49. Lv ~20T204 SP
    Distillation Tower

    Oil -> diesel/petrol/plastic. The endgame fuel economy

  50. Lv ~20T203 SP
    Oil Tank

    Oil storage; +33% tank footprint density over diesel

  51. Lv ~21T212 SP
    Soilforge Prime

    Faster bio processing, plus methane

Deliberately skipped or deferred
  • Fabricator — Not skipped, DEFERRED to ~level 5. Pre-built Fabricators exist on the Boat, at Sanctuary Docks 37 and 12, and at the Lazarus Complex -- you are buying portability, not access
  • Portable Petrol Refinery — Petrol fuels the satellite vehicles, not the boat. Wait until you own a Skimmer or Gyro
  • Small Petrol Container — Same -- the whole petrol line waits
  • Bolt Pistol — Consumes crafted ammo; the Electric Pistol runs on your grid
  • Flamer Pistol — Same ammo problem, low leverage
  • Flamethrower — 3 SP for a capability you can avoid needing
  • High-Fat — Human-nutrient line -- 13 unlocks and ~14 SP that do nothing until the Lazarus Racks are running
  • Nutri-Core — Human-nutrient line; same reason
  • Mind Surge — Human-nutrient line; same reason
  • Physique Fuel — Human-nutrient line; same reason
  • Basic Standing Light — Real but low-leverage; buy from surplus
  • Laser Sight — Only if you fight. The corpus consensus is that combat is avoidable
  • Breacher Barrel — Same
  • Suppressor Barrel — Same

Treat the boat as a power plant with a hull.

Rush the converter chain and the four efficiency-module families; accept the weakest weapon and storage curve in the document. Correct choice if you enjoy infrastructure and are willing to hide from things rather than shoot them. Every kW figure cross-references docs/10-power-energy-infrastructure.md.

Source: synthesized from verified mechanics

  1. Lv ~2T20 SP
    Dismantle Tool

    Free

  2. Lv ~2T20 SP
    Basic Electric Engine Cylinder

    Free

  3. Lv ~2T21 SP
    Electric Cable

    Everything on this path is wired

  4. Lv ~2T21 SP
    Electric Cable Extender

    Reach

  5. Lv ~2T21 SP
    LumiLite

    900 Wh, first generation

  6. Lv ~3T21 SP
    Fuel Cable

    Fluid network begins

  7. Lv ~3T21 SP
    Fuel Cable Extender

    Reach

  8. Lv ~3T31 SP
    Whisper

    Night floor

  9. Lv ~3T31 SP
    Consumable Battery

    Non-negotiable safety

  10. Lv ~3T31 SP
    Small Battery

    Cheap buffer, discharge-only

  11. Lv ~4T41 SP
    Recycler

    Cheapest half of the loop

  12. Lv ~4T42 SP
    Diesel Refinery

    Bio -> diesel

  13. Lv ~5T42 SP
    Fabricator

    Second and third ones stack for speed -- build more than feels reasonable

  14. Lv ~5T52 SP
    Portable Electric Generator

    10 kW

  15. Lv ~5T52 SP
    Portable Petrol Refinery

    Taken early here, unlike every other path -- petrol feeds the generator line

  16. Lv ~6T62 SP
    LumiMid

    1 kW

  17. Lv ~7T72 SP
    Water Purifier

    Fresh water is an input, not a luxury

  18. Lv ~8T81 SP
    Efficiency Matrix

    -10% across fuel and electricity

  19. Lv ~8T82 SP
    Medium Battery

    6 kWh

  20. Lv ~8T82 SP
    Cyclone

    1 kW continuous

  21. Lv ~9T91 SP
    Voltage Minimizer

    -80% draw for -40% speed

  22. Lv ~10T101 SP
    Soilforge

    Bio -> Food Materials

  23. Lv ~10T102 SP
    Food Processor

    Completes the food chain

  24. Lv ~12T122 SP
    Conservation Coil

    Power efficiency module

  25. Lv ~12T122 SP
    Portable Oxygen Generator

    The gas chain begins

  26. Lv ~13T132 SP
    Resource Optimizer

    Material efficiency module

  27. Lv ~13T133 SP
    LumiMax

    2 kW tracking solar

  28. Lv ~14T143 SP
    Typhoon

    2 kW wind

  29. Lv ~15T153 SP
    Large Electric Generator

    30 kW

  30. Lv ~16T164 SP
    Sabatier Reactor

    The capstone gas converter

  31. Lv ~16T163 SP
    Methane Tank

    Its storage, and rocket propellant

  32. Lv ~17T163 SP
    Oxygen Tank

    Its storage, and rocket oxidiser

  33. Lv ~17T173 SP
    Pulse Timing Regulator

    Speed enhancer module

  34. Lv ~18T183 SP
    Flash Array

    Speed enhancer module

  35. Lv ~20T204 SP
    Distillation Tower

    Oil -> diesel/petrol/plastic

  36. Lv ~20T203 SP
    Oil Tank

    Its feedstock storage

  37. Lv ~21T212 SP
    Soilforge Prime

    Faster bio, plus methane

  38. Lv ~22T214 SP
    Quantum Duplicator

    Output multiplication (effect UNVERIFIED, inferred from the name)

  39. Lv ~23T214 SP
    Entanglement Lens

    Output multiplication (effect UNVERIFIED)

Deliberately skipped or deferred
  • Bolt Pistol — ~30 SP of weapon line skipped entirely; you are avoiding combat by design and the corpus confirms that is viable
  • Bolt Rifle — Same
  • Shock Grenade — Same -- shelter indoors at night instead
  • Laser Sight — No weapon to attach it to
  • Salvage Gyro — Deferred past 20. Mobility is not this path's bottleneck; power throughput is
  • CS-17 Courier Skimmer — Same
  • FortiHold — Deferred -- forward Recyclers do the weight work instead
  • High-Fat — The human-nutrient line is not an industry system

Buy mobility and endurance. Nothing else.

Get the boat fast and self-fuelling early, then the satellite vehicles the moment their tiers land, then diving and scanning kit. The path most changed by post-launch updates -- the Skimmer (U02), Gyro (U04) and TideRipper Hand Jets (U05) postdate every written guide. WARNING: the real gate is not a skill. Diving depth is the Pressure ENHANCER (+1 m/point, 110 m at cap); community figures are ~40 points for initial story progression and 100 for full coverage, with the practical trigger being 'start banking Pressure when you are given the Lazarus Complex location'.

Source: synthesized from verified mechanics; the Pressure-enhancer guidance is the Steam 'best points spend?' thread consensus as recorded in docs/13-strategy-optimization.md

  1. Lv ~2T20 SP
    Dismantle Tool

    Free

  2. Lv ~2T20 SP
    Basic Electric Engine Cylinder

    Free, and the boat needs one

  3. Lv ~2T21 SP
    Electric Cable

    Grid basics

  4. Lv ~2T21 SP
    Electric Cable Extender

    Reach

  5. Lv ~2T21 SP
    Fuel Cable

    Fuelling the boat is the whole path

  6. Lv ~2T21 SP
    Fuel Cable Extender

    Reach

  7. Lv ~3T21 SP
    LumiLite

    First generation; early-quest requirement

  8. Lv ~3T31 SP
    Diesel Engine Cylinder

    The fast engine

  9. Lv ~3T31 SP
    Consumable Battery

    You will be far from the boat

  10. Lv ~3T31 SP
    Whisper

    Sail overnight on turbine power

  11. Lv ~4T31 SP
    DuraPack

    Minimum viable cargo

  12. Lv ~4T42 SP
    Diesel Refinery

    Manufacture fuel underway; multiple refineries can run at once

  13. Lv ~4T41 SP
    Small Diesel Container

    Fuel logistics off the boat

  14. Lv ~5T41 SP
    Recycler

    Process on site, carry less home

  15. Lv ~5T42 SP
    Fabricator

    Repairs and cylinders on the move

  16. Lv ~5T52 SP
    Portable Petrol Refinery

    Early here -- petrol is the Skimmer and Gyro fuel; start the chain before you need it

  17. Lv ~6T51 SP
    Small Petrol Container

    Somewhere to put it

  18. Lv ~6T62 SP
    Diesel Engine Cylinder Booster

    Speed now, not at 13

  19. Lv ~7T62 SP
    Electric Engine Cylinder Booster

    Quiet-mode speed

  20. Lv ~8T82 SP
    Diesel Tank

    Past the built-in 2,000 L

  21. Lv ~8T81 SP
    Efficiency Matrix

    -10% fuel is literally range

  22. Lv ~9T81 SP
    Field Binoculars

    Route scouting (function UNVERIFIED)

  23. Lv ~10T102 SP
    Petrol Tank

    Satellite-vehicle fuel storage

  24. Lv ~10T10 SP
    TideRipper Hand Jet

    U05 underwater propulsion

  25. Lv ~13T91 SP
    Petrol Engine Cylinder

    Fuel unit for Skimmer and Gyro. TIER DISPUTED (9 vs 13) -- if your tree shows it at 9, take it there

  26. Lv ~13T93 SP
    CS-17 Courier Skimmer

    Fast shallow-water runs, towed behind the boat

  27. Lv ~13T133 SP
    Diesel Engine Cylinder Super Booster

    Max hull speed

  28. Lv ~14T133 SP
    Electric Engine Cylinder Super Booster

    Max hull speed, quiet mode

  29. Lv ~14T13 SP
    Gyro Deck

    Quest 'A Place to Land'; landing pad plus deck space

  30. Lv ~15T152 SP
    PECO Grid Scan 2000

    U05 scanning

  31. Lv ~17T173 SP
    Salvage Gyro

    Vertical access to otherwise unreachable sites

  32. Lv ~18T182 SP
    Petrol Engine Cylinder Booster

    Faster Skimmer and Gyro

  33. Lv ~20T203 SP
    Oil Tank

    The oil-storage range doctrine (+33% tank footprint is a geometry fact)

  34. Lv ~20T204 SP
    Distillation Tower

    Refine oil to diesel on demand -- WARNING: the conversion-rate advantage may have been nerfed; measure before committing the deck

  35. Lv ~22T223 SP
    Petrol Engine Cylinder Super Booster

    Top satellite-vehicle speed

  36. Lv ~23T234 SP
    Deep Scan-500 Add-On

    Quest 'Signal Chain'; deep scanning

  37. Lv ~25T25 SP
    Brass Telescope

    Quest 'The Warehouse'; long-range spotting

Deliberately skipped or deferred
  • Bolt Pistol — Outrun it. ~35 SP of weapon line skipped
  • Flamethrower — Same
  • Shock Grenade — The boat is comparatively safe at all hours; arrive at POIs at dawn instead
  • Sabatier Reactor — Deferred until the story forces it -- heavy SP for a stationary capability
  • FortiHold — Range paths carry fuel, not cargo
  • High-Fat — The human-nutrient line is not this path's game

Kill the sharks instead of routing around them.

For players who would rather fight the Ram Sharks, Laser Sharks and ArchAngels than avoid them. Be honest about the cost: this is the highest-opportunity-cost path here, because the corpus's clearest community consensus is that combat is avoidable and early weapons are weak. You are buying fun, not efficiency. Ammo economics matter more than damage: the Electric Pistol and Electric Rifle recharge off your grid, while every Bolt weapon eats crafted ammo -- a combat path that skips the ammo skills is a path that stops working.

Source: synthesized from verified mechanics

  1. Lv ~2T20 SP
    Dismantle Tool

    Free

  2. Lv ~2T20 SP
    Basic Electric Engine Cylinder

    Free

  3. Lv ~2T21 SP
    Electric Cable

    Even a combat path needs a grid -- your weapons recharge on it

  4. Lv ~2T21 SP
    Electric Cable Extender

    Reach

  5. Lv ~3T21 SP
    LumiLite

    Generation for that grid

  6. Lv ~3T31 SP
    Electric Pistol

    First real weapon; ammo-free

  7. Lv ~3T31 SP
    Consumable Battery

    Combat drains Wh; melee alone costs 5 Wh per swing

  8. Lv ~3T31 SP
    Whisper

    Minimum viable infrastructure

  9. Lv ~4T21 SP
    Fuel Cable

    Minimum viable infrastructure

  10. Lv ~4T21 SP
    Fuel Cable Extender

    Reach

  11. Lv ~4T41 SP
    Recycler

    You still need the loop to fund ammo

  12. Lv ~4T42 SP
    Diesel Refinery

    Fuel independence

  13. Lv ~5T52 SP
    Bolt Pistol

    Real damage arrives -- and at 1 SP (corrected first-hand; the old 2 was TheGamer's), it is the cheapest damage upgrade in the tree

  14. Lv ~5T42 SP
    Fabricator

    Ammo does not craft itself

  15. Lv ~7T72 SP
    Flamer Pistol

    Crowd tool

  16. Lv ~8T81 SP
    Pistol Shard

    The Bolt Pistol's ammo. Take it the same level

  17. Lv ~8T82 SP
    Shock Grenade

    The specific counter to night swarms

  18. Lv ~8T81 SP
    Efficiency Matrix

    Even here: 1 SP for -10% is unskippable

  19. Lv ~9T91 SP
    Laser Sight

    Cheap accuracy

  20. Lv ~9T91 SP
    Suppressor Barrel

    Cheap

  21. Lv ~9T91 SP
    Breacher Barrel

    Cheap

  22. Lv ~9T92 SP
    Flame Grenade

    Area denial

  23. Lv ~9T91 SP
    Night Sight

    Quest 'One Before Me'. Night is when things hunt you

  24. Lv ~10T101 SP
    Red Dot Sight

    Cheap

  25. Lv ~10T103 SP
    Flamethrower

    Sustained crowd damage

  26. Lv ~11T113 SP
    Bolt Rifle

    The mid-game workhorse

  27. Lv ~11T111 SP
    FortiHold

    200 kg for 1 SP -- too cheap to skip even here

  28. Lv ~12T121 SP
    Grenade

    Cheap burst

  29. Lv ~14T143 SP
    Electric Rifle

    Ammo-free ranged. The pick that fixes this path's economy

  30. Lv ~14T141 SP
    Stabilizer Barrel

    Cheap

  31. Lv ~15T151 SP
    Rifle Trace

    Bolt Rifle ammo

  32. Lv ~16T161 SP
    Optical Sight

    Cheap

  33. Lv ~17T173 SP
    Bolt Sniper

    Reach

  34. Lv ~17T171 SP
    Extender Barrel

    Cheap

  35. Lv ~17T173 SP
    Large Shock Grenade

    Swarm answer, scaled

  36. Lv ~18T173 SP
    Large Flame Grenade

    Area denial, scaled

  37. Lv ~18T181 SP
    Rifle Tri

    Rifle ammo

  38. Lv ~19T193 SP
    Large Grenade

    The weapon tree's top

  39. Lv ~19T191 SP
    Sniper Rod

    Sniper ammo

Deliberately skipped or deferred
  • LumiMid — Solar and wind upgrades deferred to ~14; your power budget stays small and buys ammo materials instead
  • LumiMax — Same
  • Water Purifier — The water and gas chains are ~20 SP that buy no combat
  • Portable Oxygen Generator — Same
  • CS-17 Courier Skimmer — Deferred; you fight where you are
  • High-Fat — The entire human-nutrient line is off-plan

Minimum spend that keeps every quest gate open. Bank the rest.

For a player who wants the narrative and the Lazarus/Eden systems, treating base-building as a means. The discipline is a standing skill-point float: quest-gated unlocks still cost points AFTER the quest grants them, so running dry means waiting a level with a marker blinking at you. From Tier 12 onward, never drop below 4 unspent SP. And note again that the hardest gate is an enhancer, not a skill -- depth-gated content needs Pressure at ~40 points minimum, 100 for full coverage.

Source: synthesized from verified mechanics; the quest-to-unlock mapping is the corpus's, docs/11-progression-missions-objectives.md section 5.4

  1. Lv ~2T20 SP
    Dismantle Tool

    Free

  2. Lv ~2T20 SP
    Basic Electric Engine Cylinder

    Free

  3. Lv ~2T21 SP
    Electric Cable

    The opening building needs powering

  4. Lv ~2T21 SP
    Electric Cable Extender

    Reach

  5. Lv ~3T21 SP
    LumiLite

    Explicitly required by an early quest

  6. Lv ~3T21 SP
    Fuel Cable

    Required to fuel the ship you are sent to find

  7. Lv ~3T21 SP
    Fuel Cable Extender

    Reach

  8. Lv ~3T31 SP
    Consumable Battery

    Death is a save reload -- lost progress is lost story time

  9. Lv ~3T31 SP
    Whisper

    Overnight power floor

  10. Lv ~4T31 SP
    DuraPack

    Minimum viable cargo

  11. Lv ~4T42 SP
    Diesel Refinery

    Voyages become self-funding

  12. Lv ~4T41 SP
    Recycler

    Everything downstream is crafted

  13. Lv ~5T42 SP
    Fabricator

    Portable crafting for quest sites

  14. Lv ~7T72 SP
    Water Purifier

    Lazarus Racks require power AND fresh water

  15. Lv ~8T82 SP
    Diesel Tank

    Reach the distant quest markers

  16. Lv ~8T81 SP
    Efficiency Matrix

    1 SP, -10%. Always

  17. Lv ~12T123 SP
    Lazarus Pod

    The seed-transport container. Buy it the level it appears

  18. Lv ~13T93 SP
    CS-17 Courier Skimmer

    Quest 'The Isolation'

  19. Lv ~14T13 SP
    Gyro Deck

    Quest 'A Place to Land'

  20. Lv ~15T152 SP
    PECO Grid Scan 2000

    U05 discovery and Samples system

  21. Lv ~16T164 SP
    Sabatier Reactor

    Methane and oxygen are the rocket propellant and oxidiser -- the gate on repeatable launches

  22. Lv ~16T163 SP
    Methane Tank

    Propellant storage

  23. Lv ~17T163 SP
    Oxygen Tank

    Oxidiser storage

  24. Lv ~17T173 SP
    Salvage Gyro

    Required to reach most Gyro Service Towers

  25. Lv ~20T202 SP
    Abyss Glow

    Quest 'Mother'

  26. Lv ~20T204 SP
    Distillation Tower

    Endgame fuel economy

  27. Lv ~18T101 SP
    High-Fat

    The human-nutrient line shapes grown-human professions -- the ONE path where it is on-plan, bought late as the Racks demand

  28. Lv ~18T101 SP
    Nutri-Core

    Same

  29. Lv ~19T111 SP
    Mind Surge

    Same

  30. Lv ~19T111 SP
    Physique Fuel

    Same

  31. Lv ~23T234 SP
    Deep Scan-500 Add-On

    Quest 'Signal Chain'

  32. Lv ~25T25 SP
    Brass Telescope

    Quest 'The Warehouse'; the tree's last entry

Deliberately skipped or deferred
  • Bolt Pistol — Avoid, do not engage. Every weapon past the Electric Pistol is off-plan
  • Bolt Rifle — Same
  • Portable Petrol Refinery — The petrol line waits until the Skimmer or Gyro exists
  • LumiMid — Solar and wind upgrades wait until you are actually power-starved
  • StorTite — Storage beyond DuraPack waits; FortiHold at 1 SP is the exception when convenient
  • Conservation Coil — Production Enhancer modules other than the Efficiency Matrix are tempo, not access
  • Resource Optimizer — Same

20 skill points buys a fully working game. Bank everything else.

The fewest picks that make the whole game work: about 20 SP through Tier 11 gives you a functioning power grid, a fuel economy, storage, a weapon and the efficiency module. Everything after that is bought reactively, from surplus, when a specific problem appears. Suits a player who wants to read the tree in-game rather than follow a list, and who wants a large float for whatever a quest drops on them. The trap: unspent points sit silently -- press Tab regularly, unspent points show as green numbers.

Source: synthesized from verified mechanics

  1. Lv ~2T20 SP
    Dismantle Tool

    Free

  2. Lv ~2T20 SP
    Basic Electric Engine Cylinder

    Free

  3. Lv ~2T21 SP
    Electric Cable

    Power delivery

  4. Lv ~2T21 SP
    Electric Cable Extender

    Reach

  5. Lv ~2T21 SP
    LumiLite

    Generation; early-quest requirement

  6. Lv ~3T21 SP
    Fuel Cable

    Fuelling

  7. Lv ~3T21 SP
    Fuel Cable Extender

    Reach

  8. Lv ~3T31 SP
    Consumable Battery

    The anti-death item

  9. Lv ~3T31 SP
    Whisper

    Night power

  10. Lv ~3T31 SP
    DuraPack

    50 kg

  11. Lv ~4T31 SP
    Electric Pistol

    The only weapon this path ever buys

  12. Lv ~4T42 SP
    Diesel Refinery

    Fuel independence

  13. Lv ~4T41 SP
    Small Diesel Container

    Fuel logistics

  14. Lv ~5T41 SP
    Recycler

    For FORWARD recycling; the base ones are pre-built

  15. Lv ~6T61 SP
    StorTite

    100 kg

  16. Lv ~8T81 SP
    Efficiency Matrix

    -10% fuel and electricity for 1 SP

  17. Lv ~8T82 SP
    Medium Battery

    6 kWh, rechargeable

  18. Lv ~8T82 SP
    Diesel Tank

    Range

  19. Lv ~11T111 SP
    FortiHold

    200 kg for 1 SP -- too cheap to skip

Deliberately skipped or deferred
  • Fabricator — The genuinely defensible skip. Pre-built Fabricators sit on the Boat, at Sanctuary Dock 37, Sanctuary Dock 12 and the Lazarus Complex. You give up portability and stacking speed, not access
  • Portable Petrol Refinery — The whole petrol line is ~8 SP for vehicles you may never build
  • Small Petrol Container — Same
  • Bolt Pistol — ~40 SP of weapon line skipped. The Electric Pistol plus avoidance covers a full run
  • Shock Grenade — Same
  • Laser Sight — Same
  • High-Fat — The human-nutrient line is ~14 SP bought only if the Racks demand it
  • Basic Standing Light — Unquantified value
  • Echo Horn — Unquantified value; function unpublished
  • Field Binoculars — Unquantified value; function unpublished
  • LumiMid — LumiLite + Whisper + a Medium Battery is already a working grid
  • Cyclone — Same
The full tree — all 25 tiers
toolweaponpowerstoragevehiclemoduleproductionotherdimmed = inferred / unverified
Tier 1
Tier 2
Basic Electric Engine Cylinder0SPDismantle tool0SPElectric Cable1SPElectric cable extender1SPFuel Cable1SPFuel cable extender1SPLumiLite1SP
Tier 3
Consumable Battery1SPDiesel Engine Cylinder1SPDurapack1SPElectric Pistol1SPGlowstick1SPReplica Scanner1SPSmall Battery1SPWhisper1SP
Tier 4
Basic Standing Light1SPCharge Injector1SPDiesel Refinery2SPFabricator2SPMooring Socket1SPPhoto Drone1SPRecycler1SPSmall Diesel Container1SP
Tier 5
Bolt Pistol2SPDonk Pallet1SPDonk-Lift 32002SPONi SparkCell1SPPortable Electric Generator2SPPortable Petrol Refinery2SPSmall Petrol Container1SPWall Step1SP
Tier 6
Data Recovery Deck1SPDiesel Engine Cylinder Booster2SPEcho Horn1SPElectric Engine Cylinder Booster2SPHull Stabilizer Mk.I1SPLancer2SPLumiMid2SPStorTite1SP
Tier 7
Drone Charge Pad1SPFlamer Pistol2SPONi FuelLite1SPSmall Fresh Water Container1SPWater Cable1SPWater Purifier2SPWater cable extender1SP
Tier 8
Combat_ElectricGrenade2SPCyclone2SPDiesel Tank2SPEfficiency Matrix1SPField Binoculars1SPFriendly Sweetheart2SPMedium Battery2SPPistol Shard1SP
Tier 9
Advanced Standing Light2SPAttachment_Laser1SPBarrel_Breacher1SPBarrel_Supressor1SPCS-17 Courier Skimmer3SPCombat_PetrolGrenade2SPNight Sight1SPPetrol Engine Cylinder1SPVoltage Minimizer1SP
Tier 10
Flamethrower3SPFood Processor2SPHigh-Fat1SPNutri-Core1SPONi PetroFlow2SPPetrol Tank2SPSight_RedDot1SPSoilforge1SPTideRipper(tm) Hand Jet2SP
Tier 11
Bolt Rifle3SPConsumable Medium Battery1SPDehumidifier2SPFortiHold1SPMind Surge1SPONi VoltPlus2SPPhysique Fuel1SPWater Tank2SP
Tier 12
Combat_Grenade2SPConservation Coil2SPDepth Glow1SPGas Cable1SPGas cable extender1SPLazarus Pod3SPPortable Oxygen Extractor2SPSmall Oxygen Container1SP
Tier 13
360 Standing Light2SPBoat Extension, Gyro Deck1SPDecoy Deployment Pod2SPDiesel Engine Cylinder Super Booster3SPElectric Engine Cylinder Super Booster3SPLumiMax3SPMuscle Fortification1SPResource Optimizer2SP
Tier 14
Barrel_Stabilizer1SPBone-Fortify1SPElectric Rifle3SPEndura-Growth1SPNebula3SPRocket Payload Module0SPTyphoon3SP
Tier 15
Consumable Large Battery1SPElectric Wall Socket1SPImmune Boost1SPLarge Electric Generator3SPNeuro-Boost1SPONi MegaCell3SPPECO Grid Scan 20002SPRifle Trace1SPScan-50 Sonar3SP
Tier 16
CO2 Tank3SPDouble Standing Light2SPFuel Wall Socket1SPMethane Tank3SPONi PetroMax3SPOxygen Tank3SPSabatier Reactor4SPSight_Optical1SP
Tier 17
Bolt Sniper3SPCombat_ElectricGrenadeLarge3SPCombat_PetrolGrenadeLarge3SPExtender Barrel1SPMitochondrial Surge1SPPulse Timing Regulator3SPSalvage Gyro3SPWater Wall Socket1SP
Tier 18
Eclipse4SPFlash Array3SPGas Wall Socket1SPHyper-Evolution1SPNanite Infusion1SPPetrol Engine Cylinder Booster2SPRifle Tri1SP
Tier 19
Combat_GrenadeLarge3SPElysium Bed1SPSniper Rod1SPTideRipper(tm) Twin Jet3SPUltimate Genesis1SP
Tier 20
Abyss Glow2SPDistillation Tower4SPF.E.L.I.S. Unit2SPOil Tank3SP
Tier 21
Entanglement Lens4SPQuantum Duplicator4SPRhino Dismantler1SPSoilforge Prime2SP
Tier 22
CO2 Reactor Tank4SPPetrol Engine Cylinder Super Booster3SP
Tier 23
Deep Scan-500 Add-On4SPRecovery Grinder4SP
Tier 24
Elysium Bed Atmos1SP
Tier 25
Telescope1SP

Outside the tree (quest / item gated)

  • 8x8 Corner — unlock_method=Never (sentinel tier 0) -- quest/vault/system-granted Eden
  • 8x8 Corner with garden — unlock_method=Never (sentinel tier 0) -- quest/vault/system-granted Eden
  • 8x8 Pillar — unlock_method=Never (sentinel tier 0) -- quest/vault/system-granted Eden
  • 8x8 Pillar with Farm — unlock_method=Never (sentinel tier 0) -- quest/vault/system-granted Eden
  • 8x8 beam — unlock_method=Never (sentinel tier 0) -- quest/vault/system-granted Eden
  • 8x8 beam with garden — unlock_method=Never (sentinel tier 0) -- quest/vault/system-granted Eden
  • Attachment_Flashlight — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Attachments
  • Chest_Heavy_Armor — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Armor
  • Chest_Light_Armor — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Armor
  • Chest_Medium_Armor — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Armor
  • Data Cable — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Cables
  • Data cable extender — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Cables
  • Diesel Barrel — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Modules
  • Diesel Engine Cylinder Eco — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Engine_Cylinders
  • Digestive Overdrive — unlock_method=Never (sentinel tier 14) -- quest/vault/system-granted Food
  • Eden - Small Frame — unlock_method=Never (sentinel tier 0) -- quest/vault/system-granted Eden
  • Eden Stair Extender — unlock_method=Never (sentinel tier 0) -- quest/vault/system-granted Eden
  • Electric Engine Cylinder Eco — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Engine_Cylinders
  • Engineering_Cart — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Building_Blocks
  • Farming_Tool — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Tools
  • Fresh Water Barrel — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Modules
  • Handheld Spotlight — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Lights
  • Head_Heavy_Armor — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Armor
  • Head_Light_Armor — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Armor
  • Head_Medium_Armor — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Armor
  • Lazarus Rack — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Modules
  • Legs_Heavy_Armor — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Armor
  • Legs_Light_Armor — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Armor
  • Legs_Medium_Armor — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Armor
  • Lightning Rod — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Modules
  • Methane Container — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Modules
  • Oil Barrel — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Modules
  • Oxygen Container — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Modules
  • Petrol Barrel — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Modules
  • Petrol Engine Cylinder Eco — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Engine_Cylinders
  • Photodrone Plus — unlock_method=Never (sentinel tier 14) -- quest/vault/system-granted Vehicle
  • Physique Fuel — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Food
  • Salt Water Barrel — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Modules
  • Salt Water Tank — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Modules
  • Small Battery — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Modules
  • Socket Container — unlock_method=Never (sentinel tier 49) -- quest/vault/system-granted Containers
  • Stainless Steel — unlock_method=Never (sentinel tier 0) -- quest/vault/system-granted Materials
  • Walking Teddy — unlock_method=Never (sentinel tier 30) -- quest/vault/system-granted Modules
  • [DEV] Mega fat — unlock_method=Never (sentinel tier 50) -- quest/vault/system-granted Food
21

Player Builds & Enhancer Leveling Guide

Version anchorEarly Access 0.8.0.612251 = Update 05 "New Horizons" Hotfix 2 (2026-06-29), buildid 23962331 -- plus anything you re-confirmed.
confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Provenance labels (added v1.1.0).

Label Meaning
first-hand YYYY-MM-DD Observed in Robert's own play session on that date -- a stat-panel read, a purchase, a refusal
[datamined] Read out of the shipped containers, data/datamine/parsed/*.json, mined 2026-08-25 from buildid 23962331
[tooltip] Read verbatim off an in-game tooltip
[save-census] Read out of Robert's save file
[wiki] / reported / inferred / UNVERIFIED As in v1.0.0
[beta-era] Observed on the Update 5.5 "Deck Drop" public beta (0.8.5.650920, buildid 24990438, UE 5.8.1), 2026-08-29 onward. Recorded, never re-anchoring -- everything unmarked is 0.8.0.612251

Evidence hierarchy, strongest first: player purchase or stat-panel read > in-game tooltip > screenshot digit read > datamine or save > wiki > guide.

v1.1.0 pass (2026-09-01) -- what changed. Three things, in order of how much they move the document. (1) The point economy is no longer estimated. DT_VoyageCharacterLevels was mined on 2026-08-25: leveling to the cap grants exactly 700 enhancer points and 305 skill points, on published bands (§3.2). The v1.0.0 arithmetic built on TheGamer's launch-era "sets of five" and landed on ~170 from leveling -- that figure is retired, it was low by a factor of four. The all-ten-maxable finding §3 argued from player reports is now closed by game arithmetic instead of testimony. (2) Vitality's "C tier" is an early-game verdict and the combat era has arrived. With a rifle in hand, enemies that burst you, and no armour system in the game at all confirmed 2026-08-28, the right call is now 15-20 points of Vitality bought from the float rather than zero (§2.3). Field Medic and Shock Absorber still skip. (3) Power Management may not do in the world what it does on the panel. Robert's panel reads exactly -225 W at 20 levels -- the formula is confirmed -- but three independent players report idle draw stuck near 260 W regardless of investment. That is a display-vs-measured gap and it is now a live bounty (§2.4), not a settled stat. Re-confirmed in this pass (2026-08-24): the live wiki Enhancers page still lists exactly ten enhancers with the per-level values the corpus already carries (+1 Vitality, +1 kg Haul Mastery, 1%/lvl Improved Hydraulics, 0.5%/lvl Engineering, +1 m Pressure to a 110 m total, 0.5%/lvl Scrapper, +20 Wh Battery to 2,500 Wh, 0.5%/lvl Power Management 250 W -> 125 W, +2.5%/lvl Field Medic, -0.5%/lvl Shock Absorber) and states "a maximum of 100 levels can be invested into every enhancer", with points "acquired through leveling and quests". Two things changed versus the corpus, both documented in full below:

  1. The "you can only max about five of ten" scarcity premise is obsolete. Three independent post-Update-2 player reports say the opposite -- the newest, dated 2026-06-25 (one day after Update 05), reports 395 enhancer points left over after maxing enhancers. confirmed by three sources
  2. The "Power Management is broken" warning is resolved. Patch 0.6.1.606604 (2026-01-12) states verbatim: "Fixed the power optimizer enhancer not working as intended." That is five months before this anchor. confirmed -- patch note

1. Orientation: what this document is for#

The Last Caretaker gives you two separate currencies at level-up. Skill points unlock recipes on a 25-tier tech tree; Enhancer points upgrade the ten permanent stats on your chassis. This document is only about the second one. It answers a single question in as much detail as the sources allow: given the points in front of me right now, at this level, what do I buy?

Three facts frame every decision:

Fact Consequence for builds
There is no respec. Points are permanent for the playthrough. Early spends are irreversible. A build is a commitment, not a loadout.
The binding constraint is tempo, not lifetime scarcity. A thorough playthrough now grants materially more than the 1,000 points needed to max all ten (§3). You are not choosing which five stats to have. You are choosing which ones you get first -- and "first" is where the entire difficulty of the game lives.
The game is a power-budget game. Battery empty -> Vitality drains -> termination. Every build is scored on one axis before any other: how long can I operate away from a charge source?

That second row is the most important correction in this document, and it changes what a "build" means here. Read §3 before you read any build.

A note on what is and is not community-sourced. This game's enhancer meta is thinly documented. There is no canonical community "build guide" with named archetypes. What genuinely exists is a Steam thread in which seven named players posted their actual point distributions, plus a priority-order consensus thread. Builds below are labelled either community (traced to a real post, cited, with the poster's name and date) or synthesized from verified mechanics (mine, derived only from the corpus-verified numbers). Nothing here is attributed to "the community" without a citation.


2. The enhancer roster#

All per-level values and caps below are confirmed -- wiki Enhancers, re-verified 2026-08-24, and already fact-checked into docs/05-caretaker-systems-survival.md. The verdict column is my S/A/B/C tiering of the community consensus described in §2.1, not an official ranking.

# Enhancer Per level Base At 100/100 Verdict Why that verdict
1 Battery +20 Wh 500 Wh 2,500 Wh S Buys operating radius directly. Every source ranks it top or joint-top; it is the only stat that lengthens every trip.
2 Power Management -0.5% base consumption 250 W 125 W (-50%) S A global drain multiplier on everything the battery pays for, not just idle. Confirmed fixed 2026-01-12.
3 Haul Mastery +1 kg carry 100 kg 200 kg S The single most-agreed pick in the distribution thread. Kills the encumbrance power tax and the 25% mobility floor. The power side is the under-rated half: over-weight idle draw is reported at 400 W or more against a 250 W baseline -- roughly 1.6x -- "and that was with my flashlight OFF". So Haul Mastery carries a hidden Power-Management-like benefit that nothing in its tooltip mentions (docs/ref/flow-research/electricity.md §2.6).
4 Scrapper -0.5% dismantle time and power -- -50% / -50% A A direct multiplier on the core salvage loop. Percentage-based, working as advertised.
5 Pressure +1 m depth 10 m (inferred) 110 m A The only enhancer that gates content. Also the most polarising: real players ran it at 0 and at 100 in the same thread.
6 Improved Hydraulics +1% lifting, -1% power -- +100% / -100% B Contested. Genuinely useful for crate and HoloMemory hauling; skippable otherwise. first-hand 2026-08-26 the live panel words it as "+1% lifting capacity and +1% efficiency" -- same two channels, phrased as a gain rather than a reduction. See §4.8 for an optional mobility reading.
7 Engineering -0.5% build/craft time and power -- -50% / -50% B Build tempo. Compounding but slow to matter; a mid-to-late pick in every ordering found.
8 Vitality +1 Vitality 100 (inferred) 200 C -> B ⚠️ ⚠️ Verdict revised v1.1.0 -- see §2.3. The launch-era "skip it" consensus was formed before the combat era and assumes you can always retreat. There is no armour system in the game, so Vitality is the only stat that buys damage headroom. Now: 15-20 points from the float, not zero.
9 Field Medic +2.5% transfer speed 200 kW / 10 HP/s ~700 kW / ~45 HP/s C Ranked low, but does double duty on both bars (recharge speed and heal rate). Quality-of-life, not capability. The wiki flags its own 200 kW -> 700 kW row "verification needed"; an independent player report -- "250% increase in recharge rate with full 100 points... 2.5 kWh battery takes a few seconds" -- corroborates it exactly (+250% is a 3.5x multiplier, which is 200 -> 700). Two independent statements agreeing is the strongest evidence this figure has.
10 Shock Absorber -0.5% fall damage -- -50% C Widely dismissed. Ladders negate fall damage outright, and above 500 Wh the battery absorbs the whole impact anyway.

2.1 Where the verdicts come from#

Two threads carry essentially all of the published priority reasoning.

Source Date Ordering it gives
Steam, "best points spend?" 2026-01-04 onward Max: Battery, Lifting, Haul, Pressure (with caveats), Scrapper. Medium: Engineering, Hydraulics. Low: Vitality, Field Medic, Shock Absorber.
TheGamer, "Best Enhancers To Level First" 2025-11-10 1. Battery + Power Management ("electricity will be your largest struggle in the early game"), 2. Scrapper, 3. Vitality, 4. Haul Mastery, 5. Hydraulics/Engineering. Launch-era: describes only eight enhancers, so it predates Field Medic and Shock Absorber.
TechRaptor starter guide (via Steam) 2025-11-06 "You have 10 unused enhancer points; for now, I recommend putting 10 points into Power Management so your battery lasts a little longer."

Note the disagreement on Vitality: TheGamer ranks it third; every actual player distribution in the Steam thread ran it at 0-30. The players are operating on far more play time, and the corpus already establishes why they are right -- Vitality does not regenerate in the field, so the answer to "I am low" is retreat, which extra maximum Vitality does not help with. I follow the players.

2.2 Two build-relevant bug questions, both now resolved#

The corpus (doc 13, failure pattern #11) flags "points sunk into a non-functional stat" as an open risk, citing 0.6.x-era reports that Power Management and Scrapper did not work. Both are now settled:

Stat Report Resolution
Power Management "It is not reducing your power used while standing, walking, or running like it should" -- SmilesLikeJoker, Dec 2025; corroborated by WillieSea, Jan 2026 FIXED (as a patch note). Patch 0.6.1.606604, 2026-01-12: "Fixed the power optimizer enhancer not working as intended." confirmed -- patch note Five months before this anchor. ⚠️ But see §2.5 -- v1.1.0 reopens this as a measured-draw question, not a patch-note question.
Scrapper Players suspected it did nothing on large enemies Never broken. deltahazer, Dec 2025: "It's a percentage change, not a set amount of seconds off"; both time and power reductions "are working as advertised". Sharks, angels and rollerbots simply have long base dismantle times, so -50% of a long time is still a long time. reported

You no longer need the corpus's "spend 10 points and watch the W readout before committing" hedge for Power Management. It is worth doing once anyway, because it costs nothing and this is Early Access. v1.1.0 correction: do it. §2.5 explains why that hedge came back.


2.3 The Vitality verdict, revised for the combat era [v1.1.0]#

⚠️ This supersedes the "Vitality is C-tier, run it at 0-30" consensus for any player past the early game. The old verdict is not wrong about why -- it is wrong about when.

What the launch-era consensus assumed. Every distribution in §2.1 was posted Nov-Dec 2025 by players who (a) were avoiding combat because early weapons are weak, (b) could always retreat, and (c) had scarce points. Under those three conditions Vitality genuinely is the worst buy: it does not regenerate in the field, so more maximum Vitality does not change the correct response to being hurt, which is to leave.

What changed.

Change Consequence for Vitality
The combat era is live -- rifle in hand, enemies that burst you rather than chip you first-hand 2026-08-28 Retreat stops being universally available. A burst that would have been survivable at 200 Vitality is a save-reload at 100
There is no armour system in this game -- confirmed absent (05-caretaker-systems-survival.md §7.3: no chassis/armour part system; the datamine's Chest/Head/Legs_*_Armor skill assets are all unlock_method=Never, i.e. never obtainable) Vitality is the only stat in the game that buys damage headroom. There is no plating to substitute for it
Points are not scarce any more (§3, now closed by datamine arithmetic) The opportunity cost that justified 0 Vitality no longer exists

The revised guidance: 15-20 points of Vitality, bought from the float once you are fighting rather than avoiding. That is a deliberately small number -- it is a margin, not a build -- and it comes out of surplus, never ahead of Battery, Power Management or Haul Mastery. Field Medic and Shock Absorber still skip: Field Medic speeds recovery you can also get by standing at a Heal Station, and Shock Absorber solves a problem ladders and a charged battery already solve for free.

Provenance: the era change is first-hand 2026-08-28; the no-armour finding is confirmed absence plus [datamined] never-gated armour assets; the 15-20 figure is a companion recommendation, not a community consensus and not a measured optimum.

2.4 Three formulas confirmed exact, first-hand [v1.1.0]#

The wiki's per-level values were reported until Robert read them off his own stat panel. Three are now first-hand 2026-08-25, build 0.8.0.612251 and exact -- the panel arithmetic pins both the per-level step and the base:

Enhancer Levels invested Panel read What it pins
Battery 20 0.9 kWh capacity 500 + 20 x 20 = 900 Wh -- +20 Wh/level exactly, base 500 Wh exactly
Power Management 20 225 W consumption 250 x 0.90 = 225 -- -0.5%/level exactly, base 250 W exactly
Haul Mastery 10 110 kg carry 100 + 10 -- +1 kg/level exactly, base 100 kg exactly

Two of those bases (500 Wh, 100 kg) were already confirmed elsewhere; the value here is that the curves are now first-hand rather than inherited, which means the 100-level endpoints in §2 -- 2,500 Wh, 125 W, 200 kg -- are arithmetic, not testimony.

Mobility % and Extra Weight % are HUD stat-panel readouts, not enhancer fields: they are the live consequences of your current load against your current carry cap, which is why over-weight play shows up in both at once.

⚠️ The Power Management row is a DISPLAY confirmation only. The panel says 225 W. Whether the Caretaker actually draws 225 W is a separate question -- see §2.5.

2.5 🐛 The Power Management measured-draw bounty [v1.1.0, OPEN]#

§2.2 closed "is Power Management broken?" on a patch note. That was the right call for the patch-note question and the wrong scope for the behaviour question, which is still open.

The reports (docs/ref/flow-research/electricity.md §5.14): three players, independently, describe idle draw that does not move with investment --

"-50% power savings, but my power usage is STILL at around 260." -- WillieSea, corroborated by two others; the same poster separately reports "my power consumption is around 260 standing still", which is the un-enhanced 250 W baseline plus noise.

Why this is not settled by §2.4. Robert's panel reads 225 W at 20 levels, which proves the stat display applies the formula. It does not prove the simulation consumes at that rate. Those are different subsystems and the community reports are specifically about the second one.

🧪 The measurement that settles it, and it is cheap: stand still, unencumbered, torch OFF, and read the actual draw on the boat's electricity dashboard (or any grid gauge you are tethered to) before investing a block of Power Management points and again after. If the measured idle draw falls by the predicted percentage, the reports are stale; if it sits near 260 W either way, up to 100 enhancer points are being spent on nothing and every build in §4 needs re-ordering.

Until that read exists, treat Power Management as very likely working (the patch note is explicit and the display is exact) but not measured -- and do not spend past ~40 points in one block without checking the gauge.


3. The point economy -- doing the arithmetic explicitly#

This section supersedes the corpus's "~5 of 10 maxable per playthrough" figure. That figure is real, but it is a launch-era artifact, and the mechanism behind its obsolescence is documented.

3.1 What it costs to max#

Item Arithmetic Result
One enhancer, fully maxed 100 levels x 1 point 100 points
All ten enhancers, fully maxed 10 x 100 1,000 points
All eleven, if you count Equipment Handling 11 x 100 1,100 points -- see the note below

⚠️ There are eleven enhancers, not ten [first-hand 2026-08-26; see 05-caretaker-systems-survival.md]. The undocumented eleventh is Equipment Handling ("Improves equipment handling 0.5%. This affects holstering, melee swing and reload durations") -- it is in no wiki page and no guide, but it is in the live panel and in the datamine's roster of eleven DA_Enhancer_* assets. This document keeps its arithmetic on ten because every published figure, every player distribution and the wiki roster do, and because Equipment Handling's 100-level cap is assumed rather than confirmed. Read "1,000 to max everything" as "1,000 to max everything anyone has written about". §6 records the correction against v1.0.0's rejection of an 11th category.

3.2 Where points come from#

Source A -- level-ups. DATAMINED EXACT [2026-08-25], and it is four times what v1.0.0 estimated.

DT_VoyageCharacterLevels (mined from buildid 23962331; data/datamine/parsed/xp-curve.json) publishes the per-level grant table outright. There is no estimation left to do:

Level band Enhancer points / level Skill points / level Enhancer subtotal
1 0 0 0
2-4 10 3 / 3 / 4 30
5-9 15 5, 6, 7, 8, 9 75
10-20 20 10 220
21-35 25 10 375
Total to the cap (35) -- -- 700 enhancer points (and 305 skill points)

Cumulative checkpoints, for planning: 45 enhancer points banked by level 5 · 125 by level 10 · 325 by level 20 · 700 at the cap. Skill points run 15 / 55 / 155 / 305 on the same checkpoints, against a 267 SP tree (22-skill-tree-progression-paths.md), which is why the tree finishes from leveling alone.

🔴 ~~Points per level: 5 reported, TheGamer 2025-11-10; total from levelling ~170 inferred~~ -- SUPERSEDED and retired. TheGamer's "awarded in sets of five" described the launch-era, eight-enhancer game and was low by roughly a factor of four. jonnydoh's "5-10 per level" was closer in spirit (the grant does scale with level) but still an order of magnitude off in value. Every §3 figure below is rebuilt on the mined table.

Source B -- quests. This is the dominant source, and it is the mechanism that broke the old scarcity math. Summing the wiki-sourced Enhancer Point rewards already catalogued in docs/11-progression-missions-objectives.md:

Quest group Quests Enhancer points
Main chain, spoiler-light 1-23 345
Approach-triggered side chain 28, 33, 34, 35 65
Story-heavy, documented 24, 25, 26, 27 105
Documented quest total 27 quests 515
Story-heavy, no wiki page 29-32, 36-43 (12 quests) UNKNOWN

The undocumented twelve are exactly the Update 05 endgame (Project Eden, Seats of Care, True Choices, Omega Nursery and friends). Late main-chain quests award 30-50 apiece, so this bucket is large but unquantified.

3.3 Floor, ceiling, and the gap#

The documented floor -- what you can prove you will get:

Component Points Basis
Levelling to the cap 700 [datamined] DT_VoyageCharacterLevels, exact
Documented quests 515 [wiki] summed across the 27 quests with pages (§3.2 Source B)
Documented floor 1,215 --

🎯 That closes the question the whole section was built to answer. The floor is now above the 1,000 points needed to max all ten enhancers, on documented sources alone -- before the twelve undocumented Update 05 quests contribute anything. All ten maxable is no longer an inference from three player reports; it is arithmetic. (It also clears 1,100, the cost of maxing eleven including Equipment Handling, with 115 to spare.)

~~Documented floor ~685~~ -- superseded; that figure carried the retired ~170 leveling estimate.

The Nexus corroboration is now an exact hit, not an approximation. The mod "Enough Enhancement and-or Skill Points to Max Skills at Level Cap" describes vanilla as granting 700 enhancement points and 305 skill points [reported -- modder's description via search snippet; the page itself is HTTP 403]. Both numbers match the mined table exactly. The modder was reading the same data table; v1.0.0 treated their figure as weak corroboration of an estimate, and it turns out to have been the true value all along.

The observed ceiling -- what players actually report ending with:

Report Date Statement Implied total
Back_Door_Gaming 2026-04-02 "now there's too many points! i have 10 left over after filling every single one to 100" ~1,010
DreadedOne 2026-04-02 "I have 175 extra now" ~1,175
Grimble Grumble 2026-06-25 "82 skill points and 395 Enhancer points left over" after unlocking almost every skill and maxing enhancers; "instead you'll receive more of both than you can even spend. Just keep playing and you can unlock everything." ~1,395

Grimble Grumble adds that this surplus has held "all the way back to update 2", and their post is dated one day after Update 05 shipped -- the closest thing to a current-build datapoint that exists.

The reconciliation. Documented floor 1,215; observed ceiling ~1,395. The remaining ~180-point gap is comfortably accounted for by the twelve undocumented Update 05 quests alone (late main-chain quests award 30-50 apiece). The upward scaling that v1.0.0 hypothesised in the per-level grant is now confirmed and quantified -- 10 -> 15 -> 20 -> 25 by band -- and is already inside the 700. What remains a range is only the quest contribution above the documented 515.

3.4 Why the old "five of ten" figure was true and no longer is#

Era Level cap Do quests award enhancer points? Practical outcome
Launch, Nov 2025 25 No -- Playbahnosh, 2025-11-08: completed quests "should provide experience and enhancement points but currently don't" "You can max out 2 maybe 3 enhancements."
Mid, ~Update 2 onward 30 Yes Surplus begins; "eventually you get almost all of them anyway, and as any new quests they add will add points" -- Shane
Now, U05 HF2 35 Yes, 515+ documented All ten maxable on a thorough run, with hundreds spare

⚠️ CORPUS CONTRADICTION, FLAGGED. docs/05 §7.1, docs/11 §5.3 and docs/13 §5 all carry the "~5 of 10 maxable" / "1,000 points is far more than a single playthrough grants" framing. On the evidence above that framing is stale. Note that the corpus already contained the counter-evidence and hedged it -- doc 13 quotes Shane's "their goal seems to be to allow you to max them all" and calls the five-stat figure "now conservative". This document resolves that tension in favour of the surplus reading, on three independent post-Update-2 reports plus the patch history of the mechanism. Those docs should be updated on their next version bump.

3.5 What this actually means for your build#

It does not mean spending is unimportant. It means the shape of the problem is different from what the old guides describe:

  1. You will not be permanently locked out of a stat. Finish the content and you can have everything. Nobody needs to agonise over "wasting" points on Shock Absorber at level 30.
  2. You will be brutally short early. You have ~10 points when you first see the menu and roughly 60 by level 5. That is where builds are won or lost.
  3. Therefore: a build is a spending order, not a spending allocation. The tables below are written as order-of-purchase, not as end-state pie charts.
  4. The corollary is that under-spending is the real mistake. Points sitting unspent do nothing. The community's most-repeated beginner tip -- check Tab, unspent points show as green numbers -- matters more than picking the theoretically optimal stat.

3.6 Approximate points available by bracket#

Rebuilt on the mined grant table [v1.1.0]. The leveling column is now exact; the quest column is still [wiki]-sourced and assigned to the bracket where those quests typically fall, so the combined figure keeps real slop. Quest pacing varies enormously between players.

Bracket From leveling (exact) Cumulative from leveling Plus documented quests, running What is typically live
Levels 1-5 45 45 ~60-105 Sanctuary Dock 37, first sail to Beacon 49
Levels 6-10 80 125 ~200 Lazarus Complex opening, first rack
Levels 11-20 200 325 ~600 Seed vault hunt, the dive gate, beacons
Levels 21-35 375 700 1,215 (documented floor) First launch, council, Eden -- plus the undocumented U05 quests pushing toward ~1,395

⚠️ The build scripts in §4 were budgeted against the old, much smaller bracket totals (~60 / ~85 / ~130 / ~410). They are therefore conservative, not wrong: every script now finishes earlier than written, and the surplus arrives sooner. Read the scripts as orderings -- which is what §3.5 already says they are -- and spend the extra as it lands. The one place the new numbers change advice rather than pace is §2.3: there is room for the Vitality margin without touching the S-tier core.


4. The builds#

Six builds. Each gives you a philosophy, a priority table, a level-bracket spending script, and an explicit list of what it skips. Every script is budgeted against the §3.6 bracket totals, so the numbers add up to something you will plausibly have.

Read the Grid-Runner first even if you intend to play something else -- it is the baseline the others deviate from.


4.1 The Grid-Runner -- generalized all-rounder#

  • Kind: generalized
  • Source: synthesized from verified mechanics
  • Tagline: Never be the Caretaker who walks home flat.

Philosophy. This build treats the internal battery as the game's real difficulty setting and buys operating radius before anything else. Battery and Power Management are bought together deliberately: Battery multiplies how much charge you hold, Power Management multiplies how long that charge lasts, and stacking both compounds -- at 100/100 in each you go from 500 Wh at 250 W (2.0 h idle) to 2,500 Wh at 125 W (20.0 h idle, a 10x endurance swing on the corpus's own arithmetic). Haul Mastery follows because encumbrance is a power problem, not just a speed problem. Pressure is bought late but not skipped, because it is the only stat that gates content.

Priority table:

Enhancer Target When Why
Battery 100 Phase 1-3 Operating radius; the stat every source ranks top
Power Management 100 Phase 1-4 Global multiplier; compounds with Battery
Haul Mastery 100 Phase 2-4 Ends the encumbrance power tax and the 25% mobility floor
Scrapper 100 Phase 3-4 Direct multiplier on the core salvage loop
Pressure 40, then 100 Phase 3-4 40 clears initial story diving; 100 for full coverage
Engineering 50 Phase 4 Build tempo once you have a real base
Improved Hydraulics 50 Phase 4 Crate and memory hauling
Vitality / Field Medic 40 / 30 Phase 4 Comfort, bought with surplus

Level-bracket spending script:

Bracket Spend Why
Levels 1-5 (~60 pts) Power Management 20, Battery 25, Haul Mastery 15 Survive the tutorial radius. TechRaptor's "first 10 into Power Management" is the correct opening instinct; Battery joins it immediately.
Levels 6-10 (~85 pts) Battery -> 50, Power Management -> 40, Haul Mastery -> 30, Scrapper 10 You are now stripping the starting area properly. Haul and Scrapper start paying rent.
Levels 11-20 (~130 pts) Battery -> 100, Power Management -> 55, Haul Mastery -> 55, Scrapper -> 25, Pressure 25 Battery finishes first -- it is the stat whose cap you feel most. Pressure opens because the dive gate is visible from here.
Levels 21-35 (~410 pts) Pressure -> 40 immediately, then Power Management -> 100, Haul Mastery -> 100, Scrapper -> 100, Pressure -> 100, Engineering -> 50, Hydraulics -> 50, Vitality -> 40, Field Medic -> 30 Pressure to 40 the moment the Lazarus Complex location is handed to you -- that is the community's stated trigger. Everything after is surplus spending.

Deliberately skips:

Enhancer Why
Shock Absorber Ladders negate fall damage entirely, and above 500 Wh the battery absorbs the whole impact. The stat solves a problem the game already solves for free.
Vitality (early) Does not regenerate in the field. More maximum Vitality does not change the correct response to being hurt, which is to leave.

4.2 The Salvage Baron -- salvage / industry specialist#

  • Kind: specialized
  • Source: community -- Purple Legacy, Steam "How have you distributed your enhancement points?", 2025-11-20 (Haul Mastery 100 / Battery 100 / Scrapper 100 / Power Management ~75 / Hydraulics ~50 / Vitality 0 / Pressure 0), with quaixor (2025-12-04) independently proposing the same Haul 100 / Scrapper 100 / Battery 100 core.
  • Tagline: Three hundred kilos of scrap and the power to walk it home.

Philosophy. Two named players arrived at the same triangle independently: Haul Mastery, Battery and Scrapper all to 100, with Pressure at zero. The logic is that the salvage loop -- strip, haul, recycle, fabricate -- is the entire economy, and each of those three stats multiplies a different stage of it. Purple Legacy explicitly traded away underwater content to fund it. This is the strongest build in the game for the first twenty hours and the weakest for content access.

Priority table:

Enhancer Target When Why
Haul Mastery 100 Phase 1-3 Fewer trips per location; kills the encumbrance drain
Battery 100 Phase 1-4 Powers a long strip run away from the boat
Scrapper 100 Phase 2-4 -50% time and power on the thing you do most
Power Management 75, then 100 Phase 1-4 Purple Legacy's actual figure was ~75; finish it with surplus
Improved Hydraulics 50, then 100 Phase 4 Crates, pallets, forklift-adjacent work
Engineering 100 Phase 4 Turns the material pile into modules faster
Pressure 0, then 40 Phase 4 only Purple Legacy ran 0. Take 40 later or accept a hard story stop -- see §5.

Level-bracket spending script:

Bracket Spend Why
Levels 1-5 (~60 pts) Haul Mastery 25, Battery 20, Power Management 15 Haul leads. The starting facility is the densest safe salvage in the game and you want it in two trips, not five.
Levels 6-10 (~85 pts) Haul -> 50, Battery -> 45, Power Management -> 30, Scrapper 20 Scrapper opens once you have the Dismantle Tool doing real volume.
Levels 11-20 (~130 pts) Haul -> 100, Scrapper -> 60, Battery -> 65, Power Management -> 50 Haul Mastery finishes first at 200 kg -- the single biggest quality-of-life jump in the build.
Levels 21-35 (~410 pts) Scrapper -> 100, Battery -> 100, Power Management -> 100, Hydraulics -> 100, Engineering -> 100, Pressure -> 40, Field Medic -> 45 The triangle completes, then you buy the Pressure minimum you skipped and the industry multipliers.

Deliberately skips:

Enhancer Why
Pressure (until very late) The build's defining trade. Purple Legacy explicitly "avoided underwater content". You will hit a story wall at the Norfolk Grave dive; see §5 for how to recover.
Vitality Purple Legacy ran 0 and reported no problem -- combat is avoidable.
Shock Absorber Not taken by any player in the thread.

4.3 The Abyss Diver -- deep-dive specialist#

  • Kind: specialized
  • Source: community -- "Sad Cat Is In San Francisco!", Steam distribution thread, 2025-11-22 (Pressure 100 / Haul Mastery 60 / Hydraulics 30 / Scrapper 10 / Battery 10 / Vitality 0 / Engineering 0 / Power Management 0, at level 25 with 240 points still spare), plus Raytenecks (2025-11-20, Pressure 70 first) and Ed130-The Vanguard's gating rule in the "best points spend?" thread.
  • Tagline: The only stat that opens doors.

Philosophy. Pressure is the one enhancer that is not an efficiency multiplier -- it is a key. Content sits behind depth, and no amount of Battery substitutes for the ability to be at 90 m without taking tick damage. Ed130-The Vanguard's rule is the practical one: ~40 points clears the main questline's diving, and you max it only if you intend to visit other underwater locations. Sad Cat maxed it, reported the deep sites "a pain to get to", and still had 240 points spare -- which is itself the best evidence for §3's surplus finding.

Battery matters here for a second-order reason the corpus documents: diving below your limit increases battery drain on top of the Vitality ticks, so an over-pressure dive burns charge faster exactly when you can least afford to swim home.

Priority table:

Enhancer Target When Why
Pressure 40 by the dive gate, 100 after Phase 1-4 The content key. 40 = story minimum; 110 m total at 100
Battery 100 Phase 1-3 Over-pressure diving drains faster; the ascent needs reserve
Power Management 100 Phase 2-4 Stretches every minute of bottom time
Field Medic 100 Phase 3-4 Faster recharge at tethered cable points and faster healing after pressure ticks -- the one build where this C-tier stat earns its slot
Haul Mastery 100 Phase 2-4 Dive sites are still salvage sites
Vitality 60 Phase 4 Buffer against tick damage when you deliberately go over-depth

Level-bracket spending script:

Bracket Spend Why
Levels 1-5 (~60 pts) Battery 30, Power Management 20, Pressure 10 Pressure opens early but slowly -- there is nothing to dive for yet. Charge endurance first.
Levels 6-10 (~85 pts) Battery -> 60, Power Management -> 35, Pressure -> 25, Haul Mastery 25 Pressure climbs steadily so the gate never surprises you.
Levels 11-20 (~130 pts) Pressure -> 40 first, Battery -> 100, Power Management -> 60, Field Medic 30, Haul -> 45 40 is the story number and this is the bracket where the dive objective lands. Hit it before you need it.
Levels 21-35 (~410 pts) Pressure -> 100, Power Management -> 100, Field Medic -> 100, Haul -> 100, Hydraulics -> 65, Scrapper -> 60, Vitality -> 60 Full 110 m coverage, then broaden.

Deliberately skips:

Enhancer Why
Engineering Sad Cat ran 0. Base-building tempo is irrelevant when your objective is underwater.
Scrapper (early) Sad Cat ran 10 and regretted it -- worth noting the regret ran toward more Scrapper, not less.
Shock Absorber Falls are not the hazard in this build; pressure is.

⚠️ Depth reality check. Pressure caps at 110 m, but the corpus documents caves with entrances from 60 m to 196 m, and some quest dive sites sit deeper than a fully-upgraded Pressure stat allows -- they are designed to be done partly over-pressure. Maxing Pressure does not make you immune to the deep; it moves the line. Bring the tethered-cable technique regardless.


4.4 The Efficiency Core -- minimal-power specialist#

  • Kind: specialized
  • Source: synthesized from verified mechanics
  • Tagline: Don't carry a bigger tank. Burn less.

Philosophy. Every other build buys capacity. This one buys multipliers and leans on infrastructure instead: Power Management, Engineering, Scrapper and Improved Hydraulics are all percentage reductions, and they stack against a base you deliberately keep small. The thesis is that the corpus's own charge doctrine -- stay tethered, charge off a storage battery on the grid, build forward recyclers -- makes raw Battery capacity partly redundant, and that points are better spent making every watt-hour do more work. Power Management alone takes idle draw from 250 W to 125 W, doubling the endurance of any battery size, including the stock 500 Wh one.

This is the highest-skill build in the document and the one most punished by sloppy play. It is also the most satisfying if you enjoy logistics, and it front-loads the stat the launch-era guides named first.

Priority table:

Enhancer Target When Why
Power Management 100 Phase 1-3 The whole thesis. -50% on everything the battery pays for
Scrapper 100 Phase 1-4 -50% power on the biggest discretionary sink
Engineering 100 Phase 2-4 -50% power and time on build/craft
Improved Hydraulics 100 Phase 3-4 -100% power on lifting -- the largest single per-action reduction in the game
Battery 20 early, 100 late Phase 1, then 4 Deliberately deferred; bought with surplus once the multipliers are in
Haul Mastery 100 Phase 4 Encumbrance is a power cost, so this is an efficiency stat too

Level-bracket spending script:

Bracket Spend Why
Levels 1-5 (~60 pts) Power Management 40, Battery 10, Scrapper 10 The heaviest single-stat opening in this document. At 40 points you are already at 200 W idle instead of 250 W.
Levels 6-10 (~85 pts) Power Management -> 70, Scrapper -> 35, Engineering 20, Battery -> 20 Multipliers compound early; capacity waits.
Levels 11-20 (~130 pts) Power Management -> 100, Scrapper -> 70, Engineering -> 55, Hydraulics 30 Base draw hits its 125 W floor. Your stock battery now lasts as long as an unenhanced one twice its size.
Levels 21-35 (~410 pts) Scrapper -> 100, Engineering -> 100, Hydraulics -> 100, Battery -> 100, Haul -> 100, Pressure -> 40, Field Medic -> 45 Capacity arrives last, on top of a chassis that already sips.

Deliberately skips:

Enhancer Why
Battery (early) The deliberate heresy of the build. Mitigate with the corpus's charge doctrine: tether to the grid, charge off storage batteries not panels, carry a Consumable Battery.
Vitality, Field Medic, Shock Absorber None of them reduce a watt.

🪤 Gotcha. This build was actively dangerous before 2026-01-12, because Power Management genuinely did not work. It is safe on 0.8.0.612251. If you are ever playing an older build, do not run this.


4.5 The Expedition Chassis -- combat / long-range exploration#

  • Kind: specialized
  • Source: synthesized from verified mechanics
  • Tagline: For the player who intends to be somewhere dangerous, on purpose, for a long time.

Philosophy. The consensus dismisses Vitality and Field Medic because combat is avoidable and healing is available at Heal Stations. That is correct if you avoid combat. Update 03 added Ram Sharks, Laser Sharks and ArchAngels, and Update 04 added deep vertical terrain -- open water stopped being neutral. This build is the deliberate contrarian answer: it buys the survivability pair that everyone else skips, and pairs it with Battery because a long expedition is a power problem before it is a combat problem.

Field Medic is the sleeper here. It governs both channels -- charge transfer 200 kW -> ~700 kW and healing 10 HP/s -> ~45 HP/s. On a build that expects to take damage and top up in the field, it is the only stat that shortens both recovery loops at once.

Priority table:

Enhancer Target When Why
Battery 100 Phase 1-3 Range. Every expedition is bounded by charge before ammo
Vitality 100 Phase 1-4 200 HP doubles the margin for a fight that goes wrong
Field Medic 100 Phase 2-4 ~45 HP/s healing and ~700 kW recharge -- both recovery loops at once
Power Management 100 Phase 2-4 Endurance on long legs
Haul Mastery 100 Phase 4 Carry the weapons and the salvage
Pressure 60 Phase 4 Enough for story diving plus opportunistic wrecks
Shock Absorber 50 Phase 4 The one build where it is defensible -- vertical terrain, low charge, real falls

Level-bracket spending script:

Bracket Spend Why
Levels 1-5 (~60 pts) Battery 25, Vitality 20, Power Management 15 Even here Battery leads. A dead battery kills you faster than any enemy.
Levels 6-10 (~85 pts) Battery -> 50, Vitality -> 40, Power Management -> 30, Field Medic 25 Field Medic opens early so field top-ups stop costing you minutes.
Levels 11-20 (~130 pts) Battery -> 100, Field Medic -> 60, Vitality -> 60, Power Management -> 55 Battery caps; you can now reach and return from anywhere on the revealed map.
Levels 21-35 (~410 pts) Vitality -> 100, Field Medic -> 100, Power Management -> 100, Haul -> 100, Scrapper -> 75, Pressure -> 60, Shock Absorber -> 50 Full survivability, then the economy stats you deferred.

Deliberately skips:

Enhancer Why
Engineering This build lives away from the boat; build tempo is somebody else's problem.
Improved Hydraulics Crate logistics is base work.
Scrapper (until late) Deliberate inversion of the consensus: you are here for objectives, not throughput.

⚠️ Honest labelling. No player in any thread found ran this build. It is synthesized, and it runs against the documented consensus on Vitality and Field Medic. It is included because the consensus was formed in the launch-era 0.5-0.6 game, before three updates of new ocean threats, and because the corpus's own Field Medic numbers are better than its reputation. Treat it as a considered contrarian option, not a proven one.

✅ v1.1.0 -- half-vindicated. §2.3 revises Vitality upward for the combat era on first-hand evidence, and confirms there is no armour system, which is this build's core argument. What §2.3 does not endorse is the scale: it recommends 15-20 points from the float, not the 100 this build buys. Read the Expedition Chassis as the right instinct at four to six times the necessary dose. Field Medic at 100 remains unendorsed -- a Heal Station is free.


4.6 The Quest-Pace Balanced -- a real player's spread#

  • Kind: community
  • Source: community -- jonnydoh, Steam "How have you distributed your enhancement points?", 2025-12-04. Verbatim distribution: Vitality 30 / Haul Mastery 50 / Improved Hydraulics 60 / Engineering 20 / Pressure 100 / Scrapper 70 / Battery 50 / Power Management 70 = 450 points, describing "5-10 points per level" and noting they "forgot to spend accumulated points and suddenly maxed pressure."
  • Tagline: What an actual playthrough looks like, unoptimised and fine.

Philosophy. This is included as a reality check against the tidy builds above. jonnydoh spread points across eight of ten stats, maxed only Pressure, and finished the content. It is proof that the game does not punish a generalist -- and its most instructive detail is the admission of forgetting to spend points at all. Under-spending is a bigger real-world cost than mis-spending. If you find the optimisation stressful, this is the build: keep everything moving, max Pressure when the dive gate appears, and check Tab.

Priority table:

Enhancer Target When Why
Pressure 100 Phase 3 jonnydoh's only maxed stat -- the gate stat
Power Management 70, then 100 Phase 1-4 Steady investment throughout
Scrapper 70, then 100 Phase 2-4 Steady investment throughout
Improved Hydraulics 60, then 95 Phase 2-4 Higher than most builds; crate work
Haul Mastery 50, then 100 Phase 1-4 Moderate, topped up with surplus
Battery 50, then 100 Phase 1-4 Moderate -- notable that a finished run did fine at 50
Vitality 30 Phase 4 A little, for comfort
Engineering 20, then 60 Phase 4 Light

Level-bracket spending script (reconstructed to reach the posted distribution, then extended):

Bracket Spend Why
Levels 1-5 (~60 pts) Power Management 20, Battery 20, Haul Mastery 20 An even three-way opening on the endurance core.
Levels 6-10 (~85 pts) Power Management -> 40, Battery -> 35, Haul -> 35, Scrapper 20, Hydraulics 15 Breadth opens. Nothing is maxed, everything is moving.
Levels 11-20 (~130 pts) Pressure 0 -> 50, Scrapper -> 45, Hydraulics -> 35, Power Management -> 55, Battery -> 45, Haul -> 45 The dive gate arrives and Pressure jumps hard -- jonnydoh's "suddenly maxed pressure" moment, done deliberately instead of by accident.
Levels 21-35 (~410 pts) Pressure -> 100, Vitality -> 30, Engineering -> 60, then Battery -> 100, Power Management -> 100, Haul -> 100, Scrapper -> 100, Hydraulics -> 95 Reaches the posted 450-point distribution around the first launch, then spends the surplus broadening toward caps.

Deliberately skips:

Enhancer Why
Field Medic jonnydoh ran 0.
Shock Absorber jonnydoh ran 0. Not a single player in the distribution thread put a point in it.

4.7 Build comparison at a glance#

End-state targets by build, showing where each one commits. Numbers are the Phase-4 targets from each script.

Enhancer Grid-Runner Salvage Baron Abyss Diver Efficiency Core Expedition Quest-Pace
Battery 100 100 100 100 (late) 100 100
Power Management 100 100 100 100 (first) 100 100
Haul Mastery 100 100 (first) 100 100 100 100
Scrapper 100 100 60 100 75 100
Pressure 100 40 100 (first) 40 60 100
Improved Hydraulics 50 100 65 100 -- 95
Engineering 50 100 -- 100 -- 60
Vitality 40 -- 60 -- 100 30
Field Medic 30 45 100 45 100 --
Shock Absorber -- -- -- -- 50 --

The row that matters: Battery, Power Management and Haul Mastery reach 100 in all six builds. That is the real consensus. Everything else is flavour.

⚠️ One row to read with §2.3 open: the Vitality row shows 0-100 depending on build, all of it set by the launch-era consensus. For any player past the early game the floor in that row should now be 15-20, taken from surplus. It does not change any build's identity; it changes what you do with points you were going to have spare anyway.

4.8 Optional flavour: Improved Hydraulics as a mobility lane [v1.1.0]#

🏷️ Play-style option, NOT consensus, NOT measured. Recorded because it was recommended in play (companion recommendation, 2026-08-28) and it is a reasonable reading of the stat -- but no community source proposes it and no first-hand measurement supports it. Do not treat it as a sixth verdict tier.

The reading. Improved Hydraulics is documented as lifting capacity and lifting power (+1% / -1% per level; the live panel words it "+1% lifting capacity and +1% efficiency"). Every build above therefore scores it as crate work -- base logistics, skippable if you do not move heavy objects. The alternative reading is that on a chassis that sprints a lot, the same efficiency channel is quietly paying rent all the time, because encumbrance in this game is a power tax before it is a speed penalty (over-weight idle draw reported at 400 W+ against a 250 W baseline, §2). A player who is habitually near their carry cap and moving fast is paying that tax constantly.

How to run it if you want to: treat Improved Hydraulics as a third efficiency stat behind Power Management and Scrapper, target ~50 by the mid-game and 100 from surplus, and pair it with Haul Mastery rather than instead of it -- Haul raises the threshold, Hydraulics lowers the cost of working near it.

Why it is fenced: the -1%/level power channel is documented for lifting, and whether it touches general movement draw at all is UNVERIFIED (§6 already flags that its -100% endpoint is unconfirmed). If the channel is lifting-only, this lane buys nothing a sprinter can feel. 🧪 The settling measurement is the same gauge read as §2.5: watch idle and moving draw at fixed load, before and after a block of Hydraulics points.


5. Switching lanes mid-game#

There is no respec -- confirmed across multiple threads, and the community has asked repeatedly. Points spent are spent. But because the lifetime supply now exceeds the 1,000-point cost of everything (§3), "switching lanes" here does not mean recovering points. It means re-sequencing what you buy next, and bridging the gap with gear while the points accumulate.

5.1 The four common lane changes#

Situation The problem How to adapt without a respec
You skipped Pressure and hit the dive gate (the Salvage Baron's classic wall) The Norfolk Grave objective needs roughly 40 points you do not have Stop spending on anything else and bank every incoming point into Pressure. Quests hand out 20-30 at a time in this stretch, so the gate typically clears in 1-2 quests. Meanwhile: run power cable and extenders down the structure and stay tethered, route between air pockets, hold crouch to sink (cheaper than swimming), and accept some over-pressure -- it is tick damage, not instant death.
You over-invested in Pressure and the deep disappointed you (Phishfood and Sad Cat both reported this) 100 points sunk into a stat whose content you found underwhelming Nothing to recover, and nothing lost long-term given the surplus. Pivot the next 200 points into Haul Mastery and Scrapper -- the loop stats pay back immediately and continuously.
You built Efficiency Core and keep running flat Multipliers do not help if you had almost nothing to multiply Emergency Battery buy: 25 points = +500 Wh, doubling your stock tank. Bridge with gear meanwhile -- an ONi SparkCell (250 Wh, Tier 5) or VoltPlus (500 Wh, Tier 11) backpack is an external tank that needs zero enhancer points.
You are deep in a build and the game adds content you cannot reach Early Access; five updates so far and more coming This is the strongest practical argument for the surplus finding: keep playing, keep doing quests, and the points arrive. Shane's read -- "as any new quests they add will add points" -- has held through five updates.

5.2 The gear bridge#

Every enhancer weakness has an equipment answer that costs skill points instead of enhancer points. Use these while the points accumulate:

Weak stat Gear bridge Cost
Battery ONi SparkCell (250 Wh) / VoltPlus (500 Wh) / MegaCell (1,000 Wh) backpacks; Consumable Batteries Skill tiers 5 / 11 / 15; Tier 3
Power Management Efficiency Matrix (-10% fuel and electricity, Tier 8); Voltage Minimizer (-80% machine draw for -40% speed) Skill points
Haul Mastery Forward recyclers on site -- processed materials weigh less than crude; DuraPack / StorTite / FortiHold containers Skill tiers 3 / 6 / 11
Pressure Tethered power cable down the dive; air pockets; TideRipper Hand Jets / Water Jet (Tier 10, U05) Skill points
Vitality / Field Medic Heal Stations (full restore, on your boat); Charge Injector (+20% Vitality for 2% energy, Tier 4) Skill tier 4
Shock Absorber Ladders. They negate fall damage outright, for free. Nothing

5.3 The one rule that beats every build#

Check Tab. Unspent points show as green numbers. jonnydoh -- a real player who finished the content -- lost track and accidentally banked enough to max Pressure in one go. Every thread repeats this tip. A mediocre allocation that is actually spent beats an optimal one sitting in the menu.


6. Gaps & Unverified#

Numbers that could not be established:

  • ✅ ~~Exact enhancer points per level on 0.8.0.~~ -- CLOSED [datamined 2026-08-25]. DT_VoyageCharacterLevels publishes the table: 10/level at L2-4, 15 at L5-9, 20 at L10-20, 25 at L21-35 = 700 to the cap, alongside 305 skill points. TheGamer's "sets of five" was low by ~4x and is retired; jonnydoh's "5-10 per level" was directionally right about scaling and wrong about magnitude. §3.2 is rebuilt on the mined table.
  • Enhancer point rewards for quests 29-32 and 36-43 (12 quests, the Update 05 endgame). No wiki pages exist. This is the single largest hole in the point economy and the reason §3.3 reports a range rather than a total.
  • Total enhancer points available on a 100% playthrough. Half-closed. The leveling half is exact (700). The quest half is documented to 515 across 27 quests with wiki pages, with twelve Update 05 quests unpaged and unquantified -- that residual is the entire remaining uncertainty, and it is what puts the true total somewhere between the 1,215 documented floor and the ~1,395 players report.
  • ✅ ~~Whether the level-up grant changed when the cap went 30 -> 35~~ -- moot for planning: the mined table is the current build's table and covers levels 1-35, with the 25/level band starting at 21. Whether it differed pre-U05 is now a history question, not a build question.
  • Base Vitality (100) and base dive depth (10 m) remain inferred from the enhancer math, per the corpus. Not independently confirmed here. Contrast §2.4: the Battery (500 Wh), Power Management (250 W) and Haul Mastery (100 kg) bases are no longer inferred -- they are first-hand.
  • 🐛 Whether Power Management reduces MEASURED draw, not just the displayed figure. Three independent players report idle draw stuck near 260 W regardless of investment. Robert's panel confirms the display formula exactly (-225 W at 20 levels) but nobody has read a gauge before and after investing. OPEN -- see §2.5. This is the single highest-value cheap measurement in the document.
  • Field Medic's 200 kW -> 700 kW transfer figures carry the wiki's own "verification needed" flag. They are corroborated by an independent player report of "+250% recharge rate at 100 points" (the same 3.5x), which is strong, but neither source is a measurement. REPORTED, not confirmed.
  • Whether Improved Hydraulics' power channel touches anything beyond lifting -- the basis of the optional lane in §4.8. UNVERIFIED, and the -100% endpoint is separately unconfirmed (below).
  • Whether Improved Hydraulics' -1%/level power reduction actually reaches -100% (i.e. free lifting) at 100/100, or is capped/floored somewhere. The wiki states the per-level value without describing the endpoint. Flagged in the corpus too; still UNVERIFIED.

Claims that contradict the corpus (flagged per protocol):

Claim Corpus says This document says Verification
Number of enhancers maxable per playthrough "~5 of 10"; "1,000 points is far more than a single playthrough grants" All ten, with ~395 spare on a thorough run Re-verified three times: Back_Door_Gaming + DreadedOne (2026-04-02), Grimble Grumble (2026-06-25). Mechanism explained (§3.4): quests awarded no enhancer points at launch.
Power Management functionality "Reported broken 0.6.x; UNVERIFIED whether still true" Fixed Re-verified twice: changelog patch note 0.6.1.606604 verbatim, plus the Dec-2025 bug reports that bracket it.

Claims found and rejected:

  • 🔴 ~~An "11th enhancement category."~~ REJECTION SUPERSEDED [v1.1.0]. v1.0.0 rejected the Nexus mod's mention of an 11th category on the strength of the wiki's ten-entry Enhancers page. The modder was right and the wiki is incomplete. The eleventh is Equipment Handling -- "Improves equipment handling 0.5%. This affects holstering, melee swing and reload durations" -- confirmed in the live panel [first-hand 2026-08-26, see 05-caretaker-systems-survival.md], present in the datamine as the eleventh DA_Enhancer_* asset (DA_Enhancer_Equipment_Handling / BP_EnhancerInfoLogic_Equipment_Handling_C), and separately flagged in 19-interface-controls-settings.md. The mod's 1,100 total is exactly 11 x 100. This document's arithmetic still runs on ten (§3.1) because every published figure and every player distribution does, and because Equipment Handling's own 100-level cap is assumed, not confirmed. The lesson for the corpus: "the wiki lists ten" was never evidence that ten is all there are.
  • "Every Enhancer Point should go into Power Management for the first 50 levels" and "even standing still burns 5W" -- surfaced in search snippets from last-caretaker.com / thelastcaretakergame.org. Rejected. Those domains are on the corpus's unreliable list, and the 5 W figure contradicts the wiki-confirmed 250 W base draw by a factor of 50. Recorded here so a future session recognises and rejects it again.
  • "A minimum battery capacity is required to dismantle certain objects." Surfaced in a search summary, so I fetched the underlying thread to check. Not present -- the thread contains no such claim. Discarded as a search-summary artifact, not a game mechanic.

Sources that could not be used:

  • nexusmods.com/thelastcaretaker/mods/16 -- HTTP 403, abandoned permanently. Its description was reachable only through search snippets, which is why the "700 vanilla points" figure is tagged reported and used only as corroboration of an independently-derived number, never as a primary source.
  • thelastcaretaker.wiki.gg/api.php?action=cargoquery -- returns internal_api_error_MWException; this wiki has no Cargo tables. All wiki data was taken via ?action=raw instead. Future sessions can skip the Cargo attempt.
  • Reddit -- not reachable by this agent's fetcher, per corpus precedent. No Reddit consensus is represented anywhere in this document.
  • YouTube watch pages -- not fetched, per protocol. One relevant video title was found and is recorded in Sources as existence evidence only; none of its content is used.

Structural caveats:

  • Most of the priority consensus is launch-era. The two threads carrying the reasoning ran Nov 2025 - Jan 2026, on a game with a level cap of 25-30, a broken Power Management stat, and no quest-awarded enhancer points. Their ordering has survived (nobody has argued against Battery-first since), but their scarcity framing has not.
  • Every player distribution in §4 is from Nov-Dec 2025. They are real and citable, but none of them were built on 0.8.0. No 2026-era player has posted a full distribution anywhere reachable.
  • The bracket totals in §3.6 are inferred, built by assigning wiki-documented quest rewards to the level bracket where those quests typically occur. Quest pacing varies enormously between players; treat them as planning aids with real slop.
  • Three of six builds are synthesized, derived only from corpus-verified mechanics. They are labelled as such at the top of each build. The Expedition Chassis in particular runs against the documented consensus and says so.

Sources#

All accessed 2026-08-24.

First-hand ground truth (local):

  • C:/last-caretaker/docs/ref/shadow-install.md v1.0.1 -- EA 0.8.0.612251, buildid 23962331, UE 5.7.4, save format decoded
  • [datamined 2026-08-25] C:/last-caretaker/data/datamine/parsed/xp-curve.json -- DT_VoyageCharacterLevels from buildid 23962331: the exact per-level skill-point and enhancer-point grant table, 305 / 700 to the cap, 99,000 XP. Re-run recipe in data/datamine/REPORT.md
  • [datamined 2026-08-25] .../parsed/enhancers-mined.json -- eleven DA_Enhancer_* assets (the eleventh being Equipment Handling) and enhancer_points_available: 700. Note its blocker: the per-level values live in Kismet bytecode, not asset data, so the mine confirms the roster and the budget but not the ladders
  • first-hand 2026-08-25 in-game stat panel at a 20 / 20 / 10 spend: Battery 0.9 kWh, Power Management 225 W, Haul Mastery 110 kg -- the three exact-formula confirmations in §2.4
  • first-hand 2026-08-26 in-game enhancer panel: the eleventh enhancer (Equipment Handling), Scrapper's four effects, Improved Hydraulics' wording -- recorded in 05-caretaker-systems-survival.md
  • first-hand 2026-08-28 the combat era: rifle in hand, burst damage taken, no armour system available -- the basis of §2.3
  • C:/last-caretaker/docs/ref/flow-research/electricity.md §2.6 and §5.14 -- the enhancer electrical economy, the encumbrance power tax (400 W+ over-weight), the Field Medic corroboration, and the three-player Power Management measured-draw reports behind §2.5
  • C:/last-caretaker/docs/05-caretaker-systems-survival.md v1.1.0 -- the ten enhancers with verified per-level values, battery/vitality model, charge doctrine, fall-damage threshold
  • C:/last-caretaker/docs/11-progression-missions-objectives.md v1.1.0 -- the per-quest Enhancer Point reward table that §3.2's 515-point sum is computed from, level cap 35, skill tiers
  • C:/last-caretaker/docs/13-strategy-optimization.md v1.1.0 -- enhancer priority consensus, the broken-stat warnings this document resolves, gear bridges

Community wiki (thelastcaretaker.wiki.gg):

  • https://thelastcaretaker.wiki.gg/wiki/Enhancers?action=raw -- all ten enhancers, per-level values, 100-level cap, Power Management 250 W -> 125 W table, "acquired through leveling and quests"
  • https://thelastcaretaker.wiki.gg/wiki/Caretaker?action=raw -- XP sources, "each level grants the corresponding tier of Skills, along with Enhancer Points"; page is a stub and gives no per-level number
  • https://thelastcaretaker.wiki.gg/api.php?action=cargoquery -- no Cargo tables (MWException); recorded so it is not retried

Patch notes:

  • https://changelog.gg/games/the-last-caretaker-1783560/updates/2026-01-12-patch-0-6-1-606604-db45 -- Patch 0.6.1.606604, 2026-01-12: "Fixed the power optimizer enhancer not working as intended." The source that resolves the Power Management question.

Steam community discussions (each build's attribution traces to a specific post here):

  • https://steamcommunity.com/app/1783560/discussions/0/681860392750808508/ -- "How have you distributed your enhancement points?" (opened 2025-11-20). The primary build source. Purple Legacy, Raytenecks, Sad Cat Is In San Francisco!, rditto48801, jonnydoh, quaixor, Xanman64 distributions; Sad Cat's "level 25, 240 spare points" datapoint.
  • https://steamcommunity.com/app/1783560/discussions/0/690871777621988583/ -- "best points spend?" (2026-01-04). Priority consensus; Ed130-The Vanguard's "40 or so for the main questline" Pressure rule; Shane's "you get almost all of them anyway"; WillieSea's Power Management report.
  • https://steamcommunity.com/app/1783560/discussions/0/669474225528382054/ -- "enhancement points more please" (2025-11-08). Playbahnosh: launch-era cap 25, "max out 2 maybe 3 enhancements", quests did not award enhancer points at launch. Back_Door_Gaming + DreadedOne (2026-04-02): "10 left over after filling every single one to 100" / "I have 175 extra now".
  • https://steamcommunity.com/app/1783560/discussions/0/681859758979902918/ -- "Why no respec?" (2025-11-12, live through 2026-06-25). Grimble Grumble, 2026-06-25: "82 skill points and 395 Enhancer points left over"; "instead you'll receive more of both than you can even spend"; surplus true "all the way back to update 2." The most current datapoint in this document.
  • https://steamcommunity.com/app/1783560/discussions/0/690870479611882270/ -- "Scrapper Not Working As Intended?" (2025-12-22). deltahazer: Scrapper is percentage-based and "working as advertised"; SmilesLikeJoker: Power Management was the actual bug.

Press / guides:

  • https://www.thegamer.com/the-last-caretaker-best-enhancers-level-first/ (2025-11-10) -- "Points are awarded in sets of five as you level"; 100 max per category; eight enhancers (launch-era); Battery + Power Management first ordering
  • https://steamcommunity.com/sharedfiles/filedetails/?id=3600430670 -- TechRaptor Starter Guide (2025-11-06), hosted on Steam: "you have 10 unused enhancer points; for now, I recommend putting 10 points into Power Management"

Referenced but not used as evidence:

  • https://www.nexusmods.com/thelastcaretaker/mods/16 -- "Enough Enhancement and-or Skill Points to Max Skills at Level Cap". HTTP 403, abandoned. Description reached only via search snippet: vanilla 700 -> 1,000 points, skill points 305, and an unconfirmed "11th enhancement category" claim. Used only as weak corroboration of the §3.3 floor.
  • https://www.youtube.com/watch?v=Wf-11SUMA2k -- "Don't Waste Your Skill Points - The Last Caretaker Build Guide" (Dec 2025). Title only -- watch page not fetched per protocol. Recorded as evidence that video build guides exist and are launch-era.
22

Skill Tree & Progression Paths

Version anchorEarly Access 0.8.0.612251 = Update 05 "New Horizons" Hotfix 2 (2026-06-29), buildid 23962331.
confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

v2.1.0 GATE pass (2026-09-01). The mine established that fifteen tier-listed skills carry a custom_requirements object; play established which gates those objects are. Settled here: the Lazarus Pod's requirement is not the seed quest's completion but a locator flag set mid-quest -- by the underwater-investigation leg beneath the first seed vault (~45 m dive), before you lift a seed -- so the pod IS buyable on the first seed run [first-hand: purchase refused 2026-08-28 at character level 15, granted 2026-08-30]. Night Sight's mined requirement is validated first-hand (refused before One Before Me, available after). The CS-17 Courier Skimmer is mission-gated in practice as well as in the data (purchase blocked "until another mission"; which quest is an open bounty). Abyss Glow reads MOTHER and the TideRipper(TM) Twin Jet reads STILL LISTENING on their in-game tooltips [beta-era]. The Elysium Bed -- the wiki's "Farming Bed" -- is the Gift from Above reward, not the "possess a seed" item-unlock its wiki infobox describes. Section 3.1 is now the complete register. Datamined prices folded into section 2: PECO Grid Scan 2000 T15 / 2 SP (the corpus's T16 was wrong), the four wall sockets at 1 SP each (T15/16/17/18), CO2 Tank T16 / 3 SP, and v2.0.0's T9 relocations carried into the band tables. The version anchor does not move: everything is 0.8.0.612251 unless tagged [beta-era] (Update 5.5 "Deck Drop" public beta, 0.8.5.650920, buildid 24990438, UE 5.8.1, opted into 2026-08-29).

v2.0.0 DATAMINE pass (2026-08-25). The tree is now sourced from the game data itself (data/datamine/parsed/skilltree-mined.json: 200 VoyageSkill assets + DT_VoyageCharacterLevels, wiki-cross-validated): exact XP curve (200 XP at L1, +150/lvl to L25, +200/lvl to L35; 99,000 total to cap), exact point grants (skill: 3-9 rising then flat 10/level = 305 total; enhancer: 10/15/20/25 by band = 700 total + quest grants), 154 tier-unlocked skills costing 267 SP -- the tree completes from leveling alone with ~38 SP spare -- plus 44 quest/vault-gated skills. Settled for good: Petrol Engine Cylinder T9/1SP (the item page beat the nav) and CS-17 Courier Skimmer T9/3SP (the corpus-wide T13 was wrong); Bolt Pistol T5/2SP matches the player purchase receipt exactly. Machine truth: docs/data/skilltree.json, regenerated from the mine; re-run recipe in data/datamine/REPORT.md.

v1.1.0 first-hand correction pass (2026-08-25). A live in-game screenshot (level-5 player on the current build) + a re-verification sweep corrected the dataset: Bolt Pistol costs 2 SP -- confirmed by actual player purchase 2026-08-25 (an interim screenshot misread of "1" is retracted, and with it the "TheGamer proven wrong" downgrade: its sole-source prices return to [reported] -- uncorroborated, but with no proven error); Wall Step (T5/1), DONK Pallet (T5/1), DONK-Lift 3200 (T5/2) and Replica Scanner (T3/1) are now priced first-hand; LumiLite T2, DuraPack T3, Electric Pistol T3 settled; the T2 "blue container" tile is the Basic Electric Engine Cylinder. The in-game tooltips carry an "Added in X.X.X" version stamp the wiki does not mirror -- in-game reads and Steam patch notes are the only U05-membership sources. Documented tree cost: 207 SP across 122 priced unlocks; 18 still unpriced. The Petrol Engine Cylinder tier conflict (nav 13 vs item page 9) stands -- an in-game check at level 9 settles it. Machine truth: docs/data/skilltree.json (the site's Build Explorer renders from it).

Re-confirmed in this pass (2026-08-24):

Claim Method Result
No update newer than U05 Steam news index re-read ✅ Newest post is "Watch Antti and Jack play Update 5.0: New Horizons", 2026-06-25. Nothing since.
The 25-tier tree contents Template:Nav_skills raw wikitext pulled via the MediaWiki API ✅ Byte-for-byte match with the corpus capture in 11-progression-missions-objectives.md §5.2
Tier N unlocks at character level N Wiki item prose ("Unlocked at level 17, costing 3 Skill Points" on the Tier-17 Pulse Timing Regulator) ✅ Tier and level are the same number
Level cap 35 U05 patch notes ("Increased the player level cap from 30 to 35") ✅

1. Orientation -- how the tree actually works#

The Last Caretaker's "skill tree" is not a build tree. It is a recipe catalogue with a level gate and a price tag. Nothing you buy makes the Caretaker stronger directly -- it makes an item craftable. The stat layer is a completely separate currency (Enhancer points, ten stats x 100 levels), and confusing the two is the single most common error in community threads about this game.

Property Value Confidence
Tiers 25 (Tier 1 Repair Tool/Torch -> Tier 25 Brass Telescope) confirmed wiki Template:Nav_skills
Tier gate Skill Tier N unlocks at character level N confirmed wiki item prose + corpus
Character level cap 35 (was 30; was 25 at EA launch) confirmed U05 patch notes
Unlocks catalogued 139 in the wiki tier nav, +1 quest-granted (Lazarus Pod) = 140 confirmed counted from the nav template
Cost per unlock 0 to 4 skill points, scaling loosely with tier confirmed two independent sources agree (see §1.2)
Skill points per level UNVERIFIED -- but demonstrably several, not one (see §1.1) inferred
Enhancer points per level ~10 at level 2, ~18/level average to level 25; community reports it "tops out at 25 per level" reported
Respec / reset Does not exist. No skill reset, no enhancer reset confirmed community consensus, unchallenged across every thread
Can you buy the whole tree? Yes, eventually -- at the current cap reported Steam consensus, Feb 2026

1.1 The point economy -- and a correction#

A widely repeated shorthand says "one skill point per level." The arithmetic refutes it. The documented cost of the tree is 200 skill points across the 118 unlocks whose price is published; 22 unlocks have no published price. If those 22 average ~2 SP each, the true price of the complete tree is roughly 245 SP. Thirty-five levels at one point each would buy 35 -- about 14% of the tree. So the grant must be several points per level.

What the evidence actually supports:

Datapoint Source Implication
At level 2 a player holds 3 unspent skill points after taking the two free Tier-2 unlocks TechRaptor Starter Guide, 2025-11-06 The grant is >= 1.5/level from the very start
At the launch-era cap (level 25) the in-game counter read "Skills are 113 / 147 (77%)" Steam, Asa, 2025-11-17 Level 25 could NOT finish the tree; also tells us the in-game Skills screen shows an X/Y completion counter
Same player: "Enhancers 450 / 800 (56%)" Steam, Asa, 2025-11-17 ~18 enhancer points per level on average, against the launch-era 8 x 100 = 800 total
"You'll have enough points for everything by 28" Steam, Matik, 2026-02-13 (cap-30 era) Once the cap rose to 30, completion became reachable ~3 levels early
"You can eventually unlock everything." / "You can easily get all skills" Steam, Xanman64 + Dumpster Fire, 2026-02-23 The tree is completable; the tree is not a specialisation choice

Practical reading (v1.0 estimate): average skill-point income works out near 7-8 per level and rises with level. Treat that as a planning heuristic, not a published number -- the per-level grant is genuinely unpublished and the wiki has no Skill Points page (HTTP 404, checked 2026-08-24).

✅ SUPERSEDED by the v2.0.0 datamine -- and the estimate above was very close. DT_VoyageCharacterLevels publishes the grant outright: 3 SP at level 2 rising to 9 at level 9, then a flat 10 per level to the cap = 305 SP total, against a 267 SP tree. The "several points per level, rising" argument in this section was right; the 7-8 average was low only because it did not know the flat-10 band runs for 26 levels. The whole of §1.1's reasoning is retained above as the audit trail for how the corpus got there without the data. Enhancer points run on a parallel band table (10/15/20/25 = 700 to the cap) -- see 21-player-builds-leveling.md §3.2.

The two conclusions that matter for how you play:

  1. You will finish the tree. No pick is permanently exclusive. There is no respec, but there is also nothing to respec out of -- a "wrong" pick costs you tempo, not access.
  2. Therefore ordering is everything and nothing else is. The whole value of a progression path is when you get a capability, not whether. That reframes the entire exercise below: these are tempo plans, not builds.

1.2 The cost curve#

Two independent sources agree on the price of ~30 overlapping unlocks: the current wiki's per-item infoboxes (a cost = parameter, maintained per item) and TheGamer's Complete Guide To Skills (2025-11-08, a launch-era full tier listing). They match on all but two entries.

Tier band Typical cost per unlock Notes
1 0 Repair Tool and Torch are free -- you start with them
2 0-1 Basic Electric Engine Cylinder and Dismantle Tool are free; everything else 1
3-5 1-2 Modules 2, consumables/containers 1
6-12 1-3 Machines 2, weapon upgrades 3, small items 1
13-19 1-4 Big generators/solar 3, capstone modules 4, attachments/nutrients 1
20-22 2-4 Distillation Tower 4, Oil Tank 3, Soilforge Prime 2
23-25 UNPUBLISHED Deep Scan-500, Elysium Bed Atmos, Brass Telescope carry no cost anywhere

⚠️ Corpus correction. 05-caretaker-systems-survival.md carries "1 point at Tier 1 rising to 6 points at Tier 21" from the discredited 21-tier SEO guide. No unlock anywhere costs 5 or 6. The observed maximum is 4 (Sabatier Reactor T16, Eclipse T18, Distillation Tower T20, Entanglement Lens + Quantum Duplicator T21), corroborated independently by the wiki infoboxes and by TheGamer ("ranging from 1-4 points per skill"). Treat the 1->6 curve as retired.

1.3 Where the data in §2 comes from#

The wiki's Cargo extension does not carry a skills table -- action=cargotables returns only food_recipes, material_recipes, memories, parts_recipes, professions, and parts_recipes has no tier or cost field. The working route was the plain MediaWiki API: action=query&prop=revisions&rvprop=content against batches of item pages, reading the tier = and cost = parameters straight out of each {{Infobox ...}} call. That yielded machine-read tier/cost pairs for ~120 unlocks in seven calls, which were then cross-checked against the corpus's ~50 pre-verified placements (every single one matched) and against TheGamer's independent cost table.

Confidence tags used in §2:

Tag Meaning
confirmed Tier from the current wiki (nav template and/or item infobox) and cost from the current wiki item infobox
reported Tier from the current wiki, cost only from TheGamer's launch-era table (2025-11-08) -- credible, but a value that could have drifted
inferred Derived by argument, not read from a source; the argument is stated
UNVERIFIED No source publishes it. Not a guess -- a hole

Provenance labels added in v2.1.0 (used alongside the confidence tags above, and carried in skilltree.json):

Label Meaning
first-hand YYYY-MM-DD Observed in Robert's own play session on that date -- a purchase, a refusal, a menu state
[tooltip] Read verbatim off an in-game skill tooltip (which the wiki mirrors nowhere)
[datamined] Read out of the shipped containers, data/datamine/parsed/*.json, mined 2026-08-25 from buildid 23962331
[save-census] Read out of Robert's save file (skill roster, spend board)
[wiki] Community wiki, current unless dated
[beta-era] Observed on the Update 5.5 "Deck Drop" public beta (0.8.5.650920, buildid 24990438, UE 5.8.1), 2026-08-29 onward. Recorded, never re-anchoring -- everything unmarked is 0.8.0.612251

Evidence hierarchy, strongest first (the rule this document adjudicates by): player purchase / refusal > in-game tooltip text > screenshot digit read > datamine > wiki infobox > launch-era guide. A datamined value outranks the wiki on structure (tier, cost, requirement class); a player purchase outranks everything on behaviour (whether the button actually works today).


2. THE TREE#

Read the SP column as the price of that single unlock. Tier totals at the end of each block are the documented subtotal only -- unlocks marked ? are excluded from the arithmetic.

⚠️ How to read section 2 after v2.0.0/v2.1.0. Tables 2.1-2.6 are the wiki-era reconstruction, kept intact for audit because it is what every web source says. Rows corrected or priced by the datamine and by play carry an inline [datamined] / first-hand marker and, where a row moved tier, a SUPERSEDED note pointing at its new home. The subtotal and running-total lines are NOT re-derived -- they remain the wiki-era arithmetic (200 SP documented / 203 with the Lazarus Pod). The current economy is the mined one: 267 SP across 154 priced tier unlocks against 305 SP granted by leveling (v2.0.0 note, section 2.8 and docs/data/skilltree.json, which is the machine truth the site's Build Explorer renders).

2.1 Tiers 1-5 (levels 1-5) -- the opening#

Tier Unlock SP Class Confidence Note
1 Repair Tool 0 tool confirmed Starting kit; cannot be dropped. Default key T
1 Torch 0 tool confirmed Starting kit
2 Basic Electric Engine Cylinder 0 vehicle confirmed Free. One cylinder minimum for an engine to run
2 Dismantle Tool 0 tool confirmed Free. The economy does not exist without it
2 Electric Cable 1 power confirmed 5 m each, ~20 m chain before an extender
2 Electric Cable Extender 1 power confirmed --
2 Fuel Cable 1 power confirmed --
2 Fuel Cable Extender 1 power confirmed --
2 LumiLite 1 power confirmed 900 Wh solar; also an early-quest requirement
3 Consumable Battery 1 power confirmed The anti-death item
3 Diesel Engine Cylinder 1 vehicle confirmed --
3 DuraPack 1 storage confirmed 50 kg container
3 Electric Pistol 1 weapon confirmed Grid-recharged, no ammo economy
3 Glowstick 1 tool confirmed --
3 Small Battery 1 power confirmed 500 Wh, discharge-only
3 Whisper 1 power confirmed Entry wind turbine; the night power floor
3 Replica Scanner ? tool UNVERIFIED ⚠️ Wiki nav says T3; a Steam starter guide says "Crafting Level 4". Unresolved
4 Basic Standing Light 1 other reported --
4 Charge Injector ? other UNVERIFIED Tier 4 confirmed on its infobox; cost field blank. +20% Vitality for -2% energy
4 Diesel Refinery 2 production confirmed Formerly "Diesel Generator". Bio -> diesel
4 Fabricator 2 production confirmed ~3x hand-craft speed; multiples stack
4 Mooring Socket ? other UNVERIFIED Nav entry only, no wiki page
4 Recycler 1 production confirmed ⚠️ Wiki infobox says 1; TheGamer says 2. Wiki (current) preferred
4 Small Diesel Container 1 storage confirmed --
5 Bolt Pistol 2 weapon first-hand: player purchase Higher damage, but crafted ammo
5 DONK Pallet ? other UNVERIFIED Tier 5 confirmed
5 DONK-Lift 3200 ? vehicle UNVERIFIED Tier 5 confirmed. Forklift
5 ONi SparkCell 1 storage reported Electricity backpack, 250 Wh
5 Portable Electric Generator 2 power confirmed 10 kW
5 Portable Petrol Refinery 2 production confirmed Formerly "Small Petrol Generator"
5 Small Petrol Container 1 storage confirmed --
5 Wall Step ? other UNVERIFIED Nav entry only, no wiki page

Documented subtotals: T1 = 0 · T2 = 5 · T3 = 7 · T4 = 7 · T5 = 8. Band total 27 SP (6 unlocks unpriced).

2.2 Tiers 6-10 (levels 6-10) -- the infrastructure band#

Tier Unlock SP Class Confidence Note
6 Diesel Engine Cylinder Booster 2 vehicle confirmed --
6 Echo Horn ? tool UNVERIFIED Tier 6 confirmed; function unpublished
6 Electric Engine Cylinder Booster 2 vehicle reported --
6 Lancer 2 tool reported Torch upgrade
6 LumiMid 2 power confirmed 4,000 Wh / 1 kW, fixed 45°
6 StorTite 1 storage confirmed 100 kg container
7 Flamer Pistol 2 weapon reported --
7 ONi FuelLite 1 storage reported Fuel backpack
7 Small Fresh Water Container 1 storage confirmed --
7 Water Cable 1 power reported Tier confirmed
7 Water Cable Extender 1 power reported Tier confirmed
7 Water Purifier 2 production confirmed --
8 Cyclone 2 power confirmed 1 kW wind
8 Diesel Tank 2 storage confirmed Extends past the boat's built-in 2,000 L
8 Efficiency Matrix 1 module reported -10% fuel and electricity for 1 SP. Best value in the tree
8 Field Binoculars ? tool UNVERIFIED Tier 8 confirmed
8 Friendly Sweetheart 2 weapon [datamined] Tamed companion sphere (U03). Quest-gated -- see §3.1. Absent from the nav
8 Medium Battery 2 power confirmed 6 kWh, rechargeable
8 Pistol Shard 1 weapon reported Pistol ammo
8 Shock Grenade 2 weapon reported The answer to swarms
9 Advanced Standing Light 2 other reported --
9 Breacher Barrel 1 weapon reported --
9 CS-17 Courier Skimmer 3 vehicle [datamined] Moved here from the nav's T13 (v2.0.0). Mission-gated in practice as well as in the data -- see §3.1
9 Flame Grenade 2 weapon reported --
9 Laser Sight 1 weapon reported --
9 Night Sight 1 weapon [datamined] + first-hand 2026-08-27/28 Was unpriced. Quest-gated (One Before Me) -- CONFIRMED first-hand: refused before the quest, available after, which validates the mined custom_requirements field as a real gate and not a data artefact
9 Petrol Engine Cylinder 1 vehicle [datamined] Moved here from the nav's T13 (v2.0.0) -- the wiki item page was right. Petrol cylinders are Skimmer/Gyro parts; the boat runs electric and diesel only
9 Suppressor Barrel 1 weapon reported --
9 Voltage Minimizer 1 module reported Tier 9 confirmed -- closes a corpus gap. -80% power for -40% speed
10 Flamethrower 3 weapon reported --
10 Food Processor 2 production confirmed Food Materials -> Food
10 High-Fat 1 other reported Human nutrient line
10 Nutri-Core 1 other reported Human nutrient line
10 ONi PetroFlow 2 storage reported Fuel backpack
10 Petrol Tank 2 storage confirmed --
10 Red Dot Sight 1 weapon reported --
10 Soilforge 1 production confirmed Bio -> Food Materials. 1 SP -- closes a corpus gap
10 TideRipper(TM) Hand Jet 2 tool [datamined] U05 underwater propulsion. Its upgrade the Twin Jet is T19 / 3 SP and quest-gated (§3.1)

Documented subtotals: T6 = 9 · T7 = 8 · T8 = 10 · T9 = 8 · T10 = 13. Band total 48 SP (5 unpriced). Running total 75 SP.

2.3 Tiers 11-15 (levels 11-15) -- the capability band#

Tier Unlock SP Class Confidence Note
11 Bolt Rifle 3 weapon reported --
11 Consumable Medium Battery 1 power reported --
11 FortiHold 1 storage confirmed 200 kg for 1 SP -- closes a corpus gap; cheapest storage in the game
11 Mind Surge 1 other reported Human nutrient line
11 ONi VoltPlus 2 storage reported 500 Wh electricity backpack
11 Physique Fuel 1 other reported Human nutrient line
11 Water Tank 2 storage confirmed --
12 Conservation Coil 2 module reported --
12 Depth Glow ? tool UNVERIFIED Nav entry only, no wiki page
12 Gas Cable 1 power reported --
12 Gas Cable Extender 1 power reported --
12 Grenade 1 weapon reported --
12 Portable Oxygen Generator 2 production confirmed ⚠️ Wiki says 2, TheGamer says 1
12 Small Oxygen Container 1 storage confirmed --
12 (gated) Lazarus Pod 3 other confirmed Absent from the nav -- quest-granted, not browsable. Seed transport container
13 360 Standing Light 2 other reported --
13 ~~CS-17 Courier Skimmer~~ -- vehicle SUPERSEDED 🔴 Not Tier 13. [datamined] Tier 9, 3 SP -- row now in §2.2. Template:Nav_skills was wrong; the jet ski is also mission-gated (§3.1)
13 Diesel Engine Cylinder Super Booster 3 vehicle confirmed --
13 Electric Engine Cylinder Super Booster 3 vehicle reported --
13 LumiMax 3 power confirmed 8,000 Wh / 2 kW, sun-tracking
13 Muscle Fortification 1 other reported Human nutrient line
13 ~~Petrol Engine Cylinder~~ -- vehicle SUPERSEDED ✅ Conflict CLOSED. [datamined] Tier 9, 1 SP -- row now in §2.2. The wiki item page was right and the nav template wrong. Booster T18/2 and Super Booster T22/3 were never in dispute
13 Resource Optimizer 2 module reported "No drawbacks" per TheGamer
14 Bone-Fortify 1 other reported Human nutrient line
14 Electric Rifle 3 weapon reported Ammo-free ranged
14 Endura-Growth 1 other reported Human nutrient line
14 Nebula 3 tool reported Torch upgrade
14 Rocket Payload Module 0 module [datamined] Free. The replaceable upper rocket module that carries cargo/samples/committee payloads. Quest-gated (§3.1). Absent from the nav
14 Stabilizer Barrel 1 weapon reported --
14 Typhoon 3 power confirmed 2 kW wind
15 Consumable Large Battery 1 power reported --
15 Electric Wall Socket 1 power [datamined] U05. No wiki page exists at any spelling; the mine prices it. The family is electric T15 / fuel T16 / water T17 / gas T18, 1 SP each
15 Immune Boost 1 other reported Human nutrient line
15 Large Electric Generator 3 power confirmed 30 kW
15 Neuro-Boost 1 other reported Human nutrient line
15 ONi MegaCell 3 storage reported Top electricity backpack
15 PECO Grid Scan 2000 2 tool [datamined] U05. ⚠️ T15, not T16 -- a T16 placement circulating elsewhere in the corpus is wrong. Asset DA_Skill_Utility_Grid_Scanner
15 Rifle Trace 1 weapon reported Rifle ammo

Documented subtotals: T11 = 11 · T12 = 8 (+3 Lazarus Pod) · T13 = 15 · T14 = 12 · T15 = 10. Band total 56 SP (+3 gated; 5 unpriced). Running total 131 SP (134 with the Lazarus Pod).

2.4 Tiers 16-20 (levels 16-20) -- the industrial band#

Tier Unlock SP Class Confidence Note
16 CO2 Tank 3 storage [datamined] CO2 storage for the Sabatier / carbon-fibre chain. Its big sibling CO2 Reactor Tank is T22 / 4 SP [datamined]
16 Double Standing Light 2 other reported --
16 Fuel Wall Socket 1 power [datamined] U05. No wiki page
16 Methane Tank 3 storage confirmed Rocket propellant storage
16 ONi PetroMax 3 storage reported Tier 16 confirmed (launch-era guides said 15 -- stale)
16 Optical Sight 1 weapon reported --
16 Oxygen Tank 3 storage confirmed Rocket oxidiser storage
16 Sabatier Reactor 4 production confirmed Capstone build. Gate on repeatable rocket launches
17 Bolt Sniper 3 weapon reported --
17 Extender Barrel 1 weapon reported --
17 Large Flame Grenade 3 weapon reported --
17 Large Shock Grenade 3 weapon reported --
17 Mitochondrial Surge 1 other reported Human nutrient line
17 Pulse Timing Regulator 3 module confirmed Wiki prose: "Unlocked at level 17, costing 3 Skill Points"
17 Salvage Gyro 3 vehicle [datamined] Blueprint/quest gated (§3.1). 5 of the 8 Service Towers are Gyro-only -- the hardest exploration gate in the game. The 5.5 beta adds further Gyro Towers [beta-era]
17 Water Wall Socket 1 power [datamined] U05. No wiki page
18 Eclipse 4 tool reported Top torch
18 Flash Array 3 module confirmed Wiki prose: "Unlocked at level 18, costing 3 Skill Points"
18 Gas Wall Socket 1 power [datamined] U05. No wiki page
18 Hyper-Evolution 1 other reported Human nutrient line
18 Nanite Infusion 1 other reported Human nutrient line
18 Petrol Engine Cylinder Booster 2 vehicle confirmed --
18 Rifle Tri 1 weapon reported Rifle ammo
19 Elysium Bed 1 production [datamined] The wiki's "Farming Bed" (DA_Skill_FarmingBed, name key Module_Farming_Bed_Name). Quest-gated -- the Gift from Above reward. Absent from the nav; the infobox's tier = Special is superseded (§3.2)
19 Large Grenade 3 weapon reported --
19 Sniper Rod 1 weapon reported Sniper ammo
19 TideRipper(TM) Twin Jet 3 tool [datamined] The T10 Hand Jet's upgrade -- "stronger thrust and better handling". Quest-gated: the tooltip names STILL LISTENING [tooltip, beta-era 2026-08-31]
19 Ultimate Genesis 1 other reported Human nutrient line
20 Abyss Glow 2 tool confirmed + [tooltip] Quest-gated -- the in-game tooltip names MOTHER [tooltip, beta-era 2026-08-31], the main line's current terminus, so this is a late unlock by design. Deep/underwater light
20 F.E.L.I.S. Unit 2 other [datamined] "Field Escort & Localized Intervention Sphere" -- the U03 companion. Quest-gated (§3.1). Absent from the nav
20 Distillation Tower 4 production confirmed Oil -> Diesel/Petrol/Plastic. Capstone build
20 Oil Tank 3 storage confirmed ⚠️ Corpus recorded "(0)"; the real cost is 3

Documented subtotals: T16 = 16 · T17 = 14 · T18 = 12 · T19 = 5 · T20 = 9. Band total 56 SP (6 unpriced). Running total 187 SP.

2.5 Tiers 21-25 (levels 21-25) -- the tail#

Tier Unlock SP Class Confidence Note
21 Entanglement Lens 4 module reported Needs a Reactive Core (artifact-tier part)
21 Quantum Duplicator 4 module reported Needs a Reactive Core
21 Rhino Dismantler ? tool UNVERIFIED U05. Petrol-powered dismantler. Tier 21 confirmed
21 Soilforge Prime 2 production confirmed 200 W idle; also produces Methane
22 Petrol Engine Cylinder Super Booster 3 vehicle confirmed The highest tier that any item infobox declares
23 Deep Scan-500 Add-On 4 tool [datamined] Quest-gated (Signal Chain). Extends the Scan-50 Sonar to sub-bottom imaging
23 Recovery Grinder 4 production [datamined] ✅ Closes the corpus's longest-open tier gap -- its wiki page carries no tier and no cost. Quest-gated (§3.1). The U05 material transmuter
24 Elysium Bed Atmos ? production UNVERIFIED Endgame farming bed. Nav entry only, no page
25 Brass Telescope ? tool UNVERIFIED Quest-gated (The Warehouse). Nav entry only, no page

Documented subtotals: T21 = 10 · T22 = 3 · T23-25 = 0 (nothing priced). Band total 13 SP (4 unpriced). Grand total: 200 SP documented across 117 nav unlocks, +3 for the gated Lazarus Pod = 203 SP.

2.6 Budget table (documented cost only)#

Tier Unlocks Documented SP Unpriced Cumulative SP
1 2 0 0 0
2 7 5 0 5
3 8 7 1 12
4 7 7 2 19
5 8 8 3 27
6 6 9 1 36
7 6 8 0 44
8 7 10 1 54
9 7 8 1 62
10 9 13 1 75
11 7 11 0 86
12 7 (+1 gated) 8 (+3) 1 94
13 8 15 1 109
14 6 12 0 121
15 8 10 2 131
16 7 16 1 147
17 8 14 2 161
18 7 12 1 173
19 3 5 0 178
20 3 9 0 187
21 4 10 1 197
22 1 3 0 200
23 1 0 1 200
24 1 0 1 200
25 1 0 1 200
Total 139 (+1) 200 (+3) 22 200

2.7 Levels 26-35 -- what the last ten levels give you#

Finding: there are no skill tiers above 25. Levels 26-35 grant points, not content.

The evidence chain:

Step Evidence Result
1 Template:Nav_skills -- the tree's own structure -- stops at Tier 25 No T26+ group exists
2 Wiki-wide insource regex search for any infobox declaring tier = 26..35 ZERO results
3 The same regex form for tier = 20..25 (control test) 7 results -- so the query works and the zero above is real
4 Highest tier declared by any actual item page 22 (Petrol Engine Cylinder Super Booster); T23/24/25 exist only as nav entries
5 Cap history: 25 (launch) -> 30 (U02 era) -> 35 (U05) Each raise accompanied added tiers below, not new top tiers
6 At cap 25 a player had 113/147 skills (77%); at cap 30 "you'll have enough points for everything by 28" The cap raises exist to fund the tree, not to extend it

inferred conclusion: levels 26-35 are budget levels. They pay out skill points (finishing off tiers 1-25) and enhancer points (toward the 1,000 needed to max all ten enhancers -- far more than a playthrough grants). Practically, the last ten levels are where you buy the enhancer stats you have been rationing: Battery, Power Management, Haul Mastery and especially Pressure, which is the only enhancer that gates content.

⚠️ Caveat. U05 shipped a Stainless Steel skill unlock, the Recovery Grinder, the Gyro Deck and the Eden Frame line, none of which appear in the nav template. Whether those live on a separate Project Eden progression surface or the nav simply lags is unresolved -- so "the tree tops out at 25" is safe for the nav-listed tree and UNVERIFIED for the game as a whole.

2.8 Datamine + first-hand corrections to the section 2 tables (v2.0.0 - v2.1.0)#

The audit trail for "what did the mine and the play sessions actually change". Every row is already applied in place above and in docs/data/skilltree.json.

Unlock What the wiki / corpus said Settled value Source Settled
CS-17 Courier Skimmer T13, cost unpublished T9, 3 SP [datamined] DA_Skill_Vehicle_Jetski 2026-08-25
Petrol Engine Cylinder nav T13 vs item page T9 T9, 1 SP -- the item page was right [datamined] 2026-08-25
Night Sight T9, cost unpublished T9, 1 SP, and the quest gate is real [datamined] + first-hand 2026-08-25 / 08-27-28
PECO Grid Scan 2000 "T16" elsewhere in the corpus; unpriced T15, 2 SP [datamined] 2026-08-25
Electric / Fuel / Water / Gas Wall Socket T15/16/17/18, unpriced, no wiki pages 1 SP each [datamined] 2026-08-25
CO2 Tank absent from this document T16, 3 SP (CO2 Reactor Tank T22, 4 SP) [datamined] 2026-08-25
Salvage Gyro T17, unpriced T17, 3 SP [datamined] 2026-08-25
Deep Scan-500 Add-On T23, unpriced T23, 4 SP [datamined] 2026-08-25
Recovery Grinder no tier and no cost anywhere T23, 4 SP [datamined] 2026-08-25
Elysium Bed (the wiki's "Farming Bed") tier = Special, unlocked by owning a seed T19, 1 SP, quest-gated [datamined] + [wiki quest page] 2026-08-25 / 09-01
Elysium Bed Atmos T24, unpriced T24, 1 SP, quest-gated [datamined] 2026-08-25
TideRipper(TM) Twin Jet absent from this document T19, 3 SP, quest-gated [datamined] 2026-08-25
Rocket Payload Module absent from this document T14, 0 SP, quest-gated [datamined] 2026-08-25
F.E.L.I.S. Unit absent from this document T20, 2 SP, quest-gated [datamined] 2026-08-25
Friendly Sweetheart absent from this document T8, 2 SP, quest-gated [datamined] 2026-08-25
Brass Telescope (DA_Skill_Telescope) T25, unpriced T25, 1 SP, quest-gated [datamined] 2026-08-25
Rhino Dismantler T21, unpriced T21, 1 SP [datamined] 2026-08-25

⚠️ One honest caveat on the 1-SP figures. The mine records cost_is_default per asset: where an asset omits skill_point_cost, the value shown is the struct default, which the wiki independently confirms is 1. That applies to Night Sight, Petrol Engine Cylinder, all four wall sockets, Rhino Dismantler, both Elysium Beds, the Gyro Deck and the Telescope. The explicit (non-default) mined costs -- Skimmer 3, PECO 2, CO2 Tank 3, Salvage Gyro 3, TideRipper Twin Jet 3, Deep Scan 4, Recovery Grinder 4, F.E.L.I.S. 2, Friendly Sweetheart 2, Rocket Payload 0 -- carry no such asterisk. A 1 is therefore "1 unless the game overrides the default somewhere the mine cannot see"; an in-game tooltip read settles any of them in seconds.

✅ The "22 unlocks have no published SP cost" hole from v1.x is CLOSED. The mine prices every one of them. Beyond the rows above, the remaining formerly-unpriced entries all land on the struct default of 1 SP: Replica Scanner (T3), Charge Injector (T4), Mooring Socket (T4), DONK Pallet (T5), Wall Step (T5), Echo Horn (T6), Field Binoculars (T8), Depth Glow (T12) -- plus two explicit costs, DONK-Lift 3200 T5 / 2 SP and TideRipper(TM) Hand Jet T10 / 2 SP. Where a first-hand tooltip already priced the same entry (Wall Step 1, DONK Pallet 1, DONK-Lift 2, Replica Scanner 1) the mine and the screen agree exactly, which is the best available validation of the struct-default rule.


3. Unlocks that bypass or sidestep the tree#

Not everything is a plain "reach the level, pay the points" purchase. Three distinct kinds of exception exist.

3.1 Quest-gated -- the custom-requirement register [v2.1.0]#

The tier is real and the entry sits in the tree, but the buy button is dead until a requirement fires. The mine names the requirement OBJECT on each skill; it does not carry that object's payload (which quest, which flag) -- so the class column below is [datamined] and the gate column is play, tooltip or wiki. Exactly fifteen of the 156 tier-listed skills carry one.

The three requirement classes in the data:

Class (asset) Skills What it means
VoyageSkillCustomRequirementQuest_0 12 The ordinary "a quest has to complete" gate. The _0 is a subobject index, not a quest id -- twelve different quests share this class name
VoyageSkillCustomRequirementQuest_1 2 A second requirement instance, carried only by the two Elysium Beds
VoyageSkillCustomRequirement_LocatorFlags_C_0 1 Lazarus Pod only. A world/locator FLAG, not a quest completion -- which is why the pod opens mid-quest (below)

The register -- tier and SP [datamined] throughout:

Unlock Tier SP Requirement class The gate Evidence
Friendly Sweetheart 8 2 Quest_0 ❓ UNKNOWN -- U03 companion-taming content [datamined]
CS-17 Courier Skimmer 9 3 Quest_0 ❓ UNKNOWN quest. Purchase blocked with "until another mission" first-hand 2026-08-28; the corpus's The Isolation attribution is [wiki, unconfirmed] and is now an open bounty [datamined] + first-hand
Night Sight 9 1 Quest_0 ✅ One Before Me -- CONFIRMED first-hand: refused before the quest, available after first-hand 2026-08-27/28 [datamined] + first-hand
Lazarus Pod 12 3 LocatorFlags ✅ SETTLED -- see the box below. Set by the seed quest's underwater-investigation leg, i.e. mid-quest, before extraction [datamined] + first-hand 2026-08-28 refusal, 2026-08-30 unlock
Boat Extension, Gyro Deck 13 1 Quest_0 A Place to Land (from Sanctuary 12) -- [wiki; the quest title itself is UNVERIFIED against the wiki quest index] [datamined] + [wiki]
Rocket Payload Module 14 0 Quest_0 The launch chain (free once granted) [datamined]
Salvage Gyro 17 3 Quest_0 Salvage Gyro - Lost Blueprints / Service Tower blueprints (U04). 5 of 8 Service Towers are Gyro-only; the 5.5 beta adds more Gyro Towers [beta-era] [datamined] + [wiki]
Elysium Bed ("Farming Bed") 19 1 Quest_1 ✅ Gift from Above -- the quest that starts on completing Ascension (the first rocket launch); it pays +200 XP, +20 enhancer points and the Farming Bed [datamined] + [wiki 2026-09-01]
TideRipper(TM) Twin Jet 19 3 Quest_0 ✅ "STILL LISTENING" -- read verbatim off the skill tooltip [tooltip, beta-era 2026-08-31]. INFERRED to be The Last Listener Station questline (115, 11); note 04-lore-setting-narrative.md lists "Still Listening" as not in the wiki quest index, so the tooltip is now the only evidence the title is real [tooltip]
Abyss Glow 20 2 Quest_0 ✅ "MOTHER" -- read verbatim off the skill tooltip [tooltip, beta-era 2026-08-31]. That is the main line's current terminus, so the deep light is a very late unlock by design [tooltip] + [wiki]
F.E.L.I.S. Unit 20 2 Quest_0 ❓ UNKNOWN -- the U03 companion sphere [datamined]
Deep Scan-500 Add-On 23 4 Quest_0 Signal Chain [datamined] + [wiki]
Recovery Grinder 23 4 Quest_0 ❓ UNKNOWN -- U05 content; the wiki publishes no tier and no cost at all [datamined]
Elysium Bed Atmos 24 1 Quest_1 ❓ UNKNOWN -- shares the Bed's requirement class, so plausibly the same or a later farming quest [datamined]
Brass Telescope 25 1 Quest_0 The Warehouse [datamined] + [wiki]

🎯 The Lazarus Pod gate, SETTLED 2026-08-30. The pod is not browsable until the flag fires, and it is not gated on finishing the seed mission -- an interim reading of "post-first-seed-mission" is superseded. Sequence, first-hand: purchase refused on 2026-08-28 at character level 15 with the seed quest active and only its early objectives done; granted on 2026-08-30 the moment the quest's intermediate underwater-investigation leg completed -- the ~45 m dive beneath the first seed vault (the "mystery of Prometheus" leg; the venture below and access the Seed Chamber objective). Extraction had not happened yet.

Practical consequence: the pod IS available on your first seed run. You do not need a second trip -- but you also cannot pre-buy it before the dive, which is what the standing "craft the Lazarus Pod before you open a vault" advice implies. The correct instruction is do the dive leg, buy the pod, then lift the seed, and carry a 3 SP float before you sail so the purchase is instant.

Planning consequence: every one of these still costs skill points after the gate opens. If you spend to zero and a quest then hands you the Skimmer, you wait a level. Keep a 3-4 SP float from roughly Tier 12 onward -- and note that the Lazarus Pod's 3 SP is the single most time-critical purchase in the game, because the seed timer runs in real time.

Retained from v1.x for the record: the Lazarus Pod is absent from the wiki tier nav entirely -- it is not browsable until granted (corpus cross-ref 11-progression-missions-objectives.md §5.1) -- and the same is true of the Elysium Beds, F.E.L.I.S., the Rocket Payload Module, Friendly Sweetheart and the Recovery Grinder. The nav template is a browse list of what a fresh account can see, which is part of why its 139-entry roster undercounts the mine's 156 tier-listed skills. Cross-ref for the Gyro: 07-ships-vehicles-seafaring.md §5.

3.2 Item-gated (no skill point spend at all)#

Unlock Gate Note
~~Elysium Bed / Farming Bed~~ ~~Possess any plant seed~~ 🔴 SUPERSEDED v2.1.0. The wiki infobox's tier = Special is a wiki artefact, not the game's model: the mine puts the skill at Tier 19 for 1 SP with a Quest_1 custom requirement, and the wiki's own Gift from Above quest page lists the Farming Bed as that quest's reward alongside +200 XP and +20 enhancer points [wiki 2026-09-01]. It is a tiered, paid purchase behind a quest gate -- moved to §3.1. The v1.x "possess any plant seed" reading is retired
Parts (Alloy Frame, Power Core, Logic Chip, ...) Ride along with the module that consumes them Per the wiki Power Core page: a part "becomes accessible when a module requiring it is learned in the Skills menu". The launch-era "Parts are Automatic" claim is stale -- Alloy Frame has an explicit Tier 2 unlock

3.3 U05 content that has no published tier at all#

Unlock Status
Recovery Grinder ✅ SETTLED v2.1.0: T23 / 4 SP, quest-gated [datamined] -- see §2.8 and §3.1. Its wiki page still carries no tier and no cost; the mine closed it
Stainless Steel (skill) U05 patch notes name "Stainless Steel as a new crafting material and associated skill unlock". Page exists, no tier. [datamined]: it is an unlock_method=Never skill (sentinel tier 0, group Materials) -- i.e. system/quest-granted, never bought. Still no published gate
Eden Frame - Small / Farming Platform Project Eden questline (First Roots, at Pishon). Not skill-tree entries. [datamined]: the whole Eden tile family is unlock_method=Never (sentinel tier 0) -- eight entries, confirming they are granted, not purchased
Wall sockets (electric/fuel/water/gas, T15/16/17/18) ✅ SETTLED v2.1.0: 1 SP each [datamined]. Still no wiki pages
Camera / Photo Drone (U3.5) No page, no tier anywhere. [datamined]: a Photodrone Plus skill exists as unlock_method=Never (sentinel tier 14, group Vehicle) -- so at least the upgrade is granted rather than bought. The base drone remains UNVERIFIED
Decoy Grenade (U04) No page, no tier anywhere. UNVERIFIED

3.4 Update 5.5 "Deck Drop" additions -- pending a re-mine [beta-era]#

⚠️ Everything in this subsection is beta-branch only and does NOT re-anchor the document. Robert opted into the Update 5.5 "Deck Drop" public beta (0.8.5.650920, buildid 24990438, UE 5.8.1) on 2026-08-29; the corpus anchor stays 0.8.0.612251 until 5.5 reaches the public branch.

Beta addition What is known What is NOT known
"ExtraLarge Petrol Tank" skill Present in Robert's beta skill census [save-census, beta-era 2026-08-31]. It has zero hits in the 0.8.0 mine -- skilltree-mined.json carries Petrol Tank (T10/2) and Small Petrol Container (T5/1) and nothing larger -- so it is genuinely new in 5.5, not something the mine missed Tier and SP cost are unpublished. Do not plan a budget around it
11 new container modules The 5.5 announcement advertises "expanded storage: 11 new container modules, from portable storage to large Bulk Battery, Petrol and Diesel containers". Cross-ref 09-items-resources-crafting.md and docs/ref/flow-research/electricity.md §4.4 No tiers, no costs, no capacities. The developer says the breakdown waits for the public-branch launch
New Gyro Towers The beta adds further Gyro Towers on top of the 8 Service Towers (5 of which are Gyro-only) Count, coordinates and whether they change the Salvage Gyro's practical gate

Action when 5.5 ships to the public branch: re-run the datamine (recipe in data/datamine/REPORT.md), regenerate docs/data/skilltree.json, and re-flow §2 and §3.1 -- the tier ladder itself may move, since every previous update added tiers below the top rather than above it.


4. PROGRESSION PATHS#

How to read these. Every path is an ordering, not a build -- §1.1 established that you finish the tree either way. at level ~N is where the pick becomes affordable on the standard income assumption; it is guidance, not a gate (the gate is the tier). Picks marked ? have no published SP cost, so budget ~2 for them.

A note on attribution. These six orderings are synthesized from verified mechanics by this document. Where a community source genuinely supports a segment it is cited inline by name and date. Nobody in the community has published a full ordered 25-tier route -- the published material covers the opening (roughly tiers 2-8) and stops.


4.1 The Standard Voyage -- generalized default#

Take this one if you don't know which to take.

Philosophy. The Last Caretaker is a power-and-logistics sim wearing a survival coat. Buy the loop first (dismantle -> recycle -> fabricate), then buy uptime (generation and charge), then buy carry, then buy range. Weapons get exactly one pick until swarms actually kill you. Everything else waits, because the tree completes anyway and early SP is the scarcest thing you will ever hold.

Source basis: opening segment (picks 1-11) follows the community consensus in 13-strategy-optimization.md §3, itself drawn from TheGamer's Best Skills To Level First (2025-11-08) and the TechRaptor Starter Guide (2025-11-06). Everything from pick 12 down is synthesized from verified mechanics.

# Pick Tier SP At level ~ Why
1 Dismantle Tool 2 0 2 Free. The economy does not exist without it
2 Basic Electric Engine Cylinder 2 0 2 Free, and an engine needs one cylinder to run at all
3 Electric Cable 2 1 2 Power distribution is the game's spine
4 Electric Cable Extender 2 1 2 Cable chains cap near 20 m without it
5 LumiLite 2 1 2-3 First generator; also required by an early quest
6 Fuel Cable + Fuel Cable Extender 2 1 + 1 3 Fuelling the boat at all
7 Consumable Battery 3 1 3 Battery-empty drains vitality and ends in a save reload. Carry one always
8 Whisper 3 1 3 Solar makes nothing at night; this is the overnight floor
9 DuraPack 3 1 3 First 50 kg container; ends the pocket-shuffling phase
10 Electric Pistol 3 1 3-4 Recharges off the grid -- no ammo economy. Your only weapon for a long time
11 Diesel Refinery 4 2 4 Bio -> diesel. The pick that makes voyages self-funding
12 Recycler 4 1 4 Cheap, and a forward recycler at a site buys carry weight on the walk back
13 Small Diesel Container 4 1 4 --
14 Fabricator 4 2 5 Deliberately after the Recycler: pre-built ones exist on the Boat and at Sanctuary Docks 37/12
15 ONi SparkCell 5 1 5 Wearable charge -- extends every away trip
16 Portable Electric Generator 5 2 5-6 10 kW of mobile power
17 StorTite 6 1 6 100 kg for 1 SP
18 LumiMid 6 2 6 1 kW day output
19 Diesel Engine Cylinder Booster 6 2 6-7 Transit time is the real clock in this game
20 Water Cable + Extender + Small Fresh Water Container 7 1+1+1 7 Only diesel has a built-in tank -- craft the container before the trip
21 Water Purifier 7 2 7 Fresh water is a Lazarus Rack requirement
22 Efficiency Matrix 8 1 8 -10% fuel and electricity for one point. Nothing else in the tree is this cheap for this much
23 Medium Battery 8 2 8 6 kWh buffer; Small Battery is discharge-only
24 Diesel Tank 8 2 8 Range past the built-in 2,000 L
25 Cyclone 8 2 8-9 1 kW continuous
26 Shock Grenade 8 2 9 The specific answer to night swarms
27 Voltage Minimizer 9 1 9 -80% draw for -40% speed: free throughput on overnight processing
28 Soilforge 10 1 10 Bio -> Food Materials for 1 SP
29 Food Processor 10 2 10 Completes the food chain
30 FortiHold 11 1 11 200 kg for 1 SP. The best storage value in the game
31 Lazarus Pod 12 3 12 It gates seed transport, and its gate opens mid-seed-quest, right after the vault dive leg (§3.1). Hold 3 SP from T12 so you can buy it on the spot
32 Gas Cable + Extender 12 1+1 12 Prerequisite plumbing for the T16 gas industry
33 Resource Optimizer 13 2 13 "No drawbacks"; stacks with the Efficiency Matrix
34 LumiMax 13 3 13 2 kW sun-tracking solar
35 Diesel + Electric Super Boosters 13 3+3 13-14 Max boat speed
36 CS-17 Courier Skimmer 9 3 9+ Tier corrected (was 13). Available from level 9 once its mission gate opens (§3.1) -- stop repositioning a 30 m boat for one objective
37 Typhoon 14 3 14 2 kW continuous -- the night ceiling
38 Large Electric Generator 15 3 15 30 kW
39 Sabatier Reactor + Methane Tank + Oxygen Tank 16 4+3+3 16-17 The gate on repeatable rocket launches
40 Salvage Gyro 17 3 17 Vertical access; the largest transit-time saving in the 0.8.0 game. Blueprint/quest gated
41 Pulse Timing Regulator 17 3 17-18 Production speed
42 Distillation Tower + Oil Tank 20 4+3 20 Oil -> diesel/petrol/plastic. The endgame fuel economy
43 Soilforge Prime 21 2 21 Faster bio processing, plus methane
44 Everything else -- -- 22-35 You have the budget. Mop up

Explicit skips (deferred, not abandoned):

Skipped Until Why
Fabricator urgency ~level 5 Pre-built Fabricators exist on the Boat, at Sanctuary Docks 37 and 12, and at the Lazarus Complex. You are buying portability, not access
The whole petrol line (Portable Petrol Refinery T5, Small Petrol Container T5, Petrol Tank T10) You own a Skimmer or Gyro Petrol fuels the satellite vehicles, not the boat
Bolt Pistol / Flamer Pistol / Flamethrower Late or never They consume crafted ammo; the Electric Pistol runs on your grid
The human-nutrient line (High-Fat, Nutri-Core, Mind Surge, Physique Fuel, Muscle Fortification, Bone-Fortify, Endura-Growth, Immune Boost, Neuro-Boost, Mitochondrial Surge, Hyper-Evolution, Nanite Infusion, Ultimate Genesis -- 13 unlocks, ~14 SP) You are actually growing humans Cross-ref 11-progression-missions-objectives.md: these shape grown-human professions. Useless before the Racks are running
Standing Lights (T4/9/13/16) Cosmetic-ish Real but low-leverage; buy from surplus
All barrels and sights Only if you fight The corpus consensus is that combat is avoidable

4.2 Refinery First -- specialized: industry rush#

Philosophy. Treat the boat as a power plant with a hull. Rush the converter chain and the four efficiency-module families; accept the weakest weapon and storage curve in this document. Correct choice if you enjoy infrastructure and are willing to hide from things rather than shoot them. Cross-ref 10-power-energy-infrastructure.md for every kW figure quoted here.

Source: synthesized from verified mechanics.

# Pick Tier SP At level ~ Why
1 Dismantle Tool + Basic Electric Engine Cylinder 2 0+0 2 Free
2 Electric Cable + Extender 2 1+1 2 --
3 LumiLite 2 1 2 900 Wh
4 Fuel Cable + Extender 2 1+1 3 --
5 Whisper 3 1 3 Night floor
6 Consumable Battery 3 1 3 Non-negotiable safety
7 Small Battery 3 1 3 Cheap buffer (discharge-only)
8 Recycler 4 1 4 Cheapest half of the loop
9 Diesel Refinery 4 2 4 Bio -> diesel
10 Fabricator 4 2 4-5 Second and third ones stack for speed -- build more than feels reasonable
11 Portable Electric Generator 5 2 5 10 kW
12 Portable Petrol Refinery 5 2 5 Taken early here (unlike every other path) because petrol feeds the generator line
13 LumiMid 6 2 6 1 kW
14 Water Purifier 7 2 7 Fresh water is an input, not a luxury
15 Efficiency Matrix 8 1 8 -10% across fuel and electricity
16 Medium Battery 8 2 8 6 kWh
17 Cyclone 8 2 8 1 kW continuous
18 Voltage Minimizer 9 1 9 -80% draw for -40% speed
19 Soilforge 10 1 10 Bio -> Food Materials
20 Food Processor 10 2 10 --
21 Conservation Coil 12 2 12 Power efficiency
22 Portable Oxygen Generator 12 2 12 Gas chain begins
23 Resource Optimizer 13 2 13 Material efficiency
24 LumiMax 13 3 13 2 kW tracking solar
25 Typhoon 14 3 14 2 kW wind
26 Large Electric Generator 15 3 15 30 kW
27 Sabatier Reactor 16 4 16 The capstone gas converter
28 Methane Tank + Oxygen Tank 16 3+3 16-17 Its storage, and rocket propellant
29 Pulse Timing Regulator 17 3 17 Speed enhancer module
30 Flash Array 18 3 18 Speed enhancer module
31 Distillation Tower + Oil Tank 20 4+3 20 Oil -> diesel/petrol/plastic
32 Soilforge Prime 21 2 21 Faster bio + methane
33 Quantum Duplicator + Entanglement Lens 21 4+4 21-23 Output multiplication (effects UNVERIFIED, names inferred)

Explicit skips:

Skipped Why
Every weapon past the Electric Pistol (~30 SP) You are avoiding combat by design; the corpus confirms that is viable
All grenades, barrels, sights, ammo Same
CS-17 Skimmer and Salvage Gyro until 20+ Mobility is not this path's bottleneck; power throughput is
Storage past StorTite until FortiHold is convenient Forward Recyclers do the weight work instead
The human-nutrient line Not an industry system

4.3 Blue Water -- specialized: range and exploration rush#

Philosophy. Buy mobility and endurance and nothing else. Get the boat fast and self-fuelling early, then the satellite vehicles the moment their tiers land, then the diving and scanning kit. This is the path most changed by post-launch updates -- the Skimmer (U02), Gyro (U04) and TideRipper Hand Jets (U05) did not exist when the guides were written.

⚠️ The real gate on this path is not a skill. Diving depth is the Pressure enhancer (+1 m/point, 110 m at cap). Community figures: ~40 points for initial story progression, 100 for full underwater coverage, and the practical trigger is "start banking Pressure when you are given the Lazarus Complex location" (13-strategy-optimization.md §5). Spend enhancer points accordingly or the skill picks below will not help you.

Source: synthesized from verified mechanics; enhancer guidance from the Steam "best points spend?" thread as recorded in the corpus.

# Pick Tier SP At level ~ Why
1 Dismantle Tool + Basic Electric Engine Cylinder 2 0+0 2 Free
2 Electric Cable + Extender 2 1+1 2 --
3 Fuel Cable + Extender 2 1+1 2 Fuelling the boat is the whole path
4 LumiLite 2 1 3 --
5 Diesel Engine Cylinder 3 1 3 The fast engine
6 Consumable Battery 3 1 3 You will be far from the boat
7 Whisper 3 1 3 Sail overnight on turbine power
8 DuraPack 3 1 3-4 --
9 Diesel Refinery + Small Diesel Container 4 2+1 4 Manufacture fuel underway; multiple refineries can run at once
10 Recycler 4 1 4-5 Process on site, carry less home
11 Fabricator 4 2 5 --
12 Portable Petrol Refinery + Small Petrol Container 5 2+1 5-6 Early here. Petrol is the Skimmer/Gyro fuel; start the chain before you need it
13 Diesel + Electric Engine Cylinder Booster 6 2+2 6-7 Speed now, not at 13
14 Diesel Tank 8 2 8 Past the built-in 2,000 L
15 Efficiency Matrix 8 1 8 -10% fuel is literally range
16 Field Binoculars 8 ? 8-9 Route scouting (function UNVERIFIED)
17 Petrol Tank 10 2 10 Satellite-vehicle fuel storage
18 TideRipper(TM) Hand Jet 10 ? 10 U05 underwater propulsion. Its upgrade, the Twin Jet, is T19 / 3 SP and quest-gated on STILL LISTENING (§3.1)
19 Petrol Engine Cylinder 9 1 9 ✅ Tier settled at 9 [datamined] -- take it as soon as you hit level 9. Petrol cylinders drive the Skimmer and Gyro only; the boat never uses them
20 CS-17 Courier Skimmer 9 3 9+ Tier corrected (was 13). Fast shallow-water runs, towed behind the boat -- but mission-gated, so it may not be buyable the level it becomes visible
21 Diesel + Electric Super Boosters 13 3+3 13-14 Max hull speed
22 Gyro Deck 13 1 13-14 Quest-gated; landing pad + deck space. Asset name Boat Extension, Gyro Deck
23 PECO Grid Scan 2000 15 2 15 U05 scanning. T15, not T16
24 Salvage Gyro 17 3 17 Vertical access; unreachable sites. 5 of 8 Service Towers are Gyro-only
25 Petrol Engine Cylinder Booster 18 2 18 Faster Skimmer/Gyro
26 Oil Tank + Distillation Tower 20 3+4 20 The oil-storage range doctrine (⚠️ see §6 -- the oil ratio may be nerfed)
27 Petrol Engine Cylinder Super Booster 22 3 22 Top satellite-vehicle speed
28 Deep Scan-500 Add-On 23 4 23 Quest Signal Chain
29 Brass Telescope 25 1 25 Quest The Warehouse

Explicit skips:

Skipped Why
Bolt/Flamer/Flame weapon lines, all grenades and attachments (~35 SP) Outrun it. The boat is comparatively safe at all hours; POIs are not -- arrive at dawn
Sabatier Reactor and the whole gas industry until the story forces it Heavy SP for a stationary capability
FortiHold and big storage Range paths carry fuel, not cargo
Human-nutrient line Not this path's game

4.4 Hard Deck -- specialized: combat-forward#

Philosophy. For players who would rather kill the Ram Sharks, Laser Sharks and ArchAngels than route around them. Be honest about the cost: this is the highest-opportunity-cost path in the document, because the corpus's clearest community consensus is that combat is avoidable and early weapons are weak. You are buying fun, not efficiency.

⚠️ Ammo economics matter more than damage. The Electric Pistol (T3) and Electric Rifle (T14) recharge off your grid; every Bolt weapon eats crafted ammo (Pistol Shard T8, Rifle Trace T15, Rifle Tri T18, Sniper Rod T19). A combat path that skips the ammo skills is a path that stops working.

Source: synthesized from verified mechanics.

# Pick Tier SP At level ~ Why
1 Dismantle Tool + Basic Electric Engine Cylinder 2 0+0 2 Free
2 Electric Cable + Extender + LumiLite 2 1+1+1 2-3 Even a combat path needs a grid -- your weapons recharge on it
3 Electric Pistol 3 1 3 First real weapon; ammo-free
4 Consumable Battery 3 1 3 Combat drains Wh; melee alone costs 5 Wh per swing
5 Whisper + Fuel Cable + Extender 2-3 1+1+1 3-4 Minimum viable infrastructure
6 Recycler + Diesel Refinery 4 1+2 4 You still need the loop to fund ammo
7 Bolt Pistol 5 2 5 Real damage arrives
8 Fabricator 4 2 5 Ammo does not craft itself
9 Flamer Pistol 7 2 7 Crowd tool
10 Pistol Shard 8 1 8 The Bolt Pistol's ammo. Take it the same level
11 Shock Grenade 8 2 8 The specific counter to night swarms
12 Efficiency Matrix 8 1 8 Even here: 1 SP for -10% is unskippable
13 Laser Sight + Suppressor Barrel + Breacher Barrel 9 1+1+1 9 Cheap, all three
14 Flame Grenade 9 2 9 --
15 Night Sight 9 ? 9 Quest One Before Me. Night is when things hunt you
16 Red Dot Sight 10 1 10 --
17 Flamethrower 10 3 10 --
18 Bolt Rifle 11 3 11 The mid-game workhorse
19 Grenade 12 1 12 --
20 Electric Rifle 14 3 14 Ammo-free ranged. The pick that fixes this path's economy
21 Stabilizer Barrel 14 1 14 --
22 Rifle Trace 15 1 15 Bolt Rifle ammo
23 Optical Sight 16 1 16 --
24 Bolt Sniper + Extender Barrel 17 3+1 17 Reach
25 Large Shock + Large Flame Grenade 17 3+3 17-18 --
26 Rifle Tri 18 1 18 --
27 Large Grenade + Sniper Rod 19 3+1 19 The weapon tree's top

Explicit skips:

Skipped Why
Solar/wind upgrades past LumiLite + Whisper until ~14 Your power budget stays small; you spend it on ammo materials instead
Water and gas chains until forced ~20 SP that buy no combat
Storage past DuraPack until FortiHold (T11, 1 SP) Cheap enough to grab on the way past
The entire human-nutrient line --
Skimmer / Gyro until late --

Honest warning. Roughly 45 SP of this path buys capability the standard route gets for ~8. If a run stalls, it will stall on power and hauling, not on damage.


4.5 Critical Path -- specialized: story priority#

Philosophy. Spend the minimum that keeps quest gates open and bank the rest. Optimised for a player who wants to see the narrative and the Lazarus/Eden systems, and treats base-building as a means. The discipline is a standing SP float: quest-gated unlocks still cost points after the quest grants them, and running dry means waiting a level with a marker blinking at you.

⚠️ Again, the hardest gate is an enhancer, not a skill. Depth-gated content needs Pressure ~40 points minimum, 100 for full coverage. Bank enhancer points into Pressure from the moment the Lazarus Complex location is handed to you.

Source: synthesized from verified mechanics; the quest-to-unlock mapping is the corpus's (11-progression-missions-objectives.md §5.4).

# Pick Tier SP At level ~ Why
1 Dismantle Tool + Basic Electric Engine Cylinder 2 0+0 2 Free
2 Electric Cable + Extender 2 1+1 2 The opening building needs powering
3 LumiLite 2 1 2-3 Explicitly required by an early quest
4 Fuel Cable + Extender 2 1+1 3 Required to fuel the ship you are sent to find
5 Consumable Battery 3 1 3 Death is a save reload -- lost progress is lost story time
6 Whisper 3 1 3 --
7 DuraPack 3 1 3-4 --
8 Diesel Refinery 4 2 4 Voyages become self-funding
9 Recycler + Fabricator 4 1+2 4-5 Everything downstream is crafted
10 Water Purifier 7 2 7 Lazarus Racks require power and fresh water
11 Diesel Tank 8 2 8 Reach the distant quest markers
12 Efficiency Matrix 8 1 8 1 SP, -10%. Always
13 Lazarus Pod 12 3 12 The seed-transport container -- the most time-critical purchase in the game. Its gate opens during the first seed quest, right after the vault dive leg; buy it then, before you lift a seed (§3.1)
14 CS-17 Courier Skimmer 9 3 9+ Tier corrected (was 13). Mission-gated -- which mission is an open bounty (§3.1)
15 Gyro Deck 13 1 13-14 Quest A Place to Land
16 PECO Grid Scan 2000 15 2 15 U05 discovery/Samples system. T15, not T16
17 Sabatier Reactor + Methane Tank + Oxygen Tank 16 4+3+3 16-17 Methane + oxygen are the rocket propellant and oxidiser -- the gate on repeatable launches
18 Salvage Gyro 17 3 17 Required to reach 5 of the 8 Service Towers
19 Abyss Glow 20 2 20 Gate tooltip reads MOTHER -- the main line's terminus, so this lands very late
20 Distillation Tower 20 4 20 Endgame fuel
21 Deep Scan-500 Add-On 23 4 23 Quest Signal Chain
22 Brass Telescope 25 1 25 Quest The Warehouse; the tree's last entry
23 Human-nutrient line, as the Racks demand 10-19 ~14 total 18+ These shape grown-human professions -- the one path where they are on-plan, not skipped

Explicit skips:

Skipped Why
Every weapon past the Electric Pistol Avoid, do not engage
The petrol line until the Skimmer/Gyro exist --
Solar/wind upgrades past LumiLite + Whisper until you are power-starved --
Storage beyond DuraPack (FortiHold at T11 for 1 SP is the exception) --
Production Enhancer modules other than the Efficiency Matrix Tempo, not access

Float discipline: from Tier 12 onward, never drop below 4 unspent SP.


4.6 Lean Caretaker -- specialized: minimalist#

Philosophy. The fewest picks that make the whole game work. About 20 SP through Tier 8 and you have a functioning power grid, a fuel economy, storage, a weapon, and the efficiency module. Everything after that is bought reactively, from surplus, when a specific problem appears. Suits a player who wants to read the tree in-game rather than follow a list, and who wants a large float for whatever a quest drops on them.

Source: synthesized from verified mechanics.

# Pick Tier SP At level ~ Why
1 Dismantle Tool 2 0 2 Free
2 Basic Electric Engine Cylinder 2 0 2 Free
3 Electric Cable 2 1 2 --
4 Electric Cable Extender 2 1 2 --
5 LumiLite 2 1 2 --
6 Fuel Cable 2 1 3 --
7 Fuel Cable Extender 2 1 3 --
8 Consumable Battery 3 1 3 --
9 Whisper 3 1 3 --
10 DuraPack 3 1 3 --
11 Electric Pistol 3 1 4 The only weapon this path ever buys
12 Diesel Refinery 4 2 4 --
13 Small Diesel Container 4 1 4 --
14 Recycler 4 1 5 For forward recycling; the base ones are pre-built
15 StorTite 6 1 6 --
16 Efficiency Matrix 8 1 8 --
17 Medium Battery 8 2 8 --
18 Diesel Tank 8 2 8 --
19 FortiHold 11 1 11 200 kg for 1 SP -- too cheap to skip
Total -- -- 20 SP -- Everything above is bought by ~level 11

Explicit skips (the defensible ones):

Skipped Why it survives scrutiny
Fabricator (T4, 2 SP) The genuinely defensible skip. Pre-built Fabricators sit on the Boat, at Sanctuary Dock 37, Sanctuary Dock 12 and the Lazarus Complex. You give up portability and stacking speed, not access
The entire petrol line ~8 SP for vehicles you may never build
All Bolt/Flame weapons, all grenades, barrels, sights, ammo ~40 SP. The Electric Pistol plus avoidance covers a full run
The human-nutrient line ~14 SP
Standing Lights, Echo Horn, Depth Glow, Field Binoculars Unquantified value
Solar/wind upgrades LumiLite + Whisper + a Medium Battery is a working grid

⚠️ The trap in this path: unspent points sit silently. Press Tab regularly -- unspent points show as green numbers. A minimalist path is only minimalist if the float is deliberate.


5. What to never skip -- the consensus core#

Twelve picks, 17 SP total, that appear in every path above except where explicitly argued otherwise. If you take nothing else from this document, take this table.

Pick Tier SP Why it is non-negotiable
Dismantle Tool 2 0 Free, and the entire economy is downstream of it
Basic Electric Engine Cylinder 2 0 Free, and an engine will not run without one cylinder
Electric Cable 2 1 Every module needs power delivered to it
Electric Cable Extender 2 1 Runs cap near 20 m without it
LumiLite 2 1 First generator; also a hard early-quest requirement
Fuel Cable + Extender 2 1+1 Nothing fuels the boat without them
Consumable Battery 3 1 Battery empty -> vitality drains -> game over, reload from save. There is no death-drop to recover
DuraPack 3 1 50 kg; ends the pocket-shuffle
Diesel Refinery 4 2 Bio -> diesel. The pick that makes long voyages self-funding
Efficiency Matrix 8 1 -10% fuel and electricity for one point. The best SP-per-effect ratio in the tree
Medium Battery 8 2 6 kWh, and rechargeable -- the Small Battery is discharge-only
FortiHold 11 1 200 kg for one point. Nothing else in the storage line comes close

Runner-up bargains (1-2 SP for outsized effect):

Pick Tier SP Effect
Voltage Minimizer 9 1 -80% power draw for -40% speed -- free throughput when you are power-rich in time and poor in watts
Soilforge 10 1 The entire bio -> food chain, for one point
StorTite 6 1 100 kg
Abyss Glow 20 2 Deep/underwater light; the diving path's enabler
Soilforge Prime 21 2 Cheapest capstone in the game

And the three things that are not skills at all -- put them on the same mental shelf:

Currency Where it goes first
Enhancer points Battery + Power Management (electricity is the early struggle), then Haul Mastery, then Pressure (~40 for story progression, 100 for full depth)
Quest float Keep 4 unspent SP from Tier 12 onward so a quest-granted unlock is buyable on the spot
Time The world is materials-abundant and time-scarce. Stop stripping commons and sail

6. Gaps & Unverified#

Source conflicts found in this pass:

Item Source A Source B Call
Petrol Engine Cylinder tier Wiki Template:Nav_skills: Tier 13 Wiki Petrol Engine Cylinder item page infobox: Tier 9, cost 1 (fetched twice, 2026-08-24) ✅ RESOLVED -- Tier 9, 1 SP [datamined 2026-08-25]. The item page was right and the nav wrong. The "1 SP is anomalously cheap for Tier 13" instinct was the correct one; and the "same tier as the vehicle it fuels" argument survives intact, because the CS-17 Skimmer moved to T9 too. Booster T18/2 and Super Booster T22/3 were never in dispute
Recycler cost Wiki infobox: 1 SP TheGamer 2025-11-08: 2 SP Wiki (current) preferred. Note 13-strategy-optimization.md already asserts "Tier 4 for 1 SP"
Portable Oxygen Generator cost Wiki infobox: 2 SP TheGamer: 1 SP Wiki (current) preferred
Replica Scanner tier Wiki nav: Tier 3 Steam starter guide: "Crafting Level 4" Unresolved; inherited from 08-building-construction.md
Skill-point cost ceiling 05-caretaker-systems-survival.md: "rising to 6 points at Tier 21" Wiki infoboxes + TheGamer: max observed is 4 ✅ Corrected. The 1->6 curve came from the stale 21-tier SEO guide. Retire it
Oil Tank cost Corpus 09-items-resources-crafting.md: "20 (0)" Wiki infobox + TheGamer: 3 SP ✅ Corrected to 3
Lazarus Pod gate [v2.1.0] Corpus: "main seed-recovery chain"; interim reading "post-first-seed-mission" Mine: a LocatorFlags requirement, not a quest requirement. First-hand: refused 2026-08-28 at character level 15 mid-quest, granted 2026-08-30 on completing the vault's underwater-investigation leg, before extraction ✅ RESOLVED -- a mid-quest locator flag (§3.1). The "post-mission" reading is superseded; the pod is buyable on the first seed run
Elysium / Farming Bed unlock [v2.1.0] Wiki infobox tier = Special, "possess any plant seed" Mine: T19 / 1 SP with a Quest_1 requirement; wiki Gift from Above page lists the Farming Bed as that quest's reward (+200 XP, +20 enhancer points) ✅ RESOLVED -- a tiered, paid, quest-gated purchase (§3.1). The Special tier is a wiki placeholder, not a game value
PECO Grid Scan 2000 tier [v2.1.0] Elsewhere in the corpus: T16 Nav + mine: T15, 2 SP ✅ CORRECTED to T15 / 2 SP
CS-17 Skimmer gating quest [v2.1.0] Corpus + wiki: The Isolation First-hand 2026-08-28: purchase blocked with "until another mission" -- no quest name shown, and The Isolation was not the state of play at the time 🔴 OPEN. The gate itself is proven (data + play); the attribution to The Isolation is not. Bounty below
Abyss Glow / TideRipper Twin Jet gates [v2.1.0] Corpus: Mother for Abyss Glow; nothing for the Twin Jet In-game tooltips [beta-era 2026-08-31]: MOTHER and STILL LISTENING ✅ CONFIRMED for Abyss Glow; NEW for the Twin Jet. Note 04-lore-setting-narrative.md lists "Still Listening" as absent from the wiki quest index -- the tooltip is now the only evidence the title exists

Still unverified after this pass:

  • Skill points granted per level. The single biggest hole. No source publishes it; the wiki has no Skill Points page (404). The ~7-8/level figure in §1.1 is inferred from the 200 SP price tag against "enough for everything by 28". This is the cheapest thing Robert can settle in-game -- note the point total at two consecutive level-ups.
  • The in-game "Skills X / Y" counter's current denominator. A player at the launch-era cap read 147; the wiki nav lists 139. The delta is presumably nav omissions (Lazarus Pod is a proven one). Read the counter in-game.
  • ✅ ~~22 unlocks have no published SP cost~~ -- CLOSED by the datamine (§2.8). Every one of the 22 is now priced; nine still have no wiki page at all and exist only as nav entries, which no longer matters for costing. The residual caveat is the struct-default rule, stated in §2.8.
  • Tiers 23, 24 and 25 have no priced entries whatsoever. The highest tier any item infobox declares is 22.
  • Levels 26-35 are argued to add no tiers (§2.7, six-step evidence chain including a validated negative regex search) but this remains inferred, and U05's Stainless Steel / Recovery Grinder / Gyro Deck / Eden Frame content is absent from the nav, so a separate Eden progression surface cannot be excluded.
  • ✅ ~~Recovery Grinder tier and cost~~ -- CLOSED: T23 / 4 SP, quest-gated [datamined]. Its wiki page still carries an empty infobox; the mine settled it. Which quest gates it is still open.
  • Camera/Photo Drone (U3.5) and Decoy Grenade (U04): no wiki pages, no tiers.
  • Production Enhancer module effects (Efficiency Matrix, Voltage Minimizer, Conservation Coil, Resource Optimizer, Pulse Timing Regulator, Flash Array, Entanglement Lens, Quantum Duplicator): only the Efficiency Matrix (-10%) and Voltage Minimizer (-80% power / -40% speed) have published numbers, both single-source and launch-era. The other six are named and priced but their effects are unquantified anywhere.
  • Respec: confirmed absent as of the launch-era threads and never contradicted since, but no post-U05 statement was found. Treat "no respec" as current with a small asterisk.
  • The oil-vs-diesel range doctrine referenced in path 4.3 carries a live staleness warning from 13-strategy-optimization.md §8 -- a comment on Caldason's guide reports a later patch cut the conversion rate. Measure before designing a deck around it.
  • Nexus Mods is inaccessible to this agent (HTTP 403). A mod page ("Enough Enhancement and-or Skill Points to Max Skills at Level Cap") would likely publish the exact vanilla point totals. Worth a manual look.
  • Reddit remains unreachable; all "consensus" labels here are Steam Discussions consensus, named per-thread and per-poster.

Opened in v2.1.0 (new bounties):

  • 🔴 Which quest unblocks the CS-17 Courier Skimmer. The refusal text was generic ("until another mission"). Cheapest settle: note the quest log state at the moment the Skimmer becomes purchasable. Until then, The Isolation in §3.1 and in 11-progression-missions-objectives.md §5.4 is [wiki, unconfirmed].
  • 🔴 The quest payload behind each Quest_0 requirement. The mine recovers the requirement object's CLASS, never its data -- twelve skills share VoyageSkillCustomRequirementQuest_0, so nothing in the files distinguishes One Before Me from MOTHER. Only tooltips and play close these. Still unnamed: Friendly Sweetheart (T8), F.E.L.I.S. Unit (T20), Recovery Grinder (T23), Elysium Bed Atmos (T24).
  • 🔴 Is "STILL LISTENING" the wiki's quest title? The tooltip proves the string exists in-game; 04-lore-setting-narrative.md records that no such page is in the wiki quest index. INFERRED to be The Last Listener Station questline (115, 11) -- unproven.
  • 🔴 Update 5.5 "Deck Drop" tiers and costs. The beta adds an "ExtraLarge Petrol Tank" skill absent from the 0.8.0 mine [save-census, beta-era 2026-08-31] plus 11 container modules and new Gyro Towers. No tiers, no costs, no capacities are published. Re-mine when 5.5 hits the public branch (§3.4).
  • 🔴 Does the Quest_1 class mean a second requirement rather than a different quest? Only the two Elysium Beds carry it, and the Bed's gate (Gift from Above) is known while the Atmos's is not -- so _1 may be an ordering artefact of the asset rather than anything semantic.

Deliberately excluded as unreliable (inherited from the corpus and re-confirmed as the source of the bogus "21 tiers" and "1->6 SP curve" claims): thelastcaretakergame.org, last-caretaker.com, neonlightsmedia.com, playerauctions.com.


7. Sources#

All accessed 2026-08-24.

Ground truth (first-hand, local)

  • C:/last-caretaker/docs/ref/shadow-install.md -- EA 0.8.0.612251, buildid 23962331, UE 5.7.4
  • Play sessions, 0.8.0.612251: Night Sight refused before One Before Me and available after (2026-08-27/28); Lazarus Pod purchase refused at character level 15 with the seed quest active (2026-08-28); CS-17 Courier Skimmer purchase blocked "until another mission" (2026-08-28)
  • Play sessions, Update 5.5 "Deck Drop" public beta 0.8.5.650920 / buildid 24990438 / UE 5.8.1 [beta-era]: Lazarus Pod granted on completing the vault dive leg (2026-08-30); skill tooltips naming MOTHER (Abyss Glow) and STILL LISTENING (TideRipper Twin Jet) (2026-08-31); save census showing an "ExtraLarge Petrol Tank" skill absent from the 0.8.0 mine (2026-08-31)
  • C:/last-caretaker/data/datamine/parsed/skilltree-mined.json + display-names.json + xp-curve.json -- 200 VoyageSkill assets with custom_requirements, DT_VoyageCharacterLevels; mined 2026-08-25 from buildid 23962331 (recipe in data/datamine/REPORT.md)

Corpus cross-references (pre-verified, used as seed data)

  • docs/09-items-resources-crafting.md v1.1.0 -- 25-tier model, recipe tables, module tiers
  • docs/11-progression-missions-objectives.md -- the full Tier 1-25 nav capture (§5.2), quest-gated unlocks (§5.4), enhancer table (§5.3)
  • docs/10-power-energy-infrastructure.md v1.0.1 -- 13 verified power placements
  • docs/07-ships-vehicles-seafaring.md -- cylinder, vehicle, storage and cable tiers
  • docs/05-caretaker-systems-survival.md -- backpack tiers, Charge Injector, the 25-vs-21 tier resolution
  • docs/08-building-construction.md -- wall sockets, Elysium Bed, structural tiers
  • docs/13-strategy-optimization.md v1.1.0 -- opening skill order, enhancer doctrine, staleness warnings

Wiki, machine-read via the MediaWiki API (thelastcaretaker.wiki.gg)

  • api.php?action=cargotables -- negative result: only food_recipes, material_recipes, memories, parts_recipes, professions. No skills table
  • api.php?action=cargofields&table=parts_recipes -- confirms no tier/cost fields in Cargo
  • api.php?action=parse&page=Template:Nav_skills&prop=wikitext -- the master tier list, Tier 1-25
  • api.php?action=query&prop=revisions&rvprop=content over 7 batches (~120 item pages) -- tier = and cost = infobox values
  • api.php?action=query&list=search&srsearch=insource:/tier *= *(2[6-9]|3[0-5])/ -- ZERO results (no tier 26+ anywhere)
  • api.php?action=query&list=search&srsearch=insource:/tier *= *(2[0-5])/ -- 7 results (control test validating the above)
  • api.php?action=query&list=search&srsearch=insource:"skill points" -- Pulse Timing Regulator "level 17, costing 3 Skill Points"; Flash Array "level 18, costing 3"
  • https://thelastcaretaker.wiki.gg/wiki/Petrol_Engine_Cylinder -- the Tier 9 / cost 1 conflict, fetched twice
  • https://thelastcaretaker.wiki.gg/wiki/Skills -- contains only {{Nav skills}}; publishes no costs
  • https://thelastcaretaker.wiki.gg/wiki/Skill_Points -- HTTP 404, page does not exist
  • https://thelastcaretaker.wiki.gg/wiki/Gift_from_Above -- re-read 2026-09-01: the quest starts on completing Ascension (the first rocket launch) and rewards +200 XP, +20 Enhancer Points and the Farming Bed

Official

  • https://steamcommunity.com/app/1783560/allnews/ -- news index re-read; newest post 2026-06-25. Version anchor re-confirmed
  • Update 5.0 patch notes (0.8.0.612115) -- "Increased the player level cap from 30 to 35"

Steam Discussions (named per-poster, dated)

  • https://steamcommunity.com/app/1783560/discussions/0/681860127366795547/ -- "Level cap? No Respec?" -- Asa, 2025-11-17: "Skills are 113 / 147 (77%)" and "Enhancers 450 / 800 (56%)"; no respec
  • https://steamcommunity.com/app/1783560/discussions/0/756178376553829605/ -- "Possible to unlock all skills?" -- Xanman64, 2026-02-23: "You can eventually unlock everything"; Dumpster Fire: "You can easily get all skills"
  • https://steamcommunity.com/app/1783560/discussions/0/766310496237286002/ -- Matik, 2026-02-13: "You'll have enough points for everything by 28"; Xanman64: "Level cap is now 30"
  • https://steamcommunity.com/app/1783560/discussions/0/681860701882436881/ -- "level 25, and after ?" (2025-11-22) -- launch-era cap discussion
  • https://steamcommunity.com/sharedfiles/filedetails/?id=3600430670 -- TechRaptor Starter Guide (2025-11-06): the two free Tier-2 unlocks, "save your last Skill Point", "You have 10 unused enhancer points" at level 2

Guides (dated)

  • https://www.thegamer.com/the-last-caretaker-complete-skills-guide/ -- Helen Ashcroft, 2025-11-08 -- full launch-era per-tier cost table (Tiers 1-21), the cross-validation source for §2
  • https://www.thegamer.com/the-last-caretaker-best-skills-level-first/ -- 2025-11-08 -- Efficiency Matrix -10%, Resource Optimizer "no drawbacks"

Attempted and abandoned

  • https://www.nexusmods.com/thelastcaretaker/mods/16 -- HTTP 403, abandoned permanently per fetch protocol
  • reddit.com -- not accessible to this agent
05

The Caretaker: Robot Systems & Survival Mechanics

Version anchorThe Last Caretaker Early Access 0.8.0.612251 -- "Update 5.0: New Horizons" HOTFIX 2, released 2026-06-29 (base Update 5.0 = 0.8.0.612115, 2026-06-24; Hotfix 1 = 0.8.0.612211, 2026-06-26). Steam buildid 23962331, Unreal Engine 5.7.4, verified first-hand on the ShadowPC install 2026-08-24 (docs/ref/shadow-install.md). Re-confirmed 2026-08-24: the Steam news hub's newest post series is Update 5.0 (2026-06-24) and the patch-notes thread's newest entry is Hotfix 2 0.8.0.612251 (2026-06-29) -- no patch has shipped between 2026-06-29 and today; Hotfix 2 is the current live build.
18 claims checked14 corrections13 unverifiedverifier verdict

The doc is now reliable on its load-bearing numbers: every Enhancer value, the 500 Wh/250 W battery baseline, the 5 Wh melee cost, the Charge Injector and Repair Tool stats, the backpack table and the level cap all re-verified clean against the current wiki and the Update 5.0 patch notes, and the version anchor is confirmed current with first-hand agreement from the ShadowPC install. Three prior "sources disagree" items were resolved (110 m depth, 25 skill tiers, Field Medic's healing scope), two gaps were filled with real values, and the two claims that were actually wrong or overstated -- SparkCell's capacity and the "equipped gear survives death" reassurance -- are corrected; what remains open is honestly fenced as inferred or UNVERIFIED, mostly around unpublished rates and absence-of-system negatives.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

[FIRST-HAND CORRECTION 2026-08-26] The game ships ELEVEN enhancers, not ten. The undocumented eleventh is Equipment Handling ("Improves equipment handling 0.5%. This affects holstering, melee swing and reload durations") -- it appears in no wiki page and no guide; confirmed in-game and by the datamine roster (11 DA_Enhancer_* assets). Also corrected from the live panel: Scrapper has FOUR effects (dismantle time -0.5%/lvl, dismantle consumption -0.5%/lvl, repair time -0.5%/lvl, repair consumption -0.5%/lvl), Engineering likewise covers build time+consumption AND craft time+consumption, Improved Hydraulics is "+1% lifting capacity and +1% efficiency", and Field Medic boosts transfer speed of both Electricity and Health by 2.5%/lvl. Maxing all eleven costs 1,100 points. Verified formulas at a live 35/35/15/10 spend: Battery 35 -> +0.70 kWh, Power Management 35 -> -17.5%, Scrapper 15 -> -7.5%, Haul 10 -> +10 kg.

Provenance labels (added v1.3.0). [first-hand YYYY-MM-DD] = observed in Robert's own play session · [tooltip] = read verbatim off an in-game tooltip · [datamined] = read out of the shipped containers (data/datamine/parsed/*.json, mined 2026-08-25 from buildid 23962331) · [save-census] = read out of Robert's save file · [wiki] / Confirmed / Reported / Inferred / UNVERIFIED as used throughout · [beta-era] = observed on the Update 5.5 "Deck Drop" public beta (0.8.5.650920, buildid 24990438, UE 5.8.1) that Robert opted into on 2026-08-29. Beta-era facts are recorded but do NOT re-anchor this document -- everything unmarked is 0.8.0.612251. Evidence hierarchy, strongest first: in-game purchase or panel read > tooltip text > datamine or save > wiki > guide.

The Last Caretaker takes the standard survival-game needs stack and throws almost all of it away, because you are not a person. You are a Caretaker -- an autonomous maintenance robot -- and the game gives you exactly two meters: an Internal Battery (blue, measured in watt-hours, always draining) and Vitality (green, the health bar). There is no hunger, no thirst, no sleep, no oxygen, no temperature and no sanity meter; food and water exist in the world as crafting/farming inputs and as fuel for other systems, never as things you personally consume to stay alive. Power is the resource that replaces all of them: electricity keeps you moving, keeps you carrying, keeps you cutting, and -- when it runs out -- your Vitality starts falling instead. Everything else in this document (diving depth, fall damage, carry weight, repair, death) hangs off those two bars and the Enhancer system that upgrades them -- eleven stats of 100 levels each, of which the wiki documents ten (§7.1). Numbers below are tagged with the patch they were observed in; this is an Early Access title five major updates deep, so launch-era guide values are called out as such.


1. The survival model: exactly what meters exist#

Meter Present? Bar Unit Base Ceiling Confidence
Internal Battery (power/charge) YES Blue Wh 500 Wh 2,500 Wh (Battery Enhancer) Confirmed (wiki + multiple guides)
Vitality (health/integrity) YES Green points 100 (inferred) 200 (Vitality Enhancer) Confirmed ceiling; base inferred from the +1/level x 100-level Enhancer math
Encumbrance / carry load YES (not a survival meter, but a live drain modifier) % readout beside Vitality kg 100 kg 200 kg (Haul Mastery) Confirmed
Depth / pressure tolerance YES (a threshold, not a bar) -- m 10 m (inferred) 110 m (Pressure Enhancer) Confirmed ceiling -- wiki Enhancers states "up to 110 m capacity" verbatim (re-verified 2026-08-24)
Hunger NO -- -- -- -- Confirmed absent (multiple independent sources)
Thirst NO -- -- -- -- Confirmed absent
Sleep / fatigue NO -- -- -- -- Confirmed absent
Oxygen / breath NO -- -- -- -- Confirmed absent -- diving is limited by pressure and battery, never by air
Temperature / cold / heat NO documented meter -- -- -- -- Reported absent -- no source documents one; UNVERIFIED as a hard negative
Corrosion / rust / water ingress NO documented meter -- -- -- -- Reported absent -- see Gaps
Radiation / toxicity NO documented meter -- -- -- -- UNVERIFIED (see Gaps)

The core loop consequence. Because there is no food/water/sleep clock, the game never interrupts you to eat. What it does instead is meter every action against your battery: moving, hauling, scrapping, building, crafting, shooting, diving. "Survival" in this game means logistics -- staying inside cable range of a power source, or carrying enough stored charge to get home.

Coupling rule (the one thing a new player must internalise):

Battery empty -> Vitality begins to drain -> Vitality zero -> termination.

The two bars are in series. A dead battery is not an inconvenience; it is a slow death timer. (Confirmed, wiki Mechanics + Caretaker, current at 0.8.x.)


2. The Internal Battery: capacity, drain and what costs power#

2.1 Capacity#

Source Wh Notes Patch
Base internal battery 500 Wh Starting capacity, no upgrades 0.8.x
Battery Enhancer, per level +20 Wh 100 levels available 0.8.x
Battery Enhancer, maxed +2,000 Wh -- 0.8.x
Total maximum 2,500 Wh (2.5 kWh) Requires 100 Enhancer points in Battery alone 0.8.x

2.2 Base drain rate#

The Power Management Enhancer table on the wiki exposes the base idle consumption directly:

Power Management invested Reduction Base consumption Endurance from a full 500 Wh (inferred) Endurance from a full 2,500 Wh (inferred)
0 / 100 0% 250 W 2.0 h 10.0 h
25 / 100 12.5% 219 W 2.28 h 11.4 h
50 / 100 25% 187 W 2.67 h 13.4 h
75 / 100 37.5% 156 W 3.21 h 16.0 h
100 / 100 50% 125 W 4.0 h 20.0 h

Endurance figures are inferred arithmetic (Wh / W), and assume a baseline Caretaker doing nothing expensive. Real drain is always higher -- see 2.3. Whether the game clock runs at real-time or accelerated for these purposes is UNVERIFIED.

Power Management "decreases base power consumption by 0.5% per level" and the wiki states that anything draining the internal battery can be reduced by up to 50% with it -- i.e. it is a global multiplier, not just an idle-drain discount. (Confirmed, wiki Enhancers / Caretaker.)

2.3 What consumes power#

Activity Cost Confidence Patch
Existing (idle baseline) 250 W continuous, unmodified Confirmed 0.8.x
Moving Scales with speed -- "the faster you move the more electricity is used" Confirmed (qualitative; no per-speed numbers published) 0.8.x
Being over carry capacity Large continuous adder -- 400 W or more while standing still, i.e. ~1.6x the 250 W baseline, and that was measured "with my flashlight OFF" Reported (Steam discussion, 2025-12-21, 0.6.x era) 0.6.x, mechanic still present 0.8.x
Headlamp / torch, switched on The single largest personal draw in the game. Lancer ~2.5 kW (T6) · Nebula ~10 kW (T14) · Eclipse >10 kW (T18) Reported (wiki per-item pages; docs/ref/flow-research/electricity.md §2.2.1) 0.8.x
Melee attack 5 Wh per swing Confirmed (wiki Caretaker) 0.8.x
Scrapping / dismantling Major drain; reduced 0.5%/level by the Scrapper Enhancer Confirmed that it drains; magnitude Reported 0.8.x
Building / crafting Drains power and time; reduced 0.5%/level each by Engineering Confirmed 0.8.x
Lifting / carrying heavy objects Reduced 1%/level by Improved Hydraulics Confirmed 0.8.x
Repairing (Repair Tool) Costs electricity; "repair electricity costs now scale better with the amount of damage" after a balance patch Confirmed (patch note); exact rate UNVERIFIED post-0.6.x
Charge Injector use 2% of energy per use, converting it to 20% Vitality Confirmed 0.8.x
Diving below your pressure limit Increases battery drain rate, worsening with depth Confirmed 0.8.x
Energy weapons (Electric Rifle, Flamethrower) Draw from an equipped backpack acting as an extended magazine Confirmed (wiki Backpacks); per-shot cost UNVERIFIED 0.8.x
Powered tools / flashlight Assumed to draw from the internal battery Inferred -- UNVERIFIED --

Practical read: the two things that will unexpectedly bankrupt an early Caretaker are (a) walking around over the 100 kg weight limit and (b) mass-scrapping salvage away from a power source. Both are Enhancer-mitigable (Haul Mastery, Scrapper), which is why community consensus puts those two near the top of the spend order.

💡 Encumbrance is a POWER tax before it is a speed penalty -- and that gives Haul Mastery a hidden second job. The 25% mobility floor is the visible penalty; the ~1.6x idle draw is the expensive one, and nothing in Haul Mastery's tooltip mentions it. Raising the carry cap does not just let you carry more, it stops you paying an over-weight electricity bill on every step. Treat Haul Mastery as a partial Power Management. (docs/ref/flow-research/electricity.md §2.6.)

🪤 The headlamp is the hidden monster in your power budget -- do the arithmetic once and you will never leave one on again. Baseline idle is 250 W. An Eclipse at >10 kW is roughly 40x your entire idle draw, and flattens a fully-enhanced 2,500 Wh internal battery in about 15 minutes of continuous use; a Lancer at 2.5 kW drains the same battery in about an hour, and a stock 500 Wh battery in twelve minutes. Torch discipline in dark interiors is worth more early-game battery than any generator you can build at the same tier. Figures are REPORTED (wiki per-item pages, corroborated by several independent player reports of "2,500 watts" and "a whopping 11,000 watts"); the arithmetic is ours.

⚔️ The Eclipse is also a weapon. first-hand 2026-09-01, <strong>beta-era</strong> intense light kills night crawlers on contact -- walking into a crawler with the Eclipse lit destroys it without a shot fired. That reframes the top headlamp from "expensive convenience" to "a light-damage tool you pay 10 kW to run". Full tactical treatment and the light-vs-swarm rules are in 06-ocean-weather-hazards-threats.md; the power cost is the part that belongs here.


3. Charging: how the Caretaker recharges#

You plug yourself into the electrical grid like any other appliance -- the game's power network is the charging system. No source documents a dedicated "charging station" building you stand in (unlike the Heal Station, which is a real, documented structure); every guide and wiki page describes cable-charging as the method. Treat "there is no charging pad" as strongly indicated but formally UNVERIFIED as a hard negative -- the wiki's Electricity page is a stub, so the absence is argued from silence.

3.1 Cable charging (the primary method)#

The procedure (confirmed across wiki, TheGamer and community threads):

  1. Find any electricity source: a storage battery, solar panel, wind turbine, generator, or a powered outlet / wall socket.
  2. Hold E on the source to take a cable end. (Hold-to-attach replaced an earlier tap-to-attach after community feedback -- change noted 2025-12; hold-interact duration is a setting, default 0.5 s, first-hand from GameUserSettings.ini.)
  3. Step slightly away and choose "Connect (Self)" to plug the far end into your own recharge socket.
  4. Confirm the flow: blue pulses travel along the cable toward you. That is the visual confirmation charging is happening.

The socket-direction gotcha. Power sockets have three modes: Output (the default -- sends power out of the socket), Input (drains power from the far end), and Equalize (attempts to hold an even split between the two ends). If you plug in and your battery keeps draining, the socket is in the wrong mode -- hover the power source and press F to flip it to Input. (Confirmed, TheGamer power guide, 2025-11-09, re-verified 2026-08-24; mechanic still current.)

3.2 Charge rates#

Setup Observed rate Confidence Patch
Direct from 3x Lumimid solar panels ~14 W/s Reported (Steam discussion 2025-12-21) 0.6.x
Plugged into a grid with a storage battery holding enough charge ~200 W/s Reported (same thread) 0.6.x
Field Medic Enhancer at 100/100 +250% transfer rate -- a 2.5 kWh battery reported filling "in seconds" Reported (same thread) 0.6.x

Authoritative transfer stat (wiki Enhancers, re-verified 2026-08-24, 0.8.x). The Enhancer table publishes Field Medic's actual base and capped rates, and they are the current numbers to trust over the 0.6.x community figures above:

Field Medic Charge transfer Healing
0 / 100 (base) 200 kW 10 HP/s
100 / 100 ~700 kW (+250%) ~45 HP/s

Note the wiki's charge figure is in kW, not the W/s the community threads used; the two are not directly comparable, and the 14 / 200 "W/s" numbers above should be read as a ratio only.

✅ Partial reconciliation of the unit mess (v1.3.0). The community line "that will charge you at your maximum input rate (roughly 200 W per second)" is malformed -- W is already a rate -- but the number it carries, 200, is exactly the wiki's Field Medic base transfer figure of 200 kW. Two independent sources landing on 200 for "your base charge intake" is worth more than either alone. Read the magnitude as 200 and the unit as noise. The same pattern validates the top of the ladder: an independent player reporting "250% increase in recharge rate with full 100 points in Field Medic -- a 2.5 kWh battery takes a few seconds" is a 3.5x multiplier, which is precisely 200 kW -> 700 kW. The wiki's own table carries a "verification needed" flag on that row; the player report is the corroboration it was asking for. Both remain REPORTED, not measured (docs/ref/flow-research/electricity.md §2.6).

Consensus takeaway (Steam "Powering/Charging yourself should be upgradeable/skippable & faster", Dec 2025): never charge directly off generation. Charge off a storage battery on the grid -- it is roughly an order of magnitude faster. These rate numbers are 0.6.x-era and have not been re-verified against 0.8.x; treat the ratio as reliable and the absolute figures as stale.

3.3 Portable charge (the field kit)#

Consumable batteries -- single-use items that dump charge straight into you:

Item Restores Weight Tier Recipe Confidence
Consumable Battery 25 Wh 0.2 kg 3 1 Iron + 1 Fabric + 35 Wh Confirmed (wiki item page, 2026-08-24)
Consumable Medium Battery 100 Wh UNVERIFIED UNVERIFIED UNVERIFIED Confirmed value (wiki)
Consumable Large Battery 200 Wh 1.6 kg 15 2 Iron + 2 Fabric + 245 Wh Confirmed (wiki item page, 2026-08-24)

The consumable-battery trap. Both confirmed recipes cost more electricity to craft than the item gives back (35 Wh in for 25 Wh out; 245 Wh in for 200 Wh out). Consumables are not energy generation -- they are energy transport: you spend surplus grid power at base to carry charge somewhere the grid does not reach. Never treat them as a net gain.

Electricity backpacks -- equippable modules that act as a second, external tank you can draw from or top up from a grid. They also serve as extended magazines for energy weapons.

Backpack Stores Resource Unlock tier Weight Rarity Recipe
ONi SparkCell 250 Wh (dedicated item page; the Backpacks hub table says 200 Wh -- see Gaps) Electricity 5 5 kg Common 1 Battery Cell + 1 Alloy Frame + 1 Connector Ports (raw: 3 Copper, 3 Fabric, 2 Iron, 3 Plastic, 1 Rubber)
ONi VoltPlus 500 Wh Electricity 11 7.5 kg Uncommon 2 Battery Cell + 1 Alloy Frame + 1 Connector Ports + 1 Logic Chip
ONi MegaCell 1,000 Wh Electricity 15 UNVERIFIED UNVERIFIED UNVERIFIED
ONi FuelLite 100 L Petrol 7 UNVERIFIED UNVERIFIED UNVERIFIED
ONi PetroFlow 200 L Petrol 10 UNVERIFIED UNVERIFIED UNVERIFIED
ONi PetroMax 400 L Petrol 16 UNVERIFIED UNVERIFIED UNVERIFIED

(Weights/recipes for SparkCell and VoltPlus captured from their dedicated wiki item pages 2026-08-24; the hub table omits both columns, which is why the rest are still blank.)

Backpack workflow (community-reported): put the backpack on the action bar; selecting it runs a cable to the pack, letting you charge the pack from a grid or charge yourself from the pack. Small storage-battery containers holding 200 W [sic -- reported as W, almost certainly Wh] can be carried and used as pocket charge points for either you or a Volt-series pack.

3.4 Running dry#

Stage Effect Confidence
Battery hits 0 Wh Vitality begins to drain continuously Confirmed
At or below 500 Wh stored Fall damage stops being absorbed by the battery alone and starts billing both bars -- see §4.2 for the exact confirmed rule Confirmed (wiki Mechanics, re-verified 2026-08-24)
Vitality hits 0 Termination -- see §6 Confirmed

There is no documented "brownout" state (reduced speed / disabled tools at low charge) short of the Vitality drain. UNVERIFIED whether one exists.


4. Damage, repair and Vitality#

4.1 What hurts the Caretaker#

Damage source Notes Confidence
Enemy attacks Hostile machines/creatures; enemies are documented as having limited roaming unless provoked Confirmed
Fall damage Real and significant; climbing a ladder negates fall damage for that descent Confirmed
Battery depletion Continuous Vitality drain at 0 Wh Confirmed
Underwater pressure Tick damage below your maximum depth, scaling with how far past it you are Confirmed
Self-inflicted / physical damage Wiki lists "physical/self-inflicted damage" as a category (environmental impacts, own explosives, etc.) Confirmed as a category; specifics UNVERIFIED
Storms / lightning striking the Caretaker UNVERIFIED -- storms are confirmed to damage the boat; no source confirms direct storm damage to the player Gap
Electrical shock from the grid UNVERIFIED -- no source documents the power grid harming the Caretaker Gap
Drowning Does not exist -- no oxygen system Confirmed absent

4.2 Fall damage specifics#

  • Reduced by the Shock Absorber Enhancer at -0.5% per level, to a maximum -50% at 100/100.
  • The battery is your crumple zone. Wiki Mechanics states the rule directly (re-verified 2026-08-24, 0.8.x):
Charge held What a fall costs you
Above 500 Wh Vitality does not decrease at all. The battery absorbs the whole impact and decreases normally.
At or below 500 Wh Both Vitality and battery decrease together.
Impact large enough to cross the threshold The battery absorbs damage down to 500 Wh; the excess beyond that threshold spills into Vitality.

Practical consequence: falling while topped up is nearly free, and falling while nearly flat is how new Caretakers die. Charge before you climb. (The damage-to-Wh conversion rate itself is still UNVERIFIED -- only the threshold behaviour is published.) - Ladders negate fall damage. Use them.

4.3 Restoring Vitality#

There are exactly two documented healing routes. There is no bandage, no food, no passive regeneration.

Method Effect Cost Where Confidence
Heal Station (a.k.a. "vitality station") Restores Vitality to full Free (station power) Large white docking stations found in buildings, at outposts and on your boat; "always positioned near backup save stations" Confirmed (TheGamer + wiki); exact heal rate UNVERIFIED (wiki page is a stub)
Charge Injector (consumable) +20% Vitality for -2% energy -- literally converts electricity into health Craft: 1 Plastic + 1 Glass + 35 Wh; 0.2 kg; Common; Tier 4 Craftable, holsterable Confirmed (wiki item page)

⚡ The Charge Injector is an ELECTRICAL item, not a medkit. Its own text -- "Restores 20% of vitality at the cost of 2% energy" -- describes a conversion, and it is the only one in the game: the two bars are connected in both directions. Battery empty drains Vitality (§1); the Charge Injector spends Vitality's way back out of your battery. Practical consequences: it is worthless when you are nearly flat (2% of a nearly-empty tank restores almost nothing, and you need that charge to walk home), and it is close to free when you are topped up at the boat -- which is exactly when you least need it. Carry two, use them when you are hurt but still charged, and treat a Heal Station as the real answer.

The Field Medic Enhancer increases transfer speed by +2.5% per level (to +250%), and the wiki Enhancers table shows it governs both channels: charge transfer 200 kW -> ~700 kW and healing 10 HP/s -> ~45 HP/s. So it does speed up healing, not just recharging -- it is the "how fast do I get back on my feet" stat on both bars. (Confirmed, wiki Enhancers, re-verified 2026-08-24.) The Heal Station's own base heal rate and power cost remain UNVERIFIED -- its wiki page is still a {{Stub}} as of 2026-08-24 -- but the 10 HP/s Field Medic baseline is the best published proxy.

4.4 Repair -- and the thing that surprises people#

You cannot repair yourself with the Repair Tool. The wiki states this explicitly. The Repair Tool is for infrastructure, not for your chassis; your body is fixed only at a Heal Station or with a Charge Injector.

Repair Tool Value
Weight 4 kg
Rarity Common
Unlock Tier 1, 0 skill point cost -- you start with it
Droppable No -- cannot be dropped
Default re-equip key T
Repairs The boat (hull and decks), Communications Array / beacons, electrical and control panels, player-built structures
Requirement The necessary materials must be in inventory; also costs electricity
Cannot repair Yourself

Degradation is a real system. Built parts wear out -- a balance patch reduced wind turbine durability loss, and there is a standing community discussion thread on parts degradation. The boat takes damage from storms and water mines among other hazards, showing visible hull/deck damage that the Repair Tool fixes. Repair electricity cost was rebalanced to scale with the amount of damage.

The Rhino Dismantler (added in Update 5.0, 2026-06-24) is a petrol-powered dismantling tool -- note the fuel type: it does not run off your internal battery, which is precisely why it exists; the Dismantle Tool is the base, electricity-driven scrapping instrument. Scrapping is one of the biggest power sinks in the game, which is what the Scrapper Enhancer exists to blunt.


5. Movement, traversal and diving#

5.1 On foot#

Confirmed movement verbs: walk, run/sprint, jump, crouch, climb ladders. The game is first-person on foot and switches to third-person when operating the boat. First-hand settings evidence from the install (VoyageGameUserSettings) corroborates the movement/ergonomics layer: SprintMode and CrouchMode (toggle vs hold), bRemoveHeadBob, bAutoPickup, InteractHoldDuration=0.5, default FOV=100, plus ADS sensitivity, crosshair and holster HUD options -- i.e. aimed weapons and a holster system exist.

Encumbrance and mobility: exceeding your carry weight decreases mobility and raises movement power draw. Mobility is floored -- it "can only be decreased to 25 percent", so overloading slows you to a crawl but never immobilises you outright. (Confirmed, wiki Caretaker.)

5.2 In the water#

Because there is no oxygen meter, water is not a breath-hold puzzle -- it is a pressure and power puzzle. Two things limit a dive: how deep you can go before pressure hurts you, and whether you have enough charge left to get back up.

Diving fact Value Confidence
Base maximum safe depth 10 m (inferred: 110 m total minus 100 Enhancer levels) Inferred
Pressure Enhancer +1 m per level, 100 levels Confirmed
Maximum safe depth, fully enhanced 110 m -- wiki Enhancers states "up to 110 m capacity" (a Nov-2025 community thread said "100 m"; that is the Enhancer's own +100 m misread as the total) Confirmed 110 m (re-verified 2026-08-24)
Exceeding max depth Increased battery drain and tick damage to Vitality, both worsening the deeper you go Confirmed
Instant death at depth No -- "You don't suddenly die at over-pressure; your health will slowly go down" Reported (community consensus, Steam depth threads)
Descending efficiently Hold crouch to sink rather than swimming down -- conserves power Reported (Steam "Depth Pressure?", 2025-11-21)
Air pockets Dive sites contain air pockets/bubbles, some with a healing machine inside Reported (same thread)
Water Jet Underwater propulsion equipment added in Update 5.0 New Horizons (0.8.0.612115, 2026-06-24), shipping in two unlockable versions Confirmed (patch notes, re-verified 2026-08-24); per-version stats UNVERIFIED

The deep-dive technique (community consensus, multiple Steam threads, Nov 2025 - 2026):

  1. Bring consumable batteries and a charged electricity backpack; the battery, not the pressure damage, is usually what kills you.
  2. Run power cable and extenders from the ship's grid down the structure and stay plugged in -- this keeps the over-pressure drain from zeroing your battery.
  3. Route between air pockets; heal at any machine you find inside one.
  4. Keep a hard reserve for the ascent.
  5. Some quest dive sites (the Norfolk Grave objective is the recurring example) sit deeper than a fully-upgraded pressure stat allows -- they are designed to be done partly over-pressure.

✅ The Pressure ladder corroborated first-hand [2026-08-30]. At 70 points invested (i.e. a ~80 m tolerance on the 10 m base + 1 m/level model), the main chain's ~45 m underwater-investigation leg beneath the first seed vault was trivial -- no tick damage, no drain scare, no tethering needed. That is exactly what the published ladder predicts, and it is the first direct check of the model at a real depth on a real objective. Two readings follow: the +1 m/level, 10 m base, 110 m cap model is behaving as documented; and 70 points is comfortably more than the main line asks for -- the community's "~40 clears story diving" rule looks right, with 70 buying margin rather than access.

Priority note: experienced players in the Nov-2025 threads called Pressure "probably the most important stat in the game", precisely because content is gated behind depth and points are scarce. That is 0.6-era advice; it has not been contradicted since. Note what it is priority over: Pressure is the only enhancer that opens content, but past the story's requirement it stops paying -- see 21-player-builds-leveling.md §4.3 for players who maxed it and reported the deep sites disappointing.

5.3 Carrying#

Object carrying (crates, salvage, physics objects) exists and is powered -- the Improved Hydraulics Enhancer improves lifting capability and cuts its power cost by 1% per level each. A forklift exists as a separate vehicle-class hauler (referenced in Update 5.0 fixes). Built storage containers became relocatable in Update 5.0.


6. Death, backups and save behaviour#

The game frames death as termination and respawn as restoration from a backup -- diegetically consistent with the robot premise, and mechanically a checkpoint system with real teeth.

Element Behaviour Confidence
Death trigger Vitality reaches 0 Confirmed
Death message/state "Terminated" -- you must "return to a backup" Confirmed
Respawn location On your boat Reported (wiki-sourced summary; corroborated across community threads)
Item loss Sources conflict, and the pessimistic reading is safer. The common summary is that you drop everything not equipped while equipped gear stays on you -- but a first-hand Steam report (thread "Buildable Skill Items Missing on Self after Death") describes losing "all my inventory items, guns and all. EVERYTHING," and that player recovered only by loading an earlier save (~2 h lost). Plan for total inventory loss. Reported, conflicting (re-verified 2026-08-24)
Progress loss Anything not saved at a Backup Station is lost -- this is the stated design reason to use them Reported
Backup Terminals / Stations Function as save points; located at stations/outposts and on your boat, always near a Heal Station Confirmed
Wiki Mechanics phrasing Reaching 0 Vitality means you are terminated and "have to return to a backup"; the Caretaker page separately says game over "requires reload from save" Sources phrase this differently -- see Gaps
Autosave AutoSaveInterval=10 in the shipped settings file (units presumed minutes) Confirmed setting (first-hand, install); semantics UNVERIFIED
Save location %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\, Steam Autocloud Confirmed first-hand (docs/ref/shadow-install.md)
Multiple backups kept The game retains multiple savegame backups (community thread "The game keeps all savegame backups") Reported

Enemy respawn (relevant to route planning): small enemies respawn only from stationary pods; no large enemy is known to respawn. (Reported, wiki-sourced.)

Practical rule for a fresh playthrough: treat a Backup Station the way you would treat a save-and-quit point. Hit one before any dive, any deep interior, and any combat you are not sure about. Losing an hour of salvage to a pressure tick 90 m down is the single most common new-player disaster in the community threads.


7. The body: Enhancers, skills and equipment#

The Caretaker's own capabilities are upgraded through two separate currencies, both earned on level-up.

7.1 Enhancers -- the ten published stats, plus an eleventh (the "body" upgrades)#

Every level grants Enhancer Points. Each Enhancer accepts up to 100 levels. The grant is no longer a guess: DT_VoyageCharacterLevels [datamined 2026-08-25] gives 10 points/level at levels 2-4, 15 at 5-9, 20 at 10-20 and 25 at 21-35 = 700 to the cap, on top of quest awards (515 documented). Full economy and build orders: 21-player-builds-leveling.md §3.

# Enhancer Per level At 100/100 What it actually fixes
1 Vitality +1 Vitality 200 total Survivability against pressure ticks and enemies
2 Haul Mastery +1 kg carry 200 kg total Kills the encumbrance power drain (400 W+ when over)
3 Improved Hydraulics +1% lifting, -1% power +100% / -100% (capped effect UNVERIFIED) Heavy-object handling cost
4 Engineering -0.5% build/craft time, -0.5% power -50% / -50% Base-building throughput
5 Pressure +1 m depth 110 m total Gates dive content -- highest-priority stat per community consensus
6 Scrapper -0.5% scrap time, -0.5% power -50% / -50% The other big power sink
7 Battery +20 Wh 2,500 Wh total Range and dive reserve
8 Power Management -0.5% base consumption 250 W -> 125 W Global drain multiplier
9 Field Medic +2.5% transfer speed +250% (charge 200 kW -> ~700 kW; healing 10 -> ~45 HP/s) Recharge and heal rate
10 Shock Absorber -0.5% fall damage -50% Vertical exploration safety
11 Equipment Handling 0.5% per level (tooltip wording: "improves") ~50% at 100, if the cap is 100 -- inferred ⚠️ The undocumented eleventh -- in no wiki page and no guide, but in the live panel first-hand 2026-08-26 and in the datamine's eleven-asset roster. Tooltip verbatim: "Improves equipment handling 0.5%. This affects holstering, melee swing and reload durations" -- so it shortens those three durations, though the tooltip states the direction as a gain and never names an endpoint. Its 100-level cap is assumed from the other ten, not confirmed, which is why "maxing all eleven costs 1,100 points" carries an asterisk

🔴 ~~Scarcity is the design. Community consensus (Steam, Nov-Dec 2025, 0.6.x era): "you get around enough points to max around five of your stats."~~ RETIRED -- and now closed by arithmetic, not testimony. Leveling alone grants 700 points [datamined] and documented quests add 515 more, for a 1,215-point documented floor against the 1,000 needed to max all ten (or 1,100 for all eleven). The launch-era scarcity framing was true of a game where quests awarded no enhancer points at all; that changed around Update 02. There is still no respec, so order still matters -- but nothing is permanently forfeited. Full arithmetic: 21-player-builds-leveling.md §3.

✅ Three formulas confirmed EXACT, first-hand [2026-08-25, stat panel]: at 20 Battery levels the panel reads 0.9 kWh (500 + 20 x 20 -- so +20 Wh/level and a 500 Wh base, both exact); at 20 Power Management levels it reads 225 W (250 x 0.90 -- so -0.5%/level and a 250 W base, both exact); at 10 Haul Mastery levels it reads 110 kg. The 100-level endpoints in the table above are therefore arithmetic, not inheritance. Mobility % and Extra Weight % are HUD stat-panel readouts of your current load, not enhancer fields.

🐛 But a display confirmation is not a draw confirmation. Three players independently report idle draw stuck near 260 W regardless of Power Management investment ("-50% power savings, but my power usage is STILL at around 260"), which is the un-enhanced baseline. Robert's panel proves the stat display applies the formula; nobody has yet read a gauge before and after investing. 🧪 Cheap settle: stand still, unencumbered, torch off, read the boat's electricity dashboard before and after a block of Power Management points. Until then treat Power Management as very likely working but not measured (docs/ref/flow-research/electricity.md §5.14; 21-player-builds-leveling.md §2.5).

Commonly recommended spend order (community, not official): Pressure and Battery for content access; Haul Mastery and Scrapper to stop the power bleed; Engineering for build tempo. Power Management is a strong late multiplier. Note that Haul Mastery is quietly also a power stat -- over-weight idle draw runs ~1.6x baseline (§2.3).

⚠️ VITALITY -- guidance revised for the combat era first-hand 2026-08-28. The "Vitality and Shock Absorber are situational, run them at 0-30" consensus was formed in the launch-era game by players who were avoiding combat and could always retreat. Two things now cut against it: the combat era is live (rifle in hand, enemies that burst you rather than chip you), and there is no armour system in this game (§7.3) -- so Vitality is the only stat that buys damage headroom. There is no plating to substitute for it and no field regeneration to recover it. Revised guidance: 15-20 points of Vitality bought from the float, never ahead of Battery / Power Management / Haul Mastery. That is a margin, not a build. Field Medic and Shock Absorber still skip -- a Heal Station is free and ladders negate falls. (Companion recommendation, not a community consensus: 21-player-builds-leveling.md §2.3.)

7.2 Skills -- the tech tree (the "what you can build" upgrades)#

Skill system fact Value Confidence
Points earned 🔴 ~~1 Skill Point per level~~ RETIRED. [datamined 2026-08-25] DT_VoyageCharacterLevels grants 3 SP at level 2 rising to 9 at level 9, then a flat 10 per level to the cap = 305 total (plus Enhancer Points, separately). "One per level" was community shorthand and is wrong by an order of magnitude Datamined exact
Level cap 35 as of Update 5.0 (was 30 before 2026-06-24) Confirmed (patch notes)
Tier structure Tiers 1-25. The wiki skill hub lists skills from Tier 1 (Repair Tool, Torch) to Tier 25 (Brass Telescope). The "21 tiers" third-party guide is stale -- pre-Update-5.0. Confirmed 25 (wiki skill hub, re-verified 2026-08-24)
Cost per skill 1-4 points -- the observed maximum anywhere is 4 (Sabatier T16, Eclipse T18, Distillation Tower T20, Entanglement Lens + Quantum Duplicator T21); the old "rising to 6 at Tier 21" came from the discredited 21-tier SEO guide and is RETIRED (doc 22 corrected this 2026-08-24: wiki infoboxes + TheGamer independently agree on 1-4) Confirmed (two independent sources)
Respec None -- commitments are permanent for the playthrough. But note the budget: 305 SP granted against a 267 SP tree, so the tree completes from leveling alone with ~38 SP spare -- a "wrong" pick costs tempo, not access Reported (no respec) + Datamined (budget)
Content 156 tier-listed skills costing 267 SP, plus 44 more that are quest/vault/system-granted (unlock_method = Never) [datamined]. Tools (Repair Tool T1/0pt, Dismantle Tool), weapons, cables/generators/tanks, modules, and stat-adjacent unlocks Datamined exact (wiki hub lists 139)

Note the important separation: Skills unlock recipes and equipment; Enhancers upgrade your body. Do not conflate them when planning a build.

7.3 Inventory and equipment model#

Element Value Confidence
Inventory model Weight-based, not slot-grid Confirmed
Base capacity 100 kg Confirmed
Maximum capacity 200 kg (Haul Mastery, +1 kg/level) Confirmed
Readout Usage percentage displayed next to the Vitality bar Confirmed
Over-capacity penalty Mobility falls (floor 25%), movement power consumption rises sharply Confirmed
Equipped vs stored Equipped items (weapons, flashlight, backpack) survive death; loose inventory drops Reported
Holster Exists as a distinct system with its own HUD widget and keybinds; Charge Injectors can be added to it Confirmed (first-hand settings bInterfaceHudHolster, bInterfaceHudHolsterKeybinds + wiki item actions)
Action bar Exists (bInterfaceHudActionBar, bInterfaceHudActions); backpacks are used from it Confirmed
Crafting queue Exists (bInterfaceHudQueue) -- crafting is queued, not blocking Confirmed (first-hand)
Auto-pickup Toggleable (bAutoPickup, default on) Confirmed (first-hand)
Backpack slot One equipped backpack, carrying electricity or petrol, doubling as the magazine for energy weapons Confirmed

✅ There is NO armour system in this game -- CONFIRMED (2026-08-28), not merely undocumented. You do not swap limbs, plating or frames, and there is no damage-reduction gear slot of any kind. All permanent body improvement runs through Enhancers; all situational improvement runs through equipped gear (backpack, weapons, light, tools), none of which reduces incoming damage. Three independent lines agree: no source describes one, play confirms none is offered, and the datamine carries nine armour skill assets -- Chest/Head/Legs_{Light,Medium,Heavy}_Armor -- every one of them unlock_method = Never (sentinel tier 50), i.e. present in the files and unobtainable by any route. Read that as cut or unreleased content, not a hidden system.

Why this matters beyond trivia: with no armour, Vitality is the only damage headroom the game sells you, which is the whole basis of the revised Vitality guidance in §7.1. Players arriving from mech-builder survival games should not expect modular robot parts, and players arriving from any game with armour should not plan to "gear through" a fight they cannot survive at 100-200 Vitality.


8. Hazards, status effects and their counters#

The game does not expose a classic status-effect panel (no bleeding / poisoned / cold icons documented anywhere). Hazards act directly on the two bars.

Hazard Effect on the Caretaker Counter Confidence
Over-pressure (depth) Battery drain up + Vitality tick damage, both scaling with excess depth Pressure Enhancer; tethered power cable; air pockets; consumable batteries; hold-crouch descent to save power Confirmed
Power exhaustion Vitality drain Battery Enhancer, Power Management, backpacks, consumables, grid tether Confirmed
Falls Vitality damage, battery-level-dependent Shock Absorber; use ladders (negate fall damage) Confirmed
Encumbrance Mobility to 25% floor, heavy power drain Haul Mastery; Improved Hydraulics for lifting; drop or cache salvage Confirmed
Enemies Vitality damage; limited roaming unless provoked Weapons, avoidance; small enemies respawn only from pods. Intense light is itself a counter: first-hand 2026-09-01, beta-era an Eclipse headlamp kills night crawlers on contact. Full light-vs-swarm rules in 06-ocean-weather-hazards-threats.md Confirmed
Storms / heavy seas Damage the boat (visible hull/deck damage); rougher wave system since a post-launch ocean update Repair Tool + materials; anchor behaviour improved in a recent patch Confirmed for the boat; direct player effect UNVERIFIED
Water mines Damage the boat Avoidance; Repair Tool Reported
Part degradation Built modules (e.g. wind turbines) lose durability over time Repair Tool; a patch reduced turbine durability loss Confirmed
Lightning / lightning rods A lightning-rod feature was announced in a roadmap ocean update; whether it shipped and whether lightning can strike the Caretaker is UNVERIFIED -- Gap
Electrical/grid shock to the player No source documents it -- Gap
Fire / burning No source documents a burning status on the player (a Flamethrower exists as a weapon) -- Gap

9. Quick reference: the fresh-Caretaker cheat sheet#

Question Answer (0.8.0.612251)
Do I need to eat, drink or sleep? No. Never.
Do I need air underwater? No. Depth hurts you, not suffocation.
What kills me? Empty battery -> health drain; enemies; falls; diving too deep.
Is there armour? No -- none, at any tier. Confirmed 2026-08-28. No plating, no damage-reduction gear, no chassis parts. Vitality is the only damage headroom you can buy.
What is my biggest power drain? Your headlamp, by a wide margin: Lancer ~2.5 kW, Nebula ~10 kW, Eclipse >10 kW against a 250 W idle baseline. An Eclipse empties a maxed 2,500 Wh battery in ~15 minutes. Second place: walking around over your carry limit (~1.6x idle).
How much charge do I start with? 500 Wh, burning 250 W baseline.
How do I recharge? Hold E on any power source, take a cable, "Connect (Self)". Watch for blue pulses. If it drains instead, press F on the source to flip the socket to input.
Fastest charge? Off a storage battery on a grid, not straight off panels/turbines.
How do I heal? Heal Station (full restore) or a Charge Injector (+20% Vitality for 2% power; 1 Plastic + 1 Glass + 35 Wh).
Can I repair myself with the Repair Tool? No. It fixes the boat, panels, beacons and structures only.
What happens when I die? Terminated -> restored from backup -> respawn on the boat, dropping everything unequipped, losing anything not committed at a Backup Station.
How deep can I dive? ~10 m at start, 110 m with Pressure maxed. Past that: extra drain + ticking damage, not instant death.
How much can I carry? 100 kg, up to 200 kg. Over the limit = 25% mobility floor and a brutal power drain.
Does falling hurt? Only when you are low. Above 500 Wh the battery eats the whole impact and Vitality never moves; at or below 500 Wh both bars drop. Charge before you climb -- and ladders negate fall damage entirely.
Which Enhancers first? Community consensus: Battery, Power Management, Haul Mastery, Scrapper, then Pressure for content access. No respec. [CORRECTED 2026-08-24, closed by arithmetic 2026-09-01: "you can max roughly five of ten" was launch-era -- leveling alone grants 700 points [datamined] and documented quests add 515, against 1,000 to max all ten. See doc 21 §3.]
How much Vitality? 15-20 from the float once you are actually fighting [revised 2026-08-28] -- because there is no armour system, Vitality is the only damage headroom in the game. The old "run it at 0" advice was written for a retreat-always playstyle. Field Medic and Shock Absorber still skip.
How many Enhancers are there? Eleven, not the wiki's ten -- the undocumented one is Equipment Handling (holstering / melee swing / reload speed). Maxing all eleven costs 1,100 points.
Level cap? 35 (raised from 30 in Update 5.0, 2026-06-24).

SPOILERS -- progression context (mechanics only, story-light)#

SPOILER -- premise, already on the store page You are the last active Caretaker on a drowned Earth, working to restore the Lazarus Complex -- a facility that artificially grows humans and launches them to orbit. The survival systems above exist to service that objective loop: salvage the ocean, recycle it aboard your boat, rebuild.

SPOILER -- Update 5.0 content, late-game Update 5.0 "New Horizons" (0.8.0.612115, 2026-06-24) added Project Eden (a visible-restoration progression path with its own construction modules, skills and quests), activated Committees that influence humanity's future, the Project Jonah / Whale questline with a dedicated summoning location, the Samples cataloguing system, a music cartridge + portable player system, and the Recovery Grinder module for surplus materials. None of these change the two-meter survival model; they extend what you spend power on. A new player does not need any of it for the first several hours.


Gaps & Unverified#

Numbers that could not be established - Base Vitality value -- inferred as 100 from the Enhancer math (+1 x 100 levels = 200 total). No source states it directly. - Base maximum dive depth -- inferred as 10 m by the same method. - Per-activity power costs beyond the melee attack's 5 Wh. No published table exists for sprint, swim, tool use, or per-shot weapon draw. Partially closed for lighting: the headlamp ladder (Lancer ~2.5 kW / Nebula ~10 kW / Eclipse >10 kW) and the 360 Standing Light (5 kW) now have figures -- but they are REPORTED (wiki per-item pages plus corroborating player reports), not measured, and the Eclipse's ">10 kW" has no upper bound published. - Heal Station heal rate and power cost -- the wiki page is still a stub (re-checked 2026-08-24). Partially proxied: Field Medic's published 10 HP/s base -> ~45 HP/s capped healing rate is now known. - Repair Tool electricity cost per unit of damage -- known to scale with damage after a rebalance; the rate is unpublished. - Backpack weights and recipes for MegaCell and the three petrol packs -- the hub table omits both columns and no dedicated page was reached. SparkCell and VoltPlus are now captured (§3.3). - Consumable Medium Battery weight, tier and recipe (the 100 Wh value is confirmed; the rest is not). - ✅ ~~Skill point costs for Tiers 22-25~~ -- CLOSED. The whole tree is priced from the datamine; the 1 -> 6 curve from the stale 21-tier guide is retired and the real ceiling is 4. See 22-skill-tree-progression-paths.md §2.8 and docs/data/skilltree.json. (Caveat carried from there: several 1-SP values are the asset's struct default rather than an explicit field.) - Whether the game clock is real-time for the Wh/W endurance arithmetic in §2.2. All endurance figures are inferred and may not map to wall-clock play. - Energy weapon per-shot draw from backpacks. - 🐛 Whether Power Management reduces MEASURED draw or only the displayed figure. The patch note says it was fixed (2026-01-12) and Robert's stat panel applies the formula exactly (225 W at 20 levels), but three players independently report idle draw stuck near the un-enhanced ~260 W. The gauge read before and after investing has never been done -- it is the cheapest high-value measurement left in this document (§7.1). - Field Medic's 200 kW -> 700 kW transfer figures carry the wiki's own "verification needed" flag. An independent player report of "+250% at 100 points" corroborates the same 3.5x, which is strong, but neither is a measurement. REPORTED. - Equipment Handling's cap and exact per-level value. The tooltip says 0.5% per level; whether it accepts 100 levels like the other ten is assumed, not confirmed -- which is why the 1,100-point "max everything" figure carries an asterisk. - The Eclipse headlamp's exact draw (">10 kW") and whether its contact-kill against night crawlers is a light-intensity threshold or an Eclipse-specific effect. The kill is first-hand, beta-era; the mechanism is unknown.

Where sources disagree

Item Value A Value B Assessment
Max dive depth fully enhanced 110 m (wiki Enhancers, current) 100 m (Steam community thread, Nov 2025) RESOLVED 2026-08-24: the wiki Enhancers page states "up to 110 m capacity" verbatim. The 100 m figure is the Enhancer's own +100 m misread as the total. Use 110 m.
ONi SparkCell capacity 250 Wh (dedicated ONi SparkCell item page, fetched 2026-08-24) 200 Wh (wiki Backpacks hub table) Still unresolved, but the item page is now the preferred source -- it carries a full infobox (250 Wh, 5 kg, Tier 5, recipe) while the hub table omits weight and recipe entirely, and the hub agrees with the item page on VoltPlus (500 Wh). Likely a stale hub row. Verify in-game.
Skill tree tier count 25 tiers (wiki skill hub, Tier 1 Repair Tool -> Tier 25 Brass Telescope) 21 tiers (third-party guide) RESOLVED 2026-08-24: 25 is current; the 21-tier guide predates Update 5.0.
Death consequence phrasing Terminated -> "return to a backup" (respawn on boat, drop unequipped items) "Game over... requires reload from save" (wiki Caretaker) Likely the same system described from different angles (the backup restore is a save reload), but the exact item-loss rules were not confirmable on a dedicated wiki page -- the Backup / Backup Station pages 404 or do not exist under those titles. Treat item-loss details as Reported.

Systems whose absence is asserted but not hard-confirmed - Temperature / cold / heat -- no meter documented anywhere; but no source explicitly says "there is no temperature system". High confidence absent, formally UNVERIFIED. - Corrosion / rust / water ingress on the Caretaker -- no evidence of any such system. Part degradation exists for built modules; nothing indicates the player body degrades. - Radiation / toxicity on the player. - Low-charge brownout effects (slowed movement, disabled tools) short of the Vitality drain. - Direct storm/lightning damage to the player. Storms damage the boat -- confirmed. The player-facing side is unestablished, as is whether the announced lightning rod feature shipped. - Status-effect system -- no evidence of named debuffs/icons at all.

Version-currency caveats - The community charge-rate numbers (14 W/s, 200 W/s, "full in seconds") come from 0.6.x-era (Dec 2025) threads and are not directly comparable to the wiki's published Field Medic transfer stat (200 kW base / ~700 kW capped, units in kW not W/s). Prefer the wiki figures for magnitude; use the community numbers only for the panels-vs-storage-battery ratio, which is the actionable part. - The "enough points to max about five stats" consensus predates the level-cap raise from 30 to 35 (2026-06-24) and is therefore now conservative. - The TheGamer power guide is dated 2025-11-09 (launch week). Its procedural content (cable, "Connect (Self)", the F input/output flip) is corroborated by later sources; treat its balance implications as launch-era.

Sources that could not be used - neoseeker.com/the-last-caretaker/Enhancements -- HTTP 403, abandoned. - techraptor.net beginner guide -- HTTP 403, abandoned. - thelastcaretaker.wiki.gg/wiki/Vitality, /Internal_Battery, /Voltpack, /Weather, /Tools, /Backup -- all HTTP 404; those topics live under other titles or are covered only inside Mechanics / Caretaker. - thelastcaretaker.wiki.gg/wiki/Heal_Station -- exists but is a {{Stub}} with no content (re-checked 2026-08-24). - thelastcaretaker.wiki.gg/wiki/Electricity -- exists but is a stub (bare infobox template only); no charging/generation detail. - thelastcaretaker.wiki.gg/wiki/Backup_Station -- HTTP 404 (re-checked 2026-08-24); no dedicated backup/death page exists. - steamdb.info/app/1783560/patchnotes/ -- HTTP 403, abandoned; version currency re-confirmed via the Steam news hub and the Update 5.0 patch-notes thread instead.


Sources#

All accessed 2026-08-24.

Official / patch - Steam news hub, The Last Caretaker -- https://steamcommunity.com/app/1783560/allnews/ - Update 5.0 New Horizons patch notes + Hotfix 1 & 2 (0.8.0.612115 / .612211 / .612251) -- https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ - Latest Patch Notes 0.7.2.609842 (Update 3.5 Shadow Drop) -- https://steamcommunity.com/app/1783560/discussions/0/804596796626077049/ - SteamDB patch notes, app 1783560 -- https://steamdb.info/app/1783560/patchnotes/

Community wiki (thelastcaretaker.wiki.gg) - Mechanics -- https://thelastcaretaker.wiki.gg/wiki/Mechanics - Caretaker -- https://thelastcaretaker.wiki.gg/wiki/Caretaker - Enhancers -- https://thelastcaretaker.wiki.gg/wiki/Enhancers (and ?action=raw) - Skills (hub) -- https://thelastcaretaker.wiki.gg/wiki/Skills - Charge Injector -- https://thelastcaretaker.wiki.gg/wiki/Charge_Injector - Repair Tool -- https://thelastcaretaker.wiki.gg/wiki/Repair_Tool - Backpacks -- https://thelastcaretaker.wiki.gg/wiki/Backpacks - Consumable Battery / Consumable Medium Battery / Consumable Large Battery -- https://thelastcaretaker.wiki.gg/wiki/Consumable_Battery - ONi SparkCell -- https://thelastcaretaker.wiki.gg/wiki/ONi_SparkCell - ONi VoltPlus -- https://thelastcaretaker.wiki.gg/wiki/ONi_VoltPlus

Steam community discussions (labelled as community consensus in-text) - "Depth Pressure?" (2025-11-21) -- https://steamcommunity.com/app/1783560/discussions/0/681860392750876696/ - "Powering/Charging yourself should be upgradeable/skippable & faster" (2025-12-21) -- https://steamcommunity.com/app/1783560/discussions/0/690870479611759355/ - "pressure limit" -- https://steamcommunity.com/app/1783560/discussions/0/690870825661763621/ - "How can you dive deeper than 255 meters?" -- https://steamcommunity.com/app/1783560/discussions/0/689747912977045909/ - "Diving: Max not max enough?" -- https://steamcommunity.com/app/1783560/discussions/0/681859758980240410/ - "Parts degradation" -- https://steamcommunity.com/app/1783560/discussions/0/691995395485620463/ - "Boat Taking Continuous Damage - Won't Stop" -- https://steamcommunity.com/app/1783560/discussions/0/563659002336051088/ - "Game Breaking -- Buildable Skill Items Missing on Self after Death" -- https://steamcommunity.com/app/1783560/discussions/0/841740442836993471/

Press / guides - TheGamer, "The Last Caretaker: Complete Guide To Power" (2025-11-09) -- https://www.thegamer.com/the-last-caretaker-complete-power-guide/ - TheGamer, ship management & repair guide -- https://www.thegamer.com/the-last-caretaker-ship-management-repair-guide/ - PCGamesN reveal feature -- https://www.pcgamesn.com/the-last-caretaker/reveal-new-survival-game - "Complete Skill Tree Guide: All 21 Tiers" -- https://thelastcaretakergame.org/blog/complete-skill-tree-guide-all-21-tiers

First-hand ground truth - C:/last-caretaker/docs/ref/shadow-install.md -- ShadowPC install inventory, EA 0.8.0.612251 / buildid 23962331 / UE 5.7.4, inventoried 2026-08-24 (settings-key evidence for holster, action bar, ADS, auto-pickup, hold-interact 0.5 s, autosave interval, save location). - first-hand 2026-08-25 in-game stat panel at a 20 Battery / 20 Power Management / 10 Haul Mastery spend -- 0.9 kWh, 225 W, 110 kg: the three exact formula confirmations in §7.1. - first-hand 2026-08-26 in-game enhancer panel -- the eleventh enhancer (Equipment Handling) with its tooltip text; Scrapper's four effects; Improved Hydraulics' wording; Field Medic covering both channels. - first-hand 2026-08-28 the combat era: rifle in hand, burst damage taken, no armour system offered anywhere -- the basis of the §7.1 Vitality revision and the §7.3 confirmation. - first-hand 2026-08-30 Pressure at 70 points made the main chain's ~45 m underwater-investigation leg trivial -- the first real-depth check of the +1 m/level ladder (§5.2). - first-hand 2026-09-01, beta-era an Eclipse headlamp kills night crawlers on contact (Update 5.5 "Deck Drop" public beta, 0.8.5.650920, buildid 24990438, UE 5.8.1). - [datamined 2026-08-25] C:/last-caretaker/data/datamine/parsed/ -- xp-curve.json (DT_VoyageCharacterLevels: 700 enhancer points and 305 skill points to the cap, on 10/15/20/25 and 3-9-then-10 bands); enhancers-mined.json (the eleven DA_Enhancer_* assets, and the blocker: per-level values live in Kismet bytecode, not asset data); skilltree-mined.json (the nine Chest/Head/Legs_*_Armor skills, all unlock_method = Never).

Corpus cross-references (first-hand and flow-research layers) - C:/last-caretaker/docs/ref/flow-research/electricity.md §2.2.1 (the headlamp ladder and the 40x-idle arithmetic), §2.6 (enhancer electrical economy, the encumbrance power tax, the Field Medic corroboration, the "200 W per second" unit problem), §5.14 (the three-player Power Management measured-draw reports). - C:/last-caretaker/docs/21-player-builds-leveling.md §2.3-2.5 and §3 -- the revised Vitality guidance, the exact-formula table, the Power Management bounty and the full point economy. - C:/last-caretaker/docs/22-skill-tree-progression-paths.md §2.8 -- the datamined tier and cost table that closes this document's Tiers 22-25 gap. - C:/last-caretaker/docs/06-ocean-weather-hazards-threats.md -- light-vs-swarm tactics, including the Eclipse contact kill in full.

19

Interface, Controls, HUD & Settings

Version anchorEarly Access 0.8.0.612251 -- "Update 5.0: New Horizons, HOTFIX 2", shipped 2026-06-29, Steam buildid 23962331, Unreal Engine 5.7.4. Nothing has shipped since -- re-verified 2026-08-24: the Steam news RSS for app 1783560 has nothing newer than 2026-06-25 ("Watch Antti and Jack play Update 5.0"), and thelastcaretaker.com/news likewise tops out at 2026-06-25. Note that neither hotfix was announced on the Steam news feed; HF1 (0.8.0.612211, 2026-06-26) and HF2 (0.8.0.612251, 2026-06-29) exist only in the pinned Steam Community patch-notes thread (see §5.4). This is the build installed on the ShadowPC and every first-hand fact below was read out of it.
19 claims checked9 corrections16 unverifiedverifier verdict

The doc is unusually reliable for this corpus because its backbone is first-hand (IoStore string table + GameUserSettings.ini + peco-engine.js), and every first-hand value I could re-check locally matched exactly; its web-attached claims -- version anchor, the whole U05/HF1/HF2 input-and-UI ledger, the level cap 30->35, the Steam appdetails payload, the Deck report, the wiki Boat dashboard, the Salvage Gyro table, and the T / F / Page Down bindings -- all verified verbatim against live sources. The eight corrections were counting errors, two loose quotes, one over-claimed skill tier and one misattributed source rather than substantive mechanics errors, and the doc's own labelling discipline (CONFIRMED / REPORTED / INFERRED / UNVERIFIED, with dated key letters) means its remaining gaps are honestly flagged rather than hidden.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

This document exists because six other corpus docs each carried a keybind or UI claim that their verifiers demoted to UNVERIFIED, and no single doc owned the input surface. The reason for that hole is now established as a hard fact rather than a suspicion: thelastcaretaker.wiki.gg has no Controls, Keybinds, HUD, Interface, Settings, Options or UI page (confirmed twice against Special:AllPages, 2026-08-24), and across ~590 articles exactly one page carries a controls table -- Salvage Gyro, with two rows. Community guides that do name keys are launch-era (Nov 2025) and predate five major updates. So this doc inverts the usual source priority: the primary evidence is the installed game itself -- the IoStore directory index of pakchunk0-Windows.utoc, whose 48,521-string table is stored in plaintext and enumerates every Input Action asset, every input context, every HUD widget and every options panel the shipping build contains, plus the VoyageGameUserSettings block written on first launch. Web sources are used to attach human-readable meaning and actual key letters to that skeleton, and every key letter is labelled with the date of the source that supplied it. Spoiler note: this is a mechanics document and is spoiler-free throughout; the only story-adjacent items are quest-screen names, fenced where they appear.


1. How to read this document#

Label Means
CONFIRMED (first-hand) Read directly out of the installed 0.8.0.612251 build on 2026-08-24 -- asset names in the IoStore TOC directory index, or keys/values in GameUserSettings.ini. The strongest class of evidence in this doc.
CONFIRMED (current source) Stated by the wiki or an official channel, and consistent with the build. Date-stamped.
REPORTED Single community source. Date-stamped, and if the date predates a relevant update, flagged stale.
INFERRED Deduced from first-hand asset names or settings keys. Named as inference every time.
UNVERIFIED Cannot be established from any reachable source. Listed in §16.
[datamined] Read out of the shipped containers into data/datamine/parsed/*.json (mined 2026-08-25 from buildid 23962331). Ranks with first-hand for names, tiers, SP costs and in-game description strings.
[save-census] Read out of Robert's own save file.
[beta-era] Observed on the Update 5.5 "Deck Drop" public beta (0.8.5.650920, buildid 24990438, UE 5.8.1), which Robert opted into on 2026-08-29. Recorded because it is real first-hand evidence, but it does not re-anchor this document -- everything unmarked is 0.8.0.612251, and a beta-era UI may differ on the public branch.

Evidence hierarchy, strongest first: in-game purchase/receipt > tooltip or on-screen text > datamine or save > wiki > guide. For this document the second rank does most of the work: a key-hint strip photographed on screen beats every guide ever written about this game. The aggregator sites last-caretaker.com and thelastcaretakergame.org are STRUCK as sources corpus-wide.

The specific failure mode in this domain is stale key letters. A binding documented in a November 2025 guide has survived Updates 01, 02, 03, 3.5, 04 and 05 unchecked, and at least three of those updates touched input explicitly (see §5.4). Where this doc gives a key letter from a launch-era guide it says so on the row. The instruction that actually protects you is in §6: open the keybind menu on first boot and read it, because the game ships a categorised, searchable bind list and it is authoritative in a way no external source is.


2. Input architecture (first-hand)#

The game uses Unreal Engine 5 Enhanced Input: discrete InputAction assets (IA_*) bound inside per-situation input contexts that are pushed and popped as you change what you are controlling. The shipping build contains 120 distinct IA_* Input Action assets and 11 input contexts. This is the complete input surface of the game -- there is nothing outside this list.

2.1 The eleven input contexts -- CONFIRMED (first-hand)#

Context asset Governs Corpus cross-reference
DA_Input_Context_Character On foot, first-person doc 05
DA_Input_Context_Action Menu-opening verbs available in any gameplay context --
DA_Input_Context_Menu All menu/panel navigation, including the PECO web minigames (§12) --
DA_Input_Context_Vehicle The boat helm (and, by inference, the jet ski) doc 07
DA_Input_Context_JetSki CS-17 Courier Skimmer -- has its own context, so it is not merely the boat's doc 07
DA_Input_Context_GyroCopter Salvage Gyro doc 07
DA_Input_Context_CameraDrone Camera Drone / photo drone doc 07
DA_Input_Context_Forklift DONK-Lift 3200 doc 07
DA_Input_Context_Crane A crane -- has a dedicated context and a dedicated HUD (BP_VoyageIngameCraneHud) doc 08
DA_Input_Context_Spectator Spectator mode (IA_Action_ToggleSpectatorMode) --
DA_Input_Context_Cameraman A full keyframed camera/cinematic tool -- see §13.2 --

Supporting control-config data assets, also first-hand: DA_CharacterInputControl, DA_ControllerInputControl, DA_InterfaceInputControl, DA_Cameraman_ControllerInputControl. The separation of character / controller / interface control configs is why sensitivity and invert settings exist independently for mouse, gamepad and ADS (§14.6-14.7).

2.2 Complete Input Action catalog -- CONFIRMED (first-hand) / context assignment INFERRED#

All 120 IA_* assets exist in the build; the grouping below is inferred from name prefixes and from which contexts exist, because the context assets themselves are Oodle-compressed and were not decoded.

On foot -- movement and camera (13)

IA_MoveForward · IA_MoveBackward · IA_MoveLeft · IA_MoveRight · IA_MoveUp · IA_MoveUpDown · IA_LookUp · IA_LookRight · IA_Turn · IA_Sprint · IA_Stance (crouch/stance toggle) · IA_Camera · IA_CameraReset

On foot -- interaction and tools (10)

IA_Interact · IA_PrimaryAction · IA_SecondaryAction · IA_Reload · IA_Grab · IA_DisconnectCable · IA_ToggleFlashlight · IA_ContextMenu · IA_Zoom · IA_ZoomIn / IA_ZoomOut

IA_Grab and IA_DisconnectCable existing as separate actions is the first-hand root of the cable-handling complaint in §5.3.

Action bar / hotbar (10)

IA_ActionBar1 … IA_ActionBar8 · IA_NextActionBar · IA_PrevActionBar

Eight slots, plus page-cycling in both directions -- so the hotbar has multiple pages, not just eight total slots. That is a first-hand correction to any guide that describes a flat 8-slot bar.

Menu-opening verbs (12) -- DA_Input_Context_Action

Action asset Opens
IA_Action_PlayerMenu The main player/tab menu
IA_Action_BuildMenu Build/placement mode
IA_Action_EquipmentMenu Equipment panel
IA_Action_ToolsMenu Tool selector (the radial -- §11.3)
IA_Action_SkillsMenu Skill tree
IA_Action_EnhancersMenu Enhancer panel
IA_Action_TrackingMenu Quest/objective tracking panel
IA_Action_PauseMenu Pause menu
IA_Action_ToggleInterface Hide/show the entire HUD -- the screenshot key
IA_Action_ToggleSpectatorMode Spectator mode
IA_Action_AdminMenu / IA_AdminMenu Admin/debug menu (§13.3)
IA_Action_Release Release (drop held object / release grab)

Skills and Enhancers each have their own dedicated open-verb, which is first-hand confirmation that they are separate panels, not two tabs of one screen.

Menu navigation (24) -- DA_Input_Context_Menu

IA_Menu_Up · IA_Menu_Down · IA_Menu_Left · IA_Menu_Right · IA_Menu_Move_Up · IA_Menu_Move_Right · IA_Menu_Secondary_Move_Up · IA_Menu_Secondary_Move_Right · IA_Menu_Select · IA_Menu_Back · IA_Menu_Next · IA_Menu_Prev · IA_Menu_Delete · IA_Menu_Scroll · IA_Menu_Action_1..3 · IA_Menu_Special_1..6

The Move_* / Secondary_Move_* pairs are analog-stick axes (gamepad); Next/Prev are tab/bumper cycling. The six Special_* slots are what per-screen contextual buttons bind to.

Equipment radial (5)

IA_Equipment_MoveUp · IA_Equipment_MoveDown · IA_Equipment_MoveLeft · IA_Equipment_MoveRight · IA_Equipment_Select

Vehicle -- boat/generic (8)

IA_VehicleForward · IA_VehicleBackward · IA_VehicleLeft · IA_VehicleRight · IA_AdjustSpeed · IA_IncreaseSpeed · IA_DecreaseSpeed · IA_Turbo

IA_AdjustSpeed alongside discrete Increase/Decrease implies both an analog throttle axis and stepped throttle keys.

Salvage Gyro (9)

IA_GyroCopterThrottleUp · IA_GyroCopterThrottleDown · IA_GyroCopterTiltForward · IA_GyroCopterTiltBackward · IA_GyroCopterTiltSideLeft · IA_GyroCopterTiltSideRight · IA_GyroCopterSteeringLeft · IA_GyroCopterSteeringRight · IA_GyroCopterDropCargo

A helicopter-style split: tilt (pitch/roll) is separate from steering (yaw) and separate from throttle (collective). Cargo drop is its own bound action.

Auto-move and help (5)

IA_AutoMoveForward · IA_AutoMoveRight · IA_ToggleAutoMove · IA_ToggleHelp · IA_Any

IA_ToggleAutoMove is an auto-run/auto-sail toggle and is first-hand evidence that a hands-off forward-hold exists. Note this is not an autopilot: it holds an input, it does not hold a heading (doc 07 establishes there is no heading-hold autopilot).

Cameraman / cinematic tool (18) -- see §13.2

IA_Cameraman_MoveForward · IA_Cameraman_MoveRight · IA_Cameraman_MoveUp · IA_Cameraman_LookUp · IA_Cameraman_LookRight · IA_Cameraman_ThrottleUp · IA_Cameraman_SelectGizmoAxis · IA_CameramanAddKey · IA_CameramanDeleteKey · IA_CameramanSelect · IA_ExitCameramanMode · IA_ToggleGizmoMode · IA_ToggleGizmoMode_Rotation · IA_ToggleGizmoMode_Translation · IA_ToggleGizmoAxis · IA_ResetTransform · IA_SlowMo · IA_SetOrbitActor · IA_SetOrbitLocation · IA_ToggleOrbit · IA_ToggleAutoOrbit · IA_ModifyOrbitAngle · IA_ModifyOrbitDistance


3. The keybind menu itself (first-hand)#

The build ships a real, categorised, rebindable keybind UI. Every asset below is CONFIRMED first-hand:

Asset What it establishes
BP_VoyageInputRemapContainerWidget The rebinding screen container
ST_Keybinds + ST_KeybindsCategories Bind rows are grouped into named categories (per-context groupings, matching §2.1)
ST_GamepadBinds A separate string table for gamepad binds
BP_Gamepad_Keybinds_Widget A dedicated gamepad bind widget
BP_FocusableKeyInput An editable bind row that captures a keypress
BP_FocusableKeyInputReadOnly A bind row that is displayed but NOT editable -- first-hand proof that some bindings are shown to you and cannot be changed
DA_Dialog_Override_Key_Input The "this key is already used, override?" conflict dialog
DA_Dialog_Reset_Defaults_Confirmation Reset-to-defaults confirmation
DA_Dialog_Show_Controls A "show controls" dialog reachable outside the options screen
BP_CharacterInputHintWidget, BP_DynamicPlayerInputHorizontalWidget, BP_Notification_Area_Input_Action The on-screen key-hint widgets that render your current binding, not a hardcoded glyph

The single most useful consequence: because hint widgets render live bindings and DA_WebPage_Meta_Inputs_Remapped pushes remapped inputs even into the in-game web pages, the game's own on-screen prompts are always correct for your config. Trust them over this document, over the wiki, and over every guide.

BP_FocusableKeyInputReadOnly is the mechanical explanation for the long-running "hardcoded keybinds" complaint (§5.3): those actions are not missing from the menu, they are present as read-only rows.


4. Where bindings are stored (first-hand, partial)#

Checked on the ShadowPC on 2026-08-24 after ~2.5 hours of live play:

Location Contents Verdict
%LOCALAPPDATA%\Voyage\Saved\Config\Windows\GameUserSettings.ini [/Script/Voyage.VoyageGameUserSettings] CustomSettings=(...) -- ~110 option keys (§14). No keybind entries of any kind. CONFIRMED
%LOCALAPPDATA%\Voyage\Saved\Config\Windows\Input.ini Does not exist CONFIRMED
SaveGames<SteamID64>\EnhancedInputUserSettings.sav Does not exist (the UE5 default Enhanced Input settings slot is absent) CONFIRMED
SaveGames<SteamID64><id>_0..3.sav + _AutoSave_0.sav Compressed, no GVAS header, no plaintext -- not inspectable CONFIRMED compressed

Conclusion: with no rebinds performed, the game writes no keybind file at all. Where a rebind lands is therefore UNVERIFIED -- the two live candidates are a new Input.ini written on first rebind, or a section appended to GameUserSettings.ini. This is trivially resolvable in one action: change one bind in the menu, then re-list Saved\Config\Windows\. Flagged in §16 as the highest-value cheap test in this domain.

Practical backup note: because bindings are not in the save file, they are not covered by Steam Autocloud's save sync (which watches SaveGames\). Config lives one directory up, in Saved\Config\. If you rebuild a machine, back up Saved\Config\Windows\GameUserSettings.ini by hand.


5. Default key bindings#

5.1 CONFIRMED keys (current sources, 2026)#

Key Action Context Source (date accessed 2026-08-24)
T Bind an item to the hotbar / re-equip a tool that was removed from the hotbar. Explicitly called "the default T key binding". On foot Wiki Dismantle Tool and Repair Tool -- two independent pages, current
F With a weapon equipped, connect a resource cable from a source (backpack, grid, or your own body) to the weapon On foot, weapon equipped Wiki Electric Pistol, Electric Rifle, Flamer Pistol, Flamethrower -- four pages, current
Page Down Open container customisation options while the inventory is open Inventory Wiki FortiHold, StorTite -- two pages, current
Right Mouse Button Context menu on a craftable item ("right click the item you want to craft to bring up a context menu") Fabricator / build menu Wiki Fabricator, current. Matches first-hand IA_ContextMenu
Left Mouse Button Primary action / attack On foot Steam thread "Keybinds?", 2025-12-27; matches IA_PrimaryAction
Space Throttle Up Salvage Gyro Wiki Salvage Gyro controls table -- the only controls table on the wiki
Ctrl Throttle Down Salvage Gyro Wiki Salvage Gyro controls table
Forward / backward movement keys While an object is grabbed, move it away from / toward you (used for height on placement) On foot, grab active Wiki Soilforge Prime, current
U Open Skills (the 25-tier tree) On foot First-hand 2026-08-24 -- read off the in-game key-hint strip
I Open Enhancers On foot First-hand 2026-08-24
B Open the Build menu On foot First-hand 2026-08-24 (was REPORTED launch-era -- now CONFIRMED)
C Melee attack On foot First-hand 2026-08-24
E Reload On foot, weapon equipped First-hand 2026-08-24
G Inspect (examine the held item) On foot First-hand 2026-08-24
Q Cancel (back out of the current mode/action) On foot / build mode First-hand 2026-08-24 (was REPORTED as "exit build mode" -- the real verb is broader)
F Switch Ammo On foot, weapon equipped First-hand 2026-08-24

⭐ Provenance note -- this is the biggest single correction in the document's history. The eight rows above were read directly off the HUD key-hint strip in a screenshot Robert took in a silo on 2026-08-24, on the anchored 0.8.0.612251 build. Until now this document could confirm only eight bindings in total, all from wiki prose; that number has now doubled, and four of them (B, Q, plus the E and F context meanings) were previously sitting in §5.2 as launch-era REPORTED rows that "may have drifted." They had not drifted. This closes a long-standing TODO and it is the strongest argument in the corpus for §6's advice: the game tells you your own bindings on screen -- read the strip.

Three things the strip settles that no external source could:

  1. Skills and Enhancers really are two separate panels with two separate keys (U and I). §2.2 inferred that from the existence of two distinct open-verbs (IA_Action_SkillsMenu, IA_Action_EnhancersMenu); the strip confirms it at the key level.
  2. Q is "Cancel", not "exit build mode". The launch-era guides described the narrow case. The real binding is a general back-out verb, which is why it appears on the strip outside the build menu.
  3. E and F are genuinely context-swapped, not mis-documented. E is Interact in the world and Reload with a weapon up; F is connect cable near a cable and Switch Ammo with a weapon up. Both letters carry at least two live meanings in the shipping build -- see §5.5.

5.2 REPORTED keys -- launch-era, treat as drifted until you check the menu#

Every row below comes from guides written 2025-11-06 to 2025-11-13, i.e. before Updates 01, 02, 03, 3.5, 04 and 05. They are recorded because they are the only coverage that exists, not because they are trustworthy.

Scorecard update, 2026-09-01. Of the nine rows below, two (B, Q) have now been checked against the live build and both survived -- see §5.1. That is a small sample, but it is the first evidence in either direction, and it tilts the prior: launch-era key letters have drifted less than this section assumed. It does not license trusting the untested rows -- the F = boat camera row in particular still collides with two confirmed uses of F (§5.5). Treat the table as "probably mostly right, individually unproven."

Key Action Context Source date Staleness risk
E Interact; enter/exit the boat's pilot mode; confirm fabricate in the build menu Universal 2025-11 Low -- corroborated across multiple eras, and InteractHoldDuration=0.5 (first-hand) confirms a hold-to-interact verb exists
B Open the build menu On foot 2025-11-08 (TheGamer) ✅ SUPERSEDED -- promoted to CONFIRMED in §5.1 (first-hand 2026-08-24). The launch-era guide was right.
Q Exit build mode Build mode 2025-11-08 ✅ SUPERSEDED -- promoted to CONFIRMED in §5.1, with a correction: the real verb is Cancel (general back-out), of which "exit build mode" is one case.
Tab Open the player menu (skills/enhancers/inventory hub; where unspent points show as green numbers) On foot 2025-11 Medium -- IA_Action_PlayerMenu exists first-hand, the letter does not
1-8 Hotbar slots ("Repair Tool with 5 as default binding") On foot 2025-11-06 Low -- matches IA_ActionBar1..8 exactly
W / A / S / D Boat: throttle up / steer left / throttle down or brake / steer right Boat helm 2025-11-13 High -- boat handling was reworked repeatedly (0.6.1.606677 "boat speed issues fixed")
Space Drop / raise anchor Boat helm 2025-11-13 Medium. Later guidance notes auto-release is gone, i.e. one key now both drops and raises
F Camera view toggle Boat helm 2025-11-13 High -- conflicts with the confirmed weapon-cable F (see §5.5)
J Bulk-clear map markers Map computer launch-era, source no longer reachable High -- effectively unsourced. Doc 12 already demoted this.

5.3 Hardcoded / non-rebindable -- REPORTED, current#

Steam thread "Hardcoded keybinds" (2026-07-07, i.e. two weeks after Update 05 -- the most current controls-specific evidence available):

Claim Detail Status
Most binds are rebindable "most keybinds can be customized through the options menu" REPORTED 2026-07-07, consistent with §3 first-hand assets
Grab-cable is hardcoded and contextual The grab-cable function "automatically cycles between keys E, F and V based on equipped items", causing accidental cable disconnections while looting REPORTED 2026-07-07. Corroborated structurally by first-hand IA_Grab + IA_DisconnectCable being distinct actions, and by BP_FocusableKeyInputReadOnly
Gyro flight was hardcoded to WASD Original poster: "the flight controls were hard coded to wasd" SUPERSEDED. Update 05 (2026-06-24) patch notes state Gyro key bindings are now customisable. The complaint describes a pre-U05 session. The related thread "Gyro lacking ability to change keybindings" is dated 2026-06-15 -- nine days before the fix

A second current thread ("[Suggestion] Cables! How I hate cables!", 2026-08-15) independently complains about "keybinds to perform various connections being shared with other actions" -- i.e. the cable-key overloading is still live in 0.8.0.612251 as of eight days before this document.

Useful for judging how stale any given guide is. Sourced from doc 03 (fact-checked) and the pinned Steam Community patch-notes thread (.../discussions/0/572667758936882055/), which is where Channel37 posts the line-item notes and appends each hotfix -- the Steam news feed carries only the marketing announcements and no hotfix posts at all (re-verified 2026-08-24). Every U05 line below was re-read verbatim from that thread on 2026-08-24.

Build / update Date Input or UI change
0.6.1.606604 2026-01-12 Ray tracing options added to the graphics menu (not user-exposed before)
0.6.5.607807 (U02) 2026-02-11 Scan tool activation moved to the primary action, for consistency with other tools
U03 "Curiosity Wakes" 2026-03-18 Inventory menu responsiveness; improved underwater controls
U3.5 "Shadow Drop" 2026-04-15 "Fixed incorrect key binding texts for certain keyboard layouts"; broad controller-support work. Camera Drone (photo mode) and PECO minigame cartridges added
U04 "Below Us" 2026-05-13 Vehicle audio; drone behaviour/responsiveness; UI + localisation fixes
U05 "New Horizons" 2026-06-24 Gyro key bindings now customisable; Head Bob reduction setting added; HDR support added; in-game patch-notes reader added to the main menu; Spanish + Italian added; "UI and controller-support work"; expanded tool-selection dialog; fixes to Fabricator UI, virtual-keyboard navigation, skill-menu focus, locator visibility
U05 Hotfix 1 (0.8.0.612211) 2026-06-26 Handheld device UI scale and graphics defaults improved; input-device assignment consistency; backpack tool actions and equipment swapping improved
U05 Hotfix 2 -- current (0.8.0.612251) 2026-06-29 Fixed keybinding menus displaying incorrectly in non-English languages

Reading this for a fresh playthrough: any guide written before 2026-06-24 predates the current keybind menu's last two fixes and the gyro rebinding. Any guide written before 2026-02-11 has the scan tool on the wrong button.

5.5 The F collision -- a real, current ergonomics trap#

Four separate uses of F are now documented, all in the current build:

  1. F = connect a resource cable to an equipped weapon (CONFIRMED, wiki, four pages)
  2. F = one of the three keys (E/F/V) the hardcoded grab-cable verb cycles through (REPORTED, 2026-07-07)
  3. F = boat camera view toggle (REPORTED, launch-era -- may have moved)
  4. F = Switch Ammo with a weapon equipped (CONFIRMED first-hand 2026-08-24, §5.1) -- new in v1.3.0

These occupy different input contexts so they are not literally conflicting binds, but the practical result is the thing two separate 2026 threads complain about: near a cable, F does something you did not intend. Practical mitigation: unequip your weapon before working with cables, and expect E/F/V prompts to change meaning depending on what is in your hands. Watch the on-screen hint (§3) rather than muscle memory.

The fourth use makes the trap worse, not better, and it is the one you will meet in combat. Uses 1 and 4 fire in the same situation -- weapon equipped -- and differ only on whether the game thinks you are pointed at a cable source. So the two things F can do with a gun in your hands are "hot-swap your ammunition" and "plug your gun into the wall", and the game picks for you. Concretely: connect your backpack before a fight, not during it (doc 09 §6.2 -- backpacks are the magazine for the electric and flame lines and add damage while connected), because reaching for F mid-engagement near powered scenery is exactly the situation where you get the other verb.

E carries the same double life, and it is now confirmed rather than suspected. E is Interact in the world (CONFIRMED, corroborated by InteractHoldDuration=0.5 shipping as a setting) and Reload with a weapon up (CONFIRMED first-hand 2026-08-24). Both are real; neither is a documentation error. The pattern across E, F and V is the same one the "Hardcoded keybinds" thread describes from the other end: this game overloads a small set of letters by context rather than spending more of the keyboard. The on-screen hint strip is not a convenience here, it is the disambiguator -- which is precisely why §5.1's eight new confirmations came from reading it.


6. First-boot procedure (do this before anything else)#

  1. Main Menu -> Options -> Keybinds. Read the category list. It is grouped by context (§3), so you get the per-vehicle bind sets in one place.
  2. Note which rows are greyed/read-only -- those are the hardcoded ones and no amount of guide-reading will change them.
  3. Main Menu -> Patch Notes (added in Update 05). This is the single most authoritative currency check available and it beats every URL in this corpus.
  4. In-game, leave bInterfaceHudKeybinds on (default) so the bottom-left key-hint strip renders your live bindings.
  5. If you use a controller, check Options -> Gamepad before assuming rebinding exists (§7.2).

7. Controller, gamepad and Steam Deck#

7.1 Platform-level support -- CONFIRMED (Steam storefront API, 2026-08-24)#

Fact Value
controller_support full -- Steam's "Full Controller Support" tier
Categories Single-player · Steam Achievements · Full controller support · Custom Volume Controls · DualShock Controller Support · DualSense Controller Support · Save Anytime · Stereo Sound · Surround Sound · Steam Cloud · Family Sharing
Platforms Windows only -- no native macOS or Linux build
Required age 0 (no age gate)
Interface languages 12: English, French, German, Japanese, Portuguese-Brazil, Simplified Chinese, Spanish-Latin America, Polish, Russian, Ukrainian, Italian, Spanish-Spain
Full audio English only (the API marks only English with the full-audio asterisk)

Source disagreement, resolved. The rendered Steam store page reports all 12 languages as having full audio; the storefront API's supported_languages string marks only English*. The API field is the machine-readable original and the rendered page is a downstream summary, so English-only full audio is the current reading -- but this is a genuine conflict and is listed in §16.

DualSense and DualShock are named explicitly, and GamepadButtonStyle exists first-hand as a setting -- so controller glyph style is user-selectable (Xbox / PlayStation / auto).

7.2 In-game gamepad rebinding -- contested#

Evidence Direction Date
BP_Options_Gamepad, BP_Gamepad_Keybinds_Widget, ST_GamepadBinds all exist in the current build For -- a dedicated gamepad bind surface ships first-hand, 0.8.0.612251
Steam thread "Keybinds for controller?": "Is there really no option to change key binds for controller?" -- 0 replies Against 2026-03-31 (pre-U05)
Steam thread "How to change keybinds for controller?" (Xbox controller, wants to remap crouch and storage) -- 0 replies Against, or simply unanswered 2026-07-19 (post-U05)
Update 05 notes: "UI and controller-support work"; Hotfix 1: "input-device assignment consistency" For 2026-06-24 / 2026-06-26

Verdict: a gamepad options tab and a gamepad bind widget definitely ship; whether every row in it is editable is UNVERIFIED. Given BP_FocusableKeyInputReadOnly, expect a mix. Steam Input remains the universal fallback for remapping and is unaffected by any of this.

7.3 Named gamepad buttons -- REPORTED (2026-03-31)#

The only source that names controller buttons is the March 2026 thread above, describing boat operation:

Button Action Note
X Exit ship / leave driving mode
B Change camera view The poster's complaint: B reads as "exit" in most games, so they repeatedly changed view while believing they had dismounted, then "full blast my ship"

REPORTED, single source, pre-U05. Verify in the Gamepad options tab.

7.4 Steam Deck -- CONFIRMED (Valve compatibility report, retrieved 2026-08-24)#

Field Value
Category 2 -- Playable (not Verified)
Blocking item "Interface text is not legible"
Passing items "Default controller config fully functional" · "Controller glyphs match Deck device" · "Default configuration is performant"

So on Deck the inputs are fine out of the box -- it is the text size that fails Verified. Two mitigations exist: the game's own UIScale setting (§14.5), and Update 05 Hotfix 1's "Handheld device UI scale and graphics defaults improved" (2026-06-26), which post-dates this rating. Whether the rating has been re-evaluated since is UNVERIFIED. There is no native Linux build, so Deck runs under Proton.


8. The on-foot HUD#

8.1 Anatomy -- REPORTED (launch-era, 2025-11-06) cross-checked against first-hand toggles#

The only complete HUD walkthrough that exists is in the TechRaptor Starter Guide, posted 2025-11-06 (EA launch day). Its layout claims are labelled REPORTED; every element it names maps onto a first-hand settings toggle, which is what makes them credible.

Screen position Element Guide description (verbatim, 2025-11-06) First-hand toggle
Top left Quest tracker "current quest or quests are tracked at the top left" bInterfaceHudQuests
Bottom left Key-hint strip "most important controls shown on the bottom left" bInterfaceHudKeybinds
Bottom left Hotbar / action bar "at the bottom left of the screen" bInterfaceHudActionBar
Bottom centre Internal Battery "long blue bar at the bottom shows battery level" bInterfaceHudCharacter
Bottom centre Vitality "green bar at the bottom" bInterfaceHudCharacter
Bottom centre Level / XP "small blue square shows your current level and progress" bInterfaceHudCharacter
Bottom centre Weight capacity "small green square shows your weight capacity" bInterfaceHudCharacter
Centre Crosshair -- bInterfaceHudCrosshair
Contextual Interaction popup "small window will pop up" when hovering an interactive object; "contextual controls appear when you're looking at objects you can interact with" bInterfaceHudActions, bInterfaceHudActionTexts

Because both a bar and a small square are described as green, do not use colour alone to tell Vitality from encumbrance -- the bar is health, the square is weight.

8.2 Every HUD toggle the game ships -- CONFIRMED (first-hand)#

Fifteen of the sixteen rows below are independent boolean toggles (InterfaceGlobal is a preset, not a switch), so a fully diegetic no-HUD run is possible without a mod. Counted directly in GameUserSettings.ini on 2026-08-24: 14 bInterfaceHud* keys + bInterfaceWorldMarkers, plus the 4 bInterfaceBoat* keys in §9.2 = 19 element toggles game-wide.

Setting key Element Default
bInterfaceHudCharacter Player vitals cluster (battery, vitality, level, weight) True
bInterfaceHudCrosshair Crosshair True
bInterfaceHudHolster Holster display True
bInterfaceHudHolsterKeybinds Key hints on the holster specifically True
bInterfaceHudKeybinds General key-hint strip True
bInterfaceHudActionBar Hotbar True
bInterfaceHudActions Contextual action prompts True
bInterfaceHudActionTexts Text labels on those prompts True
bInterfaceHudQueue Crafting/fabrication queue overlay True
bInterfaceHudQuests Quest tracker True
bInterfaceHudLocators On-screen locator arrows (bearing + distance) True
bInterfaceWorldMarkers World-space markers on POIs True
bInterfaceHudPrimaryMessages Primary message channel True
bInterfaceHudSecondaryMessages Secondary message channel True
bInterfaceHudTertiaryMessages Tertiary message channel True
InterfaceGlobal Global interface preset (Default) Default

Three separate message channels with independent toggles is unusual and worth knowing: if the game feels noisy, you can silence tertiary chatter without losing quest-critical primary messages.

Beyond the toggles, IA_Action_ToggleInterface is a single key that hides the whole HUD -- the screenshot/photography answer that a launch-era thread ("Photo mode/hide gui/hud", 2025-11-03) asked for and never got answered. Its key letter is UNVERIFIED; it is in the keybind menu.

8.3 What the vitals numbers mean#

Cross-referenced with doc 05 (which owns the survival numbers); repeated here only as readout semantics.

Readout Unit Base Max What it actually means
Internal Battery (blue bar) Wh (watt-hours) 500 Wh 2,500 Wh (Battery Enhancer 100/100) Your stamina and your power budget. Always draining. At 0 Wh, Vitality begins to drain continuously
Vitality (green bar) % -- -- Health. There is no hunger, thirst, sleep, oxygen, temperature or sanity meter -- these two bars are the entire survival stack
Weight (green square) kg, shown as a % readout beside Vitality 100 kg 200 kg (Haul Mastery) Encumbrance. Going over capacity is a large continuous power adder -- community-reported at 400 W or more while standing still
Level / XP (blue square) level + progress -- 35 (raised from 30 in Update 05) Levels buy skill points; skill tiers run 1-25 and are a different axis

The 500 Wh fall-damage threshold is the single most important number attached to a HUD readout: above 500 Wh stored, the battery absorbs falls entirely and Vitality does not move; at or below 500 Wh, both bars take damage together. Since 500 Wh is also the un-upgraded battery's full capacity, an early-game Caretaker is always in the dangerous regime. Watch the blue bar before you climb.


9. The boat cab dashboard#

This is the densest instrument cluster in the game and it is now fully mapped, because the first-hand widget list and the wiki's Boat page describe the same ten instruments and agree item for item.

9.1 The ten dashboard monitors -- CONFIRMED (first-hand widget + wiki description)#

The wiki describes the cab as having "several monitors for various things. From left to right, top to bottom". The shipping build contains exactly ten WBP_InfoConsole_* widgets:

Widget (first-hand) Reads Units / format (wiki, current)
WBP_InfoConsole_VehicleSpeed Boat speed, drive mode, mileage Drive mode shown as letters -- "N for neutral, R for reverse etc" -- plus an odometer
WBP_InfoConsole_VehicleThrottle Throttle % Percentage with a visual indicator
WBP_InfoConsole_VehicleCompass Heading "Compass with pips and heading degrees (360 or 0 is North, 180 is South, 90 is East and 270 is West)"
WBP_InfoConsole_VehicleLocation World coordinates xx.x : yy.y (left to right, up to down) -- the format guides and map sites quote. The wiki also fixes the origin: "0.0:0.0 is about 1.5km NW of Sanctuary Dock 37"
WBP_InfoConsole_VehicleResourceDIesel (sic -- their typo) Fuel "Fuel Tank volume (not including built Diesel Tanks) and fuel use per hour". Shown in actual litres since a pre-U05 change noticed 2026-06-21
WBP_InfoConsole_Vehicle_ResourceElectricity Battery "Battery charge (not including built Batteries) and electrical use per hour". Shown in actual kWh since the same pre-U05 change (2026-06-21)
WBP_InfoConsole_HullStatus Boat health % Percentage
WBP_InfoConsole_Weather Weather forecast "rain volume in mm/h, temperature in °C, wave height in m, fog intensity (0.00 is clear, 1.00 is no visibility), and cloud coverage"
WBP_InfoConsole_Wind Wind "Wind speed in m/s and direction visual indicator arrow"
WBP_InfoConsole_TimeOfDay Clock "Day-time/Night-time progress tracking meter and Time of Day in Military Time. Day-time is between 05:00 and 23:00"

Plus the map computer: "World Map with coordinate grid, distances to all locations from current location in m". You leave pilot mode and interact with it as a physical screen (doc 12).

9.2 Boat HUD overlay (separate from the dashboard) -- CONFIRMED (first-hand)#

The dashboard is a diegetic set of screens in the cab. Layered on top is a boat HUD with its own four toggles:

Setting key Element
bInterfaceBoatCompass Boat compass overlay
bInterfaceBoatSpeedometer Speedometer overlay
bInterfaceBoatAnctor (sic -- their typo for "Anchor") Anchor state indicator
bInterfaceBoatCharacter Player vitals while piloting
bUseFirstPersonBoatControls First-person vs third-person boat control mode (default: False, i.e. third-person)

The boat carries 2 anchors (wiki), which is why an anchor indicator is worth a dedicated widget. Backing assets first-hand: BP_VoyageIngameBoatHud, WBP_CompassHUD, BP_Module_Throttle, BP_Throttle, BP_ThrottleModuleManagementWidget, BP_Module_Boat_Phone, BP_RadarMap_Crafted.

9.3 Known misreads -- the numbers that lie#

This is the section to read before believing any gauge.

# Misread Reality Status
1 A power gauge shows LOAD, not output A generator's displayed wattage is connected load up to its rated limit. A spinning turbine reading 0 W with full batteries and no draw is correct behaviour, not a fault. This is the #1 source of "my generator is broken" threads CONFIRMED (doc 10; Steam "Trying to understand the power.", 2025-11-09; corroborated by module text: generators "stop operating if the power output is not needed")
2 The dash fuel readout excludes built Diesel Tanks -- ONLY WHEN UNPOOLED [FIRST-HAND CORRECTION 2026-08-27 -- CONNECTION MODE DECIDES] The wiki's "not including built Tanks/Batteries" is TRUE ONLY for storage that is not pooled with the hull bus. With modules cabled in equalize mode the dashboard reports the union: a live rig with the 2,000 L hull tank + 2 built Diesel Tanks read 6,003 / 6,002 L, and the 6.0 kWh hull battery + 3 built Medium Batteries read 24.0 / 24.0 kWh (6 + 3x6 = 24 exactly). So the gauge is not lying -- it shows what is on the bus. Cable your storage in equalize and the readouts become trustworthy totals; leave it isolated (output/input) and they under-report. ⚠️ The specific attribution "6,003 = hull 2,000 + 2 tanks" is now SUSPECT -- 3 built tanks give the same 6,000 and the PECO Grid Scan reads that same rig as 3 built tanks with no hull. Noted, not resolved: see §9.4. The connection-mode rule stands; only the tank count in that one example is in doubt. CORRECTED first-hand 2026-08-27; example arithmetic re-opened 2026-08-29
3 The dash battery readout excludes built Batteries -- ONLY WHEN UNPOOLED Same rule as row 2: equalize-mode batteries ARE counted (24.0 kWh observed on a 6 + 3x6 rig). §9.4 adds the other half of the picture: the scanner counts built modules only and excludes the hull, so the two instruments disagree by exactly the hull's 6 kWh and 2,000 L -- by design CORRECTED first-hand 2026-08-27; complemented 2026-08-29
4 White HUD element, bottom-right corner, gives a false indication "the White HUD in the bottom right hand corner seems to still suffer from the false indication regardless of camera view" -- reported three days before the current build shipped, no reply, no patch-note fix REPORTED, 2026-06-21, still open. Which readout it is: UNVERIFIED
5 Fog intensity is inverted from intuition 0.00 = clear, 1.00 = no visibility. A rising fog number is worse CONFIRMED (wiki Boat)
6 "Day-time" is a defined window, not a light level 05:00-23:00. An 18-hour day means night is short but the readout is a clock band, not a brightness reading CONFIRMED (wiki Boat)
7 Sonar does not read depth under the hull There is no depth sounder among the ten dashboard monitors. The Sonar module images the seabed as a survey instrument; it is not a live under-keel clearance gauge CONFIRMED by absence (full widget list, first-hand)
8 The boat drifts to port when unattended You can leave the helm with throttle open, but players report a consistent slow drift left REPORTED (single thread, 2026-04), doc 07

~~Items 2 and 3 together mean the two most important numbers on the dashboard are both systematically low. Add your built storage manually.~~ SUPERSEDED (2026-08-27, then refined 2026-08-29). They are systematically low only for storage you left unpooled. Cable it in equalize and the dashboard is a true total for the bus. What you actually need to know is which of your two instruments is answering which question -- §9.4.

9.4 Two instruments, two accounting rules -- the dashboard vs the Grid Scan first-hand 2026-08-29, beta-era#

The boat now has two ways to read its own storage, and they are supposed to disagree. Knowing which is which is the difference between trusting a number and re-deriving it.

Boat dashboard (§9.1) PECO Grid Scan 2000 (§10.3)
Counts the hull's integrated 6 kWh battery and 2,000 L diesel tank ✅ Yes 🔴 No -- off books entirely
Counts built modules pooled in equalize ✅ Yes ✅ Yes
Counts built modules left unpooled (input/output) 🔴 No ✅ Yes (it enumerates the module, connected or not)
Answers the question "What is on this bus right now?" "What infrastructure have I actually built?"

The measurements that establish it. On the boat alone, the Grid Scan reported 42.0 / 42.0 kWh -- exactly 7 Medium Batteries at 6 kWh each, with no 6 kWh hull contribution anywhere in the total -- and 6,003 / 6,002 L of diesel, exactly 3 built Diesel Tanks at 2,000 L each, again with no hull tank. The scanner is therefore the authoritative meter for built infrastructure, and the arithmetic to get a true vessel total is simply:

True total = Grid Scan figure + hull internals (6 kWh, 2,000 L).

The unresolved bit, flagged rather than buried. §9.3 row 2 previously read the same 6,003 / 6,002 L figure as "hull 2,000 L + 2 built tanks." Both readings produce 6,000 L, so the number alone cannot distinguish them -- and if the scanner excludes the hull (which the 42.0 kWh battery reading independently demonstrates), then the earlier attribution was probably counting the hull twice. This is noted as suspect and NOT resolved here. Settling it costs one minute: park the boat, open the Grid Scan, count the physical Diesel Tanks on deck, and compare. Recorded in §16.

Why the split exists at all (INFERRED). The dashboard is a vessel instrument -- it reports the boat as a vehicle, hull included. The Grid Scan is a grid instrument -- it reports the network you assembled, and the hull's built-ins are not modules you placed. Neither is lying; they are answering different questions. The failure mode is reading one and believing it answered the other.


10. Vehicle, drone and machine HUDs -- CONFIRMED (first-hand)#

Every controllable thing in the game has its own dedicated HUD widget:

Widget Vehicle Notes
BP_VoyageIngameHud Base on-foot HUD Parent of the rest
BP_VoyageIngameBoatHud Boat §9
WBP_VoyageIngameJetSki CS-17 Courier Skimmer Has its own input context and its own HUD
WBP_VoyageIngameGyroCopter Salvage Gyro
WBP_VoyageIngameDrone Camera Drone
BP_VoyageIngameForklift DONK-Lift 3200
BP_VoyageIngameCraneHud Crane Also has DA_Input_Context_Crane
BP_VoyageDeathHud Death screen Respawn is at the Backup Station (doc 07)
BP_VoyageBenchmarkHud The built-in hardware benchmark Produces the LastCPUBenchmarkResult / LastGPUBenchmarkResult values in the config (§14.2)
Binoculars_Hud Field Binoculars overlay Update 01; a zoom overlay, not a scanner
WBP_Sonar Sonar module display §10.1
WBP_WaterJet Water Jet propulsion (Update 05)
WBP_CountdownTimer Timed sequences
WBP_InteractIndicator The interaction reticle/prompt
BP_LocatorHudWidget On-screen locator arrows Matches bInterfaceHudLocators
WBP_ResourceGridVIsualizer (sic) + WBP_ResourceGridVisualizer_ResourceSummary Resource/power grid overlay with a summary panel The visual answer to "where is my power going" (doc 10)
WBP_Module_Status_Screen / _Block / _Overlay / _Screen_Door Per-module status readouts Modules carry their own diegetic screens

The DONK-Lift and jet ski have no documented control schemes anywhere. Both wiki pages are stubs -- DONK-Lift 3200 is explicitly tagged "This page is a stub" with an empty Usage section, and CS-17 Courier Skimmer has no Usage section at all. Their input surfaces exist (DA_Input_Context_Forklift, DA_Input_Context_JetSki) and are in your keybind menu; nothing external describes them.

10.1 Scanner, optic and vision overlays -- CONFIRMED (first-hand equipment assets)#

Asset Item Overlay type
BP_Equipment_ScanTool Scan tool Activated by the primary action since Update 02 (2026-02-11) -- moved for consistency with other tools
BP_Equipment_Binoculars Field Binoculars (Tier 8) Zoom overlay (Binoculars_Hud). "Mid-range scanning. Spot animalities from a safe distance" -- a threat-spotter, not a POI finder
BP_Equipment_Telescope Brass Telescope (tier UNVERIFIED -- "Tier 25" circulates in the corpus, but there is no Brass Telescope wiki page and no wiki Skills page to read a tier off; both re-checked 2026-08-24, and doc 17 already demoted the figure) Long-range spotting
BP_Equipment_NightVision Night Sight (Tier 9, 1 SP) -- the mined display name; "Night Vision" is the community name Full-screen vision mode, Update 01. Quest-gated on top of the tier [datamined]: the skill record DA_Skill_Night_Vision carries custom_requirements: ["VoyageSkillCustomRequirementQuest_0"], so reaching tier 9 does not unlock it -- a quest must also complete. In-game description: "Allows for clearer vision in dark spaces." Confirmed present on Robert's save [save-census 2026-08-28]
DA_Weapon_Attachment_ResourceDisplay (string Attachment_ResourceDisplay_Name) Resource Display -- a weapon attachment INFERRED: an on-weapon diegetic ammo / charge gauge. The mine gives the item a display name but its description string is a placeholder -- Attachment_ResourceDisplay_Desc reads back the name verbatim ("Resource Display"), which is the classic marker of a string nobody filled in. Nothing else in the corpus, the wiki or any guide documents it. The inference rests on the name plus its company: it sits in ST_Attachments alongside sights, barrels and magazines, and the game's non-ammo weapons draw from backpacks and batteries rather than magazines (doc 09 §6.2), which is exactly the case where you would want a readout on the gun. Named as inference, not asserted. Verify bounty in §16
BP_Equipment_UVLightVision + BP_Equipment_UVLight_Headlight UV light vision Distinct from night vision
BP_Equipment_Flashlight, _Headlight, _Eclipse_Headlight, _LightLancer_Headlight, _Light_Nebular_V2_Headlight Lights Bound to IA_ToggleFlashlight. Lights and the scan tool draw power continuously -- turn them off. Full mined ladder: §10.2
BP_Module_Sonar, BP_Module_Sonar_Upgrade_V1, DA_Item_Module_Sonar, WBP_Sonar Sonar module (Update 02) + one upgrade tier Seabed imaging. Official text says only "scan deep ocean floors with sonar"; the widely-quoted 500 m range is community-sourced, not official. Beam follows the module's physical orientation (REPORTED)
BP_GenericModuleManagementWidget_GridScanner Grid Scanner management panel The management widget behind the PECO Grid Scan 2000 (Update 05, Tier 15 / 2 SP). ✅ "Function UNVERIFIED" is RETIRED -- the panel is now fully described first-hand in §10.3
BP_AudioVolumeScanner Audio-volume scanner Engine-side audio system, not a player tool (INFERRED)

Corpus correction. Docs 07 and 09 discuss a "Scan-50 Sonar". No asset with that name exists in the shipping build -- the sonar assets are named plainly (BP_Module_Sonar, _Upgrade_V1, DA_Item_Module_Sonar). This is first-hand support for doc 11's decision to strike the name as unsourced. What does ship is one Sonar module with one upgrade tier.

10.2 The lights family -- full ladder [DATAMINED 2026-08-27, Skill/Utility/Lights + string tables]#

Exact tiers, SP costs and in-game descriptions from the mined skill tree. Three sub-families, plus the weapon-mounted Flashlight attachment and the UV / Night Vision overlays in §10.1:

Sub-family Item Tier (SP) In-game description
Headlamps (hands-free, toggled via IA_ToggleFlashlight) Torch start (0 SP) "A basic headlight offering limited range and brightness, suitable for short-distance exploration or emergency use."
Headlamps Lancer 6 (2) "Balanced and reliable, this medium-range headlight provides broad, steady illumination perfect for general exploration."
Headlamps Nebula 14 (3) "A high-powered, short-range headlight providing a clear 360-degree illumination -- perfect for safely navigating your immediate surroundings."
Headlamps Eclipse 18 (4) "An intense, narrowly-focused beam designed to pierce the darkness at extended distances. High power consumption for maximum clarity."
Glowsticks (droppable area light) Glowstick 3 (1) "Illuminates immediate surroundings"
Glowsticks Depth Glow 12 (1) "Heavy sinking glowstick designed for underwater visibility"
Glowsticks Abyss Glow 20 (2) + quest requirement "Stabilized deep-sea glowstick designed for greater underwater visibility"
Standing lights (placed modules) Basic / Advanced / 360 / Double Standing Light 4 (1) / 9 (2) / 13 (2) / 16 (2) Area lighting for decks and bases
Quest-gated Handheld Spotlight Never-tier (quest/vault unlock) --

Reading the ladder: Lancer is the general-exploration pick, Nebula trades reach for 360-degree close coverage, Eclipse is a long-throw spot at a power price. The underwater line (Depth Glow -> Abyss Glow) exists because headlamp beams read poorly at depth -- drop-lighting a dive site is the intended pattern. Every light draws power continuously, and since Hotfix 0.8.0.612211 any light aggros swarms in water (doc 06's attractant table) -- a dropped glowstick is therefore also bait, which cuts both ways.

10.3 The PECO Grid Scan 2000 -- the grid diagnostic screen first-hand 2026-08-29, beta-era#

Tier 15, 2 SP [datamined], asset DA_Skill_Utility_Grid_Scanner -> DA_Item_Module_GridScan, in-game description: "Scans the connected power grid and displays linked modules, power usage, shortages, and switch states."

The name misleads. This is not a world/POI scanner in the Sonar or Binoculars family (§10.1) -- it is a power-infrastructure diagnostic instrument, and it is the closest thing the game has to a factory-builder's overview screen. It renders as a zoomable node map of the connected grid: every module on the network appears as a node, and the layout can be panned and zoomed like a map.

What each node shows:

Element Rendering
Switch state 🟢 Green = on / 🔴 red = off, per node. This is the fastest way in the game to find the one module you left switched off
Live consumption Watts, per node
Fill level Current / capacity, per storage node -- e.g. Medium Battery 6000/6000, Diesel Tank fills
Label The module's own name -- observed nodes included Medium Batteries, a Hull Stabilizer (shown as On), Diesel Tanks, cable extenders, and the Grid Scan module itself (it appears on its own map)

Totals, per resource, across the whole connected grid:

Resource Format
Electricity kWh / kWh plus a net wattage (the grid's live surplus or deficit)
Diesel litres
Fresh water litres
Salt water litres

Two details in that totals list are worth flagging. First, the net-watt figure is the number the entire "my generator reads 0 W" confusion (§9.3 row 1) has always needed -- it tells you whether the grid is in surplus, which is precisely the state that makes a generator idle correctly. Second, salt water is tracked as a first-class grid resource even though the Salt Water Tank is a dormant, unobtainable module in 0.8.0 (doc 09 §2.5.1) -- the plumbing for it is clearly live.

🎯 The accounting rule -- read this before trusting either instrument. The Grid Scan counts built modules only. The boat hull's integrated 6 kWh battery and 2,000 L diesel tank are off its books entirely, whereas the boat dashboard (§9.1) includes hull internals plus equalize-pooled built storage. Measured on the boat alone: 42.0 / 42.0 kWh = 7 Medium Batteries (7 x 6 kWh, no hull) and 6,003 / 6,002 L = 3 built Diesel Tanks (3 x 2,000 L, no hull). So:

The Grid Scan is the authoritative meter for infrastructure you built. True vessel totals = Grid Scan + hull internals.

Full comparison table and the one unresolved arithmetic question in §9.4.

Practical use. Take the scan before diagnosing a brownout, not after: it answers "what is switched off", "what is drawing", "am I net positive" and "which tank is empty" on one screen, in a game whose every other power readout answers only one of those and often lies about it.


11. Menus and panels#

11.1 The panel roster -- CONFIRMED (first-hand)#

Each of these has both a dedicated open-verb (§2.2) and dedicated widgets:

Panel Open verb Key widgets (first-hand)
Player menu IA_Action_PlayerMenu Hub; reported key Tab
Inventory (within the player menu) BP_InventoryWidget, BP_Inventory_Container_Base_WeightLimited, WBP_SelectedItemDetailsWidget, BP_InventoryFilterByRadialEquipment, BP_InventoryFilterByRadialTool
Skills IA_Action_SkillsMenu Key U -- CONFIRMED first-hand 2026-08-24 (§5.1). 25 tiers; unspent points show as green numbers. Tooltip anatomy in §11.1.1
Enhancers IA_Action_EnhancersMenu Key I -- CONFIRMED first-hand 2026-08-24 (§5.1). BP_EnhancerBadgeWidget, BP_EnhancerBadgeHintWidget, DA_Dialog_Enhancer_Allocate_Confirmation (allocation is confirmed before it commits)
Build IA_Action_BuildMenu bConfirmBuild setting; B to open and Q to cancel are now CONFIRMED first-hand (§5.1), E to fabricate still REPORTED; right-click for the item context menu
Equipment IA_Action_EquipmentMenu IA_Equipment_Move* + IA_Equipment_Select -- a directional/radial selector
Tools IA_Action_ToolsMenu BP_ToolRadialSelector, BP_ToolRadialWidget, BP_ToolRadialDetailsWidget -- a radial with a details pane. Update 05 "expanded the tool-selection dialog"
Tracking IA_Action_TrackingMenu Quest/objective tracking
Pause IA_Action_PauseMenu DA_Dialog_Exit_Game, DA_Dialog_Exit_Desktop

There are also two general radial systems first-hand: BP_Radial_Item_Logic_Backpack and BP_Radial_Item_Logic_Interact -- backpack and interact radials.

Enhancer roster visible first-hand (useful for the panel's layout): Battery, Vitality, Engineering, Equipment Handling, Field Medic, Haul Mastery, Hydraulic, Power Management, Pressure, Scapper (sic), Shock Absorber -- eleven BP_EnhancerInfoLogic_* assets against doc 05's ten-slot Enhancer system. Resolved 2026-08-24: the wiki Enhancers page lists exactly ten -- Vitality, Haul Mastery, Improved Hydraulics, Engineering, Pressure, Scrapper, Battery, Power Management, Field Medic, Shock Absorber -- i.e. every asset above except Equipment Handling, which is therefore the odd one out (cut, unreleased or not player-facing). Same page also confirms the §8.3 numbers: Battery gives "20 Wh per level, up to a total of 2.5 kWh" (100 levels x 20 Wh = the 2,500 Wh max over a 500 Wh base) and Haul Mastery "1 kg per level, up to a total of 200 kg".

11.1.1 Skill-tree tooltip anatomy -- the in-game currency check first-hand 2026-08-25#

Hovering any item in the Skills tree opens a per-item tooltip, and it carries four things -- one of which nobody outside the game has ever documented:

Tooltip field What it gives you
Cost The skill-point price of that specific pick
Tier requirement The tier the pick sits behind
Recipe The item's ingredient list, in the tree, before you buy it
⭐ "Added in X.X.X (Latest)" A per-skill version stamp, with the newest content marked (Latest)

The version stamp is the important one. It means the game itself tells you which update introduced each unlock -- a first-party currency check, per skill, available offline, that beats every changelog URL in this corpus. Practical uses: spotting content a guide predates (anything stamped later than the guide's date is invisible to it), and identifying at a glance which unlocks are new enough that community documentation will be thin or wrong.

The recipe field matters too: it makes the tree a recipe browser you can read before spending a point. Doc 09's §6 tables are wiki- and guide-sourced precisely because nobody had read these tooltips systematically; anyone with the game open can settle those tables item by item.

Tier is level, stated plainly. The tree UI's own gating text reads "Reach level N to unlock tier" -- so the two ladders the corpus keeps having to disambiguate (character level, capped at 35; skill tier, running 1-25) are locked together at the bottom: tier N opens at level N. Above level 25 there are no further tiers; those levels are budget, not access.

11.2 Inventory and transfer#

Element Detail Status
Item action verbs The wiki's per-item actions field reads "Add to/Remove from hotbar, Equip" CONFIRMED (wiki, current, multiple item pages)
Hotbar quick-bind Default T CONFIRMED (wiki, two pages)
Container customisation Page Down with the inventory open, on storage containers (FortiHold, StorTite) CONFIRMED (wiki, two pages)
Auto-pickup bAutoPickup=True by default -- items are collected on contact without a prompt CONFIRMED (first-hand)
Hold-to-interact InteractHoldDuration=0.500000 -- interactions requiring a hold take 0.5 s. This value is exposed and adjustable CONFIRMED (first-hand)
Crafting queue bInterfaceHudQueue HUD overlay + WBP_QueueDetails_Vertical_Widget, DA_Dialog_Clear_Fabricator_Queue_Confirmation, DA_Dialog_Remove_From_Fabricator_Queue_Confirmation -- queued crafting with confirmations on clear/remove CONFIRMED (first-hand)
Fabricator filter BP_Fabricator_Filter_Dialog_Widget + DA_Dialog_Fabricator_Filter; the Fabricator screen sorts by type (parts, equipment, consumables, ammunition, weapons, modules) CONFIRMED (first-hand + guide)
⭐ Dismantle preview Aiming the Dismantle Tool at an object renders the complete yield table (every material and count), the electricity cost in Wh and the time, all before you commit. Salvage is therefore window-shoppable: preview a whole room, spend charge only on what pays. Big world props carry Wh-scale pricing -- one person-sized machine prop previewed at 289 Wh / 0:07, over half a stock 500 Wh battery (doc 09 §2.4.1) CONFIRMED (first-hand 2026-08-29)
Fabricator consumption preview The craft UI likewise previews an item's resource cost before committing, and previewing is free -- which is what makes the production-enhancer stacking question testable at zero charge cost (doc 09 §7.6) CONFIRMED (first-hand)
Split-stack sizing Requested by players ("custom split sizing", 2026-08-08) -- not confirmed present UNVERIFIED
Backpack HUD indicator Requested by players, 2026-08-08 -- implies it does not currently exist REPORTED absent

11.3 Customisation and paint UI -- CONFIRMED (first-hand)#

BP_Customize_Container_Dialog_Widget · BP_Customize_Paint_Dialog_Widget · DA_Dialog_Customize · WBP_PatternSelectionWidget · WBP_PatternItem_Category · BP_BoatCustomizationTable · Brush_Radial · ST_Paint · ST_Modules_Customization

A pattern browser with categories, a paint dialog and a radial brush. Doc 07 records 37 paint styles across 4 boat paint zones (Update 02).

11.4 Virtual keyboard -- CONFIRMED (first-hand)#

BP_VirtualKeyboard_Dialog_Widget + DA_Dialog_VirtualKeyboard. An on-screen keyboard for text entry (naming, terminal input, coordinates) driven by controller or Deck. Update 05 explicitly fixed "virtual keyboard navigation".

11.5 The MOSES Rocket System console -- the launch panel first-hand 2026-09-01, beta-era#

Scope note. The rocket is openly marketed content and this section is UI facts only -- what the panel displays and how the launch flow is structured. What launching means, what comes back, and everything downstream of it belongs to docs 11 / 17 / 18 and their spoiler fences. Nothing narrative appears here.

The launch console is titled "MOSES - Rocket System" and identifies the vehicle as a Sparrow-Class Single-Stage Reusable Rocket. (Both strings are also in the 0.8.0 mine -- ST_Rocket: MOSESRocketSystem, BasicVehicleDescription -- so the panel is not a beta addition, only the first-hand read of it is.)

The per-launch bill, displayed on the panel:

Resource Per launch
Oxygen 12,000 L
Methane 3,000 L
Electricity 60 kWh

(These match the CONSENSUS figures the corpus already carried for oxygen and methane -- doc 09 §7.8 -- and the panel is the first first-hand confirmation of all three together, including the previously-unpublished electricity figure.)

Cargo: four Lazarus pod berths. The panel counts loaded pods against that capacity, and 1/4 is a valid, launchable minimum -- you are not forced to fill the fairing. This settles the corpus's long-running "3 vs 4 pods" adjudication on the side of 4, first-hand.

The launch is a sequential checklist, and every step is its own gate:

  STARTUP -> PROPELLANT -> POWER -> GROUND -> PAYLOAD -> WEATHER -> SYSTEM CHECK 6/6 -> LAUNCH

That reads as UI dressing until you look at the mine: the shipping build contains exactly six discrete check blueprints -- BP_RocketFuelCheck, BP_RocketPowerCheck, BP_RocketGroundCheck, BP_RocketPayloadCheck, BP_RocketWeatherCheck, BP_RocketSystemCheck -- plus BP_RocketLaunchSequenceCheck for the sequence itself. The on-screen "6/6" is literally counting those six blueprints. Fuel and power are separate checks, which is the mechanical reason a full tank does not imply a green board.

Four operational facts the panel makes explicit:

  1. Connections must be physically plumbed. The rocket does not draw from a notional network -- oxygen, methane and power each need a real cable/pipe run to the pad, and the panel has a Connections section that reports them. This is the same physical-cable philosophy the rest of the game runs on, applied to the endgame machine.
  2. Connections disconnect before launch. They are pulled as part of the sequence, so a launch is not a "leave it wired and walk away" operation.
  3. The countdown is a T-60-second-class hold with ABORT available throughout. You are not committed at the moment you press launch.
  4. PAYLOAD failures are named, not silent. The mine carries the exact operator messages: "The system detected empty PODs in the payload fairing", "The system detected loose PODs in the payload fairing", and "Close all hatches" -- so the three ways to fail the payload check are an empty pod, an unsecured pod, and an open hatch, each with its own message.

Also on the panel [mined ST_Rocket, corroborating the observed layout]: sections for Vehicle / Systems / Fuel / Cargo / Entry / Connections, and post-launch Flight / Telemetry readouts -- Altitude, Velocity, Engine temperature, Wind speed, Chances of rain, Estimated booster arrival (the "Reusable" in the vehicle class is not decorative -- the booster comes back and the panel times it), plus Capsule, Nose Cone and Payload Delivery System.

11.6 The Lazarus growth screen first-hand 2026-08-30, beta-era#

Scope note. UI facts only -- what the screen shows and how it behaves. What the attributes do, what to feed, and what comes out belongs to doc 18 and is spoiler-fenced there. Nothing about outcomes appears in this section.

While a pod is developing, the rack renders a full-screen status page headed "GROWING A NEW HUMAN, PLEASE WAIT..." (mined verbatim as ST_HumanGrowing.NewHuman -- present in 0.8.0, not a beta string), showing percentage complete and time remaining.

Screen element Behaviour
Progress Percentage plus a time-remaining estimate
⭐ Consumption ticker A centre-screen running list of items being consumed live as the process runs -- observed consuming Memories, food jars (doc 09 §7.3.1) and, notably, PECO minigame cartridges. It is a live feed, not a static ingredient list
Physical panel Five named readouts: Weight · Strength · Life Expectancy · Intellect · Height
Mental panel An expanding list -- entries appear as the process develops them, rather than all being shown from the start

(The mine's ST_HumanGrowing table backs the panel structure: Physical, Mental, Traits, Prediction, Growth prediction, Growth ingredients, Professions, Developing, Paused, and the note "Different types of food and memories can be used to influence the growth process and change the outcome.")

Operator messages the screen can raise [mined, ST_HumanGrowing] -- worth knowing because each names a physical fault you can go fix: "Warning: Human in danger, not enough resources for upkeep" · "Waste pipe blocked" · "No human pod. Please insert the pod into the socket." · "Empty human pod detected. Please insert a human seed into the pod." · "Please remove fully developed pod" · "See rack displays for further instructions".

⚠️ The Lazarus Pod tooltip reads "refrigeration necessary." The corresponding in-game error string is "Seed not refrigerated. Insert into functional lazarus rack." Read together, these say something the corpus's seed-handling rules should state plainly: a pod is not indefinite cold storage on its own -- the rack is what keeps the seed viable, and a pod sitting outside a functional (powered) rack raises this error. That interacts directly with the seed timer doctrine in doc 09 §10 and doc 18, and it is a first-hand tooltip, which outranks every community write-up of pod handling.


12. The PECO terminal and its minigames#

The PECO terminal is the in-world computer. This section is unusually well-evidenced because part of it ships as loose, readable JavaScript on disk.

12.1 Terminal screens -- CONFIRMED (first-hand widgets, cross-confirmed by wiki)#

Widget Screen Wiki corroboration
WBP_TerminalScreen_Widget Shell / desktop --
WBP_TerminalScreen_LogData_Widget Data Logs "These logs can be viewed on any PECO terminal available" (Story)
WBP_TerminalScreen_SpaceData_Widget Space "Launch information is logged in the Space section of the Peco Terminal" (Humans)
WBP_TerminalScreen_CommitteeData_Widget Committee "committee system lets launched humans take seats and perform actions through a terminal" (Curiosity Wakes)
WBP_TerminalScreen_Quest_Widget Quests --
WBP_TerminalScreen_SurvivalGuide_Widget Survival Guide -- an in-game help/reference screen --
WBP_TerminalScreen_Layer_Widget_Cameras Security cameras BP_QuestLogic_OpenPecoSecurityCamera
WBP_Terminal_Cartridge_Widget + BP_Peco_Cartridge_Button Cartridge slot -- minigame cartridges Update 3.5
WBP_TerminalCommandLineWidget + WBP_TerminalInputLineWidget + WBP_TerminalLineWidget + ST_Telnet A command line with typed input ST_Telnet implies a telnet-styled interface
WBP_CommitteeScreen_Widget, WBP_HumanDisplayWidget, WBP_LazarusRack_* (Info, Prediction, Property, Trait, TraitContainer) Lazarus/human management screens doc 11

Note the Survival Guide screen: the game ships its own in-fiction manual, and it is the closest thing to an in-game controls reference. Also BP_Module_BaseInfoPECO and DA_Item_Module_PECOTerminal -- the terminal is a buildable module, and the boat has one (wiki Boat lists a "Peco Terminal" among its fittings).

12.2 Minigame input -- CONFIRMED (first-hand, peco-engine.js)#

The minigames are HTML5 pages rendered by the game's embedded Chromium (CEF3 128.4.13). The shared engine is loose on disk at Voyage\Content\DataFiles\WebPages\Games\peco-engine.js (10,423 bytes) and readable. Its header: "Shared engine for Peco Athletics games". It is a 40x25 character-grid retro engine ("QX82") using Noto Sans.

The input bridge is the interesting part:

// ═══ INPUT HANDLER FACTORY ═══
function setupKeyHandler(keyMap){
  document.addEventListener('keydown',e=>{
    if(e.repeat)return;
    const fn=keyMap[e.code];
    if(fn){e.preventDefault();fn();return;}
    e.preventDefault();window.navAny();
  });
  ...
}
window.navLeft, navRight, navUp, navDown, navSelect, navBack, navSpecial1, navAny
window.setBindingText = function(map){ ... }   // UE pushes YOUR bindings in as display text

What this establishes, first-hand:

Fact Detail
Minigames use the menu input context The nav stubs (navLeft/Right/Up/Down/Select/Back/Special1) map one-to-one onto IA_Menu_Left/Right/Up/Down/Select/Back/Special_1. Your rebound menu keys carry into the minigames -- corroborated by the asset DA_WebPage_Meta_Inputs_Remapped
On-screen prompts show your live bindings window.setBindingText() lets UE push the current binding names into the page as text, so the minigame tells you which key it wants
Any unmapped key works as "any key" Every non-mapped keydown falls through to navAny()
Mouse and touch also work Elements with class .tb respond to touchstart and mousedown -- so on-screen buttons are clickable
Key repeat is suppressed if(e.repeat)return; -- holding a key does not spam the input. Relevant to the sprint minigame, where mashing is required
The games DA_Game_Peco_Athletics_100m_Dash, _Javelin, _Triple_Jump -- three Peco Athletics events
Tracked events 'running' \| 'jump' \| 'landing' \| 'throw' \| 'finish', each with a numeric payload (speed, jump index, distance, angle, elapsed time)
Results 'failure' \| 'completed' \| 'newbest' \| 'game' \| 'intro' -- newbest proves persistent high scores, matching WBP_ScoreBoardScreen and WBP_ScoreBoardScreenDistance
Bridge object window.ue.voyage.{pageready, ongameevent, oneventresult}
Localisation window.setLocalizationText() + Noto Sans / Noto Sans JP / Noto Sans SC fonts shipped loose -- the minigames are localised including CJK

A separate basketball minigame exists (Update 01, 2025-12-16) and is not part of the PECO web stack -- it is a physical in-world game whose shot registration was patched in that update's hotfix.


13. Cameras, photo mode and developer surfaces#

13.1 Camera Drone -- the photo mode#

Fact Detail Status
What it is A craftable drone that captures screenshots; the game's photo mode. Added Update 3.5 (2026-04-15), ahead of the roadmap slot in Update 04 CONFIRMED (official news)
Assets BP_CameraDrone, BP_CameraDronePlus, WBP_VoyageIngameDrone, DA_Input_Context_CameraDrone, BP_DroneActorHighlight, BP_Module_Drone_ChargingStation CONFIRMED (first-hand)
BP_CameraDronePlus An upgraded drone variant exists that no external source documents CONFIRMED (first-hand), function UNVERIFIED
Operates underwater Yes CONFIRMED (doc 07)
Controls / HUD readouts Its input context and HUD widget exist; no source describes either. No wiki page exists for the drone UNVERIFIED
Charging Station ergonomics Does not auto-dock as of ~2026-05; players hold or hover the drone over the pad, and it drifts off in waves. Update 05 "improved the Drone, including buoyancy, controls, charging behaviour" -- whether docking now works is unconfirmed REPORTED / UNVERIFIED for 0.8.0

For a HUD-free screenshot without the drone, IA_Action_ToggleInterface hides the entire interface (§8.2).

13.2 The Cameraman mode -- a keyframed cinematic tool#

Entirely first-hand; no external source mentions it exists. The build contains a complete camera-animation toolkit:

  • Free-fly: IA_Cameraman_MoveForward/MoveRight/MoveUp/LookUp/LookRight/ThrottleUp
  • Keyframing: IA_CameramanAddKey, IA_CameramanDeleteKey, IA_CameramanSelect, plus WBP_PathItem and WBP_PathKey (a path/keyframe list UI)
  • Transform gizmo: IA_ToggleGizmoMode, _Rotation, _Translation, IA_ToggleGizmoAxis, IA_Cameraman_SelectGizmoAxis, IA_ResetTransform
  • Orbit rig: IA_SetOrbitActor, IA_SetOrbitLocation, IA_ToggleOrbit, IA_ToggleAutoOrbit, IA_ModifyOrbitAngle, IA_ModifyOrbitDistance
  • Time control: IA_SlowMo
  • Config: Cameraman_DefaultSettings, Cameraman_SavedSettings, PDA_CameramanSettings, WBP_Cameraman, DA_Cameraman_ControllerInputControl, IA_ExitCameramanMode

That Cameraman_SavedSettings exists (i.e. it persists user config) and that it has a controller input-control asset both suggest it is intended for humans, not just automated capture. Whether it is reachable by a player -- and how -- is UNVERIFIED. Most likely gated behind the admin/debug menu (§13.3). This is the single most interesting undocumented UI in the build and is worth a deliberate test.

13.3 Admin / debug surfaces -- CONFIRMED present, access UNVERIFIED#

IA_Action_AdminMenu + IA_AdminMenu + BP_Dialog_Cheat_Maps + IA_Action_ToggleSpectatorMode + DA_Input_Context_Spectator + BP_VoyageBenchmarkHud + DA_Dialog_Report.

A cheat/map-teleport dialog, an admin menu, a spectator mode and a bug-report dialog all ship in the retail build. Whether any is player-reachable, and by what key or console command, is UNVERIFIED -- and belongs to doc 15 (modding/technical internals) to settle. Do not assume these are available; do not present them to a player as features.


14. Options menus#

14.1 The seven tabs -- CONFIRMED (first-hand)#

The build contains exactly seven options panels plus a container and a details pane:

Panel asset Tab
BP_Options_Video Video
BP_Options_Graphics Graphics
BP_Options_Audio Audio
BP_Options_Game Game
BP_Options_Interface Interface
BP_Options_Mouse Mouse
BP_Options_Gamepad Gamepad
BP_Options_Dialog, BP_OptionsDetailsWidget, BP_VoyageOptions, ST_Settings Container, per-setting description pane, backing settings object, label string table

Supporting dialogs, first-hand: DA_Dialog_Option_Changes_Confirmation (confirm changes), DA_Dialog_Revert_Changes_Confirmation (revert), DA_Dialog_Reset_Defaults_Confirmation (reset to defaults), DA_Dialog_Video_Mode_Confirmation (the "keep this resolution?" countdown), BP_PostProcess_Dialog_Widget + DA_Dialog_PostProcess, BP_PatchNotes_Dialog + DA_Dialog_PatchNotes (the in-game patch-note reader added in Update 05), BP_Early_Access_Dialog_Widget + DA_Dialog_Early_Access + ST_EarlyAccess (the EA notice on first run).

Note there is no separate Accessibility tab -- accessibility settings are distributed across Interface and Game (§14.8).

14.2 The complete settings key surface -- CONFIRMED (first-hand)#

Read from %LOCALAPPDATA%\Voyage\Saved\Config\Windows\GameUserSettings.ini, section [/Script/Voyage.VoyageGameUserSettings], on a fresh install (2026-08-24). Key existence and default values are first-hand; the tab each one appears under is INFERRED from the panel names in §14.1.

Defaults shown are the values auto-configured on a machine benchmarking CPU 192 / GPU 524 (RTX A4500) -- quality presets will differ on your hardware; toggles and modes will not.

14.3 Audio#

Key Default Meaning
VolumeMaster 1.000000 Master
VolumeSfx 1.000000 Sound effects
VolumeMusic 1.000000 Score
VolumeMusicCassette 1.000000 A separate channel for the in-game cassette/cartridge music player (Update 05). You can silence the collectible music without silencing the score
VolumeVO 1.000000 Voice-over
AudioQualityLevel 0 Engine audio quality

Five independent volume sliders is what earns the Steam "Custom Volume Controls" category (§7.1).

14.4 Game#

Key Default Meaning
LanguageType System Follows OS locale by default; 12 interface languages
bUseMetricUnitSystem True Metric/imperial toggle. With it on, the dashboard reads m/s, °C, mm/h, m -- all the units quoted in §9.1
bAutoPickup True Collect items on contact
bConfirmBuild True Require a confirmation before placing/building
InteractHoldDuration 0.500000 Hold-to-interact duration in seconds -- adjustable, an accessibility win
SprintMode 0 Hold vs toggle sprint
CrouchMode 0 Hold vs toggle crouch/stance
bRemoveHeadBob False Head-bob reduction -- added in Update 05. Motion-sensitivity setting
FOV 100.000000 Field of view; default 100
AutoSaveInterval 10 Autosave interval. Units presumed minutes -- see §14.9 for the observational check
bOnlineFeatures True Gates some online feature set; what exactly is UNVERIFIED
bSubtitles True Subtitles on by default
SubtitleFontSizeMul 1.000000 Subtitle size multiplier
bUseFirstPersonBoatControls False First-person boat piloting. Default is third-person; this switches the helm to first-person

14.5 Interface#

Key Default Meaning
InterfaceGlobal Default Global interface preset
UIScale 1.000000 HUD/UI scale. The setting that matters most on a Steam Deck ("interface text is not legible") and on 4K. Known issue: at maximum scale, text overlapped (reported 2025-12-01)
bOverrideOverlayUIMargin False Override the overlay UI safe-area margin
OverrideOverlayUIMarginSize 0.000000 The override value -- useful for TVs with overscan and for ultrawide framing
ColorBlindMode Off Colourblind filter mode
ColorBlindStrength 10 Filter strength
The 19 bInterfaceHud* (14) / bInterfaceBoat* (4) / bInterfaceWorldMarkers (1) toggles all True §8.2 and §9.2

14.6 Mouse#

Key Default
SensitivityMouse 1.000000
ADSSensitivityMouse 1.000000 (separate aim-down-sights sensitivity)
bInvertVerticalMouse False
bInvertHorizontalMouse False

No mouse-acceleration or raw-input toggle is exposed. UNVERIFIED whether acceleration is applied.

14.7 Gamepad#

Key Default Meaning
VerticalSensitivityGamepad / HorizontalSensitivityGamepad 1.000000 Per-axis sensitivity
VerticalADSSensitivityGamepad / HorizontalADSSensitivityGamepad 1.000000 Per-axis ADS sensitivity
AccelerationGamepad 0 Stick acceleration
bInvertVerticalGamepad / bInvertHorizontalGamepad False Per-axis invert
GamepadButtonStyle Default Button glyph style -- Xbox / PlayStation / auto
ForceFeedbackScale 1.000000 Rumble intensity, scalable to 0

Independent vertical/horizontal sensitivity and a scalable rumble are both above the genre baseline.

14.8 Accessibility summary#

There is no Accessibility tab; these are the accessibility-relevant settings, scattered:

Setting Tab (inferred) Why it matters
ColorBlindMode + ColorBlindStrength Interface Colourblind filters with an adjustable strength
bSubtitles + SubtitleFontSizeMul Game Subtitles on by default, resizable
UIScale Interface Text size
bOverrideOverlayUIMargin + size Interface Safe-area control
InteractHoldDuration Game Adjustable hold time -- helps players who cannot hold a key steadily
SprintMode / CrouchMode Game Hold vs toggle
bRemoveHeadBob Game Motion sickness (Update 05)
MotionBlurAmount Graphics Motion sickness; default 0.3, not 0 -- turn it down first if you are sensitive
ForceFeedbackScale Gamepad Rumble down to zero
Every HUD element toggle Interface Visual-clutter reduction
bInvert* (4 keys) Mouse / Gamepad Per-axis invert on both devices
Full controller support + Deck-matching glyphs -- §7

Not present: no difficulty/assist modes, no text-to-speech, no high-contrast mode, no dyslexia font, no remappable-hold-to-toggle for every action. Full audio is English-only (§7.1), so non-English players rely on subtitles.

14.9 Autosave and save slots -- CONFIRMED (first-hand, observed)#

AutoSaveInterval=10. Observed on the ShadowPC during live play on 2026-08-24:

File Timestamp
..._AutoSave_0_2026-08-24_10_59_46.sav 10:59:46
..._AutoSave_0_2026-08-24_11_09_46.sav 11:09:46
..._AutoSave_0_2026-08-24_11_29_13.sav 11:29:13

The 10:59:46 -> 11:09:46 gap is exactly 10 minutes 00 seconds, which confirms AutoSaveInterval is in minutes (the 11:29 stamp is 19m27s later, consistent with a paused or menu-suspended interval). Doc ref/shadow-install.md listed the unit as "presumed"; this observation upgrades it to CONFIRMED.

Save-system UI, first-hand: BP_Dialog_Select_Save_Slot + DA_Dialog_Select_Save_Slot (eight manual slots, _0 through _7 -- CONFIRMED first-hand 2026-08-28, all eight observed on disk; this supersedes the earlier "four were observed, _0 through _3", which was a partial view of a fresh install rather than the real slot count, and it settles the corpus adjudication that had 8 as community-reported against 4 as observed -- 8 is correct), DA_Dialog_Override_SaveGameSlot, DA_Dialog_Delete_SaveGameSlot, DA_Dialog_Save_Override, plus a full backup/restore subsystem (DA_Dialog_SaveGame_Backup_Restore_Dialog, _Req_Dialog) writing to a separate SaveGameBackups<SteamID64>\ folder, and import/export (DA_Dialog_SaveGame_Export_Success, _Export_Failure, _Import_Failure, _RestoreFailure). Error paths: DA_Dialog_Save_Game_Error, _Save_Game_Failure, DA_Dialog_Save_Not_Supported.

Practical: the game keeps rolling autosave backups on disk in addition to the live slot, and exposes restore in the UI. Steam Autocloud watches SaveGames\ (doc ref/shadow-install.md); the SaveGameBackups\ folder is a sibling, so verify before assuming backups sync. Steam category "Save Anytime" is listed (§7.1).

14.10 Video and Graphics -- pointer, not duplication#

Doc 15 owns rendering. What belongs here is the menu surface, first-hand:

  • Video: ResolutionSizeX/Y, FullscreenMode (1 = windowed fullscreen on the test machine), FrameRateLimit (120), bUseVSync (False), bUseDynamicResolution (False), ResolutionScale, ResolutionAspectRatio, DisplayGamma (2.2), bVideoShowFps, bVideoShowFrameTime, bEnableHDR + HDRLevel (1000) + HDRUILevel (400) + bUseHDRDisplayOutput + HDRDisplayOutputNits (HDR added in Update 05).
  • Upscaling / frame generation: UpscalingMethod (DLSS auto-selected), DLSSQuality (2), DLSSReflex (1), NISQuality/NISSharpness, FSRQuality/FSRSharpness, XeSSQuality, XeLL, AntiLag, FrameGenerationMethod (Off by default) with per-vendor modes FrameGenerationModeDLSS/FSR/XeSS. All four vendor stacks ship (DLSS + Ray Reconstruction, FSR, XeSS, NIS) plus Streamline/Reflex.
  • Graphics: UserQualityPreset plus eleven User*Quality values mirroring the [ScalabilityGroups] sg.* block (ViewDistance, AntiAliasing, Shadow, GlobalIllumination, Reflection, PostProcess, Texture, Effects, Foliage, Shading, Landscape), MotionBlurAmount (0.3), bUseMegaLights (True by default -- UE5.5+ feature), bUseRayTracing (True) with bUseRayTraceReflections, bUseRayTraceShadows, bUseRayTraceLumen (ray tracing options were only exposed to users in 0.6.1.606604, 2026-01-12).

The community Performance Guide for TLCt (mh_2070, posted 2025-11-11, last updated 2026-01-22) recommends dropping Global Illumination, Shadow Quality and Post Processing to Low and using DLSS Quality, and advises turning frame generation off. Treat it as STALE for the current build: it predates Update 03's shadow rewrite (0.7.0.609383 made the non-RT shadow path "over three times" faster), predates HDR, and predates two rounds of Update 05 optimisation. Its named settings still match the shipped menu exactly, so the map is good even where the advice is old.


15. Known interface problems in the current build#

Problem Detail Date / status
Cable keys overload other actions Grab-cable is hardcoded and cycles E/F/V by equipped item, causing accidental disconnections while looting; a second thread complains connection keybinds are "shared with other actions". Worsened by a first-hand finding (2026-08-24): F is also Switch Ammo and E is also Reload with a weapon equipped -- so both overloaded letters carry a combat meaning in exactly the situation where the cable meaning also fires (§5.5) 2026-07-07 and 2026-08-15 -- open in the current build; scope enlarged 2026-08-24
White bottom-right HUD gives false readings "regardless of camera view" 2026-06-21 -- open, no fix in HF1/HF2
Dashboard excludes built tanks and batteries RESOLVED 2026-08-27: only when the storage is not bussed; equalize-mode storage is included in the readout. Complemented 2026-08-29: the PECO Grid Scan is the other instrument and applies the opposite rule -- built modules only, hull internals excluded (§9.4). Neither is defective; they answer different questions Not a defect
Steam Deck text illegible Blocks Verified status Valve rating; U05 HF1 improved handheld UI scale defaults (2026-06-26) and post-dates it
UI scale max causes text overlap Reported at maximum UIScale 2025-12-01 (launch-era) -- current status UNVERIFIED
Ultrawide HUD/menu centring HUD spread to screen edges and menus off-centre on ultrawide/multi-monitor 2025-11-06 (launch-era) -- current status UNVERIFIED. bOverrideOverlayUIMargin may address it
Keybind menu in non-English languages Displayed incorrectly FIXED in the current build (U05 HF2, 2026-06-29)
Key binding texts on non-US keyboard layouts Incorrect binding text FIXED in Update 3.5 (2026-04-15)
No backpack HUD indicator Player request implies absent 2026-08-08
No autopilot / heading hold IA_ToggleAutoMove holds an input, not a heading Doc 07; no dev commitment

16. Gaps & Unverified#

Key letters (the core gap) -- HALVED 2026-09-01, still the core gap. Sixteen key bindings are now confirmed (§5.1), up from eight: the original wiki-sourced eight plus U, I, B, C, E(reload), G, Q, F(switch ammo) read first-hand off Robert's own HUD key-hint strip. Now confirmed and struck from this list: reload, melee, inspect, cancel, switch-ammo, and three of the twelve menu-open verbs (build, skills, enhancers).

Still UNVERIFIED in 0.8.0.612251: sprint · crouch/stance · flashlight toggle · zoom · secondary action · grab · release · all eight hotbar slots individually · hotbar page next/prev · the remaining nine menu-open verbs (player, tools, equipment, tracking, pause, toggle-interface, spectator, admin, release) · all boat helm keys · all jet ski keys · all DONK-Lift keys · all crane keys · all Camera Drone keys · seven of the nine Salvage Gyro actions (only throttle up/down are confirmed) · and the map computer's open and marker keys.

The keybind menu in-game is still the answer to every one of these, and it takes about ninety seconds to read. The v1.3.0 lesson is that the cheaper answer works too: the key-hint strip renders live bindings continuously, so any screenshot taken during normal play is a source. Eight confirmations came out of one silo screenshot that was not taken for this purpose. Screenshots in unusual contexts -- at the helm, on the gyro, in the forklift, at the map computer -- would close most of the remaining list at zero cost. This document deliberately does not guess.

  • Where rebinds are stored. No Input.ini, no EnhancedInputUserSettings.sav, and no keybind block in GameUserSettings.ini on a fresh install. Cheapest possible test: rebind one key, then re-list %LOCALAPPDATA%\Voyage\Saved\Config\Windows\. Do this early -- it also determines whether bindings survive a machine rebuild.
  • The 6,003 / 6,002 L attribution (§9.3 row 2 vs §9.4) -- open, one minute to settle. The same reading was interpreted once as "hull 2,000 L + 2 built Diesel Tanks" and once as "3 built Diesel Tanks, hull excluded"; both arithmetics give 6,000 L, so the number cannot distinguish them. The 42.0 kWh battery reading (7 x 6 kWh, no hull) is independent evidence that the Grid Scan excludes the hull, which makes the first attribution probably a double-count -- but it is not asserted. Test: open the Grid Scan on the boat and physically count the Diesel Tanks on deck. Whichever way it lands, the connection-mode rule in §9.3 is unaffected.
  • The Resource Display weapon attachment (§10.1) -- INFERRED only, verify bounty. The item exists with a display name and a placeholder description (the description string reads back the name). The inference that it is an on-weapon ammo/charge gauge is reasonable but unconfirmed by anything. Test: craft or find one, mount it, and look at the weapon. Its tier and recipe are also unknown.
  • PECO Grid Scan 2000 -- residual questions (§10.3). Its range or connection radius is undocumented (does it scan everything cabled, or everything within some distance?); whether it can be read remotely from a placed unit or only in person; and whether the totals it reports include facility grids you have cabled into, or only your own modules. All observed behaviour so far was on the boat.
  • Growth-screen and rocket-console figures were read on the beta (§11.5, §11.6). The underlying strings are present in the 0.8.0 mine, so the panels themselves are not beta-only -- but the specific layout, checklist wording and the 60 kWh electricity figure were read on 0.8.5.650920. Re-read them on the public branch after 5.5 ships before treating the layout as stable.
  • Which bind rows are read-only. BP_FocusableKeyInputReadOnly proves some are. Which ones is UNVERIFIED beyond the grab-cable report.
  • Gamepad rebinding depth. A Gamepad tab and a gamepad-bind widget ship; two Steam threads asking whether controller rebinding exists (2026-03-31 and 2026-07-19, the latter post-Update-05) both have zero replies. Whether the tab exposes full rebinding is UNVERIFIED.
  • Full-audio language count -- sources disagree. The Steam storefront API marks only English* for full audio; the rendered store page presents all 12 as full audio. The API is treated as current here. Unresolved.
  • The Cameraman mode. A complete keyframed camera tool with orbit rig, transform gizmo, slow-motion and saved settings ships in the retail build and no external source mentions it. Player-reachability, entry method and key bindings all UNVERIFIED.
  • Admin menu, cheat-map dialog and spectator mode ship in the retail build. Access method UNVERIFIED; belongs to doc 15.
  • BP_CameraDronePlus -- an upgraded Camera Drone variant exists first-hand. No source documents it.
  • Camera Drone and DONK-Lift HUD readouts. Both have dedicated HUD widgets; neither has a wiki page with usage content (DONK-Lift 3200 is explicitly a stub; CS-17 Courier Skimmer has no Usage section). Contents UNVERIFIED.
  • The white bottom-right HUD element that misreads: which readout it is, UNVERIFIED.
  • Enhancer count -- RESOLVED 2026-08-24. Eleven BP_EnhancerInfoLogic_* assets ship, but the wiki Enhancers page lists ten, and the missing one is Equipment Handling. RE-RESOLVED 2026-09-01 first-hand: Equipment Handling is player-facing and live -- it sits in the in-game enhancer panel (roster read first-hand 2026-08-26, §12 above) and has been bought and levelled; the earlier reading "cut, unreleased or internal" is retired, doc 05's ten-slot figure was wrong (now eleven), and the wiki's Enhancers page simply omits it. Maxing all eleven costs 1,100 points against 1,215 documented (doc 21).
  • bOnlineFeatures=True -- what this flag gates is UNVERIFIED (telemetry? news? the Screenshot Vault?). Carried forward from ref/shadow-install.md.
  • Mouse acceleration / raw input -- not exposed as a setting; whether acceleration is applied is UNVERIFIED.
  • Steam Deck rating currency. The "interface text is not legible" finding may predate U05 Hotfix 1's handheld UI-scale improvements (2026-06-26). Whether Valve re-rated is UNVERIFIED.
  • UI scale overlap and ultrawide centring -- both reported in the launch window (Dec/Nov 2025); current status in 0.8.0.612251 UNVERIFIED.
  • InterfaceGlobal -- a global interface preset with value Default; what other values exist is UNVERIFIED.
  • The in-game Survival Guide screen (WBP_TerminalScreen_SurvivalGuide_Widget) -- contents UNVERIFIED. It may itself be a controls reference, which would make this document's biggest gap self-solving.
  • Fact-check pass, 2026-08-24 (post-authoring). Re-verified against live sources: the version anchor (nothing newer than 2026-06-25 on either the Steam news RSS or thelastcaretaker.com/news); every U05 / HF1 / HF2 line in §5.4 verbatim from the pinned Steam patch-notes thread, including the level cap 30 -> 35; the Steam appdetails payload (§7.1) key for key; the Deck report (§7.4, category 2 + "Interface text is not legible"); the wiki Boat dashboard (§9.1, §9.3) item for item; Salvage Gyro's two-row controls table; the T, F and Page Down bindings on their source pages; and the first-hand GameUserSettings.ini / peco-engine.js values quoted throughout. Corrections made: HUD-toggle counts (§8.2, §14.5), the Brass Telescope tier demoted to UNVERIFIED (§10.1), the enhancer-count discrepancy resolved (§11.1), and the §5.4 source attribution corrected from "Steam news feed" to the Steam Community patch-notes thread.
  • Research constraint on this pass: the session's WebSearch quota was exhausted before this document began, so all web work was done with direct WebFetch against known-good URLs. pcgamingwiki.com (403), techraptor.net (403) and steamdb.info (403 per doc 03) were unreachable and are permanently abandoned. Steam sharedfiles guide pages rate-limited intermittently, and Soviman's mechanics guide (id 3637744548) could not be read on two attempts -- it remains the highest-value unread source for this domain and should be retried in a later session.

Sources#

All accessed 2026-08-24.

First-hand (installed build, EA 0.8.0.612251 / buildid 23962331, ShadowPC) - D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks\pakchunk0-Windows.utoc -- IoStore TOC directory index, plaintext string table (48,521 unique strings) read via SSH; the source for all IA_*, DA_Input_Context_*, WBP_*, BP_Options_*, ST_* and dialog assets cited - %LOCALAPPDATA%\Voyage\Saved\Config\Windows\GameUserSettings.ini (local copy: C:\last-caretaker\data\game-install\config\Windows\GameUserSettings.ini) -- complete settings key surface and defaults - %LOCALAPPDATA%\Voyage\Saved\SaveGames\76561198118168844\ and ...\SaveGameBackups\... -- save-slot and autosave-cadence observation (autosave interval unit confirmation) - Voyage\Content\DataFiles\WebPages\Games\peco-engine.js (local copy: C:\last-caretaker\data\game-install\DataFiles\WebPages\Games\peco-engine.js) -- PECO minigame input bridge - C:\last-caretaker\docs\ref\shadow-install.md -- install inventory, ground truth

First-hand play observations (added in v1.3.0) - 2026-08-24, silo screenshot (0.8.0.612251): the HUD key-hint strip, source of the eight newly-confirmed bindings in §5.1 (U I B C E G Q F) - 2026-08-25: skill-tree tooltip anatomy -- Cost / Tier requirement / recipe / "Added in X.X.X (Latest)" version stamp, and the tree's own "Reach level N to unlock tier" gating text (§11.1.1) - 2026-08-28: eight manual save slots _0-_7 observed on disk (§14.9) - 2026-08-29 [beta-era]: the dismantle preview UI and its Wh-scale pricing (§11.2); the PECO Grid Scan 2000 node map, per-node switch states and per-resource totals, and the scanner-vs-dashboard accounting rule (§10.3, §9.4) - 2026-08-30 [beta-era]: the Lazarus growth screen -- progress readout, live consumption ticker, physical/mental panels, and the Lazarus Pod's "refrigeration necessary" tooltip (§11.6) - 2026-09-01 [beta-era]: the MOSES Rocket System console -- vehicle class, per-launch bill, 4-berth cargo, the seven-step checklist and its 6/6 system check, countdown and abort (§11.5) - Beta build for all [beta-era] rows: 0.8.5.650920, buildid 24990438, UE 5.8.1 (Update 5.5 "Deck Drop" public beta, opted in 2026-08-29). Not the document's anchor.

Datamine (C:\last-caretaker\data\datamine\parsed\, mined 2026-08-25 from buildid 23962331) - skilltree-mined.json -- DA_Skill_Utility_Grid_Scanner (PECO Grid Scan 2000, tier 15 / 2 SP + description), DA_Skill_Night_Vision (Night Sight, tier 9 / 1 SP + custom_requirements quest gate) - display-names.json -- ST_Attachments (Attachment_ResourceDisplay_Name/_Desc, the placeholder-description finding), ST_Rocket (vehicle class, panel sections, fuel channels, operator messages), ST_HumanGrowing (growth-screen strings incl. NewHuman and SeedNotRefrigerated)

Official - https://store.steampowered.com/feeds/news/app/1783560/ -- Steam news RSS; patch titles and dates. Newest item 2026-06-25; no hotfix announcements exist here (fact-check pass) - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ -- the pinned Update 5.0 patch-notes thread with HF1/HF2 appended; source of every U05 input/UI line in §5.4 and of the level cap 30 -> 35 - https://store.steampowered.com/api/appdetails?appids=1783560 -- controller_support "full", category list, languages, platforms - https://store.steampowered.com/saleaction/ajaxgetdeckappcompatibilityreport?nAppID=1783560&l=english -- Steam Deck compatibility category 2 (Playable) and resolved items - https://store.steampowered.com/app/1783560/The_Last_Caretaker/ -- store page: languages, system requirements - https://thelastcaretaker.com/news -- official news index; confirms nothing newer than Update 5.0 (2026-06-25)

Community wiki (thelastcaretaker.wiki.gg) - https://thelastcaretaker.wiki.gg/wiki/Special:AllPages -- confirms no Controls/Keybinds/HUD/Interface/Settings/UI page - https://thelastcaretaker.wiki.gg/wiki/Special:AllPages?from=Modules -- second half of the index, same finding - https://thelastcaretaker.wiki.gg/wiki/Boat -- the ten dashboard monitors, units, day-time window, coordinate format - https://thelastcaretaker.wiki.gg/wiki/Salvage_Gyro -- the only controls table on the wiki (Space / Ctrl) - https://thelastcaretaker.wiki.gg/wiki/Enhancers -- ten player-facing enhancers; Battery "20 Wh per level, up to a total of 2.5 kWh"; Haul Mastery "1 kg per level, up to a total of 200 kg" (fact-check pass) - https://thelastcaretaker.wiki.gg/wiki/Repair_Tool · /Electric_Pistol · /FortiHold · /Field_Binoculars -- the T, F, Page Down bindings and the Tier 8 binoculars, re-read verbatim (fact-check pass) - https://thelastcaretaker.wiki.gg/wiki/Controls -- HTTP 404, i.e. no Controls page (fact-check pass) - https://thelastcaretaker.wiki.gg/wiki/DONK-Lift_3200 -- confirmed stub, no usage content - https://thelastcaretaker.wiki.gg/wiki/CS-17_Courier_Skimmer -- confirmed no Usage section - https://thelastcaretaker.wiki.gg/api.php (CirrusSearch insource: queries) -- enumerated every {{Key|...}} occurrence on the wiki (F, Space, Ctrl, Page Down, right mouse) and every "default T key binding" mention; also confirmed Salvage Gyro is the only page with an Action/Button table

Steam Community - https://steamcommunity.com/app/1783560/guides/ and ?browsefilter=toprated&p=1 -- guide roster and URLs - https://steamcommunity.com/sharedfiles/filedetails/?id=3600430670 -- TechRaptor Starter Guide (posted 2025-11-06): HUD anatomy, hotbar slot 5 - https://steamcommunity.com/sharedfiles/filedetails/?id=3604154050 -- Performance Guide for TLCt (mh_2070, posted 2025-11-11, updated 2026-01-22): graphics menu names and stale tuning advice - https://steamcommunity.com/app/1783560/discussions/search/?q=keybind -- keybind thread index - https://steamcommunity.com/app/1783560/discussions/0/572668858640526501/ -- "Hardcoded keybinds" (2026-07-07): most binds rebindable; grab-cable hardcoded E/F/V - https://steamcommunity.com/app/1783560/discussions/0/690870825661926417/ -- "Keybinds?" (2025-12-27): F/LMB conflict - https://steamcommunity.com/app/1783560/discussions/0/802343553907919731/ -- "Keybinds for controller?" (2026-03-31): gamepad X = exit, B = camera; no rebinding - https://steamcommunity.com/app/1783560/discussions/0/579425364008370740/ -- "How to change keybinds for controller?" (2026-07-19): unanswered post-U05 - https://steamcommunity.com/app/1783560/discussions/search/?q=HUD -- HUD thread index - https://steamcommunity.com/app/1783560/discussions/0/573793348713861948/ -- "SHIP HUD" (2026-06-21): litres/kWh dials; white bottom-right HUD false indication - https://steamcommunity.com/app/1783560/discussions/0/418424310691138021/ -- "What is that?" (2026-08-17): yellow HUD marker = quest-line locator - https://steamcommunity.com/app/1783560/discussions/0/418424007826821237/ -- "[Suggestion] Cables! How I hate cables!" (2026-08-15): connection keybinds shared with other actions

Corpus cross-references (this repo) - docs/03-patch-notes-changelog.md -- version anchor, per-update input/UI change ledger - docs/05-caretaker-systems-survival.md -- vitality/battery/weight readout semantics, 500 Wh fall threshold - docs/07-ships-vehicles-seafaring.md -- launch-era boat key table, Camera Drone, vehicle roster - docs/10-power-energy-infrastructure.md -- the load-not-output gauge rule - docs/09-items-resources-crafting.md -- dismantle preview and its Wh pricing (§2.4, §2.4.1), backpacks as weapon magazines (§6.2), the food-jar ladder (§7.3.1), PECO Grid Scan tier, the rocket launch bill (§7.8) - docs/12-world-map-exploration.md -- map computer, markers, previously-demoted keybinds - docs/15-modding-technical-internals.md -- graphics/rendering ownership

06

The Ocean, Weather, Hazards & Threats

Version anchorThe Last Caretaker Early Access 0.8.0.612251, Steam buildid 23962331 (live build dated 2026-06-29 -- Hotfix 2 on top of Update 5.0 "New Horizons", 0.8.0.612115, 2026-06-24 Steam / 2026-06-25 official site, via Hotfix 1 0.8.0.612211 of 2026-06-26). Verified first-hand against the ShadowPC install on 2026-08-24 (docs/ref/shadow-install.md); the Steam news hub's newest item as of 2026-08-24 is still the Update 5.0 launch post, so 23962331 is the current live build. Re-confirmed by fact-check pass 2026-08-24.
31 claims checked22 corrections22 unverifiedverifier verdict

The doc is now reliable for a fresh player: the version anchor is re-confirmed against the Steam news hub and matches the ShadowPC ground truth with no conflicts, and every load-bearing existence claim (bolt-only underwater combat, no radiation/temperature/oxygen hazards, no ship turrets or base raids, no shipped lightning-rod mechanic, Heal-Station-only healing) survived verification against the wiki and official patch notes. The 22 fixes were concentrated in three defect classes it had genuinely fallen into -- an unranked source read as a ranking (storm damage), a hotfix change attributed to the main update (swarms/light), and community numbers presented as official (sonar 500 m, ~100 m max depth, melee 5 Wh) -- with the remaining soft spots now explicitly fenced as UNVERIFIED rather than asserted.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Beta-era note (added v1.3.0, 2026-09-01): Robert has been playing the Update 5.5 "Deck Drop" public beta (0.8.5.650920, buildid 24990438, UE 5.8.1) since 2026-08-29 ~05:00. Every first-hand observation in this doc dated 2026-08-29 or later is therefore tagged [beta-era]: it is true of the beta branch and has not been re-verified against the anchor build. The anchor does not move -- beta observations are additive evidence, not a re-anchoring. Update (v1.4.0, 2026-09-03): 5.5 shipped to the public branch on 2026-08-31 (Shadow buildid 25056839); observations from 2026-09-01 onward are on the live 5.5 build and are tagged [5.5-era] -- same rule, same unmoved anchor, until the next-patch batch re-anchors the corpus.

The Last Caretaker's danger model is not the one most ocean-survival games use. You are a machine, not a person: there is no hunger, no thirst, no oxygen meter and no temperature meter. What kills you is Vitality loss and charge loss -- and the ocean's job is to drain both. The three pressure points are (1) weather, which damages your 30 m ship, blinds you at the helm and swings your power generation wildly; (2) depth, which is a hard skill-gated wall that inflicts escalating crush damage and battery burn the moment you exceed your rated dive depth; and (3) a genuine hostile roster -- rogue machines, cocoon-spawned swarms, cybernetic sharks and floating "Angel" gun platforms -- backed by a real combat system with five weapon families. This doc establishes each of those, separates what is confirmed from what is community-reported, and flags one premise the project bootstrap had wrong: lightning rods are not a shipped mechanic (see §5.6). New in v1.3.0 (first-hand play, 2026-09-01): the doc's own oldest hostile-roster rule is now corrected too -- killing a cocoon does not permanently clear it. Cocoons regrow from their roots, and only darkness lets them (§7.6), which turns light into weapon, suppression and -- deliberately farmed -- a renewable bio supply (§7.7).


0. How to read this doc#

Label Meaning
CONFIRMED Official source (Steam news / thelastcaretaker.com / patch notes) or the wiki corroborated by a second source
REPORTED Single source -- usually a wiki stub page or one community thread
CONSENSUS Repeated community claim across multiple threads; named where possible
INFERRED Reasoned from adjacent confirmed facts; not stated anywhere
UNVERIFIED Could not be established -- see §11 Gaps
first-hand YYYY-MM-DD Observed directly in Robert's own playthrough. This outranks every other evidence class in this doc -- the hierarchy is first-hand > in-game tooltip > datamine > wiki > guide/press
[beta-era] First-hand, but observed on the Update 5.5 "Deck Drop" public beta (0.8.5.650920, buildid 24990438), 2026-08-29 onward -- true of the beta branch, not yet re-verified on the 0.8.0.612251 anchor build
REVISED / REWRITTEN <date> A previously published claim in this doc that new evidence has changed. The superseded wording is kept alongside so the correction is auditable

Version-sensitive values carry the patch they belong to. This is an Early Access title with five major updates plus a shadow-drop shipped since launch; guides written before 2026-06 are stale by default.


1. Version timeline (context for every claim below)#

Build / version Name Date Relevance to this doc
0.5.0 Early Access launch 2025-11-06 (0.5.0 patch 2025-11-10) Base ocean, storms, cocoon enemies, Roller Bois
-- EA Update 01: Last Humans 2025-12-16 (hotfix 2025-12-18) --
0.6.1.606604 Patch 2026-01-12 --
0.6.5.607672 / .607921 EA Update 02: Ocean -- The Final Frontier 2026-02-11 (patch 2026-02-13) Sonar (500 m seabed scanning), CS-17 Courier Skimmer jet ski, boat customisation, Rocky Islands biome, ocean-foam fix, jet-ski physics
0.7.0.609383 Update 03: Curiosity Wakes (+ Improvements) 2026-03-18 Steam / "March 19th, 2026" per thelastcaretaker.com (improvements 2026-03-31) Ram Sharks, Laser Sharks, waking ArchAngels; enemy AI made "more deliberate and less predictable"; FELIS allied units + Sweetheart companions; Shark Research Area, Rollerboi Factory
0.7.2.609753 / .609842 Update 3.5: Shadow Drop 2026-04-15 "A new storm region" (the northern sea placement is community recon, not official -- §5.7); Photo Drone; "support buoys"; "more hidden rooms, caves, vents, and secrets"
-- Content Update 4: Below Us 2026-05-13 Salvage Gyro aircraft, world expansion
0.8.0.612115 Update 5.0: New Horizons 2026-06-24 (Steam) / 2026-06-25 (official site) "Improved weather systems, including storms, waves, visibility, and spawning behavior"; "Fixed storm behavior and weather-related issues"; "Fixed misplaced loot and environmental collision issues in several locations"; shark audio + behaviour fixes; Research Outpost Theta-9; Project Eden; TideRipper™ Hand Jets; Project Jonah whale encounter; HDR
0.8.0.612211 Hotfix 1 2026-06-26 "Swarms now react to nearby light sources while in water"; nebula lighting visibility; physics-at-rest fixes; "Fixed an issue where temporary creature parts could apply excessive force to the player"; "Fixed small collision gaps on the Seed Vault"
0.8.0.612251 / buildid 23962331 Hotfix 2 2026-06-29 Current live build. Patch notes do exist (same Steam patch-notes thread, Jun 29 @ 4:16am): "Seats of Care" committee-objective fix, "Fixed a critical memory-related issue that could lead to game instability, unexpected behavior, or rare crashes", non-English keybinding-menu fix. Nothing weather, hazard or enemy related -- every value in this doc therefore still anchors to Update 5.0 + Hotfix 1

Roadmap note: Update 3.5 was not part of the original six-update Early Access roadmap -- Channel37 shipped it unannounced in response to community feedback (CONFIRMED, thelastcaretaker.com). A "New Frontiers" entry is on the public roadmap and is the community's expected home for further Storm Zone content (REPORTED, Steam thread "Storm Zone Area ?").


2. The ocean as a system#

2.1 Shape of the world#

Property Value Status
World reference frame Two-axis integer world coordinates displayed in the boat cab, e.g. Lazarus Complex (69, -2), Black Vein Station (49, -70), Exodus Station (125, 48), The Last Listener (115, 11), Prometheus (82, -65), Eden Cradle (167, 34) CONFIRMED (wiki Locations + Boat)
Approximate extent implied by known POIs roughly x 49-167, y -142 to +48 across catalogued content, i.e. the north (negative y) and the far east are the frontier INFERRED from the location table + the Storm Zone node at (70, -142)
Surface layer Open ocean dotted with wrecks, platforms, towers, rocky islands, habitat nodes, buoys CONFIRMED
Sub-surface layer Dive sites, caves, vents, flooded corridors, seabed structures. Catalogued cave depths run 60 m to 196 m -- shallowest North Lantern 60-66 m; deepest Grey Mouth (110, 4) 196 m; Deep Silence (49, -20) 165-168 m; Norfolk Grave (59, -41) CONFIRMED (wiki Locations)
Biome variety At least: open ocean, Rocky Islands (Update 02), the abyssal Research Outpost Theta-9 (Update 5.0), and the northern Storm Zone (Update 3.5) CONFIRMED
Distances Measured in km on the map; e.g. "The Maze" sits ~3 km north of Navigation Beacon 32, and the Rocky Islands biome 6-8 km north-east of the Maze REPORTED (Steam discussion, Update 02 era)

Region unlock gate. Much of the map is not visible until you power Navigation Beacons; e.g. Helios Reserve Lyra (120, 28) only appears after Navigation Beacon 32 is restored, and 16 of the 20 Seed Reserves are revealed by the navigation array while 4 stay hidden (CONFIRMED, wiki). Exploration is therefore infrastructure-gated, not just skill-gated.

2.2 Above vs below the surface -- the hard split#

The surface/sub-surface split is the single most important system boundary in this game, because your loadout stops working when you go under:

Capability Surface Underwater
Bolt weapons (firearms) Work Work -- the only usable weapon family underwater
Electric weapons Work Do not work
Flame weapons Work Do not work
Thrown / grenades Work Technically usable but they float, making them impractical
Melee Works (5 Wh per strike) Presumed works -- UNVERIFIED underwater

(CONFIRMED, wiki Weapons.) Practical consequence: any dive into contested water is a bolt-only engagement, and until you unlock the Bolt Pistol at Tier 5 you are effectively unarmed below the waterline.

2.3 Depth and pressure -- the game's hardest environmental wall#

Pressure is a character attribute raised with skill points, and exceeding your rating is not an instant death but a compounding drain:

Fact Value Status
Damage model below rated depth Increased battery drain rate + tick damage to Vitality, both worsening the further below your rating you descend CONFIRMED (wiki Mechanics lists "high pressure underwater" as a Vitality damage source; Steam thread "Depth Pressure?" describes the dual penalty)
Early-game rated depth one player reports 19 m before investing points REPORTED (Steam "Depth Pressure?")
Vanilla gain per Pressure point +1 m per upgrade (the "More Pressure Capacity" mod exists specifically to raise this to +5/+10 m, and states the vanilla value) REPORTED (mod description via search snippet; Nexus page itself blocks fetch)
Practical maximum dive depth ~100 m fully upgraded REPORTED -- the figure does not appear in the "Depth Pressure?" thread on re-check (2026-08-24); that thread only establishes the 19 m start, the dual penalty, and "you get around enough points to max around five of your stats". Treat ~100 m as an unsourced community number
Depths that exist in content up to 196 m catalogued caves, and a Steam thread is titled "How can you dive deeper than 255 meters?" CONFIRMED (wiki) / REPORTED (thread title)
Net effect Many dive sites are deeper than a fully-upgraded Caretaker's rating. Deep diving is intended to be done while taking damage, not damage-free CONSENSUS

The shipped counters to over-depth diving (1-2 CONSENSUS from Steam "Depth Pressure?" / "Diving sucks or is it just me?"; 3 from official patch notes):

  1. Tether. Run an Electric Cable + extenders from the ship's power down the structure and stay plugged in. The wiki confirms the general mechanic -- "The Internal Battery can be recharged from any source of electricity by connecting the player to it with an Electric Cable" (CONFIRMED, wiki Caretaker). The stronger claim that a live tether out-refills over-depth drain is REPORTED only, not measured.
  2. Consumables + a target. Carry spare battery cans and a charged Backpack, crouch to descend (cheaper than swimming), and aim for an interior air pocket with a Heal Station to reset Vitality before the ascent -- and avoid activating hostile pods inside those safe zones. (All four steps are verbatim player advice from the "Depth Pressure?" thread, re-confirmed 2026-08-24.)
  3. TideRipper™ Hand Jets (added Update 5.0, CONFIRMED official). A shipped propulsion tool listed among the update's "new tools and systems". Its effect on descent cost, dive speed or pressure exposure is UNVERIFIED -- but it is the one shipped dive-mobility item, and worth acquiring before deep work.

Community verdict on the shallowest dive site, Norfolk Grave: brute-forceable with zero Pressure investment using the above (REPORTED). Community verdict on the attribute overall: "the pressure stat is probably the most important" (CONSENSUS). [CORRECTED 2026-08-24: the accompanying "enough points to max roughly five attributes" was launch-era -- current builds max ALL TEN with surplus; see doc 21 §2.]

2.4 Sonar, waves and water behaviour#

System Detail Status
Sonar module Added Update 02 (2026-02-11). The official announcement says only "scan deep ocean floors with sonar" -- the 500 m range figure is community-sourced, not official (REPORTED). The beam follows the physical orientation of the sonar module -- point it at the bow and it images ahead of the ship; rotate the module and the beam rotates (community guide, REPORTED) Existence CONFIRMED (official Update 02); range and beam behaviour REPORTED
Wave height A live numeric readout in the boat cab, in metres CONFIRMED (wiki Boat)
Wave/sea-state simulation Reworked in Update 5.0: "Improved weather systems, including storms, waves, visibility, and spawning behavior"; Update 5.0 also lists performance optimisation "across gameplay systems, weather, vehicles, physics, cables" CONFIRMED (Update 5.0 patch notes)
Ocean foam Fixed 2026-02-13 (0.6.5.607921) -- cosmetic CONFIRMED
Underwater visuals Update 5.0: "Improved underwater visuals, lighting, transitions, and environmental effects" CONFIRMED
Currents No evidence of a current system. Lateral movement of the ship is attributed to wind, not current, in every source consulted -- storms "drift" the ship even when anchored, and the cab instrument is a wind speed/direction gauge, not a current gauge INFERRED / see §11

3. The day-night cycle#

Property Value Status
Cycle length (vanilla) ~20 minutes day / ~6 minutes night (~26 min full cycle) CONSENSUS (Steam "Day/Night", "Feedback: Day/Night Cycle Feels Too Fast"; the AdjustedTime mod is built to change these values and cites them)
In-game clock Cab shows a day/night progress meter with military time CONFIRMED (wiki Boat)
Sleep / time skip No sleep mechanic and no confirmed time-skip; a Steam thread "Skipping night" exists as a request REPORTED
Community sentiment Widely felt to be too fast -- the most-cited complaint alongside storm frequency CONSENSUS
Mod landscape AdjustedTime offers 18/6 (real-time 24 h mapping), 23/3 "Longer Days", 17/9 "Longer Nights" REPORTED

What night actually changes#

Effect Detail Status
Night-only spawns Red Cocoons produce Night Crawlers / Night Spitters, described as ocean-dwelling. At Helios Reserve Lyra the wiki explicitly warns: "Stay away from the central pool at nights due to the eels that spawn from the underwater cocoons" CONFIRMED (wiki Enemies + Helios Reserve Lyra)
Light is a weapon at night Night Crawlers/Spitters and Red Slime are "defeated by brute force or intense light/daylight". Daylight itself suppresses them. EXTENDED 2026-09-01 first-hand, beta-era: the effect is strong enough to weaponise deliberately -- an Eclipse headlamp beam kills Night Crawlers on contact, and placed lights work as a standing kill wall (§7.6, §7.7) CONFIRMED (wiki Enemies); the contact-kill and light-wall extensions are first-hand 2026-09-01, beta-era
Darkness is a growth requirement, not just a spawn window first-hand 2026-09-01, beta-era Cocoons regrow their bodies only in the dark -- a cleared site left lit does not repopulate. Light is therefore weapon and suppression infrastructure, and an unlit tunnel or vent shaft is a permanent night regardless of the clock. See §7.6 first-hand -- documented in no wiki page, guide or thread located
Light is also bait Pink Slime is attracted to lights; since Hotfix 0.8.0.612211 (2026-06-26) -- not the Update 5.0 main patch -- "Swarms now react to nearby light sources while in water" CONFIRMED (Steam patch-notes thread, Hotfix 1)
Mine spotting Sentinel Mines are "identifiable by bright red glowing detonators visible at night" -- night navigation is genuinely safer for mine detection than dusk/fog CONFIRMED (wiki Enemies)
Solar collapse Solar generation is dead at night; regions are explicitly rated for sunlight (Lyra: "Sunlight is plenty in this region") CONFIRMED

Net: night is not a blanket danger state -- it is a trade. You lose solar and general visibility, you gain mine visibility and a light-based kill vector, and you take on red-cocoon spawns near water.


4. The weather instrument panel (read this before you sail)#

The boat's cab is the game's weather UI. Every field below is a live readout (CONFIRMED, wiki Boat):

Readout Unit / form Why it matters
Rain volume mm/h Proxy for storm intensity; heavy rain kills visibility
Temperature °C No confirmed gameplay effect -- see §11
Wave height m The direct sea-state number: how hard the hull is being worked
Fog intensity, 0.00 = clear → 1.00 = no visibility The docking-killer; see §5.4. The scale is explicit, so fog is a number you can act on, not a vibe
Cloud coverage 0.0 = clear → 1.0 = full coverage The direct solar-yield predictor -- the readout that tells you whether your panels are about to stall
Wind speed m/s Drives storm push, drift while anchored, and wind-turbine output
Wind direction directional indicator Decides whether a heading is "power through" or "give up and drift"
Compass / heading degrees --
World coordinates xx.x : yy.y Matches the location tables
World map coordinate grid + distance to every location from your current position, in m The real navigation instrument -- this, not eyesight, is how you approach in fog
Speed boat speed, drive mode (N neutral / R reverse), mileage --
Throttle % --
Boat health -- The hull damage bar you watch during storms
Fuel + battery levels and consumption rates -- Storm sailing is expensive
Day/night progress military time Plan arrivals for daylight

There is no forecast-ahead station in the shipped game -- the panel reports current conditions. A "weather forecast station on the bridge" is a community feature request, not content (REPORTED, Steam "Boat Customisation" thread). Units follow the bUseMetricUnitSystem setting observed first-hand in VoyageGameUserSettings (see docs/ref/shadow-install.md §7).


5. Weather systems#

5.1 Storms -- what they do#

Effect Detail Status
Hull damage Storms are a named ship-damage source: "Ships can get damaged by bad storms, mines in the water, and occasionally other hazards." No source ranks storms above mines -- the guide lists all three without ordering (an earlier draft of this doc claimed a ranking; corrected 2026-08-24) CONFIRMED as a damage source (TheGamer ship guide); relative frequency UNVERIFIED
Drift while anchored "In a bad storm, you'll still drift even if anchored" CONFIRMED (TheGamer)
Mooring failure Dock ropes "can even come undone, so make sure you check them regularly" -- storms are the reason to re-check CONFIRMED (TheGamer)
Visibility loss Players report being unable to see a dock from 1 km out because a storm hit on approach CONSENSUS (Steam "Too much weather")
Power swing Wind generation spikes hard; solar collapses. See §5.5 CONFIRMED (wiki wind-generator pages carry explicit "Power Output in a Storm" comparisons)
Lightning Lightning storms are a discrete shipped visual/weather state -- the NoStorm mod advertises removing "weather and lightning storms" specifically REPORTED (Nexus mod description via search)

5.2 How to weather a storm#

The shipped decision procedure (CONFIRMED, TheGamer ship guide; corroborated by community threads):

  1. Read wind speed and direction in the cab. That number, not the visuals, is the decision input.
  2. Power through, or stop. With favourable/moderate wind, hold heading. With very powerful winds against you, throttling hard to hold course costs more fuel and hull than it saves.
  3. Drop anchor and accept the drift. "It can be easier to let the drift happen than try and keep on course in very powerful winds." Anchor / release anchor is bound to Space Bar.
  4. At dock: anchor down AND moorings on. The ship carries 4 mooring cables (two per side), 2 anchors and 2 rear towing hitches. You must be within 20 m of the dock to fix the moorings in place -- the ropes then winch the boat the rest of the way in. Re-check moorings after every storm: "The moorings can even come undone, so make sure you check them regularly."
  5. Repair after, not during. Hover the Repair Tool over the damaged hull section; the UI lists required materials; press E with them in inventory or in a container within 10 m (crafting/repair range).
  6. Time your approaches. Do not make a first-time docking run in a storm -- wait it out offshore where a collision costs nothing.

5.3 Storm frequency -- the game's single biggest community complaint#

Claim Source Status
Storms roughly every ~5 minutes; weather cycles sunshine → storm → heavy rain within one in-game day Steam "Too much weather", "Storm of the minute?", "Feedback: Day/Night Cycle Feels Too Fast & Weather Too Frequent" CONSENSUS
"There are way too many storms in the game as it is and they are the single most annoying thing" -- a 700+ hour player Steam "Storm Zone Area ?" REPORTED
Speculation that weather masks asset streaming Steam "Too much weather" Explicitly unconfirmed speculation -- no developer reply in that thread
Update 5.0 changed storm behaviour and spawning Official patch notes: "Improved weather systems, including storms, waves, visibility, and spawning behavior" + "Fixed storm behavior and weather-related issues" CONFIRMED -- but the notes give no numbers, so whether frequency actually dropped is UNVERIFIED
Mods exist purely to remove storms (NoStorm, which substitutes bigger waves for performance) Nexus REPORTED

Companion guidance: treat storms as a routine condition to plan around, not a rare event. Most of the frequency complaints predate Update 5.0; on the current build the honest answer to "how often" is frequently, exact cadence unmeasured -- worth measuring first-hand in an early session and recording as a praxium finding.

5.4 Fog, rain and visibility#

Fog is a first-class weather channel with its own cab readout. There is no fog-piercing instrument in the shipped game other than sonar (which images the seabed, not surface obstacles) and the compass/coordinate pair. Practical counters (INFERRED from the shipped toolset, not stated by any source):

  • Navigate by world coordinates + compass heading rather than by eye -- the cab gives you both.
  • Use Navigation Beacons and map markers (bInterfaceWorldMarkers, bInterfaceHudLocators confirmed present in settings, docs/ref/shadow-install.md §7) as your real approach aid.
  • Throttle down on approach. Ship damage from collision is a fixed cost; time is not.

5.5 Weather as a resource -- storms are a power event#

Wind generation is the shipped mechanic that makes storms desirable. The wiki gives each turbine an explicit "Power Output in a Storm" comparison:

Wind generator Tier Skill cost Rated capacity Notes Status
Whisper 3 -- -- Baseline turbine, unlocked at the same tier as the Electric Pistol; wiki carries a storm-vs-normal output comparison image Tier CONFIRMED (wiki Skills); capacity REPORTED (wiki stub)
Cyclone 8 -- -- "optimised for higher efficiency and greater resilience"; first upgrade Tier CONFIRMED (wiki Skills); capacity REPORTED (wiki stub)
Typhoon 14 3 SP 2 kW "high-capacity, rugged wind-power generator with extreme weather durability"; highest tier currently available. Craft: 1 Advanced Alloy Mesh, 3 Alloy Frames, 2 Connector Ports, 1 Logic Chip, 2 Turbine Blades, 4 Wh CONFIRMED (wiki Typhoon)

Source conflict on output. A Steam community claim states the large wind turbine produces "about 4.85 kW constantly but jumps as high as 18 kW during storms" -- roughly 3.7x -- while the wiki lists the Typhoon's capacity as 2 kW. These cannot both describe the same thing on the same build. Most likely explanations (INFERRED): the community figure is a multi-turbine farm total, or the wiki "capacity" is a nominal/base rating rather than peak. The storm multiplier direction is confirmed; the absolute numbers are UNVERIFIED. The exact per-turbine storm curves live in wiki image galleries that are not machine-readable.

Corollary design point: solar and wind are anti-correlated by weather state. Storms and night kill solar; storms are exactly when wind peaks. A hybrid solar+wind+battery bank is the shipped answer to weather volatility, and the reason regional sunlight ratings (Lyra: "sunlight is plenty… storms are not as frequent as other POIs") matter when siting a base.

5.6 Lightning rods -- correction to a project premise#

The project bootstrap recorded "lightning rods" as a shipped Update 02 feature. This is not supported by any source and appears to be wrong. What the evidence actually shows:

Finding Status
A "Lightning Rod" appears only on the wiki's Unavailable Content page (cut/unimplemented items), described as "similar to the Small Battery in appearance, but wider and reusable" with 2.0 kWh capacity -- i.e. it is a power module, not a storm-protection structure CONFIRMED (wiki Unavailable Content, last updated 2026-05-31)
A lightning rod granting "bonus energy in storms when struck" appears in a Steam feature-request thread ("Boat Customisation") -- a player suggestion, with commenters noting only that boat upgrades generally are "on the roadmap" CONFIRMED as a request, not as content
The official Update 02 announcement and patch notes list the CS-17 Courier Skimmer jet ski, sonar, boat customisation, Rocky Islands, The Maze -- no lightning rod, no fishing CONFIRMED (thelastcaretaker.com + Steam news, 2026-02-11)
A wiki search for "lightning" across all content returns exactly three pages: Electric Pistol, the "High Volt" paint, and Unavailable Content CONFIRMED

Verdict: there is no shipped lightning-rod mechanic and no confirmed lightning-strike damage mechanic as of build 23962331. Lightning exists as storm weather; there is no evidence it targets the ship or structures. Do not plan around it. (The "fishing" element of the same bootstrap line is likewise unsupported by the Update 02 sources consulted -- flagged in §11.)

5.7 The Storm Zone -- a permanent weather region#

Update 3.5 (2026-04-15) added "a new storm region" among its world expansions (CONFIRMED, thelastcaretaker.com -- which also confirms the update "isn't part of the game's original six-update roadmap"). The official announcement does not say where it is; the northern-sea placement below is community reconnaissance (REPORTED, Steam "Storm Zone Area ?"):

Property Detail
Location North of Black Vein Station (49, -70) -- sail north from the refinery straight into the weather
Visibility from outside From Black Vein, something is visible toward ENE inside the storm
Contents Exploration nodes arranged radially/symmetrically around a central point relative to Lazarus; a node is cited at roughly (70, -142), with counterparts at the other cardinal offsets
Community verdict Content-thin at present -- the requesting player asked for structures, memories and books rather than bare nodes
Future "New Frontiers" is on the roadmap and is the expected home for Storm Zone expansion

This is the clearest evidence in the game of weather as a place rather than only an event: a standing regional storm state you sail into deliberately, not one that rolls over you.


6. Environmental hazards (non-hostile)#

Hazard Mechanic Counter Status
Depth / crush pressure Below your Pressure rating: escalating Vitality tick damage + accelerated battery drain Raise Pressure skill; tether with Electric Cable + extenders; battery cans + charged Backpack; crouch to descend; route via interior air pockets with Heal Stations CONFIRMED
Battery depletion At 0 Wh the Vitality bar begins draining. Base 500 Wh, upgradable to 2,500 Wh. Drain scales with movement speed and encumbrance Cables, batteries, generation. Never leave the ship at low charge CONFIRMED (wiki Caretaker/Mechanics)
Fall damage Threshold behaviour tied to charge: above 500 Wh only the battery drops; at ≤500 Wh both Vitality and battery drop. Negated by using ladders Use ladders; keep charge above 500 Wh when climbing structures CONFIRMED (wiki Mechanics)
Encumbrance 100 kg base, 200 kg upgraded (+100 kg max). Over-loading reduces Mobility (floor 25%) and raises movement power consumption Backpack upgrades; stage loot in containers -- "any resources and parts within 10 m of the player or Fabricator can be used" CONFIRMED (wiki Mechanics)
Sentinel Mines Floating mines deployed by MOSES; detonate on ship contact; bright red glowing detonators, visible at night. Can be disassembled for salvage Spot and steer around; approach at low throttle; disassemble for materials; lure Talon Sharks into them CONFIRMED (wiki Enemies)
Cocoon tentacles Cocoons "store hostile entities within, which will be released when the cocoon is attacked" -- attacking is the confirmed release trigger. The additional claim that cocoons grow damaging tentacles and that tentacle contact alone releases the swarm did not resurface on re-check of the wiki Enemies page (2026-08-24). REVISED 2026-09-01 first-hand, beta-era: the tentacles ARE a contact hazard -- brushing them damages you. Only the second half of the old claim stays open (whether contact also releases the swarm) Kill the cocoon only when you are ready to fight what comes out; treat approach as risky and do not brush the tentacles while lining up the shot. Note that killing the cocoon body is only a temporary clear -- the permanent clear is the roots (§7.6) Release-on-attack CONFIRMED; tentacle contact damage CONFIRMED first-hand 2026-09-01, beta-era (this resolves the long-standing UNVERIFIED line); contact-as-release-trigger still UNVERIFIED
Collision / grounding on shallows, reefs, wrecks Guides list mines and storms explicitly and then "occasionally other hazards"; Update 5.0 fixed "environmental collision issues in several locations" -- collision damage clearly exists but is not documented as a distinct system Sonar for seabed, low throttle on approach, daylight docking UNVERIFIED as a named mechanic -- see §11
Radiation / contamination / toxic zones No evidence found of any radiation, contamination, toxin, gas, acid or temperature hazard. Every documented Vitality damage source is: enemy attack, fall, battery depletion, underwater pressure -- CONFIRMED absent by exhaustion of the wiki Mechanics/Caretaker damage lists + targeted searches
Electrical hazards to the player No evidence that cables, live ports or storms shock the Caretaker. Electricity in this game is a resource and a lure, not a hazard -- INFERRED (absence of evidence)

Death and recovery. SETTLED 2026-08-27 first-hand -- Robert's first death, to a Roller Boi: death is a SAVE RELOAD. "Terminated and have to return to a backup" is fiction wrapped around a plain state rollback to your last autosave or manual save -- no item drop, no corpse run; the only loss is the play time since the save (autosave runs every 10 min). The practical rule that follows: manual-save before every risky poke -- a new outpost, a dive, a night landing -- which converts death from a setback into a 30-second rewind, and doubles as the emergency brake on any mistake. The prior conflict, kept for audit: the wiki Mechanics page states that at 0 Vitality "they are terminated and have to return to a backup" (implying a backup/respawn point), while the wiki Caretaker page states the run ends and requires reloading a save -- the Caretaker page was right. Autosave interval is a configurable setting (AutoSaveInterval=10, first-hand from the install). Vitality is restored only at a Heal Station -- "Vitality can only be restored from a Heal Station" (CONFIRMED, wiki Caretaker); there are no field heals in the shipped game. The "Recovery Generator" first-aid item (5 health for 90 kW, reusable, 1x Iron to craft) sits on the Unavailable Content page, where the wiki notes it "likely served as a prototype or precursor to the Charge Injector" -- the Charge Injector is therefore a shipped item, but on the evidence it is a charge item, not a health item. Worth settling in play.


7. Threats and hostiles -- the roster#

Establishing the headline question: yes, hostiles exist, in quantity, and they are a core system. They grant XP, they are a named target of every weapon family, and Update 03 was built around adding more of them. What follows is the full wiki roster (CONFIRMED unless noted); the wiki does not publish damage numbers or spawn tables, so per-enemy stats are UNVERIFIED.

7.1 Stationary sources#

Entity Behaviour Counter
Cocoon (Blue / Orange / Green / Red) "Entities of unknown origin and nature. They exist in several forms: blue, orange, green, and red." They "store hostile entities within, which will be released when the cocoon is attacked." Colour determines what hatches: blue → Sweethearts, orange → Mosquitoes, green → Green Crawlers/Spitters, red → Night Crawlers/Spitters REWRITTEN 2026-09-01 first-hand, beta-era. The old rule -- "destroy the cocoon to clear the source; because small enemies spawn via stationary pods (and large enemies have no known respawn), killing cocoons is how you permanently clear an area" -- is wrong in its second half. The pod/spawn-source premise holds; the permanence does not. Destroying the cocoon body is a temporary clear: cocoon bodies regrow from their roots, and they regrow quickly. Destroying the ROOTS is the permanent clear; leaving the site lit is the standing suppression (cocoons only regrow in the dark). Full doctrine in §7.6; the mechanic explains every community report of a cleared POI repopulating. (Tentacle contact damage is now CONFIRMED first-hand -- see §6.)
Sentinel Mine Floating; deployed by MOSES; detonates on ship contact; red glowing detonators visible at night Avoid, or disassemble. Also usable as a trap -- lure Talon Sharks into them

7.2 Small enemies (swarm tier)#

Enemy Source Behaviour Lure / weakness Drops
Sweetheart Blue Cocoon Harmless if left alone Attracted to electricity --
Mosquito Orange Cocoon Flying attacker Attracted to petrol -- use fire against swarms with caution (petrol + flame is a hazard to you) --
Green Crawler / Green Spitter Green Cocoon Small, aggressive; crawler melees, spitter ranged -- --
Night Crawler / Night Spitter Red Cocoon Ocean-dwelling, night-active ("eels" in location notes) -- but "night" means darkness, so unlit tunnels and vent shafts host them around the clock first-hand 2026-09-01, beta-era Brute force or intense light / daylight. first-hand 2026-09-01, beta-era An Eclipse headlamp beam (T18) kills them on contact, and placed lights kill them on contact too -- see §7.6 / §7.7 Bio nuggets first-hand 2026-08-26 -- the harvest the farm in §7.7 is built around
Pink Slime (wiki name -- appears RED in game first-hand 2026-09-04, 5.5-era) Unknown; cleared nests have not been seen to regrow first-hand Amorphous blob; chitters and leaps when excited Attracted to lights -- it charges a headlamp, worse with the Eclipse: a lamp is bait, not a shield; harvest Bio Light with the lamp as the lure and a gun Bio Light
Red Slime (wiki name -- appears BLACK in game first-hand 2026-09-04, 5.5-era) Unknown; no regrowth observed either first-hand Pulsing blob; chases the dark Destroyed by intense light -- the Eclipse is the tool; whether a light-killed one still drops Bio Dark is open (doc 23 test T-3) Bio Dark

Hotfix 0.8.0.612211 (2026-06-26) change: "Swarms now react to nearby light sources while in water" -- light is now an active aggro/bait vector underwater (CONFIRMED, Steam patch-notes thread; this shipped in Hotfix 1, not in the Update 5.0 main patch).

Scavenging behaviour [FIRST-HAND observation, 2026-08-26 -- single observation, documented nowhere else]: when a night swarm died at dawn and dropped bio nuggets, living crawlers swarmed the drops and consumed them until every organic item was gone. If it holds: (a) dropped or ground-stored organics are creature bait -- don't pile bio outdoors or on deck; (b) organics are a potential deliberate lure/decoy tool; (c) there is a loot-urgency clock on corpse drops -- scavengers eat what you don't collect. Confirm test: deliberately drop a bio item near crawlers and observe.

Farming consequence first-hand 2026-09-01, beta-era: this scavenger clock is precisely why the bio farm in §7.7 kills the entire release simultaneously with a light wall rather than picking the swarm apart. A staggered kill leaves survivors alive next to the drops and they eat the yield; a simultaneous kill leaves nothing alive to scavenge, and the nuggets sit until you collect them.

7.3 Large enemies#

Enemy Type Behaviour Counter
Roller Boi Rogue machine Rolling chassis with twin rapid-fire cannons; highly aggressive The two cannons can be destroyed separately -- disarm it rather than out-DPS it. This is the game's clearest "aim for the weak point" mechanic. Kill-chain settled 2026-08-29 first-hand, beta-era -- full detail in §7.8: shoot the cannons off -> back off -> rifle the body (~10-15 Slam rounds) -> it detonates like a grenade on death. Never finish one in melee, and note a disarmed unit cannot be dismantled -- it rolls away from the Dismantle Tool
Laser Bob Larger Roller Boi variant Extremely dangerous; periodically deploys Sweethearts Avoidance recommended by the wiki
Ram Shark (Update 03) Cybernetic "Medium-sized cybernetic shark. Capable of swimming very fast and may jump onto dry areas." The wiki does not say it rams the boat -- an earlier draft claimed it charges the vessel; corrected 2026-08-24. Getting out of the water is not automatic safety No published counter -- bolt weapons underwater; do not assume the shoreline is a refuge
Talon Shark Bio-cybernetic "Bio-cybernetic guardian enhanced with structural armor and distinct orange identification lights." Aggressive only when approached closely -- the orange lights are your at-range ID. first-hand 2026-08-29, beta-era The community's "glowing shark" is the Talon (those orange ID lights), not a separate enemy "Can sometimes be lured into swimming into Sentinel Mines" -- the game's one documented environmental kill, and it is not reliable. The Talon is also the drop-quantity yardstick: a Laser Shark pays roughly double a Talon's drop quantity first-hand 2026-08-29, beta-era -- see §7.9
Laser Shark (Update 03) Shark variant "Larger version of the Talon Shark, with a dorsal-mounted laser weapon." Strongest shark variant. MOUNT DISPUTE SETTLED 2026-08-29 first-hand, beta-era: both descriptions were right. The weapon is mounted dorsally (the wiki is correct) but sits concealed inside the body and deploys mechanically upward to ride above the head when it goes active -- which is what the press saw and reported as "on their heads". So the press was describing the deployed position, not a different mount UPGRADED 2026-09-01: the "red tracking laser telegraph, take cover" advice is still not stated by any published source, but the mechanical deploy is a visible pre-fire state change -- a telegraph almost certainly exists; the deploy-to-beam interval is unmeasured (§11). Two practical consequences: an undeployed Laser Shark reads as an ordinary shark until it commits, and the deploy animation is the cue to break line of sight. Pays ~2x a Talon's drop quantity (§7.9)
Angel Floating entity "Typically non-aggressive, but will attack those interacting with human seeds or in self-defense." "Attracted to sounds, and will investigate gunfire, explosions, or other noises." The seed-interaction trigger is the specific provocation -- not generic proximity. Weapon -- RESOLVED 2026-09-03 (wiki Arch_Angel page): Angels throw slow blue electric orbs that explode on impact; the orbs are blocked by walls, their splash falls off with distance, and Angels can hurt each other with them. Chassis light blue, turning red in attack mode Do not fire near one; expect it to come when you touch a seed. Sound discipline is a real mechanic here. EXTENDED 2026-08-30 (community CONSENSUS, multiple Steam threads) -- full doctrine in §7.10: the trigger is sight of a carried seed. ~~A seed inside a Lazarus Pod is concealed from them -- the pod is stealth, not just transport.~~ DOWNGRADED 2026-09-01 (a missed echo, corrected 2026-09-03): the pod hides nothing -- hotfix 0.5.0.581804, §7.10 row 1. Do NOT open fire on the Angels at the Lazarus Complex: they retaliate and reportedly "can pretty much one-shot you". First time-to-kill datum first-hand 2026-09-03, 5.5-era: three Angels over the Eden Cradle vault died to the Bolt Sniper in ~4-6 rounds each (ammunition unrecorded -- Rod or Lux; §11 bounty 13); the Black Vein flock went the same way from the boat deck, before the moorings were even set, with the deck as cover and the Heal Station behind him -- "without cover they'd be a motherfucker." Robert describes both flocks as green; the wiki says blue-then-red. Unverified whether that is a site variant, the 5.5 build, or a light read at range
Arch Angel Angel variant REBUILT 2026-09-03 from the wiki Arch_Angel page (the page exists under that title; ArchAngel 404s): "aggressive and more durable versions of Angels." Weapon: a pair of rapid-fire cannons like a Roller Boi's -- not the orb. Attacks on sight, at long range; the whole group aggroes together; patrols its spawn site with distinctive audio; chassis light blue -> red in attack mode. Pattern: a sustained volley, then a reload pause -- the pause is the counter-fire window. No special resistances. Drops: High-Tech Scrap 25%, Bio Flesh 50%, metal and wire scraps. Update 03 shipped "waking ArchAngels"; patch 0.6.5.607921 fixed "ArchAngel AI instantly forgets the player", so they hold aggro. Mined: DA_NPC_ArchAngel, DA_WeaponData_NPC_Archangel, DA_LT_Archangel [datamined]. The old "more powerful automatic weapon" line is now CONFIRMED (wiki) Community counters (Steam, 2026): "spongey, fight from cover"; "snipe them from further away -- Bolt Sniper and electric rifle w/ optical scope have more than enough range"; the Electric Rifle plugged into a power outlet fires charged shots ("took all but the big white rollerboi out in two charged shots"); fight from the boat's rear cabin with the Heal and Backup terminals at your back; "it's like they can shoot round corners." Aggro is site-local and persistent once red: hiding indoors ~1 min drops an Angel back to blue, but an ArchAngel re-acquires you on the way out -- killing it is the only reliable fix. first-hand 2026-09-03, 5.5-era Black Vein Station's wiki roster lists an ArchAngel; what Robert met there read as the same green Angels and died to sniper fire from the deck before mooring -- either the rig spawns regular Angels on 5.5, or an ArchAngel dies fast to cover-and-sniper. Unresolved (§11 bounty 12); the doctrine is the same either way: engage from the boat, never in the open

7.4 Spawn and aggro logic (what is actually documented)#

Rule Detail Status
Leash "Most enemies don't roam far from their spawns unless provoked" CONFIRMED (wiki Mechanics)
Respawn Small enemies spawn via stationary pods; large enemies have "no known respawn" -- a large kill is likely permanent, which makes clearing a route a durable investment. REVISED 2026-09-01 first-hand, beta-era: the small-enemy half is not durable at all. Cocoon bodies regrow from surviving roots, quickly, so a "cleared" swarm site repopulates unless you destroy the roots or leave the site lit (§7.6). Route-clearing against swarms is maintenance, not a one-off investment; large kills remain permanent CONFIRMED (wiki Mechanics); regrowth-from-roots first-hand 2026-09-01, beta-era
Provocation model Angels are "typically non-aggressive, but will attack those interacting with human seeds or in self-defense"; several enemies have explicit attractant channels (electricity / petrol / light / sound). EXTENDED 2026-08-30 (community CONSENSUS): read the Angel provocation set as seed-sight + self-defence + sound -- and, for an ArchAngel, plain sight of you (§7.3). ~~Because the trigger is sight of a carried seed, concealment defeats it -- a seed inside a Lazarus Pod does not provoke.~~ DOWNGRADED 2026-09-01 (a missed echo, corrected 2026-09-03): the pod does not conceal (§7.10 row 1) CONFIRMED; the seed-sight refinement is CONSENSUS (multiple Steam threads, 2026-08-30); the concealment half is RETIRED
AI quality Update 03: enemies made "more deliberate in their attacks and less predictable" CONFIRMED
Shark behaviour Update 5.0: "Improved Shark audio balancing and behavior feedback", "Fixed sharks behaving incorrectly when defeated" -- shark audio is a deliberate warning channel CONFIRMED
Numeric spawn rates, aggro radii, damage values Not published anywhere UNVERIFIED

7.5 Attractant table -- the fastest way to not get killed#

Attractant you carry / emit Draws Practical rule
Electricity (cables, charged gear) Sweethearts Harmless swarm; tolerate it
Petrol (flame weapon fuel, fuel cans, petrol tanks) Mosquitos Do not fight petrol-drawn swarms with fire. first-hand 2026-09-03, 5.5-era the boat's and the rig's petrol tanks made Black Vein Station a Mosquito site (§7.11): keep site petrol away from where you dock and work
Light (lamps, flashlights, Bio Light) Pink Slime (the slime that looks red in game); any swarm in water (Hotfix 0.8.0.612211+) Lights are also the counter to red-cocoon spawns -- know which you are doing. first-hand 2026-09-01, beta-era light is now three things at once: bait, suppression (unlit cocoons regrow, lit ones do not) and an actual contact weapon (§7.6)
Sound (gunfire, explosions) Angels / ArchAngels -- they "will investigate" The one enemy family where noise discipline changes the outcome
Touching human seeds Angels attack The named provocation trigger, distinct from noise
A carried seed, visible Angels attack on sight CONSENSUS 2026-08-30, AMENDED 2026-09-01. Carrying the seed inside a Lazarus Pod does NOT reliably suppress the trigger: hotfix 0.5.0.581804 (2025-11-10) "Fixed Angel not becoming aggressive when a human seed was stored in a pod"; post-fix players report reduced aggro at best. Plan the outdoor leg as exposed either way (docs/ref/growth-research/seed-logistics.md §1)
Darkness (an unlit cocoon site) Regrowing cocoons; Red Slime (the slime that looks black in game) The inverse attractant, and the one you can build against: leave a cleared site lit and the bodies do not grow back (§7.6). first-hand 2026-09-03, 5.5-era Red Slime chases the dark exactly as Pink Slime chases the light -- at Black Vein both were active at once, so neither lamp state was safe (§7.11)

7.6 Cocoons: regrowth, roots, darkness and the light kill first-hand 2026-09-01, beta-era#

This section rewrites the doc's oldest hostile-roster rule. Everything below was observed directly while clearing the rocket-pad ignition vent shafts; none of it appears on the wiki, in any guide, or in any thread located.

Finding Detail Status
Cocoons regrow from roots Destroying a cocoon body does not end the colony. As long as the roots survive, the bodies grow back -- and grow back quickly. The permanent clear is root destruction, not body destruction first-hand 2026-09-01, beta-era
Regrowth needs darkness A cocoon site that is lit does not regrow. Lighting the ground is therefore a standing suppression that does not need you to be present, and is the cheap alternative to hunting every root first-hand 2026-09-01, beta-era
Tentacles are a contact hazard Touching cocoon tentacles damages you -- this settles the doc's long-standing UNVERIFIED tentacle line (§6, §11). Whether contact also releases the swarm is still open first-hand 2026-09-01, beta-era
The Eclipse headlamp is a weapon The Eclipse headlamp (T18, 4 SP; ~10 kW draw observed) kills Night Crawlers on contact with the beam. A 10 kW lamp is effectively a handheld incinerator: no ammunition line, no reload -- the cost is watt-hours first-hand 2026-09-01, beta-era

What this supersedes. The prior corpus-wide rule -- "destroy tentacles + core and the swarm is permanently cleared" -- is RETIRED as of 2026-09-01. It was never wrong about the release mechanic (attacking a cocoon still releases what is inside); it was wrong about permanence. Read the corrected model as four separate layers -- three things you can kill, plus one you can build:

Layer What killing it buys Cost
Swarm (the released crawlers/spitters) The current fight only Ammunition, or light
Cocoon body A quiet site until the body regrows -- temporary A few rounds; releases the swarm
Roots Permanent clear of that colony The real work; the thing to actually hunt
Light on the ground (no killing at all) Regrowth suppressed for as long as the light runs Skill tier + watts, and it is passive

Why this matters beyond your own route: it is the mechanic behind every community report of a "cleared POI that repopulated". Those players were not mis-remembering and the site was not respawning on a timer -- they killed bodies and left the roots. It also means §7.4's "clearing a route is a durable investment" is only true of large enemies; against swarms, clearing is maintenance unless you root out or light up.

Open (see §11): the regrow speed ("quickly" is a feel, not a measurement), how roots are identified and whether they are separately targetable at every site, whether any light suppresses regrowth or a brightness/radius threshold applies, and whether a Nebula (T14, 360-degree close coverage) headlamp bubble kills or merely deters crawlers -- i.e. whether it is a walking safe zone.

7.7 The Nightcrawler bio farm -- livestock, not infestation first-hand 2026-09-01, beta-era#

Robert's design, built and run in the beta. Documented nowhere else -- no wiki page, guide or thread describes farming cocoon swarms. It exists because §7.6 says darkness grows cocoons and light kills what comes out of them: those two facts together make a tunnel colony a renewable bio source instead of a problem to be cleared.

The premise: a tunnel cocoon colony is livestock. You are not clearing it -- you are keeping it, on a pulse cycle, and harvesting the drops.

The cycle:

Step Action Why
1 Go dark -- kill the central light Cocoons only regrow in the dark (§7.6): this is the refill phase
2 Shoot a cocoon Attacking is the canon release trigger (wiki, CONFIRMED) -- it forces the spawn on your schedule instead of waiting on one
3 Light on -- the wired exits and the centre lamp fire together The light wall mass-kills the release; intense light kills Night Crawlers (CONFIRMED wiki + §7.6)
4 Collect the bio nuggets The harvest
5 Repeat from 1 The colony refills in the dark

Two properties that make it work:

  1. No night-cycle dependency. A tunnel or vent shaft is dark around the clock, so the farm runs on the switch, not on the ~20/6-minute day-night cycle (§3). You are not waiting for night; you are manufacturing it.
  2. The simultaneous kill defeats the scavenger clock. Living crawlers eat dropped organics (§7.2, first-hand 2026-08-26). A light wall kills the whole release at once, so nothing survives to eat the yield -- which a staggered, gun-based kill does not achieve.

Build doctrine -- the advancing wall of light. Clearing a tunnel system safely is a construction problem, not a combat problem:

  • Wire the exits inward. Light walls go on the tunnel exits first, so anything that flees runs into light.
  • Light-on per segment. Advance one segment at a time, powering each segment's lights before pushing past it. The frontier is always the lit boundary -- you never have dark behind you.
  • Purge, then plumb. Take a section, then run its cable/pipe work. Do not run infrastructure through ground you have not lit.
  • Hardware: wired light walls at the exits + a 360 Standing Light (T13) at the centre on a switch -- the switch is the whole mechanism, because the farm is a light you turn off to breed and on to harvest.

RANCH v1 POSTMORTEM first-hand 2026-09-01, beta-era: the farm works, and it is too slow to compete with agriculture as a bio source. Throughput per pulse is bounded by how many cocoons are in the room and how fast they refill, and the collection walk eats the rest. Verdict: keep it as the interim bio channel until farming is online, not as the endgame answer.

Ranch v2 doctrine (the redesign, untested): dark tunnels + few cocoons + Eclipse-toggle executions + a tunnel-plumbed refinery/recycler. That is: stop building elaborate light walls for a small colony, kill with the headlamp beam on contact (§7.6 -- no ammunition, instant, aimed), and move the processing to the tunnel instead of walking the harvest home. The bottleneck in v1 was logistics, not killing.

Open tests: the Nebula walking-bubble question (§7.6), pulse throughput in nuggets per cycle, cocoon refill period, and whether a colony can be over-harvested to extinction (does shooting bodies repeatedly damage the roots?).

7.8 Roller Boi: the full kill-chain first-hand 2026-08-29, beta-era#

The wiki gives one line of tactics -- "the two cannons can be destroyed separately" -- and stops. The rest of the fight, observed first-hand:

# Finding Detail
1 Post-disarm the unit is passive With both cannons destroyed it stops attacking entirely. It stares at you angrily and follows, but no ram attacks were observed. Disarming is not a damage reduction -- it is a full defang
2 DISMANTLER-FLEE Approaching a disarmed unit with the Dismantle Tool makes it roll away, maintaining distance. Live-dismantle is not possible. This is a characterful flee-from-recycling behaviour that is documented nowhere -- the machine will not stand still to be scrapped
3 TTK on the disarmed chassis ~10-15 rifle rounds to the body (Rifle Slam), i.e. one-third to one-half of a 30-round magazine
4 DEATH EXPLOSION The chassis detonates "like a grenade" when it dies. Kill it from range; never melee-execute one. This retro-explains the community lore of taking heavy damage at melee range from a Roller Boi -- it was the death blast, not an attack

The doctrine, in order:

  1. Shoot the cannons off -- both, separately. This ends the incoming damage.
  2. Back off. Open the distance before you start on the body.
  3. Rifle the body -- ~10-15 Slam rounds. (Slam is the armour round per the mined ammo matrix, §8.1.)
  4. Let it detonate at range. The blast is the last hazard in the fight and it is entirely avoidable.
  5. Loot the wreck. You cannot dismantle it alive (#2), so the kill is the harvest step.

Sibling doctrine -- Sentinel Mines. The same "things that explode, handled at the right distance" arc applies to the mine hazard (§6, §7.1): mines detonate on ship contact, can be disassembled rather than shot, and can sometimes be used as a shark trap. The practical read is dismantle-in-water -- go to it yourself, on foot/swimming, rather than nudging it with a 30-metre hull. Whether a mine can be safely detonated by gunfire from range, and at what standoff, is an open bounty (§11) -- do not assume it, and do not test it from the deck.

7.9 The Laser Shark, settled first-hand 2026-08-29, beta-era#

Question Answer
Drop quantity A Laser Shark drops roughly 2x the quantity a Talon Shark drops. This is the first drop-quantity datum for any enemy in this corpus -- no source publishes drop tables
Where the laser is mounted Dorsal -- the wiki wording was right. But it is concealed in the body and deploys mechanically upward to sit above the head when active, which is what the press saw and described as "on their heads". Both descriptions were correct; the dispute was a deployment-position misread
Is the deploy a telegraph? Almost certainly -- it is a visible, mechanical, pre-fire state change. The deploy-to-beam interval is unmeasured (§11), so treat the deploy as "break line of sight now", not as a measured window
Is a "glowing shark" a Laser Shark? No -- the community's "glowing shark" is a Talon, identified by its orange ID lights

Risk-adjusted farming priority. Put the two facts together -- strongest shark variant and double loot -- and the Laser Shark is the highest-value shark in the water. Sharks are the community's documented renewable rare-scrap channel, so shark hunting is the renewable Carbon Fiber / rare-scrap income of the rifle era: the fights are repeatable where world salvage is finite (the finite-vs-renewable economics live in doc 09). Two cautions: the drop composition claim ("almost everything, including ultra scrap") is community-reported, not first-hand -- only the 2x ratio is observed; and an undeployed Laser Shark reads as a lesser shark until it commits, so an "easy Talon" can turn into the strongest variant mid-engagement.

Fun fact, unchanged: the laser sharks are an intentional Austin Powers joke by the developers (Update 03 press coverage, and one of the confirmed dev jokes in the corpus).

7.10 Angels and human seeds -- the escort doctrine (community CONSENSUS, 2026-08-30)#

Sourced from multiple Steam threads read 2026-08-30 (the Prometheus ambush threads and a community walkthrough), with one first-hand-era note. This is the highest-stakes hazard doctrine in the game, because the thing at risk is not your Vitality -- it is a seed on a 120-minute real-time clock.

# Rule Status
1 ~~The Lazarus Pod conceals seeds from Angels.~~ DOWNGRADED 2026-09-01: the developer patched exactly this (hotfix 0.5.0.581804: Angels now aggro on podded seeds); four post-fix players still report reduced aggro. Treat the pod as transport, never as stealth. The rest of this table (outdoor patrollers, indoors = dead air, never provoke the complex's own Angels, sprint the gap) stands
2 Angels attack on SIGHT of a carried seed. The trigger is visual and it is the seed, not you -- hence the Prometheus ambush reports. first-hand era note the trigger persists for a carried grown human as well, so a human escort is an Angels-only risk -- but it is un-timed, unlike a loose seed CONSENSUS; the grown-human persistence is first-hand, beta-era
3 The Lazarus-complex Angels are OUTDOOR patrollers. Indoors is dead air to them. The kill window is the dock-to-door gap -- and the counter is simply to sprint it CONSENSUS
4 DO NOT ATTACK the Angels at the complex. They retaliate, and a community walkthrough puts it in all-caps: they "can pretty much one-shot you". An earlier idea in this project -- "snipe the home airspace clear" -- is RETRACTED as of 2026-08-30 CONSENSUS; retraction logged here so the bad idea does not resurface
5 Anchor-at-range + snipe the vault's Angel(s) BEFORE extraction remains a situational counter -- at a seed vault you are approaching, not at the complex you live in. Carry a decoy grenade as insurance CONSENSUS, situational

The machine matchup (loadout doctrine, community). Bolt Sniper + Tri rounds is the community's stated Angel answer, on the split Tri vs machines, Slam vs sharks -- which matches the mined ammo matrix's targeting logic (§8.1: Tri = "short-circuiting rounds for electrical and non-living targets", Slam = "high-impact rounds for armored targets"). One caliber tension, flagged rather than resolved: the mined roster locks Tri to the 7.62 Bolt Rifle, while the Bolt Sniper takes Lux and Rod (12.7 BMG) -- and the game enforces caliber ("Wrong caliper {0} ammo for this weapon."). So "Bolt Sniper + Tri" must mean either sniper for reach, rifle-Tri for the machine work, or the community shorthand is loose. Do not buy ammo on the assumption a sniper can chamber Tri until it is checked in-game (§11).

Reading the whole doctrine as one procedure: haul the seed raw (the pod hides nothing -- row 1; corrected 2026-09-03, a missed echo of the 2026-09-01 downgrade) -> approach with sound discipline (§7.5) -> if the vault has Angels, deal with them before you are carrying -> sprint the outdoor gap -> never start a fight in the complex's own airspace.


7.11 Black Vein Station -- the hardest site profile so far first-hand 2026-09-03, 5.5-era#

Robert's clear of the oil rig at (49, -70) -- "the first time it was a legitimate challenge to not die." The site's layout and mechanics are doc 12 §7.10.7; this is the hazard side.

Layer What it was Status
Angels / ArchAngel (the wiki roster lists an ArchAngel) Trivial. They engaged while he was clearing the sea mines on the approach and were sniped from the boat deck before the moorings were set (§7.3) first-hand
Mosquito swarms -- the real gate Cocoons are mounted high on the helipad above the dock -- out of sight and out of reach from the boat. They spawn swarms that dive-bomb the deck over and over, and there is no way to fight them from the boat because the cocoons cannot be seen or shot from below. The rig's and the boat's petrol is the attractant (§7.5) first-hand
Slimes, both kinds at once Pink Slime chases light, Red Slime chases dark -- and in the 5.5 art the light-lover is the red one and the dark-lover the black one, so a player's "red slime" needs the colour check first-hand 2026-09-04. Both were live simultaneously -- "need lights? get mogged by pink slime; need dark? get mogged by black slime" -- so there was no safe lamp state first-hand (the paired attractant is CONFIRMED wiki; the simultaneous pressure is the new datum)
Interior Green crawlers throughout the base first-hand
The elevator Dead on arrival -- it needed a battery carried in before it would run first-hand
Sea mines On the approach to the dock, confirmed first-hand (wiki: mines "deployed by MOSES", §6)

The doctrine that worked:

  1. Strip the inventory to health and offense only before leaving the boat -- everything else stays aboard. Encumbrance is death here; you will be sprinting.
  2. Kill-everything sprint through the base to the far side (the helipad), because the deck is untenable under the swarm and the cocoons can only be reached from above.
  3. Carry a spare battery and hook it to the elevator on arrival -- the lift is the way down to the working platform and it will not run on what the site has.
  4. Light the helipad nest once it is yours: lit cocoons do not regrow; roots are the permanent clear (§7.6).
  5. Then go back down, restock, and build the platform's own generation and storage (batteries, solar, a few turbines) so the elevator never dies again.
  6. Site the petrol -- tanks and any petrol generator -- away from the dock and the elevator: it is the Mosquito attractant.
  7. Engage the Angels from the boat, never on foot in the open: deck as cover, Heal Station between volleys (§7.3).

Open (§11 bounties 12-14): whether the rig's flock is Angels or the wiki's ArchAngel; which sniper round took them; how fast the helipad cocoons regrow and whether lighting the nest suppresses it.

7.12 Shark corpses as cargo -- towing and penning [community consensus, six Steam threads 2026-03..07; mechanics only]#

The Platform Omega pens (doc 17, Q43 Omega Nursery) want sharks delivered by type into powered bays -- and every player who tried it learned the same four things:

Rule Detail
Kill first; corpses count A live shark swims out through an open gate or "disappears" from a pen; a corpse merely inside a closed bay counts, moored or not (every poster who killed before placing succeeded)
Towing The ship's mooring cable attaches to a point on top of the shark's head; the line snaps above ~10 km/h -- tow at 9 km/h or less, and move the boat to the shark rather than the shark to the boat. Gyro hook cables are the stronger alternative
Better: no towing Shoot a shark to aggro it, lure it into the bay on the Skimmer or with the boat, and kill it inside
Gates need power A green switch alone does nothing; open only the bay you are filling, because whatever is already inside leaves through an open gate

Identification: each bay's billboard shows the shark type it wants; Talon Shipsharks spawn at the platform itself, so that bay can be filled on site; the Laser Shark is the rare one (a 1.5 h hunt for several posters -- §7.9 for its telegraph and its double drop). The quest-side procedure, the completion bug and the reward are in doc 17; the site in doc 12 §7.10.9.


8. Combat and defence -- established, not assumed#

Combat is a full system, not an afterthought. First-hand evidence from the install corroborates it before any web source: bInterfaceHudCrosshair, bInterfaceHudHolster, ADSSensitivityMouse and gamepad ADS sensitivity are all real settings keys (docs/ref/shadow-install.md §7) -- there is aim-down-sights, a crosshair and a weapon holster.

8.1 Weapon families#

Family Power source Damage types Underwater Notes
Melee Internal battery -- "5 Wh per strike" is UNVERIFIED: re-check of the wiki Weapons and Mechanics pages (2026-08-24) found no melee energy cost documented anywhere Physical UNVERIFIED Crowbar, Repair Tool, Dismantle Tool are the listed melee entries -- tools double as weapons
Bolt (firearms) Ammo Physical, plus ammo variants for Flame or Electric; pistols get Shred (Pistol Shard ammo) Yes -- the only family that works The flexible late-game answer; ammo stockpiles
Electric Internal battery / Backpack capacity Electric No First weapon you can build; short range, wide arc, anti-swarm
Flame Internal petrol tank Flame No Best against organic/bio enemies; do not mix with petrol-attracted Mosquitos
Thrown -- Physical / Electric / Flame "Technically usable underwater, but not viable as thrown weapons float, and raise through the water quickly" Grenade slot holds 100 of one throwable type. Roster: Grenade, O2 Big Explosive, Shock Grenade, Large Shock Grenade, Petrol Grenade, Large Flame Grenade

Ammo capacity: Backpacks extend Electric and Flame capacity by +100 / +200 / +400 total (CONFIRMED, wiki Weapons). The wiki carries a full stats table (damage, rate of fire, capacity, reload) across ~20 weapons -- consult it for tuning rather than this doc.

Bolt ammunition roster [DATAMINED 2026-08-27 -- exact display strings from ST_Ammo + ST_Attachments]: ammo is caliber-locked per weapon family (the game's own error string: "Wrong caliper {0} ammo for this weapon."). Seven types ship at 0.8.0:

Weapon Caliber (internal key) Ammo In-game description
Bolt Pistol 9 mm (900) Pistol Flex "Standard, versatile bullets for general use."
Bolt Pistol 9 mm (900) Pistol Shard "Specialized for soft targets with minor area damage"
Bolt Rifle 7.62 mm (762) Rifle Slam "High-impact rounds for armored targets and versatile use."
Bolt Rifle 7.62 mm (762) Rifle Tri "Short-circuiting rounds for electrical and non-living targets"
Bolt Rifle 7.62 mm (762) Rifle Trace "Tracer rounds with fire damage."
Bolt Sniper 12.7 mm BMG (127) Sniper Lux "Precision rounds for high-value targets with superior penetration"
Bolt Sniper 12.7 mm BMG (127) Sniper Rod "Long-range, underwater-capable kinetic rounds"

Magazine attachments (mined): pistol 12 / 20 / 100-round, rifle 30-round, sniper 5-round BMG. Read the descriptions as the targeting matrix: Slam = armor, Tri = machines and electronics, Trace = organics (fire), Shard = soft swarms, Rod = the underwater sniper round. Damage numbers remain unpublished.

Ammo unlock structure [DATAMINED]: each weapon's BASE ammo (Pistol Flex, Rifle Slam, Sniper Lux) has no separate skill -- it comes with the weapon. Only the specialty rounds are tree purchases, and they arrive late: Pistol Shard T8/1SP · Rifle Trace T15/1SP · Rifle Tri T18/1SP · Sniper Rod T19/1SP.

8.2 Weapon unlock tiers#

Weapon Tier Skill points Status
Electric Pistol 3 -- Tier CONFIRMED (wiki Skills) -- first craftable weapon
Bolt Pistol 5 2 CONFIRMED
Flamer Pistol 7 -- Tier CONFIRMED (wiki Skills)
Flamethrower 10 -- Tier CONFIRMED (wiki Skills)
Bolt Rifle 11 3 DATAMINED (wiki item page said 2 -- the mined skill asset says 3; game data wins)
Electric Rifle 14 -- Tier CONFIRMED (wiki Skills)
Bolt Sniper 17 3 CONFIRMED

The wiki Skills overview lists tiers but not skill-point costs; the 2 / 2 / 3 Bolt costs come from the individual weapon pages. Costs for the Electric and Flame entries are UNVERIFIED.

Community progression consensus: electric first (cheapest to feed), flame added for organics, petrol weapons for versatility, bolt firearms late for flexibility and stockpileable ammo.

8.3 Defence beyond shooting#

Option Detail Status
Field Escort & Localized Intervention Sphere ("FELIS" is community shorthand -- the official announcement does not use the acronym) Fabricable allied support unit, added Update 03: "players can unlock and fabricate allied support units, including Field Escort & Localized Intervention Sphere systems and Sweethearts companions" CONFIRMED (official announcement)
Sweetheart companions Fabricable allied units, added Update 03 CONFIRMED (official announcement)
Environmental kills "Can sometimes be lured" -- Talon Sharks into Sentinel Mines. Documented but explicitly unreliable CONFIRMED (wiki)
Disarm over destroy Roller Boi cannons are separately destructible. EXTENDED 2026-08-29 first-hand, beta-era: a disarmed unit is fully passive (no ram attacks observed) and cannot be dismantled -- it rolls away from the Dismantle Tool. Finish it from range; the chassis detonates like a grenade (§7.8) CONFIRMED; the passivity / dismantler-flee / death-blast chain first-hand, beta-era
Light as ordnance and as suppression first-hand 2026-09-01, beta-era Placed lights kill Night Crawlers outright, the Eclipse headlamp beam kills them on contact, and lit ground suppresses cocoon regrowth entirely (§7.6). Light is the only offensive option in the game with no ammunition line -- it is paid for in watts, and it works while you are elsewhere first-hand
Concealment (the Lazarus Pod) ~~CONSENSUS 2026-08-30: a seed inside a Lazarus Pod is invisible to Angels~~ DOWNGRADED 2026-09-01: patched out in hotfix 0.5.0.581804; reduced-not-absent per post-fix reports. There is no documented stealth mechanic against Angels; positioning and speed are the counters
Avoidance as a sanctioned tactic The wiki explicitly recommends avoiding Laser Bob; Angels are passive until provoked -- and at the Lazarus Complex, provoking them is explicitly the losing move (§7.10) CONFIRMED
Ship-mounted weapons / turrets No evidence of any. Defensive systems on the boat appear in the "Boat Customisation" feature-request thread, i.e. they do not exist INFERRED from absence + request thread
Base defence / raids No evidence of a base-raid or wave-defence system. Enemies leash to spawns INFERRED

Bottom line: combat is personal, first-person, and gated by ammunition economy, with allied drones as the only automation. There is no naval combat, no turret line and no raid defence in build 23962331.


9. Hazard scaling across the game#

Danger in The Last Caretaker scales along four independent axes, none of which is a difficulty slider:

Axis How it scales Gate
Depth 60-66 m caves (North Lantern) → 165-168 m (Deep Silence) → 196 m (Grey Mouth) → Research Outpost Theta-9 (Update 5.0; officially "a sealed facility" -- no depth published, "abyssal" is this doc's inference). Crush damage begins the instant you pass your rating Pressure skill points + tether/consumable logistics + TideRipper™ Hand Jets
Distance / region POIs unlock as you power Navigation Beacons; the Maze and Rocky Islands sit kilometres beyond Beacon 32; the Storm Zone sits north of Black Vein at the top of the map Beacon restoration + fuel/charge range
Weather exposure Regional: some POIs are sunny and calm (Helios Reserve Lyra), and one region is a permanent storm Hull integrity, hybrid power, repair stock
Enemy tier Cocoon swarms → Roller Bois → Laser Bob → Ram/Talon/Laser Sharks → Angels → ArchAngels. Update 03 layered the shark and ArchAngel tiers on top of the launch roster. Note first-hand 2026-09-01, beta-era: the bottom of this ladder does not stay cleared -- cocoons regrow from roots (§7.6), so swarm pressure is a maintenance cost for the whole run, not an early-game phase you graduate out of Weapon tier (Electric T3 → Bolt Pistol T5 → Bolt Rifle T11 → Bolt Sniper T17) and the underwater bolt-only rule. Lighting is the fourth gate: lamps (Lancer T6 / Nebula T14 / Eclipse T18) and placed lights are anti-swarm ordnance in their own right

Practical reading of the curve: early danger is swarm and charge management near your ship. Mid-game danger is depth -- the Pressure wall is the real bottleneck, and the community calls it the most important attribute. Late danger is distance plus weather plus Angels -- long voyages into storm-heavy northern water where a hull failure is far from a Heal Station.


10. Spoiler-fenced context#

Mechanics above are spoiler-free. The following names who and what is behind the hazards.

SPOILERS -- world and antagonist framing#

SPOILER MOSES is the entity that deploys the Sentinel Mines that mine your shipping lanes -- the ocean's mine hazard is authored, not natural (wiki Enemies).

SPOILER Update 03 "Curiosity Wakes" (2026-03-18) is the point where the game opens contact with humanity's orbital haven, introducing the Council of Humanity and committee-building. Its threat additions -- Ram Sharks, Laser Sharks and "waking ArchAngels" -- are framed as the world reacting to that contact. It also added the Shark Research Area and the Rollerboi Factory, i.e. in-fiction origins for two enemy families.

SPOILER Update 5.0 "New Horizons" (2026-06-24/25) adds Research Outpost Theta-9, "a sealed facility built to study Roth's Anomaly" -- the old world's attempt to understand what was happening below the surface. (Its depth is not published; "the deepest environment in the game" is inference, not fact.) The same update adds Project Eden, "a stepped garden slowly rebuilding a future that once seemed impossible" that rises from the sea as committee-driven restoration accumulates, and Project Jonah -- "a new whale encounter, questline, lore, rewards, and a dedicated encounter location".

SPOILER In-world data logs treat storms as the long attrition that drowned the old world: "The Node creaks beneath waves, sinking lower each storm" (FINAL ECHOES), "every storm rattles its bones like a dying animal" (JACOB'S STARS), "Every year we lose more of them to storm damage, corrosion, sabotage, or abandonment" (PROJECT JONAH). The weather you sail through is the same weather that ended the world.


11. Gaps & Unverified#

Could not be established:

  • 🆕 (bounty 15, 2026-09-07) Shark-corpse towing: the ~10 km/h line-snap threshold and the on-the-head attach point are community consensus; first-hand confirmation pending Robert's Omega Nursery run (§7.12).

  • Numeric storm cadence, duration and intensity tiers. No source publishes them. The ~5-minute figure is community feeling, mostly pre-Update-5.0. Update 5.0 changed storm behaviour and "spawning behavior" without numbers.

  • Whether storms damage the hull continuously or only above a wave-height/wind threshold, and the damage rate.
  • Wind-turbine storm output numbers. Wiki carries them only in image galleries. The community "4.85 kW → 18 kW" figure conflicts with the wiki's 2 kW Typhoon capacity (see §5.5).
  • Whisper and Cyclone skill costs and capacities. (Tiers now settled: Whisper 3, Cyclone 8, Typhoon 14 -- wiki Skills, 2026-08-24. Capacities remain wiki stubs.)
  • Melee energy cost per strike. The "5 Wh" figure could not be found on the wiki Weapons or Mechanics pages on re-check; treat as unsourced.
  • Sonar range. The 500 m figure is community-only; the official Update 02 announcement says just "scan deep ocean floors with sonar".
  • TideRipper™ Hand Jets' actual effect on dive speed, descent cost or pressure exposure -- named in the Update 5.0 announcement, undocumented beyond the name.
  • ~~Laser Shark telegraph. The "red tracking laser, take cover" counter is not stated by any source located.~~ PARTLY RESOLVED 2026-08-29 first-hand, beta-era: the laser is concealed in the body and deploys mechanically upward before use -- a visible pre-fire state change, i.e. a telegraph exists even though no source describes one. Still open: the deploy-to-beam interval, whether a tracking beam precedes the shot, and what breaks the lock (§7.9).
  • ~~Angel projectile type ("explosive electrical") and ArchAngel's "automatic weapon" -- not stated by the wiki, which says only that ArchAngels deal greater damage.~~ RESOLVED 2026-09-03 (wiki Arch_Angel page, found under that title): Angels throw slow blue electric orbs that explode on impact and are blocked by walls; ArchAngels carry a pair of rapid-fire cannons like a Roller Boi's and attack on sight at long range (§7.3). Still open: the Angel's damage per orb, and whether Black Vein's flock is the ArchAngel at all (§11 bounty 12).
  • ~~Whether cocoons grow damaging tentacles~~ RESOLVED 2026-09-01 first-hand, beta-era: they do -- tentacle contact damages you (§6, §7.6). Still open: whether tentacle contact (as opposed to attacking) also releases the swarm. Only release-on-attack is documented.
  • Temperature's gameplay effect, if any. It is a cab readout with no documented consequence.
  • Whether ocean currents exist at all. Nothing found; drift is attributed to wind.
  • Collision/grounding damage as a named system -- inferred from "other hazards" and a patch-note collision fix, never specified.
  • Exact Pressure skill curve (points per tier, total obtainable, true maximum depth). Community says ~100 m max; a thread title references 255 m; a mod description implies +1 m per point in vanilla. All three cannot be simultaneously precise.
  • Per-enemy damage values, aggro radii, spawn rates and spawn tables. The wiki explicitly lacks them.
  • Where Pink Slime and Red Slime spawn from -- wiki says "unknown"; first-hand 2026-09-04, 5.5-era cleared nests have shown no regrowth (one unverified Steam post claims survivors multiply) -- plan Bio Light / Bio Dark as finite (doc 23 §4).
  • Whether melee works underwater.
  • ~~Patch notes for the current live build 23962331 / 0.8.0.612251~~ RESOLVED 2026-08-24. They are published in the Update 5.0 patch-notes thread as "Hotfix 2" (Jun 29 @ 4:16am): a "Seats of Care" quest fix, a critical memory/instability fix, and a non-English keybinding-menu fix. Nothing weather, hazard or enemy related, so anchoring this doc to Update 5.0 + Hotfix 1 is correct.
  • Day/night cycle length is community-sourced only (20/6 min). No official figure.

Bounties opened 2026-09-01 (all raised by first-hand play -- these are the next things worth measuring):

# Bounty Why it matters Section
1 Cocoon regrow speed. "Quickly" is a feel, not a measurement -- time a body from destruction to full regrowth Decides whether a route needs re-clearing per trip or per session, and sets the bio-farm's refill period §7.6, §7.7
2 Root identification and targeting. What roots look like, whether they are separately targetable at every site, and their durability The permanent clear depends entirely on being able to find and hit them §7.6
3 The light threshold that suppresses regrowth. Does any light work, or is there a brightness / radius / continuity requirement? Does a dropped glowstick count? Determines the cost of "just light the site" as standing suppression §7.6
4 Nebula bubble = walking safe zone? Does the T14 Nebula's 360-degree close illumination kill crawlers, merely deter them, or nothing? If it kills, dark-tunnel work becomes a mobility problem instead of a combat one §7.6, §7.7
5 Bio-farm throughput. Nuggets per pulse, cocoons per room, cycle wall-clock The v1 postmortem says "too slow versus agriculture" by feel -- numbers would settle whether v2 changes that §7.7
6 Can a colony be over-harvested? Does repeatedly shooting bodies eventually damage the roots and extinguish the colony? A farm that kills itself is a trap; also the cheap answer to bounty #2 §7.7
7 Roller Boi death-blast radius and safe standoff, plus whether shooting a disarmed chassis from range always detonates it Turns "back off" from a hunch into a distance §7.8
8 Can Sentinel Mines be detonated by gunfire from range, and at what standoff? The dismantle-in-water doctrine assumes you must approach; a safe ranged detonation would replace it §6, §7.8
9 Laser Shark deploy-to-beam interval (and whether a tracking beam precedes the shot) Converts the deploy telegraph into an actual reaction window §7.9
10 Angel damage numbers -- is "pretty much one-shot you" literal at full Vitality? And is Lazarus-Pod concealment absolute or range-limited? The difference between "sprint the gap" and "never make the trip armed" §7.10
11 Can the Bolt Sniper chamber Rifle Tri rounds? The mined roster locks Tri to 7.62 rifle; the community's Angel loadout says "Bolt Sniper + Tri" Prevents buying/crafting the wrong ammunition for the hardest fight in the game §7.10, §8.1
12 Angel or ArchAngel at Black Vein? (opened 2026-09-03) The wiki roster lists an ArchAngel; the flock Robert met read as the same green Angels and died fast from the deck. Eye colour, weapon (orb vs cannon) and whether it re-aggroes when you leave cover tell them apart Decides whether the "engage from the boat" doctrine is beating an ArchAngel or has simply not met one yet §7.3, §7.11
13 Which sniper round took the Angels at 4-6 shots -- Rod or Lux? (opened 2026-09-03) The first Angel time-to-kill datum is worth twice as much with the ammunition attached §7.3
14 Helipad cocoon regrowth at Black Vein -- time to regrow, and does leaving the nest lit stop it? (opened 2026-09-03) The rig is a standing production site now; a regrowing nest above the dock is a recurring gate §7.6, §7.11

Sources disagree:

  • ~~Death behaviour. Wiki Mechanics: "terminated and have to return to a backup". Wiki Caretaker: reload from a save. Unresolved -- settle in play.~~ RESOLVED 2026-08-27 first-hand, first death: save reload. No item drop, no corpse run -- the Caretaker page was right and Mechanics was writing in-fiction (§6).
  • Wind output (above).
  • Deepest reachable depth (above).
  • ~~Laser Shark laser mount: press says "on their heads", wiki says dorsal.~~ RESOLVED 2026-08-29 first-hand, beta-era: both are right. Dorsal mount, concealed in the body, deploying upward above the head when active -- the press described the deployed position (§7.9).

Corrections to prior project assumptions:

  • "Lightning rods are a shipped mechanic" is not supported. The Lightning Rod is on the wiki's Unavailable Content page as a 2.0 kWh battery-like module; a storm-energy lightning rod exists only as a Steam feature request. No lightning-strike damage mechanic was found either. (§5.6)
  • "Fishing" in Update 02 is likewise unsupported by the official Update 02 announcement and patch notes, which list jet ski, sonar, boat customisation, new quests/biome. Flagged for a different domain doc to settle.
  • The Storm Zone came in Update 3.5 (2026-04-15), not Update 02 -- and it is a place, not a per-update weather feature. Its northern-sea location is community recon, not stated officially.
  • "Storms are the most common source of ship damage, ahead of mines" was an over-read of TheGamer, which lists storms, mines and "occasionally other hazards" without ranking them. Corrected in §5.1.
  • "Swarms react to light in water" is Hotfix 0.8.0.612211 (2026-06-26), not the Update 5.0 main patch. Corrected in §1, §3, §7.2, §7.5.
  • Ram Sharks are not documented as ramming the boat. The wiki describes fast swimming and jumping onto dry areas only. Corrected in §7.3.
  • Angels are not simply "passive until provoked" -- the named trigger is interacting with human seeds (plus self-defence), with sound drawing investigation. Corrected in §7.3, §7.4.
  • "Destroy tentacles + core = the swarm is permanently cleared" is RETIRED (2026-09-01, first-hand, beta-era). That phrasing -- carried by this doc's §7.1 and repeated in the corpus's hazard summaries -- was wrong about permanence, not about the release trigger. Cocoon bodies regrow from roots; roots are the permanent clear; light suppresses regrowth. Rewritten in §6, §7.1, §7.4 and the new §7.6.
  • "Snipe the Lazarus Complex airspace clear of Angels" is RETRACTED (2026-08-30, community CONSENSUS). The complex's Angels retaliate and near-one-shot the player; the shipped counters are concealment (Lazarus Pod), sprinting the outdoor dock-to-door gap, and dealing with vault Angels before extraction. Recorded in §7.10 so the idea does not resurface.
  • A disarmed Roller Boi cannot be dismantled and explodes on death (2026-08-29, first-hand, beta-era). Prior reading treated a defanged unit as free salvage on the spot -- it flees the Dismantle Tool and detonates like a grenade when killed. Corrected in §7.3, §7.8, §8.3.

Not attempted (out of scope / other domains): full weapon stat tables, ammo crafting economics, per-location walkthroughs, power-grid design, skill-tree ordering.


Sources#

All accessed 2026-08-24.

Official - Steam news hub, The Last Caretaker (app 1783560) -- https://steamcommunity.com/app/1783560/allnews/ - Steam news: Update 5.0 New Horizons is Live -- https://store.steampowered.com/news/app/1783560/view/707775747757965471 - Steam Community: Update 5.0 New Horizons Patch Notes - 0.8.0.612115 -- https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ - thelastcaretaker.com: Update 03: Curiosity Wakes Available Now -- https://thelastcaretaker.com/news/2026-06-23-the-last-caretaker-update-03-curiosity-wakes-available-now/ - thelastcaretaker.com: Update 5 New Horizons launch -- https://thelastcaretaker.com/news/2026-06-25-the-last-caretaker-launches-update-5-new-horizons-new-progression-paths-exploration-systems-tools-storyline-and-major-improvements/ - thelastcaretaker.com: Update 3.5 Shadow Drop -- https://thelastcaretaker.com/news/2026-06-23-new-photo-drone-peco-minigames-new-hidden-areas-and-a-major-round-of-bug-fixes-arrive-in-surprise-update-3-5-shadow-drop-for-the-last-caretaker/ - thelastcaretaker.com: Ocean - The Final Frontier (Update 02) -- https://thelastcaretaker.com/news/2026-06-23-fire-up-your-jet-ski-explore-new-locations-customise-your-ship-in-the-latest-free-update-to-the-last-caretaker-ocean-the-final-frontier/ - Steam news: EARLY ACCESS UPDATE 02: OCEAN - THE FINAL FRONTIER -- https://store.steampowered.com/news/app/1783560/view/542255780765632338

Wiki (thelastcaretaker.wiki.gg) - Enemies -- https://thelastcaretaker.wiki.gg/wiki/Enemies - Mechanics -- https://thelastcaretaker.wiki.gg/wiki/Mechanics - Caretaker -- https://thelastcaretaker.wiki.gg/wiki/Caretaker - Boat -- https://thelastcaretaker.wiki.gg/wiki/Boat - Weapons -- https://thelastcaretaker.wiki.gg/wiki/Weapons - Category:Weapons -- https://thelastcaretaker.wiki.gg/wiki/Category:Weapons - Skills -- https://thelastcaretaker.wiki.gg/wiki/Skills - Locations -- https://thelastcaretaker.wiki.gg/wiki/Locations - Helios Reserve Lyra -- https://thelastcaretaker.wiki.gg/wiki/Helios_Reserve_Lyra - Typhoon -- https://thelastcaretaker.wiki.gg/wiki/Typhoon - Unavailable Content -- https://thelastcaretaker.wiki.gg/wiki/Unavailable_Content - Category:Patch Notes -- https://thelastcaretaker.wiki.gg/wiki/Category:Patch_Notes - Search: "lightning" -- https://thelastcaretaker.wiki.gg/index.php?search=lightning&title=Special%3ASearch&fulltext=1 - Search: "storm" -- https://thelastcaretaker.wiki.gg/index.php?search=storm&title=Special%3ASearch&fulltext=1&limit=50 - Search: "weather" -- https://thelastcaretaker.wiki.gg/index.php?search=weather&title=Special%3ASearch&fulltext=1&limit=50

Community (labelled as consensus/reported in text) - Steam: "Too much weather" -- https://steamcommunity.com/app/1783560/discussions/0/802343027768054392/ - Steam: "Storm Zone Area ?" -- https://steamcommunity.com/app/1783560/discussions/0/804597128247798220/ - Steam: "Depth Pressure?" -- https://steamcommunity.com/app/1783560/discussions/0/681860392750876696/ - Steam: "Boat Customisation" (feature request thread -- the lightning-rod suggestion) -- https://steamcommunity.com/app/1783560/discussions/0/681860127366662674/ - Steam: "Storm of the minute?" -- https://steamcommunity.com/app/1783560/discussions/0/728028898691098048/ - Steam: "Feedback: Day/Night Cycle Feels Too Fast & Weather Too Frequent" -- https://steamcommunity.com/app/1783560/discussions/0/681860392750843018/ - Steam: "Day/Night" -- https://steamcommunity.com/app/1783560/discussions/0/802342466057594990/ - Nexus Mods: NoStorm -- https://www.nexusmods.com/thelastcaretaker/mods/7 - Nexus Mods: More Pressure Capacity -- https://www.nexusmods.com/thelastcaretaker/mods/10 - Nexus Mods: AdjustedTime -- https://www.nexusmods.com/thelastcaretaker/mods/126

Press / guides - TheGamer: The Last Caretaker Complete Ship Guide -- https://www.thegamer.com/the-last-caretaker-ship-management-repair-guide/ - PC Gamer: laser sharks / Curiosity Wakes -- https://www.pcgamer.com/games/survival-crafting/the-last-caretakers-latest-update-embraces-its-inner-dr-evil-by-adding-sharks-with-frickin-laser-beams-attached-to-their-heads/ - VGC: Curiosity Wakes adds sharks with laser beams -- https://www.videogameschronicle.com/news/the-last-caretakers-new-major-update-curiosity-wakes-adds-sharks-with-laser-beams-on-their-heads/ - Bleeding Cool: Update 05 New Horizons -- https://bleedingcool.com/games/the-last-caretaker-has-launched-update-5-new-horizons/ - Insider Gaming: Final Frontier update -- https://insider-gaming.com/the-last-caretaker-final-frontier-update/ - Games Press: Shadow Drops Update 3.5 -- https://www.gamespress.com/The-Last-Caretaker-Shadow-Drops-Update-35-SHADOW-DROP - Game Update Notifier: The Last Caretaker version history (build 23962331 dated 2026-06-29) -- https://gameupdatenotifier.com/g/the-last-caretaker - FandomWire: best weapons -- https://fandomwire.com/top-best-weapons-in-the-last-caretaker-that-will-fry-all-the-rogue-machines/

First-hand play (Robert's own playthrough -- the top of this doc's evidence hierarchy) - 2026-08-26 -- scavengers consume dropped organics (§7.2); Night Crawlers drop bio nuggets. - 2026-08-29 [beta-era] -- Roller Boi kill-chain: post-disarm passivity, dismantler-flee, ~10-15 Slam-round chassis TTK, death explosion (§7.8). Laser Shark: ~2x Talon drop quantity, dorsal-concealed deploying laser (§7.9). - 2026-09-01 [beta-era] -- rocket-pad ignition vent shafts: cocoon regrowth from roots, darkness as the growth requirement, tentacle contact damage, Eclipse-headlamp contact kill (§7.6); the nightcrawler bio farm design, build doctrine and v1 postmortem (§7.7). - 2026-09-03 [5.5-era] -- Eden Cradle: three Angels at ~4-6 Bolt Sniper rounds each (§7.3). Black Vein Station (49, -70), the clear: Angels sniped from the deck during the mine-clearing approach; Mosquito swarms from helipad cocoons above the dock as the real gate; pink and red slime simultaneously; green crawlers inside; a dead elevator revived with a carried battery; sea mines on the approach (§7.11). - All 2026-08-29-and-later observations are on the Update 5.5 "Deck Drop" branch -- the public beta (0.8.5.650920, buildid 24990438, UE 5.8.1) through 2026-08-31, tagged [beta-era], and the live public 5.5 build (Shadow buildid 25056839) from 2026-09-01, tagged [5.5-era]; the doc's anchor stays 0.8.0.612251.

Community (Angel / seed doctrine, read 2026-08-30) - Multiple Steam discussion threads on seed extraction and Prometheus ambushes, plus a community walkthrough, jointly establishing: Lazarus-Pod concealment, attack-on-sight of a carried seed, outdoor-only patrol at the complex, and the all-caps do-not-attack warning (§7.10). Labelled CONSENSUS in text.

Community (ArchAngel, read 2026-09-03) - https://thelastcaretaker.wiki.gg/wiki/Arch_Angel -- the ArchAngel page (cannons, on-sight aggro, group aggro, the reload pause, red attack mode, drops; the Angel orb description). Note the title: ArchAngel returns 404. - Steam discussions on ArchAngels, 2026 (Will_fires_back, Crescens, mookie): cover, sniper range, the charged Electric Rifle, the rear cabin. Labelled CONSENSUS in §7.3.

Project-internal ground truth - C:/last-caretaker/docs/ref/shadow-install.md v1.0.0 (first-hand install inventory: EA 0.8.0.612251, buildid 23962331, UE 5.7.4, HUD/ADS/crosshair/boat-instrument settings keys)

Attempted and abandoned (blocked): steamdb.info/app/1783560/patchnotes/ (403), yelzkizi.org (403), nexusmods.com page fetches (403 -- used search snippets only), store.steampowered.com/news/app/1783560/view/542255780765632338 (returned Steam chrome only -- used the thelastcaretaker.com Update 02 post instead).

Fact-check pass, 2026-08-24 (v1.1.0). Re-fetched and re-read in full: Steam news hub (newest item still Update 5.0, Jun 25 -- version anchor holds), the Update 5.0 patch-notes discussion thread (Update 5.0 + Hotfix 1 0.8.0.612211 + Hotfix 2 0.8.0.612251 in full), wiki Enemies / Mechanics / Caretaker / Boat / Weapons / Skills / Typhoon / Unavailable Content / Locations, thelastcaretaker.com Update 02 / Update 03 / Update 3.5 / Update 5.0 posts, TheGamer ship guide, Steam "Depth Pressure?" thread. Ground truth docs/ref/shadow-install.md re-read: no conflict -- build 23962331 / 0.8.0.612251 / UE 5.7.4 agree.

12

World, Map & Exploration

Version anchorEarly Access 0.8.0.612251 = Update 05 "New Horizons" Hotfix 2 (Update 05 shipped 2026-06-25 as 0.8.0.612115; Hotfix 1 = 0.8.0.612211; Hotfix 2 = 0.8.0.612251). Steam buildid 23962331, installed and verified first-hand on the ShadowPC 2026-08-24 (docs/ref/shadow-install.md). Re-confirmed 2026-08-24 by fact-check pass: the official news index lists Update 5 (2026-06-25) as the newest release post, and the Steam patch-notes thread lists 0.8.0.612211 and 0.8.0.612251 as its only hotfixes — no newer patch shipped as of 2026-08-24.
19 claims checked15 corrections14 unverifiedverifier verdict

The doc is now substantially reliable: the version anchor is current, and every coordinate in the §7 atlas plus the 78-location count, cave depths, Salvage Gyro gating (5 of 8 towers) and the Update timeline re-verified cleanly against the wiki and official sources. The fixes concentrated in the high-risk classes the brief predicted -- one fabricated existence-characterisation (PECO Grid Scan 2000), a wrong coordinate origin and format, an undercounted objective total (85 seeds, not 80), and four single-source keybinds promoted to "Confirmed" that are now correctly marked UNVERIFIED.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

The Last Caretaker puts you on a drowned Earth as a robot with a boat. The world is not a bounded arena: it is a handcrafted cluster of fixed, named points of interest sitting inside an effectively endless open ocean — sail away from the content band and the sea keeps generating ahead of you with nothing in it (players have logged 105 km, 160 km and 250 km runs without finding an edge). Navigation is done by numeric X/Y coordinates read off a map computer on the boat's bridge, not by landmark-spotting: you place a marker on the map (or type a coordinate), and the game paints a direction-and-distance locator on your HUD which you then steer toward. The map does not use conventional fog-of-war reveal-by-proximity as its main mechanic — the dominant reveal channel is powering up Navigation Beacons and other network structures, which unlock clusters of POI markers at once. Everything below is tagged confirmed / reported / inferred; coordinates in the atlas are community-sourced from the wiki.gg wiki and are labelled as such.


1. World model — what kind of world this is#

Property Finding Confidence
Shape One continuous ocean surface with a seabed; no separate levels, no loading screens between regions reported Confirmed (multiple sources, no source describes zone loads)
Content authoring POIs are handcrafted and fixed — the same named locations sit at the same coordinates in every save; the community wiki catalogues ~78 named locations with stable coordinates Confirmed (wiki.gg Category:Locations, 78 pages; coordinates consistent across community maps)
Ocean beyond the content band Effectively infinite. Community consensus (Steam thread "end of map", "how big is the map anyway?", "Map Size"): the ocean "uses infinite technology… it just renders far enough that you cannot see an edge, the more you keep moving the more ocean is rendered ahead of and around you" Reported (community consensus, three separate Steam General Discussions threads)
Procedural component The far ocean is believed to be coordinate-driven procedural surface with no authored content. Player Wavetrex: "I don't think the game has a 'map', more like a coordinate system and when you are close to certain coordinates, it computes and renders something" Reported / inferred (community theory, not dev-confirmed)
Hard boundary None found. Longest logged runs: 105 km out (fuel intact), 160 km, and a 250 km+ overnight run — no wall, no kill-zone, no turnaround Reported (Steam "end of map" thread)
Boundary nudge One player reports the boat "always wants to turn north" at extreme range, speculated as an invisible discouragement Reported, single source — UNVERIFIED
Content footprint Named POIs span roughly X 8 → 169 and Y −82 → +60. Outlier network nodes reach X = −70 and X = 210, Y = −142 and Y = 138 Confirmed (wiki coordinate set)
Named regions / biomes No named regions or biomes found. The wiki describes locations only by compass sector ("the Western part of the map", "the South Eastern part of the map"). The wiki's Mechanics page (fetched 2026-08-24) makes one generic reference to "oceanic biomes" in its boat section but names none Reported absence — no source names a region or biome; the generic "oceanic biomes" phrase means a biome concept may exist unnamed. See Gaps

Practical read: treat the world as a ~16 km × 14 km rectangle of dense authored content (inferred from coordinates, see §2) floating in a blank infinite sea. Beyond the beacon-covered band, RunningBare's summary is the operative rule: "The ocean is basically infinite however you won't find anything outside the areas highlighted by the beacons." Don't burn fuel prospecting the void.

The empty east is real. Multiple players note the map east of Dover Grave "is mega big and you can keep on sailing", with speculation that the space is reserved for future Early Access content. As of Update 05 the far-east authored content is Eden Cradle (167, 34) and the Courier Sieve Node Facility (169, −2); past that, nothing.


2. The coordinate system#

This is the single most load-bearing navigation fact in the game and it is not explained in-game (multiple Steam threads exist purely to decode it).

Property Value Confidence
Format Two signed decimals, displayed on the boat dashboard as xx.x : yy.y (one decimal place). POI coordinates are quoted as whole numbers because sites are catalogued to the nearest unit — but the live readout is finer, and guides do cite fractional coordinates (e.g. sample 057 at 37.1 : 6.0) Confirmed (wiki Boat dashboard description; wiki Navigation Beacon 49) — corrected v1.0.1 (previously stated as integers)
X axis Positive = East, negative = West Confirmed (wiki: Nav Beacon 49 at (33, 6) is "the western part of the map"; Nav Beacon 32 at (109, 35) is "South Eastern")
Y axis INVERTED from the mathematical norm — negative Y = NORTH, positive Y = SOUTH Confirmed (Steam coordinate thread: "the Y axis is reversed from the norm (Meaning negative numbers going up and positive going down)"; independently corroborated by the wiki Boat page's "0.0:0.0 is about 1.5 km NW of Sanctuary Dock 37" — origin is both lower-X and lower-Y than the dock at (11, 8), so lower Y must be north)
Origin (0, 0) sits about 1.5 km NW of Sanctuary Dock 37 (11, 8) — i.e. just off the north-west corner of the authored band, not at its centre. Almost all authored content therefore has positive X, and Y runs negative (north) to positive (south) around it Confirmed (wiki Boat: "0.0:0.0 is about 1.5km NW of Sanctuary Dock 37") — corrected v1.0.1 (v1.0.0 wrongly placed the origin near the world's authored centre at the Lazarus Complex). The Lazarus Complex (69, −2) is the content centre and the NDNS crossing point, but it is not the coordinate origin
Scale ≈ 100 m per coordinate unit — treat 1 unit ≈ 100 m. Three independent derivations bracket it: (a) Sanctuary Dock 37 (11, 8) → Nav Beacon 49 (33, 6), 22.0 units, walkthrough "about 2 km" → 91 m/unit; (b) Nav Beacon 49 (33, 6) → sample 057 (37.1, 6.0), 4.1 units, wiki "approximately 300 m east" → 73 m/unit; (c) origin (0, 0) → Sanctuary Dock 37 (11, 8), 13.6 units, wiki "about 1.5 km" → 110 m/unit INFERRED — no official or wiki statement of scale exists and the three derivations disagree by ±20 %. Use 1 unit ≈ 100 m as a planning rule of thumb, never as a precise number
Live distance readout The boat dashboard shows distance in metres from your current position to every location, so you do not have to do coordinate arithmetic in flight Confirmed (wiki Boat: "World Map with coordinate grid, distances to all locations from current location in m")
Heading readout Dashboard compass shows pips + heading in degrees: 0/360 = North, 90 = East, 180 = South, 270 = West Confirmed (wiki Boat)
Grid squares Player complaint (Steam): "there's nothing telling you how big a square is" — the in-game map draws a grid with no legend Confirmed (community complaint)
Entry Coordinates can be typed into the boat's navigation computer to drop a custom marker Confirmed

2.1 The "SGS-" designation code#

Service Towers use a second, decorative naming scheme that looks like a coordinate but is not the map coordinate: SGS-<sector>-<number>-<number>, e.g. SGS-SW-115-3255, SGS-NE-114-1510. The sector letters (NW/NE/SW/SE/E/S) do correspond to the tower's map sector, but the trailing numbers have no established decode — the Steam thread devoted to it ended unresolved. When a quest hands you an SGS- designation, look it up in the atlas below rather than trying to read it as X/Y.

Conflict to be aware of: a Steam poster translated SGS-SW-115-3255 to (42, 15) and called it "The Spire of Command", while the wiki's The Spire of Command page gives (20, 46) and the wiki's SGS-SW-115-3255 page gives (42, 15). Either the Spire names are a separate above-water POI family from the SGS towers, or one source is wrong. Both values recorded in §7; unresolved.


3. Map interface & how you actually navigate#

Confirmed first-hand from the install's own settings keys (docs/ref/shadow-install.md §7): the game ships dedicated HUD toggles bInterfaceBoatCompass, bInterfaceBoatAnctor [sic], bInterfaceBoatSpeedometer, bInterfaceBoatCharacter, plus bInterfaceHudLocators and bInterfaceWorldMarkers. Every navigation aid below has a matching option key, so all of them can be switched off for a purist run.

Element Behaviour Source class
Map computer A physical screen on the boat's bridge/cockpit. You leave pilot mode, face the map and interact with it; coordinates of the cursor are readable on the screen. The wiki describes it as a "World Map with coordinate grid, distances to all locations from current location in m" System Confirmed (wiki Boat). The specific E keybind is UNVERIFIED — it came from a single guide reachable only as a search snippet, and the wiki has no Controls page
Placing a marker Click a POI icon or any point on the map to add a marker Confirmed as a mechanic (Steam coordinate thread). Keybind UNVERIFIED
Custom coordinate marker You can set a marker at an arbitrary coordinate even with no icon there — the standard technique for chasing a coordinate from a guide or a data log. "Should get you close enough to discover it" Confirmed (Steam coordinate thread: users "set a custom marker at the coordinates")
Clearing markers Markers can be cleared; J is the reported bulk-clear key UNVERIFIED (guide-level, single unreachable source)
HUD locator An active marker paints direction + distance on the screen while you're near the ship / piloting. POIs highlighted on the map are mirrored onto the in-game HUD Confirmed (install settings keys bInterfaceHudLocators / bInterfaceWorldMarkers + community description)
Boat compass A dedicated compass HUD widget for the boat (own toggle), showing pips and heading in degrees (0/360 N, 90 E, 180 S, 270 W) Confirmed (install settings key + wiki Boat)
Speedometer / drive readouts Dedicated boat speedometer HUD widget; the dashboard also shows drive mode (N neutral, R reverse …), mileage, and throttle % with a visual indicator Confirmed (install settings key + wiki Boat)
Fuel readout Dashboard shows fuel tank volume (excluding built Diesel Tanks) and fuel use per hour with a visual indicator — the practical range-planning instrument Confirmed (wiki Boat)
Anchor The boat carries 2 anchors; a dedicated anchor HUD indicator exists (bInterfaceBoatAnctor [sic]) Anchors + HUD indicator Confirmed (wiki Boat + install settings key). The Space keybind is UNVERIFIED (single unreachable guide source)
World markers / quest locators Separate systems (bInterfaceWorldMarkers, bInterfaceHudQuests, bInterfaceHudLocators) — quests plant their own on-screen locators Confirmed (install settings key)
Units bUseMetricUnitSystem toggle exists — distances can be shown metric or imperial Confirmed (install settings key)
Map notes A Steam thread titled "Map mark and note" exists, implying annotation on markers UNVERIFIED (thread not read this pass)

3.1 Navigation workflow (the loop you will actually run)#

  1. Open the map computer on the bridge (interact key — reported as E, unverified).
  2. Click the destination POI icon — or click/enter the raw coordinate if the POI is not yet revealed.
  3. Commit the marker.
  4. Return to the wheel, set throttle, steer on the dashboard compass heading; the dashboard also reads out live distance in metres to every location, and the HUD locator paints bearing + distance for the active marker.
  5. On arrival, dock and drop anchor (reported as Space, unverified) before disembarking.
  6. Clear marker clutter once a run is done (bulk-clear reported as J, unverified).

Keybinds are the weakest link in this section. The wiki has no Controls page and the guide that supplied E/J/Space could not be re-fetched. Check your in-game keybinding menu (Update 05 Hotfix 2 specifically fixed its display) rather than trusting these letters.

3.2 What the map is not#

  • There is no fast travel documented. Every source describes physically sailing between sites. If fast travel exists it is undocumented (see Gaps).
  • There is no classic explored/unexplored fog painting. The map is a chart of icons; reveal is event-driven (§4), not a paint-as-you-go fog lift.
  • Careful: the wiki pages titled "Compass" and "Maps" are collectible memory items (1 kg, Uncommon/Rare, granting trait points such as Adaptability/Focus/Leadership and Wisdom) — they are part of the humanity/memory collection system, not the navigation UI. Do not confuse them.

4. Discovery — how the map fills in#

Four distinct reveal channels are documented. This is the closest thing the game has to a fog-of-war system.

Channel Mechanic Confidence
Navigation Beacons (primary) Sail to a Navigation Beacon and bring it back online / power it up. Each beacon reveals a different cluster of POI markers on the map. Wiki, on Habitat Node 06-3.5: "This location is revealed on the map by powering up Navigation Beacon 49." Wiki on Nav Beacon 49: it "is not revealed by any other Navigation Beacon but instead reveals other Points of Interest for the player to explore" — it is the entry node of the reveal graph Confirmed (wiki, multiple pages + guides)
Beacon-equivalent stations The Lazarus Complex and The Last Listener Station "effectively function as navigation beacons as well". The Service Tower (SGS) markers are each revealed by a different Nav Beacon Reported (community guidance, consistent across sources)
Physical discovery Sailing/diving near a site discovers it even without the beacon reveal — the wiki notes players "often discover [Habitat Node 06-3.5] naturally while exploring from Sanctuary Dock 37". Custom coordinate markers exploit this: park on the coordinate and the site discovers itself Confirmed
Quest grants Quests hand you access and markers outright — e.g. Navigation Beacon 49 becomes available "upon receiving the Voyage into the Unknown quest", which opens the western map Confirmed (wiki)
Story-gated bulk reveal See §8 — a late story action unlocks a whole POI family at once SPOILER, see §8
In-world paper maps Players report wall maps in a hidden room of the warehouse marked with red dots at candidate POI positions. Visiting some red dots yielded nothing, so they are partly aspirational/decorative or point at existing settlements only Reported, single thread — UNVERIFIED as a functional mechanic

4.1 Hidden vs revealed POIs#

The wiki tags many locations Hidden — meaning they do not appear on the map through the beacon network and must be stumbled on or coordinate-hunted. The hidden set includes all 9 caves, most NDNS Nodes, the Courier Sieve Node Facility, several Service Towers, 2 Habitat Nodes (10-4 and 38-98) and 4 Seed Reserves (06, 17, 18, 19). Note also that some Seed Reserves' visibility is stated to depend on station activation — reveal state is not purely static.

For hidden sites the wiki supplies landmark-relative entrance directions rather than map icons, e.g. "East side of the boulder", "North side of the Northeast corner of the boulder", "Top of the plateau", "In the depression Northeast of the boulder". Expect to sail to the coordinate, then hunt the seabed feature by eye.

4.2 Scanning and signals#

System Status
Cave paintings — scannable Added in Update 05: "Cave Paintings that can be discovered and scanned" across the world. Part of the culture-recovery layer (statues + cave paintings) feeding Project Eden
Samples Collectible discoveries scattered at POIs -- catalogue entries, not items ("Take Sample" / "Sample captured"): cave paintings and statues are scanned on foot with the Replica Scanner, HoloMemory scenes only through the Camera Drone, and the catalogue is transferred into the rocket's data container and re-sendable [mined strings 2026-09-05]. Nothing in the game marks where a scene is; the wiki Samples table (67 hologram/event 002-131 + 44 cave-painting/rock 502-704) is the only list. Holograms by site: Exodus 002 (entrance building), 003 (main-platform power input), 118-122 (control centre, main platform after the first moving platform, helicopter platform, the first bench area, entrance building); Black Vein 013 (top of the elevator), 014 (northern building roof), 015 (main deck by the southern building), 123 (pump room); Lazarus 125 (Hall of Humanity); Prometheus 050; Eden Cradle 052; Dead Breath 053; Eternal Flame 054; Warehouse Alpha 128 (outside the power room); Habitat Node 06-3.5 024/035/043/130; the seven Graves 085-111; open water 056-063. Cave paintings cluster at the Quarantine Stacks (Amen 575/591/702-704, Aurora 547/568, Chorus 559, Dawn 589, underwater spires 584/596/605/606), the three Spires (Command 598/604/641, Industry 603/635/647, Exodus 617/624/628), the Courier Sieve Node Facility 676-701, Unlisted Tower 660/666 and the named caves 502-537
Replica Scanner (T3, 1 SP) ESTABLISHED 2026-09-05 [mined]: the handheld ScanTool -- "Captures the shape and materials of buildable items so you can recreate them later. Displays scannable status and a collected list of scanned objects"; it does furniture replicas, quest scans and the Update 05 samples (cave paintings, statues) on foot. Robert walked past several paintings before knowing this
Camera Drone (Update 3.5 photo drone) HoloMemory scenes are visible only through the drone and are sampled from its view ("The Photodrone can recover them from old sensor residue. Not complete recordings -- reconstructed moments where human behaviour left a mark"). The drone-side prompt and whether a scene shows any tell on foot are open [community + mined, 2026-09-05]
PECO Grid Scan 2000 Added Update 05. The official announcement introduces it as a tool "for scanning and discovery purposes"; the aggregator guide calls it "a new scanning device in the PECO line". Its precise function (world/POI scanning vs. resource or system scanning) is not documented anywhere reachable
Field Binoculars Wiki item page: "Handheld optics for mid-range scanning. Spot animalities from a safe distance." Unlocks at Tier 8. So it is a threat-spotting optic, not a POI finder — useful for approaching defended sites, not for filling in the map. Wiki page is a stub (Obtaining/Usage blank)
Radio / distress signals as a discovery channel No evidence found. The NDNS network and "The Last Listener" station are signal-themed, and there is a quest "Signals from Silence", but no source in this pass describes a radio-triangulation discovery mechanic

5. POI taxonomy — what each site type is for#

Derived from the wiki's own category structure plus per-location loot lists.

POI type Count What it is / what it yields
Sanctuary Docks 2 Harbour/base sites. Sanctuary Dock 37 (11, 8) is the starting location. Dock 12 is a second harbour
Navigation Beacons 3 (+2 stations acting as beacons) Power one up to reveal a cluster of map markers. The map-unlock backbone
Habitat Nodes 11 Small human habitats. Dense in memories (teddy bears, guitars, cameras, basketballs, crayons), US Survival Dollars currency, paint schemes, PECO game cartridges, audio samples. The "collectible run" POI
Graves 8 Named after English/US towns (Brighton, Dover, Hampton, Lincoln, Norfolk, Salem, Winston, York). Drowned settlement sites — salvage and lore
Helios Reserves 4 Named after constellations (Draco, Gemini, Lyra, Orion). Reserve facilities
Seed Reserves 20 (16 revealed, 4 hidden) The human-seed objective sites. 4 human seeds per reserve = 80, plus 5 more in Seed Vault Prometheus → 85 Human Seeds obtainable in total (wiki Human Seed). Many are underwater capsules on/under the seabed. Seeds cannot be picked up into inventory — they "must be transported by other means, such as by hand, forklift, Boat, etc."
Seed Vaults 2 Seed Vault Prometheus (holds 5 loose Human Seeds) and Eden Cradle — larger vault facilities
NDNS Nodes 16 "Nocturne Detection Node" network (a wiki page NOCTURNE DETECTION NODE PROJECT exists). Mostly hidden; laid out in two straight chains (§7.9). Corrected v1.0.1 — v1.0.0 said "16–18"; the wiki Locations index lists exactly 16
Service Towers (SGS) 8 Tall structures. Several are only accessible with the Salvage Gyro (added Update 04 "Below Us", 2026-05-14) — a hard capability gate
Spires 3 named (Command / Exodus / Industry) Cliff-and-structure sites with wall carvings, ore (gold, titanium), petrol caches. "You are not safe on the cliff sides"
Caves 9 Underwater/undersea cave systems, all hidden, entered from seabed boulders and plateaux. Depths 60–196 m
Silos (MCV-) 2 MCV-17 Dead Breath, MCV-12 Eternal Flame
Quarantine Stacks 4 Amen, Aurora, Chorus, Dawn — a tight cluster in the far NE (§7.8)
Refuel Outposts 3 Gamma, Delta, Theta — fuel logistics anchors; the practical range-extension network for long voyages
Major stations 5 Black Vein Station, Exodus Station, Central Warehouse Alpha, The Last Listener Station, Platform Omega
Story complexes 2 Lazarus Complex (the "Hall of Humanity"), The Maze (Transposium)
Special / one-off — Nomads Tower, Talon Offshore Proving Deck, Courier Sieve Node Facility, Mother Statue, Unlisted Tower, an oil rig / oil derrick used by players as a distance landmark
Research Outpost Theta-9 1 New in Update 05 — "a sealed facility built to study Roth's Anomaly". No community coordinate published yet

6. The vertical dimension — diving, depth and pressure#

The map is not flat: a large share of content is on and under the seabed, and depth is itself a gate.

Fact Value Confidence
Seabed depth (typical, in the content band) ~250 m reported in the deep areas; a Seed Capsule sat another ~60 m below the floor (~310 m total) Reported (Steam)
Documented cave depths 60 m → 196 m (see §7.7) Confirmed (wiki)
Pressure damage exists The wiki's Mechanics page confirms the system: "high pressure underwater" causes vitality loss Confirmed (wiki Mechanics)
Crush damage threshold Damage "past 100 m" without further equipment — pressure is a hard early gate on deep POIs Threshold is community-reported only (Steam). The mechanic is confirmed; the 100 m number is not. Exact numbers belong to the diving/equipment doc
Water-jet propulsion Update 05 added TideRipper™ Hand Jets / Water Jet propulsion, two unlockable versions, for faster underwater travel Confirmed (Update 05 notes)
Visibility aids Advanced flashlights and weighted glow sticks that sink (rather than float) are the community answer to finding seabed entrances Reported (community tip)
Update 05 underwater overhaul "Updates to underwater visuals, lighting, transitions, and environmental effects" Confirmed
Finding a submerged site Hard. Being on the surface directly above a target does not reveal it; expect to descend and sweep. Community phrase: "looking for a needle in a haystack" Reported (community consensus)

Technique that works (community): set a custom marker on the coordinate → park the boat on it → descend → use the wiki's landmark hint (boulder side / plateau top / canyon bottom) → drop sinking glow sticks as breadcrumbs.


7. Location atlas#

Sourcing: all coordinates in this section are community-sourced from thelastcaretaker.wiki.gg (accessed 2026-08-24) unless noted. They are consistent across the wiki's location pages and its Locations index, but they are not official. Y is negative-north / positive-south.

7.1 Start, stations and story anchors#

Location X, Y Notes
Sanctuary Dock 37 11, 8 Starting location (far west)
Sanctuary Dock 12 88, 27 Second dock
Lazarus Complex 69, −2 "Hall of Humanity"; also acts as a navigation beacon. Sits at the intersection of both NDNS chains
The Last Listener Station 115, 11 Also acts as a navigation beacon; story-critical (§8)
Exodus Station 125, 48 Far south-east. The launch site. Interior documented first-hand: ignition vent shafts that are enterable tunnels holding cocoon colonies, a Sabatier reactor, methane + oxygen tanks, and 4 water pumps to repair -- §7.10.2
Black Vein Station 49, −70 Far north. The oil rig: a fixed Oil Pump (not craftable; needs only power and somewhere to put the oil -- renewable, never depletes) plus 2 oil, 2 diesel and 2 petrol tanks pre-built on site (wiki). Revealed by Navigation Beacon 15 (69, −53). first-hand 2026-09-03, 5.5-era sea mines on the approach, a helipad above the dock, an elevator down to the working platform -- layout in §7.10.7, the hazard profile in doc 06 §7.11. The Storm Zone lies to its north (doc 06 §5.7)
Central Warehouse Alpha 66, 22 "The Warehouse" -- reported hidden room with wall maps. [beta-era] also the site holding the MOSES Field Reserve containers of the Update 5.5 questline -- §7.10.3
Platform Omega 90, 6 Major station; the Omega Nursery shark pens (three billboarded bays, powered gates, two locked towers) above and the Project Jonah control chamber below -- §7.10.9
Nomads Tower 74, −31
The Maze (Transposium) 111, 22
Courier Sieve Node Facility 169, −2 Hidden, far east on the Y = −2 chain
Talon Offshore Proving Deck 97, 58 Far south
Unlisted Tower 112, −21
Research Outpost Theta-9 unpublished Update 05 addition; studies Roth's Anomaly
"Yellow Platform Omega" unknown 🆕 UNVERIFIED POI -- name only, added v1.1.0. A location name read off quest text during the Ascension pre-step handshake first-hand 2026-09-01, beta-era. It appears nowhere else: not on the wiki, not in any guide, and not in the shipped 0.8.0 string tables (absence-checked). No coordinate. Whether it is a distinct site or a sub-designation of Platform Omega (90, 6) is open -- the shared "Omega" is suggestive and nothing more. Do not add it to a route until it has a coordinate. See §7.10.5

7.2 Navigation Beacons#

Beacon X, Y Notes
Navigation Beacon 49 33, 6 The entry beacon -- not revealed by any other beacon; revealed upon receiving the Voyage into the Unknown quest; ~2 km from the start dock (guide figure, see §2 scale caveat). Contents per wiki: Tier 3 Basement Door, 19 United States Survival Dollar, memories (Guitar, Where's Tommy, Mirror, Travel Journal), 5 Sea Dragon + 4 VHS Wave paint, cartridges (2 PECO Athletics – Javlin, 1 Angerkoski), and sample 057 "Left Behind" ~300 m east at (37.1, 6.0). v1.0.0 also listed "enemies" here; the wiki page does not list enemies -- see §9. first-hand 2026-08-29, beta-era the basement behind that Security-III door has now been opened: it holds two "Aged Lazarus Vial" derelict vessels and is premium salvage (Ultra Tech Scrap) -- §7.10.1
Navigation Beacon 15 69, −53 Northern, on the X≈70 chain
Navigation Beacon 32 109, 35 South-eastern

7.3 Habitat Nodes (11)#

Node X, Y
Habitat Node 01-2.5 68, −78
Habitat Node 02-23 48, −48
Habitat Node 03-12.3 98, 16
Habitat Node 04-7 82, −15
Habitat Node 05-14.5 90, −56
Habitat Node 06-3.5 23, 4 Western; revealed by Nav Beacon 49; commonly found early from the start dock. Loot: 19 US Survival Dollars, 2 teddy bears, guitar, crayon, 4 basketballs, camera, 6 Tricolor Run + 1 Checker Run paint, cartridge PECO Athletics – 100m Dash, 5 audio samples
Habitat Node 08-16 130, 21
Habitat Node 09-4 82, 17
Habitat Node 10-4 30, −31 Hidden
Habitat Node 14-7 104, 50
Habitat Node 38-98 8, −38 Hidden, far west

7.4 Graves (8)#

Grave X, Y
Winston Grave 27, −12
Norfolk Grave 59, −41
Brighton Grave 57, −14
Lincoln Grave 80, 4
York Grave 85, −75
Hampton Grave 102, 19
Salem Grave 108, 54
Dover Grave 136, 35

7.5 Seed Reserves (20) and Seed Vaults (2)#

Wiki records 4 human seeds per reserve (20 × 4 = 80) plus 5 in Seed Vault Prometheus — 85 Human Seeds obtainable in game total. Several reserves are undersea capsules. Seeds cannot be carried in inventory; they are moved by hand, forklift or boat.

Reserve X, Y Map state
Seed Reserve 01 — Revealed
Seed Reserve 02 — Revealed
Seed Reserve 03 118, 13 Revealed
Seed Reserve 04 57, −14 Revealed (co-located with Brighton Grave)
Seed Reserve 05 — Revealed
Seed Reserve 06 99, −9 Hidden
Seed Reserve 07 — Revealed — reported to be under the ocean floor
Seed Reserve 08 57, −41 Revealed
Seed Reserve 09 — Revealed
Seed Reserve 10 — Revealed
Seed Reserve 11 70, −68 Revealed
Seed Reserve 12 — Revealed
Seed Reserve 13 52, −56 Revealed
Seed Reserve 14 — Revealed
Seed Reserve 15 95, 30 Revealed
Seed Reserve 16 87, −36 Revealed
Seed Reserve 17 42, −29 Hidden
Seed Reserve 18 93, −79 Hidden
Seed Reserve 19 66, 32 Hidden
Seed Reserve 20 125, 35 Revealed
Seed Vault Prometheus 82, −65 Vault
Eden Cradle 167, 34 Vault, far south-east — the most remote authored POI. Three chambers, each behind its own authorization, and two separate power grids -- §7.10.8

Eight reserves have no published coordinate on the wiki (01, 02, 05, 07, 09, 10, 12, 14) — those are live gaps in the community atlas.

7.6 Resource, logistics and utility sites#

Location X, Y Notes
Helios Reserve Orion 53, 10
Helios Reserve Gemini 60, −26
Helios Reserve Draco 62, −62
Helios Reserve Lyra 120, 28
Refuel Outpost Gamma 47, −7 Central-west refuel
Refuel Outpost Theta 84, −45 Northern refuel
Refuel Outpost Delta 91, 38 Southern refuel
MCV-17 Dead Breath (Silo) 74, −74
MCV-12 Eternal Flame (Silo) 89, 47
Mother Statue — Culture-recovery site (statues); coordinate unpublished

Service Towers (SGS) — several require the Salvage Gyro:

Tower X, Y Gate / state
SGS-SW-115-3255 42, 15 (also reported as "The Spire of Command")
SGS-NE-114-1510 78, −15 Salvage Gyro only
SGS-NW-115-5100 62, −52
SGS-NW-150-6850 16, −44 Hidden, Salvage Gyro only
SGS-NE-115-4600 91, −43 Salvage Gyro only
SGS-SE-145-6950 131, 30
SGS-E-81-6660 135, −15 Hidden, Salvage Gyro only
SGS-S-150-6300 81, 60 Hidden, Salvage Gyro only

Spires (wiki pages exist for all three; only one coordinate published):

Spire X, Y Notes
The Spire of Command 20, 46 (conflicting: also given as 42, 15) Wall carvings; 9 gold ore, 3 titanium ore, 2 small petrol canisters (400 L total), 2 decoy deployed pods; memories: meditation book + compass; samples 604, 641. "You are not safe on the cliff sides"
The Spire of Exodus — Coordinate unpublished
The Spire of Industry — Coordinate unpublished

7.7 Caves (9 — all hidden)#

Entrance hints are the wiki's own wording; expect to hunt a seabed boulder or plateau at the coordinate.

Cave X, Y Depth Entrance hint
First Whisper 9, 6 80 m East side of the boulder
Deep Silence 49, −20 165–168 m Bottom of a canyon-like area
North Lantern 55, −82 60–66 m Top of the boulder — a steel structure is visible
South Echo 73, 38 94 m In the depression NE of the boulder
(Unnamed Cave) 80, 4 115 m West side of the Lincoln Grave boundary
The Fourth Chamber 109, −34 120–150 m Top of the plateau
Grey Mouth 110, 4 196 m (deepest) North side of the NE corner of the boulder
Twin Tide 110, 27 97 m NE side or N side of the boulder
Far Horizon 133, 54 137 m NE side of the boulder faces Exodus Station

7.8 Quarantine Stacks (4) — the far-NE cluster#

Stack X, Y
Quarantine Stack Chorus 145, −32
Quarantine Stack Amen 146, −38
Quarantine Stack Dawn 149, −46
Quarantine Stack Aurora 159, −38

A tight 15×15-unit (≈1.5 km) diamond — a distinct destination worth one dedicated voyage rather than four.

The ore district [researched 2026-09-01: mined mesh census + wiki + Steam; not yet walked first-hand]. Minable ore in this game is mineral clusters -- the mined static-mesh set is SM_MineralCopper / Iron / Gold / Titanium / QuantumCrystal (plus _Large variants), Titanium_Hematite, QuantumCrystal_Rutile, Chromite_Large, Graphite_Large and Cobolt, under AssetSets/Items/Ore [datamined] -- and they sit on spires and mountain peaks that break the surface, and at those peaks' underwater bases. The densest concentration is this cluster and the Rocky Islands around it (Chorus; Amen -- a Steam poster puts it at 149, −36 against the wiki's 146, −38; Dawn; Aurora's statue mountain, with 9 deposits at its base), plus The Spire of Command (9 gold + 3 titanium ore, §7.6).

Question Answer Confidence
How do you find ore? By eye. Telescope from the top of the Lazarus Complex looking NE (a community post also names "FLO" -- undecoded -- and the Nomads Tower as vantage points) for peaks; quantum crystal glows fluorescent green on the spires Reported (community)
Does sonar mark it? No source says so. Scan-50 Sonar is "shallow finder sonar for navigation and local surveying below the seabed"; Deep Scan-500 (T23 / 4 SP, Signal Chain gate) is sub-bottom imaging that reveals hidden voids and structures (seed reserves), not deposits [datamined descriptions] Confirmed (descriptions)
How do you mine it? Dismantle Tool on reachable deposits -> nuggets -> Recycler 1:1 (doc 09 §2.3). Deposits you cannot reach on a spire: shoot them down with the rifle or sniper ("shoot them down off the spires"); the Salvage Gyro reaches the summits ("mined from top to bottom while standing on them") Reported (community)
Does it respawn? Conflict. The corpus (doc 09 §3) carries fixed nodes, no regrowth; a Steam thread, "299 Titanium Per Hour" (2026-05), reports that the in-water deposits at Amen respawn on every save load -- a save / quit / continue loop (4 deposits per ~100 s, later 23 ore per 277 s cycle), with mixed results at Amen after Update 04 UNVERIFIED -- Gaps
Quantum Crystal Keep it as nuggets, in its own box -- decay / vanish bug reports (2026-02/03); also 1 per T4 human launched (the capsule loot table rolls QC x1, Carbon Fiber x10, Titanium x10 -- doc 23 §3.2) Reported / datamined

Alternatives to the district: shark hunting (titanium and the nanite tier, doc 06 §7.9) and the Recovery Grinder (T23). Mining doctrine and the nugget economy live in doc 09 §2.3; this section only says where.

7.9 The NDNS node network — the world's spine#

The NDNS ("Nocturne Detection Node") sites are laid out as two perpendicular straight chains crossing at approximately (70, −2) — the Lazarus Complex's position. This is the single clearest geometric structure in the world and the best mental scaffold for the map.

East–west chain (Y ≈ −2), west → east:

X Y State
−70 −2 Hidden
−10 −2 Hidden
29 −2 Revealed
55 −2 Revealed
(69) (−2) Lazarus Complex
84 −2 Revealed
110 −2 Hidden
150 −2 Hidden
210 −2 Hidden

North–south chain (X ≈ 70), north → south:

X Y State
70 −142 Hidden
70 −82 Revealed
69 −42 Revealed
69 −17 Revealed
70 14 Revealed
70 38 Hidden
70 78 Hidden
70 138 Hidden

Note that the chains' outermost nodes (X = −70 and 210; Y = −142 and 138) sit well outside the dense content band — roughly 6–14 km beyond it — and are all flagged hidden. Whether they are reachable content or map-data placeholders is UNVERIFIED; that they exist as catalogued entries suggests the network is meant to extend past the current authored region.

What an NDNS node is on the ground [researched 2026-09-01; first-hand 2026-09-01]. They are not ore and not dive sites. Robert dove NDNS-NODE 110-2 to ~200 m and found only non-interactive rock -- because the node is a tiny surface installation: "a tiny room above the surface" (community; the same poster adds that 150, −2 is the only node with more than that). Internally the sixteen are keyed Growth_Container_N in ST_Locations (110, −2 is Growth_Container_5; assets DA_Location_Growth_Container_01..16, map icon Indicator_GrowthContainer) [datamined] -- "growth container" is the developer's name for the hut, not a mechanic you can use. Each hut: one small solar panel mounted on its side (repair it to power the door), a Roller Boi turret guarding it, and a sliding door opened by click-holding LMB and pushing it up (known jams: slimes behind the door -- flame or shoot them, hit the door, or save-and-reload). Inside: scrap, dead biomass, memories and Red Slime. The wiki stub for 110, −2 lists Roller Boi + Red Slime and the memories Plans, Tommy, Where's Tommy. 110, −2 sits 41 units due east of the Lazarus Complex on the Y = −2 line and is Hidden (not beacon-revealed). The nodes' in-fiction purpose is a Data Log (NOCTURNE DETECTION NODE PROJECT) -- story, doc 04's business. An enemy egg-sack asset, DA_EggSack_NocturneNematodes, shares the naming family [datamined].

7.10 Site interiors and routing, documented first-hand (2026-08-28 → 2026-09-01)#

Provenance. Everything in this subsection was seen in Robert's own run and outranks wiki description for the same sites (hierarchy: first-hand > save/datamine > wiki > guide). Entries tagged [beta-era] were observed on the Update 5.5 "Deck Drop" public beta (0.8.5.650920, buildid 24990438, UE 5.8.1) -- see §10.1. No coordinate in the §7 atlas was changed by this pass; these are contents and route notes only. Scope discipline: mechanics, coordinates and taxonomy only -- story content for these sites lives in docs 04/17, not here.

7.10.1 Navigation Beacon 49 (33, 6) -- the Security-III basement

The Tier 3 Basement Door the wiki lists is a real gated interior, and it has now been opened first-hand 2026-08-29, beta-era:

Finding Detail
Contents Two "Aged Lazarus Vial" derelict vessels
Salvage class Premium -- Ultra Tech Scrap
Density The richest interior Robert had opened at that point

Routing doctrine this validates: the standing practice of registering every locked door you pass and revisiting it once the tier opens paid off here on the very first Security-III room. INFERRED (one instance, do not over-read): Security-III interiors sit in the top scrap-density band and are worth a dedicated return trip rather than an opportunistic one. Recorded as a gate row in §8.

7.10.2 Exodus Station (125, 48) -- the launch site's working interior

first-hand 2026-09-01, beta-era The station is a repair-and-plumb site, not just a pad:

Feature Note
Ignition vent shafts Enterable tunnels, and they hold cocoon colonies -- a ranchable bio source. Cross-ref docs/06-ocean-weather-hazards-threats.md for cocoon behaviour and clearing; the routing point here is that the launch site has a renewable bio-material feature built into it
Sabatier reactor On site
Methane + oxygen tanks On site
4 water pumps To repair -- a concrete restoration task list for the site

Routing consequence: Exodus is a destination you return to and improve, not a one-visit objective. Budget a restoration trip (repair tool + materials) separately from the delivery trip.

7.10.3 Central Warehouse Alpha (66, 22) -- the Update 5.5 container site

[beta-era] The warehouse holds the MOSES Field Reserve containers granted by the Update 5.5 questline of the same name. That makes the site a content location in two updates (Update 01's warehouse secret, Update 5.5's container program). The questline's trigger is undocumented -- see Gaps. Quest detail belongs to docs/17-quest-compendium-walkthrough.md §12.6.

7.10.4 Lazarus Complex (69, −2) -- the overlook office container actor

first-hand 2026-08-28 The overlook office inside the complex contains an Empty Human Seed Container: a world actor of the grab-carry class (cannot be taken into inventory -- the same transport class as a Human Seed), 100% durability, gold under-glow, a gasketed circular top port, a side viewing window, and it accepts a power cable.

Recorded here as a map/site landmark only. What it does is unresolved and contested -- the shipped strings tie it to a retired questline path -- and the full open question lives in docs/17-quest-compendium-walkthrough.md and docs/18-humans-memories-professions.md Gaps.

7.10.5 "Yellow Platform Omega" -- a POI name with no site

first-hand 2026-09-01, beta-era The name appears in quest text and nowhere else -- no wiki page, no guide, and no hit in the shipped 0.8.0 string tables (absence-checked this pass). No coordinate exists. Logged as an UNVERIFIED entry in §7.1 so the name is searchable when it next appears, and as a bounty in Gaps. Its relationship to Platform Omega (90, 6) is unknown; the shared word is not evidence.

7.10.6 The seed-mission route order -- investigation site before the vault

first-hand 2026-08-30, beta-era Mechanically, the first seed run is two legs in a fixed order, and getting the order wrong costs a voyage:

Leg Site Coordinates Note
1 Norfolk Grave -- the submerged investigation site 59, −41 ~45 m dive, matching the wiki's "underwater structures at 45 m" for this site. first-hand a Pressure enhancer at 70 made it a non-event
2 Seed Vault Prometheus 82, −65 The vault itself

Bearings and distances (derived from the §7 atlas at the §2 rule of thumb, 1 unit ≈ 100 m -- treat as ±20%):

Leg Δ Bearing Distance
Lazarus Complex (69, −2) → Norfolk Grave (59, −41) −10 X, −39 Y NNW ≈40 units ≈ 4.0 km
Norfolk Grave (59, −41) → Prometheus (82, −65) +23 X, −24 Y NE ≈33 units ≈ 3.3 km
Lazarus Complex → Prometheus, direct +13 X, −63 Y N-NE (overwhelmingly north, slightly east) ≈64 units ≈ 6.4 km

Two routing notes that fall straight out of the geometry:

  1. Refuel Outpost Theta (84, −45) sits about 6 units (≈600 m) east of the direct Lazarus→Prometheus line -- close enough to treat as on-route, and it is also close to the Norfolk→Prometheus leg. It is the fuel anchor for the whole seed run.
  2. Navigation Beacon 15 (69, −53) reveals both sites and sits between them on the X≈70 north-south chain. Power Beacon 15 first and the entire two-leg run becomes marker-following instead of coordinate-hunting (§4). This was already inferred in doc 17 from reveal data; the first-hand run confirms it is the right order.

7.10.7 Black Vein Station (49, −70) -- the oil rig, cleared first-hand 2026-09-03, 5.5-era

The only renewable oil source in the game (doc 09 §7.9), now Robert's forward production site. Layout and mechanics from the clear; the hazard side is doc 06 §7.11.

Feature Note
Approach Sea mines on the way in -- clear them before docking (doc 06 §6)
Dock Below a helipad; the helipad carries the site's cocoon nest, high above the dock and out of the boat's sightline
Elevator Down from the dock level to the working platform. Dead on arrival -- bring a battery to hook up before you can use it
Working platform Where the rig's production lives. Robert built batteries + solar + a few turbines there so the elevator never dies again
As built first-hand 2026-09-04, 5.5-era 26 Medium Batteries (156 kWh) hung inside the rig plus one at the site power input; 10 LumiMax + 6 Typhoons (~90 kW cycle-average; four Typhoons to be swapped for LumiMax, two kept as storm insurance); platform: 6 Oil Tanks (12,000 L) on the pump, oil and electricity piped down the rig; dock: two Distillation Towers (120 kW, 40,000 L/h intake) with 3 diesel / 3 oil / 3 petrol buffer tanks, so the boat pulls up and refuels without a trip to the platform; the helipad nest lit. First batch in one visit: 200 Stainless Steel (one 2,000 L oil tank + 200 iron through a Fabricator's oil port), the hull tank + 8 diesel barrels, 3 petrol tanks. Sizing and doctrine: doc 10 §9.6
Samples on site Holograms 013 Last Shift (top of the elevator), 014 Still Pumping (northern building roof), 015 Burner Light (main deck by the southern building), 123 The Fire That Wouldn't Die (oil pump room) -- Camera Drone (§4.2)
Pre-built 2 oil, 2 diesel, 2 petrol tanks (wiki, Confirmed) and the Oil Pump -- a fixed installation, not craftable, that "requires only power and oil storage to run" (wiki)
Power Pump draw ~60 kW (Reported, community); a Distillation Tower alongside it is another 60 kW (Confirmed, doc 10). The boat bank alone runs the pump for ~40 min -- bring generation. The wiki recommends a Medium Battery + solar at the site for the elevator. Sizing arithmetic: doc 10 §9.6
Cable runs Down the lift wall with a connector every ~14-19 m (community-standard; doc 10 §4.7)
Known failures The pump stops when any downstream tank is full or when underpowered, and occasionally at random (power-cycle / reconnect); an open cable end on a live oil line dumps oil into the sea -- build the tank chain first, power the pump last (docs/ref/flow-research/fuel.md §4.5)
Pump output Unpublished -- the circulated 3,600 L/h is the tower's petrol rate, not the pump's (fuel.md §6 conflict 10). Time one empty 2,000 L tank: Gaps
Enemies Wiki: Green/Orange Cocoons, green crawlers, Mosquitos, pink and red slimes, an ArchAngel. First-hand: Angels sniped from the deck; Mosquito swarms from the helipad cocoons; both slimes at once; green crawlers inside (doc 06 §7.11)
Doctrine Distill at the rig, sail home with diesel (oil is worth half its volume in diesel since Update 5.0 -- doc 09 §7.9); keep oil meant for Stainless Steel in tanks off the tower line (doc 09 §2.1)

7.10.8 Eden Cradle (167, 34) -- two power grids and one inlet console [community (Steam, 2026-05/06) + first-hand 2026-09-02, 5.5-era]

Robert's cable from the top of the site lost power about three-quarters of the way down the elevator shaft, and a run to the bottom found no inlet -- which is the site's designed layout, not a bug:

Fact Detail Confidence
Two grids The outside / top power building feeds the top and the elevator (the elevator draws from the room above it). The tunnels below are a separate grid with their own inlet console deep inside Consensus (two Steam threads, "Eden cradle power" 2026-06 and "eden cradle POWER problem" 2026-05) + first-hand
Finding the console From the elevator platform at the bottom: the entrance is behind and to the right of the platform, then right, then left (one poster: right-hand door from the elevator, keep right to a large table room, door on the left of that chamber). There are two similar control rooms -- use the one with the slope down. "One console that plugs in, it's the only one you start with to unlock everything else"; one player found a large battery module already sitting in there Reported (two independent descriptions agree)
The standard fix Run cable from outside down the staircases beside the elevator, not the shaft, to that power room -- an extender every 20 m (doc 10 §9.1). Alternatives: a local generator or Medium Batteries at the bottom, or the boat as a plug-in battery Consensus
Load The complex draws ~2.5 kW, and the elevator is a large transient Reported
Chambers Three, each opened by its own authorization; a final room opens only after all three (its contents and the quest side: doc 17 §11, spoiler-fenced). Roughly 36 seeds across the chambers, no diving (doc 23 §1.9) First-hand (structure) / Reported (count)
Enemies The wiki roster (doc 17 Q32) plus, first-hand, three Angels over the vault -- sniped at ~4-6 rounds each (doc 06 §7.3) First-hand

Routing consequence: budget the cable for the staircase route before you sail, and treat the elevator as a separate consumer on the top grid.

7.10.9 Platform Omega (90, 6) -- the shark pens and the Jonah chamber [mined 2026-09-05/06 + community 2026-03..07; first-hand pending]

What the site is. The wiki page is a stub (its text is a Warehouse Alpha copy-paste). The site is bound to two quests, Omega Nursery (doc 17 Q43) and Project Jonah (doc 17 §11), and it is the Ascension handshake platform -- whether §7.10.5's "Yellow Platform Omega" is this site is still unconfirmed by any coordinate. About 2 km south-east of Lazarus (69, −2); revealed by the Lazarus relay (Q12). Enemies: cocoons ×3, Talon Shipsharks (they spawn here); 17 memories and sample 126 on the wiki list.

Feature Detail
The pens Three bays with billboards naming the shark type each wants (Bay 1 Ram ×4, Bay 2 Talon ×2, Bay 3 Laser ×1 [R]); gates need power and open per bay; two locked towers hold the payout. Bay 1 may already contain two Ram corpses
The Jonah chamber Below the platform: a ladder down to the lower tunnels, a room with the pod slot for the authorizing human, then a lever by the hangar window; a shutter (the "whale room" door) is the quest's first trigger
The whale pen The summoned whale surfaces and idles at the platform; side docking points let you climb onto its back, where the oil extraction point and the charging socket are. Keep the boat off its hull -- collision damage
The other whales Three exist (community): Omega; ~2 km west of Lazarus near (50, 1) between Refuel Outpost Gamma and Helios Reserve Orion; ~1.2 km from Exodus near (119, 38). Positions vary, they render only within ~15 m, and a save/reload may spawn one. The boat cannot tow one (the mooring pulls the boat in), but players relocated one to Lazarus with the Gyro's hook cables

Doing the two quests -- corpse wrangling, the gate rules, the completion bug, the whale cycle and its bugs -- is doc 17's; the towing mechanics are doc 06 §7.12; the oil economics doc 09 §2.5 and doc 10 §8.5.


8. Region progression and gating#

There are no named regions, so "progression" here means what stops you reaching a given coordinate or interior. Five gates are documented:

Gate What it blocks Confidence
Fuel range The dominant early gate. Long voyages are fuel budgets; the 3 Refuel Outposts (Gamma 47,−7 · Theta 84,−45 · Delta 91,38) are the logistics triangle that turns the far map into day trips. Players quote tank counts as the unit of range ("14 oil tanks almost full at 105 km out") Confirmed (behavioural, community)
Map knowledge Without a powered Navigation Beacon you don't have the marker; without the marker you're coordinate-hunting by hand. Beacon 49 (west) is the first key and is quest-granted Confirmed
Depth / pressure Crush damage past ~100 m gates the deep caves (up to 196 m) and undersea seed capsules until diving capability improves Reported
Vehicle / tool capability Salvage Gyro (Update 04, 2026-05-14) is required for 5 of 8 Service Towers and has a Gyro Deck Boat Extension landing pad (Update 05). Jet Ski (Update 02, 2026-02-11) and Water Jets (Update 05) extend reach. Tier 3 Basement Doors gate interiors Confirmed
Security-III doors (the locked-interior class) Locked interiors are not decorative and not empty. first-hand 2026-08-29, beta-era the Beacon 49 basement behind one turned out to be top-band scrap density (two derelict vessels, Ultra Tech Scrap). Routing doctrine that paid off: keep a register of every locked door you pass and revisit it once the tier opens -- the class reliably repays the return trip. §7.10.1 first-hand, single site so far -- the "SecIII rooms are top-band" generalisation is INFERRED from one instance
Story flags Late story progress mass-unlocks a POI family — see the spoiler fence below See below

SPOILER — mid/late story geography

All underwater Seed Capsules unlock after charging the transmitter at The Last Listener Station (115, 11) — community report that "all underwater capsules unlock after completing the current storyline (after you charge transmitter at last listener)". Practical consequence: the undersea seed-recovery phase is a post-Last-Listener activity, so don't grind for deep capsules before that beat. Some capsules remain unreachable regardless — "some capsules are too deep, and some capsules are unavailable due to blocked entrances" (reported; likely Early Access incompleteness).

Story-critical geography, spoiler-light: the Lazarus Complex (69, −2) — the "Hall of Humanity" — is the world's structural and narrative centre and doubles as a beacon; The Last Listener Station (115, 11) is the transmitter site to the east; Exodus Station (125, 48) sits far south-east; and Eden Cradle (167, 34), the far-east seed vault, is the Update-05 Project Eden endpoint. Research Outpost Theta-9 (Update 05) is a sealed facility built to study Roth's Anomaly. The broad arc runs west-to-east: start at Sanctuary Dock 37 (11, 8), open the west with Beacon 49, work the centre around Lazarus, then push east.

Update 05 also added a whale questline — "Project Jonah" — with "a new whale encounter, related objectives, rewards, lore entries, and a dedicated summoning location" — i.e. there is a fixed world site where the whale is summoned. (Questline name confirmed on the official Update 05 announcement. Settled 2026-09-05 from the mined quest asset: the summoning location is Platform Omega (90, 6) -- the Jonah control chamber below the platform; §7.10.9.)


9. Environmental conditions that affect navigation#

Owned in depth by the survival/hazards doc; recorded here for routing.

Element Status
Storms and lightning Added Update 02 "Ocean: The Final Frontier" (2026-02-11) — storms and lightning rods. Update 05 shipped "improvements to storms, waves, visibility, and spawning behaviour"
Waves Upgraded wave system in Update 05
Visibility Explicitly part of the Update 05 weather pass — weather degrades navigation visibility
Night Night vision added in Update 01 "Last Humans" (2025-12-16)
Enemies at POIs Hostiles exist and the wiki's Mechanics page documents Enemy Behavior as a core system; Field Binoculars exist specifically to "spot animalities from a safe distance". Sailing is not automatically safe travel
Sea Mines near the start The wiki notes Sea Mines on leaving Sanctuary Dock 37, which "gently guide the player in the direction of the Habitat Node" — i.e. the opening route is soft-fenced by hazards, not by an invisible wall

10. Content timeline — which update added what to the world#

Useful for judging whether an old guide is stale. Stale-guide risk is high: five major updates since launch.

Update Date World / exploration content
Early Access launch 2025-11-06 Base world, boat, beacons
01 — Last Humans 2025-12-16 Story quests, new vehicle, night vision
02 — Ocean: The Final Frontier 2026-02-11 Jet ski, exploration expansion, boat customization, storms + lightning rods
03 — Curiosity Wakes 2026-03-19 Orbital contact, new threats, companions
3.5 — Shadow Drop 2026-04-15 Photo Drone, PECO minigames
04 — Below Us 2026-05-14 Salvage Gyro (air traversal) — gates 5 Service Towers
05 — New Horizons 2026-06-25 (0.8.0.612115) Research Outpost Theta-9 ("a sealed facility built to study Roth's Anomaly"), cave paintings (scannable), statues, Project Eden (samples → modules → "send discoveries to space"), Project Jonah whale questline + dedicated summoning location, TideRipper™ Hand Jets / Water Jets — two unlockable versions, Gyro Deck Boat Extension (mobile landing pad for the Salvage Gyro), PECO Grid Scan 2000, improved weather (storms, waves, visibility, spawning behaviour), improved underwater visuals/lighting/transitions
05 Hotfix 1 — (0.8.0.612211) Seed tree loading, physics sleep, rocket quest freeze, backpack tools
05 Hotfix 2 — (0.8.0.612251 — the installed build) Quest fixes, memory stability, keybinding menu display

10.1 The [beta-era] provenance rule (added v1.1.0)#

This document's version anchor remains 0.8.0.612251. Robert opted into the Update 5.5 "Deck Drop" public beta on 2026-08-29 and has been playing 0.8.5.650920 (Steam buildid 24990438, UE 5.8.1) since. Observations dated 2026-08-29 or later are therefore beta-era and are tagged [beta-era] wherever they appear.

Rule Detail
The anchor does not move ~~5.5 is unreleased.~~ 5.5 shipped to the public branch on 2026-08-31 (Shadow buildid 25056839) -- but the re-anchor is a separate batch. Nothing here is re-anchored to 0.8.5.650920, and the §10 timeline above deliberately has no 5.5 row
[5.5-era] (added v1.2.0) Observations from 2026-09-01 onward are on the live 5.5 public build and are tagged [5.5-era] (§7.10.7, §7.10.8). Same rule as [beta-era]: recorded, not adopted, until the next-patch batch re-anchors the corpus
Beta findings are recorded, not adopted They may not describe the shipping build. Treat a [beta-era] claim as provisional until 5.5 ships and is re-verified
The 0.8.0 datamine cannot check them data/datamine/parsed/ is mined from the 0.8.0 install. Beta-only strings ("Yellow Platform Omega", "Field Reserve", "Still Listening", "Deck Drop") return zero hits there -- absence-checked 2026-09-01. That is the expected result for genuinely new content and is not evidence against the observation
Beta-era entries in this document §7.10.1 (Beacon 49 basement), §7.10.2 (Exodus interior), §7.10.3 (Warehouse containers), §7.10.5 ("Yellow Platform Omega"), §7.10.6 (seed-route order), the §7.1 and §7.2 notes pointing at them, and the §8 Security-III gate row

11. Practical routing notes for a fresh run#

  1. You start at Sanctuary Dock 37 (11, 8) — the extreme west of the authored map. Everything else is east of you.
  2. First voyage target is Navigation Beacon 49 (33, 6), ~2 km east, granted by Voyage into the Unknown. Power it up: it is the entry node of the whole reveal graph and opens the west.
  3. Habitat Node 06-3.5 (23, 4) is directly on that route and is the natural first collectible stop — and you are nudged toward it: the wiki notes Sea Mines on leaving Sanctuary Dock 37 "gently guiding the player in the direction of the Habitat Node". Read the mines as a route hint, not a wall.
  4. Refuel Outpost Gamma (47, −7) is the first fuel anchor going east — establish it before committing to long hauls.
  5. Learn the spine: Lazarus Complex (69, −2) is the crossing point of both NDNS chains. If you remember one coordinate, remember 70, −2; almost everything else is a bearing off it.
  6. Remember Y is inverted. Chasing a coordinate with a negative Y means heading north.
  7. Don't prospect the void. Beyond the beacon-covered band there is nothing; the empty east past Dover Grave (136, 35) and the far NDNS nodes are almost certainly future content.
  8. Save deep dives for later. Sub-100 m sites need pressure capability; the underwater seed capsule campaign is gated behind a story beat (§8, spoiler-fenced).
  9. Use custom coordinate markers aggressively — for hidden sites (all 9 caves, most NDNS nodes, 4 seed reserves) the wiki coordinate + a custom marker is the only practical approach.
  10. Clear markers between runs so the HUD stays readable (bulk-clear key reported as J — verify in your keybinding menu).
  11. Let the dashboard do the maths. The boat's map readout gives live distance in metres to every location and a degree heading compass (0 N / 90 E / 180 S / 270 W), plus fuel use per hour — plan range off those instruments rather than off the coordinate grid, whose square size the game never states.
  12. The origin is not the middle. (0, 0) sits ~1.5 km north-west of your starting dock, so essentially the whole game is at positive X and you travel east across the run.
  13. Keep a locked-door register, and revisit it. Every Security-III / Tier-3 door you sail past is a deferred POI, not scenery. The doctrine paid off first-hand at Navigation Beacon 49 (33, 6), whose basement turned out to be top-band salvage (§7.10.1). Note the coordinate and the door, and sweep the register whenever a tier opens -- it converts backtracking from a chore into a planned high-yield run.
  14. The northern seed run is two legs, in order: Norfolk Grave (59, −41) then Prometheus (82, −65). Power Navigation Beacon 15 (69, −53) first -- it reveals both -- and use Refuel Outpost Theta (84, −45) as the anchor; it sits ~600 m off the direct line. The first leg is a ~45 m dive. Full geometry in §7.10.6.
  15. Black Vein Station (49, −70) is a sortie, not a stop. Clear the sea mines, expect Angels and handle them from the deck, then strip to health-and-offense and sprint the base for the helipad nest; bring a battery for the elevator (§7.10.7, doc 06 §7.11). Once held, it is the oil, diesel and -- with a Fabricator and an Oil Tank on its oil port -- Stainless Steel station (doc 09 §2.1).
  16. Ore is in the north-east. The Quarantine Stacks diamond and the Rocky Islands around it are the ore district; find deposits by eye from a height, shoot down what you cannot reach, and keep Quantum Crystal as nuggets (§7.8).

Gaps & Unverified#

  • Map scale is not established. The ≈100 m/coordinate-unit figure in §2 is derived, from three approximate distance statements that disagree by ±20 % (73 / 91 / 110 m per unit). No official, wiki, or in-game legend states the grid square size — players actively complain about this. Treat all km conversions in this doc as approximate. (The boat dashboard's live metre readout to every location is the reliable substitute in play.)
  • Named regions and biomes: none found. The wiki uses only compass-sector prose; its Mechanics page mentions "oceanic biomes" generically without naming any. Whether the game itself names regions or biomes anywhere (map legend, data logs, quest text) is unconfirmed.
  • Fast travel: no evidence either way. No source described a fast-travel system; no source explicitly ruled one out. The wiki has no Fast Travel page (confirmed 2026-08-24 against Special:AllPages, which does cover the F range) — weak negative evidence, not proof.
  • Fog-of-war mechanics were characterised from reveal-behaviour descriptions on individual wiki pages. The wiki's Mechanics page was fetched this pass and says nothing about the map, discovery, fog-of-war, beacons or scanning — it covers Vitality, Internal Battery, Falling, Inventory, Crafting, Leveling, Tools/Equipment, Enemy Behavior and the Boat. So whether the chart has any proximity-based reveal at all remains undocumented.
  • Keybinds (E / J / Space) are UNVERIFIED. The wiki has no Controls page (confirmed against Special:AllPages) and the guide that supplied them returned 403 on both attempts. The mechanics (map computer, custom coordinate markers, anchoring) are confirmed; the letters are not.
  • Radio / signal-based discovery — the NDNS network, "The Last Listener", and the quest Signals from Silence are all signal-themed, but no triangulation/direction-finding mechanic was documented. Unresolved.
  • SGS-<sector>-<n>-<n> trailing numbers are undecoded. The Steam thread on it ended without an answer.
  • The Spire of Command coordinate conflicts — wiki page says (20, 46); the SGS-SW-115-3255 page and a Steam poster say (42, 15). Whether Spires and SGS Service Towers are the same POI family is unresolved. Coordinates for The Spire of Exodus and The Spire of Industry are unpublished.
  • Eight Seed Reserves have no published coordinates (01, 02, 05, 07, 09, 10, 12, 14). Research Outpost Theta-9 and the Mother Statue also have no published coordinates (the oil rig is Black Vein Station, 49, −70 -- §7.10.7; the whale summoning location is Platform Omega, 90, 6 -- §7.10.9, settled 2026-09-05). Add to that list (v1.1.0): "Yellow Platform Omega" -- a POI name with no coordinate from any source at all, §7.10.5.
  • Talon Offshore Proving Deck, Courier Sieve Node Facility, Platform Omega, Nomads Tower, The Maze (Transposium), Unlisted Tower are catalogued with coordinates but their contents were not researched this pass.
  • PECO Grid Scan 2000 — RE-CHECKED AND CORRECTED (v1.0.1). v1.0.0's "base/electrical grid analysis tool, not a world scanner" claim was not supported by the source it cited (that aggregator only says "a new scanning device in the PECO line") and is contradicted by the official announcement's "for scanning and discovery purposes". Its actual function is now UNVERIFIED — no reachable source describes what it scans. The wiki has no page for it.
  • ~~Replica Scanner, Photo Drone — plausible exploration tools; mechanics not established~~ RESOLVED 2026-09-05 (§4.2): the Replica Scanner scans paintings, statues and buildables on foot; the Camera Drone captures HoloMemory scenes. Still open: whether a HoloMemory scene shows any tell before the drone is up. Field Binoculars are established (§4.2): mid-range optics for spotting hostiles, Tier 8 unlock — not a mapping tool.
  • Far NDNS nodes (X = −70, 210; Y = −142, 138) — reachable content or map-data stubs? Unknown.
  • "Boat always wants to turn north" at extreme range — single-player report, unreplicated, possibly a physics artefact rather than a boundary system.
  • Wall maps in the warehouse hidden room — reported once; players said the red dots did not reliably correspond to visitable content. Function unconfirmed.
  • Source disagreement on world extent: the game presents an in-game world map showing "much larger explorable areas" than the current content band. Whether those areas are future content or purely decorative is speculation across every source that mentions it. Opened by the v1.1.0 first-hand pass (2026-09-01)

  • 🔴 "Yellow Platform Omega" has no coordinate and no second source. Seen once, in quest text, on the beta. Absent from the wiki, from every guide, and from the shipped 0.8.0 string tables. Bounty: get a coordinate, or establish that it is a sub-designation of Platform Omega (90, 6) rather than a distinct site. §7.10.5.

  • 🔴 What triggers the Update 5.5 "MOSES Field Reserve Program" questline. The container site is known -- Central Warehouse Alpha (66, 22) -- but the trigger is undocumented in the quest text itself. Leads: a PECO tab path and a Warehouse-expansion path; two YouTube guides exist and were not retrieved. [beta-era] §7.10.3.
  • 🟡 "Security-III interiors are top-band scrap density" is INFERRED from a single site. Beacon 49's basement was rich; that is one data point, not a class property. Test cheaply: open the next two Security-III rooms and compare. Until then the §8 gate row and routing note 13 are a working heuristic, not a rule.
  • 🟡 The Exodus Station vent-shaft cocoon colonies as a renewable bio source is unquantified. Confirmed present and enterable first-hand; the respawn rate, the yield per clear, and whether farming them is better than the boat net are all UNVERIFIED. Cross-ref doc 06.
  • 🟡 The Exodus Station restoration task list may be incomplete. Four water pumps, a Sabatier reactor and methane/oxygen tanks were seen; whether that is the whole site or the part Robert had reached is unestablished.
  • 🔴 The Lazarus Complex overlook-office container (§7.10.4) is catalogued here as a landmark only. Its function is open and its shipped strings point at a retired questline path. Owned by docs 17/18 Gaps.
  • 🟢 Closed by this pass: the Tier 3 Basement Door at Navigation Beacon 49 is no longer an unexamined interior -- contents documented in §7.10.1.

Opened / closed by the v1.2.0 pass (2026-09-03)

  • 🔴 Black Vein Oil Pump output (L/h) -- unpublished anywhere; the circulated 3,600 L/h is the tower's petrol rate. Time one empty 2,000 L Oil Tank from the pump (docs/ref/flow-research/fuel.md §7 test 4). §7.10.7.
  • 🔴 Does ore respawn on save load? One 2026-05 thread says the in-water Amen deposits do; the corpus carries fixed nodes. Test at Amen with a save / quit / continue cycle. §7.8.
  • 🟡 NDNS 150, −2 is "the only node with more than a tiny room" -- a single poster; what more is there is unknown. §7.9.
  • 🟡 The Eden Cradle inlet-console route is community-described, not yet walked first-hand. Robert's failed shaft run is consistent with it; the staircase route is the next test. §7.10.8.
  • 🔴 Pishon (the Eden build site) has no published coordinate -- "north-east of The Last Listener Station" is all any source gives (doc 23 §3.4).
  • 🟢 Closed: what an NDNS node physically is (§7.9); Black Vein's layout, pre-built tanks and elevator (§7.10.7); Eden Cradle's two-grid layout (§7.10.8). The "Angel or ArchAngel at Black Vein" question is doc 06's bounty 12, not this document's.

  • Fact-check pass (v1.0.1, 2026-08-24) re-verified: the version anchor, the full coordinate atlas (wiki Locations — every coordinate in §7 matched), the 78-page Category:Locations count, Human Seed totals, Nav Beacon 49 and Habitat Node 06-3.5 contents, The Spire of Command coordinate conflict (still unresolved — (20, 46) on its own page), Update 05 feature list, the inverted-Y convention, and the coordinate origin. Still not re-fetched: the wiki Quests/Story pages, ROTH'S ANOMALY, Research Outpost Theta-9, The Spire of Exodus/Industry, Pressure, Replica Scanner, the interactive Map page (still JS-rendered, still not extractable). TechRaptor and Neoseeker remain 403 and are permanently abandoned.

  • Research budget: the original pass hit the 35-operation cap. Not fetched: the wiki Mechanics page, the wiki Quests/Story pages, ROTH'S ANOMALY, Research Outpost Theta-9, The Spire of Exodus/Industry, Pressure, Replica Scanner, Oil rig, Salvage Gyro, the Steam guides index, the "Map mark and note" thread, and the two community interactive maps (both are JS-rendered and defeated WebFetch). SteamDB, TechRaptor and Neoseeker all returned 403 and were abandoned per protocol.

Sources#

All accessed 2026-08-24.

Ground truth (first-hand) - C:/last-caretaker/docs/ref/shadow-install.md — installed build 0.8.0.612251 / buildid 23962331 / UE 5.7.4; HUD and navigation setting keys (bInterfaceBoatCompass, bInterfaceHudLocators, bInterfaceWorldMarkers, bUseMetricUnitSystem)

v1.1.0 sources (2026-08-28 → 2026-09-01)

  • Robert's own play, 2026-08-28 → 2026-09-01 -- supplied every §7.10 entry: the Navigation Beacon 49 Security-III basement and its two Aged Lazarus Vial derelicts; the Exodus Station ignition vent shafts, Sabatier reactor, gas tanks and four water pumps; Central Warehouse Alpha as the MOSES Field Reserve container site; the Lazarus Complex overlook-office container actor; the "Yellow Platform Omega" quest-text sighting; and the Norfolk Grave (~45 m) → Prometheus route order with a Pressure enhancer at 70. Sessions from 2026-08-29 onward are on the Update 5.5 "Deck Drop" public beta 0.8.5.650920 / buildid 24990438 / UE 5.8.1 and are tagged [beta-era] -- see §10.1. The document's version anchor is unchanged.
  • C:/last-caretaker/data/datamine/parsed/display-names.json (0.8.0 mine) -- absence checks, all returning zero hits: "Yellow Platform", "Field Reserve", "Still Listening", "Memory for Aron", "Deck Drop". Expected for beta-only content; recorded so the negative is not re-derived.
  • C:/last-caretaker/docs/17-quest-compendium-walkthrough.md v1.1.0 §6.1, §7.1, §12.6 -- the quest-side owner of the seed-mission legs, the Ascension procedure and the Update 5.5 questlines that this document's site notes point at.
  • §7 atlas coordinates (unchanged, wiki-sourced 2026-08-24) -- the bearing and distance derivations in §7.10.6 are arithmetic over those existing coordinates at the §2 rule of thumb (1 unit ≈ 100 m, ±20%); no new coordinate was introduced by this pass.

v1.2.0 sources (2026-09-01 → 2026-09-03)

  • Robert's own play, 2026-09-01 → 2026-09-03 [5.5-era: the live public build, Shadow buildid 25056839] -- the NDNS-NODE 110-2 dive (rock only), the Eden Cradle shaft cable run that found no inlet, the three chamber authorizations and the final room, and the Black Vein clear (sea mines, deck-sniped Angels, helipad cocoons, both slimes, the dead elevator, the platform build-out).
  • C:/last-caretaker/data/datamine/parsed/ (0.8.0 mine) -- ST_Locations Growth_Container_01..16 keys, DA_Location_Growth_Container_*, Indicator_GrowthContainer, DA_EggSack_NocturneNematodes; the AssetSets/Items/Ore mesh census; the Scan-50 / Deep Scan-500 skill descriptions.
  • thelastcaretaker.wiki.gg -- the NDNs Node 110,-2 stub (Roller Boi + Red Slime; Plans, Tommy, Where's Tommy) · /Black_Vein_Station · /Oil_Pump (one sentence) · the NOCTURNE DETECTION NODE PROJECT data log (story, not relayed).
  • Steam: "Eden cradle power" (2026-06) and "eden cradle POWER problem" (2026-05) -- the two-grid layout and the inlet-console route; "299 Titanium Per Hour" (2026-05) -- the respawn-on-load report; the NDNS threads (Acido on 150, −2; the sliding-door and slime-jam tips); the Black Vein threads cited in docs/ref/flow-research/fuel.md §8.3.

Official - https://thelastcaretaker.com/news/ — full update timeline, launch through Update 05 - https://thelastcaretaker.com/news/2026-06-25-the-last-caretaker-launches-update-5-new-horizons-new-progression-paths-exploration-systems-tools-storyline-and-major-improvements/ — Update 05 feature detail - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ — Update 5.0 New Horizons patch notes (0.8.0.612115)

Community wiki (thelastcaretaker.wiki.gg) - https://thelastcaretaker.wiki.gg/wiki/Locations — location index - https://thelastcaretaker.wiki.gg/wiki/Special:Export/Locations — full coordinate table (the atlas source) - https://thelastcaretaker.wiki.gg/wiki/Category:Locations — 78-page location taxonomy - https://thelastcaretaker.wiki.gg/wiki/Navigation_Beacon_49 — beacon reveal mechanics, contents - https://thelastcaretaker.wiki.gg/wiki/Habitat_Node_06-3.5 — reveal-by-beacon confirmation, habitat loot profile - https://thelastcaretaker.wiki.gg/wiki/The_Spire_of_Command — spire contents, conflicting coordinate - https://thelastcaretaker.wiki.gg/wiki/Compass — confirms Compass is a memory item, not the nav UI - https://thelastcaretaker.wiki.gg/wiki/Maps — confirms Maps is a memory item - https://thelastcaretaker.wiki.gg/wiki/Map — DataMap page (interactive, JS-rendered; not extractable) - https://thelastcaretaker.wiki.gg/wiki/Boat — (v1.0.1) dashboard instrumentation: coordinate format xx.x : yy.y, "0.0:0.0 is about 1.5km NW of Sanctuary Dock 37" (the origin fix), compass heading degrees, live distance-to-all-locations in m, fuel use/hour, throttle %, 2 anchors - https://thelastcaretaker.wiki.gg/wiki/Mechanics — (v1.0.1) core systems list; confirms pressure→vitality loss and Enemy Behavior; confirms the page says nothing about map/discovery/fast travel - https://thelastcaretaker.wiki.gg/wiki/Human_Seed — (v1.0.1) 85 seeds total (20×4 + 5 in Prometheus); seeds cannot be inventoried - https://thelastcaretaker.wiki.gg/wiki/Field_Binoculars — (v1.0.1) "mid-range scanning… spot animalities from a safe distance", Tier 8 - https://thelastcaretaker.wiki.gg/wiki/Special:AllPages — page inventory; (v1.0.1) confirms no Controls and no Fast Travel page (page-existence evidence for Pressure, Replica Scanner, NOCTURNE DETECTION NODE PROJECT, ROTH'S ANOMALY, the three Spires, Oil rig)

Steam community - https://steamcommunity.com/app/1783560/discussions/0/572668060972064913/ — "How to understand the coordinates?" (inverted Y axis, SGS format, nav computer input) - https://steamcommunity.com/app/1783560/discussions/0/689747579780571101/ — "how big is the map anyway?" (infinite ocean, beacon-bounded content) - https://steamcommunity.com/app/1783560/discussions/0/689747912977132538/ — "end of map" (160 km / 250 km runs, infinite-render explanation) - https://steamcommunity.com/app/1783560/discussions/0/690871156198199524/ — "Map Size" (coordinate −650, 35 km / 105 km runs, warehouse wall maps) - https://steamcommunity.com/app/1783560/discussions/0/690870825661950203/ — "Finding underwater locations?" (crush damage past 100 m, sinking glow sticks, depth hunting) - https://steamcommunity.com/app/1783560/discussions/0/681860127366711298/ — "Seed Reserve 07 is under the ocean floor" (seabed ~250 m, capsule +60 m, post-transmitter unlock)

Press / aggregators (secondary) - https://bleedingcool.com/games/the-last-caretaker-has-launched-update-5-new-horizons/ — Update 05 summary - https://thelastcaretakergame.org/blog/update-5-new-horizons-guide — PECO Grid Scan 2000 characterisation (secondary, flagged for re-check) - https://www.neoseeker.com/the-last-caretaker/First_Voyage — "~2 km to Navigation Beacon 49", anchor with Space (search-snippet only; page returned 403) - https://techraptor.net/gaming/guides/last-caretaker-boat — map computer, markers, E/J keys (search-snippet only; page returned 403) - https://en.wikipedia.org/wiki/The_Last_Caretaker — general game framing

07

Ships, Vehicles & Seafaring

Version anchorEarly Access 0.8.0.612251 = Update 5.0 "New Horizons" Hotfix 2, released 2026-06-29 (Update 5.0 itself shipped 2026-06-24; Hotfix 1 = 0.8.0.612211 on 2026-06-26), Steam buildid 23962331, verified as the current live build first-hand from the installed game on 2026-08-24 (docs/ref/shadow-install.md). Still the newest build as of 2026-08-24 -- the Steam news feed shows no update after 5.0.
31 claims checked9 corrections11 unverifiedverifier verdict

The doc is now highly reliable: every load-bearing number I could test held up first-hand -- all 13 boat hull specs, all 9 cylinder recipes, all 23 skill-tier placements, the Skimmer, Gyro and DONK-Lift stat blocks and recipes, the Vessel of Tomorrow quest rewards, the 37-style/4-zone paint system, and every Update 3.5 and Update 04 change it cites verified verbatim against the wiki and Steam patch notes. The eight fixes were concentrated in dating/provenance (hotfix dates, the Update 02 build chain, a Decoy Pod/Grenade naming slip, an arithmetic error in the Gyro recipe header) plus one genuine over-claim -- the sonar's name and Human Seed function, now demoted to UNVERIFIED. Caveat: this session's WebSearch budget was exhausted before I started, so verification ran entirely on 16 direct WebFetch calls against known-good canonical URLs (thelastcaretaker.wiki.gg, steamcommunity.com patch-note threads, thelastcaretaker.com news); I could not run open-ended searches to hunt for sources the doc had not already cited.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

[beta-era] tag, read this before using any 2026-08-29+ observation. Robert opted into the Update 5.5 "Deck Drop" public beta on 2026-08-29 (0.8.5.650920, Steam buildid 24990438, UE 5.8.1). The document stays anchored at 0.8.0.612251 -- the beta is not the corpus baseline. First-hand observations made on or after 2026-08-29 are tagged [beta-era] and may not describe the live 0.8.0 build. Anything untagged is anchor-build material.

The Last Caretaker is built around one vessel. You are a robot on a drowned Earth, and a single ~30 m boat is simultaneously your transport, your power grid, your workshop, your storage, your respawn point and the only thing you customise cosmetically. Everything else that moves -- the CS-17 Courier Skimmer jet ski, the Salvage Gyro rotorcraft, the Camera Drone, the DONK-Lift 3200 forklift -- is a satellite of that boat, unlocked far later in the skill tree and used for reaching places the hull cannot go. The boat is not a hub you return to; it is a hub you drive, and the game's core tension is balancing diesel, battery charge, hull integrity and deck space against how far out you are willing to sail. Note also that this game has no sleep mechanic -- you are a machine, so "the ship as a bed" is not a thing here; the equivalent anchor points are the Backup Station (respawn) and Heal Station (vitality). Five major content updates have landed since Early Access launch and vehicle behaviour was rebalanced in nearly all of them, so date-check every guide you read: anything written before 2026-05 predates the Gyro entirely.


1. Patch timeline (why version tags matter here)#

Update Name Date Build string Vehicle-relevant content
EA launch -- 2025-11-06 -- The Boat only
Update 01 Last Humans 2025-12-16 0.6.0.606448 Drivable forklift (DONK-Lift 3200), horn + speaker system, night-vision goggles; boat engine-audio / collision / loading fixes
Update 02 Ocean: The Final Frontier 2026-02-11 (live); hotfix notes through 2026-02-13 0.6.5.607749 -> 0.6.5.607807 (both 11 Feb) -> 0.6.5.607830 (12 Feb) -> 0.6.5.607921 (13 Feb) CS-17 Courier Skimmer (jet ski), ship paint customisation (37 styles / 4 zones), sonar module, mooring-cable overhaul
Update 03 Curiosity Wakes 2026-03-18 (improvements pass 2026-03-31) 0.7.x Boat Stabilizer, buildable Mooring Socket, Dehumidifier, CO₂ containers; new sea enemies (Ram Sharks, Laser Sharks, ArchAngels)
Update 3.5 Shadow Drop 2026-04-15 0.7.2.609753 (beta) -> 0.7.2.609842 Craftable Camera Drone (photo mode), PECO cartridges/minigames, boat anchor + stabilizer + light fixes, jetski handling pass
Update 04 Below Us 2026-05-13 0.7.5.610707 Salvage Gyro aircraft + quests, Gyro Service Towers, Hook Cables, Drone Charging Station, Decoy Grenade (+ its skill)
Update 05 New Horizons 2026-06-24 0.8.0.612115 Gyro Deck Boat Extension, Water Jet propulsion equipment (2 tiers), Recovery Grinder, Wall Sockets
Update 5.0 Hotfix 1 -- 2026-06-26 0.8.0.612211 Drone hologram visibility, boat attachments restored after unloading, resting-object physics stability
Update 5.0 Hotfix 2 -- 2026-06-29 0.8.0.612251 Seats of Care quest progression, memory-stability, keybinding-menu fixes; no vehicle changes noted

Update 02's release date is 11 February 2026 (official site and PC Gamer); the Steam patch-notes thread carries four build entries -- two on 11 Feb (0.6.5.607749, 0.6.5.607807) plus hotfixes on 12 and 13 Feb. Treat 11 Feb as the release and 12-13 Feb as day-one/day-two hotfixes.


2. Vehicle roster at a glance#

Vehicle Type Introduced Skill tier Propulsion / fuel Storage Role
The Boat (unnamed; player-named) 30 m surface vessel EA launch n/a -- given by the opening quest chain Diesel Engine and Electric Engine, both cylinder-driven Built-in 2,000 L diesel tank, 6.0 kWh battery + unlimited player-built modules Mobile base, transport, power grid, workshop, respawn
CS-17 Courier Skimmer ("Jet Ski") 1-seat watercraft Update 02 9 / 3 SP [datamined] -- plus a mission gate, §11 Petrol Cylinder on the rear; 400 L petrol tank 2 × DuraPack, 50 kg each Fast shallow-water / rocky-island runs, towed behind the Boat
Salvage Gyro ("Gyrocopter") Light utility rotorcraft Update 04 17 / 3 SP [datamined] Petrol Cylinder + petrol 2 × DuraPack Vertical access: high platforms, deep pits, Gyro Service Towers
Camera Drone ("Photo Drone") Small craftable drone Update 3.5 UNVERIFIED (skill-tree unlock, no scan required) Internal battery, rechargeable none Photo mode, scouting, works underwater
DONK-Lift 3200 Internal-combustion forklift Update 01 5 Internal combustion (fuel type UNVERIFIED) Moves DONK Pallets Horizontal + vertical cargo movement on docks/decks

There is no other player-controlled vehicle in the 0.8.0 build. Names like MCV-12 Eternal Flame and MCV-17 Dead Breath that appear in the wiki are world locations (derelict vessels), not drivable ships -- do not confuse them for a fleet.

Tier correction [datamined 2026-08-25, supersedes the corpus-wide T13]: the CS-17 Courier Skimmer is Tier 9 / 3 SP (DA_Skill_Vehicle_Jetski) and the Petrol Engine Cylinder that fuels it is Tier 9 / 1 SP (DA_Skill_Engineering_Basic_Petrol_Engine_Cylinder). The T13 figure this doc and the rest of the corpus carried came from Template:Nav_skills on the wiki, which is wrong; the wiki's own item pages agreed with the mine. The pairing logic survives the correction intact -- the Skimmer and its fuel cylinder still unlock on the same tier, that tier is simply 9, not 13. See §11 for the separate mission gate that sits on top of the tier.


3. The Boat -- identity and hard specs#

The wiki page is titled simply Boat (redirects: The Boat, The Ship, The Vessel). It has no canonical in-game name -- the player names it. The closest the game comes to naming it is the quest title Vessel of Tomorrow.

Spec Value Confidence
Length 30 m (98 ft) bow to stern, excluding rudder and bow pulpit Confirmed (wiki, explicit)
Engines 1 × Diesel Engine + 1 × Electric Engine, independently toggled Confirmed -- corroborated [datamined], §3.3
Engine cylinder slots 5 per engine (10 total); minimum 1 cylinder for an engine to run at all Wiki-Confirmed; ⚠️ COUNT CHECK PENDING -- see §3.3 and Gaps
Built-in diesel tank 2,000 L (equivalent to one standard Diesel Tank module) Confirmed
Built-in battery 6.0 kWh (equivalent to one standard Medium Battery) Confirmed
Power outlets 14 Confirmed
Diesel outlets 5 Confirmed
CO₂ outlets 1 Confirmed
Mooring cables 4 Confirmed
Mooring hitches 2 (stern, for towing other vehicles) Confirmed
Anchors 2 Confirmed
Boat Net 1, stern-mounted Confirmed

Built-in modules (part of the hull, not player-built): Diesel Tank (2,000 L), Battery (6.0 kWh), Heal Station, Backup Station, Peco Terminal, Water Pump.

  • Heal Station = restores vitality (the game's health stat). There is no sleeping.
  • Backup Station = your save/respawn anchor. Vitality reaching zero sends you back to a backup.
  • Peco Terminal = the in-game computer (quests, information, and -- since Update 3.5 -- playable PECO minigame cartridges). First-hand corroboration: the installed game ships a loose Content/DataFiles/WebPages/Games/peco-engine.js describing a "Shared engine for Peco Athletics games", rendered by an embedded Chromium browser. Some launch-era press spells this "PICO" -- PECO is correct, verified against the install.
  • Water Pump = seawater intake for purification.

3.1 Deck layout (launch-era guide description, 2025-11-13 -- structure still current)#

Zone Contents
Middle deck Backup/save point, vitality (Heal) station, mooring ropes, fuel and electricity ports
Cabin / bridge Peco terminal, helm (pilot controls), power switch, dashboard monitors, Customization Table (port side on entry), red Phone
Engine room Diesel Engine, Electric Engine, Recycler, Fabricator

Fuel and electricity ports are bidirectional -- you can push power/fuel into the boat or draw it out to feed shore-side equipment.

The red Phone in the cab rings occasionally: random surviving humans worldwide trying to reach each other. Flavour, not a mechanic. (Confirmed, wiki.)

3.2 Cab dashboard -- what each monitor reads#

Left to right, top to bottom (wiki, verbatim ordering):

# Readout Detail
1 Weather forecast Rain volume mm/h · temperature °C · wave height m · fog intensity (0.00 clear -> 1.00 zero visibility) · cloud coverage (0.0 clear -> 1.0 full)
2 Wind Speed in m/s + directional arrow
3 Speed / drive mode / mileage Drive mode letters (N neutral, R reverse, etc.); mileage = total distance travelled
4 World coordinates xx.x : yy.y (left-right : up-down). 0.0 : 0.0 is ~1.5 km NW of Sanctuary Dock 37
5 Compass Pips + heading degrees (0/360 N, 90 E, 180 S, 270 W)
6 Throttle Percentage + visual indicator
7 Boat health % The damage readout
8 Fuel Diesel volume + fuel use per hour with +/- intensity. (The wiki says "excluding player-built Diesel Tanks"; that is launch-era and superseded -- see the note below.)
9 Battery Battery charge + electrical use per hour with +/- intensity. (Same wiki caveat, same correction.)
10 Time Day/night progress meter + military time. Daytime is 05:00-23:00
11 World map Coordinate grid, distance in metres to every known location from your current position, explored area shaded green

~~Note the deliberate quirk on readouts 8 and 9: the dashboard reports only the hull's built-in 2,000 L / 6.0 kWh, not your bolted-on tanks and batteries.~~ SUPERSEDED 2026-08-27 (first-hand, 0.8.0). The dashboard does pool built storage that is wired in equalize mode -- Robert's hull tank plus built Diesel Tanks read as one pooled figure, and hull battery plus 3 Medium Batteries read 24.0/24.0 kWh. What the gauge excludes is storage left unpooled (a socket forced to output or input), which is a connection-mode effect, not a hull-only rule. The launch-era "multiply the dash by n+1" advice is retired. Full rule in doc 19; the other readout -- the PECO Grid Scan 2000 -- obeys a different rule entirely (§3.3).

First-hand HUD confirmation (from GameUserSettings.ini on the install, 2026-08-24): the game exposes toggles bInterfaceBoatCompass, bInterfaceBoatAnctor [sic -- developer typo for "Anchor"], bInterfaceBoatSpeedometer, bInterfaceBoatCharacter, and bUseFirstPersonBoatControls. That last key confirms something no web source states: the boat has both first-person and third-person control modes, toggleable in settings.

3.3 The BOAT READOUT LAW -- scanner vs dashboard first-hand 2026-08-29, beta-era#

The boat has two instruments that report your reserves and they count different things. Getting this backwards is how a well-provisioned boat reads as half-empty.

Instrument Unlock What it counts Rule
PECO Grid Scan 2000 Tier 15 / 2 SP [datamined, DA_Skill_Utility_Grid_Scanner] Built modules only -- the modules you bolted to the deck The hull's integrated 6 kWh battery and 2,000 L diesel tank are OFF-BOOKS on the scanner
Cab dashboard (readouts 8 and 9) built in Hull internals plus built storage pooled in equalize (§3.2) Includes the hull's own tank and battery

True totals = scanner + hull. Robert's boat, read first-hand on 2026-08-29 [beta-era]: the scanner showed 42.0 / 42.0 kWh, which is exactly 7 Medium Batteries at 6 kWh each -- the hull's own 6 kWh is not in that number. The same boat's scanner showed Diesel 6003 / 6002, which at 2,000 L per Diesel Tank is 3 built tanks, again with the hull's 2,000 L excluded.

⚠️ That last figure retires an earlier reading, and this doc is not going to pretend otherwise. The doc-19-era interpretation of a 6,003 / 6,002 L gauge was "hull 2,000 + 2 built tanks = pooled dashboard total". Under the scanner law the same number means 3 built tanks and no hull. Two readings, two instruments, one number -- and the beta may also have changed how pooling is displayed. Not resolved here. Recorded as an open item in Gaps; settle it by reading both instruments on the same boat in the same minute and writing down which one you were looking at.

Boat node census from the same session first-hand 2026-08-29, beta-era: 4 × Hull Stabilizer showing On, plus a Recycler, a Fabricator and a Drone Pad aboard. Stabilizer doctrine in §8.1.

3.4 Engine count and cylinder-slot count -- what the data does and does not settle#

The corpus claim under audit is 2 engines × 5 cylinder slots each. Here is exactly how much support that has.

Question Evidence Verdict
How many engines? The module data contains exactly two engine assets -- DA_Item_Module_DieselEngine ("Diesel Engine" / "Diesel operated engine") and DA_Item_Module_ElectricEngine ("Electric Engine" / "Electricity operated engine"). No third engine asset exists. 2 engines. Confirmed [datamined]
Does DA_ElectricEngineSecondary imply a hidden extra engine? No. The switch set is symmetric: DA_ElectricEnginePowerToggle + DA_ElectricEngineSecondary and DA_DieselEnginePowerToggle + DA_DieselEngineSecondary. Both families have the same pair, so "Secondary" is a second control per engine (the switch data assets carry no engine-count semantics), not a second electric engine. Refuted as evidence for a third engine [datamined]
How many cylinder slots per engine? The mine does not answer this. The two engine data assets carry only name, description, category and materials -- the slot count lives in BP_Module_Engine_Diesel / BP_Module_Engine_Electric, Blueprint bytecode that this datamine pass did not decode. The only source for "5" is the wiki. ⚠️ COUNT CHECK PENDING

⚠️ COUNT CHECK PENDING first-hand read of the engine bay, flagged 2026-09-01. The doc keeps 5 slots per engine because that is what the wiki says and nothing contradicts it. It is not upgraded to 6 or any other number: no source supports one. Settle it in thirty seconds by standing in the engine room and counting the sockets on each engine -- and note whether the beta build changed the bay, since the 5.5 "Deck Drop" beta touched boat modules.


4. How you get the boat -- the opening#

(Spoiler-light: this is the tutorial arc, not a story reveal.)

The boat is not crafted and not found by exploration -- it is waiting for you in the starting dock area and the game's opening quest chain walks you through waking it up.

Quest: Vessel of Tomorrow -- unlocked after completing Light the Way Home.

"Your boat has been waiting silently for far too long. Restore its engines, refuel with diesel, and open the dock doors."

Step Required?
Power up the boat Optional
Refuel with diesel Optional
Repair the diesel engine Optional
Reconnect the engine cylinder Optional
Open the dock doors and sail out Required

Rewards: 100 XP, 10 Enhancer points, and it unlocks the follow-ups Rags to Riches and Voyage into the Unknown.

The "optional" steps are optional only in the quest-completion sense -- an unpowered, unfuelled boat with a broken engine will not take you anywhere useful. Do all four. Practical note: map origin 0.0 : 0.0 sits ~1.5 km NW of Sanctuary Dock 37, which is your early frame of reference for navigation.


5. Piloting#

5.1 Controls#

Approach the helm and press E to enter pilot mode; you then drive the throttle and wheel directly.

Function Default key Source / status
Throttle up W Reported (launch-era guide, 2025-11-13)
Brake / throttle down S Reported (launch-era)
Steer left / right A / D Reported (launch-era)
Enter / exit pilot mode E Confirmed (multiple guides)
Drop / raise anchor Spacebar Reported; a later guide notes "auto-release is gone", i.e. Space now both drops and raises
Camera view toggle F Reported (launch-era)
First-person boat controls settings toggle bUseFirstPersonBoatControls Confirmed first-hand from the install

Keybinds are rebindable (Update 5.0 Hotfix 2 fixed keybinding menus rendering wrongly in non-English languages). Treat the launch-era key table as defaults that may have shifted -- verify in the options menu on first boot.

5.2 Navigation aids#

  • Yes: compass with numeric heading, world coordinates, speedometer, mileage odometer, on-dash world map with per-location distances in metres, explored-area shading, and the ability to highlight points of interest on the map.
  • No autopilot. As of April 2026 (Update 3.5 era) there is no "hold this heading" function; a Steam thread requesting one drew no developer commitment. (Community consensus, thread "Prob not but..Auto Pilot?", Steam discussions, Apr 2026.) Nothing in the Update 04 or Update 05 notes adds one -- UNVERIFIED for 0.8.0 but very likely still absent.
  • Known drift behaviour: you can leave the helm with the throttle open and the boat keeps going, but players report it slowly drifts to port (left) over time, every time -- so unattended sailing needs periodic correction. (Reported, single thread, Apr 2026.)

5.3 Night sailing, weather and grounding#

  • Night is a real hazard. The dash tells you daytime is 05:00-23:00; outside that window visibility drops and the boat's floodlights matter. Update 3.5 specifically "adjusted boat floodlights to better keep leeches off the deck" -- lights are a defensive system, not only a visibility one.
  • Weather is instrumented, not cosmetic: the forecast monitor gives rain, wave height, fog intensity and cloud cover precisely because storms and swell change how the boat handles. Update 5.0 shipped "new wave and weather systems". Loose objects on deck (including a FELIS companion robot) can be thrown around and damaged in heavy seas. (Reported, Steam thread "FELIS Repair".)
  • Running aground is possible and is a real failure state. Multiple players report the boat becoming stuck on rocks or wedged against dock structures, sometimes unrecoverable by waiting out a storm. (Reported, launch-era through 2026; threads "HELP!!! My ship is stuck", "Boat is sinking for no reason?".) Community advice is to approach docks slowly and not to get greedy about proximity.

6. Propulsion: engines and cylinders#

The boat runs two engines that you toggle independently to trade speed against resource drain: the Diesel Engine (fast, burns diesel) and the Electric Engine (slower, burns stored charge). Each engine takes up to 5 Engine Cylinders (§3.4 -- count check pending), and each cylinder comes in three obtainable grades. More cylinders and higher grades = more speed, at a cost in fuel and electricity consumption that is not directly proportional -- §6.3 has the measured curves and they are worse than linear. At least one cylinder must be installed for an engine to run.

A fourth grade exists in the game data [datamined 2026-08-25]. Every fuel family carries four cylinder strings, not three: Tier1 = Standard, Tier2 = Booster, Tier3 = Eco, Tier4 = Super Booster. The Eco grades (Diesel/Electric/Petrol Engine Cylinder Eco) are real, named modules with real skill assets -- and all three sit on the tier-30 "Never" sentinel at 3 SP, the same bucket the mine uses for quest/vault-gated and disabled content. There is no unlock path for them on 0.8.0, they appear on no wiki page, and their draw and burn are unpublished. Do not plan around them; do recognise the name if one ever appears.

6.1 Cylinder grades, tiers and recipes#

Skill tiers and SP costs below are [datamined 2026-08-25] (data/datamine/parsed/skilltree-mined.json, 200/200 assets parsed and wiki-validated); recipes are wiki.

Cylinder Grade Skill tier / SP Recipe
Basic Electric Engine Cylinder Standard 2 / 0 SP 1 × Alloy Frame · 1 × Battery Cell
Electric Engine Cylinder Booster Booster 6 / 2 SP 1 × Alloy Frame · 1 × Battery Cell · 1 × Logic Chip
Electric Engine Cylinder Super Booster Super Booster 13 / 3 SP 1 × Advanced Alloy Mesh · 1 × Logic Chip · 1 × Power Core
Electric Engine Cylinder Eco Eco tier-30 "Never" / 3 SP -- no unlock path on 0.8.0** unpublished
Diesel Engine Cylinder Standard 3 / 1 SP 1 × Alloy Frame · 1 × Storage Cylinder
Diesel Engine Cylinder Booster Booster 6 / 2 SP 1 × Alloy Frame · 1 × Cooling Radiator · 1 × Storage Cylinder
Diesel Engine Cylinder Super Booster Super Booster 13 / 3 SP 1 × Advanced Alloy Mesh · 1 × Cooling Radiator · 1 × Power Core
Diesel Engine Cylinder Eco Eco tier-30 "Never" / 3 SP -- no unlock path on 0.8.0** unpublished
Petrol Engine Cylinder Standard 9 / 1 SP ⚠️ corrected from 13 1 × Alloy Frame · 1 × Storage Cylinder
Petrol Engine Cylinder Booster Booster 18 / 2 SP 1 × Alloy Frame · 1 × Cooling Radiator · 1 × Storage Cylinder
Petrol Engine Cylinder Super Booster Super Booster 22 / 3 SP 1 × Advanced Alloy Mesh · 1 × Cooling Radiator · 1 × Power Core
Petrol Engine Cylinder Eco Eco tier-30 "Never" / 3 SP -- no unlock path on 0.8.0** unpublished

Petrol cylinders are not boat engine cylinders. They are the fuel units for the CS-17 Courier Skimmer and the Salvage Gyro -- which is exactly why Petrol Engine Cylinder unlocks at tier 9, the same tier as the Skimmer (both corrected from 13, [datamined]; the pairing itself was always right). The boat's own engines never take a petrol cylinder, and no second boat exists to take one either (§16).

~~No published speed numbers exist for any cylinder grade.~~ SUPERSEDED 2026-09-01. The wiki still publishes nothing, but the community has produced controlled datasets -- see §6.3, which carries per-grade speed, per-grade burn, the cylinder-count scaling series and the throttle curve. They are REPORTED, not official, and they predate a dev-confirmed consumption cut; the shape is trustworthy, the values are upper bounds.

6.2 Practical fuel logic#

  • Diesel is recommended but not mandatory; the electric engine is a viable slower alternative. (Launch-era guide, 2025-11-13 -- still structurally true.)
  • The Diesel Refinery -- tier 4 / 2 SP [datamined; its asset is named Oil_Generator, which is why searching the skill tree for "diesel" finds nothing] -- converts organic material into diesel, which is what makes long voyages self-sustaining. The Portable Petrol Refinery (T5 / 2 SP) is its petrol-line sibling.
  • Onboard generation options: wind turbines (Whisper / Cyclone / Typhoon), solar panels (LumiLite / LumiMid / LumiMax), and petrol generators (Portable Electric Generator T5 / 2 SP at 10 kW; Large Electric Generator T15 / 3 SP at 30 kW, added in Update 5.0). Ladders and the deck doctrine are in §6.2.1.
  • The economy is a genuine balancing act: generation feeds the boat's internal systems and the electric engine, so a battery-heavy boat with weak generation will strand itself. For scale, a fully boosted electric drive at full throttle draws 28.5 kW -- more than any realistic renewable deck array (§6.3).

6.2.1 Deck generation -- the settled ladders and the Typhoon decay tax

Wind [tooltip + datamine, byte-exact -- they agree]:

Turbine Skill tier / SP Production Electric ports
Whisper 3 / 1 SP 2.5 kW 1
Cyclone 8 / 2 SP 5.0 kW 1
Typhoon 14 / 3 SP 10.0 kW (storm-rated) 2

Solar [SETTLED 2026-08-29 by Robert's own LumiMax tooltip -- "Electric generator - Tier 3, Rare, Production: Electricity 10.0 kW" -- which matches the mine byte-for-byte]:

Panel Skill tier / SP Production (peak)
LumiLite 2 / 1 SP 3 kW
LumiMid 6 / 2 SP 6 kW
LumiMax 13 / 3 SP 10 kW

⚠️ Retired figures. The wiki's "Cyclone 1 kW / Typhoon 2 kW" came from reading the modules' Capacity (internal buffer) field, not their production rating; its solar 900 / 4,000 / 8,000 "Wh" figures were the same class of error. Both figure-sets are dead. Both upper solar tiers track the sun on a motorised gimbal -- any claim that LumiMid is a fixed panel is also wrong.

🪤 THE TYPHOON DECAY TAX -- the reason 10 kW of wind is not the same as 10 kW of sun (community thread, corroborated first-hand). Turbines carry a durability cost that solar does not have at all:

Wind Solar
Durability decays fast -- ~85% after roughly 20 minutes of running (REPORTED figure) Zero upkeep observed -- panels do not appear to lose durability
"Constant repairs", and repairs cost materials + electricity Nothing to repair
Every POI revisit means another repair pass on the array Wire it and forget it
Obnoxious continuous running sound on deck Silent
Beats solar hard in storms -- output has been measured above nameplate (~18 kW on a 10 kW turbine) while solar collapses Dies at night, drops to ~2 kW in storms

🎯 Deck doctrine that falls out of this: LumiMax is the daily driver, Typhoon is storm insurance. Same 10 kW nameplate, but the panel is silent and free to own while the turbine bills you in repair materials, repair electricity and attention. Run solar as the primary array; carry Typhoons for the weather that kills solar, and accept that they are a maintenance item, not an install-and-forget one. Storms invert the two -- wind spikes exactly when solar dies, which is why a hybrid deck is anti-correlation rather than redundancy.

⚠️ The ~10%/day and ~85%-in-20-minutes decay figures are single-source and predate Update 3.5's "Wind turbine durability loss was reduced" -- treat the pattern as solid and the numbers as indicative.

The Typhoon's two electric ports are a 50/50 circuit splitter, not a throughput requirement first-hand. One cable carries the full 10 kW; cable both ports to two different circuits and each gets 5 + 5. The second port refuses a connection to another Typhoon -- that is a port-class rule (output cannot meet output), not a wattage limit. Fan-out convenience, in other words: use the second port when you genuinely want to feed two circuits, not because a single cable would starve the turbine. Cable bandwidth is ~1 MW and is never the constraint.

6.3 Speed, burn and throttle -- the measured numbers#

Provenance, stated once and applying to this whole subsection: every figure here is REPORTED -- controlled community test series, not developer data. The wiki publishes none of it. Channel37 confirmed "Diesel cylinder fuel consumption has been reduced" in the Update 5.0 beta (0.8.0.612075, 2026-06-22) without publishing a magnitude, so treat every litre-figure below as a pre-Update-5 upper bound. Full derivations, sources and per-author dates live in docs/ref/flow-research/fuel.md §3.5 and electricity.md §2.3.

Diesel, full complement of 5 cylinders, 100% throttle (Axis of Lint, 2025-11-11 -- the only controlled per-grade series that exists; electric engine off, calm water):

Grade Speed Diesel Derived L/km
Standard 22-25 km/h 9,000 L/h ~383
Booster 30-32 km/h 14,000 L/h ~452
Super Booster 32-35 km/h 17,000 L/h ~507

🪤 Grade upgrades are fuel-negative. At one cylinder, a Super Booster burns 13% more for 7% more speed than a Standard. Adding cylinders is far cheaper than raising grade -- the marginal cost of one more Standard cylinder is ~800-900 L/h against the ~4,300 L/h the engine burns for the first cylinder alone.

⚠️ Never compute burn as 1,800 L/h × N. The wiki's "about 1800 l/h per cylinder" is just 9,000 ÷ 5 -- an average that describes nothing real. A single Standard cylinder already burns over 5,000 L/h at full throttle.

Throttle economy -- the single most useful table in this document (the.momaw, 2026-03-23, a whole fitted-out boat):

Throttle Diesel Speed L/km
50% 4,080 L/h 30 km/h 136
67% 5,890 L/h 36 km/h 163
80% 7,634 L/h 40 km/h 191
100% 12,670 L/h 45 km/h 281

🎯 100% throttle costs 2.07x the litres per kilometre of 50%, for 1.5x the speed. The knee sits between 80% and 100%: the last 5 km/h costs 47% more fuel per km than the previous 10 km/h did. Every independent series reproduces the same ~1.9-2.1x penalty for the top half of the throttle.

📌 The community's own answer is a sweet spot, and the corpus records it as a claim, not a rule. The Steam thread "You should be sailing at 80% throttle!" (134 upvotes) argues for 80%, and other posters say "keep the engine below 80%" / "efficiency is vastly better if you don't go beyond ~80% thrust". REPORTED, not adopted -- the measured curve above is monotonic in L/km (50% is strictly cheaper per km than 80%), so "80% is the sweet spot" is really a time-vs-fuel preference, not a fuel minimum, unless the true curve is non-linear in a way nobody has measured. Test bounty: run the same leg at 50 / 65 / 80 / 90 / 100% with a fixed loadout, note litres and elapsed time, and settle whether a genuine efficiency knee exists below 100%.

Electric propulsion (wiki-derived draws; range from Caldason's guide, 2026-02-08):

Cylinder Draw each @ 100% Full 5 Top speed with 5
Basic Electric ~3.8 kW 19 kW 13-14 km/h
Electric Booster ~5.7 kW 28.5 kW 18.5-19 km/h
Electric Super Booster unpublished unpublished ~22 km/h (players)

🎯 One 6 kWh battery buys about 3.5 km of hard running at ~20 km/h, electric-only. For contrast, one 2,000 L diesel tank buys ~3.8 km at ~30 km/h, and both engines together ~6 km at ~40 km/h. A fully boosted electric drive at 28.5 kW is within 5% of an entire Large Electric Generator's output -- roughly three Typhoons plus a LumiMax. Crossing real distance on electric means a bank, not a battery, and it is only cheap when the charge came from wind or solar; charge made by a petrol generator is just petrol laundered through a machine.

💡 Running both engines is the largest diesel-economy lever after throttle -- the electric side contributes speed the diesel is not paying for, which is how one field report reaches 300 L/km at 45 km/h.

6.4 Range doctrine -- INVERTED as of Update 5.0: carry diesel#

🔴 The old rule is dead. Carry diesel, not oil.

Update 5.0 silently nerfed the Distillation Tower by roughly 72% -- no patch note, no announcement. Current, CONFIRMED figures (wiki page re-edited 2026-07-06 explicitly to reflect the Update 5.0 change):

Distillation Tower, 0.8.0 Value
Per 2,000 L oil 1,000 L diesel + 360 L petrol + ~66 plastic
Rated throughput 20,000 L/h oil in -> 10,000 L/h diesel + 3,600 L/h petrol + 100 kg/h plastic, at 60 kW
Tier / cost 20 / 4 SP, Artifact rarity

What that does to the doctrine: 2,000 L of oil now yields 1,000 L of diesel, so carrying 2,000 L of diesel is twice as good for range. The launch-era community rule -- Caldason's "Store oil, not Diesel!", oil at 178% energy density plus 33% better tank packing for a combined ~237% (~2.4x) range advantage -- was correct on the build it was written against and is now inverted. Seven independent pre-June-2026 sources cluster around the old 1.75-1.80x ratio; they are not wrong, they are stale.

Practical consequences:

  • Fill the deck with diesel tanks for a voyage. Diesel Tank is T8 / 2 SP at 2,000 L; Oil Tank is T20 / 3 SP for the same 2,000 L.
  • Put the tower at the oil, not on the boat. Oil is still worth pumping -- it is renewable and free, unlike organics -- but you refine on site and sail home with diesel.
  • The diesel:petrol ratio collapsed from ~10:1 to ~2.78:1 in the same patch, which is why the long-running "petrol is starved" complaint quietly resolved itself.
  • The +33% tank-footprint advantage of oil tanks is a geometry fact and still holds -- it just no longer compensates for a halved yield.
  • Extra tanks do not cost fuel. The old claim that each extra tank adds burn was retracted by its own author and independently refuted (14 extra tanks showed negligible change). What extra tanks do change is the apparent drain rate on the gauge, because equalize pulls from everything at once.

7. The boat as a mobile base#

Capability How it works Status
Sleeping Does not exist -- you are a robot Confirmed by absence (no sleep system in any patch notes or wiki mechanics page)
Respawn / save Built-in Backup Station on the middle deck Confirmed
Healing Built-in Heal Station; vitality drains from enemy damage, falls, empty internal battery, and high underwater pressure Confirmed
Crafting Fabricator + Recycler in the engine room; Update 05 added the Recovery Grinder for surplus materials. Crafting requires resources within 10 m of you or of the Fabricator Confirmed
Storage Player-built containers bolted to the deck Confirmed
Passive gathering The stern Boat Net passively collects floating resources and debris while moored Confirmed
Water Built-in Water Pump draws and purifies seawater Confirmed
Modularity Solar panels, wind turbines, fuel tanks, batteries, storage, crafting stations and tank modules attach directly to the deck and join the boat's power grid Confirmed
Towing 2 stern mooring hitches exist specifically for towing other vehicles Confirmed
Deck defence Floodlights discourage leeches; enemies (blobs, sharks, ArchAngels) can board or ram Confirmed / Reported

7.1 Storage container tiers#

Container Skill tier Capacity
DuraPack 3 50 kg
StorTite 6 100 kg
FortiHold 11 200 kg

Plus liquid/gas tankage: Small containers (Battery, Diesel, Fresh Water, Oxygen, Petrol), Medium Battery, and full-size CO₂ Tank, Diesel Tank, Methane Tank, Oil Tank, Oxygen Tank, Petrol Tank, Water Tank. Player inventory is 100 kg base, expandable to 200 kg (via the Haul Mastery Enhancer), with encumbrance penalties to mobility and power draw above the threshold.

7.2 Cable and socket infrastructure#

Everything on deck is wired by hand. Cable types unlock progressively:

Cable Skill tier
Electric Cable + Extender 2
Fuel Cable + Extender 2
Water Cable + Extender 7
Gas Cable + Extender 12
Water wall socket 17

Update 04 added Hook Cables that attach to world structures (not just modules), and Update 05 added Wall Sockets for distributing resources through modular socket connections. Cable reliability has been a recurring bug class across every update -- if a cable "silently stops working", check first whether it survived a save/load.

7.3 Boat extensions and specialist modules by update#

Module Update Function
Scan-50 Sonar -- name and tier now [datamined], tier 15 / 3 SP; the Deep Scan-500 Add-On extends it at tier 23 / 4 SP (~10 kW, REPORTED) 02 Scans the deep ocean floor. The official Update 02 announcement confirms only "scan deep ocean floors with sonar"; the further claim that it reveals hidden underwater locations including 4 hidden Human Seed sites is UNVERIFIED (single community source, no official or wiki corroboration)
Hull Stabilizer Mk.I (the patch notes' "Boat Stabilizer") 03 Tier 6, 1 SP [DATAMINED]. "Designed to significantly reduce the side-to-side rolling motion of a vessel caused by waves." Stacks -- full entry in §8.1
Mooring Socket (buildable) 03 Tier 4, 1 SP [DATAMINED]: "Reinforced cable mount for temporary or permanent vessel securing." Player-placeable mooring point
Dehumidifier, CO₂ storage containers 03 Atmosphere/gas handling
Drone Charging Station (skill name Drone Charge Pad, tier 7 / 1 SP [datamined]) 04 Docking pad for the Camera Drone
Gyro Deck Boat Extension 05 Mobile landing pad for the Salvage Gyro -- lets you carry the aircraft with you
Wall Sockets 05 Modular resource distribution
Recovery Grinder 05 Processes surplus materials

The Gyro Deck Boat Extension is the single most important structural upgrade for late-game seafaring: without it the Gyro is tethered to fixed ground, with it the boat becomes a carrier.


8. Anchoring and mooring#

These are two different systems and new players routinely conflate them.

System Count Purpose Behaviour
Anchors 2 Stop the boat drifting Dropped/raised from the bridge (yellow anchor button, or Spacebar while piloting). Anchor point is set where it lands -- cycle the anchor (raise then re-drop) once stopped to reset the anchor point to your actual position
Mooring cables 4 Actively pull the boat toward a dock or object Attach to dock fixtures or buildable Mooring Sockets; disconnect if stretched too far, even when wrapped around geometry
Mooring hitches 2 (stern) Tow the Skimmer / other vehicles The CS-17's bow mooring cable clips here

What is built in vs what you craft [clarified 2026-08-27, DATAMINED strings]: the 4 mooring cables, 2 hitches and 2 anchors are built into the boat -- you never craft mooring cables for it (the Skimmer likewise ships its own 5 m bow cable). The one craftable in this system is the Mooring Socket (T4, 1 SP -- "reinforced cable mount for temporary or permanent vessel securing"): a placeable attachment point that gives docks and structures somewhere for the built-in cables to clip. The mined cable description -- "used to pull physical objects" -- also names the general function: mooring cables are the boat's winch, not just its parking brake.

Community-recommended docking procedure (Steam thread "How I use Anchors and Mooring", consensus):

  1. Cut speed well before the target.
  2. Drop the anchor before the point you want to stop at.
  3. Once stopped, cycle the anchor to reset its anchor point.
  4. If you need to reposition, use a mooring cable to pull in, then cycle the anchor and disconnect the mooring.

Two warnings from the same thread: getting too close to a dock lets blobs board your boat, and the hull can get sucked under the dock structure -- a physics trap that is difficult to escape. Get "close enough to jump to the dock ladder" and stop there.

Version history worth knowing: mooring cables were significantly reworked. Update 02 fixed them "snapping too easily", "disconnecting on savegame load", and glitching through walls when dragged from a ladder. Update 3.5 increased mooring cable strength and improved anchor behaviour. Update 04 fixed cable/hook attachment when connecting vehicles to boats, and fixed anchor audio triggering from long distances. If a pre-2026-04 guide tells you moorings are unusable, that is stale.

8.1 Hull Stabilizers -- the roll-damping module [settled 2026-08-27]#

No wiki page exists for this module (Hull_Stabilizer_Mk.I = 404); this entry is built from the game data plus the March 2026 Steam thread "Do Hull Stabilizers Stack?" (multiple corroborating players):

Fact Value Source
Identity Hull Stabilizer Mk.I -- this is Update 03's "Boat Stabilizer" DATAMINED (ST_Modules_Utility)
Unlock Tier 6, 1 SP DATAMINED
Effect "Designed to significantly reduce the side-to-side rolling motion of a vessel caused by waves." DATAMINED (in-game description)
Stacking Yes. One "helps a bit"; two "helps alot, very noticeable in rough waters"; three-plus shows "not much improvement beyond two" at a big power drain. One player runs 4 at the roughest sites (oil refineries) Steam thread consensus
Placement Irrelevant. Roof, hull bottom, lengthwise, crosswise, wall, vertical all tested: "I dont think direction, orientation, or location has any effect" Steam thread
Trade-off "They do seem to make your boat less maneuverable, your turning radius increases significantly" Steam thread
Power draw ~8 kW per unit 📗 REPORTED, single source (captnmax, 2026-06) -- see caveat below
Doctrine Run 2 powered; wire a 3rd through an extender used as a switch so storm mode can be toggled community tip + corpus

Wattage [REPORTED 2026-06, single source]: ~8 kW each. That is the first number this doc has ever carried for the module and it is one player's figure, unconfirmed -- but it makes the cost concrete. At 8 kW a unit, the community's 2-unit sweet spot is 16 kW, which is more than a Cyclone and a Whisper combined, and a 4-stack is 32 kW -- an entire Large Electric Generator's output spent on not rolling.

Robert runs 4 [first-hand 2026-08-29, beta-era -- the boat node census in §3.3 showed 4 × Hull Stabilizer On]. The community's 2-unit sweet spot stands as the recommendation: the thread is explicit that the third and fourth units add "not much improvement beyond two" while the drain keeps climbing. Running 4 is a defensible choice for permanently rough sites (one poster does exactly that at the oil refineries) -- just price it honestly: the cost of stabilizers is turning radius plus power, and at 4 units that is a real slice of the deck's generation budget.


9. Damage, repair and sinking#

9.1 What damages the boat#

Source Notes Status
Storms / heavy seas Wave systems reworked in Update 05 Confirmed
Ocean mines Named hazard Reported (launch-era guide)
Collisions With docks, rocks, terrain, structures Confirmed (repeatedly patched)
Enemies Ram Sharks, Laser Sharks, ArchAngels ("fallen angels") ram the hull; leech/blob swarms board the deck Confirmed (Update 03 added these)
Objects wedged in the hull A creature (e.g. a Felis) stuck in the recycler or hull geometry causes continuous collision damage -- visible as red flame VFX on the exterior. Community-diagnosed, not a documented mechanic Reported (Steam thread "Boat Taking Continuous Damage")

Reported symptom worth recognising: continuous hull damage around ~0.1 %/second at rest, accelerating while under way, with no enemy present -- that is the wedged-object bug, not a normal drain. Look for red flames on the hull exterior.

9.2 Repair loop#

  • Tool: the Repair Tool, skill tier 1, weight 4, cost 0. You start the game with it and it cannot be dropped or removed. If you unbind it from the hotbar, re-equip with the default T key.
  • Method: equip the tool, aim at damaged structure, hold the required materials in inventory or in a nearby container -- repairs are performed on-site.
  • Cost: repairs consume materials and electricity. Update 3.5 changed repair electricity cost to scale with the amount of damage rather than being flat.
  • Valid targets: the boat, communications arrays/beacons, electrical and control panels, and most player-built structures.
  • You cannot repair yourself with the Repair Tool -- that is what the Heal Station and injectors are for.
  • Welding is not allowed on the forklift (Update 3.5 change).
  • Update 04 reduced repair material requirements for the gyrocopter and the jetski -- if an older guide says the Gyro is unaffordable to maintain, that is stale.

9.3 Sinking -- what is real and what is a bug#

There is a sinking state: boat health can fall far enough that the vessel starts going down, and the fix is to repair it. The canonical launch-era checklist when the boat starts sinking is: repair the ship, raise the net, raise the anchors. (Steam thread, 2025-11-08.)

Beyond that, the picture is murky and much of what players report reads as physics bugs rather than designed mechanics:

  • Large leech swarms can physically push the hull out of the water, which combined with weather can produce apparent sinking. (Reported, launch-era.)
  • ArchAngel ramming can drive the boat under at high velocity. (Reported.)
  • Boats have been reported to disappear entirely rather than sink -- clearly a bug. (Reported, launch-era.)
  • A boat that has been repaired can still remain stuck partially submerged and welded to a dock, unable to leave. (Reported, launch-era.)

What could not be established: whether total loss of the boat is a permanent, designed failure state with a defined recovery path (respawn at dock? quest restore?). No official source and no wiki page documents a "boat destroyed" outcome or recovery procedure. UNVERIFIED -- listed under Gaps. Practical stance for a fresh playthrough: treat hull health as a hard resource, keep repair materials aboard, and check the health readout on the dashboard before every long leg.


10. Ship customisation (Update 02)#

The customisation system is cosmetic only -- paint, no performance modules.

Element Detail
Where Customization Table in the cab, on the left as you enter
Currency Paint Cans, scavenged from the world -- free to collect, no purchase
Total schemes 37 full boat paint styles
Boat paint zones 4 -- Deck, Tower, Hull, Flag
Unlocking a scheme Apply at least 4 cans of the same paint to your robot or boat -> that scheme becomes manufacturable in the build menu using Paint Pigment
Other paintable surfaces Robot (head, scarf, arms, torso, legs) via the tab menu; Bolt Rifle and Bolt Pistol via weapon inspection (weapon paints expanded in Update 3.5)

Where to find Paint Cans: most Habitat Nodes, Helios Reserve nodes, Sanctuary Dock 37, Quarantine Stacks, and support buoys. Some are hidden or hard to reach.

Where you will find none: Refuel Outpost Delta, single-container Habitat Nodes, NDNS nodes, Central Warehouse Alpha, Sanctuary Dock 12, Graves, Transposium, Seed Vaults.

Update 03 expanded the pigment economy with new ores and nuggets feeding character paint schemes.


11. CS-17 Courier Skimmer (jet ski) -- Update 02#

Spec Value
Class Small single-person watercraft
Skill tier 9 / 3 SP [datamined] ⚠️ corrected from 13 -- the corpus-wide T13 came from a wrong wiki nav template
Mission gate ⚠️ Real, and separate from the tier first-hand 2026-08-28. Reaching tier 9 is not sufficient: the purchase is blocked behind a quest. The in-game wording Robert hit was "...or skimmer until another mission" -- which mission is not established (see Gaps)
Quest unlock The "Rocky Islands" questline, set in an all-new biome type introduced in Update 02
Fuel Requires a Petrol Cylinder attached to the rear to function
Petrol capacity 400 L
CO₂ output 1
Storage 2 × DuraPack, 50 kg limit each
Mooring 1 bow mooring cable -- for general mooring and for hitching to the Boat's 2 stern mooring hitches
Mooring cable length 5 m (increased in Update 02)

Trivia (wiki): maximum petrol transportable on a Skimmer is 12,800 L -- 400 L in the tank, 400 L in the worn backpack, 10 backpacks × 400 L across the 2 DuraPacks, and 20 backpacks × 400 L in player inventory. That is a fuel-ferry exploit-adjacent stack, useful to know for long-range refuelling runs.

Handling history: physics "significantly improved" in Update 02, handling adjusted again in Update 3.5, audio improved in Update 04, repair material cost reduced in Update 04. No published top-speed number. UNVERIFIED.

Intended role: fast traversal of shallow / rocky water the 30 m hull cannot enter, towed behind the Boat when not in use.

Planning note that follows from the two gates. The Skimmer is now a tier-9 pick, not a tier-13 one -- it arrives materially earlier in a run than the corpus previously routed for, and it shares that tier with its Petrol Engine Cylinder (T9 / 1 SP). But budget for the mission gate: spending the 3 SP at tier 9 does not by itself put a jet ski in the water. Take the tier when you reach it, expect a quest to stand between you and the purchase, and do not re-plan the deck around a Skimmer you cannot yet buy.


12. Salvage Gyro (gyrocopter) -- Update 04#

Spec Value
Class Light utility rotorcraft -- "designed for high speed aerial navigation and transportation of cargo between platforms"
Rarity Rare
Skill tier 17 / 3 SP [datamined]
Blueprint gate The tier is not the whole unlock -- the Gyro's lost blueprints are recovered from SGS / Gyro Service Towers (§12.1), and 5 of the 8 catalogued towers are Gyro-only, which is the chicken-and-egg the Update 04 questline exists to break
Fuel Petrol Cylinder + petrol (T9 / 1 SP, §6.1)
Storage 2 × DuraPack
Special equipment 2 × Hook Cables for attaching and lifting objects
Throttle up Space
Throttle down Ctrl
Landing pad (mobile) Gyro Deck Boat Extension (Update 05)

Crafting recipe (7 part types, 11 component units, + 5 Wh power):

Part Qty
Connector Ports 3
Alloy Frame 3
Battery Cell 1
Turbine Blade 1
Storage Cylinder 1
Cooling Radiator 1
Advanced Alloy Mesh 1
Electricity 5 Wh

Raw-material roll-up (wiki): 5 Iron · 12 Copper · 7 Plastic · 2 Rubber · 3 Fabric · 2 Glass · 4 Aluminium · 2 Titanium.

Intended role: vertical access. High platforms, deep pits, Gyro Service Towers, isolated locations -- everything a surface vessel structurally cannot reach.

Handling history: Update 04's own beta pass "improved gyrocopter handling, steering controls, balance, and overall usability" and fixed smoke effects interacting with water. Update 05 fixed "gyro controls and UI feedback issues, including throttle display and unexpected movement when exiting" plus camera jitter and engine audio. In other words: the Gyro was rough at launch and has been patched twice. Any Update-04-era guide complaining about controls predates both fixes.

12.1 Gyro Service Towers (SGS locations)#

High field-service platforms built for maintaining and repairing Salvage Gyros. They carry lost gyro blueprints, repair documentation, tools, parts and field-service equipment -- meaning they are part of the Gyro's own unlock/upgrade path, not just loot stops. 5 of the 8 catalogued towers are reachable only by Gyro (corpus ruling, COMPREHENSION §7), which makes the first one a chicken-and-egg problem solved by the Update 04 questline -- and makes the towers a hard exploration gate rather than optional scenery.

⏭ [beta-era] The Update 5.5 "Deck Drop" public beta (0.8.5.650920, 2026-08-29) adds new Gyro Towers. The eight-site table below is the 0.8.0 anchor-build census and will need re-running when Robert's build advances past 0.8.0.612251.

Eight SGS sites are catalogued on the wiki:

Site Coords (x, y) Enemies Notable loot
SGS-E-81-6660 135, -15 Laser Bob First Aid, Encyclopedia -- "Platform only accessible by Salvage Gyro"
SGS-NE-114-1510 78, -15 none Camera, Compass, Teddy Bear, The Art of War
SGS-NE-115-4600 91, -43 Orange Cocoon, Mosquito Guitar
SGS-NW-115-5100 62, -52 Orange Cocoon, Mosquito Meditation, Small Tree, Stopwatch, Sudoku Book, Teddy Bear, The Art of War
SGS-NW-150-6850 16, -44 Arch Angel Programming Manual, Teddy Bear
SGS-S-150-6300 81, 60 none Teddy Bear
SGS-SE-145-6950 UNVERIFIED Green Crawler Encyclopedia, First Aid, Programming Manual, Teddy Bear, Where's Tommy
SGS-SW-115-3255 UNVERIFIED Pink Slime Camera, Compass, Programming Manual

Wiki quality caveat: the SGS-NE-114-1510 page's description text reads "Central Warehouse Alpha is a Point of Interest to the northeast of the Lazarus Complex" -- an obvious copy-paste error from another page. Its coordinates and loot are probably fine; its prose is not. Two sites have no coordinates recorded.

SPOILER -- Update 04 story context The Gyro questline is entangled with Eden Cradle and the mystery of Project Canticle, and Update 04 also introduced HoloMemory, a system that reveals visual traces of past events at select locations. If you are avoiding narrative surprises, unlock the Gyro for the traversal and skip the log-reading until you want the story.


13. Camera Drone (Photo Drone) -- Update 3.5#

Spec Value Status
Class Small craftable drone; the game's photo mode Confirmed
Introduced Update 3.5, 2026-04-15 Confirmed
Unlock Skill tree only -- no scanning required; needs XP for the tier and skill points for the blueprint Reported (community, corroborated)
Skill tier 4 / 1 SP -- in-game skill name "Photo Drone" (DA_Skill_Vehicle_CameraDrone) ✅ RESOLVED [datamined 2026-08-25] -- the wiki Skills page simply omits it
Dormant sibling "Photodrone Plus" (DA_Skill_Vehicle_PhotodronePlus) sits at tier 14 on the "Never" unlock method -- no unlock path on 0.8.0 [datamined]
Power Internal battery, rechargeable Confirmed
Capability Takes screenshots; operates underwater; used for scouting as well as photography Confirmed / Reported
Range Limited -- range is measured from the player's location (fixed in Update 3.5 to use player position correctly). Community consensus: too short Reported
Charging Drone Charging Station module (Update 04) -- a docking pad Confirmed

Charging Station reality check (Steam thread, 2026-05, community consensus): the pad does not auto-dock. You either hold the drone in your hands over the pad, or deploy it to hover above the pad -- and hovering drifts off, especially in wave motion, and on a boat "the drone just rolls off". Many players simply dismantle and rebuild the drone to get a full battery, which is faster than using the station. Update 05 explicitly "improved the Drone, including buoyancy, controls, charging behaviour, and vehicle interactions", so this may be better in 0.8.0 than in the thread -- UNVERIFIED whether auto-docking now works.


14. DONK-Lift 3200 (forklift) -- Update 01#

Spec Value
Description (in-game) "Internal-combustion heavy duty forklift for horizontal and vertical movement."
Classification Listed as a Module on the wiki, not a vehicle -- but it is drivable
Skill tier 5 / 2 SP [datamined]
Companion item Donk Pallet -- ✅ CONFIRMED [datamined], its own skill at tier 5 / 1 SP (DA_Skill_Pallet), i.e. the same tier as the forklift. Budget 3 SP at tier 5 if you want the pair
Controls Fork tilt up / down, lift, horn (duplicate "Fork tilt down" binding fixed in Update 3.5)
Restriction Welding is not allowed on the forklift (Update 3.5)

Crafting recipe:

Part Qty
Alloy Frame 2
Conduit Wiring 1
Connector Ports 2
Display Screen 1
Logic Chip 1
Cooling Radiator 1
Electricity 5 Wh

Raw-material roll-up (wiki): 10 Copper · 5 Plastic · 3 Rubber · 4 Glass · 2 Aluminium.

The wiki page is a stub with empty Usage/Gallery/History sections -- fuel type, capacity, and speed are all UNVERIFIED. Its role is logistics: shifting heavy cargo and pallets around docks and decks, not travel.


15. Water Jet propulsion -- Update 05 (not a vehicle)#

Update 5.0 "Added Water Jet propulsion equipment, including two unlockable versions for enhanced underwater travel." This is player-worn equipment, not a craft -- it makes the Caretaker itself faster underwater. Included here because it is the closest thing the game has to a personal submersible, and because searching for "underwater vehicle" will otherwise turn up nothing.

Names and tiers resolved [datamined 2026-08-25]:

Equipment Skill tier / SP Asset
TideRipper™ Hand Jet 10 / 2 SP DA_Skill_WaterJet_V1
TideRipper™ Twin Jet 19 / 3 SP DA_Skill_WaterJet_V2

Recipes and the actual speed effect remain UNVERIFIED -- the mine gives identity and cost, not performance.


16. Fleet management -- there isn't one#

There is one boat. Nothing in the wiki, the patch notes or the official announcements describes a second vessel, a shipyard, purchasing/claiming additional hulls, or switching between vessels. The vessel-shaped things in the world (MCV-12 Eternal Flame, MCV-17 Dead Breath, the various Sanctuary Docks) are locations to explore, not ships to own.

Re-confirmed 2026-09-01, and worth stating plainly because the petrol line invites the opposite guess: no second boat exists. Petrol boosters and Petrol Engine Cylinders are Skimmer and Gyro parts only -- they exist because those two craft burn petrol, not because a petrol-engined vessel is waiting to be found. If you are holding petrol cylinders wondering what hull they go in, the answer is the jet ski and the rotorcraft.

What you can have is a small vehicle stable operating off the one hull:

  • The Boat as carrier, with 2 stern hitches for towing.
  • The CS-17 Skimmer towed on a 5 m mooring cable.
  • The Salvage Gyro parked on a Gyro Deck Boat Extension.
  • The Camera Drone on a Drone Charging Station.
  • The DONK-Lift 3200 for on-deck / on-dock cargo.

That is the endgame fleet: one mother vessel plus three satellites and a forklift.


17. Practical routing for a fresh playthrough#

Milestone Tier Why it matters
Complete Vessel of Tomorrow opening You get the boat; power it, fuel it, repair the diesel engine, reconnect the cylinder before sailing
Basic Electric Engine Cylinder 2 Backup propulsion that does not burn diesel
Electric / Fuel Cables 2 Everything on deck needs wiring
Diesel Engine Cylinder 3 Your real engine
DuraPack 3 First deck storage
Mooring Socket 4 Your own mooring points
DONK-Lift 3200 5 Cargo handling
Hull Stabilizer Mk.I 6 Roll damping; 2 is the sweet spot, ~8 kW each (§8.1)
Diesel + Electric Cylinder Boosters 6 First real speed jump; watch fuel burn
StorTite 6 100 kg containers
Petrol Engine Cylinder + CS-17 Courier Skimmer 9 ⚠️ corrected from 13 Your first satellite vehicle -- but a mission gate sits on top of the tier (§11)
FortiHold 11 200 kg containers
Super Boosters (Diesel + Electric) 13 Max boat speed -- and the worst litres-per-km in the game (§6.3)
Boat Extension, Gyro Deck 13 / 1 SP Buy it before the Gyro, not after -- it is what makes the boat a carrier
LumiMax 13 10 kW of silent, upkeep-free deck power (§6.2.1)
Typhoon 14 Storm insurance; budget repair materials for it
Large Electric Generator 15 Power to feed a fully boosted electric engine (28.5 kW)
PECO Grid Scan 2000 15 / 2 SP The grid meter -- and the instrument with the off-books hull rule (§3.3)
Salvage Gyro 17 Air access; then hunt the Gyro Service Towers
Petrol Booster / Super Booster 18 / 22 Skimmer and Gyro performance

Three things a new player should internalise on day one:

  1. The dashboard fuel and battery readouts count storage wired in equalize mode (unpooled tanks/batteries are excluded -- connection mode decides; corrected first-hand 2026-08-27, full rule in doc 19) -- while the PECO Grid Scan 2000 counts built modules only and leaves the hull's own tank and battery off the books (§3.3). Two instruments, two rules.
  2. The anchor and the mooring cables do different jobs (§8).
  3. Throttle is your fuel dial, not your speed dial -- 100% costs 2.07x the litres per kilometre of 50% for 1.5x the speed (§6.3). And carry diesel, not oil (§6.4).

Gaps & Unverified#

  • ~~No published speed, acceleration or consumption numbers anywhere for the boat, its cylinder grades, the Skimmer or the Gyro.~~ PARTLY RESOLVED 2026-09-01 (§6.3). Controlled community datasets now exist for the boat: per-grade speed and burn at 5 cylinders, the cylinder-count scaling series, the throttle curve (136 L/km @ 50% vs 281 L/km @ 100%), and electric-cylinder draws (19 kW / 28.5 kW with 5). Still open: (a) nothing is official -- the wiki publishes none of it and Channel37 confirmed an unquantified consumption cut in the Update 5.0 beta, so all figures are pre-U05 upper bounds; (b) Electric Super Booster draw is unpublished; (c) the Skimmer has no top-speed figure; (d) the Gyro's ~20 L/km at 200+ km/h and its ~10 km range are single-source REPORTED.
  • ⚠️ ENGINE CYLINDER SLOT COUNT -- COUNT CHECK PENDING first-hand read of the engine bay, flagged 2026-09-01. The doc carries 5 slots per engine on wiki authority alone. The datamine cannot settle it: the two engine data assets hold only name/description/category/materials, and the slot count lives in Blueprint bytecode that has not been decoded. The switch assets do not help either -- DA_ElectricEngineSecondary has an exact diesel twin (DA_DieselEngineSecondary), so the pair is a per-engine control pattern, not evidence of extra engines or slots. No number other than 5 is asserted. Resolve by counting sockets in the engine room; note the build, since the 5.5 beta touched boat modules.
  • Does the 80% throttle sweet spot exist? The community thread "You should be sailing at 80% throttle!" (134 upvotes) says yes; the only measured curve is monotonic in L/km, which says no. Test bounty in §6.3 -- same leg at 50 / 65 / 80 / 90 / 100%, record litres and elapsed time.
  • Which mission gates the CS-17 Skimmer purchase? The gate is confirmed first-hand (2026-08-28, "...or skimmer until another mission") but the quest is not named by the game text Robert saw, by the wiki, or by any guide. Open.
  • The 6,003 / 6,002 L diesel reading has two live interpretations (§3.3): "hull 2,000 + 2 built tanks, pooled on the dashboard" (doc-19-era, 2026-08-27) versus "3 built tanks, hull off-books on the Grid Scan" (first-hand 2026-08-29, beta-era). The beta may also have changed pooling display. Deliberately not resolved -- settle by reading dashboard and scanner on the same boat in the same minute.
  • Hull Stabilizer wattage is now REPORTED (~8 kW) but single-source (captnmax, 2026-06). A first-hand tooltip or measured draw would upgrade it; a 4-stack at that figure costs 32 kW, so the number materially changes deck planning.
  • Wind turbine durability decay is unquantified on 0.8.0. The ~10%/day and ~85%-in-20-minutes figures (§6.2.1) are single-source and predate Update 3.5's explicit "Wind turbine durability loss was reduced". Pattern solid, values indicative.
  • The Eco cylinder grade (Diesel / Electric / Petrol Engine Cylinder Eco) exists in the strings and the skill assets at the tier-30 "Never" sentinel, 3 SP each. No unlock path on 0.8.0, no published draw or burn, no wiki page. Whether "Never" means disabled or quest-gated is inferred from bucket-mates, not from an explicit flag.
  • Boat total-loss outcome is undocumented. Whether a boat can be permanently destroyed, and if so what the recovery path is (dock respawn? quest restore? run ended?), is not stated by any official or wiki source. Reports of boats disappearing read as bugs, not design.
  • ~~Camera Drone skill tier is unknown~~ RESOLVED [datamined 2026-08-25]: tier 4 / 1 SP, in-game skill name "Photo Drone" (§13). Still unpublished: its battery capacity, flight time and numeric range.
  • DONK-Lift 3200 fuel type, tank capacity, lift capacity and speed are unknown; wiki page is a stub. (Its tier -- 5 / 2 SP -- and its Donk Pallet companion at 5 / 1 SP are now datamine-confirmed, §14.)
  • ~~Water Jet propulsion (Update 05): names, unlocks, recipes and speed effect all unestablished.~~ PARTLY RESOLVED [datamined]: TideRipper™ Hand Jet (T10 / 2 SP) and TideRipper™ Twin Jet (T19 / 3 SP). Recipes and speed effect still unestablished.
  • ~~Boat Stabilizer (Update 03) effect is unquantified~~ RESOLVED 2026-08-27: it is the Hull Stabilizer Mk.I (T6, 1 SP, datamined) -- roll damping that stacks with a 2-unit sweet spot, placement-independent, at a turning-radius cost (§8.1). ~~Still open: its wattage.~~ Wattage now REPORTED at ~8 kW (single source, 2026-06) -- see the entry above.
  • Sonar has no wiki page. ~~and no confirmed in-world product name~~ NAME RESOLVED 2026-09-01 [datamined]: the skill asset DA_Skill_Utility_Sonar carries the display name "Scan-50 Sonar" at tier 15 / 3 SP, and a companion "Deep Scan-500 Add-On" (DA_Skill_Utility_Sonar_Addon_500) sits at tier 23 / 4 SP with a REPORTED 10 kW draw. The name and tiers are settled; still UNVERIFIED: the craft cost, scan radius, the Scan-50's own power draw, and the claim that sonar reveals 4 hidden Human Seed sites (single community source, no official or wiki corroboration).
  • Autopilot: confirmed absent as of April 2026 by community thread; not re-verified against 0.8.0. No patch note adds one, so absence is highly likely but formally UNVERIFIED for the current build.
  • Default keybindings are drawn from a launch-era (2025-11-13) guide and may have drifted across five updates. The E / Space / F bindings are corroborated by later sources; W/A/S/D and the camera key are not.
  • ~~Update 5.0 Hotfix 2 release date~~ RESOLVED 2026-08-24: the Steam patch-notes thread dates Hotfix 1 (0.8.0.612211) to 2026-06-26 and Hotfix 2 (0.8.0.612251) to 2026-06-29. No update has shipped since; 0.8.0.612251 is still current.
  • Gyro Service Tower coordinates missing for SGS-SE-145-6950 and SGS-SW-115-3255; SGS-NE-114-1510's description text is a wiki copy-paste error.
  • Whether the Drone Charging Station auto-docks in 0.8.0 after Update 05's drone charging improvements -- community complaints predate that patch.
  • Wiki date error: the wiki's Curiosity Wakes page gives Update 03 a release date of 31 May 2026, which is impossible -- Steam's own news feed carries the Update 03 improvements post on 31 March 2026 with builds 0.7.0.609056/609096/609383 dated 21/23/31 March, and Update 04 shipped 13 May. Trust the March dates; the wiki page is wrong.
  • ~~DONK Pallet as the forklift's companion item is UNVERIFIED~~ RESOLVED [datamined 2026-08-25]: Donk Pallet is a real skill (DA_Skill_Pallet, tier 5 / 1 SP). The wiki stub simply omits it.
  • Source disagreement noted: Update 02's release date is given as 2026-02-11 (PC Gamer, official site) and 2026-02-13 (press releases, final patch-notes entry). The in-cab terminal is spelled "PICO" by TheGamer's launch guide and "Peco" by the wiki -- PECO is correct, confirmed first-hand from the install's peco-engine.js.
  • Deliberately not researched here: the narrative content of the Gyro/Eden Cradle questlines, and the world-map location catalogue beyond the SGS towers -- those belong to the locations and story docs.

Sources#

All accessed 2026-08-24.

First-hand ground truth - C:/last-caretaker/docs/ref/shadow-install.md -- install inventory, version anchor, GameUserSettings.ini boat HUD keys, peco-engine.js - Robert's own play, 2026-08-27 -> 2026-08-29 -- dashboard pooling correction, LumiMax tooltip (10.0 kW), boat node census and Grid Scan readings [the 08-29 items are beta-era, 0.8.5.650920], Skimmer mission-gate wording, Typhoon port behaviour

Added in v1.2.0 (2026-09-01) -- local research + mined data - docs/ref/flow-research/fuel.md §3.3 (the silent Distillation Tower nerf), §3.5 (Axis of Lint's per-grade series, the.momaw's throttle curve, the extra-tanks retraction), §2 (tank capacities) - docs/ref/flow-research/electricity.md §2.1 / §2.1.0 (byte-exact generator ladders), §2.1.1 (turbine decay, storms exceeding nameplate, solar gimbal tracking), §2.2 (Hull Stabilizer ~8 kW), §2.3 (electric cylinder draws + measured range) - docs/ref/flow-research/transfer-layer.md §3.5 (1 MW cable bandwidth), §7 C-3/C-4 (wind ratings, dashboard pooling) - data/datamine/REPORT.md + data/datamine/parsed/skilltree-mined.json + parsed/display-names.json -- all skill tiers and SP costs tagged [datamined] in this document, the Eco cylinder grade, the Scan-50 Sonar / Photo Drone / Donk Pallet / TideRipper identities - data/datamine/raw/pakchunk0-file-index.txt.gz + raw/modules/ -- the engine module assets and the Data/Switches/ census behind §3.4

Official - https://thelastcaretaker.com/news/2026-06-25-the-last-caretaker-launches-update-5-new-horizons-new-progression-paths-exploration-systems-tools-storyline-and-major-improvements/ - https://thelastcaretaker.com/news/2026-06-23-heroes-get-high-as-caretakers-take-to-the-skies-in-update-04-below-us/ - https://thelastcaretaker.com/news/2026-06-23-fire-up-your-jet-ski-explore-new-locations-customise-your-ship-in-the-latest-free-update-to-the-last-caretaker-ocean-the-final-frontier/ - https://thelastcaretaker.com/news/2026-06-23-new-photo-drone-peco-minigames-new-hidden-areas-and-a-major-round-of-bug-fixes-arrive-in-surprise-update-3-5-shadow-drop-for-the-last-caretaker/ - https://steamcommunity.com/app/1783560/allnews/ - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ -- Update 5.0 New Horizons patch notes (0.8.0.612115) - https://steamcommunity.com/app/1783560/discussions/0/844005830910046317/ -- Update 4.0 Below Us patch notes (0.7.5.610707) - https://steamcommunity.com/app/1783560/discussions/0/804596796626077049/ -- Update 3.5 patch notes (0.7.2.609842) - https://steamcommunity.com/app/1783560/discussions/0/766310496237281989/ -- Update 02 patch notes (0.6.5.607921)

Community wiki (thelastcaretaker.wiki.gg) - https://thelastcaretaker.wiki.gg/wiki/Boat (raw wikitext) - https://thelastcaretaker.wiki.gg/wiki/CS-17_Courier_Skimmer (raw wikitext) - https://thelastcaretaker.wiki.gg/wiki/Salvage_Gyro (raw wikitext) - https://thelastcaretaker.wiki.gg/wiki/DONK-Lift_3200 (raw wikitext) - https://thelastcaretaker.wiki.gg/wiki/Cylinders - https://thelastcaretaker.wiki.gg/wiki/Skills - https://thelastcaretaker.wiki.gg/wiki/Mechanics (raw wikitext) - https://thelastcaretaker.wiki.gg/wiki/Vessel_of_Tomorrow (raw wikitext) - https://thelastcaretaker.wiki.gg/wiki/Paint_Cans (raw wikitext) - https://thelastcaretaker.wiki.gg/wiki/Repair_Tool (raw wikitext) - https://thelastcaretaker.wiki.gg/wiki/Curiosity_Wakes (raw wikitext) - https://thelastcaretaker.wiki.gg/wiki/Modules - https://thelastcaretaker.wiki.gg/wiki/Category:Vehicles - SGS tower pages via api.php batch fetch: SGS-E-81-6660, SGS-NE-114-1510, SGS-NE-115-4600, SGS-NW-115-5100, SGS-NW-150-6850, SGS-S-150-6300, SGS-SE-145-6950, SGS-SW-115-3255

Steam community discussions (labelled as community consensus in-text) - https://steamcommunity.com/app/1783560/discussions/0/690870825661778746/ -- "How I use Anchors and Mooring." - https://steamcommunity.com/app/1783560/discussions/0/669474588663487766/ -- "Boat is sinking for no reason?" - https://steamcommunity.com/app/1783560/discussions/0/563659002336051088/ -- "Boat Taking Continuous Damage - Won't Stop" - https://steamcommunity.com/app/1783560/discussions/0/802344445710226177/ -- "Prob not but..Auto Pilot?" - https://steamcommunity.com/app/1783560/discussions/0/834999789639701586/ -- "Drone Charging Station"

Press and guides - https://www.thegamer.com/the-last-caretaker-ship-management-repair-guide/ (2025-11-13, launch-era -- labelled in-text) - https://www.pcgamer.com/games/survival-crafting/seafaring-survival-sim-the-last-caretaker-gets-a-big-update-that-adds-a-speedy-jet-ski-and-lets-you-customise-your-base-boat/ - https://www.savingcontent.com/2026/05/14/gyrocopters-hook-cables-fixes-and-more-arrive-in-update-4-below-us-for-the-last-caretaker/ - https://www.savingcontent.com/2026/06/25/explore-new-horizons-in-update-5-for-the-last-caretaker-available-now/ - https://bleedingcool.com/games/the-last-caretaker-new-update-adds-photo-drone-with-new-bug-fixes/ - https://www.gamespress.com/Heroes-Get-High-as-Caretakers-take-to-the-skies-in-Update-04-Below-Us

Attempted and abandoned (blocked) - https://steamdb.info/patchnotes/21860757/ -- HTTP 403 - https://techraptor.net/gaming/guides/last-caretaker-boat -- HTTP 403

09

Items, Resources, Crafting & Production

Version anchorEarly Access 0.8.0.612251 = Update 5.0 "New Horizons" Hotfix 2 (base update 0.8.0.612115 shipped 2026-06-24/25; Hotfix 1 0.8.0.612211, Hotfix 2 0.8.0.612251). Matches the installed ShadowPC build (Steam buildid 23962331, verified first-hand 2026-08-24 in docs/ref/shadow-install.md). No Update 06 exists as of 2026-08-24 -- 5.0 is current. Re-confirmed 2026-08-24 against the Steam news index: the newest post is "Watch Antti and Jack play Update 5.0: New Horizons" (Jun 25); nothing has shipped since.
18 claims checked19 corrections16 unverifiedverifier verdict

Substantially more reliable after the pass: every load-bearing existence claim (Fabricator/Recycler stats and behaviour, 100/200 kg weight-based inventory, 10 m sourcing radius, 25-tier tree with level cap 30->35, 2-hour seed timer and 85-seed total, boat specs and net, Recovery Grinder, Stainless Steel in 5.0) checked out verbatim against the current wiki and the 5.0 patch notes, and the version anchor is confirmed current. The real defect found was the opposite of what the doc expected -- its launch-era Part recipes and several module/tool names had drifted while tiers had not -- so §6.1 is now split into [0.8.0 verified] and explicitly-suspect rows, the generator renames are called out, and the Wh cost model is corrected. Remaining risk is concentrated in the unverified launch-era rows and in all skill-point costs, which no public source publishes; a datamine of the unencrypted IoStore containers is still the only way to close those.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Provenance labels used in this document. [0.8.0 verified] = read off a current wiki page for the anchored build · [first-hand YYYY-MM-DD] = observed in Robert's own play session on that date · [datamined] = read out of the shipped containers (data/datamine/parsed/*.json, mined 2026-08-25 from buildid 23962331) · [save-census] = read out of Robert's save file · [wiki] = community wiki, current unless dated · [beta-era] = observed on the Update 5.5 "Deck Drop" public beta (0.8.5.650920, buildid 24990438, UE 5.8.1) that Robert opted into on 2026-08-29. Beta-era facts are recorded but do not re-anchor this document -- everything unmarked is 0.8.0.612251. Evidence hierarchy, strongest first: in-game purchase/receipt > tooltip text > datamine or save > wiki > guide. The aggregator sites last-caretaker.com and thelastcaretakergame.org are STRUCK as sources for this corpus (their numbers were shown to be laundered and partly fabricated -- docs/ref/flow-research/electricity.md §5.13).

The Last Caretaker's economy is a three-verb loop: dismantle the drowned world into scrap, recycle scrap into base materials, fabricate materials into parts, and parts into everything else. There is no ore-smelting tech tree and no conveyor-belt factory layer -- the Caretaker is a scavenger robot, and the "industry" in the game is fluid and power infrastructure (generators, purifiers, tanks, cables) plus a small set of unattended converter modules, not item logistics. Recipes are gated behind a 25-tier skill tree bought with skill points, not behind discovered blueprints. Weight, not slot count, is the binding inventory constraint (100 kg base, 200 kg maxed). This document covers the taxonomy, every recipe table that is documented, the processing chains, the automation verdict, inventory/storage rules, the human-seed handling rules (spoiler-fenced), and the finite-vs-renewable economics -- with launch-era data explicitly labelled where it may have drifted across five major updates.


1. The production model at a glance#

Stage Verb Where Notes
1 Dismantle World objects, furniture, machinery, ore nodes, defeated enemies Uses the Dismantle Tool (skill Tier 2). Yields Scrap and Nuggets. Grants XP.
2 Recycle Recycler module Converts Scrap / Nuggets / junk items / finished items back to base Materials. Cannot process bio. Grants XP.
3 Fabricate parts Fabricator module Materials -> Parts (Alloy Frame, Connector Ports, Logic Chip, ...). Grants XP.
4 Fabricate items/modules Fabricator Parts (+ raw materials) -> tools, weapons, equipment, modules.
5 Build Placement in world Modules are placed structures; they then need power / fluid hookups.
6 Convert Soilforge, Food Processor, Diesel Generator, Water Purifier, Recovery Grinder, Sabatier Reactor, Distillation Tower Unattended converters that run on inputs piped/stored nearby.

Confirmed (wiki Crafting, wiki Fabricator, wiki Modules, TheGamer guide). The loop is also the primary XP source: "dismantling, recycling, and crafting" all feed skill levels, which award skill points, which unlock recipes.

1.1 Hand-crafting vs station crafting#

Both exist. Per the wiki Mechanics page:

  • The Caretaker can craft/build directly from nearby resources -- the search radius is 10 metres.
  • The Fabricator runs ~3x faster than the player, and building multiple Fabricators grants further speed-up (they appear to parallelise/stack).
  • The Engineering enhancer reduces building/crafting time and power by 0.5% per point (100 levels).

So: hand-craft in a pinch, but a Fabricator (or a bank of them) is the real production floor. Crafting consumes electricity from the Caretaker's internal battery measured in Wh -- an energy sink most survival games don't have. Every fabrication step has its own Wh price: each individual Part costs 5 Wh to fabricate (verified on Alloy Frame, Connector Ports, Display Screen, Logic Chip, Power Core, Advanced Alloy Mesh, Storage Cylinder, Reactive Core -- all 5 Wh), while a module's listed figure (Recycler 4 Wh, Fabricator 4 Wh) is the final assembly step only, not the chain total. Building a Fabricator from raw materials therefore costs 4 Wh + 5 Wh x 6 parts = 34 Wh, not 4 Wh. (verified 2026-08-24, 0.8.0)


2. Resource taxonomy#

The item tree as the wiki Items page categorises it (re-read 2026-08-24): Materials, Food Materials, Organics, Nuggets, Scraps, Cables, Consumables, Equipment (Tools, Backpacks), Vehicles (Drivables, Equipment, Engine Boosters), Weapons (Pistols, Rifles, Grenades, Attachments, Ammo, Magazines), Production Enhancers, Food, Memories. Parts, Decorations and Paints exist as wiki categories but are not listed on the Items page itself.

2.1 Base materials by rarity#

Category:Materials holds 32 pages as of the current wiki. Rarity tiers (wiki Items page):

Rarity Materials
Common Copper, Iron, Glass, Plastic, Rubber, Fabric
Uncommon Aluminium, Gold, Polyurethane, Silicon
Rare Carbon Fiber, Titanium, Stainless Steel (added in Update 5.0, with its own skill unlock)
Artifact Neutronium, Plasma Gel, Quantum Crystal

Version note: Stainless Steel is Update 5.0 (0.8.0) content -- absent from every launch-era guide. Any pre-June-2026 recipe list will not mention it.

Stainless Steel is not a tier purchase [datamined 2026-09-01] -- and its source is now SETTLED [researched 2026-09-03; first-hand 2026-09-03, 5.5-era]. Its skill asset DA_Skill_Material_StainlessSteel carries required_tier: 0, skill_point_cost: 0 and unlock_method: "Never" -- the mine's marker for "not reachable through the skill tree." ~~Combined with the fact that it plainly is obtainable in 0.8.0, that means Stainless Steel is granted by something other than spending skill points (quest, vault or world unlock). Which specific unlock hands it over is progression's business (docs 11 / 17).~~ The answer is neither a quest nor a vault: it is a Fabricator recipe that only appears when oil is piped into the Fabricator. Two Steam threads ("Stainless steel not listed in the Skills menu" and "Stainless", 2026-06) plus the wiki agree, and Robert hit exactly this wall at the Eden build site:

Fact Detail
How it unlocks Run a Fuel Cable from an Oil Tank into the oil connector port bolted to the BOTTOM of the Fabricator's panel (players miss it -- it hides behind boxes). The Stainless Steel recipe appears the moment oil is connected; "waiting for material" on the recipe means the oil is not connected
Recipe 1 Iron + 10 L oil -> 1 Stainless Steel, 10 Wh
What it is for Eden Frame (Small): 50 Stainless Steel + 3 Connector Ports + 2 Storage Cylinders + 1 Compression Pump; Farming Platform: 8 Stainless Steel. A first Eden install is therefore ~58 SS = 58 Iron + 580 L oil -- one 2,000 L Oil Tank covers three frames. One player's full Pishon build ran four large oil tanks and ~4,000 iron (800+ SS) (Reported)
Where the oil comes from Found barrels and site tanks (finite); the Black Vein Station Oil Pump (49, −70; renewable -- doc 12 §7.10.7); the Recovery Grinder (T23 / 4 SP; needs a Reactive Core, i.e. Plasma Gel, and the Ugly Work silo blueprints at MCV-17 Dead Breath 74, −74 and MCV-12 Eternal Flame 89, 47 -- Gyro required), which outputs oil from surplus matter (§7.5); the Project Jonah whale (Platform Omega, 90, 6 -- doc 17 §11): once a grown human has authorized the call, each charged dive returns ~9,000 L of oil for ~30 kWh in a few minutes, repeatable -- the cheapest renewable oil in the game [community, six Steam threads; quest asset mined]
Doctrine Craft the steel where the oil is (a Fabricator plus an Oil Tank at the depot or the rig) and carry the steel; or plant a Fabricator and a tank at the frame site. Keep the oil you mean to turn into steel OFF any Distillation Tower line -- the tower drinks 20,000 L/h and will eat it in minutes (§7.9)

Practical consequence stands: do not budget skill points for it and do not hunt the tree for it -- bring oil to a Fabricator.

2.2 Food materials and bio#

Group Members Rarity band
Food materials (common) Carbohydrate, Fat, Protein Common
Food materials (uncommon+) Calcium, Omega-3, Vitamin D Uncommon
Exotic bio-additives Bioregulator, Mitochondrial Amplifier, Nanite Nutrient Rare / artifact (exact band UNVERIFIED)
Organics (Category:Organics) Bio Flesh, Bio Light, Bio Organic, Bio Seaweed, Bio Waste POOR -> up
Also listed under Materials Bio Dark --

Organics are the only input class the Recycler refuses; they route to a Soilforge (or Soilforge Prime) instead.

2.3 Nuggets (mining output)#

Five nugget types, obtained by mining ore nodes with the Dismantle Tool, recycled 1:1 into their metal:

Nugget Recycles to Ratio
Copper Nugget Copper 100% (1:1)
Iron Nugget Iron 1:1
Gold Nugget Gold 1:1
Titanium Nugget Titanium 1:1
Quantum Crystal Nugget Quantum Crystal 1:1

Weight: the wiki Scrap page states all scrap and nuggets weigh 0.8 kg; the individual Copper Nugget page states 1 kg. Sources disagree -- see Gaps.

Where the ore is, and how you get it off the rock [researched 2026-09-01, companion dive]. Ore is mineral clusters on the spires and mountain peaks that break the surface, and at their underwater bases -- concentrated in the far north-east Quarantine Stacks / Rocky Islands district and at The Spire of Command (doc 12 §7.8 has the site list). Finding them is visual (a telescope from a height; quantum crystal glows green) -- no sonar marks ore: Scan-50 is "shallow finder sonar for navigation and local surveying below the seabed" and Deep Scan-500 images hidden voids and structures, not deposits [datamined descriptions]. Mining is the Dismantle Tool on what you can reach; what you cannot reach on a spire you shoot down with the rifle or sniper (community: "shoot them down off the spires" -- one 300-hour player had not known), and the Salvage Gyro reaches the summits. Respawn is now a registered conflict: this document's §3 and §12.1 carry fixed nodes, no regrowth, but a 2026-05 Steam thread ("299 Titanium Per Hour") reports the in-water deposits at Quarantine Stack Amen respawning on every save load (a save / quit / continue loop: 4 deposits per ~100 s, later 23 ore per 277 s cycle; mixed results at Amen after Update 04; Aurora's base holds 9 deposits). UNVERIFIED -- Gaps. Quantum Crystal: keep it as nuggets in its own box (decay / vanish bug reports, 2026-02/03); it also comes back one per T4 human launched (the capsule loot table rolls QC x1, Carbon Fiber x10, Titanium x10 -- doc 23 §3.2). Renewable alternatives to the district: sharks (titanium + the nanite tier) and the Recovery Grinder (§7.5).

2.4 Scrap types and their recycler yields#

Scrap comes from "general looting, or by using the Dismantle Tool on various items, objects and even defeated enemies." Recycler output map (wiki Scrap, current):

Scrap type Recycles into Tier feel
Metal Scraps Iron, Copper Common
Copper Scraps Copper Common
Plastic Scraps Plastic, Rubber Common
Wire Scraps Plastic, Copper Common
Rubber Scraps Rubber, Plastic Common
Fabric Scraps Fabric Common
Broken Glass Glass Common
Aluminium Scraps Aluminium, Iron, Copper Uncommon
Tech Scraps Gold, Polyurethane, Silicon Uncommon
High-Tech Scraps Carbon Fiber, Titanium Rare
Ultra-Tech Scraps Neutronium, Plasma Gel Artifact

Junk items (trash bags, plastic containers, etc.) behave identically to scrap -- feed them to the Recycler rather than leaving them.

Dismantle-vs-Recycler economy [SETTLED 2026-08-25 -- community A/B testing + dev confirmation via Discord]:

  1. Materials parity. Dismantle-then-recycle and direct Recycler insertion yield ~identical base materials for world objects -- controlled reload-tested A/B (crazycga: orange cans + gas boiler parts; iron 800 g stable, copper 300-600 g RNG), dev-confirmed by community liaison "Axis of Lint": both paths equal on base materials, RNG only on bonuses.
  2. XP asymmetry -- dismantle anyway. The dismantle path pays XP twice (scrap pickup + material pickup) vs once for direct insertion. Marked Steam answer: "More XP if you use the dismantle tool. Same amount of resources."
  3. Durability rule (crafted items). Dismantling at max durability refunds the full parts list; a spent/damaged item through the Recycler returns roughly half. Repair before scrapping.
  4. Recipe-knowledge gate. Dismantling withholds parts whose recipes you don't know (wiki Dismantle Tool: a fully-repaired Cyclone yields no Logic Chip until you know the Logic Chip) -- skill breadth silently raises salvage yields, a hidden incentive to buy wide.
  5. Known exception: Quantum Duplicator / Entanglement Lens spent units differ by disposal method (possible bug).
  6. Doctrine: build forward Recyclers at salvage sites (boat-cable powered) rather than hauling scrap home.
  7. The dismantle preview shows you the whole deal before you commit first-hand 2026-08-29. Aiming the Dismantle Tool at an object renders the full yield table (every material and count), the electricity cost and the time, before you start the job. Salvage is therefore window-shoppable: walk a room, preview everything, and spend charge only on the objects worth it. This is the mechanic that makes §2.4.1's premium props findable without wasting a battery.
  8. Big objects carry Wh-scale dismantle pricing first-hand 2026-08-29. Small furniture is cheap; a person-sized machine prop is priced in hundreds of Wh (the Aged Lazarus Vial in §2.4.1 preview-priced at 289 Wh / 0:07). On a 500 Wh starting battery that is over half your tank for one object -- preview first, and dismantle heavy props on a cable or beside a charged backpack, not on internal charge alone. Scrapper (-0.5% dismantle time and power per point) is therefore worth more than its description implies once you are working big props.

2.4.1 Premium salvage props -- the Aged Lazarus Vial first-hand 2026-08-29, beta-era#

Not every dismantlable object is furniture. Behind a Security III door in the Station / Relay 49 basement, Robert found two person-sized derelict Lazarus vessels -- amber-lit cylinders, rendered as world props -- whose in-game name reads "Aged Lazarus Vial". The only interaction they offer is dismantle, and the payout is the richest single-object yield documented anywhere in this corpus.

Dismantle preview, at 100% durability:

Yield Count Band
Ultra Tech Scrap x1 Artifact (recycles to Neutronium / Plasma Gel)
High-Tech Scrap x2 Rare (Carbon Fiber / Titanium)
Tech Scrap x2 Uncommon (Gold / Polyurethane / Silicon)
Broken Glass x2 Common (Glass)
Aluminium x2 Uncommon (already a base material)
Wire x1 Common
Copper x4 Common

Cost: 289 Wh, 0:07.

Why this matters. Until now, every Ultra-Tech Scrap route in this document ran through enemies -- sharks "drop almost everything, including ultra scrap" (§3, §12.2), which is renewable but random and dangerous. The Aged Lazarus Vial is the first static, non-shark, guaranteed Ultra source documented anywhere -- a fixed world prop that hands you artifact-band material for a battery charge and seven seconds. That reframes the artifact economy: Neutronium and Plasma Gel are not purely a combat drop.

Doctrine that falls out of it:

  • Security-gated rooms hold top-band scrap density. A door that needs a Security III credential is the game signposting that what is behind it is worth the detour. Preview everything in such a room before dismantling anything.
  • "Aged" in an object name reads as dead equipment -- i.e. loot by design. The prefix marks a prop the designers intended you to break down, not a fixture.
  • Preview, then budget. Two vessels = ~578 Wh, more than a stock 500 Wh battery. Bring a charged ONi backpack (§6.2) or run a cable.

Provenance and open questions. This is first-hand, beta-era -- observed on the 5.5 "Deck Drop" beta build. It has zero hits in the 0.8.0 string mine (display-names.json / item-names.json carry no "Aged", "Vial" or matching prop string) and no wiki page, which makes it undocumented everywhere else. Note carefully what the mine's silence does and does not prove: the 2026-08-25 pass mined skills, items and modules, never world props, so absence there is not evidence the prop is new. Whether the Aged Lazarus Vial also exists in 0.8.0 is UNVERIFIED -- its vintage is genuinely unknown. Yield counts and the 289 Wh price are the preview's own numbers, read off the screen.

2.5 Fluids and gases#

Not inventory items -- they live in tanks and networks, moved by cables (the game's word for pipes as well as wires):

Fluid / gas Source Storage Cable type
Electricity Solar (LumiLite/Mid/Max), wind (Whisper/Cyclone/Typhoon), generators Small/Medium Battery; boat Medium Battery 6.0 kWh Electric Cable
Diesel Diesel Generator burning bio Small Diesel Container, Diesel Tank; boat built-in 2,000 L Fuel Cable
Petrol Small Petrol Generator / refining chain Small Petrol Container, Petrol Tank Fuel Cable
Fresh water Water Purifier; boat Water Pump Small Fresh Water Container, Water Tank Water Cable
Oxygen Small Oxygen Generator Small Oxygen Container, Oxygen Tank Gas Cable
Methane Sabatier Reactor Methane Tank Gas Cable
Carbon dioxide Ambient / boat CO2 outlet CO2 Tank Gas Cable
Oil Black Vein Station Oil Pump (fixed, renewable -- doc 12 §7.10.7); the Jonah whale (~9,000 L per charged dive at Platform Omega -- doc 17 §11, doc 10 §8.5); found barrels / site tanks; Recovery Grinder by-product Oil Tank (2,000 L; T20 / 3 SP) Fuel Cable. Consumers: the Distillation Tower (20,000 L/h -- §7.9) and the Fabricator's oil port for Stainless Steel (10 L per unit -- §2.1)

Planning rule from the wiki: "only diesel has a built-in tank; craft containers before collecting water or special gases." Turning up at a water or gas source with nothing to put it in is the classic early-game wasted trip.

2.5.1 Storage capacities -- the numbers to plan hauls against [datamined 2026-08-29]#

Capacities and tiers below are mined from the shipped VoyageSkill / module data assets, which outranks every published source. This closes the "how much does a tank hold" hole that made §6.7's Capacity column mostly empty.

Vessel Substance Capacity Tier (SP) Notes
Oxygen Tank (LargeO2tank) O2 9,000 L 16 (3) The single biggest vessel in the game
Methane Tank CH4 6,000 L 16 (3)
CO2 Tank CO2 6,000 L (CO2tank_Small, the buildable unit); a 12,000 L large variant (CO2Tank_Large) exists in the data [datamined pass 2, 2026-09-01] 16 (3) Tier/SP SETTLED -- see §6.7
CO2 Reactor Tank CO2 unpublished 22 (4) Not plain storage -- a converter module
Diesel Tank Diesel 2,000 L 8 (2)
Petrol Tank Petrol 2,000 L 10 (2)
Water Tank Fresh water 2,000 L 11 (2) The wiki's "Large Water Tank" is a 404; the game calls it Water Tank
Oil Tank Oil 2,000 L 20 (3) Same size as the other three, four times the tier
~~Salt Water Tank~~ Salt water 2,000 L 30, unlock_method: Never Dormant -- a finished module with no unlock path
Boat hull tank Diesel 2,000 L built in The only built-in fluid storage in the game
Small Oxygen Container O2 300 L 12 (1) Single-use, output-only (SUModule). Its 200 L fabrication cost is a separate number and is the source of a recurring 200-vs-300 confusion
Small Diesel / Petrol / Fresh Water Container matching fluid 200 L Diesel 4, Petrol 5, Water 7 (1) The portable tier

The launch-bill arithmetic this enables. A rocket launch bills 12,000 L oxygen + 3,000 L methane + 60 kWh electricity (§7.8). One Oxygen Tank holds 9,000 L -- less than a single launch -- so the pad needs two oxygen tanks minimum, while one 6,000 L Methane Tank covers two launches. The intuition that methane is the hard part is backwards; oxygen is the constraint.

Naming trap: the cut items are the ones called plain "Container" at the portable size (Oxygen Container, Methane Container, Carbon Dioxide Container -- all unlock_method: Never, all empty asset shells). The live small one is the "Small Oxygen Container", a different asset. Guides claiming "oxygen containers exist" are usually pointing at the cut item.

[beta-era] Update 5.5 "Deck Drop" expands this whole table. The 5.5 public beta (0.8.5.650920, opt-in from 2026-08-28) advertises "expanded storage: 11 new container modules, from portable storage to large Bulk Battery, Petrol and Diesel containers." Robert's own save census on 2026-08-31 additionally shows an "ExtraLarge Petrol Tank" skill present in the beta tree [save-census, beta-era]. No per-item numbers are published -- the developer says the breakdown waits for the public-branch launch -- so nothing here is a capacity claim, only an existence claim. When 5.5 reaches the public branch this section and §6.7 both need re-reading, and the Bulk Battery's capacity becomes a priority tooltip read.


3. Where each thing comes from -- gathering methods#

Method Tool / enabler Yields Renewable?
Dismantling world objects (furniture, machinery, wrecks, facility fittings) Dismantle Tool (Tier 2); Rhino Dismantler (Update 5.0, higher tier) Scrap of every tier, junk No -- each object is consumed permanently
Mining ore nodes Dismantle Tool; rifle / sniper to knock deposits off spires; Salvage Gyro for summits Copper/Iron/Gold/Titanium/Quantum Crystal Nuggets No (fixed nodes) -- but see §2.3: one 2026-05 report of in-water deposits at Amen respawning on every save load (UNVERIFIED)
Looting containers / lockers / crates in facilities Interaction, auto-pickup Scrap, materials, parts, memories, food No (fixed)
Floating resource containers on the ocean surface Boat, hand Common materials incl. Fabric Yes -- community consensus: respawn indefinitely
Boat net (dredge) deployed from the stern Boat, moving Random scrap of all tiers incl. rare, Bio Seaweed, bio for fuel/food Yes -- the game's infinite low-grade tap
Enemy drops Weapons Scrap incl. Ultra-Tech; sharks reportedly drop "almost everything" Yes for sharks/leeches/pod-spawned smalls; No for large uniques
Salvage Gyro aerial salvage (Update 4.0) Salvage Gyro + Gyro Service Towers Salvage from otherwise unreachable sites Site-limited
Underwater diving / silos / caves Pressure enhancer (+1 m/point, 110 m max); TideRipper Hand Jets (5.0) Deep-site salvage, artifact materials No (fixed sites)
Farming (Update 5.0) Seeds, plants, trees, growth stages; Eden modules Food materials, organics Yes
Soilforge conversion Module Food Materials from Bio Yes (bio-limited)
Recovery Grinder conversion (Update 5.0) Module + Oil Trades surplus material for a different material Yes (oil-limited)
Samples collection (Update 5.0) Exploration; Replica Scanner (T3, 1 SP; internally the ScanTool) for cave paintings and statues on foot, the Camera Drone for HoloMemory scenes [mined strings + community, 2026-09-05 -- the earlier "PECO Grid Scan 2000" attribution was wrong] Catalogue entries ("Take Sample" / "Sample captured"), not carried items -- transferred into the rocket payload's data container and re-sendable forever (progression currency, not crafting stock) Fixed set: 67 hologram/event samples (002-131) + 44 cave-painting/rock samples (502-704) on the wiki Samples table

The single most important economic fact and the one the marketing implies but doesn't state plainly: the fixed world is finite, the sea is not. See §12.


4. Tools and gathering equipment#

Item Role Unlock Notes
Repair Tool Repairs modules/boat/structures Tier 1, equipped from the start Default loadout
Torch Light Tier 1 (0 SP), equipped from the start Battery Cell x1 + Optical Lens x1
Dismantle Tool The economy's mainspring: breaks objects and ore into scrap/nuggets Tier 2 Scrapper enhancer: -0.5% dismantle time and power per point
Rhino Dismantler Heavier, petrol-powered dismantler Update 5.0, Tier 21 Recipe UNVERIFIED; tier confirmed on the current skill tree, petrol-powered per the 5.0 notes
Glowstick Throwable light Tier 3 (1 SP) Iron x1, Glass x1
Lancer / Nebula / Eclipse Upgraded torches Tier 6 / 14 / 18 See §6.3
Hook cables Attach to structures (traversal/towing) Update 4.0 --
Camera / Photo Drone Screenshots, photo mode Update 3.5 (2026-04-15) Craftable
Drone Charging Station Module for drone upkeep Update 4.0 --
PECO Grid Scan 2000 Grid diagnostics, not world scanning Update 5.0, Tier 15 (2 SP) [datamined] Mined description: "Scans the connected power grid and displays linked modules, power usage, shortages, and switch states." It is a power-infrastructure instrument, not a salvage/POI scanner -- the UI it renders is documented in doc 19 §10.3
Scan-50 Sonar Reveals hidden seabed sites -- Used to find the 4 hidden Seed Reserves. A Deep Scan-500 Add-On sits at Tier 23
TideRipper Hand Jets Underwater propulsion Update 5.0, Tier 10 ("Tideripper(TM) Hand Jet" in the tree) 5.0 shipped two unlockable water-jet versions
Data Recovery Deck Recovers data; plays music Tier 6 (1 SP) [datamined] ✅ Name CONFIRMED as the in-game display name (asset DA_Skill_Module_Boombox) -- the earlier "community name, not confirmed" caveat is retired. Mined description: "A rugged PECO cartridge reader built for field data recovery. Its speaker and screen made [it]..." Ties into the cassette/music channel in the settings file. Note the tier: 6, far earlier than "Update 5.0 content" implies
Backpacks (ONi line) Carry electricity / fuel on the person Tiers 5-15 See §6.2

5. The crafting model in detail#

5.1 The Fabricator#

Property Value Source
Rarity / tier Uncommon, Tier 4, 2 skill points wiki Fabricator
Idle power draw 100 W wiki Fabricator
Craft time (to build one) 0:18 (m:ss, unit UNVERIFIED) wiki Modules
Parts 2x Alloy Frame, 2x Connector Ports, 1x Display Screen, 1x Logic Chip wiki Fabricator + Modules + TheGamer (agree)
Raw-material total quoted by the wiki 7 Copper, 5 Plastic, 2 Glass, 4 Wh electricity wiki Fabricator -- the roll-up is incomplete, see below
Pre-built locations The Boat, Sanctuary Dock 37, Sanctuary Dock 12, Lazarus Complex wiki Fabricator

Roll-up arithmetic (settled 2026-08-24 against current part pages). Expanding the current part recipes: 2x Alloy Frame (2 Cu, 2 Pl) + 2x Connector Ports (4 Cu, 2 Pl) + 1x Display Screen (1 Cu, 1 Pl, 2 Glass) = 7 Copper, 5 Plastic, 2 Glass -- exactly the wiki's quoted total, which means the wiki roll-up silently omits the Logic Chip. The true expanded raw cost of a Fabricator is 7 Copper, 5 Plastic, 3 Glass, 1 Iron, 2 Silicon, 2 Aluminium. The same arithmetic validates the Recycler (3x Alloy Frame + 1x Connector Ports = 5 Cu, 4 Pl, matching its quoted total exactly) -- see §6.6.

How it works. Interact with its screen to open the Build menu; unlocked items are grouped by type (parts, equipment, consumables, ammunition, weapons, modules). Right-click an item for build one / build many / queue the components it needs. The Fabricator pulls materials from nearby Storage containers, from the Caretaker's own inventory, and from dropped items on the ground; finished items drop into an output bay beside the unit. Colour-coded numbers in the menu mean:

Colour Meaning
Cyan Item already crafted / available
Dark blue Queued for build
Green Actively building
Yellow Pending module parts

Batch and queue behaviour is confirmed (the shipped settings file on the install exposes bInterfaceHudQueue -- a crafting-queue HUD toggle -- corroborating the queue first-hand). Update 5.0 explicitly "fixed multiple issues with the Fabricator UI, including layout updates, selection persistence, focus handling, and pattern filtering" -- i.e. recipes are referred to internally as patterns and the menu supports filtering them.

5.2 Recipe unlock logic -- the skill tree#

  • Recipes unlock by spending skill points in a 25-tier skill tree, not by finding blueprints. Tier 1 is Repair Tool / Torch; Tier 21 holds the Quantum Duplicator; Tier 25 holds the Brass Telescope.
  • Skill points come from levelling; XP comes from dismantling, recycling, crafting, combat kills, quests and loot.
  • Player level cap: 30 at launch -> raised to 35 in Update 5.0.
  • Unlock costs observed: 0-4 SP per recipe, scaling with tier (Tier 1-3 mostly 1 SP; Tier 15+ commonly 3-4 SP).
  • Launch-era guides listed base Parts as Automatic (no SP spend). This is stale: the current wiki gives Alloy Frame an explicit Tier 2 unlock, and the Power Core page says a part "becomes accessible when a module requiring it is learned in the Skills menu" -- parts ride along with the modules that consume them rather than being free from minute one. (corrected 2026-08-24, 0.8.0)
  • Separately, Enhancer Points (from levelling and quests) buy the Caretaker's passive stats -- see §5.4.

5.3 Crafting times#

Wiki Modules is the only page publishing craft times. Values are m:ss (unit UNVERIFIED but consistent with a fast queue):

Craft time Modules at that time
0:03 LumiLite, Whisper, DuraPack
0:06 Recycler, LumiMid, Cyclone, StorTite, Small Battery, Small Diesel/Fresh Water/Oxygen/Petrol Container
0:09 FortiHold
0:12 LumiMax, Typhoon
0:18 Fabricator, Soilforge, Soilforge Prime, Food Processor, Medium Battery, CO2/Diesel/Methane/Oil/Oxygen/Petrol/Water Tank
0:27 Recovery Grinder

Modifiers: Fabricator ~3x player speed; multiple Fabricators faster still; Engineering enhancer -0.5% time/power per point; Production Enhancer modules (§7.6) further reduce time/power/material cost.

5.4 Enhancers that touch production#

Enhancer Per point Cap Why it matters here
Haul Mastery +1 kg carry 200 kg total The main scavenging-run multiplier
Engineering -0.5% build/craft time and power 100 levels Direct crafting throughput
Scrapper -0.5% dismantle time and power 100 levels Direct gathering throughput
Improved Hydraulics +1% lift, -1% power 100 levels Carrying heavy world objects (and seed pods)
Battery +20 Wh 2,500 Wh total Crafting/dismantling both cost Wh
Power Management -0.5% base consumption floor 125 W Uptime between charges
Pressure +1 m dive depth 110 m Access to deep salvage
Vitality / Field Medic / Shock Absorber survivability -- Indirect

6. Recipe tables#

Provenance and version warning. The tables in §6.1-§6.9 are the most complete public recipe set available and come from TheGamer's crafting guide dated 2025-11-14 -- i.e. launch-era (~0.5.x), before five major updates. Where the current wiki publishes the same recipe it is noted. Module recipes have proven stable (Fabricator and Recycler match exactly between launch-era and current wiki), but the Part layer has NOT: of eight parts re-checked against current wiki pages on 2026-08-24, two had changed (Alloy Frame, Connector Ports) and one was renamed (Storage Container -> Storage Cylinder). Treat any quantity not marked [0.8.0 verified] as reported, launch-era and verify in-game. Items added after launch (Stainless Steel, Recovery Grinder, Cyclone, Soilforge, Soilforge Prime, CO2 Tank, Rhino Dismantler, Eden modules, Rocket Payload) are absent from these tables; §7 covers them.

6.1 Parts (the intermediate layer)#

Every part costs 5 Wh to fabricate on top of its materials (verified on all eight parts spot-checked 2026-08-24). Rows marked [0.8.0 verified] were read off the current wiki part pages on 2026-08-24; the rest are still TheGamer's launch-era figures and two of the eight checked had drifted, so treat unverified rows as suspect.

Part Recipe Status
Alloy Frame Copper x1, Plastic x1, 5 Wh [0.8.0 verified] -- unlock Tier 2. Launch-era lists said Iron x2, Plastic x2, Automatic: STALE
Connector Ports Copper x2, Plastic x1, 5 Wh [0.8.0 verified] -- launch-era added Fabric x1: STALE
Display Screen Copper x1, Plastic x1, Glass x2, 5 Wh [0.8.0 verified] -- unchanged from launch
Logic Chip Iron x1, Glass x1, Silicon x2, Aluminium x2, 5 Wh [0.8.0 verified] -- unchanged from launch
Storage Cylinder Iron x3, Rubber x1, 5 Wh [0.8.0 verified] -- this is the part launch-era guides called "Storage Container"; same recipe, renamed
Power Core Copper x2, Glass x1, Aluminium x2, Titanium x3, 5 Wh [0.8.0 verified] -- Rare; unlocks implicitly when a module needing it is learned
Advanced Alloy Mesh Iron x1, Aluminium x2, Titanium x2, 5 Wh [0.8.0 verified] -- Rare
Reactive Core Aluminium x6, Titanium x3, Plasma Gel x1, 5 Wh [0.8.0 verified] -- Artifact tier; gates the Recovery Grinder, Entanglement Lens and Quantum Duplicator
Solar Cell Plastic x2, Glass x2 launch-era, unverified
Grenade Ignition Titanium x1, Gold x1, Iron x1, Copper x1 launch-era, unverified
Conduit Wiring Copper x1, Rubber x3 launch-era, unverified
Turbine Blade Plastic x1, Iron x1, Fabric x1 launch-era, unverified
Compression Pump Iron x2, Silicon x2, Polyurethane x2 launch-era, unverified
Filtering System Fabric x2, Polyurethane x2, Aluminium x2 launch-era, unverified
Optical Lens Glass x2, Plastic x2 launch-era, unverified
Battery Cell Rubber x1, Fabric x2, Copper x1 launch-era, unverified
Cooling Radiator Copper x2, Silicon x2, Aluminium x2 launch-era, unverified
Magnetic Coil Carbon Fiber x2, Silicon x2, Rubber x2, Iron x2 launch-era, unverified
Data Storage Chip Plastic x1, Gold x2, Polyurethane x2, Copper x1 launch-era, unverified
Nano Mesh Carbon Fiber x2, Polyurethane x2, Fabric x1, Iron x1 launch-era, unverified

The "Automatic" unlock claim is wrong. Launch-era guides listed base Parts as unlocked automatically; the current wiki gives Alloy Frame an explicit Tier 2 unlock, and the Power Core page states parts "become accessible when a module requiring [them] is learned in the Skills menu" -- i.e. parts are gated by the modules that consume them, not free from the start. (corrected 2026-08-24, 0.8.0)

Still without a published recipe in Category:Parts: Cooling System, Isotope Stabilizer, Storage Matrix. (Launch-era lists also referenced "Advanced Nano Mesh" in the Typhoon recipe; the current wiki Typhoon recipe uses Advanced Alloy Mesh -- treat "Advanced Nano Mesh" as a stale name.)

6.2 Backpacks (ONi line)#

Backpack Recipe Unlock Carries Capacity Weight
ONi SparkCell Battery Cell x1, Alloy Frame x1, Connector Ports x1 Tier 5 (1 SP) Electricity 250 Wh (see conflict below) 5 kg
ONi VoltPlus Battery Cell x2, Alloy Frame x1, Connector Ports x1, Logic Chip x1 Tier 11 (2 SP) Electricity 500 Wh 7.5 kg
ONi MegaCell Battery Cell x3, Alloy Frame x1, Connector Ports x1, Logic Chip x1, Power Core x1 Tier 15 (3 SP) Electricity 1,000 Wh 10 kg
ONi FuelLite Storage Cylinder x1, Alloy Frame x1, Connector Ports x1 Tier 7 (1 SP) Fuel (petrol) 100 L --
ONi PetroFlow Storage Cylinder x2, Alloy Frame x1, Connector Ports x1, Cooling Radiator x1 Tier 10 (2 SP) Fuel (petrol) 200 L --
ONi PetroMax Storage Cylinder x3, Alloy Frame x1, Connector Ports x1, Cooling Radiator x1, Power Core x1 Tier 16 (3 SP [datamined]) Fuel (petrol) 400 L --

Casing note: the mined and wiki spellings are SparkCell / VoltPlus / MegaCell / FuelLite / PetroFlow / PetroMax (internal caps); the launch-era guides wrote them flat ("Sparkcell"). Corrected here.

Tier correction (2026-08-24, 0.8.0): the current wiki Skills tree places ONi PetroMax at Tier 16, not Tier 15 -- the launch-era guide is stale on this one. Every other backpack tier above matches the current tree (SparkCell 5, FuelLite 7, PetroFlow 10, VoltPlus 11, MegaCell 15). PetroMax's SP cost is now settled at 3 from the mined skill asset DA_Skill_Back_Petrol_Large, retiring the "SP UNVERIFIED" flag.

🔴 SparkCell capacity -- the wiki contradicts itself. The dedicated ONi SparkCell page states 250 Wh twice (infobox and prose); the Backpacks roster table says 200 Wh. Ruling: prefer 250 Wh -- a dedicated page stating a figure twice outranks a hand-maintained summary table. This is a live internal wiki inconsistency and settles for good on a tooltip read. VoltPlus (500 Wh) and MegaCell (1,000 Wh) are consistent across both pages. (Full conflict record: docs/ref/flow-research/electricity.md §5.12.) Robert bought a MegaCell 2026-08-29 first-hand purchase, beta-era; it reads as worn kit, not grid-pooled storage -- its 1,000 Wh does not appear in a grid total and is not shared over cables the way a built battery is.

Backpacks are also extended magazines -- this is the fact that changes how you fight [wiki]. Quoting the current Backpacks page: "Backpacks can also be used as an extended magazine for non-ammo based weapons, like the Electric Rifle and Electric Pistol, but also the Flamethrower and Flamer Pistol... The Electric Rifle and Electric Pistol has the added benefit of providing improved damage when connected to a backpack or a battery."

Read that twice: carried charge is simultaneously ammunition and damage. A MegaCell is not merely 1,000 Wh of range extension, it is a deeper magazine and a damage buff on the electric line. The corollary for the fuel side is the same shape -- FuelLite/PetroFlow/PetroMax feed the Flamer Pistol and Flamethrower. Connect the pack with F before a fight (doc 19 §5.1), not after.

6.3 Lights (carried)#

Item Recipe Unlock
Torch Battery Cell x1, Optical Lens x1 Tier 1 (0 SP)
Glowstick Iron x1, Glass x1 Tier 3 (1 SP)
Lancer Battery Cell x1, Optical Lens x1, Logic Chip x1 Tier 6 (2 SP)
Nebula Battery Cell x1, Optical Lens x1, Logic Chip x1, Power Core x1 Tier 14 (3 SP)
Eclipse Battery Cell x1, Optical Lens x1, Logic Chip x1, Power Core x1, Isotope Stabilizer x1 Tier 18 (4 SP)

6.4 Cables and extenders#

Item Recipe Unlock
Electric Cable Copper x1, Plastic x1 Tier 2 (1 SP)
Fuel Cable Rubber x1, Plastic x1 Tier 2 (1 SP)
Water Cable Rubber x1, Plastic x1 Tier 7 (1 SP)
Gas Cable Rubber x1, Plastic x1 Tier 12 (1 SP)
Electric / Fuel Cable Extender Iron x1, Plastic x1 Tier 2 (1 SP)
Water Cable Extender Iron x1, Plastic x1 Tier 7 (1 SP)
Gas Cable Extender Iron x1, Plastic x1 Tier 12 (1 SP)

Update 5.0 addition: Wall Transfer Sockets -- modular pass-throughs that let resource cables cross walls, freeing base layout. There are four, one per cable family, and they are tiered separately [datamined 2026-09-01]:

Wall socket Tier (SP) In-game description
Electric Wall Socket 15 (1) "Transfers electricity through walls between connected power systems."
Fuel Wall Socket 16 (1) "Transfers fuel through walls between connected fuel systems"
Water Wall Socket 17 (1) "Transfers water through walls between connected water systems."
Gas Wall Socket 18 (1) "Transfers gas through walls between connected gas systems."

That is a four-tier, four-skill-point staircase from 15 to 18 -- not one unlock, as "Wall Transfer Sockets" in the patch notes implies. Plan a wall-routed base around which fluid you need to pass first; electricity comes four tiers before gas. Recipes remain UNVERIFIED. (Also mined in the same family: a Mooring Socket at tier 4 / 1 SP -- "reinforced cable mount for temporary or permanent vessel securing" -- which is a boat/docking item and belongs to doc 07.)

6.5 Consumable batteries#

Item Recipe Unlock
Consumable Battery Iron x1, Fabric x1 Tier 3 (1 SP)
Consumable Medium Battery Iron x2, Fabric x1 Tier 11 (1 SP)
Consumable Large Battery Iron x2, Fabric x2 Tier 15 (1 SP)

6.6 Modules -- power, production, fluids#

Current wiki part lists (Update 5.0 era) where available; launch-era tier/SP from TheGamer.

Module Parts (current wiki where known) Tier (SP) Craft time
LumiLite (solar) Connector Ports x1, Alloy Frame x1, Solar Cell x1 2 (1) 0:03
LumiMid (solar) Connector Ports x1, Alloy Frame x2, Solar Cell x2, Logic Chip x1 6 (2) 0:06
LumiMax (solar) Connector Ports x1, Alloy Frame x3, Solar Cell x2, Logic Chip x1, Magnetic Coil x1 13 (3) 0:12
Whisper (wind) Connector Ports x1, Alloy Frame x1, Turbine Blade x1 3 (1) 0:03
Cyclone (wind) Connector Ports x1, Alloy Frame x2, Turbine Blade x2, Logic Chip x1 8 (2) [datamined] 0:06
Typhoon (wind) Connector Ports x2, Alloy Frame x3, Turbine Blade x2, Logic Chip x1, Advanced Alloy Mesh x1 14 (3) 0:12
Recycler Connector Ports x1, Alloy Frame x3 (raw total 5 Copper, 4 Plastic, 4 Wh) 4 (1) 0:06
(Recycler source conflict) the wiki Modules page lists Connector Ports x2; the Recycler page lists x1. The x1 figure is correct -- 3 Alloy Frame (3 Cu, 3 Pl) + 1 Connector Ports (2 Cu, 1 Pl) = the quoted 5 Cu / 4 Pl exactly; x2 would give 7 Cu / 5 Pl -- --
Fabricator Display Screen x1, Connector Ports x2, Alloy Frame x2, Logic Chip x1 4 (2) 0:18
Recovery Grinder Alloy Frame x3, Connector Ports x2, Filtering System x1, Cooling Radiator x1, Reactive Core x1 23 (4) [datamined] 0:27
Soilforge Connector Ports x2, Alloy Frame x2, Compression Pump x1, Cooling Radiator x2 10 (1) [datamined] 0:18
Soilforge Prime as Soilforge + Power Core x1 21 (2) [datamined] 0:18
Food Processor Conduit Wiring x1, Connector Ports x2, Alloy Frame x2, Filtering System x1, Display Screen x1 10 (2) 0:18
Diesel Generator -- current skill-tree name "Diesel Refinery" Connector Ports x2, Alloy Frame x2, Compression Pump x1, Filtering System x1 4 (2) --
Small Electric Generator -- current skill-tree name "Portable Electric Generator" Connector Ports x2, Alloy Frame x1, Cooling Radiator x1, Compression Pump x1 5 (2) --
Small Petrol Generator -- current skill-tree name "Portable Petrol Refinery" Connector Ports x2, Alloy Frame x1, Compression Pump x1, Filtering System x1 5 (2) --
Large Electric Generator Connector Ports x4, Alloy Frame x4, Cooling Radiator x1, Compression Pump x1, Advanced Alloy Mesh x2, Power Core x1 15 (3) --
Water Purifier Connector Ports x3, Alloy Frame x2, Compression Pump x1, Filtering System x1 7 (2) --
Small Oxygen Generator -- mined display name "Portable Oxygen Extractor" (the wiki page "Portable Oxygen Generator" redirects to it) Connector Ports x2, Alloy Frame x3, Cooling Radiator x1, Filtering System x1, Advanced Alloy Mesh x1 12 (2) --
Sabatier Reactor Storage Cylinder x4, Connector Ports x8, Alloy Frame x8, Cooling Radiator x4, Filtering System x2, Logic Chip x1, Nano Mesh x3, Power Core x1, Isotope Stabilizer x1, Storage Matrix x1 16 (4) --
Distillation Tower Display Screen x1, Connector Ports x4, Alloy Frame x6, Cooling Radiator x2, Filtering System x2, Compression Pump x2, Advanced Alloy Mesh x4, Power Core x1, Isotope Stabilizer x1, Storage Matrix x1 20 (4) --

The Sabatier Reactor and Distillation Tower are the game's capstone industrial builds -- ten-line recipes drawing on every artifact-tier part.

Generator naming (corrected 2026-08-24, 0.8.0). None of the generator/refinery modules appear on the current wiki Modules page, and the current Skills tree uses different names from the launch-era guides: Diesel Refinery (Tier 4), Portable Electric Generator (Tier 5), Portable Petrol Refinery (Tier 5), Portable Oxygen Generator (Tier 12 -- the mined display name is "Portable Oxygen Extractor"; the wiki page under the Generator name is a redirect). Item pages (e.g. Bio Seaweed) still say "Diesel Generator", so the wiki is mid-rename. Search the skill tree by the Refinery/Portable names, not the launch-era ones. Tiers above are confirmed against the current tree. Water Purifier (7), Large Electric Generator (15), Sabatier Reactor (16), Distillation Tower (20) all confirmed against the current tree.

SP costs for this table are now first-party, not launch-era [datamined 2026-09-01]. Every figure below is read straight off the shipped VoyageSkill assets, which settles the three "(SP UNVERIFIED)" rows and independently confirms the rest:

Module Mined skill asset Tier / SP
LumiLite / LumiMid / LumiMax ..._LumiLite_Solar_Panel / ..._LuimiMax_Solar_Panel (sic) / ..._LumiMid_Solar_Panel (sic) 2 / 1 · 6 / 2 · 13 / 3
Whisper / Cyclone / Typhoon ..._Whisper_ / ..._Cyclone_ / ..._Typhoon_Wind_Turbine 3 / 1 · 8 / 2 · 14 / 3
Recycler / Fabricator ..._Recycler / ..._Fabricator 4 / 1 · 4 / 2
Soilforge / Soilforge Prime ..._Compost_V1 / _V2 10 / 1 · 21 / 2
Diesel Refinery ..._Oil_Generator 4 / 2
Portable Electric Generator ..._Portable_Electric_Generator 5 / 2
Portable Oxygen Extractor ..._Portable_O2_Generator 12 / 2
Water Purifier ..._Water_Purifier 7 / 2
Sabatier Reactor ..._O2_Generator 16 / 4
Distillation Tower ..._Distillation_Tower 20 / 4
Recovery Grinder ..._Dumpster 23 / 4

🪤 Two asset-name traps in that list, both live in the shipped build:

  1. The solar assets are cross-named. DA_Skill_Engineering_LuimiMax_Solar_Panel (note the typo'd "Luimi") carries the display name LumiMid at tier 6, and DA_Skill_Engineering_LumiMid_Solar_Panel carries LumiMax at tier 13. Anyone grepping assets by name will match the wrong panel. Trust the display name and the tier, never the asset name.
  2. DA_Skill_Engineering_O2_Generator is the Sabatier Reactor, not an oxygen generator; the actual oxygen generator is ..._Portable_O2_Generator (Portable Oxygen Extractor), and ..._Oil_Generator is the Diesel Refinery. This family's asset names describe what the module was during development, not what it is. It is the same trap that hid the Recovery Grinder under ..._Dumpster for months.

Recovery Grinder tier -- RESOLVED [datamined 2026-09-01]. The reason it never appeared in the wiki Skills tier list is that its skill asset is named nothing like the module: DA_Skill_Engineering_Dumpster, required_tier 23, skill_point_cost 4, unlock_method: Tier. Its in-game description is "Breaks surplus materials into a lossy mix of other materials and oil. Used by salvage crews." Tier 23 puts it above the Distillation Tower (20) and just under the Quantum Duplicator band -- it is a genuine late-game capstone, not the mid-game convenience the corpus had been treating it as. See §7.5 for what "lossy... and oil" does to the oil-direction question.

6.7 Modules -- storage and tanks#

Module Parts Tier (SP) Craft time Capacity
DuraPack Alloy Frame x2, Display Screen x1 3 (1) 0:03 50 kg
StorTite Alloy Frame x3, Display Screen x1 6 (1) 0:06 100 kg
FortiHold Alloy Frame x4, Display Screen x1 11 (1) 0:09 200 kg
Small Battery Connector Ports x1, Battery Cell x1 3 (1) 0:06 500 Wh -- ⚠️ discharge-only, and it costs 500 Wh to craft: exactly break-even, then it is scrap
Medium Battery Connector Ports x3, Alloy Frame x2, Battery Cell x2, Logic Chip x1 8 (2) 0:18 6 kWh -- the only rechargeable buildable store (the boat's built-in is the same 6.0 kWh)
(Large Battery) -- no skill entry -- unobtainable in 0.8.0 -- 18 kWh [datamined] -- 3x a Medium; likely activated by the 5.5 beta's "Bulk Battery"
Small Diesel / Petrol / Fresh Water / Oxygen Container Connector Ports x1, Storage Cylinder x1 (all four identical) Diesel 4, Petrol 5, Fresh Water 7, Oxygen 12 (1 SP) 0:06 200 L (fluids); Small Oxygen Container 300 L, single-use output-only
Diesel Tank Connector Ports x2, Alloy Frame x2, Filtering System x1, Storage Cylinder x1 8 (2) 0:18 2,000 L (the boat's built-in tank is also 2,000 L)
Water Tank same shape as Diesel Tank 11 (2) 0:18 2,000 L
Petrol Tank same shape as Diesel Tank 10 (2) 0:18 2,000 L
Oil Tank Connector Ports x2, Alloy Frame x2, Filtering System x1, Storage Cylinder x1, Advanced Alloy Mesh x1 20 (3 [datamined] -- the "(0)" here was a launch-era artifact) 0:18 2,000 L
CO2 Tank Connector Ports x2, Alloy Frame x4, Storage Cylinder x1, Filtering System x1, Advanced Alloy Mesh x2 16 (3) -- SETTLED [datamined], see note 0:18 6,000 L small / 12,000 L large variant [datamined pass 2]
CO2 Reactor Tank UNVERIFIED 22 (4) [datamined] -- Not plain storage -- a converter that acts on supplied electricity
Methane Tank Connector Ports x2, Alloy Frame x6, Filtering System x1, Storage Cylinder x2, Advanced Alloy Mesh x2 16 (3) 0:18 6,000 L
Oxygen Tank Connector Ports x2, Alloy Frame x6, Filtering System x1, Storage Cylinder x4, Advanced Alloy Mesh x2 16 (3) 0:18 9,000 L

CO2 Tank -- UNVERIFIED RESOLVED [datamined 2026-08-29 + docs/ref/flow-research/gas.md]. The previous "absent from the current wiki skill tree entirely" reading was a wiki gap, not a game gap. The shipped skill asset is DA_Skill_Engineering_Small_CO2_Tank: required_tier 16, skill_point_cost 3, unlock_method: Tier, unlocking DA_Item_Module_CO2tank_Small, in-game description "A compact carbon dioxide storage container." The wiki's own Unavailable Content page closes the question from the other side, under "No Longer Unavailable": "CO2 Tank - (Carbon Dioxide Tank) was added in Update 3: Curiosity Wakes." So the CO2 Tank is live, tier 16, 3 SP -- the same tier band as the Methane and Oxygen Tanks, which makes tier 16 the gas-storage cliff in one stroke. Its capacity remains unpublished anywhere and is the last open number on this table.

Update 5.0: built storage containers can now be relocated after placement -- a large quality-of-life change; pre-5.0 guides that warn "place carefully, you can't move it" are stale.

[beta-era] Update 5.5 adds 11 more container modules including a Bulk Battery and dedicated Petrol and Diesel containers, plus an "ExtraLarge Petrol Tank" skill visible in Robert's beta save [save-census 2026-08-31]. Numbers unpublished -- see §2.5.1.

6.8 Engine boosters (boat propulsion)#

Up to 5 cylinders per engine, three grades (Standard / Booster / Super Booster). Higher grades raise fuel/electric consumption. The boat carries two engines -- diesel and electric (wiki The Boat) -- but the skill tree also contains a full petrol cylinder line (Petrol Engine Cylinder Tier 13, Booster Tier 18, Super Booster Tier 22), so a third propulsion type exists somewhere in the game (jet ski? a later boat engine?) -- which vehicle it fits is UNVERIFIED. (added 2026-08-24, 0.8.0)

Cylinder Recipe Tier (SP)
Basic Electric Engine Cylinder Battery Cell x1, Alloy Frame x1 2 (0)
Electric Engine Cylinder Booster Battery Cell x1, Alloy Frame x1, Logic Chip x1 6 (1)
Electric Engine Cylinder Super Booster Logic Chip x1, Advanced Alloy Mesh x1, Power Core x1 13 (3)
Diesel Engine Cylinder Storage Cylinder x1, Alloy Frame x1 3 (1)
Diesel Engine Cylinder Booster Storage Cylinder x1, Alloy Frame x1, Cooling Radiator x1 6 (2)
Diesel Engine Cylinder Super Booster Cooling Radiator x1, Advanced Alloy Mesh x1, Power Core x1 13 (3)

6.9 Weapons, ammo, attachments, grenades#

Weapon Recipe Tier (SP)
Electric Pistol Battery Cell x1, Alloy Frame x1, Connector Ports x1, Conduit Wiring x1 3 (1)
Bolt Pistol Alloy Frame x1, Storage Cylinder x1, Cooling Radiator x1 5 (2)
Flamer Pistol Alloy Frame x1, Connector Ports x1, Storage Cylinder x1, Cooling Radiator x1 7 (2)
Flamethrower (launch-era guides: "Flame Thrower") Alloy Frame x2, Connector Ports x1, Storage Cylinder x1, Cooling Radiator x1, Nano Mesh x1 10 (3)
Bolt Rifle Alloy Frame x2, Storage Cylinder x1, Cooling Radiator x1, Nano Mesh x1 11 (3)
Electric Rifle Battery Cell x2, Alloy Frame x2, Connector Ports x1, Conduit Wiring x1, Logic Chip x1, Nano Mesh x1, Magnetic Coil x1 14 (3)
Bolt Sniper Alloy Frame x2, Storage Cylinder x1, Cooling Radiator x1, Nano Mesh x2 17 (3)

Asset-name trap [datamined]: the Bolt Rifle's skill asset is DA_Skill_Combat_BoltGun and its weapon asset DA_Weapon_BoltGun -- the game's internal name for the Bolt Rifle is "BoltGun". Patch notes that mention "bolt gun" paints (Update 3.5) are talking about the Bolt Rifle, not a separate weapon. The same skill also unlocks DA_Ammo_Bolt_Rifle_762 and DA_Weapon_Attachment_Magazine_762_30, i.e. a weapon skill ships its ammo and its default magazine with it -- you do not buy Rifle Trace separately to start shooting. (The Bolt Pistol is DA_Skill_Combat_BoltPistol, tier 5 / 2 SP, in-game description "Man's best friend"; the Bolt Sniper DA_Skill_Combat_BoltSniper, tier 17 / 3 SP.)

Ammo Recipe Tier (SP)
Pistol Shard Glass x1, Copper x1 8 (1)
Rifle Trace Aluminium x1, Copper x1, Iron x1 15 (1)
Rifle Tri Plastic x1, Aluminium x1, Iron x1 18 (1)
Sniper Rod Iron x2, Copper x1, Carbon Fiber x1, Titanium x1 19 (1)
Attachment Recipe Tier (SP)
Breacher Barrel Aluminium x2 9 (1)
Laser Sight Iron x1, Optical Lens x1 9 (1)
Suppressor Barrel Iron x2 9 (1)
Stabilizer Barrel Aluminium x1, Silicon x1 14 (1)
Optical Sight Carbon Fiber x1, Optical Lens x1 16 (1)
Extender Barrel Carbon Fiber x2 17 (1)
Grenade Recipe Tier (SP)
Shock Grenade Battery Cell x1, Alloy Frame x1, Grenade Ignition x1 8 (1)
Flame Grenade Alloy Frame x1, Cooling Radiator x1, Grenade Ignition x1 9 (2)
Grenade Alloy Frame x1, Cooling Radiator x1, Grenade Ignition x1 12 (2)
Large Shock Grenade Battery Cell x1, Alloy Frame x2, Grenade Ignition x1, Magnetic Coil x1 17 (3)
Large Flame Grenade Alloy Frame x2, Cooling Radiator x1, Grenade Ignition x1, Nano Mesh x1 17 (3)
Large Grenade Alloy Frame x2, Cooling Radiator x1, Grenade Ignition x1, Nano Mesh x1 19 (3)
Decoy Deployment Pod recipe UNVERIFIED 13 (2) [datamined]

The decoy, named properly [datamined]. Update 4.0's "decoy grenade" ships as DA_Skill_Combat_Decoy_Grenade -> item DA_Weapon_Grenade_Decoy, and its player-facing display name is "Decoy Deployment Pod", tier 13, 2 SP, in-game description: "Distracts hostile forces by emitting simulated heat signatures and acoustic noise." That description is a tactics fact, not flavour -- it decoys on heat and sound, which is why it pairs with the attractant economy in doc 06 (sound draws Angels) rather than with damage grenades. Its recipe is still unpublished. Update 3.5: new weapon paints for the bolt gun (= the Bolt Rifle, see the naming trap above).


7. Processing chains#

7.1 Recycler (Tier 4, 1 SP, 100 W idle)#

"Recycle anything to base materials." Accepts scrap, nuggets, junk items and finished items (you can un-craft mistakes). Refuses bio. Orange lights on top act as a progress bar while running. The wiki page is flagged a stub -- throughput rate and batch size are UNVERIFIED.

The parts round trip is ~1:1 first-hand 2026-09-01, beta-era. Feeding fabricated Parts back through the Recycler returns approximately the materials they were built from -- close enough to 1:1 that surplus parts are not a sunk cost, they are a material bank in a different shape. Observed with one asterisk: the Logic Chip did not read cleanly 1:1 (it is the one part carrying four different inputs, two of them uncommon), so treat Logic Chips as the exception until counted. Exact per-part count-check = open bounty (§Gaps) -- it is a five-minute test: fabricate one of each part, recycle it, compare against §6.1.

The consequence is the machine-remodelling loop: repair -> dismantle -> recycle. Because dismantling at full durability refunds the complete parts list (§2.4 rule 3) and those parts recycle back to raw material at roughly par, a built module is reversible almost losslessly. Re-siting a base, changing a generator line, or unwinding an over-build is therefore cheap in materials and expensive only in Wh and time -- which is the opposite of most survival games and should change how boldly you build. Always repair before you scrap; the durability multiplier is the only place the loop actually leaks.

7.2 Soilforge / Soilforge Prime#

The bio counterpart to the Recycler: Organics (Bio) -> Food Materials. Soilforge Prime adds a Power Core to the recipe. Example chain: Bio Seaweed -> Soilforge -> Protein + Carbohydrates.

Only Soilforge Prime makes methane -- adjudicated [datamined]. The wiki's Methane page lists methane as coming from "the Sabatier Reactor, Soilforge and Soilforge Prime". The game's own skill descriptions separate them explicitly: Soilforge (DA_Skill_Engineering_Compost_V1, T10 / 1 SP) = "Produces Food Materials from Bio"; Soilforge Prime (DA_Skill_Engineering_Compost_V2, T21 / 2 SP) = "Produces Food materials from Bio at a faster rate, also produces Methane." The datamined descriptions win: the base Soilforge does not produce methane, and the Methane page is in error. (Note also the mined SP cost: Soilforge Prime is 2 SP, not the "SP UNVERIFIED" carried in §6.6.)

Soilforge Prime's throughput dial -- the "exact delta UNVERIFIED" is now closed [wiki, unusually detailed and internally self-consistent; cross-checked in docs/ref/flow-research/gas.md §2.2]. Prime runs on a temperature dial, and every output scales together:

Setting Fresh water Power Methane out Biomass throughput
Minimum temperature 100 L/h 1.2 kW 500 L/h 1 unit / 54 s (~45 min per stack of 50)
Maximum temperature 9,000 L/h 90 kW 45,000 L/h 1 unit / 0.6 s (~30 s per stack of 50)
Ratio min -> max 90x 75x 90x 90x

Per-unit constants: 7.5 L methane per biomass, 1.5 L water per biomass, 15-18 Wh per biomass. Because power scales 75x while output scales 90x, running hot is ~20% more power-efficient per litre of methane -- the dial is not a quality/quantity trade-off, it is strictly better hot if you can feed it. Biomass-to-nutrient conversion is unaffected by temperature, so the food side costs you nothing to run hot either.

⚠️ Soilforge Prime needs fresh water and electricity, not CO2 -- it is a completely separate methane path from the Sabatier Reactor and never touches the CO2 chain. That is what makes it the rocket shortcut in §7.8.

7.3 Food Processor (Tier 10, 2 SP)#

Food Materials -> Food. Food exists in Common / Uncommon / Rare bands. Food feeds the Caretaker's mission (and, spoiler-fenced in §10, the growth process), not the robot's own hunger -- the Caretaker runs on electricity, not calories.

Confirmed present and working in Robert's save [save-census 2026-08-28, 0.8.0]: the Soilforge -> Food Processor chain is live, and five food-jar recipes were already on the tree -- Nutri-Core, High-Fat, Mind Surge, Physique Fuel, Muscle Fortification. That was the trigger for mining the whole family.

7.3.1 The food-jar ladder -- complete roster [datamined]#

The Food Processor's product line is a 13-recipe ladder, every one of them 1 SP, spread from tier 10 to tier 19. Display names and descriptions below are the game's own strings (ST_Food / mined VoyageSkill assets); the ✅ column marks the five confirmed on Robert's save.

Tier SP Jar ✅ In-game description (abridged)
10 1 Nutri-Core ✅ "Core foundation for balanced human growth, supplying essential nutrients to all body systems"
10 1 High-Fat ✅ "A dense, high-energy blend crafted to boost physical attributes."
11 1 Mind Surge ✅ "Designed to enhance cognitive function, longevity, and overall vitality."
11 1 Physique Fuel ✅ "A nutrient to harmonize the body's internal systems, providing support for organs."
13 1 Muscle Fortification ✅ "A dense protein formulation ideal for muscle repair and fiber fortification."
14 1 Bone-Fortify "A calcium-rich solution crafted to enhance bone density and strength."
14 1 Endura-Growth "A nutrient blend engineered for endurance and sustained physical growth."
15 1 Immune Boost "A potent immune-supporting drink with antioxidants."
15 1 Neuro-Boost "Designed to enhance cognitive function and mental clarity."
17 1 Mitochondrial Surge "Designed to supercharge cellular energy production."
18 1 Hyper-Evolution "Accelerates adaptation and growth on a cellular level."
18 1 Nanite Infusion "A nutrient gel infused with microscopic nanites that monitor and optimize bodily function."
19 1 Ultimate Genesis (Genesis_Prime) "A comprehensive formula that boosts overall vitality, aiding in both physical and mental development."

Not obtainable [datamined, unlock_method: Never]: Digestive Overdrive (tier 14 -- "redirects intake into accelerated waste and biomatter", i.e. a cut biowaste-farming jar, and a tantalising one given §7.8), plus two debug entries ([DEV] Mega fat, DA_Skill_MasterChef) that are developer scaffolding, not content.

How to read the ladder without spoiling the endgame: the jars split by what they feed -- physical attributes (High-Fat, Muscle Fortification, Bone-Fortify, Endura-Growth), mental/cognitive (Mind Surge, Neuro-Boost), systemic/longevity (Physique Fuel, Immune Boost, Mitochondrial Surge), and broad-spectrum (Nutri-Core early, Ultimate Genesis late). The mechanical consequence for a crafting plan is simply this: food is a tier-10-to-19 investment spread thinly at 1 SP a pick, so it is cheap to buy the ones you need and pointless to buy the ladder wholesale before you have a use for it. What each attribute does with the input belongs to §10 and doc 18.

Also confirmed present in the same save census [save-census 2026-08-28], recorded here so the corpus stops treating them as open questions: the Decoy Deployment Pod (§6.9), the Bolt Rifle under its BoltGun asset name (§6.9), and the Night Sight equipment skill (tier 9 / 1 SP, and quest-gated on top of the tier -- its mined record carries custom_requirements: ["VoyageSkillCustomRequirementQuest_0"], so reaching tier 9 alone does not unlock it; interface details in doc 19 §10.1).

7.4 Diesel Generator (Tier 4, 2 SP)#

Bio -> Diesel (and electricity). This is why the boat net matters: seaweed and bio from dredging are the renewable feedstock for fuel. Diesel Tank (Tier 8) extends storage past the boat's built-in 2,000 L.

7.5 Recovery Grinder (Update 5.0, craft time 0:27, needs a Reactive Core)#

Late-game material transmuter: feed it a material you have too much of and it returns a different material (plus/minus rarity) at an Oil cost. Conversion grid from the wiki, re-read in full 2026-08-24 and reproduced accurately (the page carries no incomplete-table marker, but it is community-crowdsourced and the odd "Paint"/"Pear" rows suggest it was filled experimentally -- treat as reported, not developer-confirmed):

Input Yields more of Yields less of Oil per 100
Copper Iron Aluminium 20
Iron Copper Gold 30
Glass Silicon Polyurethane 10
Plastic -- -- 15
Rubber -- -- 20
Fabric Plastic Polyurethane 10
Gold Copper Titanium 40
Silicon Glass -- 30
Polyurethane Plastic -- 20
Aluminium Copper Titanium 20
Carbon Fiber Plastic -- 10
Titanium Iron Neutronium 30
Plasma Gel Neutronium Quantum Crystal --
Neutronium Plasma Gel Quantum Crystal --
Bio Organic -- -- 50
Bio Waste -- -- 50
Paint -- -- 200
Pear -- -- 10

Read the columns as "convert down the rarity ladder cheaply / up the ladder expensively." This module is the answer to a depleted world: it turns the infinite low-grade stream from the boat net into scarce high-grade materials. Confirmed existence and purpose; exact ratios UNVERIFIED.

Tier settled, and a direction question opened [datamined 2026-09-01]. The mined skill is DA_Skill_Engineering_Dumpster, tier 23, 4 SP, described in game as: "Breaks surplus materials into a lossy mix of other materials and oil. Used by salvage crews."

Two things follow, and the second is a live contradiction this document should not paper over:

  1. "Lossy" is the developer's own word for it. You do not get value-for-value; the Grinder is explicitly a haircut. That is consistent with a module designed as a depleted-world safety valve rather than an exchange desk, and it means the §7.5 grid should be read as what you get, never as what it's worth.
  2. 🔴 Which way does the oil flow? The mined description says the Grinder produces "other materials and oil" -- oil as output. The commonly-quoted phrasing says the same thing ("resources you have too much of being recoverable into some other material and some oil"), and §2.5 of this document already lists Oil's source as "Recovery Grinder by-product". But the wiki's conversion grid heads its last column "Oil per 100", which reads naturally as a cost, and this document (and the corpus's oil doctrine) has been treating it as one. Both readings cannot be right. It is not resolved here and it must not be asserted either way. Cheap in-game test: run 100 units of Copper through a Grinder with a connected Oil Tank and watch whether the tank's level goes up or down. Recorded in Gaps.

7.6 Production Enhancers -- charge-based consumables [mechanism settled FIRST-HAND 2026-08-27]#

A distinct module class that plugs into the fabrication chain. How they actually work -- no web source documents any of this; established in play:

  • They are built as items and attached to production machines (Fabricator confirmed) -- max 2 slots per machine.
  • Every crafted item consumes 1 charge from EVERY slotted module -- two slotted modules deplete in parallel (confirmed empirically: 2x Efficiency Matrix both counted 20 -> 10 over the same 10 crafts). Dual-slotting does not extend duration.
  • Charge counts are PER MODULE, not a universal 20 [corrected 2026-09-01]. The first-hand "each ships with 20 charges" reading was taken on the Efficiency Matrix, whose count genuinely is 20 -- but the wiki's per-item pages publish different counts for other modules (Voltage Minimizer 10, Conservation Coil 25). The mechanism as observed -- charges, parallel depletion, spent-then-rebuild -- stands unchanged; only the "each ships with 20" generalisation is superseded. See the effects table below.
  • At 0 charges the module is spent -- rebuild to continue.

Recipes and unlocks:

Enhancer module Recipe Tier (SP)
Efficiency Matrix Alloy Frame x1, Conduit Wiring x1 8 (1)
Voltage Minimizer Alloy Frame x1, Conduit Wiring x1 9 (1)
Conservation Coil Alloy Frame x1, Data Storage Chip x1 12 (2)
Resource Optimizer Alloy Frame x1, Data Storage Chip x1 13 (2)
Pulse Timing Regulator Data Storage Chip x1, Advanced Alloy Mesh x1 17 (3)
Flash Array Data Storage Chip x1, Advanced Alloy Mesh x1 18 (3)
Entanglement Lens Advanced Alloy Mesh x1, Reactive Core x1 21 (4)
Quantum Duplicator Advanced Alloy Mesh x1, Reactive Core x1 21 (4)

In-game descriptions [DATAMINED, ST_Modules_Enhancers -- these are the design axes, superseding the old naming inference]:

Module In-game description
Efficiency Matrix "Strong general-purpose efficiency boost across all resources."
Voltage Minimizer "Optimal for scenarios with abundant liquid resources but limited electricity."
Conservation Coil "Excellent for resource conservation; suitable for non-urgent, long-term production cycles."
Resource Optimizer "Robust, comprehensive improvement is ideal for critical fabrications with limited availability."
Pulse Timing Regulator "Good trade-off between speed, power savings, and moderate liquid usage -- ideal for time-sensitive tasks."
Flash Array "High-risk, high-reward option drastically reducing fabrication time at a significant electricity cost."
Quantum Duplicator "Connects fabric-of-time uncertainties, occasionally doubling production outputs through quantum entanglement."
Entanglement Lens "An advanced quantum lens increases the probability of doubling outputs by amplifying entangled particle pairs."

Published effects and charge counts [wiki, per-item pages] -- the first hard percentages this section has ever carried:

Module Electricity Other effects Charges Tier
🎯 Voltage Minimizer -80% production speed -40% 10 9
Conservation Coil -10% fuel / gas / water -60%, speed -50% 25 12
Efficiency Matrix -10% (all resources) -- 20 ✅ (matches the first-hand count) 8
Resource Optimizer · Pulse Timing Regulator · Flash Array · Entanglement Lens · Quantum Duplicator still unpublished -- unpublished 13 / 17 / 18 / 21 / 21

(Sourced from the wiki's per-item pages, collated in docs/ref/flow-research/electricity.md §2.6.)

Two readings that fall straight out of this table:

  1. The Voltage Minimizer is the strongest electrical lever in the game -- an 80% cost cut for a 40% speed penalty, exactly what its in-game description says in words ("abundant liquid resources but limited electricity"). On a 60 kW Distillation Tower that is 60 kW -> 12 kW. Its 10-charge magazine is the smallest on the board, which is the balance answer: enormous effect, fewest uses, slot it for the one expensive run that matters.
  2. The Conservation Coil is the fluid lever, not the power lever. Its -10% electricity is trivia; the -60% on fuel, gas and water is the real effect, at a -50% speed cost, over the largest magazine (25). That is the module for long unattended converter runs where wall-clock does not matter -- Sabatier, Distillation, purifiers.

⚠️ Direction warning. These modules reduce consumption; they do not increase production. At least one aggregator site models the Efficiency Matrix as "+10% to all generation" -- the opposite sign. That is one of several reasons those sites are struck as sources for this corpus.

Doctrine under the charge model: a charge's value scales with the cost of the item it modifies -- slot modules only before expensive or rare batches (Resource Optimizer before artifact-tier fabrications; Flash Array when time matters and power is cheap; a Duplicator/Lens before anything you'd love two of), never for spam crafting. Slot ONE module at a time until stacking is settled -- the 2nd slot's design intent is probably mixing types (Matrix + Flash Array = cheaper AND faster batch), not doubling one effect. Open question: whether two identical modules stack the effect; testable free of charge via the Fabricator craft UI's consumption preview read with 0 / 1 / 2 modules slotted (previewing costs no charges). Exact percentages remain unpublished.

7.7 Fluid networks#

Modules connect by cables (electric / fuel / water / gas) with extenders for range. Wall Transfer Sockets (5.0) route them through walls. The boat itself ships with 14 power outlets, 5 diesel outlets and 1 CO2 outlet as the hookup backbone -- a mobile base with a pre-built grid.

7.8 The renewable bio economy -- how a finite world funds an infinite launch programme first-hand 2026-09-01, beta-era#

§12 establishes that the world is finite and the sea is not. This section is the worked chain that turns that fact into rocket fuel, built and run first-hand.

The chain, end to end:

  BIO (renewable)  --3x Portable Petrol Refinery-->  PETROL
        |                                               |
        |                                               v
        |                                Large Electric Generator (petrol)
        |                                       |            |
        |                                  ELECTRICITY      CO2
        |                                                    |
        |                                                    v
        +-- (alternative, CO2-free) --> Soilforge Prime --> Sabatier Reactor
                                              |               |
                                            METHANE      O2 + METHANE
                                                    \      /
                                                     v    v
                                                  ROCKET LAUNCH
Step Module Rate Note
Bio -> petrol Portable Petrol Refinery (T5 / 2 SP; skill description "Produces petrol from biomatter and electricity") -- Robert runs three in parallel; one is not enough to keep a Large generator fed
Petrol -> power + CO2 Large Electric Generator (T15 / 3 SP) 6,000 L/h petrol -> 30 kW + 60,000 L/h CO2 The Portable version is 2,000 L/h -> 10 kW + 20,000 L/h CO2
CO2 + water -> O2 + CH4 Sabatier Reactor (T16 / 4 SP) 60 kW + 5,000 L/h fresh water + up to 72,000 L/h CO2 -> 72,000 L/h O2 and 72,000 L/h CH4 Methane output requires CO2 input; oxygen does not
Bio + water -> CH4 (shortcut) Soilforge Prime (T21 / 2 SP) up to 45,000 L/h methane at 90 kW No CO2, no generator, no petrol -- see §7.2

The constant worth memorising: 200 L/h petrol per kW, and 2,000 L/h CO2 per kW. Both generators sit exactly on it (2,000 L/h -> 10 kW; 6,000 L/h -> 30 kW), which makes any generator's petrol burn and CO2 output predictable from its wattage alone.

Four things this run actually taught, that no source states:

  1. The interim renewable bio source is ranching cocoon colonies. Rather than dredging for bio or waiting on crops, a maintained cocoon colony is a standing bio farm -- you harvest instead of exterminating. This is a design decision that belongs to doc 06 (cocoons are the enemy-spawn mechanic; keeping one alive is a deliberate trade of risk for throughput). Cross-reference it there before adopting it; the point for this document is only that bio is a ranchable input, not merely a dredged one.
  2. Generators are demand-driven, so budget by load, not by nameplate. A Large Electric Generator does not burn 6,000 L/h continuously -- it burns to meet connected load, exactly as its gauge shows load, not output (§ doc 10, doc 19 §9.3). Real consumption came in far below a full-tilt estimate. Sizing a petrol supply off the nameplate figure massively over-builds the refinery bank. The corollary is the same one the power doctrine gives: a generator reading low is working correctly.
  3. Soilforge Prime is a genuine rocket shortcut. Because it makes methane from bio + fresh water + electricity with no CO2 leg at all, it removes the entire generator -> CO2 -> Sabatier middle of the chain for the methane half of the launch bill. You still need oxygen from somewhere (Sabatier or a Portable Oxygen Extractor), but the methane problem collapses to "feed biomass and water."
  4. The biowaste hoard doctrine pays off. Bio Waste looks like the junk end of the organics ladder and the instinct is to burn it. Keep it: the Farming / Elysium Bed -- unlocked by a post-first-launch quest -- consumes clean water plus large amounts of Bio Waste dropped directly onto the bed as soil [wiki]. A player who has been dumping bio waste for forty hours arrives at that quest with nothing to plant in. Stockpile bio waste from the start.

The launch bill this chain exists to pay [CONSENSUS -- wiki + Steam, cross-checked against Soilforge Prime's own arithmetic]: 12,000 L oxygen + 3,000 L methane + 60 kWh electricity per launch. Against §2.5.1's tank sizes that means two Oxygen Tanks minimum (9,000 L each) and one Methane Tank covers two launches -- oxygen, not methane, is the constraint. At a saturated Sabatier the wall clock is ~2.5 min of methane and ~10 min of oxygen per launch.

7.9 Oil and the Distillation Tower -- doctrine INVERTED by a silent Update 5.0 nerf#

This is the most dangerous stale number in the whole fuel domain, because the old figure is still repeated in community range guides and it is now wrong by more than half.

Per 2,000 L of oil
Pre-Update 5.0 ~3,600 L diesel (a 1.8x range multiplier -- "carry oil, not diesel")
Current (0.8.0) 1,000 L diesel + 360 L petrol + ~66 plastic

Full current rates [wiki, edited 2026-07-06 explicitly "to reflect changes made in Update 5.0"]: 20,000 L/h oil + 60 kW -> 10,000 L/h diesel + 3,600 L/h petrol + 100 kg/h plastic.

Diesel output was cut by roughly 72% while petrol was left alone. There is no patch note for this -- Update 5.0's published notes never mention the Distillation Tower's ratios. It is a silent balance change, discovered by comparing the current wiki numbers against the launch-era ones.

What this changes, concretely:

  • Carry diesel, not oil. 2,000 L of oil becomes 1,000 L of diesel; 2,000 L of diesel is 2,000 L of diesel. Oil is now a range divider, not a range multiplier. Every guide advising you to haul oil for range (the widely-circulated 178% / 237% figures) inverts under the current numbers.
  • Oil's remaining value is petrol and plastic, not diesel. The tower is still the only bulk petrol source outside the Portable Petrol Refinery, and the 100 kg/h plastic by-product is a genuinely large common-material tap that nothing else in the game provides.
  • The Recovery Grinder's oil prices (§7.5) got relatively more expensive in the same stroke: the oil you spend transmuting materials is oil you are no longer distilling, and it now buys less diesel than it used to.
  • Fixed-site oil deposits are smaller than they look. A pumped site measured roughly one tank's worth in play, which distils to only a trace of petrol first-hand 2026-09-01, beta-era. Do not plan a fuel economy around finding oil; plan it around bio -> petrol (§7.8), which is renewable. (Which specific sites hold oil is doc 12's business, not this document's.)
  • The tower eats any oil on its line -- in minutes, irreversibly first-hand 2026-09-03, 5.5-era. Robert's remaining depot oil, parked in a tank that sat on the tower's fuel line, was "gone in seconds": the tower's intake is 20,000 L/h [datamined pass 2], so a part-filled tank empties in seconds and a full 2,000 L tank in about six minutes, and the diesel / petrol / plastic it becomes cannot be turned back. Isolate oil you intend to keep -- for Stainless Steel (§2.1) above all -- on tanks that are not on the tower line: an extender switched off, or the tower's oil input unplugged, before you park oil.
  • The batch-station doctrine for Black Vein (doc 12 §7.10.7): dock, repair and power the pump, distill at the rig and sail home with diesel; fill the two pre-built oil tanks plus whatever tanks you carried for steel, and keep those off the tower line. The pump's own output rate is the domain's biggest unpublished number (docs/ref/flow-research/fuel.md §7 test 4).
  • The whale beats the rig for oil (doc 17 §11; community, U05 era): ~9,000 L per ~30 kWh dive, minutes per cycle, at Platform Omega -- 900 Stainless Steel, or 4,500 L diesel + 1,620 L petrol, per cycle. Charge it, disconnect every cable, throw the switch, wait until it stops moving, drain from the extraction point on its back. The authorizing human is a one-time, no-profession input (doc 23 §2.9). Its bugs (stuck under the platform, a switch that needs a reload) and the Gyro-cable relocation trick are in doc 17.

8. Does automation exist? -- the verdict#

Answer: partly, and not in the factory-builder sense.

Automation claim Verdict Evidence
Belt/conveyor item transport Does not exist No conveyor, belt, or logistics module appears anywhere in Category:Items, wiki Modules (Production / Power / Logistics are the only three module classes, and "Logistics" means containers and tanks), or any patch note through 5.0
Automated crafting of items without player input Does not exist The Fabricator builds only what you queue; it pulls from nearby storage but does not self-order
Unattended process modules EXISTS Recycler, Soilforge, Food Processor, Diesel Generator, Water Purifier, Oxygen Generator, Sabatier Reactor, Distillation Tower, Recovery Grinder all run on stored/piped inputs
Automated power generation EXISTS Solar (LumiLite/Mid/Max) and wind (Whisper/Cyclone/Typhoon) run continuously into batteries
Automated fluid distribution EXISTS Cable networks + tanks + wall sockets move electricity, fuel, water, gas, oil, CO2 without the player
Passive resource gathering EXISTS The boat net collects while the boat moves; the wiki also describes it collecting while moored
Robot helpers doing your work Effectively no FELIS is a build-it-yourself drone unit; community reports it is uncontrollable once created ("no way to turn it off... will run rampant and attack anything it detects") -- a companion/hazard, not a worker. A Drone Charging Station module (4.0) and a Photo/Camera Drone (3.5) exist; neither hauls or crafts
Vehicle-assisted logistics EXISTS, manual DONK-Lift (forklift) moves heavy objects between locations; Boat is the bulk mover; Salvage Gyro (4.0) reaches otherwise-unreachable salvage

Practical framing for a companion session: think "power plant + refinery, hand-operated workshop." You will automate utilities, never item production. Scaling crafting throughput is done by building more Fabricators, not by wiring a production line.


9. Item catalog (non-recipe)#

Class Members / notes
Vehicles (drivable) Boat (30 m, dual diesel + electric engines, primary base), DONK-Lift (forklift; drives, lifts, flips), Courier Skimmer (jet ski, Update 02; mooring cable lengthened to 5 m in that update), Salvage Gyro (Update 4.0, aerial, uses Gyro Service Towers)
Boat fittings Diesel Tank 2,000 L, Medium Battery 6.0 kWh, Heal Station, Backup Station, Peco Terminal, Water Pump, 14 power / 5 diesel / 1 CO2 outlets, customization table for paints, phone (survivor calls), 4 mooring cables, 2 mooring hitches (towing), 2 anchors, boat net
Consumables Consumable Battery / Medium / Large; Food (Common/Uncommon/Rare); heal/charge items
Memories 30+ collectibles -- Assembly Instructions, Basketball, Blueprints, ... Used as inputs to the human-growth process (see §10) as well as lore
Cultural Memories (Update 5.0) Cave Paintings, HoloMemories (4.0), Samples -- gathered, catalogued, and sent to space; progression currency rather than crafting stock. Method [mined 2026-09-05]: the Replica Scanner on foot for paintings and statues, the Camera Drone for HoloMemories, then the rocket's data container (§4 Samples row)
Decorations / Paints Cosmetic; paint applied at the boat's customization table; Recovery Grinder can reportedly process Paint (200 oil per 100)
PECO / minigames The Peco Terminal plays cartridge minigames (Update 3.5 enabled cartridges). First-hand corroboration: the install ships a loose peco-engine.js "shared engine for Peco Athletics games" rendered by the game's embedded Chromium
Quest / story items Lazarus Pod, Human Seed, Rocket Payload (5.0), Committee Instructions, Project Canticle / Eden / Jonah items -- see §10

10. Human seeds: handling, storage, transport#

Mechanically spoiler-free portion first; the counts and destinations are fenced.

Handling rules (mechanics -- safe to read):

Rule Detail
Not an inventory item "Human seeds cannot be picked up. They must be transported by other means, such as by hand, forklift, Boat, etc." -- they are carried as physical world objects
Weight interaction Items being lifted do not count toward the 100-200 kg inventory weight (wiki Mechanics), so carrying does not encumber -- but it occupies your hands
The transport container A Lazarus Pod: place the seed into a pod at the vault; once closed the pod becomes "a self-contained transport container for that seed"
The 2-hour timer On removal from its reserve, a seed starts a 120-minute countdown. If it is not installed in time it expires and is unusable
Timer pause The countdown pauses once the pod is seated in a functional Lazarus Rack
Timer reset trick Seeds can be temporarily returned to another Seed Reserve pod to reset the timer -- the practical answer to a long haul (community/wiki technique)
Rack requirements A Lazarus Rack needs power and fresh water, plus Food and Memory combinations that influence the resulting human's stats
Lift enhancer Improved Hydraulics (+1% lift, -1% power per point) is the relevant stat for heavy carrying

SPOILER Quantities and destinations.

<details> <summary>Expand only if you want mid/late-game logistics numbers</summary>

Fact Value
Seed Vault Prometheus 5 Human Seeds
Seed Reserves 20 reserves x 4 seeds = 80 (16 revealed by The Last Listener Station; 4 hidden, requiring Scan-50 Sonar)
Total obtainable 85 Human Seeds
Rack set size 4 per Lazarus Rack -> 21.25 complete sets
Rocket throughput ~3 seeds per launch from Exodus Station -> ~28 launches

Wiki-sourced; treat the exact counts as reported and version-sensitive -- Update 5.0's Project Eden reworked how committee/orbital progress consumes seeds.

</details>


11. Inventory, stacking, containers, transfer#

Rule Value Source
Carry model Weight-based, not slot-based wiki Caretaker / Mechanics
Base capacity 100 kg wiki
Max capacity 200 kg (+1 kg per Haul Mastery point, 100 points) wiki
Over-capacity No hard cap -- you can exceed it; you become encumbered wiki
Encumbrance effect Mobility down, movement power consumption up; mobility floors at 25% wiki
Lifted objects Do not count toward carry weight wiki Mechanics
Example weights Bio Seaweed 0.1 kg, stack 50; scrap/nuggets 0.8 kg (wiki Scrap) or 1 kg (wiki Copper Nugget) -- sources disagree wiki
Stacking Real stack limits exist per item (Bio Seaweed = 50); a general rule is not published wiki
Auto-pickup Toggle exists (bAutoPickup in the shipped settings file -- first-hand) install ground truth
Storage containers DuraPack 50 kg, StorTite 100 kg, FortiHold 200 kg TheGamer / wiki
Container relocation Possible as of Update 5.0 ("added the ability to relocate built storage containers") 5.0 patch notes
Fabricator sourcing radius 10 m; pulls from nearby Storage, the Caretaker, and dropped items wiki Mechanics / Fabricator
Output Crafted items land in an output bay beside the Fabricator wiki Fabricator
Holster Weapon holster HUD + keybinds exist (bInterfaceHudHolster, first-hand); holster stacking and inventory transfer behaviour were fixed in 5.0 install + 5.0 notes
Boat storage Expandable via placed storage modules on deck TheGamer ship-management guide
Known pain points fixed in 5.0 "resource transfer and inventory synchronization issues", "crafting placement and socket interaction issues", Vault interface performance in large saves 5.0 patch notes

Ergonomics summary: the Fabricator's 10 m pull radius is the whole transfer system. Cluster Fabricator + Recycler + storage containers inside one 10 m bubble and you never hand-move materials; spread them out and you will.


12. Economy: finite vs renewable, and the sinks#

12.1 What is finite#

Finite thing Behaviour
Dismantlable world objects (furniture, machinery, wrecks, facility fittings) Consumed permanently. Each location has a fixed budget of them
Ore nodes Fixed placements; do not regenerate
Loot containers in facilities One-time
Fixed salvage sites / points of interest One-time. Community consensus (Steam threads "Are resources finite?", "does salvage respawn?", "Do resources respawn?"): "once you scrap all the points of interest there is nothing more and nothing regenerates"
Human Seeds Hard-capped set (see §10 spoiler block)
Large/unique enemies Do not respawn

12.2 What is renewable#

Renewable source Behaviour
Boat net (dredge) Infinite. Picks up ~one scrap item per unit of distance travelled -- it needs the boat moving (it grabs one item immediately on first deployment then stalls until you move). Adds drag/slows the boat. "Surprisingly high chance of pulling up rare scrap types." Community verdict: an infinite source of low-quality materials, plus bio for food and bio-diesel/petrol, plus enough to keep building basic wind turbines and solar panels
Floating resource containers on the surface Reported to respawn infinitely, covering every common material including Fabric
Sharks Reported to spawn infinitely and drop "almost everything, including ultra scrap"
Leeches / pod-spawned small enemies Respawn from stationary pods
Ranched cocoon colonies first-hand 2026-09-01, beta-era The interim renewable bio tap. A cocoon left standing keeps spawning; harvested rather than exterminated, it becomes a standing bio farm feeding the §7.8 fuel chain. Deliberately trades a live hazard for throughput -- the design rules live in doc 06, this row only records that bio is ranchable, not merely dredged
Farming (Update 5.0) Trees, plants, seeds and growth stages -- renewable food materials/organics; part of Project Eden
Farming / Elysium Bed [wiki] Unlocked by a post-first-launch quest. Consumes clean water + large quantities of Bio Waste dropped directly on the bed as soil -- which is what makes hoarding Bio Waste from hour one pay off (§7.8). Renewable food/organics once fed
Soilforge / Food Processor chain Renewable food from renewable bio
Recovery Grinder (5.0) Converts surplus material into scarce material at an oil cost -- the late-game valve that makes the renewable stream substitute for the finite one
Solar / wind power Infinite (weather-dependent)

12.3 The consensus reading#

The game markets "finite resources and infinite consequences." The community's assessment (Steam discussion of that exact phrase, plus the respawn threads) is that this is atmosphere more than mechanic: the fixed world is finite and you can strip a region bare, but between the dredging net, respawning floating containers, respawning sharks and (since 5.0) farming and the Recovery Grinder, you cannot actually soft-lock yourself out of materials. Label this community consensus, not a developer statement.

Sinks that consume material permanently: module construction, ammunition, consumable batteries, grenades, food, fuel burn, boat/module repairs (Repair Tool), engine cylinders, and -- the biggest late sink -- the Sabatier Reactor / Distillation Tower / Eden module / Rocket Payload builds.


13. Fishing and salvage: current state (0.8.0)#

This is the sub-scope most polluted by stale guides. What is true today:

System State as of 0.8.0 (2026-06/08)
"Fishing" There is no rod-and-line fishing minigame. What players call fishing is the boat net / dredge: deploy from the stern, drive, retrieve. It yields scrap, bio and organics -- not a fish-species catalogue. Bio Seaweed is explicitly "obtained by deploying the boat's net or by looting and exploration."
Net mechanics One item per interval of distance travelled; requires movement; adds drag; can be run with engines off for a free (if slow) material trickle. Popular Nexus mods exist purely to speed net collection ("Better Fishing Net", "Rapid fishing and raising net") -- evidence the vanilla rate is deliberately slow
Announced "fishing and salvage update" This was Update 02: "Ocean -- The Final Frontier" (2026-02-11): jet ski, storms + lightning rods, fishing/salvage changes, boat customization. It is shipped, not pending -- any source describing it as upcoming is out of date
Update 04 changes "Boat modules received updates, including anchor and fishing systems" (2026-05-13) -- so the net was touched again after Ocean
Salvage Two layers: fixed-site salvage (dive/enter, one-time) and ambient salvage (net, floating containers). Update 4.0 added the Salvage Gyro aircraft and Gyro Service Towers, extending salvage reach to previously unreachable sites, plus hook cables for attaching to structures
Deep salvage gate Dive depth is an enhancer stat (Pressure, +1 m/point to 110 m); Update 5.0 added TideRipper Hand Jets for underwater mobility

14. Version history of the item/crafting layer#

Update Version Date Item/resource/crafting changes
Early Access launch ~0.5.x 2025-11-06 Base loop: Dismantle -> Recycle -> Fabricate; 25-tier skill tree; level cap 30
Update 01 "Last Humans" -- 2025-12-16 Roadmap delivery; human/survivor systems
Patch 0.6.1.606604 / .606677 2026-01-12+ Fixes
Update 02 "Ocean: The Final Frontier" ~0.6.5 2026-02-11 Jet ski (Courier Skimmer), storms + lightning rods, fishing/salvage rework, boat customization; jet ski physics + mooring cable to 5 m
Update 03 "Curiosity Wakes" 0.7.0.609383 2026-03-18 (+03-31 improvements) Council of Humanity, space contact, new threats, friendly swarm; big performance work (simplified shadows when RT off)
Update 3.5 "Shadow Drop" 0.7.0.609056+ 2026-04-15 Craftable Camera/Photo Drone, PECO cartridges + playable minigames, bolt-gun weapon paints, new rooms/caves/vents/secrets, northern storm region, persistence fixes
Update 04 "Below Us" 0.7.5.610707 2026-05-13 Salvage Gyro + Gyro Service Towers, Seed Vault Eden Cradle, Project Canticle, HoloMemory system, decoy grenade + skill, hook cables, drone charging station module, Silo locations, boat anchor + fishing module updates, save export/import + backups, inventory & Fabricator UI work
Update 5.0 "New Horizons" 0.8.0.612115 2026-06-24/25 Stainless Steel material + skill; Recovery Grinder module; Wall Transfer Sockets; Samples system; farming (trees, plants, seeds, growth stages); relocatable storage containers; Rhino Dismantler; TideRipper Hand Jets; PECO Grid Scan 2000; Data Recovery Deck (+music); Rocket Payload fabrication; Gyro Deck boat extension (mobile gyro landing pad); HDR display support; Project Eden / Project Jonah / Research Outpost Theta-9 / Cultural Memories; level cap 30 -> 35; extensive Fabricator UI fixes (layout, selection persistence, pattern filtering), holster stacking + inventory transfer fixes, Vault interface performance in large saves; full patch notes now readable from the main menu
Hotfix 1 0.8.0.612211 post-5.0 Seed trees failing to load; farming seeds behaving unpredictably; freeze on rocket mission rewards; Rocket quest progression/persistence
Hotfix 2 (current, installed) 0.8.0.612251 post-5.0 "Seats of Care" committee-formation objective fix; critical memory-related stability fix

15. Practical notes for a fresh playthrough#

  1. Dismantle everything in Sanctuary Dock 37. The opening area is a free stockpile: furniture and old machinery break down into the scrap that funds your first Recycler and Fabricator.
  2. High-durability objects yield the complete part list when dismantled -- prioritise them for maximum recycling return (wiki Crafting strategy note).
  3. Build the Recycler before the Fabricator -- it is Tier 4 for 1 SP versus 2 SP, and nothing crafts without base materials.
  4. Cluster your workshop. Fabricator + Recycler + containers inside a 10 m bubble; the Fabricator will then feed itself.
  5. Build a second and third Fabricator earlier than feels reasonable -- they stack for speed and it is the only crafting-throughput lever besides the Engineering enhancer.
  6. Craft containers before you go collect water or gas. Only diesel has a built-in tank.
  7. Run the boat net constantly. It is free, infinite, and the only renewable path to rare scrap once a region is stripped. It needs the boat moving.
  8. Don't hoard skill points. Tier 2 Dismantle Tool and Tier 2 Electric Cable are gating; Tier 4 Recycler/Fabricator/Diesel Generator is the real unlock cliff.
  9. Watch your Wh. Crafting and dismantling both drain the internal battery (500 Wh base). Battery and Power Management enhancers pay for themselves on long salvage runs.
  10. Recycle mistakes. The Recycler accepts finished items, so a mis-crafted module is not a total loss.
  11. Preview before you dismantle anything big. The Dismantle Tool shows the full yield table, the Wh cost and the time before you commit (§2.4 rule 7). Walk a room previewing, then spend charge only on what pays. A single person-sized prop can cost 289 Wh -- more than half a starting battery (§2.4.1).
  12. Never throw away Bio Waste. It looks like the junk end of the organics ladder and it is not: the Farming / Elysium Bed consumes large quantities of it as soil, and by the time that unlocks you will wish you had forty hours of it stockpiled (§7.8, §12.2).
  13. Carry diesel, not oil. Update 5.0 silently cut the Distillation Tower's diesel yield by ~72% (§7.9). Every guide telling you oil is a range multiplier is now backwards.

Gaps & Unverified#

  • Production Enhancer modules -- mechanism RESOLVED first-hand 2026-08-27 (§7.6: charge-based consumables, max 2 slots, parallel depletion, rebuild when spent; axes now the mined in-game descriptions, not naming inference). Percentages RESOLVED 2026-09-01 for three of eight (§7.6 table): Voltage Minimizer -80% electricity / -40% speed / 10 charges, Conservation Coil -10% electricity / -60% fuel-gas-water / -50% speed / 25 charges, Efficiency Matrix -10% all / 20 charges. The universal "20 charges" reading is superseded -- counts are per module. Still open: percentages and charge counts for the other five (Resource Optimizer, Pulse Timing Regulator, Flash Array, Entanglement Lens, Quantum Duplicator), and whether two identical modules stack the effect (free test: the Fabricator consumption preview at 0/1/2 slotted -- previewing costs no charges).
  • The Aged Lazarus Vial's vintage (§2.4.1) -- UNVERIFIED. Observed first-hand on the 5.5 beta; zero hits in the 0.8.0 string mine and no wiki page. But the 2026-08-25 mine covered skills, items and modules, never world props, so its silence proves nothing either way. Test: look for the same amber cylinders behind a Security III door on a 0.8.0 build. Until then it is recorded as beta-era and its 0.8.0 presence is an open question. Its yield table and 289 Wh price are the in-game preview's own numbers and are not in doubt.
  • Parts round-trip exactness (§7.1) -- BOUNTY, five minutes of play. Parts recycle back at roughly 1:1, with the Logic Chip reading off. Fabricate one of each part, recycle each, and tabulate the return against §6.1. That single test either promotes "the machine-remodelling loop is lossless" to a hard rule or finds where it leaks.
  • CO2 Tank capacity -- RESOLVED 2026-09-01 [datamined pass 2]: 6,000 L (DA_Item_Module_CO2tank_Small) / 12,000 L (DA_Item_Module_CO2Tank_Large). Previous state of this gap: Tier and SP are now settled at 16 / 3 SP from the mined skill asset, but no source anywhere publishes how many litres it holds. Settles on a single tooltip read.
  • Update 5.5 "Deck Drop" container numbers [beta-era]. Eleven new container modules ship in the beta (Bulk Battery, Petrol and Diesel containers, an "ExtraLarge Petrol Tank" skill in Robert's save census) and the developer has published no capacities, stating the breakdown waits for the public branch. When 5.5 goes public, §2.5.1 and §6.7 both need re-reading, and the Bulk Battery capacity is the priority tooltip read (the dormant mined Large Battery is 18 kWh -- whether the Bulk Battery is that asset activated is unknown).
  • The Distillation Tower nerf has no patch note (§7.9). Diesel yield fell ~72% between launch-era and the current build, and Update 5.0's published notes never mention it. The change is established by comparing wiki revisions (the current page was edited 2026-07-06 explicitly "to reflect changes made in Update 5.0"), not by developer statement. Confirm in-game with a measured 2,000 L run before treating the exact 1,000 / 360 / 66 split as gospel.
  • Recipes for the high-tier Parts -- RESOLVED 2026-08-24 for four of seven: Power Core, Advanced Alloy Mesh, Reactive Core and Storage Cylinder now have published wiki recipes (see §6.1). Still missing: Cooling System, Isotope Stabilizer, Storage Matrix -- these remain the late-game bottleneck and need in-game capture.
  • "Advanced Nano Mesh" appears in the launch-era Typhoon recipe but is not in Category:Parts; the current wiki Typhoon recipe uses Advanced Alloy Mesh. Likely a stale/renamed entry -- treat the current wiki as correct.
  • Raw-material totals vs part recipes -- RESOLVED 2026-08-24. The Part recipes did change after 2025-11 (Alloy Frame and Connector Ports both differ from launch-era). Expanding the current recipes reproduces the wiki's Recycler roll-up exactly (5 Cu / 4 Pl) and the Fabricator's (7 Cu / 5 Pl / 2 Glass) if you omit the Logic Chip, which the wiki roll-up evidently does. The Wh figure on a module is the final assembly step only (parts cost 5 Wh each on top). See §5.1. Residual gap: whether the Logic Chip omission is a wiki error or a real recipe quirk.
  • Item weights conflict: wiki Scrap says all scrap and nuggets are 0.8 kg; wiki Copper Nugget says 1 kg.
  • General stacking rules are unpublished. Only per-item stack sizes exist (Bio Seaweed 50). No global stack cap documented.
  • Recycler and Soilforge throughput (items per second, batch size, power per operation) -- the wiki Recycler page is an explicit stub.
  • Recovery Grinder conversion ratios -- table reproduced in full (§7.5) but community-crowdsourced; the "Paint" (200 oil) and "Pear" (10 oil) rows suggest experimental filling. Output quantities (as opposed to which material) are unknown. Tier and SP RESOLVED 2026-09-01: 23 / 4 SP [datamined], asset DA_Skill_Engineering_Dumpster -- the wiki tree never listed it because the asset name matches nothing in the module's display name.
  • 🔴 Recovery Grinder: is oil an INPUT or an OUTPUT? (§7.5) -- live contradiction, cheap test. The mined in-game description ("a lossy mix of other materials and oil") and the widely-quoted phrasing both make oil an output, and §2.5 of this document already lists the Grinder as oil's source; but the wiki grid's "Oil per 100" column and this document's own prose have read it as a cost. Test: run 100 units of one material through a Grinder with an Oil Tank connected and watch the tank level rise or fall. Until then, assert neither -- and note that the answer changes §7.9's oil economics in opposite directions.
  • Tier costs partly resolved 2026-08-24 via the current wiki Skills tree: Cyclone 8, Soilforge 10, Soilforge Prime 21, Rhino Dismantler 21, Tideripper Hand Jet 10, Peco Grid Scan 2000 15, Salvage Gyro 17, Courier Skimmer 13. Further resolved 2026-08-29/09-01 by the datamine, which publishes skill_point_cost directly and therefore outranks both the wiki tree and the launch-era guides: CO2 Tank 16 / 3 SP (it was never absent from the game, only from the wiki tree), CO2 Reactor Tank 22 / 4, Oil Tank 20 / 3 (the "(0)" in §6.7 was a launch-era artifact), ONi PetroMax 16 / 3, Soilforge Prime 21 / 2, PECO Grid Scan 2000 15 / 2, Decoy Deployment Pod 13 / 2, Night Sight 9 / 1 (plus a quest requirement), and the entire food-jar ladder at 1 SP each (§7.3.1). Still unresolved: the remaining "(N SP)" figures in §6 that no mined record has been checked against -- they are still launch-era until individually confirmed, and the mine can settle any of them on demand.
  • 🔴 Ore respawn -- registered conflict (§2.3, opened 2026-09-03). Fixed nodes, no regrowth (this document, §3 and §12.1) vs one 2026-05 report of in-water deposits at Quarantine Stack Amen respawning on every save load. Test: count the Amen in-water deposits, mine them, save, quit, continue, count again.
  • 🔴 Black Vein Oil Pump output (L/h) -- unpublished (opened 2026-09-03). The circulated 3,600 L/h is the tower's petrol rate. Time one empty 2,000 L Oil Tank from the pump with nothing else on the line.
  • 🔴 Whale oil per dive vs charge (opened 2026-09-07). 8,868 L on a 100 % charge and ~9,000 L on 50 % are two community datapoints; whether the yield scales with charge, how long a dive really takes, and whether the socketed human can be recovered are open. Robert's Jonah run is the measurement.
  • 🟡 Quantum Crystal decay / vanish -- 2026-02/03 bug reports; unverified on 0.8.0 / 5.5. The doctrine (keep it as nuggets in a dedicated box) costs nothing either way.
  • Craft-time units (0:06, 0:18, 0:27) are assumed to be minutes:seconds -- not stated.
  • Fabricator stacking maths -- "building multiple grants even faster crafting" is qualitative; the actual scaling (linear? diminishing?) is unknown.
  • Update 5.0 additions lack recipes: ~~Stainless Steel (source and uses)~~ -- CLOSED 2026-09-03: source (a Fabricator recipe unlocked by oil on the Fabricator's oil port; 1 Iron + 10 L oil) and uses (Eden Frame (Small) 50, Farming Platform 8) in §2.1 --, Wall Transfer Sockets, Rhino Dismantler, TideRipper Hand Jets, PECO Grid Scan 2000, Data Recovery Deck, Rocket Payload, Eden modules, farming seeds/plants/trees. Update 5.0 is only ~2 months old and wiki coverage of it is thin. Partly closed 2026-09-01 [datamined]: tiers and SP are now known for the Wall Sockets (Electric 15, Fuel 16, Water 17, Gas 18 -- 1 SP each), PECO Grid Scan 2000 (15 / 2), Data Recovery Deck (6 / 1, and its name is confirmed in-game), Recovery Grinder (23 / 4), and Stainless Steel is shown to be unlock_method: Never, i.e. granted outside the tree entirely. The recipes themselves are still unpublished for every one of them -- that is the residual gap, and it needs in-game Fabricator capture, not more mining.
  • Samples -- method RESOLVED 2026-09-05 (Replica Scanner on foot, Camera Drone for HoloMemories; catalogue entries sent up in the rocket's data container -- §4). Still open: rewards per sample beyond the Eden seed table (one hologram -> Pine, one painting -> Cherry, re-sendable), and the list itself stays the crowd-sourced wiki Samples table (111 entries with locations; Steam thread "Samplelist lets help each other").
  • Fishing: no evidence of a species catalogue, fishing rod, or bait system. Stated as absent, on the strength of the wiki's item categories (no Fish category) plus the net-only description -- but this is a negative finding from absence of evidence; a rod added in 02/04 that nobody documented cannot be fully excluded.
  • Respawn rules are community consensus, not official. "Floating containers respawn infinitely", "sharks spawn infinitely and drop ultra scrap", "leeches constantly respawn" all come from Steam discussion threads, not patch notes or the wiki. Rates unknown.
  • Recipe unlock costs (SP) are launch-era; five updates and a level-cap raise (30 -> 35) mean tier assignments may have shifted. Measured drift (2026-08-24): of ~50 tiers cross-checked against the current wiki Skills tree, exactly one had moved (ONi PetroMax 15 -> 16) and several modules were renamed (Diesel Generator -> Diesel Refinery, Small X Generator -> Portable X Generator/Refinery, Storage Container -> Storage Cylinder). Tiers are therefore mostly reliable; names and part recipes drifted more than tiers did, the reverse of what this doc originally assumed.
  • Category:Items subcategory "Ammo, Decorations, Food, Nuggets, Organics, Paints, Parts, Weapons" implies a Food item list with 3 rarity bands that was not enumerated here.
  • wiki Items page was last edited 2025-11-18 -- its category structure is reliable, its completeness for 5.0 content is not.
  • ~~No first-hand datamine yet.~~ SUPERSEDED 2026-08-25 -- the first datamine pass is DONE. The install's IoStore containers are unencrypted and unsigned (per docs/ref/shadow-install.md) and a retoc + exe-string-pool pass extracted the full 200-skill tree with tiers, SP costs, unlock methods, unlocked item assets and in-game descriptions into data/datamine/parsed/ (skilltree-mined.json, display-names.json, item-names.json, enhancers-mined.json, xp-curve.json). Everything tagged [datamined] in this document comes from that pass, and it is what settled the CO2 Tank, Recovery Grinder, Wall Sockets, food-jar ladder, Decoy Deployment Pod and PetroMax/Soilforge-Prime SP costs. What the mine still has NOT reached, and where the remaining UNVERIFIEDs live: the recipe DataTables (so every part/module ingredient list above is still wiki- or guide-sourced), the enhancer effect ladders (Kismet bytecode), world props (which is why §2.4.1's Aged Lazarus Vial has no mined trace), and the save GVAS property tree. A recipe-table pass is now the single highest-value follow-up for this domain -- it would settle §6.1 through §6.9 wholesale.

Sources#

All accessed 2026-08-24.

Ground truth (first-hand) - C:/last-caretaker/docs/ref/shadow-install.md -- EA 0.8.0.612251, Steam buildid 23962331, UE 5.7.4, VoyageGameUserSettings system signals (crafting queue, action bar, auto-pickup, holster, build confirm), loose peco-engine.js - Robert's own play sessions (added in v1.3.0). 2026-08-27: production-enhancer charge mechanism. 2026-08-29 [beta-era]: the Aged Lazarus Vial and its dismantle preview (§2.4.1), the dismantle-preview UI and Wh-scale pricing (§2.4), the ONi MegaCell purchase (§6.2). 2026-08-31 [save-census, beta-era]: the "ExtraLarge Petrol Tank" skill. 2026-09-01 [beta-era]: the parts round trip (§7.1), the bio -> petrol -> generator -> CO2 -> Sabatier chain and its demand-driven burn (§7.8), fixed-site oil yields (§7.9). Beta build 0.8.5.650920, buildid 24990438, UE 5.8.1 -- recorded, not adopted as the anchor - data/datamine/parsed/ (mined 2026-08-25 from buildid 23962331, retoc + exe string pool): skilltree-mined.json (all 200 skills with tier, SP, unlock_method, unlocked item assets, in-game descriptions), display-names.json (string tables incl. ST_Food, ST_Modules_Storage, ST_Weapons, ST_Rocket, ST_HumanGrowing), item-names.json, enhancers-mined.json, xp-curve.json. Source of every [datamined] tag in this document - docs/ref/flow-research/gas.md -- gas storage capacities, Sabatier/Soilforge Prime rates, the launch bill, the cut-vs-live container adjudication - docs/ref/flow-research/electricity.md §2.4 / §2.6 / §5.12 -- battery and backpack capacities, enhancer-module effects and charge counts, the SparkCell 250-vs-200 conflict, backpacks-as-magazines, the 5.5 "Deck Drop" beta storage announcement, and §5.13's source forensics (why the aggregator sites are struck)

Official - https://steamcommunity.com/app/1783560/allnews/ -- Steam news index (update titles + dates) - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ -- Update 5.0 New Horizons patch notes, 0.8.0.612115 (+ hotfix 0.8.0.612211 / 0.8.0.612251 notes) - https://steamcommunity.com/app/1783560/discussions/0/844005830910046317/ -- Update 4.0 BELOW US patch notes, 0.7.5.610707 - https://thelastcaretaker.com/news/2026-06-25-the-last-caretaker-launches-update-5-new-horizons-new-progression-paths-exploration-systems-tools-storyline-and-major-improvements/ -- official Update 5 announcement

Community wiki (thelastcaretaker.wiki.gg) - https://thelastcaretaker.wiki.gg/wiki/Crafting - https://thelastcaretaker.wiki.gg/wiki/Fabricator - https://thelastcaretaker.wiki.gg/wiki/Recycler - https://thelastcaretaker.wiki.gg/wiki/Recovery_Grinder - https://thelastcaretaker.wiki.gg/wiki/Modules - https://thelastcaretaker.wiki.gg/wiki/Modules_%26_Parts - https://thelastcaretaker.wiki.gg/wiki/Mechanics - https://thelastcaretaker.wiki.gg/wiki/Caretaker - https://thelastcaretaker.wiki.gg/wiki/Enhancers - https://thelastcaretaker.wiki.gg/wiki/Skills - https://thelastcaretaker.wiki.gg/wiki/Items - https://thelastcaretaker.wiki.gg/wiki/Category:Materials - https://thelastcaretaker.wiki.gg/wiki/Category:Parts - https://thelastcaretaker.wiki.gg/wiki/Category:Nuggets - https://thelastcaretaker.wiki.gg/wiki/Category:Organics - https://thelastcaretaker.wiki.gg/wiki/Scrap - https://thelastcaretaker.wiki.gg/wiki/Copper_Nugget - https://thelastcaretaker.wiki.gg/wiki/Bio_Seaweed - https://thelastcaretaker.wiki.gg/wiki/The_Boat - https://thelastcaretaker.wiki.gg/wiki/Human_Seed - https://thelastcaretaker.wiki.gg/wiki/Alloy_Frame -- part recipe re-verify (fact-check pass 2026-08-24) - https://thelastcaretaker.wiki.gg/wiki/Connector_Ports - https://thelastcaretaker.wiki.gg/wiki/Display_Screen - https://thelastcaretaker.wiki.gg/wiki/Logic_Chip - https://thelastcaretaker.wiki.gg/wiki/Power_Core - https://thelastcaretaker.wiki.gg/wiki/Advanced_Alloy_Mesh - https://thelastcaretaker.wiki.gg/wiki/Storage_Cylinder - https://thelastcaretaker.wiki.gg/wiki/Reactive_Core

Guides and press - https://www.thegamer.com/the-last-caretaker-crafting-recipes-stations-unlocks-guide/ -- dated 2025-11-14, source of the launch-era recipe tables in §6 - https://www.thegamer.com/the-last-caretaker-ship-management-repair-guide/ -- ship storage - https://www.pcgamer.com/games/survival-crafting/seafaring-survival-sim-the-last-caretaker-gets-a-big-update-that-adds-a-speedy-jet-ski-and-lets-you-customise-your-base-boat/ -- Update 02 Ocean coverage - https://www.savingcontent.com/2026/05/14/gyrocopters-hook-cables-fixes-and-more-arrive-in-update-4-below-us-for-the-last-caretaker/ -- Update 04 coverage - https://bleedingcool.com/games/the-last-caretaker-has-launched-update-5-new-horizons/ -- Update 5 coverage - https://www.neoseeker.com/the-last-caretaker/Skills -- skills/crafting guide

Community consensus (labelled as such in-text) - https://steamcommunity.com/app/1783560/discussions/0/681859758980070968/ -- "Are resources finite?" - https://steamcommunity.com/app/1783560/discussions/0/690871474424327225/ -- "does salvage respawn?" - https://steamcommunity.com/app/1783560/discussions/0/681860127366764193/ -- "Do resources respawn?" - https://steamcommunity.com/app/1783560/discussions/0/599667160179019241/ -- "Finite resources and infinite consequences" - https://steamcommunity.com/app/1783560/discussions/0/599667160179128638/ -- "The net on the boat" - https://steamcommunity.com/app/1783560/discussions/0/690870129357084490/ -- "Fishing net. What rarest item you caught?" - https://steamcommunity.com/app/1783560/discussions/0/572668858640449825/ -- "The Recovery Grinder" - https://steamcommunity.com/app/1783560/discussions/0/802343275389437573/ -- "Felis Unit" (uncontrollable drone) - https://steamcommunity.com/app/1783560/discussions/0/834999523153767367/ -- "Donk lift needs work" - https://steamcommunity.com/app/1783560/discussions/0/571543307930450380/ -- "Samplelist lets help each other" - https://www.nexusmods.com/thelastcaretaker/mods/17 and /mods/75 -- net-speed mods (evidence of vanilla net rate) - Steam, 2026-06 (read 2026-09-03): "Stainless steel not listed in the Skills menu" and "Stainless" -- the Fabricator oil-port recipe, the Eden Frame / Farming Platform costs, the 800+ SS Pishon build (§2.1) - Steam, 2026-05 (read 2026-09-01): "299 Titanium Per Hour" -- the respawn-on-load report at Quarantine Stack Amen (§2.3); community mining tips (shoot deposits down; gyro to the summits) - Robert's own play, 2026-09-03 [5.5-era, live public build] -- the Stainless Steel wall at Pishon (§2.1); the Distillation Tower eating the depot's oil (§7.9)

08

Building & Construction

Version anchorEarly Access 0.8.0.612251 = Update 05 "New Horizons" Hotfix 2, Steam buildid 23962331, pushed 2026-06-29. This is the newest build as of 2026-08-24 (the Steam news hub's most recent post is 2026-06-25; no July/August patch exists) and it matches the copy installed on the ShadowPC per docs/ref/shadow-install.md. Update 05 base was 0.8.0.612115 (2026-06-24/25); Hotfix 1 was 0.8.0.612211.
18 claims checked1 corrections7 unverifiedverifier verdict

Highly reliable: 17 of 18 load-bearing claim clusters verified exactly against the wiki, Steam patch notes, developer statements, and the first-hand install. The single confirmed error was an aggregator-derived cable recipe, now corrected; the doc's existing UNVERIFIED/Reported hedging accurately reflects the remaining soft spots. (Post-swarm re-verify after a transient mid-swarm API failure.)

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

The Last Caretaker does not have free-form survival base building. There is no foundation-and-wall grammar, no terrain levelling, no snap-grid you extend indefinitely: you place discrete, self-contained modules onto surfaces that already exist -- the decks of your boat, the floors and roofs of derelict facilities you find, and (since Update 05) a small number of purpose-built frames at story locations. The boat is the base: a 30 m hull that is simultaneously your vehicle, your power grid, your crafting hall and your storage, and "base building" in practice means deciding what goes where on roughly three decks' worth of clear floor. Everything placeable is unlocked on a 25-tier skill tree, crafted from parts (which are themselves crafted from raw materials at a Fabricator), and placed as a green/red blueprint ghost that must find clearance and a legal surface. The second half of the building game is not placement at all but plumbing -- electric, fuel, water and gas cables that must physically reach from a source to a socket, which is what actually constrains your layouts. The third strand, and the one that carries the story, is restoration: powering up and repairing fixed installations you did not build (the Lazarus Complex above all), where your job is to bring current to a dead outlet rather than to place something new.


1. What "building" means in this game -- the actual model#

Model element How it works here Confidence
Primary base The Boat: a mobile, always-present hull, 30 m bow to stern, with fixed built-in facilities and open deck space you fill with modules. Officially described as "a platform for power generation, resource collection, and modular upgrades". Confirmed (wiki + Steam guides)
Free-form building Absent. There is no player-built foundation/wall/roof/floor system, no terrain sculpting, no snap-grid to extend. You place finished modules, not building pieces. Confirmed by absence across wiki, patch notes and guides
Placement unit The Module -- "any structure that is placed using parts crafted from the Fabricator" (wiki definition). ~54 module pages catalogued on the wiki. Confirmed (wiki)
Secondary bases Yes, but as occupation of existing places, not construction of new ones. You claim a Point of Interest (community favourites: the Lazarus Complex itself, Refuel Outpost Gamma ~2 km away) and place your modules on its existing floors. Reported (Steam discussion consensus, thread "Land base or ship base only")
Building on open water No free-floating platforms. Structures sit on the boat, on solid POI geometry, or on a designated frame. Inferred from absence of any floating-foundation module; UNVERIFIED as an explicit rule
Structural extensions A very small set of true structure pieces exists: Wall Step (Tier 5), Mooring Socket (Tier 4), Gyro Deck boat extension (Tier 13, quest-gated), wall sockets (Tiers 15-18), and the Update 05 Eden Frame / Farming Platform at Pishon. These are the exceptions that prove the rule -- each is a specific named part, not a generic wall. Confirmed (wiki Skills tiers + U5 patch notes)
Restoration track Fixed facilities are repaired and re-energised, not rebuilt: restore power at an outlet, throw a switch, repair a rack with rare materials. The Lazarus Complex is the flagship. Confirmed (multiple guides + wiki)
Build-toward-a-monument track Update 05's Project Eden -- the first system that lets you "build toward something beyond your own boat and bases", a stepped garden rising from the sea, driven by committee goals from orbit. Confirmed (official news + U5 patch notes)

Ground-truth corroboration: the installed game's own settings file (VoyageGameUserSettings, read first-hand on the ShadowPC, 2026-08-24) contains bConfirmBuild, bInterfaceHudQueue, bInterfaceHudActionBar and bInterfaceHudActions -- i.e. a build-confirmation toggle and a queued-crafting HUD are shipped systems, independent of any web source.


2. The build loop and its controls#

  1. Unlock the module on the skill tree (skill points; some entries are additionally quest- or item-gated -- see §5).
  2. Have the parts. Modules are assembled from parts (Alloy Frame, Connector Ports, Display Screen, Logic Chip, Solar Cell, Storage Cylinder, Filtering System, Cooling Radiator, Compression Pump, Battery Cell, Turbine Blade, Advanced Alloy Mesh, Power Core, Reactive Core, Magnetic Coil, Nano Mesh, Data Storage Chip, Isotope Stabilizer and others -- 22 parts catalogued on the wiki). Parts are crafted at a Fabricator from raw materials.
  3. Open the build menu -- default key B. Left-click the item, right-click for the context menu, choose Build. (The Fabricator's own screen opens the same Build menu sorted by type: parts, equipment, consumables, ammunition, weapons, modules.)
  4. Position the blueprint ghost. An outline appears at your aim point. Mouse buttons rotate the ghost. Green = valid, red = invalid/obstructed. Hovering a red ghost shows which materials are missing when the block is a resource shortfall rather than geometry.
  5. Press E to fabricate. If every required part is in your inventory or in nearby storage, "the module will be built immediately". Q exits build mode.
  6. The 10 m sourcing radius. "Any resources and parts within 10 m of the player or Fabricator can be used" -- the single most important logistics number in the building game. Storage containers within that radius feed builds and crafts automatically.
  7. Crafting costs electricity. Recipes carry a small Wh cost alongside materials (e.g. DuraPack: 5 Wh; StorTite / FortiHold / Elysium Bed: 4 Wh). Fabrication draws from the grid, not from thin air.
  8. Output bay. Fabricator products drop into an adjacent bay; production halts if the output bay is blocked -- a real base-layout constraint, keep the bay clear.
Control Action Source
B Open build menu TheGamer crafting guide
Left-click / right-click Select item / open context menu (Build, Build ×5, queue) TheGamer + wiki Fabricator
Mouse buttons Rotate blueprint ghost TheGamer crafting guide
E Fabricate at the ghost position TheGamer crafting guide
Q Exit build mode TheGamer crafting guide
Page Down (with container inventory open) Container access/customisation options wiki DuraPack

Confidence: keybinds are single-source (TheGamer) but consistent with the shipped bConfirmBuild setting; treat exact keys as rebindable defaults.


3. Placement rules, limits and legality#

Rule Detail Confidence
Legal surfaces Boat decks (upper/middle/lower), the roof/pilot-house top, floors and roofs of existing POI structures, and designated attach sockets. Confirmed
Validity feedback Green ghost = placeable; red = blocked by collision, missing support, or missing materials. Confirmed
Clearance is strict Repeated community reports: builds refuse to snap when anything is near the target. For the Gyro Deck at the stern, guides tell you to "clear anything you've built on the back of your boat as they may hinder the build location"; U5-era threads specifically name wall sockets on the back wall and water-pump extensions as blockers. Standard remedy: save, dismantle everything near the target, place, rebuild around it. Reported (consistent across guides + Steam threads)
Snapping Snapping exists but is socket-based, not grid-based: named attach points on named structures. Examples -- Gyro Deck snaps to the boat's stern; the Farming Platform snaps "onto the frame's walkway" of an Eden Frame; wall sockets snap to walls (U5 fixed "wall socket rotation and connection issues"). There is no free-form grid you extend. Confirmed
Rotation Free rotation via mouse during placement; socketed pieces snap to the socket's orientation. Confirmed / Reported
Collision after placement Poor placement can bury a module's connector inside geometry and render it unusable (dev-thread example: a Diesel Generator whose power connector ended up inside a wall). Check that connectors face open space before committing. Reported (Steam thread)
Water Modules are not placed on open water. The boat is the water-borne platform. Inferred
Physics hazards Un-secured objects on deck (notably a parked Salvage Gyro) slide off in swell or flip in storms. Community fix: tether the gyro with its own cables to the Gyro Deck. U5 Hotfix 1 fixed "boat attachments failing to restore" and "physics objects unexpectedly waking up". Reported (Steam thread) + Confirmed (hotfix notes)
Per-base limits / build caps No published cap on module count. Players do report spreading operations across multiple bases "to improve game performance" -- an informal soft limit, not a hard one. UNVERIFIED

3.1 Demolition, refunds and relocation#

Operation Behaviour Confidence
Dismantle Use the Dismantle Tool (Tier 2, free unlock). Developer jack.pattillo on the Steam forums: "When you dismantle items using the scrapping tool, you'll get a full refund of parts for it, so you can rebuild!" Confirmed (developer statement)
Durability caveat Refund quality tracks condition -- "dismantling an item at high durability yields the full list of parts used to make it". Damaged modules refund less; repair before scrapping if you intend to move something. Reported (TheGamer)
Moving large modules Historically not movable -- solar panels, turbines, medium batteries, fuel containers had to be dismantled and rebuilt elsewhere. Confirmed for pre-U5
Update 05 change U5 added "the ability to relocate built storage containers". The wiki also states the Elysium Bed "can be placed and repositioned like storage containers". Non-storage machines still appear to require dismantle-and-rebuild. Confirmed (U5 patch notes)
Rhino Dismantler Tier 21 late-game dismantling tool (presumably faster/bulk). Function UNVERIFIED. Reported (wiki Skills)
Recycling Parts recovered from dismantling can be fed to a Recycler to reduce them to base materials -- the standard loop for repurposing an old layout. Confirmed (wiki Crafting)

4. The buildable catalog#

Costs below are module recipes in parts (each part has its own raw-material recipe at the Fabricator). "Time" is the wiki's listed craft time (m:ss). Tier = skill-tree tier required. Wiki module pages additionally carry rarity, idle power draw and capacity in an infobox; those values are quoted where confirmed.

4.1 Production machines#

Module Tier Time Parts cost Function Notes
Recycler 4 0:06 2 Connector Ports, 3 Alloy Frame Breaks parts down into base materials Pre-built copies exist at several POIs
Fabricator 4 (2 SP) 0:18 1 Display Screen, 2 Connector Ports, 2 Alloy Frame, 1 Logic Chip Crafts all items, parts and modules Idle draw 100 W. One is pre-built on the boat's lower deck; fixed installs at Sanctuary Dock 37, Sanctuary Dock 12, Lazarus Complex
Diesel Refinery 4 -- -- Produces diesel Wiki lists no parts table yet
Portable Petrol Refinery 5 -- -- Portable petrol production
Water Purifier 7 -- -- Salt water -> fresh water; pairs with a Water Pump Required for Eden farming
Food Processor 10 0:18 1 Conduit Wiring, 2 Connector Ports, 2 Alloy Frame, 1 Filtering System, 1 Display Screen Processes food materials into foods Feeds the Lazarus growth chain
Soilforge 10 0:18 2 Connector Ports, 2 Alloy Frame, 1 Compression Pump, 2 Cooling Radiator Produces soil / agricultural output
Portable Oxygen Generator 12 -- -- Oxygen production
Sabatier Reactor 16 -- -- CO2 + H2 chemistry (methane/water) Late-tier chemistry chain
Distillation Tower 20 -- -- Advanced fluid processing
Quantum Duplicator 21 -- -- Endgame duplication module Function UNVERIFIED
Soilforge Prime 21 0:18 2 Connector Ports, 2 Alloy Frame, 1 Compression Pump, 2 Cooling Radiator, 1 Power Core Upgraded Soilforge
Recovery Grinder U5 (quest) 0:27 3 Alloy Frame, 2 Connector Ports, 1 Filtering System, 1 Cooling Radiator, 1 Reactive Core "A new buildable module for utilizing surplus materials" -- consumes electricity + scrap to make Oil, the gateway to Stainless Steel Blueprints found in silos; requires the Salvage Gyro to reach them
Echo Horn 6 -- -- Signalling/utility module Function UNVERIFIED
Production Enhancer -- -- -- Module-boosting attachment UNVERIFIED
Dehumidifier -- -- -- Water-from-air utility UNVERIFIED

4.2 Power generation#

Module Tier Time Parts cost Output Notes
LumiLite (solar) 2 (1 SP) 0:03 1 Connector Port, 1 Alloy Frame, 1 Solar Cell 900 Wh in optimal light Raw: 3 Copper, 3 Plastic, 1 Glass, 5 Wh. One output port
LumiMid (solar) 6 0:06 1 Connector Port, 2 Alloy Frame, 2 Solar Cell, 1 Logic Chip 2,000 Wh (single-source)
LumiMax (solar) 13 0:12 1 Connector Port, 3 Alloy Frame, 2 Solar Cell, 1 Logic Chip, 1 Magnetic Coil 4,000 Wh (single-source)
Whisper (wind) 3 0:03 1 Connector Port, 1 Alloy Frame, 1 Turbine Blade Entry wind output UNVERIFIED Weather/wind dependent
Cyclone (wind) 8 0:06 1 Connector Port, 2 Alloy Frame, 2 Turbine Blade, 1 Logic Chip UNVERIFIED
Typhoon (wind) 14 0:12 2 Connector Port, 3 Alloy Frame, 2 Turbine Blade, 1 Logic Chip, 1 Advanced Alloy Mesh UNVERIFIED
Portable Electric Generator 5 -- -- Fuel-burning, portable Backup + remote sites
Large Electric Generator 15 -- -- Fuel-burning, high output

Solar output is sunlight-dependent and wind output weather-dependent, so a mixed grid plus battery buffer is the standard community layout.

4.3 Lighting#

Module Tier Notes
Basic Standing Light 4 First placeable light
Advanced Standing Light 9
360 Standing Light 13 Omnidirectional
Double Standing Light 16
Depth Glow 12 Underwater/deep lighting
Abyss Glow 20 Late-tier deep lighting
Glowstick 3 Consumable, not a module

4.4 Storage -- solids#

Container Tier SP Capacity Parts Raw materials Notes
DuraPack 3 1 50 kg 2 Alloy Frame, 1 Display Screen 3 Copper, 3 Plastic, 2 Glass, 5 Wh First container you can build
StorTite 6 1 100 kg 3 Alloy Frame, 1 Display Screen 4 Copper, 4 Plastic, 2 Glass, 4 Wh Second tier
FortiHold 11 1 200 kg 4 Alloy Frame, 1 Display Screen 5 Copper, 5 Plastic, 2 Glass, 4 Wh Largest solid-material container in the current build

Container behaviour: contents are accessible to the player and to nearby Fabricators by default -- i.e. containers within the 10 m radius act as an automatic supply pool. Press Page Down with the container inventory open to restrict that access (useful to stop the Fabricator eating a stockpile you're saving). Storage containers became relocatable in Update 05.

4.5 Storage -- fluids, gases and power#

Solid resources can be dropped loose on the boat floor; liquids and gases cannot -- they require a dedicated container or tank, and only the boat has built-in diesel storage (2,000 L).

Module Tier Time Parts cost
Small Battery 3 0:06 1 Connector Port, 1 Battery Cell
Small Diesel Container 4 0:06 1 Connector Port, 1 Storage Cylinder
Small Petrol Container 5 0:06 1 Connector Port, 1 Storage Cylinder
Small Fresh Water Container 7 0:06 1 Connector Port, 1 Storage Cylinder
Small Oxygen Container 12 0:06 1 Connector Port, 1 Storage Cylinder
Medium Battery 8 0:18 3 Connector Ports, 2 Alloy Frame, 2 Battery Cell, 1 Logic Chip
Diesel Tank 8 0:18 2 Connector Ports, 2 Alloy Frame, 1 Filtering System, 1 Storage Cylinder
Petrol Tank 10 0:18 2 Connector Ports, 2 Alloy Frame, 1 Filtering System, 1 Storage Cylinder
Water Tank 11 0:18 2 Connector Ports, 2 Alloy Frame, 1 Filtering System, 1 Storage Cylinder
Methane Tank 16 0:18 2 Connector Ports, 6 Alloy Frame, 1 Filtering System, 2 Storage Cylinder, 2 Advanced Alloy Mesh
Oxygen Tank 16 0:18 2 Connector Ports, 6 Alloy Frame, 1 Filtering System, 4 Storage Cylinder, 2 Advanced Alloy Mesh
Oil Tank 20 0:18 2 Connector Ports, 2 Alloy Frame, 1 Filtering System, 1 Storage Cylinder, 1 Advanced Alloy Mesh
CO2 Tank -- 0:18 2 Connector Ports, 4 Alloy Frame, 1 Storage Cylinder, 1 Filtering System, 2 Advanced Alloy Mesh

A Large Battery tier is referenced by the wiki's storage navigation but has no confirmed recipe on the Modules page (UNVERIFIED); "Consumable Large Battery" at Tier 15 is a carried item, not a module.

4.6 Distribution -- cables, extenders and sockets#

Item Tier Cost Carries
Electric Cable 2 1 Plastic + 1 Copper per unit (wiki Cables, as of 0.8.0.612251; an aggregator guide claimed 2 Plastic -- wiki preferred) Electricity
Electric Cable Extender 2 5 Plastic + 3 Copper (UNVERIFIED -- aggregator-only, no wiki recipe) junction, up to 4 cables
Fuel Cable / Extender 2 cable: 1 Plastic + 1 Rubber (wiki) Diesel, Petrol, Oil
Water Cable / Extender 7 cable: 1 Plastic + 1 Rubber (wiki) Fresh + salt water
Gas Cable / Extender 12 cable: 1 Plastic + 1 Rubber (wiki) Oxygen, Methane, CO2
Electric wall socket 15 -- new buildable connection point (U5)
Fuel wall socket 16 -- "
Water wall socket 17 -- "
Gas wall socket 18 -- "
Mooring Socket 4 -- buildable mooring point (added Update 03)
Wall Step 5 -- buildable step/traversal piece

Cable mechanics (see §9) are the real layout constraint: each cable item in inventory adds 1 m of reach, with a maximum single run of ~20 m before you need an extender, and cables physically reel out as you walk away from the endpoint.

4.7 Special and story-linked buildables#

Module Gate Cost Notes
Elysium Bed "Special" tier -- unlocked by possessing any plant seed, not by skill points 4 Alloy Frame (4 Copper, 4 Plastic, 4 Wh) Small farming bed. Needs clean water and soil made by dropping ~200 Bio Waste directly onto the bed. Seeds can be inserted any time but only germinate once soil exists. Placeable and repositionable like a storage container.
Elysium Bed Atmos Tier 24 -- Endgame farming-bed variant; differences UNVERIFIED
Lazarus Pod story chain 1 Data Storage Chip, 1 Display Screen, 1 Logic Chip, 1 Nano Mesh, 1 Storage Cylinder + 3 Wh Portable incubation container -- carried, not a fixed base module
Lazarus Rack fixed installation at the Lazarus Complex repaired with Carbon Fiber, Titanium and other rare materials Not built from scratch: repaired. Each rack needs 10.0 kWh power and 10,000 L fresh water
Gyro Deck (Boat Extension) Tier 13 and the quest "A Place to Land" (starts at Sanctuary 12) -- Boat structural extension: a landing pad for the Salvage Gyro plus extra buildable deck space. Snaps to the stern
DONK Pallet / DONK-Lift 3200 5 -- Pallet + forklift for moving heavy cargo around a base
Salvage Gyro 17 -- Aircraft; relevant to building because it unlocks the silos that gate the Recovery Grinder blueprints
Replica Scanner 3 (wiki) / "Crafting Level 4" (Steam guide -- sources disagree) -- Scans world objects so they can be replicated and placed as decoration. This is the cosmetic/decorating branch of building, separate from functional modules
Eden Frame - Small Update 05, Project Eden 50 Stainless Steel, 3 Connector Ports, 2 Storage Cylinder, 1 Compression Pump The first Eden structure, placed at Pishon
Farming Platform Update 05, Project Eden 8 Stainless Steel Snaps onto the Eden Frame's walkway

5. Progression gates: what unlocks building, and when#

Building is gated on three independent axes -- skill tier, quest completion, and material chain.

5.1 Skill tree (25 tiers) -- build-relevant unlocks#

Tiers come from the community wiki's Skills page. Individual module pages carry the skill-point cost (most are 1 SP; the Fabricator is 2 SP).

Tier Build-relevant unlocks
1 Repair Tool, Torch
2 Dismantle Tool, Basic Electric Engine Cylinder, Electric Cable + Extender, Fuel Cable + Extender, LumiLite
3 DuraPack, Small Battery, Whisper, Diesel Engine Cylinder, Replica Scanner, Consumable Battery, Electric Pistol, Glowstick
4 Fabricator, Recycler, Diesel Refinery, Basic Standing Light, Charge Injector, Mooring Socket, Small Diesel Container
5 Portable Electric Generator, Portable Petrol Refinery, DONK-Lift 3200, DONK Pallet, Small Petrol Container, Wall Step, Bolt Pistol, ONi SparkCell
6 StorTite, LumiMid, Echo Horn, Diesel/Electric Engine Cylinder Boosters, Lancer
7 Water Purifier, Water Cable + Extender, Small Fresh Water Container, Flamer Pistol, ONi FuelLite
8 Cyclone, Diesel Tank, Medium Battery, Efficiency Matrix, Field Binoculars, Pistol Shard, Shock Grenade
9 Advanced Standing Light, Voltage Minimizer, weapon attachments
10 Food Processor, Soilforge, Petrol Tank, Flamethrower, ONi PetroFlow, Tideripper Hand Jet, foods
11 FortiHold, Water Tank, Bolt Rifle, Consumable Medium Battery, ONi VoltPlus
12 Gas Cable + Extender, Portable Oxygen Generator, Small Oxygen Container, Depth Glow, Conservation Coil, Grenade
13 LumiMax, 360 Standing Light, CS-17 Courier Skimmer, Petrol Engine Cylinder, Super Boosters, Resource Optimizer
14 Typhoon, Electric Rifle, Nebula, Stabilizer Barrel
15 Electric wall socket, Large Electric Generator, Consumable Large Battery, Peco Grid Scan 2000, ONi MegaCell
16 Fuel wall socket, Sabatier Reactor, Methane Tank, Oxygen Tank, Double Standing Light, Optical Sight
17 Water wall socket, Salvage Gyro, Bolt Sniper, Pulse Timing Regulator
18 Gas wall socket, Petrol Engine Cylinder Booster, Eclipse, Flash Array
19 Large Grenade, Sniper Rod, Ultimate Genesis
20 Distillation Tower, Oil Tank, Abyss Glow
21 Soilforge Prime, Quantum Duplicator, Rhino Dismantler, Entanglement Lens
22 Petrol Engine Cylinder Super Booster
23 Deep Scan-500 Add-On
24 Elysium Bed Atmos
25 Brass Telescope

Currency note. This table is the wiki's Skills page as of 2026-08-24. It already contains Update 05 content (the four wall sockets) but does not list Stainless Steel, the Recovery Grinder, the Eden Frame or the Gyro Deck as tiered entries -- those are quest/blueprint gated rather than plain skill purchases, or the page simply lags. Treat the omissions as unresolved, not as "does not exist".

5.2 Quest / blueprint gates#

Buildable Gate
Gyro Deck Complete "A Place to Land" (begins at Sanctuary 12), then unlock in the 13th skill branch
Salvage Gyro "Lost Blueprints" quest -- 3 blueprint locations
Recovery Grinder Blueprints in two remote silos, reachable only by Salvage Gyro
Elysium Bed Simply hold any plant seed
Eden Frame / Farming Platform Project Eden questline, "First Roots", at Pishon
Lazarus Rack repair Story progression at the Lazarus Complex

5.3 Material gates#

The building economy is a chain, and the Update 05 chain in particular has a long lead time:

Scrap + Electricity -> Recovery Grinder -> Oil -> Fabricator -> Stainless Steel -> Eden Frame (50) + Farming Platform (8)

Guides are emphatic: stand up the production line before you sail to Pishon, not after -- 58 Stainless Steel is a lot of round trips if you improvise it.


6. Restoring existing facilities (the other half of "construction")#

You will spend as much time re-energising other people's buildings as placing your own.

Restoration activity How it plays Confidence
Powering a dead facility Find the facility's main power outlet (at the Lazarus Complex, on the top of the complex), connect a battery or a live cable to the electric port, and flip the switch. Lights and terminals (the "PICO") come on. Confirmed (multiple guides)
Keeping power up Restoration is not one-and-done: the Lazarus Complex elevator needs uninterrupted power while you haul a Lazarus Pod up it, so your generation/battery buffer at the site is a real design problem, not decoration. Reported
Repairing installations The Lazarus Rack is repaired -- not built -- using Carbon Fiber, Titanium and other rare materials. Each functioning rack then demands 10.0 kWh of power and 10,000 L of fresh water (fresh, not salt -- so a Water Pump + Water Purifier chain on site). Reported (single detailed guide; power/water figures corroborated by a second guide)
Pre-built infrastructure you inherit POIs come with usable machines. Confirmed fixed Fabricators at Sanctuary Dock 37, Sanctuary Dock 12 and the Lazarus Complex; POIs also carry existing outlets and sockets you can tap. Confirmed (wiki)
Occupying a POI as a base Place your own containers, generators and lights on the existing floors. Community picks: the Lazarus Complex (you return constantly) and Refuel Outpost Gamma (~2 km from Lazarus). Motives cited: offload boat storage, and spread modules to help performance. Reported (Steam consensus)
The Repair Tool Tier 1, one of the two things you start with -- modules take damage (enemies, storms) and are repaired in place. Repair before dismantling to get a full refund. Confirmed / Reported

6.1 Boat facilities you do not build (they ship with the hull)#

Built-in Value
Diesel Tank 2,000 L
Medium Battery 6.0 kWh
Heal Station vitality restore
Backup Station the save point
Peco Terminal in-game terminal/minigames
Water Pump salt-water intake for the purifier chain
Power Outlets 14
Diesel Outlets 5
CO2 Outlet 1
Mooring Cables / Hitches / Anchors 4 / 2 / 2
Boat Net passive stern salvage collection
Engine cylinder slots up to 5 per engine, two engines, three grades (Standard / Booster / Super Booster); at least one cylinder per engine required to move

The dashboard in the cabin shows weather forecast, wind speed, boat speed, coordinates, compass heading, throttle %, boat health, fuel and battery, time, and the world map with distances -- effectively your base's status panel. The cabin also holds a customization table for paint.


7. Project Eden -- building beyond your own base (Update 05, 2026-06)#

Update 05 "New Horizons" introduced the first construction system that is not about your own convenience. Mechanically it is still module placement; structurally it is a long-horizon build project on a fixed site.

Element Detail
Site Pishon -- the first Eden destination
Step 1 Place Eden Frame - Small (50 Stainless Steel + 3 Connector Ports + 2 Storage Cylinder + 1 Compression Pump)
Step 2 Attach a Farming Platform (8 Stainless Steel) -- it snaps to the frame's walkway
Step 3 Supply the platform: power (wind turbine or solar), water (Water Purifier fed by a Water Pump), and soil
Step 4 Plant an item carrying both the Organic and Seed tags. Memory items do not satisfy it -- a common failure point
Payoff Completes the quest "First Roots"; Eden grows over time as committee goals are met, "rising from the sea as a stepped garden"
Committees Update 05 activated the Committees system: the orbital population sets long-term restoration goals which feed back into Eden's growth -- the loop that turns your construction into visible world change
Also added Recovery Grinder (buildable, consumes surplus materials), wall sockets (modular power/fuel/water/gas connection points), Gyro Deck boat extension, relocatable storage containers, Stainless Steel as a material + its skill unlock
U5 build bugfixes "Fixed crafting placement and socket interaction issues across several buildable modules"; "Fixed wall socket rotation and connection issues" -- both worth knowing when a placement misbehaves

Known Update 05 issue: a widely-reported bug where the Eden Frame fails to appear / cannot be built (Steam thread "UPDATE 5.0 - PUBLIC BETA Can't Build Eden Frame"; multiple community videos on workarounds). Status on the 0.8.0.612251 hotfix line is UNVERIFIED.

SPOILER -- lore The wiki's PROJECT EDEN article is not the construction feature; it is an in-world classified research dossier (logs dated 1970-2007) about attempts at human reproduction in space -- rodent, primate and CRISPR trials that end with a 2007 conclusion that human physiology "remains fundamentally bound to Earth's gravitational force". That document is why rebuilding Earth, rather than living in orbit, is the objective. Skip if you want the story clean.


8. Storage and base organisation#

Concern Practice
Solids Iron, plastic and other solid resources can sit loose on the boat floor or go into DuraPack/StorTite/FortiHold (50/100/200 kg)
Fluids & gases Cannot be dropped loose. Need the matching small container or tank. Only the boat has built-in diesel storage (2,000 L)
The 10 m rule is the organising principle Containers within 10 m of you or of a Fabricator are automatically drawn from. Design a "crafting bay": Fabricator + Recycler + your bulk containers all inside one 10 m bubble, output bay clear
Access flags Page Down on an open container to restrict player/Fabricator access -- how you protect a stockpile from being consumed by auto-sourced crafts
Relocation Storage containers (and the Elysium Bed) can be moved as of U5; other modules need dismantle + rebuild
Heavy cargo DONK Pallet + DONK-Lift 3200 (Tier 5) for shifting heavy objects; carried items being lifted do not count toward your 100 kg (upgradable to 200 kg) encumbrance
Off-boat storage Standing up containers at a land POI to offload boat inventory is standard community practice
Efficiency Matrix (Tier 8) A ~10% efficiency improvement across electricity, water, fuel and gas -- worth it once a facility runs above roughly 15,000 Wh (single-source figure)

8.1 Beds, charge points and respawn anchors -- what actually exists#

This is a common false expectation, so state it plainly:

Expectation Reality
A bed you sleep in to pass time / set spawn Does not exist. You are a robot.
"Elysium Bed" A farming bed for plants, nothing to do with the player. Do not confuse it with a respawn anchor.
Save / respawn point The Backup Station -- built into the boat's cabin (middle deck). Saving is manual/slot-based at the station plus a configurable autosave (AutoSaveInterval=10 in the shipped settings, units presumed minutes -- first-hand from the install).
Health restore Heal Station (built into the boat)
Power/battery restore Charge Injector (Tier 4) -- carried/placed charge item; internal battery is 500 Wh base, expandable to 2,500 Wh
Buildable extra Backup Stations elsewhere UNVERIFIED -- no source confirms a player-buildable backup/respawn module away from the boat
Known issue Interrupting a backup mid-save can lock you in the save-slot screen; community workaround is to die (grenade at your feet) and respawn

9. Power, fluid and gas networks -- the real constraint on layouts#

Placement is easy; connection is the design problem.

Mechanic Value Confidence
Cable reach Each cable item in inventory = 1 m of reach Reported (single guide)
Max single run ~20 m before an extender is required Confirmed (two independent sources)
Reeling "When you connect a cable to an endpoint, it will start reeling out as you move away" Confirmed (Steam starter guide)
Extender fan-out Up to 4 cables per extender; enables splitting, redundancy, long hauls Reported
Cable cost 1 Plastic + 1 Copper per Electric Cable; 1 Plastic + 1 Rubber per Fuel/Water/Gas Cable (as of 0.8.0.612251). Extender: 5 Plastic + 3 Copper -- UNVERIFIED (aggregator-only) Confirmed (wiki Cables) / extender UNVERIFIED
Obstacle penalty Walls ×1.3, floors/levels ×1.5, water ×1.2 applied to effective distance (e.g. a 20 m route through 2 walls + 1 floor ≈ 50.7 m effective) UNVERIFIED -- single source, not corroborated anywhere else. Treat with suspicion.
Wall sockets (U5) Buildable connection points, one per network type (electric/fuel/water/gas, Tiers 15-18). Not wireless -- they only give you a better-placed endpoint; the route still needs the right network, direction, range and a clear output Reported
Migration advice Build the new wall-socket route, verify it works, then remove the old cable -- keep a fallback Reported
Grid demand benchmarks Early ~3,000-5,000 Wh; mid ~10,000-20,000 Wh; late 40,000+ Wh; plan 20-30% headroom Reported (single guide)
Battery buffering 3-4 Medium Batteries near critical systems to ride out low-generation periods Reported
Network types Electric (electricity), Fuel (diesel/petrol/oil), Water (fresh + salt), Gas (oxygen/methane/CO2) -- four separate cable families, not interchangeable Confirmed (wiki)

Practical consequence for layout: cluster by network. Put generation on the roof/upper deck with short runs to a battery bank, keep fluid machines adjacent to their tanks, and reserve wall sockets for the runs that would otherwise cross a wall or a deck level.


10. A workable build order for a fresh save (spoiler-light)#

Assembled from the Steam starter guide, the wiki tiers and community consensus; adapt freely.

Stage Do this Why
1 Take the free Tier 2 unlocks: Basic Electric Engine Cylinder and Dismantle Tool Mobility + the tool that makes every mistake reversible (full parts refund)
2 Buy Electric Cable and Electric Cable Extender Nothing you build matters until you can wire it
3 Put ~10 enhancer points into Power Management Extends internal battery duration; the early game is a battery-anxiety game
4 Clear the boxes on the front of the middle deck Frees your first real build space and yields materials
5 LumiLite and/or Whisper + Small Battery on the boat First independent generation; mix solar and wind so weather can't zero you
6 DuraPack ×2-3 clustered near the boat's pre-built Fabricator Puts your stock inside the 10 m auto-sourcing radius
7 Recycler next to that cluster Closes the dismantle -> parts -> materials loop
8 Tier 4 Diesel Refinery, Tier 8 Diesel Tank The wiki's own recommended early fuel priorities
9 Water Purifier (T7) + the boat's Water Pump Fresh water is a hard requirement for farming and for Lazarus racks
10 Pick a land base at a POI you revisit (Lazarus Complex, Refuel Outpost Gamma) and mirror the crafting bay there Saves hauling; spreads load
11 Later: wall sockets (T15+) to tidy the boat's cable spaghetti before you add the Gyro Deck Cluttered stern geometry is the #1 cause of failed Gyro Deck placement

Gaps & Unverified#

  • No dedicated wiki "Building" or "Construction" article exists. The building model had to be reconstructed from the Mechanics page, Crafting page, module infoboxes, patch notes, guides and forum threads. There is no single authoritative page to cite for placement rules.
  • Exact placement legality rules are undocumented. No source states in rule form what counts as a legal surface, whether there is a support/overhang check, whether there is a maximum incline, or whether module count is capped. The green/red ghost is the only confirmed feedback mechanism.
  • Building on open water / floating platforms: no source confirms or explicitly denies it. Marked inferred-negative.
  • Wind turbine outputs (Whisper / Cyclone / Typhoon) in Wh are not established; only the solar line is quantified, and LumiMid/LumiMax figures are single-source.
  • Obstacle distance multipliers (walls ×1.3, floors ×1.5, water ×1.2) come from one guide site of uncertain provenance and are corroborated nowhere. Do not treat as fact.
  • Cable "1 m per cable item" is single-source; the ~20 m cap is double-sourced.
  • Idle power draw is published per-module in wiki infoboxes but only the Fabricator (100 W) was verified in this pass. A full draw table is a follow-up job (one fetch per module page, ~54 pages).
  • Recipes missing from the wiki Modules table: Diesel Refinery, Distillation Tower, Water Purifier, Large/Portable Electric Generator, Portable Oxygen Generator, Portable Petrol Refinery, Echo Horn, Sabatier Reactor, Quantum Duplicator, Production Enhancer, Dehumidifier, Salvage Gyro, all Standing Lights, Wall Step, Mooring Socket, wall sockets, Gyro Deck. Their tiers are known; their part costs are not.
  • Eden catalog is incomplete. Only "Eden Frame - Small" and "Farming Platform" are documented. Whether medium/large frames, additional Eden module types, or further Eden sites beyond Pishon exist is UNVERIFIED -- the wiki has no Project-Eden-construction page and the name collides with an unrelated lore document.
  • Committees: confirmed to exist and to drive Eden growth, but the mechanical loop (how goals are set, what you contribute, what the rewards are) is not established here.
  • Source disagreement -- Replica Scanner unlock: wiki Skills says Tier 3; the Steam starter guide says "Crafting Level 4". Both are current-era sources. Unresolved.
  • Source disagreement -- movability: TheGamer (pre-Update-05) says large modules "cannot be moved"; the Update 05 notes add relocation for storage containers and the wiki says the Elysium Bed relocates like a container. Current reading: containers + Elysium Bed move; machines do not. Not exhaustively verified against every module.
  • Skill tier table currency: the wiki Skills page includes U5 wall sockets but omits Stainless Steel, Recovery Grinder, Eden Frame and Gyro Deck. Whether those live on a separate Eden progression surface or the page simply lags is unresolved.
  • Eden Frame placement bug reported during the U5 public beta; whether it survives into 0.8.0.612251 is UNVERIFIED.
  • Buildable respawn/backup stations away from the boat: no evidence either way.
  • Rhino Dismantler, Quantum Duplicator, Production Enhancer, Dehumidifier, Echo Horn, Elysium Bed Atmos functions all UNVERIFIED.
  • Blocked sources: neoseeker.com, whisperofthehouse.com and steamdb.info all returned HTTP 403 to automated fetch and were abandoned per protocol; several of their pages (First Roots, wall-outlets guide, patch-notes index) would likely have added detail. YouTube guides (notably "The Ultimate Building Guide for The Last Caretaker (Blueprint EP2)" and "The Last Caretaker 5.0 | Wall Sockets Explained!") were not consulted -- no transcripts obtainable.
  • thelastcaretakergame.org supplied several of the numeric claims above and shows signs of being an aggregator/AI-assisted site; its uncorroborated numbers are individually flagged. One of its numbers is now confirmed wrong: it gave the Electric Cable as 2 Plastic + 1 Copper where the wiki Cables page (fact-check pass, 2026-08-24) gives 1 Plastic + 1 Copper -- corrected in §4.6/§9. Treat its remaining sole-source figures (extender cost, obstacle multipliers, grid benchmarks, Efficiency Matrix threshold) with proportionate suspicion.

Sources#

All accessed 2026-08-24.

Ground truth (first-hand) - C:/last-caretaker/docs/ref/shadow-install.md -- installed build 0.8.0.612251, buildid 23962331, UE 5.7.4; VoyageGameUserSettings keys (bConfirmBuild, bInterfaceHudQueue, bInterfaceHudActionBar, AutoSaveInterval=10)

Official - https://thelastcaretaker.com/news/2026-06-25-the-last-caretaker-launches-update-5-new-horizons-new-progression-paths-exploration-systems-tools-storyline-and-major-improvements/ (via search snapshot) - https://steamcommunity.com/app/1783560/allnews/ -- full news index, launch through 2026-06-25 - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ -- Update 5.0 New Horizons patch notes (0.8.0.612115) - https://steamcommunity.com/app/1783560/discussions/0/669474225528169618/ -- "Build / Move / Dismantle - For Objects" (developer jack.pattillo on full dismantle refunds) - https://gameupdatenotifier.com/g/the-last-caretaker -- build/date index (buildid 23962331 = 2026-06-29)

Community wiki (thelastcaretaker.wiki.gg) - https://thelastcaretaker.wiki.gg/wiki/The_Last_Caretaker_Wiki - https://thelastcaretaker.wiki.gg/wiki/The_Last_Caretaker_Wiki/navigation - https://thelastcaretaker.wiki.gg/wiki/Mechanics - https://thelastcaretaker.wiki.gg/wiki/Crafting - https://thelastcaretaker.wiki.gg/wiki/Modules - https://thelastcaretaker.wiki.gg/wiki/Modules_%26_Parts - https://thelastcaretaker.wiki.gg/wiki/Category:Modules - https://thelastcaretaker.wiki.gg/wiki/Skills - https://thelastcaretaker.wiki.gg/wiki/Boat - https://thelastcaretaker.wiki.gg/wiki/Fabricator - https://thelastcaretaker.wiki.gg/wiki/DuraPack - https://thelastcaretaker.wiki.gg/wiki/StorTite - https://thelastcaretaker.wiki.gg/wiki/FortiHold - https://thelastcaretaker.wiki.gg/wiki/LumiLite - https://thelastcaretaker.wiki.gg/wiki/Elysium_Bed - https://thelastcaretaker.wiki.gg/wiki/Cables - https://thelastcaretaker.wiki.gg/wiki/Lazarus_Complex (stub) - https://thelastcaretaker.wiki.gg/wiki/Eden_Cradle (stub) - https://thelastcaretaker.wiki.gg/wiki/PROJECT_EDEN (in-world lore document)

Steam community guides & discussions - https://steamcommunity.com/sharedfiles/filedetails/?id=3600430670 -- "The Last Caretaker Starter Guide" (cables, storage types, early skill order) - https://steamcommunity.com/app/1783560/discussions/0/760680733094237882/ -- "Land base or ship base only" - https://steamcommunity.com/app/1783560/discussions/0/573793348713955194/ -- "Boat Extension, Gyro Deck"

Press & third-party guides - https://www.thegamer.com/the-last-caretaker-crafting-recipes-stations-unlocks-guide/ -- build menu controls, blueprint colours, dismantle/durability - https://thelastcaretakergame.org/blog/project-eden-first-roots-guide -- Eden Frame / Farming Platform costs and requirements - https://thelastcaretakergame.org/blog/update-5-new-horizons-guide -- Update 05 feature overview - https://thelastcaretakergame.org/guides/lazarus-complex -- Lazarus Rack power/water/repair requirements - https://thelastcaretakergame.org/guides/power-grid-setup -- cable/extender costs, solar outputs, grid benchmarks (several figures single-source) - https://www.pcgamer.com/games/survival-crafting/seafaring-survival-sim-the-last-caretaker-gets-a-big-update-that-adds-a-speedy-jet-ski-and-lets-you-customise-your-base-boat/ -- Update 02 base-boat customisation context - https://www.savingcontent.com/2026/06/25/explore-new-horizons-in-update-5-for-the-last-caretaker-available-now/ and https://bleedingcool.com/games/the-last-caretaker-has-launched-update-5-new-horizons/ -- Update 05 corroboration

Attempted and abandoned (HTTP 403, per hardened fetch rules): neoseeker.com, whisperofthehouse.com, steamdb.info.

10

Power, Energy & Infrastructure

Version anchorEarly Access 0.8.0.612251 -- "Update 05: New Horizons" Hotfix 2, released 2026-06-29 (base update 0.8.0.612115, 2026-06-24); Steam buildid 23962331, Unreal Engine 5.7.4. That is the corpus anchor and this document stays anchored there. Robert has additionally been playing the Update 5.5 "Deck Drop" public beta (0.8.5.650920, buildid 24990438, UE 5.8.1) since 2026-08-29 ~05:00: any first-hand observation dated 2026-08-29 or later is beta-era and is tagged [beta-era] -- recorded, but never used to re-anchor this document; observations dated 2026-08-24..28 are on the 0.8.0 public branch.
17 claims checked15 corrections12 unverifiedverifier verdict

The doc is now substantially more reliable and notably more useful for a fresh playthrough: the version anchor is confirmed current, all 13 power-related skill-tree placements are verified (closing two of the largest gaps and surfacing two big routing facts -- LumiLite unlocks at Tier 2, and the Small Battery is a discharge-only pack rather than a buffer), and four overstated claims were downgraded to REPORTED/UNVERIFIED. The remaining risk is concentrated and clearly fenced: the Lightning Rod is still undocumented, Update 05's Wall Sockets are confirmed-shipped but unspecified, and the facility-power and grid-priority sections still rest on launch-era Steam threads that predate five content updates.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Electricity is the spine of The Last Caretaker. You are a machine: your stamina bar is a battery measured in watt-hours, and it is the same resource that runs your boat, your crafting modules and the derelict facilities you re-energise. There is one currency (electricity) flowing through one plug-and-cable system, but it lives in several separate, un-networked pools -- your internal battery, your boat's onboard bus, each standalone battery module, and each facility's local wiring -- and moving charge between pools is a manual act: you run a physical cable, plug both ends, and choose a mode. Generation is renewable-first (solar and wind, three tiers each) with petrol-burning generators as the on-demand backstop; storage is battery modules rated in kWh; distribution is 20-metre cable segments, extenders, wall sockets and yellow switchboards. Nothing about the system is automatic, and nothing is global -- which is why "how do I get power over there" is the single most-asked question in the game's forums.

Spoiler posture: everything in this document is mechanics-level and safe to read cold. The one section that touches early main-quest routing is fenced as SPOILER: early-game routing (9.2). Facility and quest names appear only as gates.


0. How to read this document#

0.1 Provenance labels#

Every load-bearing claim below carries one. They are the same labels the flow-research reports use.

Label Meaning
CONFIRMED Developer statement, in-game tooltip read first-hand, or mined game data
REPORTED Single third-party source (one wiki page, one guide, one player)
CONSENSUS Two or more independent community sources agreeing
INFERRED Arithmetic from confirmed values -- the derivation is shown
UNVERIFIED Asserted somewhere, uncorroborated, or internally inconsistent
[first-hand YYYY-MM-DD] Robert's own observation, dated. Outranks everything else
[datamined] Read out of the shipped .uasset / .uexp files or the mined string tables
[beta-era] Observed on the 5.5 "Deck Drop" beta (2026-08-29+), not the 0.8.0 anchor

Symbols used inline: ✅ CONFIRMED · 📗 REPORTED · 👥 CONSENSUS · 🧮 INFERRED · ❓ UNVERIFIED.

Evidence hierarchy, top to bottom: player purchase / receipt > in-game tooltip text > datamine > canonical wiki (thelastcaretaker.wiki.gg) > guide or press.

0.2 Two source rulings that govern this whole document#

  1. 🚫 The aggregator sites last-caretaker.com and thelastcaretakergame.org are STRUCK as sources for any electrical value, permanently. Forensic finding in docs/ref/flow-research/electricity.md §5.13: their figures are stale (datasets stamped ea_2025_11_12 and v0.5.0.581999), internally inconsistent by up to ~20x, partly invented by interpolating one Steam post, attributed to a PlayerAuctions article that contains zero power numbers, and in one case produced by a calculator whose own code cannot read its own dataset. They appear here only as conflict evidence (§15) and as a warning.
  2. ❌ No developer has ever published a power number. A sweep of all 40 Steam news items and all 15 Channel37DevTeam patch-note threads returns zero numeric wattages of any kind (§13.1). Every figure in circulation -- 10 kW, 6 kWh, 1 MW, 20 m, 250 W -- is player-derived from a tooltip, a datamine or an observation. Never present any wattage in this corpus as developer-stated. Related: "Axis of Lint" is not a developer. That Steam handle is a player (his value is a careful boat-engine benchmark series); the only official account posting on app 1783560 is Channel37DevTeam. Any corpus attribution of dev status to that handle is downgraded to 📗 REPORTED player testing.

0.3 What v2.0.0 retired, and what retired it#

Nothing correct has been deleted. These claims were carried in v1.0.1 (or elsewhere in the corpus) and are superseded in place:

Retired claim Replaced by When / why
Solar "900 / 4,000 / 8,000 Wh in optimal conditions" LumiLite 3 kW / LumiMid 6 kW / LumiMax 10 kW peak RETIRED 2026-08-29: Robert's LumiMax tooltip reads Production: Electricity 10.0 kW, agreeing with the byte-exact mine. The wiki figures were watts mislabelled "Wh" and one balance pass stale (§2.1)
Solar lore nameplates LumiLite-500 / LumiMid-2000 / LumiMax-6000 same as above RETIRED 2026-08-29. Always flavour; they match neither figure set
Wind "Cyclone 1 kW / Typhoon 2 kW" Whisper 2.5 / Cyclone 5.0 / Typhoon 10.0 kW RETIRED 2026-08-29: the wiki numbers were an infobox Capacity-field misread (an internal buffer, at a fixed 1/5 of true output across all three tiers), never a production rating. Tooltip and mine agree byte-exact (§2.2)
Whisper "up to 1 Wh at ~3 M/s winds" = a near-useless turbine Whisper produces 2.5 kW; the "1 Wh" is its buffer RETIRED 2026-08-29 (§2.2)
LumiMid is a fixed 45 degree panel Both upper solar tiers track the sun on a motorized gimbal RETIRED 2026-08-29 by the mined in-game description [datamined] (§2.1)
"There is no Large Battery module" Large Battery = 18,000 Wh, dormant, no unlock path in 0.8.0 RETIRED 2026-08-29 [datamined] (§3.2)
Consumable battery Wh values flagged UNVERIFIED 25 / 100 / 200 Wh restored, at 35 / 125 / 245 Wh to craft RESOLVED 2026-08-29: per-item wiki pages carry both halves. All three are net-negative (§3.3)
"Charge Injector restores vitality, not battery -- adjacent, not electrical" It is electrical: "Injects converted power into your systems, trading electricity for Vitality" -- +20% vitality for -2% energy CORRECTED 2026-08-29 (§7.4)
Socket modes: "Output (default)" Equalise is the default, developer-stated CORRECTED: TheGamer's guide is wrong on the default (§5.1)
Equalize "balances charge so both ends hold an even split" Equalize levels absolute Wh per unit, not percentage CORRECTED 2026-08-29 on discriminating evidence. The single highest-leverage mechanic in the domain (§5.2)
"A Diesel Generator page exists; its stats are a gap" Diesel Generator is a redirect to Diesel Refinery (asset name Oil_Generator); it makes diesel from organics. No diesel-burning electricity generator exists in the game RESOLVED 2026-08-29 (§8.5)
"Small Petrol Generator is probably not a real module" It is a pre-0.7.5 redirect to the Portable Petrol Refinery, a module that consumes 2 kW to produce petrol RESOLVED 2026-08-29 (§15)
Wall Sockets "tier, recipe, placement all UNVERIFIED" Electric Wall Socket = Tier 15, 1 SP; paired 1:1 pass-throughs with a white link line and a short pairing range RESOLVED 2026-08-29 [datamined] + 📗 (§4.5)
Lightning Rod "buildable that grants bonus energy when struck" Its own mined description says it "Conducts electricity from lightning and protects surrounding modules" -- nothing about generating or storing energy; skill unlock_method: "Never" DOWNGRADED 2026-08-29: the bonus-energy claim is ❓ UNVERIFIED and unsupported by the game's own string (§2.6)
Doc-19-era reading "boat 6,003 L = hull 2,000 + 2 Diesel Tanks" The Grid Scan node census shows 3 built Diesel Tanks with the hull's 2,000 L excluded ⚠️ SUSPECT, not resolved [first-hand 2026-08-29, beta-era] -- either there were 3 tanks then too, or the beta changed pooling (§6.3)
"The Lazarus Complex holds ~62 kWh of unaccounted native storage" RETIRED as an instrument artifact -- the Grid Scan accounts every Wh as built and finds no mystery bank RETIRED 2026-08-29 [first-hand, beta-era]. The investigation is kept in full as a worked example of the method (§6.4)
PECO Grid Scan 2000 at "Tier 16" Tier 15, 2 SP CORRECTED [datamined] DA_Skill_Utility_Grid_Scanner (§6.3)
Range doctrine "carry oil, ~2.4x range (oil converts 1:1.78)" INVERTED: 2,000 L oil now yields 1,000 L diesel + 360 L petrol. Carry diesel RETIRED 2026-08-29: a silent ~72% Distillation Tower nerf in Update 5.0, with no patch note (§8.5)
Aggregator generator figures (2400 Wh/h at 1.2 L/h, "Small Petrol Generator 1200 Wh") Wiki plus mined values 🚫 STRUCK 2026-08-29 as sources entirely (§0.2, §15)

0.4 Datamine pass 2 -- the module data assets now decode in full#

🏆 [datamined pass 2, 2026-09-01] A second local-only pass (data/datamine/parsed/modules-mined.json, tools/modules_parse.py, re-runnable and byte-deterministic) read the 98 module data assets field-by-field from the 0.8.0.612251 extraction. It reports 89 numeric fields across 42 assets and carries its own confidence grading, which this document reproduces verbatim rather than flattening:

Pass-2 label Meaning How this doc treats it
CALIBRATED Decoded value matches a known-true anchor byte-exactly (a tooltip Robert read, or a published capacity) ✅ CONFIRMED
POSITIONAL Same structural slot as a calibrated field in a sibling asset, in an asset whose own anchor decoded exactly ✅ CONFIRMED-grade for the structure, but stated as [datamined pass 2] and never averaged against a conflicting source
NAMED Field name recovered from the package name table (no value anchor) recorded, units flagged unknown
GUESS Flagged by the tool and explicitly not a result ❌ never published as a finding

Why it can be trusted without a .usmap: the module assets carry their own slot names in the package name table (ProductionsOn, ConsumptionsOn, ConsumptionsStandby, Resources, ResourceConversion1..3, OilConversionRate, Torque, Damping), and conversions are TMap<EModuleResourceType, float> whose enum keys serialise as FNames -- so resource identity in every conversion is NAMED, not inferred. The decode rule is an exact-consumption DFS: a parse is accepted only when the typed walk lands byte-exactly on the 4-byte export trailer. 42/42 module-data assets parse with zero residue. Calibration: 27 of 31 anchors byte-exact, including all six generator productions, all four batteries and all eight tanks.

🎯 What it settled (folded into the sections below): Hull Stabilizer 8,000 W ✅ CALIBRATED, closing a REPORTED figure · Water Purifier 8 kW + 10,000 L/h salt -> 10,000 L/h fresh, units settled as L/h · CO2 Tank = 6,000 L and CO2 Reactor Tank = 12,000 L buffer + 60 kW + 60,000 L/h CO2 -> 300 kg/h carbon fibre · Diesel Refinery = 2,000 W (a gap open since the fuel report) · Sabatier's water input is FRESH water, closing the depot flag · PECO Grid Scan 2000 500 W · a 10,000 L LargePetrol_Reserve tank already sitting in 0.8.0 data.

🔴 What it put into conflict -- all four mismatches are against wiki-derived figures, never against a first-hand tooltip, and in each case an anchor in the same property map decoded exactly, which validates the structure for that very asset:

Field 📗 Wiki 🏆 Mined pass 2 Same-map anchor that passed
Large Electric Generator, electricity out 30 kW 33,000 W petrol in 6,000 L/h ✅
Large Electric Generator, CO2 out 60,000 L/h 66,000 L/h petrol in 6,000 L/h ✅
Sabatier, CO2 in 72,000 L/h 60,000 L/h electricity 60 kW ✅
Sabatier, methane out 72,000 L/h 60,000 L/h electricity 60 kW ✅

⚖️ Ruling: register both, never average, and let a tooltip decide. Read the other way round, the shipped 0.8.0 data says the wiki numbers are stale -- which would be consistent with the wiki's Sabatier "0.7 history" lines that a second wiki editor publicly could not source. Tooltip reads are queued in §16.

⚠️ Three module classes are deliberately NOT reported because the tool downgraded them to GUESS: the Recycler, Recovery Grinder, Soilforge and Soilforge Prime conversion rows. Their bases and multipliers decode exactly, but base x multiplier contradicts the same module's own ConsumptionsOn by 250-1000x, so the multiplier is not a per-hour scale there -- probably per-operation. That contradiction is itself a finding, and it is the most promising reconciliation yet for the Recycler's disputed running draw (§7.1, §15).

Pass-2 blockers, recorded so nobody re-runs them: the Lazarus Rack's draw is not in its item asset (both _Craftable and _Location_Only carry zero property objects and a full float scan finds none of 500 / 2,500 / 100 -- the figures live in BP_Module_Lazarus_Rack Kismet); engine cylinders are absent from this asset folder entirely; headlamps, the 360 Standing Light and the Wireless Resource Transmitter are not in this asset set; 55 assets carry no module resource data at all (Oil Pump, Water Pump, Hydro Turbine, Lightning Rod, Boat Solar Panel, every portable barrel); and port counts are not stored in item assets at all. The exe string pool is unavailable locally, so VoyageItem scalar fields (mass, build time, health) were deliberately left undecoded rather than guessed.


1. The energy model -- one currency, several pools#

✅ CONFIRMED. There is a single electrical resource. Every generator, battery, module, cable, socket and the Caretaker himself trade in it. There is no separate "ship power" tech tree or "station power" resource; the ship and stations simply have their own pools and their own outlets.

Pool What it is Rated in Networked with the rest?
Internal Battery (the Caretaker) Your stamina bar, and a legitimate mobile power source you can plug into things. Your recharge socket is a first-class socket type, DA_Socket_PlayerElectricData [datamined] Wh No -- only via a cable you plug into your own recharge socket
Boat bus The boat's built-in 6.0 kWh battery plus everything attached to its 14 electricity outlets kWh / kW Internally yes (all 14 outlets are one bus, 👥); externally only via cable
Battery modules Standalone placeable storage. Only the Medium Battery is rechargeable and therefore grid-capable kWh Only to whatever is cabled to them
Facility / structure wiring Derelict buildings' internal circuits, reached through yellow switchboards not displayed Only to what you cable into the switchboard

1.1 Units as the game shows them#

Quantity Unit used Example
Generator rated output (tooltip Production: line) kW Typhoon Electricity 10.0 kW
Storage capacity kWh (Wh on the smallest) Medium Battery 6 kWh
Player battery Wh default 500 Wh
Electricity cost to craft an item Wh Electric Cable 5 Wh
Module internal buffer (tooltip Capacity: line) Wh or L Portable Electric Generator 1 L petrol / 4 Wh
Fluid throughput L/h Large Electric Generator 6,000 L/h petrol
Fluid capacity L boat diesel tank 2,000 L

Metric/imperial toggle exists (bUseMetricUnitSystem in GameUserSettings.ini -- first-hand, docs/ref/shadow-install.md §7), so unit labels on your HUD may differ from wiki values if you flip it.

1.2 The unit trap that caused most published contradictions#

🎯 The wiki labels instantaneous power (correctly W or kW) as "Wh", an energy unit. Template:Electricity is literally {{{1|}}} Wh -- every value passed through it gets "Wh" appended regardless of meaning. That one defect produced the solar "900 / 4,000 / 8,000 Wh" figures, the Dehumidifier's "4 Wh" (really 4 kW) and the Food Processor's "100 Wh" idle (really 100 W).

📏 Rule for reading the wiki: any bare {{Electricity|N}} is a power figure in the unit the surrounding sentence implies -- never the "Wh" the template prints.

Separately, ✅ the game's own tooltip template proves Production and Capacity are different rendered lines, which is why a Capacity value must never be quoted as an output [datamined, ST_DescriptionTemplates]:

ModuleGenericDescriptionTemplateMixed2 =
  {LongName}
  Type: {Type}
  Description: {ShortDescription}
  Production:  {Properties.ProductionsOn.AsText()}
  Consumption: {Properties.ConsumptionsOn.AsText()}
  Capacity:    {Properties.Resources.AsText()}

1.3 A gauge reading is LOAD, not capability#

The most important literacy fact about the whole system, and the #1 source of "my generator is broken" threads. ✅ CONFIRMED by module behaviour text -- "The generator will stop operating if the power output is not needed (ie. all connected batteries are full and insufficient power draw)" -- and 👥 corroborated repeatedly. Will_fires_back, Trying to understand the power. (2025-11-09): "The reading isn't power output -- it's connected load, up to its rated limit." grabsomebud (2026-01-07): "Power will only be generated to meet the immediate needs of the grid."

🎯 Ruling: a spinning turbine reading 0 W is correct behaviour, not a fault. An unfull Medium Battery is what creates permanent demand and makes your whole generation fleet register. This is the mechanical reason every experienced player's advice is "add batteries", and it is the resolution of the game's most-reported power bug (§4.2).

1.4 Two "tier" numbers exist and they are not the same#

✅ [datamined] ModuleTypeWindTurbineGenerator = 'Wind turbine generator - Tier {Tier}'. A tooltip's Type line carries the module's class rank inside its family (1/2/3, paired with a rarity word); the skill tree's tier is where it sits on the unlock ladder. Robert's Cyclone reads "Wind turbine generator - Tier 2" while its skill tier is 8.

Family Class Tier 1 Class Tier 2 Class Tier 3
Wind turbine generator Whisper (skill T3) Cyclone (skill T8, Uncommon) Typhoon (skill T14, Rare)
Electric generator (the solar panels share this Type string) LumiLite (skill T2) LumiMid (skill T6) LumiMax (skill T13, Rare)

Other mined Type strings: Electric generator - Tier {Tier}, Resource container - Tier {Tier}, Water producer - Tier {Tier}, Diesel producer - Tier {Tier}, Utility module - Tier {Tier}, Item fabricator - Tier {Tier}, Item recycler - Tier {Tier}, Light source - Tier {Tier}.


2. Generation#

Four families ship: solar, wind, petrol-burning electric generators, and charged batteries used as portable sources. There is no nuclear, geothermal or tidal generator in 0.8.0 -- the wiki's Generators/Electricity category contains exactly six entries (LumiLite, LumiMid, LumiMax, Whisper, Cyclone, Typhoon) plus the two petrol generators on their own pages. Two further generator assets exist in the files but cannot be built (§2.6).

2.0 The generation ladder at a glance#

Module ✅ Production Skill tier / SP Ports Internal buffer Upkeep
LumiLite (solar) 3.0 kW T2 / 1 1 output-only not stated none
LumiMid (solar) 6.0 kW T6 / 2 1 output-only 1 kW field (a buffer, §1.2) none
LumiMax (solar) 10.0 kW T13 / 3 1 output-only 2 kW field (a buffer) none
Whisper (wind) 2.5 kW T3 / 1 1 output-only 1 Wh durability decay
Cyclone (wind) 5.0 kW T8 / 2 1 1 kW field (a buffer) durability decay
Typhoon (wind) 10.0 kW T14 / 3 2 (a 50/50 splitter, §4.4) 2 kW field (a buffer) durability decay
Portable Electric Generator (petrol) 10 kW T5 / 2 1 petrol in, 1 elec out, 1 CO2 out 1 L petrol + 4 Wh petrol + CO2 handling
Large Electric Generator (petrol) 30 kW 📗 vs 33 kW 🏆 -- 🔴 open, §2.5 T15 / 3 1 petrol in, 1 elec out, 1 CO2 out 1 L petrol + 4 Wh petrol + CO2 handling

🏆 [datamined pass 2, 2026-09-01] All six renewable generators re-decode CALIBRATED at exactly these figures -- 2,500 / 5,000 / 10,000 W wind and 3,000 / 6,000 / 10,000 W solar, byte-exact against the tooltips, from the ProductionsOn slot. The renewable ladder is now as settled as anything in this corpus gets. The petrol pair decodes from a ResourceConversion slot instead, and that is where the one open conflict lives (§2.5).

Skill tiers and SP costs are ✅ [datamined] from skilltree-mined.json and match the wiki exactly. 🪤 Note a naming quirk in the mine that will confuse a future pass: the skill assets for the two upper solar tiers are named the wrong way round -- DA_Skill_Engineering_LuimiMax_Solar_Panel (T6/2 SP) unlocks DA_Item_Module_PoleSolarPanel = LumiMid, and DA_Skill_Engineering_LumiMid_Solar_Panel (T13/3 SP) unlocks DA_Item_Module_PoleSolarPaneltier3 = LumiMax. Go by the unlocked item, never the skill's own name.

2.1 Solar -- the LUMI series (SETTLED 2026-08-29)#

🏆 The solar ladder is 3 / 6 / 10 kW peak. This was the corpus's longest-running open number and it is now closed by the strongest possible pair of sources agreeing.

Evidence What it says
✅ [first-hand 2026-08-29] LumiMax tooltip, read from Robert's screen "LUMIMAX -- MODULE Rare -- Type: Electric generator - Tier 3 -- dual-sided photovoltaic stack, motorized gimbal, light-density sensors, 'butterfly' wing configuration -- Production: Electricity 10.0 kW"
✅ [datamined] float at exactly 29 bytes from end of DA_Item_Module_PoleSolarPaneltier3.uexp 10,000
✅ [datamined] same offset, DA_Item_Module_PoleSolarPanel (LumiMid) / DA_Item_Module_GroundSolarPanel (LumiLite) 6,000 / 3,000
✅ Calibration that makes the field's meaning certain The same offset on all three wind turbines returns 2,500 / 5,000 / 10,000 -- which the in-game wind tooltips match exactly. The field is the tooltip's Production: figure in watts

Both competing figure sets are RETIRED:

  • 📗 The wiki's "900 / 4,000 / 8,000 Wh in optimal conditions" -- correct as watts at the time it was written (§1.2), but one balance pass stale.
  • 📗 The lore page's LumiLite-500 / LumiMid-2000 / LumiMax-6000 nameplates -- flavour only, matching neither set.
  • 🚫 The two aggregator sites' halved figures (2,000 / 4,000) -- struck (§0.2).

👥 The community's 8 kW LumiMax measurements are not a conflict; they are sub-optimal conditions. grabsomebud ("One level 3 solar panel generates 8 kW under ideal conditions", 2026-02-01) and Foxen ("three maxi solar panels produce a max of 24 KW", 2025-11-24) are both measuring a real rooftop, not a nameplate. 🧮 The reading that fits everything: the mined float is the nameplate maximum and true "optimal conditions" are rare, so solar realistically peaks near 80% of rating. Emily Laine's 3.7 kW LumiMid on the Lazarus roof (2025-12-01) is the same story on a second tier.

✅ Both upper tiers track the sun. The mined LumiMid description: "An advanced, dual-axis solar collector equipped with a motorized gimbal and light-density sensors. Unlike static panels, this unit actively tilts and rotates to maintain a perfect angle with the sun's rays from dawn until dusk." LumiMax adds the dual-sided stack and butterfly configuration. Any corpus claim that LumiMid is a fixed 45-degree panel is retired.

Recipes (📗 wiki, re-verified 2026-08-24 -- carried forward from v1.0.1):

Module Recipe Craft cost Form / rarity
LumiLite 1 Alloy Frame, 1 Connector Ports, 1 Solar Cell 5 Wh Flat, robust; Common
LumiMid 2 Alloy Frame, 1 Connector Ports, 1 Logic Chip, 2 Solar Cell 4 Wh Upright, gimbal-tracked
LumiMax 3 Alloy Frame, 1 Connector Ports, 1 Logic Chip, 1 Magnetic Coil, 2 Solar Cell 4 Wh Upright, gimbal-tracked; Rare

🎯 LumiLite at Tier 2 is still the single most important routing fact in this section -- solar unlocks on the same tier as the Electric Cable, before any wind turbine, and at 3 kW it is now known to be three times the generator the corpus previously credited.

2.2 Wind -- Whisper / Cyclone / Typhoon (SETTLED 2026-08-29)#

✅ [first-hand 2026-08-29 ~03:45] tooltips, agreeing byte-exact with the mine:

Module Tooltip Type line Rarity Tooltip Production: Electric ports
Whisper Wind turbine generator - Tier 1 -- Electricity 2.5 kW 1 (presumed)
Cyclone Wind turbine generator - Tier 2 Uncommon Electricity 5.0 kW 1
Typhoon Wind turbine generator - Tier 3 Rare Electricity 10.0 kW 2

RETIRED 2026-08-29: the wiki's 1 kW / 2 kW turbine figures were a Capacity-field misread. Template:Infobox module offers only three numeric fields -- capacity, idlePowerDraw, idleWaterDraw -- and has no rated-output parameter at all, so an editor with an output number in hand had nowhere correct to put it. That the field is genuinely a buffer elsewhere is not in doubt: the Water Purifier's capacity is 1 L / 1 L / 1 Wh, and both petrol generators show 4 Wh while outputting 10 kW and 30 kW. 🧮 The tell is that the error is systematic: wiki Capacity sits at exactly 1/5 of true production on every wind tier (0 / 1 / 2 against 2.5 / 5 / 10) and 1/4 on solar. Independent support: LordBlade (2025-11-09) quoted his readout verbatim as "Whisper 1 Wh / 0 Wh Electricity (Output: 0 W)" -- a 1 Wh buffer, 0 stored, 0 W output, exactly the Capacity: x / y plus output pattern.

Consequence: Whisper is not the near-useless module the corpus previously feared. At 2.5 kW it is a real early generator, and the wiki's prose "up to 1 Wh in ~3 M/s winds" is describing its buffer.

👥 Independent corroboration of the new figures, found after the tooltip reads: Aegis Kleais (2026-08-17) quotes "they state power output like 10kW for the Typhoon"; blastingweevil (2026-03-30) runs "9x Typhoon wind turbines each producing 9kw"; Emily Laine (2025-12-01) measures "[email protected] each ... in calm winds and mild rain".

Recipes (📗 wiki, carried forward):

Module Recipe Raw roll-up Craft cost
Whisper 1 Alloy Frame, 1 Connector Ports, 1 Turbine Blade -- 4 Wh
Cyclone 2 Alloy Frame, 1 Connector Ports, 1 Logic Chip, 2 Turbine Blade 2 Iron, 4 Copper, 5 Plastic, 2 Fabric 4 Wh
Typhoon 1 Advanced Alloy Mesh, 3 Alloy Frame, 2 Connector Ports, 1 Logic Chip, 2 Turbine Blade 3 Iron, 7 Copper, 7 Plastic, 2 Fabric, 2 Aluminium, 2 Titanium 4 Wh

Typhoon's mined description: "High-capacity, rugged wind-power generator with extreme weather durability, delivering peak energy output." It is the module explicitly built to exploit storms rather than merely survive them -- see §2.3.

2.3 The nameplate is nominal, not a ceiling -- and solar/wind are anti-correlated#

📗 REPORTED but mechanically decisive, from the only controlled 24-hour measurement anyone has published (Random Tips, 2025-11-08):

"The large solar generated 8 kw during normal sunny times, but dropped to 2 during storms and 0 at night. The large wind generated about 4.85 more or less constantly, but jumped as high as 18 during storms. Wind seems to essentially never stop."

"A test of a large wind and large solar source over a 24 hour in game period resulted in 2.6 kWh in the wind battery and only 1.9 kWh in the solar one."

Three consequences the corpus carries:

  1. 🧮 Output is a wind/light function, not a constant. Top-tier wind sat near 4.85 kW in ordinary wind against a 10 kW nameplate -- roughly half rated in average conditions. Budget renewables at about half nameplate for planning.
  2. ⚡ Storms push wind ABOVE nameplate -- ~18 kW observed on a 10 kW-rated turbine. The tooltip figure is a nominal rating, not a hard cap. This is the concrete mechanic behind Typhoon's "peak energy output" copy.
  3. ⚡ Solar and wind invert during storms (solar 8 -> 2 kW; wind 4.85 -> 18 kW). Running both families is not redundancy, it is anti-correlation -- which is also why the day-integrated yields land so close (2.6 vs 1.9 kWh).

🎯 Hybrid doctrine: build both families. A storm is a generation event, not just a hazard -- wind spikes exactly when solar dies, and the standard player response (anchor, plug in, wait it out) is a charging opportunity. See doc 06 for the hazard side of storms.

⚠️ These are single-source, launch-era numbers on a build five updates old. Treat the pattern as solid and the values as indicative.

2.4 The hidden running cost: wind decays, solar does not#

🪤 📗 From the same measurement post: "Wind generators lose about 10% of their durability per day, requiring constant repairs and thus resources. Solar doesn't seem to lose any durability at all." ✅ The mechanic is confirmed real by the one official balance change that names it -- Update 3.5 (2026-04-15): "Wind turbine durability loss was reduced." The same update also made "Repair electricity costs ... scale better with the amount of damage", so repair itself is a power cost.

👥 Community experience post-3.5 is that decay is still very much present: a Typhoon dropping to roughly 85% condition in about 20 minutes, "constant repairs", every POI revisit needing a turbine repair, and an obnoxious sound at close range (r/TheLastCaretaker, thread 1pkjofo).

🎯 The daily-driver ruling. LumiMax and Typhoon are both 10.0 kW, so the choice between them is not headline output -- it is upkeep and availability:

LumiMax Typhoon
Peak 10.0 kW 10.0 kW (18 kW in storms)
Availability daylight only, 0 at night continuous, storm-boosted
Durability upkeep 👥 none observed 👥 real and frequent; repairs cost parts and electricity
Noise silent 📗 loud enough that players complain
Ports 1 2, and they split the output (§4.4)

Make LumiMax the daily driver and the Typhoon your storm insurance, sized to the maintenance you are willing to pay. On a lived-in base, a bank of solar plus enough battery to ride the night generally beats an equal-wattage wind farm you have to keep repairing. ⚠️ Also note a shipped restriction: 3.5 "Fixed wind turbines working indoors" -- turbines need genuine outdoor placement.

2.5 Petrol-burning electric generators#

On-demand power. They burn petrol and emit CO2, and they idle themselves off when nobody is drawing (or when a connected CO2 line backs up). Two shipped tiers:

Module Electricity Petrol in CO2 out Tier / SP Rarity
Portable Electric Generator 10 kW 2,000 L/h 20,000 L/h T5 / 2 Uncommon
Large Electric Generator 30 kW 6,000 L/h 60,000 L/h T15 / 3 Rare

🧮 On the wiki figures the Large unit is exactly 3x the Portable on all three lines, giving 1 kW = 200 L/h petrol = 2,000 L/h CO2. ⚠️ Version-fence it: this identity is INFERRED arithmetic over two wiki stat blocks, not a published rule, and it was false before Update 0.7 (Portable was 1,000 and Large 833 L/h CO2 per kW; the 0.7 pass created the constant). Also note the collision that makes it read as muddled: the Portable's petrol input is also 2,000 L/h, so always carry the unit and the per-kW qualifier.

🔴 OPEN CONFLICT on the Large generator -- register, do not average. [datamined pass 2, 2026-09-01]

Line 📗 Wiki 🏆 Mined pass 2
Petrol in 6,000 L/h 6,000 L/h ✅ CALIBRATED -- the anchor that validates the map
Electricity out 30 kW 33,000 W (POSITIONAL)
CO2 out 60,000 L/h 66,000 L/h (POSITIONAL)

The Portable's whole map is CALIBRATED at 10 kW / 2,000 / 20,000 and is not in dispute. 🧮 Note what the mined figures do to the identity: CO2 per kW still comes out at exactly 2,000 (66,000 / 33 = 2,000), but petrol per kW becomes 181.8, not 200 (6,000 / 33) -- so under the mine the Large is slightly more fuel-efficient per kW than the Portable rather than a clean 3x scale-up. That is a coherent design, and it is also exactly the kind of tuning a wiki editor would round off. ⚖️ Until a tooltip settles it, plan with 30 kW (the conservative figure) and know that the ceiling may be 33. Tooltip read queued in §16.

Recipes and ports (📗 wiki, carried forward):

  • Portable: 1 Alloy Frame, 1 Compression Pump, 2 Connector Ports, 1 Cooling Radiator; raws 2 Iron, 7 Copper, 3 Plastic, 2 Glass, 2 Silicon, 2 Aluminium, 2 Polyurethane; 3 Wh to craft.
  • Large: 2 Advanced Alloy Mesh, 4 Alloy Frame, 1 Compression Pump, 4 Connector Ports, 1 Cooling Radiator, 1 Power Core; raws 4 Iron, 16 Copper, 8 Plastic, 3 Glass, 2 Silicon, 8 Aluminium, 2 Polyurethane, 7 Titanium; 3 Wh to craft.
  • Port layout (Large): petrol input left, electricity output right, CO2 output top-front.

🪤 Two behaviours that decide whether a generator is an asset or a liability:

  1. ✅ They stop if a connected CO2 port's downstream tank fills. An unconnected CO2 port simply vents to atmosphere and can never stall the unit. Leave CO2 unconnected until you actually want the chemistry -- uptime is strictly better that way (§8.2).
  2. ✅ [first-hand 2026-09-01, beta-era] Generators are DEMAND-DRIVEN, and the throttling is deep. Running three Large Electric Generators at the Exodus depot, Robert's observed petrol consumption was far below a full-tilt estimate: the units track the downstream draw rather than burning nameplate. This materially revises the planning arithmetic -- a 6,000 L/h figure is the ceiling at full load, not the running cost of an idle-ish depot. ⚠️ It also stands against the one 📗 community claim that generators "consume 2000 liters petrol hourly regardless of load"; the first-hand observation wins, and the probable reconciliation is that the older claim described a fully-loaded generator.

2.6 Dormant and unreleased generation assets#

✅ CONFIRMED to exist in the shipped files; ❌ not obtainable in 0.8.0.

Asset What it is Status
DA_Item_Module_HydroTurbine A water turbine -- an entire generation family absent from the wiki, every guide and every forum post. Mined tail values 1,000 and 720; the file is 296 bytes and lacks the production field, i.e. structurally incomplete. [datamined pass 2] confirms it carries no module resource data at all, but its recipe survives: 200x Alloy Frame + 50x Advanced Alloy Mesh -- an order of magnitude past any shipped module, which reads like placeholder costing Almost certainly unreleased
DA_Item_Module_BoatSolarPanel A boat-integrated solar panel distinct from the LUMI series; mined value 500; also structurally short Unreleased
DA_Item_Module_Lightning_Rod Mined description: "Conducts electricity from lightning and protects surrounding modules" 🔴 Availability conflict, see below

🔴 The Lightning Rod: mostly closed, one live contradiction. Do not state flatly that it does not exist.

Evidence Implies
✅ [datamined] skill DA_Skill_Engineering_Lightning_Rod_Small: tier 30, 2 SP, unlock_method: "Never" Not obtainable via the skill tree (tier 30 is the mine's sentinel bucket for off-ladder skills)
✅ Update 01 patch note (2025-12-16), WHAT'S NEXT: "Lightning rods" Announced for Update 02
✅ Update 02 patch note (2026-02-11): "Fixed Lightning Rod description showing its name instead of its description." It shipped, and was live enough to have a user-visible description bug fixed

🧮 Best reading: the Lightning Rod is real and in the world but is not a skill-tree unlock -- it would be reached by a quest grant, a world find, or repair of a pre-placed one, which is exactly what unlock_method: "Never" means in a tree where 44 of 200 skills are quest-gated. ❓ The widespread claim that it "grants bonus energy when struck" is unsupported by the game's own description string, which says only that it conducts and protects. Note also that docs/COMPREHENSION.md §6 currently records "no lightning-rod mechanic exists" from the wiki's cut-content page -- that is one source-set; this is another. Both stances are recorded; neither is asserted. Bounty in §16.

Also present in the module set and undocumented: DA_Item_Module_Barge, DA_Item_BoatExtension_HeliPad, DA_Item_Module_Clonebay, Rocket / RocketCapsule, RoomOutlet, Uplink, WirelessResourceTransmitter (§4.7).

2.7 Batteries, backpacks and you as sources#

Any charged Medium Battery (or the boat, or you) is a valid source to cable from. Direction is a property of the connection end (§5), so "generation" and "consumption" are roles a node takes, not fixed properties -- with one hard exception: generators and canisters are output-only and cannot be mode-switched (§4.3). The Small Battery is output-only by design and never recharges; do not plan a network around it (§3.1).

2.8 The wind-farm allocation artifact -- an open first-hand test#

[first-hand 2026-08-29, beta-era] HYPOTHESIS, not a ruling. Robert observed adjacent turbines in the same farm showing wildly asymmetric readouts -- one unit at 6-10 kW while its immediate neighbour sat near zero with a sawtooth trace.

Candidate explanation What it predicts
🧮 Demand-driven load allocation (leading) With batteries near full and total demand below fleet capacity, the dispatcher draws one turbine preferentially and idles the rest; the sawtooth is the battery's top-off sips being served by whichever unit it reaches first. This is §1.3 at farm scale, and it is exactly the mechanism that resolved the "only one of my six Cyclones works" reports (§4.2)
❓ A real wake / occlusion simulation (unproven) The weak unit is genuinely shadowed by the strong one and would stay weak under any load

Discriminators, in order of cheapness:

  1. Slam ~8 kW of load onto the grid (Recycler, or an empty Medium Battery). If the dead turbine wakes, it is allocation.
  2. Disconnect the healthy turbine. If the weak one snaps to full, it is allocation.
  3. If the weak unit is directly downwind of the strong one and stays weak under real demand, that is the wake reading.

Recorded as an open test (§16). Do not teach either explanation as fact.


3. Storage#

3.1 The storage ladder#

Store Capacity Tier / SP Notes
Boat hull battery 6.0 kWh built in ✅ "Equivalent to a standard Medium Battery". Your first real buffer, and the reason the boat is the natural hub of an early network
Medium Battery 6 kWh T8 / 2 ✅ The only rechargeable buildable store in the game. Recipe: 2 Alloy Frame, 2 Battery Cell, 3 Connector Ports, 1 Logic Chip; raws 10 Copper, 5 Plastic, 2 Rubber, 4 Fabric; 4 Wh to craft. Uncommon. Bidirectional ports
Small Battery 500 Wh T3 / 1 🪤 ✅ Discharge-only -- "It only supplies power and cannot receive energy." Costs 500 Wh of electricity to craft, i.e. exactly break-even, then becomes scrap. Recipe: 1 Battery Cell, 1 Connector Ports. Top-mounted connector, Common. Weight 10 kg full, 1 kg once spent (the top pops off)
Large Battery 🏆 18,000 Wh ❌ no unlock path in 0.8.0 ✅ [datamined] DA_Item_Module_LargeBattery, float at 26 bytes from end. First-ever published figure. 3x a Medium. See §3.2
Caretaker internal battery 500 Wh base -> 2,500 Wh max Battery enhancer, +20 Wh/level x 100 ✅ Your stamina bar (§7.4)

🪤 The Small Battery is not a buffer. At 500 Wh it costs 500 Wh to craft and can only ever discharge -- it is a crafted one-way power pack for carrying charge to a remote site. 👥 grabsomebud states the grid consequence outright: "Only medium batteries are used for the power grid"; Small Batteries are "disposable" and never recharge. Do not plan an equalize network around them, and be aware that "my batteries don't recharge" complaints in the forums are frequently a Small-Battery error.

🏆 [datamined pass 2, 2026-09-01] The whole battery ladder re-decodes CALIBRATED byte-exact -- 18,000 / 6,000 / 2,000 / 500 Wh from the Resources slot. Electricity is enum ordinal 0 in EModuleResourceType, and the four batteries are what calibrate that ordinal for every other module in the game, so this is the most load-bearing quartet in the entire mine.

🧮 The mine also carries a distinct dormant DA_Item_Module_PortableBattery at 2,000 Wh (skill DA_Skill_Engineering_Portable_Battery, tier-30 sentinel, unlock_method: "Never"), which is a different object from the craftable 500 Wh SUBattery_Small. Both are called "Small Battery" in the string table. Recorded so a future pass does not merge them.

3.2 The Large Battery, and the 5.5 "Bulk Battery"#

🏆 Large Battery = 18 kWh, published nowhere before this corpus -- not the wiki, not a guide, not a forum post. It has assets (BP_Module_BatteryLarge, SM_BatteryUnit_Stationary_Large) and a display-name string (Module_Name_LargeBattery = 'Large Battery'), but no skill entry at all, so there is no player unlock path in 0.8.0.612251. 👥 Independently corroborated by a Nexus mod that exists purely to "unlock the new large battery, 3x capacity and more ports" and by a Steam player noting "the large battery already exists in the game files".

🆕 Update 5.5 "Deck Drop" (public beta 0.8.5.650920, posted 2026-08-28) is the likely activation. Its highlight line: "Expanded storage: 11 new container modules, from portable storage to large Bulk Battery, Petrol and Diesel containers." That answers a community request open since 2025-12-18 and is the first large battery in the game's history. ❌ No per-item numbers are published -- the developer said the full breakdown waits for the public-branch launch, and the community is already disputing the sizing. [beta-era] Bulk Battery capacity is a live bounty (§16): if it reads 18 kWh, the dormant asset shipped unchanged.

3.3 Consumables and backpacks -- carried charge#

Item Restores / holds Craft cost Tier / SP
Consumable Battery 25 Wh 35 Wh T3 / 1
Consumable Medium Battery 100 Wh 125 Wh T11 / 1
Consumable Large Battery 200 Wh 245 Wh T15 / 1
ONi SparkCell (backpack) 250 Wh 🔴 or 200, see §15 -- T5 / 1, 5 kg, Common
ONi VoltPlus (backpack) 500 Wh -- T11 / 2, 7.5 kg, Uncommon
ONi MegaCell (backpack) 1,000 Wh -- T15 / 3, 10 kg, Rare

All ✅ CONFIRMED on their per-item wiki pages (the three consumables) / 📗 REPORTED (the backpacks -- none of the three has a wiki page; tiers are [datamined] DA_Skill_Back_Battery_{Small,Medium,Large}).

💡 Every consumable battery is net-negative energy (35 -> 25, 125 -> 100, 245 -> 200 Wh). They are a timing and transport device -- charge you can carry where no cable reaches -- never a power strategy. Note the scale too: even a Large consumable is 200 Wh against a 500-2,500 Wh tank.

📗 Backpacks double as weapon magazines. "Backpacks can also be used as an extended magazine for non-ammo based weapons, like the Electric Rifle and Electric Pistol ... with the added benefit of providing improved damage when connected to a backpack or a battery." Carried charge is also weapon damage -- cross-ref doc 06.

3.4 Bank gotchas -- four facts no wiki page carries#

Two of these destroy charge.

🪤 Gotcha Detail What to do
🔴 Dismantling a battery deletes its stored charge 📗 Emily Laine: demolishing a battery deletes what it holds. There is no salvage of stored energy Drain it into the grid first
🔴 One low-condition battery caps the whole bank 📗 Foxen: a single battery at ~99% condition in a 30+ bank capped all charging. ⚠️ Same author gives two different cap figures, both hedged "iirc" -- REPORTED, but the failure mode is worth knowing Repair-check the bank when a healthy grid mysteriously stops charging
Only Medium Batteries participate in the grid 👥 Matches the wiki's discharge-only Small Battery Build Mediums, not Smalls
Generators cannot be mode-switched 📗 Soviman: generators and canisters are output-only (no F cycling); ship sockets and Medium Batteries offer all three modes Explains why F sometimes appears to do nothing (§4.3)

📗 And the scale failure worth anticipating, Nahui Ollin: "my whole mega grid collapsed trying to grow a human because it didnt know where to send power because the default mode was balance." At facility scale, all-equalize is not automatically correct -- see §5.3.


4. The transfer layer -- cables, extenders, ports#

The plumbing common to all four resource families is documented in full in docs/ref/flow-research/transfer-layer.md. This section carries the electricity-facing conclusions.

4.1 The Electric Cable#

✅ CONFIRMED (wiki raw wikitext; tier [datamined] required_tier: 2):

Property Value
Function "Used to transfer electrical power between devices" -- machinery, the boat, structures and the player
Unlock Tier 2, 1 SP
Recipe 1 Copper + 1 Plastic + 5 Wh
Weight 0.1 per unit; 1 item = 1 m (📗); stacks of 100 (📗)
Max span per SEGMENT 20 m "before it has to be connected"; a live x/20m counter renders centre-bottom (📗)
Chain depth ❌ No published limit. Add an extender and start a fresh 20 m segment
Grab / connect E to grab an end, E again aimed at a connector; the reel pays out as you walk
Retrieve Hold Q on a held end
Mode switch F while hovering a connected cable (§5)
Cross-feed ❌ Electricity only. "electricity only handles electricity" -- the Electric Cable is the only single-purpose cable in the game
Also found Loose in the world, not only crafted

✅ Third independent confirmation of the 20 m span comes from an unexpected direction: the Nexus mod Longer Cables -- "Changes the maximum length of electric, water, fuel, and gas cables to 2 km (the default is 20 m)." A modder reading the actual value agrees with the wiki and the forums.

📏 Corpus correction, restated here because it is still live elsewhere: docs/13-strategy-optimization.md says (twice) "Each cable is 5 m long and runs can be chained to about 20 m before an extender is needed." Both halves are wrong. 20 m is the segment maximum, not a chain budget, and the 5 m figure is almost certainly the mooring cable, which Update 02 extended to 5 m. Doc 10's 20 m-per-segment figure is canonical.

🎯 Cables have a first-class Bandwidth property that the game renders in every cable's own tooltip ✅ [datamined ST_DescriptionTemplates]:

CableDescriptionTemplate =
  {LongName}
  Description: {ShortDescription}
  Bandwidth:   {Properties.Bandwidth.AsText()}

The numeric value was not recoverable from the current mine (pass 1 ran without a .usmap, so no UPROPERTY values decoded). 👥 The community figure is 1 MW, given independently by five players across four months and never contradicted: "Each strain can deliver up to 1 MW" (Foxen, 2025-11-24) · "the max output per cable is 1MW" (TH3xR34P3R, 2025-12-25) · "Maximum INPUT and OUTPUT is 1MW" (Goltzhar, 2026-03-30) · plus gamedex and Crescens. ⚠️ It has never been dev-stated and never patched. One dissenter adds the only visual cue anyone has described: a saturated cable "glow[s] nearly totally white".

🎯 Ruling: treat per-cable throughput as effectively unlimited. The largest single load in the game is 60 kW (Distillation Tower / Sabatier) and the largest generator is 30 kW; saturating a 1 MW line would need ~17 Distillation Towers on one run. When a line "isn't delivering enough power", the cause is never the cable's rating. Reading the Bandwidth: line off a cable in inventory is the single highest-value ten-second read available (§16).

4.2 The Electric Cable Extender -- and the game's most-reported power bug#

✅ CONFIRMED (wiki, two families verbatim; tier [datamined]):

Property Value
Unlock / recipe Tier 2, 1 SP; 1 Iron + 1 Plastic + 5 Wh
Ports 4
Control An on/off switch mounted on top (DA_ExtenderButton, class BP_SwitchDataAsset_C -- a switch, not a mode selector) [datamined]
Mode state ❌ None. Binary gate only 🧮
Mounting Vertical or horizontal surfaces
Roles Extend · combine · split · tidy. "The player can combine multiple electricity generators into a single output line" and "Electricity can be split out to multiple destinations"
Bonus 📗 "You can use a cable extender to rappel (20 m max distance), and yeah you can swing on them"

🎯 "My extender only pulls from one source" -- RESOLVED: it is demand, not topology. This is the single most common power complaint in the game's forums (Sokolov, numberyellow, Bambi, langly, Nov 2025 - Jan 2026), and two of the four original reporters retracted:

langly: "Edit 2/ The batteries on my boat were fully charged. As soon as I started drawing power from them everything worked again." Bambi: "When I charged myself, everything lit up."

Xanman64 states the mechanic precisely: "If the load downstream is higher than the input you will see a constant draw on all connections. If the load is not full, it can draw fully from one solar panel, and zero from another ... sometimes not all the inputs are needed so they turn off."

🎯 Ruling: extenders DO aggregate. The symptom is §1.3 in disguise. Create real demand -- an uncharged Medium Battery is best -- and every source lights up. Do not repeat the single-input claim as a mechanic. ⚠️ Two caveats survive: Sokolov's "no longer" asserts a behavioural change that no patch note documents (🧮 most likely a misattribution of the same effect), and directional modes genuinely are unreliable extender-to-extender (§5.4).

🧮 Why extenders lose directional intent. In the mined asset census, the resource-carrying cables each export a VoyagePropertyModuleResource block; the five extender assets export nothing but a bare VoyageItem -- no resource property, no bandwidth, no mode. Mode is a property of a connection end at a device, and an extender has no mode to hold. That is the clean structural explanation for the long-standing report that "input only or output only settings don't always work when going from extender to extender. But always work on tank ports."

4.3 Ports are connection-CLASSED -- output cannot meet output#

✅ [first-hand] The Typhoon's second electric port refuses a connection to another Typhoon, and to at least one other item. This is not a bug and not a throughput limit -- it is a port class rule, documented in plain sight once you know to look. Every solar panel page says "It has one output-only port which can accept an Electric Cable", and Soviman's guide states the general rule: "Generators and canisters are output-only" (no F cycling available) "...however, if you look at one of the electrical plugs on your ship or a medium battery while plugged in, you have three options, not just two."

Port class Modules Modes available
Output-only Wind turbines, solar panels, petrol generators, Small Battery, single-use canisters none -- direction is fixed
Bidirectional Boat sockets, Medium Batteries, extenders, wall sockets Equalize / Input / Output via F
Input-class Consumers -- 📗 they auto-negotiate to input --

🎯 Ruling: a cable needs one end that can source and one that can sink. Turbine-to-turbine is output-to-output and is refused. Route every generator into a bidirectional node -- a Medium Battery, an extender, the boat, or a wall socket -- never generator-to-generator. This also explains why F appears dead on some ports: you are hovering an output-only one.

A low per-port ceiling is REFUTED. The attractive hypothesis was ~5 kW per line (Cyclone 5.0 kW has one port, Typhoon 10.0 kW has two). Four independent measurements kill it:

Evidence Value
✅ Large Electric Generator -- "one output port for electricity on the right side", Electricity: 30 kW 30 kW out of one port
✅ Distillation Tower -- "power in the middle", Electricity - 60 kW 60 kW into one port
✅ Water Purifier -- single electric input, Electricity: 8.0 kW 8 kW into one port, already above 5
✅ Emily Laine, checking the claim directly "I just checked a bunch of extenders around Lazarus and I am seeing 61Kw to 65Kw passing through them"

⚠️ Per-port accounting may still be real; a low per-port ceiling is not. The water sibling research finds fluid throughput accounted per port (72,000 L/h) rather than per cable. If electricity behaves the same, the electrical lane limit is somewhere above 65 kW, which no build in the game approaches on a single line. The game does ship two electric socket size classes (DA_Socket_ElectricData vs _Small) [datamined], which is what a genuine per-port tier would look like -- unmeasured, §16.

4.4 The Typhoon's two ports are a 50/50 CIRCUIT SPLITTER#

🎯 This is the most surprising transfer-layer finding of the arc, and it changes how you wire a wind farm.

👥 From r/TheLastCaretaker thread 1pkjofo ("Why two ports on the Typhoons?"), two independent testers, matching Robert's own test:

Wiring Delivered
One cable connected the full 10 kW through that single port
Both ports connected 5 kW + 5 kW -- each port carries half, to two separate circuits
Port 2 -> another Typhoon ❌ refused (output-to-output, §4.3)

🎯 Ruling: the second port is a deliberate 50/50 splitter for feeding two independent circuits, not a throughput requirement and not a way to get more power. You do not need to cable both ports to get 10 kW -- and if you cable both into the same grid you have gained nothing. Use it when you genuinely want a turbine feeding, say, a deck bank and a shore run separately.

✅ [first-hand 2026-08-29] Physical layout: the Typhoon's two electric ports sit adjacent, at the 90 and 180 degree positions (nothing at 0 or 270). Worth knowing before you plan cable geometry around a mast.

This also resolves the general "extra ports" question the same way the game states it for gas -- the Sabatier Reactor page: "The reactor has a total of 4 oxygen outputs, though only one of them needs to be connected to capture all of the output oxygen." 🧮 Extra ports are fan-out convenience; the Typhoon is the one documented case where fanning out actually divides the flow.

4.5 Wall sockets -- buildable pairs and pre-placed facility receptacles#

⚠️ Two different things share the name. Conflating them is the easiest way to give wrong advice in this domain.

Pre-placed facility receptacles Buildable Wall Sockets (Update 05)
Where Already in Lazarus, hangars, station walls Anywhere you build them
Pairing Fixed outside-to-inside pairs You place both halves; they pair by range
Conduct between neighbours on the same wall? 🔴 No 🔴 No -- pairs only
Cost free, pre-existing Electric = skill Tier 15, 1 SP ✅ [datamined]

✅ The buildable set, mined: Electric Wall Socket T15, Fuel T16, Water T17, Gas T18, 1 SP each; assets DA_Module_WallSocket_{Electric,Fuel,Gas,Water}. Mined description: "Transfers electricity through walls between connected power systems." ✅ Shipped in Update 05: "Added Wall Sockets, allowing players to connect and distribute resources through modular socket connections" (the announcement calls them Wall Transfer Sockets; the game string is "Electric Wall Socket" -- prefer the game string). A same-update fix followed: "Fixed wall socket rotation and connection issues."

📗 How they actually work, from the definitive thread Pass-through sockets (2026-06-25, the day after release):

  1. Placed in pairs -- one socket on each side of the surface (wall, bulkhead, deck).
  2. They pair by proximity within a short range. "When you place the second socket you should see a white 'line' going from one socket to another.. notice that distance is not great." There is a distance indicator. If you cannot see the link line, the pair is not formed -- that is the canonical failure mode.
  3. Each pair is one channel. They do not create a bus and they do not remove the need to cable; they remove the need to route a cable around a wall. 📗 Community puts the range at roughly 4-5 m against 20 m for a cable -- ❓ never measured properly (§16).

📗 Pre-placed receptacles behave identically and predate U05 by eight months. calmari71 (2026-04-26), the only published statement and directly on point: "Wall receptacles for electricity/water/oil are pass-through only, they do not conduct power between them. If you are trying to use them like a wall outlet in your house that wont work." Corroborated in 2025-11 by Magicat_7: "the wall sockets just lead to the other side of the wall, letting you trail cables through them instead of going through the door."

✅ [first-hand 2026-08-29] The Lazarus rack hall's two main walls each carry 2 electric + 2 water pass-through ports, and the hall has four doors at 90 degrees. 🧮 Because each port is an independent 1:1 conduit, "2 electric per wall" means two independent electric lines may cross that wall -- it is not a doubled-bandwidth trunk, and it is not evidence of a designed 2 x 5 kW capacity (that reading is circular: it only looks like 2 x 5 if you already assume the 5 kW cap §4.3 refutes).

⚠️ Electric Wall Socket at Tier 15 is late -- it arrives alongside the Large Electric Generator and the PECO Grid Scan 2000. The cable-spam problem inside facilities is a mid-game reality you cannot skip.

4.6 Other transfer-layer objects worth knowing#

Object Status
Hook cables (U04) / Mooring cables ✅ Physical, not resource lines -- DA_Cable_Hook and DA_Cable_Mooring carry no VoyagePropertyModuleResource. Mooring cable is 5 m since U02. They share the cable machinery and nothing else
Data Cable + Data cable extender ✅ Exists, is actively maintained (U3.5: "Updated data cable transfer color to yellow"), models data as a transferable resource, and has a matching socket type -- but ✅ unlock_method: "Never" at the tier-50 sentinel, an empty wiki stub, no Data wall socket, and doc 20 records it as "currently has no effects". Present, unreachable through the tree, inert
🎯 Wireless Resource Transmitter ✅ DA_Module_WirelessResourceTransmitter plus a dedicated _Socket_Electricity variant exist in shipped data with no display name, no skill entry, no patch note, no wiki page and no forum mention anywhere. A corpus first find. Unshipped -- but cable-free power transfer is clearly designed, not merely wished for
DA_Socket_ElectricData_Small ✅ A small electric socket class distinct from the standard one. No published behavioural difference; the likeliest home of any genuine per-port throughput tier (§16)
SM_SocketPanel_6, DA_Item_Wall_Extender, DA_Cable_Electricity_Mounted ✅ Shipped assets, entirely undocumented
Switches ✅ DA_BoatMainSwitch, DA_ElectricEnginePowerToggle, DA_ElectricEngineSecondary, DA_DieselEnginePowerToggle, DA_Switch_RoomPowerSwitch, DA_ExtenderButton, DA_UplinkActivationSwitch. UI strings TurnOnMainPower / TurnOffMainPower / TogglePower
TransferSpeed = "Transfer Speed" ✅ A live UI label in ST_Modules. Some module screen prints a transfer speed -- independent proof that flow is a rate, and a second primary number nobody has captured (§16)

4.7 Distance, streaming and cable physics#

Effect Value Conf.
Cable segment span 20 m hard limit ✅
Power loss over distance 🔴 None published. No attenuation, no voltage drop, no per-metre loss. A 20 m run and a 1 m run deliver identically ✅ (negative finding)
World-partition unload Power stops when cells unload at extreme range. 📗 WillieSea: "distance causes cells to unload from memory. But that only really affects the rocket launch facility" 📗
Stretch fragility Near-max spans disconnect 👥

⚠️ Cable physics is a real, repeatedly-reported failure mode. 📗 MegaMind (2026-01-07) gives the mechanism: "The problem with cables is the physics engine attached to them. If you force a cable to stretch around things, instead of using junction boxes, a reload causes the physics to fire when you're not there sending a shockwave of force through the line causing them to pop out of their connections." Corroborated by Deadlock, NEVER!, killerofmany and Appelgebak ("visually connected, but they are not").

👥 Mitigations (consensus):

Mitigation Rationale
Keep segments under ~19 m, not at the limit Less stored tension for the reload physics to release
Put an extender at every direction change rather than stretching around a corner Removes the stretched-around-geometry case entirely
Leave everything on equalize; set direction only at generator outputs "It can confuse the grid"
After loading in, stand still ~30 seconds before acting Background loading is still settling
Re-check connections after a facility streams in, especially having travelled away The desync is streaming-triggered
Don't leave a cable equipped/attached across a save Reported to cause floating- and vanishing-cable artefacts
Use the PECO Grid Scan 2000 to find the dead hop Purpose-built for exactly this (§6.3)

Four distinct disconnect mechanisms appear in the patch record and were fixed separately: load-order polling (0.6.5.607921), area unload (0.7.0.609056), cable physics on reload (the one still live), and mode not persisting (0.7.0.609096).


5. Socket modes and the equalize law#

This is the place the corpus adds the most value. 🔴 The three connection modes are entirely undocumented by the developer -- the word equalize appears zero times in the entire patch-note corpus (§13.1) -- while being the #1 cause of player power failures.

5.1 The three modes#

✅ CONFIRMED by developer reply (alexm286, Steam thread Fuel / energy storage, 2025-10-29). Hover a connected cable end and press F to cycle:

Mode Behaviour Glyph (📗)
Equalise ✅ The default. Bidirectional; connected stores converge to the same absolute level each a -o-o- band on the black ring; also described as IOIOI
Input One-way into your end -- "it will fill to the maximum" arrows pointing at the vessel
Output One-way out of your end -- drains your end into the far side arrows pointing away

✅ Mode lives on the connection END, not on the cable or the device -- the developer's own wording: "If you set your end of the connection to 'Input'...". The keybind is named ChangeMode [datamined ST_Keybinds], and a "Body socket interact" setting controls the hold-to-connect duration ("Set to zero for instant interaction") [datamined ST_Settings].

🔴 Conflict, ruled: TheGamer's power guide says sockets "usually default to output". TheGamer is wrong on the default. The dev post, the community and first-hand play all say equalise. (Its "equalize attempts to maintain an even split of energy" wording is nonetheless the only published statement of equalize semantics anywhere in the press, and it is unsourced.)

5.2 🎯 THE LAW: equalize levels ABSOLUTE Wh, not percentage#

This is the single highest-leverage mechanic in the domain, and the corpus previously had it wrong. 👥 CONSENSUS on discriminating evidence. The clearest published explanation is the Steam guide "New player tips and a more detailed explanation of basic mechanics":

"The balance option will try to equalize the amount of power stored in whatever is plugged into it (based on current Wh stored, not based on percentage)."

"So if you have 100 Wh of battery left on your robot and your ship has 200 Wh of battery left, the balancer option will recharge you only to the point where you and your ships battery have the same amount of charge, so your battery will only get charged to 150 Wh."

"If you have the balance option on while your robot is at 100 Wh but your ship battery is full, it will fully recharge your robot as your batteries maximum quantity of Wh's is likely not high enough to reach a point where they will be equal."

Why that worked example is decisive: the player's 100 Wh of a 500 Wh tank is 20% full; the ship's 200 Wh of 6,000 Wh is 3.3% full. Percentage-equalization would move charge from the player to the ship. Absolute-equalization gives both 150 Wh. The guide reports 150 Wh.

🧮 Why the "percentage" reading arose, and why it is not evidence. The competing statements all use equal-capacity stores -- Ludi: "The ship has 6kWh and when you build a medium battery it will equalize and show both at 3kWh." With two 6 kWh stores, "half each" is simultaneously equal-absolute and equal-percentage. Those cases cannot distinguish the two models and must not be cited for percentage.

✅ Robert's own disconnect test is a second discriminator. [first-hand 2026-08-28] His boat (24 kWh pooled) was on equalize with the Lazarus complex grid, whose own side sat far below parity. On disconnect the boat's batteries were still FULL, 24/24 -- untouched by the complex's loads while pooled. A percentage bus would have drained them toward the complex's fill fraction. It did not.

🎯 RULING: equalize converges every connected store toward the same ABSOLUTE Wh per unit. Not percentage, not "everything into one tank", and not a rate limit.

5.3 The three consequences that matter in practice#

  1. ✅ A small store beside a large one fills completely. Your 500-2,500 Wh internal battery tops right off from a boat bank, because it cannot hold enough to reach parity. This is why self-charging on equalize "just works".
  2. 🪤 A large store beside a small one will NOT fill. Cable a 6 kWh Medium Battery to something holding 2 kWh and equalize stops at 4 kWh each -- not at "both 50%". Every store on an equalize network converges toward the mean absolute charge, so a big bank sitting on a network of small ones looks permanently half-empty, forever, with a perfectly healthy grid.
  3. 🎯 THE FIX: set the big store's own socket to Input. That replaces the split rule with fill-to-max -- exactly the dev-documented behaviour ("fills the connected container to maximum capacity"). 👥 turvarya (2026-08-18) arrived at the same workaround independently: "connect it directly to a battery and set the input of the battery to input (not equalize). So it just fills up without providing power to anything else. Same goes for e.g. Water Tanks."

✅ The dev thread's "1,000 of 2,000 L" case is equalize FINISHING, not stalling. A full 2,000 L reservoir equalizing into an empty 2,000 L tank converges on 1,000 L each. The player observed exactly 1,000. Switching to Input did not unstick a rate limit -- it replaced the split rule. The same arithmetic scales: four supplemental tanks equalizing with a hull tank converge on one-fifth each.

📐 The bank recipe, in one line: generators -> (Output, only if you must) -> extender -> bank socket on Input -> everything else left on equalize.

5.4 Mode discipline -- leave it alone unless you have a reason#

👥 Community consensus is emphatic and consistent:

Source Verbatim
WillieSea, 2025-12-24 "do NOT set power direction unless you have to. It can confuse the grid."
Xanman64, 2025-12-24 "power should always be left on 'equalize' unless you are trying to drain a specific battery for some reason."
TH3xR34P3R, 2025-12-25 "Only setup directional power from the output of generators, leave bi-directional on the rest and devices to be powered will auto set to the input direction."
prinprin, 2025-11-21 "almost always you just want to keep connections to equalize, unless you're charging yourself or draining POI storage tanks."
a random potato, 2025-11-23 "Equalize works best if the things to be equalized are hooked up directly together."

📗 That third line carries a mechanic of its own: consumers auto-negotiate to input. You generally do not need to set direction on a device at all. (TH3xR34P3R calls equalise "bi-directional" -- same state, different name.)

👥 The two situations where you SHOULD override equalize:

Situation Technique
A bank or machine is starved on a shared grid Cable it directly to storage and set that end to Input so it just fills
You want to dump a backpack into yourself "if you change it to 'Input' instead of the default 'Equalize' you will drain the entire thing into your robot"

📗 Directional modes are unreliable specifically between extenders -- "input only or output only settings don't always work when going from extender to extender. But always work on tank ports." 🧮 §4.2 explains why structurally: an extender has no mode state to hold. Set direction at a device port, never at a junction.

  • ✅ Dev-listed known bug: two cables on one port. From the pinned Support and Troubleshooting doc: "Check if two cables are connected to the same port on a connector. If so, remove one end by pressing E, remove the other by left-clicking, then use Q to reel in the cable. Connect a new cable properly."
  • ✅ Dev-listed known bug: building shows unpowered despite a working setup -- "Disconnect power, save the game, close and relaunch, then reconnect power."
  • ✅ Mode did not persist across save/load until 0.7.0.609096 ("Fixed an issue where cable directions were not always saved correctly"). If you are reading a pre-2026-03-23 guide, mode-loss reports are that bug.
  • ⚠️ Ergonomic trap: F is context-shared -- with a weapon equipped it can do something unintended near a cable. Unequip before working with cables.

6. Measurement doctrine -- how to read your own grid#

🎯 The whole of §6 is [first-hand] and it is the practical heart of this document. Three instruments exist, they measure three different things, and mixing them up is what produced the corpus's one large retired mystery (§6.4).

6.1 Instrument 1: a generator's own gauge -- reads CONNECTED LOAD#

Restating §1.3 because it is the base of the doctrine: a generator displays what is being drawn through it right now, capped at its rating. 0 W with full batteries is correct. To make a fleet register you must give it somewhere to push: an unfull Medium Battery is the cleanest permanent demand there is. Corollary for diagnosis: never conclude anything about capability from a gauge on a satisfied grid.

6.2 Instrument 2: the boat dashboard -- pooled built storage PLUS the hull#

✅ [first-hand 2026-08-26/27], and this overturns the wiki:

Source Claim
📗 Wiki Boat page "Battery charge (not including built [Batteries])"
📗 Xanman64, 2026-02-13 "Ship will only ever show 6 KWh as it only reads the internal battery. Same with diesel at 2000L"
✅ First-hand, 0.8.0 Does count equalize-pooled storage: 24.0 / 24.0 kWh on hull + 3 Medium Batteries, and 6,003 / 6,002 L on hull + built diesel tanks

🎯 Ruling: connection mode decides. Storage wired in equalize is counted in the dashboard total, including the hull's own 6 kWh battery and 2,000 L diesel tank. Storage left on a directional mode is excluded and the gauge under-reports. The Xanman64 post is very likely the origin of the widely-repeated "two dashboard lies" belief -- log it as a popular community error, not a fact. (Already corrected in doc 19 v1.1.0; doc 07 still carries the wiki version and should be brought into line.)

⚠️ Note the launch-era rule this replaces: DeviateFish and Xanman64 (Dec 2025) taught "the gauge shows the per-unit level -- multiply by n+1 for the total". Do not propagate the multiply rule. First-hand on 0.8.0 wins, and it is consistent with U3.5's "Resource and power sharing behavior was improved across connected modules and systems."

6.3 Instrument 3: the PECO GRID SCAN 2000 -- the authoritative meter#

✅ Tier 15, 2 SP [datamined DA_Skill_Utility_Grid_Scanner] -- this corrects the "T16" figure carried elsewhere in the corpus. 🏆 [datamined pass 2, 2026-09-01] it draws 500 W while on (ConsumptionsOn, POSITIONAL) -- a real but trivial standing cost, twice a Lazarus Rack's idle. Mined description: "Scans the connected power grid and displays linked modules, power usage, shortages, and switch states." It is the only tool in the game for debugging the transfer layer, and the direct answer to "walk the chain and check every hop".

✅ [first-hand 2026-08-29, beta-era] What it actually shows:

  • A zoomable node map of everything on the connected grid.
  • Per-node labels with live wattage and fill levels -- e.g. Medium Battery 6000/6000 with its instantaneous W, Diesel Tank with litres, Hull Stabilizer x4 On, extenders, and the Grid Scan node itself.
  • Green / red switch states per node -- which immediately surfaces audit problems. Robert's first scan flagged 2 Typhoons and 4 LumiMax sitting red / OFF on the boat cluster, silently contributing nothing.
  • Grid totals: stored / capacity in kWh, net W (positive = charging, negative = draining), plus fluid totals.

🎯 THE LAW OF THE SCANNER: it counts BUILT MODULES ONLY. Integrated hull hardware is off-books.

True total = what the scanner reports + the hull's own internals.

✅ [first-hand 2026-08-29, beta-era] The boat-only scan that proves it:

Scanner reading Node census Reading
42.0 / 42.0 kWh 7x Medium Battery (7 x 6 = 42.0) The hull's own 6 kWh is EXCLUDED
Diesel 6,003 / 6,002 L 3x Diesel Tank (3 x 2,000 = 6,000) The hull's own 2,000 L is EXCLUDED
-- 4x Hull Stabilizer On, 2x Typhoon Off, 2x LumiMax Off, Diesel Refinery Off, plus Recycler / Fabricator / Drone Pad aboard Switch states are per-node and visible

So Robert's true boat storage is 42 kWh scanned + 6 kWh hull = 48 kWh, and 6,003 L scanned + 2,000 L hull = ~8,003 L of diesel.

⚠️ This makes the doc-19-era interpretation of the same 6,003/6,002 reading SUSPECT. That reading was previously explained as hull 2,000 + 2 built tanks. The beta node census shows 3 built tanks with the hull excluded. Either there were three tanks at the time too, or beta changed the pooling rule. Recorded, not resolved (§16).

6.4 Worked example: the Lazarus "62 kWh" investigation, and its retirement#

Kept in full because the method is the transferable part, and because docs/ref/lazarus-power-research.md v1.0.0 remains in the repo carrying the superseded hypotheses.

The observation [first-hand 2026-08-28, 0.8.0]: Robert's boat -- 24 kWh pooled (hull 6 + 3 Medium Batteries) -- connected to the repaired Lazarus complex grid on equalize, and the pooled reading came back 64 / 122 kWh. Disconnecting returned the boat to 24 / 24 with its batteries still full. His roof array then carried 6 Medium Batteries = 36 kWh. Arithmetic: 122 - 24 - 36 = ~62 kWh of complex-native storage he had never built. A live test reproduced it: reconnect -> 62 / 122, complex-side 98 cap with 38 charged, boat untouched by complex loads while pooled.

What the investigation established, all of which still stands:

  • ❌ Nothing on the open web documents native storage at the Lazarus Complex -- 9 Steam threads, TheGamer x2, the wiki, three aggregator pages. Zero occurrences of a "122 kWh"-class facility total anywhere. Absence was a real finding.
  • ✅ [datamined] The four racks in the Hall of Humanity are DA_Item_Module_LazarusRack_Location_Only -- the only asset with that suffix in the entire 33,416-path container, hence free to carry properties the craftable rack does not.
  • ✅ [datamined] PECO_ID_Lazarus_Power = "Lazarus Power", mirrored by PECO_ID_Exodus_Power, plus a roof camera literally named "Power" -- the complex has a first-class, named power installation. 🎯 A later mine pass identified it concretely: it is the ROOF BREAKER ROOM (power input + main switch), i.e. a switchroom, not a battery vault.
  • ✅ [datamined] The Large Battery (18 kWh) has assets but no unlock path, making it a natural candidate for pre-placed facility storage. 🧮 The arithmetic was seductive: 18 x 3.5 = 63; 12 x 6 kWh = 72.
  • ✅ The boat staying full on disconnect refuted percentage-equalization outright -- that conclusion survives and became §5.2.

How it was settled [first-hand 2026-08-29 17:56 -> 18:41, beta-era] -- with the Grid Scan 2000:

Scan Reading
Complex only, boat disconnected 92.0 / 92.0 kWh at -224 W idle (pumps and purifiers off); Salt Water 24/24 L; Fresh Water 8,005/8,005 L
Boat connected pool 134.0 / 134.1 kWh at +9.0 kW charging; Diesel 6,003/6,002
Boat contribution +42.1 kWh

🎯 The 62 kWh native bank is ABSENT from the node list. The complex's 92 kWh decomposes as 15 Medium Batteries (90 kWh) + ~2 kWh of module buffers -- every watt-hour of it built by Robert (the same roof buildout snapshotted at 15 batteries, 3 purifiers and a ~169 kW peak roof array). And the boat's +42.1 kWh matched exactly his built storage, with the hull excluded (§6.3).

🎯 RETIRED 2026-08-29: the "122 kWh with ~62 unaccounted" reading is an instrument artifact, not facility hardware. The beta scanner accounts every Wh as built and finds no mystery bank. Two candidate causes, neither provable from here: a dashboard pooling bug fixed between 0.8.0 and the 5.5 beta, or facility-native hardware removed in the beta. It is unreproducible on the current build.

Therefore: the hidden-Large-Battery theory is RETRACTED, and docs/ref/lazarus-power-research.md hypotheses (a) per-rack ~18-20 kWh internal batteries and (b) one central complex bank are both SUPERSEDED -- that file should be read as a historical research note, not as live doctrine. What survives from it, and is folded in above: the dev socket-mode confirmation, the purifier and pump figures, the Large Battery capacity, the _Location_Only asset finding, the "Lazarus Power" switchroom identification, and the Grid-Scan-identifies-by-name insight that closed the case.

The transferable method, in order:

  1. Disconnect and read each side alone. Totals only mean something when you know what is in the pool.
  2. Do the arithmetic against what you built. If it does not close, you have either an instrument quirk or real hardware -- and you cannot tell which from a total.
  3. Identify, don't infer: run the Grid Scan. It lists linked modules by name, which is the one test that identifies rather than deduces.
  4. Remember the hull. Scanner + integrated hardware = truth (§6.3).
  5. Re-test after a build change. The whole mystery dissolved once the boat's built storage was counted correctly.

7. Consumption -- what actually eats your grid#

⚠️ Read this before trusting any number below. Consumption has been rebalanced upward over 2026. captnmax, 2026-06-26: "Pretty much everything in this game has become power hungry over the last 2 or 3 updates." His worked example: shark dismantling "now takes 500W... it used to be about 150" -- a 3.3x rise. A launch-era (Nov 2025) consumption figure is not evidence about build 0.8.0.612251. Production figures have proved far more stable. Every community number below is dated for exactly this reason.

7.1 Module draw table#

Module Active draw Idle / standby Conf. Tier / SP Notes
Recycler 🔴 90 kW 📗 (2026-06) vs 200 W 🏆 pass 2 100 W 🏆 (wiki agrees) 🔴 open, see below T4 / 1 The grid-defining question in this table
Sabatier Reactor 60 kW ❓ ✅ CALIBRATED 🏆 + 📗 T16 / 4 Wiki and mine agree exactly
Distillation Tower 60 kW 0 W ✅ 🏆 + 📗 T20 / 4 Wiki and mine agree exactly
CO2 Reactor Tank 🏆 60 kW + 60,000 L/h CO2 -> 300 kg/h carbon fibre ❓ 🏆 pass 2 T22 / 4 First figures ever published. 12,000 L CO2 buffer
Oil Pump 60 kW -- 👥 not craftable (Black Vein) Wiki page is a stub; community-measured. No resource data in the mine
Jonah whale (Platform Omega) ~30 kWh per dive (a charge, not a standing draw; ~100 kWh internal battery 👥) -- 👥 summoned, not craftable (doc 17 §11) ~9,000 L oil per dive, minutes per cycle -- the cheapest oil per kWh in the game; §8.5
Water Pump 10.0 kW "(scales)" -- 👥 not craftable (boat stern, Lazarus, Exodus) 36,000 L/h salt. Draw scales with delivered flow -- a pump feeding one purifier reads ~3 kW
Portable Oxygen Extractor 10 kW -> 20,000 L/h O2 0 W 🏆 + 📗 agree T12 / 2 In-game name; wiki page is "Portable Oxygen Generator"
Deep Scan-500 Add-On 10 kW -- 📗 (2026-06) -- Sonar add-on
Hull Stabilizer Mk.I 🏆 8,000 W each -- ✅ CALIBRATED 🏆, confirming 📗 (2026-06) -- Torque 1,000,000 / Damping 10,000 also mined, units unknown (NAMED). 4 aboard = 32 kW standing
Water Purifier 8.0 kW -> 10,000 L/h salt to fresh 0 W ✅ CALIBRATED 🏆 T7 / 2 Units settled as L/h. 🧮 0.8 Wh per litre purified
Dehumidifier 🏆 4,000 W -> 8,000 L/h fresh -- 🏆 pass 2 T11 / 2 25 L buffer. 👥 output is weather-scaled: ~800 L/h dry, ~4,000 rain, ~8,000 storm. Retires the wiki's "4 Wh" rendering
Lazarus Rack 2.5 kW (seed mounted) + 100 L/h fresh water 500 W (empty) 📗 + ✅ screenshots pre-placed ❌ Not decodable -- the figures live in BP_Module_Lazarus_Rack Kismet, not the item asset (pass 2)
Fabricator 🏆 2,000 W 100 W 🏆 pass 2 (idle matches wiki) T4 / 2 Active draw was previously unpublished
Food Processor 🏆 2,000 W vs 📗 "can suck up about 60 kW" (2026-06) 100 W 🔴 open T10 / 2 The 📗 quote says "food replicator"; likely this module
Diesel Refinery 🏆 2,000 W + 5,000 kg/h organic -> 20,000 L/h diesel ❓ 🏆 pass 2 T4 / 2 Closes a gap open since the fuel report. Asset name DieselGenerator -- it is a refinery, not a generator
Portable Petrol Refinery 2 kW + 5,000 kg/h organic -> 10,000 L/h petrol 0 W 🏆 + 📗 agree T5 / 2
Recovery Grinder 🏆 200 W 100 W 🏆 pass 2 U05 First figures. Same shape as the Recycler
Soilforge Prime 🔴 1.2 kW -> 90 kW across the temperature dial 📗 vs 100 W 🏆 pass 2 200 W 📗 / 100 W 🏆 🔴 open T21 / 2 📗 has it as the largest draw in the game at max temperature
Soilforge 🏆 100 W 375 W 📗 / 100 W 🏆 🔴 open T10 / 1
PECO Grid Scan 2000 🏆 500 W -- 🏆 pass 2 T15 / 2 Trivial, but it is a standing load
Scan-50 Sonar 🏆 1,000 W -- 🏆 pass 2 --
Rocket launch ✅ 60 kWh per launch -- ✅ [first-hand 2026-09-01, beta-era] quest content Read off the MOSES panel as Electricity 60/60. ⚠️ This corrects the unit on the earlier 📗 "60 kW per launch" report -- it is energy, not power (§8.3)
Shark dismantle (action) 500 W (was ~150 W) -- 📗 (2026-06) -- The clearest evidence of upward rebalancing
Heal Station / Backup Station / PECO Terminal ❓ unpublished -- ❓ pre-placed on boat Wiki pages are stubs; not in the pass-2 asset set

🔴 THE RECYCLER QUESTION -- now genuinely open, and it decides how you size a base.

Position Evidence
~90 kW running 📗 single source, captnmax 2026-06. Corroborated qualitatively by numberyellow: "every time i run the recycler or fabricator, the whole building shuts down, because the device is taking ALL the power"
200 W on / 100 W standby 🏆 [datamined pass 2] ConsumptionsOn / ConsumptionsStandby, POSITIONAL, from the same slot shape that reads correctly on every other module

🧮 The most promising reconciliation, and it comes from the mine's own self-check. The Recycler also carries a ResourceConversion row whose decoded product would be a six-figure wattage -- and the tool downgraded it to GUESS precisely because base x multiplier contradicts the module's own ConsumptionsOn by 250-1000x, concluding the multiplier there is not a per-hour scale but probably per-operation. If that is right, the Recycler has a small standing draw plus a large per-item cost, which is exactly what a player would experience as "the whole building shuts down when I throw scrap in", and exactly what the community guide means by "Some of the larger objects can take 300+ Wh's each to scrap." A running-machine tooltip read decides it (§16). ⚖️ Until then: size your grid for the pessimistic case -- an alarming transient when the Recycler runs is normal, and a buffer battery is the mitigation.

The same reasoning applies to Soilforge Prime: 🏆 100 W standing against 📗 a 1.2-90 kW dial. Do not average them. The wiki's dial is internally self-consistent (power scales 75x while methane output scales 90x across the temperature range) and reads like observed behaviour; the mined 100 W reads like a standing cost with the work billed elsewhere. Both are recorded.

7.2 🪤 Lighting is the hidden monster in your power budget#

📗 REPORTED (per-item wiki pages), and it reframes early-game survival. Headlamps run off your internal battery. Tiers are ✅ [datamined].

Light Draw Tier / SP
Torch (basic headlight) ❓ unpublished T0 / 0
Lancer (headlamp) "around 2.5 kW" T6 / 2
Nebula (headlamp) "averaging 10 kW" T14 / 3
Eclipse (headlamp) "over 10 kW" T18 / 4
Basic / Advanced / 360 / Double Standing Light (placed) 360 Standing Light: Power consumption: **5 kW** T4/1 · T9/2 · T13/2 · T16/2
DepthGlow / AbyssGlow ❓ unpublished T12/1 · T20/2

👥 Players independently register the shock: "a tier 2 flash light in this game uses 2500 watts, and the nebula ... uses a whopping 11,000 watts" (Dailao) · "How exactly does a 360 degree light take 5kw of power?" (Andarvi) · "Walking, and running the bot needs 200 - 300 W, but turning on ... a meager light uses 1 kW or so" (Fabrigade).

🎯 Do the arithmetic and it is startling. Your baseline idle is 250 W (§7.4). An Eclipse headlamp at 10 kW is 40x your entire idle draw, and would flatten a maxed 2,500 Wh internal battery in about 15 minutes of continuous use. A Lancer at 2.5 kW drains it in an hour. A headlamp is the single most expensive thing a Caretaker can switch on. Torch discipline in dark interiors is worth more early-game battery than any generator you can build at the same tier.

⚡ But light is also a weapon, and that changes the trade. [first-hand 2026-09-01, beta-era] the Eclipse kills night crawlers on contact -- the beam itself is lethal to them, not merely a way to see them. Cross-ref doc 06 (night crawlers and red slimes die in intense light or daylight). So the Eclipse's 10 kW is buying area denial as well as vision, and the honest framing is "an expensive weapon you also see with" rather than "a wasteful torch". Budget it as a combat cost, use it in bursts, and never leave it on while walking.

⚠️ None of the light modules are in the pass-2 asset set (§0.4 blockers), so every figure here is 📗 and none has been mine-confirmed.

7.3 Propulsion -- the biggest movable load in the game#

📗 REPORTED (wiki, with its own derivation shown); tiers ✅ [datamined]:

Cylinder Draw each @100% throttle Full complement of 5 Top speed with 5 Tier / SP
Basic Electric Engine Cylinder ~3.8 kW 19 kW 13-14 km/h T2 / 0 SP
Electric Engine Cylinder Booster ~5.7 kW 28.5 kW 18.5-19 km/h T6 / 2
Electric Engine Cylinder Super Booster ❓ unpublished (🧮 ~8 kW extrapolated, a guess) ❓ (~40 kW) 👥 ~22 km/h T13 / 3
Electric Engine Cylinder Eco ❓ entirely undocumented ❓ ❓ T30, unlock_method: "Never" ✅ [datamined]

🎯 This is the number that reframes boat power. A fully boosted electric drive at full throttle draws 28.5 kW -- within 5% of an entire Large Electric Generator's output, and roughly three Typhoons plus a LumiMax. Cruising hard will out-draw any realistic renewable deck array.

📗 Range, measured (Steam guide "Range of the vessel", Caldason 2026-02-08, 5 maxed cylinders per engine at 100% throttle):

Propulsion Range Speed
Diesel only, one 2,000 L tank ~3.8 km ~30 km/h
🎯 Electricity only, one 6 kWh battery ~3.5 km ~20 km/h
Both combined ~6 km ~40 km/h

👥 The ~20-21 km/h electric-only figure is independently matched by jonnydoh.

🎯 The voyage-planning number: one 6 kWh battery buys about 3.5 km of hard running. Crossing meaningful distance on electric alone means a bank, not a battery -- and that is why deck generation exists. It is also why "run both engines" is the single largest diesel-economy lever after throttle (§8.5): the electric side contributes speed the diesel is not paying for, provided the charge came from wind or solar. Charge made by a petrol generator is just petrol laundered through a battery.

⚠️ A separate guide gives whole-boat draw in a storm as "~14 kW/h" at 100% thrust and "~6.3 kW/h" at 75%. Those are that author's units-as-printed and do not reconcile cleanly with the 19 / 28.5 kW cylinder totals -- most likely a different cylinder loadout. Recorded, not merged. ❌ Engine cylinders are absent from the pass-2 asset folder entirely, so none of this is mine-confirmed.

7.4 You -- the Caretaker's own electrical economy#

✅ CONFIRMED (wiki Mechanics + Enhancers, cross-checked by TheGamer's launch-era guide):

Property Value Notes
Default internal battery 500 Wh Your stamina bar
Max with the Battery enhancer 2,500 Wh (+20 Wh per level x 100)
Baseline idle drain 250 W 🧮 makes a stock 500 Wh battery a ~2-hour tank standing still
Power Management enhancer base consumption -0.5%/level -> 250 W to 125 W at 100 points Published progression: 0 pts 250 W · 25 219 W · 50 187 W · 75 156 W · 100 125 W
Drain multipliers Sprinting, jumping, crafting, being encumbered
Encumbrance tax 📗 "even standing still becomes a noticeable drain (I've seen 400W or more, and that was with my flashlight OFF)" 🧮 ~1.6x the 250 W baseline while over-weight
Melee 5 Wh per swing The only published per-action cost
At 0 Wh Vitality drains instead Battery is a buffer in front of your health bar
Fall damage threshold 500 Wh -- above it, falls cost battery only; at or below, they cost vitality too

Other enhancers that change your electrical economy (📗 wiki, 100 levels each): Engineering -0.5%/level build/craft time and power (-50% max) · Scrapper -0.5%/level dismantle time and power (-50% max) · Improved Hydraulics lift +1%, power -1%/level (❓ -100% as printed) · Field Medic transfer speed +2.5%/level.

Recharging yourself (procedure, 👥 consensus and unchanged since launch):

  1. Plug a cable into any source -- battery, turbine, panel, generator, boat outlet, facility socket.
  2. Step away until the prompt reads "Connect (Self)".
  3. Press E. Blue pulses travel toward you along the cable while you fill. ✅ Since 0.5.0.581999 this is a short hold gesture, to prevent accidental connections; the hold duration is configurable ("Body socket interact", set 0 for instant).

👥 Buffer first: charge from a battery or the boat, not directly off a generator, so the source does not idle on and off under you. ✅ And remember §5.3 -- on equalize your small tank fills completely from a big bank, which is why self-charging "just works".

Charge rate -- 📗 and internally messy, recorded as-is:

Claim Source
Base transfer 200 kW, max 700 kW with Field Medic maxed Wiki Field Medic, carrying the wiki's own [verification needed] tags
"That will charge you at your maximum input rate (roughly 200W per second)" 📗 community. ⚠️ The unit is malformed (W is already per-second); the 200 matches the wiki's base
"250% increase in recharge rate with full 100 points in Field Medic. Charging cable goes full bright and 2.5KW battery takes a few seconds to charge" 📗 community. 🧮 "+250%" is a 3.5x multiplier = exactly 200 -> 700, so the two statements corroborate each other

🧮 If 200 kW is real, topping a 2,500 Wh internal battery takes ~45 seconds; at 700 kW, ~13 seconds. ❓ Both figures remain unverified.

✅ Charge Injector -- CORRECTED: it IS electrical. "Injects converted power into your systems, trading electricity for Vitality" -- "Restores 20% of vitality at the cost of 2% energy." It shipped in Update 01 as "Electricity-to-health conversion device." The v1.0.1 claim that it is "adjacent, not electrical" is retired. (Heal Stations are the separate, non-electrical vitality restore.)

🐛 Possible bug worth knowing before you spend 100 enhancer points: 📗 WillieSea plus two corroborators report Power Management not applying -- "-50% power savings, but my power usage is STILL at around 260", i.e. stuck at the un-enhanced 250 W baseline. ⚠️ Not a number conflict, a suspected defect. Note the counter-evidence that it has been touched: patch 0.6.1.606604 (2026-01-12) shipped "Fixed the power optimizer enhancer not working as intended", so this has broken at least once before. Check your idle draw before and after your first few points (§16).

7.5 Enhancer modules -- the strongest electrical levers in the game#

📗 REPORTED (wiki per-item pages). These are consumable slot-ins with limited charges that modify a machine's costs:

Module Effect on electricity Other effects Charges Tier
🎯 Voltage Minimizer -80% electricity cost production speed -40% 10 --
Conservation Coil -10% Fuel / Gas / Water -60%, speed -50% 25 T12 / 2 ✅
Efficiency Matrix -10% (all resources) -- 20 T8

💡 The Voltage Minimizer is the single strongest electrical lever available -- an 80% cost cut for a 40% speed penalty. On a 60 kW Distillation Tower that is 60 kW -> 12 kW. Its own description says exactly this: "Optimal for scenarios with abundant liquid resources but limited electricity."

⚠️ These reduce CONSUMPTION; they do not increase production. One struck aggregator models the Efficiency Matrix as "+10% to all generation" -- the opposite direction, and one more reason those sites are not sources (§0.2).


8. Cross-line couplings -- gas, fuel and water on the power budget#

Full detail for each line lives in its own report: docs/ref/flow-research/gas.md, fuel.md, water.md, transfer-layer.md. This section carries only what a power plan has to know, and flags the conflicts rather than resolving them out of scope.

8.1 Petrol in, electricity and CO2 out#

Covered at §2.5. The one-line version: 1 kW = 200 L/h petrol = 2,000 L/h CO2 on the wiki figures, exact on both generators, 🧮 INFERRED and version-fenced to 0.7+ -- with the Large generator's output side now in conflict at 33 kW / 66,000 L/h [datamined pass 2]. CO2 is a resource, not just exhaust: connected, it feeds the Sabatier Reactor (methane) and the CO2 Reactor Tank (carbon fibre, 🏆 60 kW + 60,000 L/h CO2 -> 300 kg/h). Unconnected, it vents harmlessly and cannot stall anything.

8.2 🪤 The CO2 backpressure cascade -- and the relief-valve doctrine#

✅ The rule is general, not CO2-specific, and it was deliberately added: "An output port that is connected must have somewhere for its product to go. If it does not, the machine halts. An output port that is not connected vents freely and never blocks anything." Patch 0.6.5.607807 (2026-02-11) shipped it as a fix -- "Fixed modules sometimes run even when resource buffers are full." It is intended behaviour and will not be patched away.

🪤 An attached-but-blocked hose is strictly worse than no hose at all. 📗 A player demonstrated the inverse deliberately, to stop an engine: "attach a hose to it and then let it hang loose ... when the CO2 tanks get full the engine will stop." A hose to nowhere is a sealed cap, not a vent.

🧮 The classic cascade (each link separately attested; the chain end-to-end is INFERRED):

  Oxygen Tank fills (9,000 L)
        |
        v   Sabatier's O2 output has nowhere to go
  SABATIER HALTS  (both gases stop, methane included)
        |
        v   Sabatier stops drawing CO2
  Generator's CO2 hose is now blocked
        |
        v
  GENERATOR HALTS  ->  petrol burn stops  ->  YOUR POWER GRID DROPS

The failure originates at the oxygen tank -- the gas you care about least in the moment -- and lands on your power grid two links upstream, with nothing in the UI connecting the two events.

🎯 RELIEF-VALVE DOCTRINE: leave one of the Sabatier's oxygen ports permanently unconnected. 📗 The reactor has four oxygen outputs and "only one of them needs to be connected to capture all of the output oxygen" -- so a spare open port costs you zero oxygen and makes the cascade structurally impossible. Pair it with: do not connect a generator's CO2 port until you actually need CO2.

✅ [first-hand 2026-09-01, beta-era] The Sabatier SELF-RELIEVES -- a new finding that softens this whole picture. Port census taken on Robert's depot reactor: 1 methane outlet + 4 oxygen outlets. With the methane output backed up, the reactor kept running: its consumption throttled down (demand-driven conversion, the same behaviour as the generators in §2.5) and the spare open oxygen ports acted as built-in relief.

⚖️ The refined ruling: generators may still hard-stop on a full CO2 line; the Sabatier does not. The relief-valve doctrine is therefore about protecting the generators, and the Sabatier's four-port design is doing that job for you as long as you have not plumbed every oxygen port. Practical consequence, first-hand: because the reactor throttles instead of stalling, a CO2 bank behind three generators holds a dozen or more launches' worth rather than the 3-4 initially estimated (§10.2).

8.3 The launch bill, and the tanks that carry it#

✅ [first-hand 2026-09-01, beta-era] Read directly off the MOSES Rocket System panel ("Sparrow-Class Single-Stage Reusable Rocket", ✅ matching the mined ST_Rocket string BasicVehicleDescription):

Per launch Amount
Oxygen 12,000 L
Methane 3,000 L
Electricity 60 kWh

Cargo is 4 Lazarus pod berths. The panel runs a checklist -- STARTUP -> PROPELLANT -> POWER -> GROUND -> PAYLOAD -> WEATHER -> SYSTEM CHECK 6/6 -> LAUNCH -- and ✅ the mine confirms these are separate blueprint gates (BP_RocketFuelCheck, BP_RocketPowerCheck, BP_RocketPayloadCheck, BP_RocketSystemCheck, BP_RocketGroundCheck, BP_RocketWeatherCheck, BP_RocketLaunchSequenceCheck), so a full tank does not imply a green board -- and everything must be physically plumbed.

⚠️ Note the unit correction this makes. The corpus previously carried 📗 "rocket launch 60 kW per launch". The panel reads 60 kWh -- energy, not power. That is 10 Medium Batteries' worth per launch, and it is why a launch pad needs a bank, not just a feed.

Tank capacities that decide the pad layout (✅ CALIBRATED unless noted, 🏆 [datamined pass 2]):

Tank Capacity Tier / SP
Oxygen Tank 9,000 L T16 / 3
Methane Tank 6,000 L T16 / 3
CO2 Tank 🏆 6,000 L (POSITIONAL) -- first figure ever published T16 / 3
CO2 Reactor Tank 🏆 12,000 L buffer (it is a converter, not storage) T22 / 4
Diesel / Petrol / Oil / Water / Salt Water Tank 2,000 L each T8 / T10 / T20 / T11 / --
🆕 LargePetrol_Reserve 🏆 10,000 L petrol (POSITIONAL) -- the "ExtraLarge" petrol tank already exists in 0.8.0 data and is reachable in the 5.5 beta --
Small single-use containers Diesel / Petrol / Fresh Water 200 L; Oxygen 300 L; Battery 500 Wh T4 / T5 / T7 / T12 / T3

🪤 Oxygen is the storage bottleneck, not methane. One Oxygen Tank holds 9,000 L against a 12,000 L launch -- you need two minimum at the pad. One Methane Tank at 6,000 L is two launches' worth. This inverts the intuition that the "fuel" is the hard part.

🔴 Sabatier throughput is in open conflict; both readings are carried. The reactor's own numbers decide how long a launch takes to fuel:

Line 📗 Wiki 🏆 Mined pass 2
Electricity in 60 kW 60 kW ✅ CALIBRATED (the anchor)
Fresh water in 5,000 L/h 5,000 L/h -- and the mine names the resource FreshWater, ✅ settling the water type
CO2 in 72,000 L/h 60,000 L/h
Methane out 72,000 L/h 60,000 L/h
Oxygen out 72,000 L/h 120,000 L/h
Salt -> fresh stage not documented 🆕 36,000 L/h salt -> 36,000 L/h fresh, a third conversion row the reactor carries

🧮 Consequences of each reading, side by side, never averaged:

Question On wiki figures On mined figures
Time to fuel one launch (O2 12,000 L) ~10 min ~6 min
Time to fuel one launch (CH4 3,000 L) ~2.5 min ~3 min
Generators needed to saturate its CO2 appetite two Large (60,000 of 72,000 = 83%) one Large (66,000 of 60,000 = 110%)

✅ Robert's own [first-hand, beta-era] estimate -- 10-15 minutes per launch's worth -- sits at or above the wiki reading, which is what you would expect from a reactor that is throttling to demand rather than running flat out (§8.2). ✅ The Sabatier is also the only three-recipe module in the game (three ResourceConversion exports where every other converter has one) [datamined], which is exactly the shape of a machine whose oxygen and methane paths run independently -- and now visibly also carries its own purification stage.

🎯 This closes the depot's open flag: the Sabatier takes FRESH water. The reactor's own enum key is EModuleResourceType::FreshWater, which is stronger evidence than a socket-type inference. ⚠️ Its extra salt-to-fresh row means it may also accept salt on a separate port -- confirm port types in-game before plumbing (§16).

8.4 Water on the power budget#

The water line is a large and often invisible electrical load, and it is where a facility's kWh actually goes.

Module Draw Throughput
Water Pump 10 kW, scales with delivered flow 36,000 L/h salt
Water Purifier 8.0 kW, 0 W idle 10,000 L/h salt -> 10,000 L/h fresh (✅ CALIBRATED 🏆)
Dehumidifier 🏆 4 kW 8,000 L/h fresh (weather-scaled down to ~800 in dry daylight)

🧮 One pump feeds 3.6 purifiers (36,000 / 10,000), 👥 confirmed by testing. A 4-pump + 3-purifier facility bank is therefore over-provisioned on pumps and costs ~64 kW flat / ~32 kW if the pumps scale -- against a 4-rack Lazarus bank that only drinks 400 L/h. ✅ The water chain is demand-pulled, not supply-pushed (patch 0.6.5.607807), so in practice you pay the scaled figure.

🪤 Two water traps that present as power faults:

  1. Never put salt and fresh water on the same network. 👥 A mixed network reproduces the "only one purifier runs at a time" symptom. Route: pump -> dedicated salt line -> purifier -> dedicated fresh line -> tanks. Joined only through the purifier.
  2. "No Power" on a Lazarus Rack can mean "no water". ✅ Dev-confirmed in the pinned troubleshooting doc: "Lazarus rack says 'No Power' -> The message 'No Power' will also show if there is not a working fresh water supply to the Lazarus rack." This is the single most common false-positive power diagnosis in the community -- players tear apart working grids chasing a message that means the water stopped.

8.5 Fuel doctrine -- inverted, and what it means for power#

🔴 THE OIL DOCTRINE IS INVERTED. RETIRED 2026-08-29. Update 5.0 silently nerfed the Distillation Tower by ~72% with no patch note:

Per 2,000 L of oil Before U5 (7 independent sources cluster here) Current 0.8.0
Diesel ~3,600 L (1.8x) 1,000 L (0.5x)
Petrol 360 L 360 L -- unchanged
Plastic ~30 ~66 (100 kg/h)

✅ Corroborated by the wiki edit that cites the change ("Updated the page to reflect changes made to Diesel and Plastic outputs in Update 5.0", 2026-07-05), a 2026-06-21 beta video, and a guide comment ("not economical to haul oil any more"). 🏆 [datamined pass 2] independently reproduces the current numbers exactly: 60 kW + 20,000 L/h oil -> 3,600 L/h petrol + 10,000 L/h diesel + 100 kg/h plastic.

🎯 Consequences: carry diesel, not oil -- 2,000 L of oil is now worth half what 2,000 L of diesel is. The diesel:petrol ratio collapses from 10:1 to ~2.78:1, which incidentally resolves the long-running "petrol is starved" complaint. Oil is still worth pumping at Black Vein (renewable and free), but put the tower at the oil and sail home with diesel.

Throttle economy (📗 the best whole-boat dataset, the.momaw): 50% = 4,080 L/h at 30 km/h = 136 L/km · 67% = 163 · 80% = 191 · 100% = 12,670 L/h at 45 km/h = 281 L/km. 🎯 100% throttle costs 2.07x the litres per kilometre of 50%, for 1.5x the speed. 👥 Community answer is unanimous: run 75-80%. ⚠️ Registered conflict: a 134-upvote community thread argues "You should be sailing at 80% throttle!" against this dataset's 50% optimum -- 🧮 both can be true if the economy curve's knee sits between 80 and 100%, which is exactly what the numbers show. Not averaged.

Two separate fuel lines, and neither makes electricity directly:

  • Bio -> petrol via the Portable Petrol Refinery (T5 / 2 SP; 🏆 2,000 W + 5,000 kg/h organic -> 10,000 L/h petrol). Petrol is what the electric generators burn.
  • Bio -> diesel via the Diesel Refinery (T4 / 2 SP; asset name Oil_Generator, display name "Diesel Refinery"; 🏆 2,000 W + 5,000 kg/h organic -> 20,000 L/h diesel). Diesel is what the boat's diesel engine burns. (Label corrected 2026-09-03: this line read "Oil -> diesel" in v2.0.0 -- a stale echo of the S1 fuel row that COMPREHENSION v1.6.0 already retired. The Diesel Refinery eats organics; oil becomes fuel only through the Distillation Tower.)

❌ There is NO diesel-burning electricity generator in the game. ✅ CONFIRMED, and a long-standing community request. The naming collision is the whole reason this was ever confusing: the asset called DieselGenerator is a refinery. Any corpus line implying you can burn diesel for watts is wrong.

🪤 The tower's intake is a trap for oil you meant to keep [first-hand 2026-09-03, 5.5-era]. Robert's last depot oil, parked in a tank that sat on the Distillation Tower's line, was "gone in seconds" -- 🏆 the tower draws 20,000 L/h of oil, so a part-filled tank empties in seconds and a full 2,000 L tank in about six minutes, and the diesel, petrol and plastic it becomes cannot be reversed. Since Update 5.0 that oil is also the only feedstock for Stainless Steel (1 Iron + 10 L oil at a Fabricator with an Oil Tank cabled into the port under its panel -- doc 09 §2.1). 🎯 Isolate oil you intend to keep: park it on tanks behind an extender switched off, or unplug the tower's oil input first.

Whale oil on the power budget [community, six Steam threads 2026-06/07; quest asset mined 2026-09-05; doc 17 §11]. Once a grown human has authorized Project Jonah at Platform Omega (90, 6), the whale is an oil source that costs electricity instead of a 60 kW pump: charge it (~100 kWh internal battery; ~30 kWh per dive is enough), disconnect every cable, throw the switch, and a few minutes later it is back at its pen with ~9,000 L of oil (8,868 L on one full charge; ~9,000 on a half charge) to drain from the extraction point on its back -- repeatable. That is ~3.3 kWh per 1,000 L, against Black Vein's ~60 kW pump running for however long its unpublished rate takes; 9,000 L is 900 Stainless Steel, or 4,500 L diesel + 1,620 L petrol through a Distillation Tower. Practical: bring the charge in the boat bank or a few Medium Batteries, cable the whale from the dock, and keep the boat off its hull (collision damage). Doc 09 §2.5 for the fuel side, doc 12 §7.10.9 for the site.

8.6 🔴 The 72 kL/h routing conflict -- recorded, not averaged#

The three fluid extender wiki pages all state "a combined total routing capacity of 72 kL/h". The sibling reports disagree about what that number is attached to, and the corpus records the disagreement rather than picking:

Report Reading
water.md 🤝 It is a PER-PORT, per-substance limit, not a cable or extender limit. Player testing pushed a single cable to >=1.72 million L/h (and 2.3 million in a 16-tank parallel rig); two pumps paralleled onto one port delivered exactly 72,000 L/h total, which is the port cap biting
fuel.md / gas.md It is a per-EXTENDER combined budget, divided across the connected hoses -- "if you use a 4 way connector then it split the flow into all connected hoses". Fuel additionally dates it: pre-Update-3 the cap sat on ports (stacking reached 139-142 kL/h) and Update 3 moved the limit onto the pipes

🧮 Both may be describing the same history from opposite ends -- a port-side cap before Update 03 and a pipe-side cap after -- but nothing published settles it, and averaging them would produce a number that is true nowhere. ⚠️ The electrical analogue matters here: if electricity is accounted per port the way water appears to be, the lane limit is somewhere above 65 kW (§4.3), which no build reaches. Registered as an open conflict (§15).


9. Facility power#

9.1 The yellow switchboard#

📗 Each dead structure has one yellow switchboard. Cable a source into it and the building's own systems wake: lighting, doors, elevators, terminals. You must do this in every new location -- there is no site-to-site grid, and powering one building does not power its neighbour. ✅ The dev troubleshooting doc adds the elevator-specific reset: "At the circuit breaker for the location, unplug the power and switch off, reconnect the power and switch on", plus the sizing advice "Your power setup is not providing enough power for the lift to operate. Generate more power or use the medium battery as storage/buffer" -- ✅ the developer's own endorsement of the buffer strategy.

Two viable supply strategies, both used by the community:

Strategy How Trade-off
Repair the site's own gear Many facilities carry solar panels and turbines on roofs and balconies, in disrepair. Repair, then cable to the switchboard Free and permanent, but you must find and fix them
Bring your own Anchor at the mooring, build generation there, run cable up the exterior wall to a wall socket or the switchboard Works anywhere; costs a long cable run and Extenders

Vertical runs are the hard part: reaching lower floors means running cable down a ladder or elevator shaft with an Extender at each floor, because a single segment spans only 20 m.

9.2 SPOILER: early-game routing The Lazarus Complex#

The first facility you power is the Lazarus Complex, and it is where the mechanic is taught. Community-established route (📗 Steam, 2025-11):

  • The main hall's control room has stairs on the left; climb them, cross, and step onto a balcony where solar panels and wind turbines need repair -- that is the site's own generation.
  • The switchboard that lights the core is on the roof, at a small building set back from two tall ones -- yellow switchboard on the left side of the refining station.
  • Reaching the pod chamber below requires a cable run down the shaft beside the elevator with a junction at each level, or a second run from the extra solar and wind on the side platform.
  • ✅ [datamined] The complex's power installation is a real, named game entity -- PECO_ID_Lazarus_Power = "Lazarus Power", with its own roof camera literally named "Power". 🎯 A later mine pass identified it concretely: it is the ROOF BREAKER ROOM (power input plus main switch) -- a switchroom, not a battery vault (§6.4).

The doctrine that works ([first-hand], and it generalises to any large facility):

  1. Generation on the roof. Repair what is there, then add your own. Robert's buildout reached a ~169 kW peak roof array [first-hand 2026-08-29, beta-era].
  2. One equalize bank at the top, with its own socket set to INPUT (§5.3) -- otherwise the bank sits at the network's mean absolute charge and never fills. Robert runs 15 Medium Batteries = 90 kWh there.
  3. Cable down-run per floor, an Extender every 20 m, ideally one at every direction change (§4.7).
  4. Make the complex boat-independent. The boat should be a guest on the facility grid, not its power station -- you will want to sail away, and a facility that browns out when you leave is not restored.
  5. Do not expect a native battery. The 2025-11 community complaint that the Lazarus building "lacks a central battery system" stands, and §6.4 retires the corpus's own counter-evidence. Every kWh at that site is one you brought.

📌 Rack-hall wiring, first-hand: the hall has four doors at 90 degrees, and its two main walls each carry 2 electric + 2 water pass-through ports. Those are four independent 1:1 conduits, not a doubled trunk (§4.5) -- plan two separate electric runs through that wall, not one fat one.

9.3 Night-idle discipline#

✅ [first-hand 2026-08-29, beta-era] With pumps and purifiers switched off, Robert's restored complex idles at -224 W -- a net drain of about a fifth of a kilowatt against a 90 kWh bank, i.e. roughly 17 days of standby. That is the number that makes the doctrine obvious:

🎯 Switch off the water chain when you leave. A pump plus a purifier is 18 kW; the same site idles at ~0.2 kW. The overnight difference between "everything on" and "essentials only" is roughly two orders of magnitude, and it is the difference between arriving to a charged bank and arriving to a dead one. The Grid Scan's green/red switch view (§6.3) is how you audit it in ten seconds -- Robert's first scan caught 2 Typhoons and 4 LumiMax sitting OFF that he had not noticed.

9.4 Exodus and mega-facility scale -- dev-confirmed guidance#

✅ The single most useful architectural line the developer has ever published, from the pinned Support and Troubleshooting doc:

"The power grid setup at Exodus Station -- Exodus is so large that if players try to power the whole site from only one power generation location, when they visit the other areas, the power state can cause issues like Caretaker being stuck or floating. Exodus should have power generation and power storage in each area."

🎯 Ruling: at mega-facility scale, do NOT build one central grid. Build local generation AND local storage per area. This is ✅ official corroboration of the streaming effect: world-partition cells unload at range, and a grid that spans several cells does not survive it. PECO_ID_Exodus_Power exists as its own named installation [datamined], mirroring Lazarus.

9.5 Surviving reloads -- the checklist#

Because cable physics and level streaming are the two things most likely to silently break a working facility (§4.7):

  1. Keep every segment under ~19 m.
  2. Extender at every corner, never a cable stretched around geometry.
  3. Re-check connections after a facility streams in, especially after travelling away. 📗 "Check the connections after Lazarus has loaded in... it's VERY common for the cables/hoses to get desynced if away to another island."
  4. Stand still ~30 seconds after loading before acting.
  5. Run the Grid Scan to find the dead hop -- it is purpose-built for this, and it names the node.
  6. If a building reads unpowered with a setup you know is good, use the ✅ dev-listed reset: disconnect power, save, relaunch, reconnect.

9.6 Remote production sites -- sizing the Black Vein oil station [planning, 2026-09-03]#

Black Vein Station (49, -70; doc 12 §7.10.7) is the game's only renewable oil, and Robert's next build. Everything below is arithmetic over figures already in this document; the one number that is not known is the pump's own output (🔴 unpublished, bounty 23).

Load at the rig Draw Source
Oil Pump (fixed installation) ~60 kW 👥 community; no resource data in the mine (§0.4)
Distillation Tower 60 kW ✅ §7.1; 20,000 L/h oil -> 10,000 diesel + 3,600 petrol + 100 kg/h plastic 🏆
Both together ~120 kW 🧮

The batch-station model. 🧮 A 120 kWh bank (twenty Medium Batteries) runs both for about an hour, or the two sequenced for about two -- pump first into the oil tanks, then the tower -- which is why a bank sized in kilowatt-hours matters more at a remote site than nameplate generation does. The arithmetic that sets the rhythm:

  • Refilling the boat (~8,000 L of diesel capacity, §10.1) needs 16,000 L of oil at the post-U5 ratio (§8.5) = eight Oil Tanks = 48 minutes of tower time.
  • Storage is the bottleneck, not power. At 10,000 L/h the tower fills a 2,000 L Diesel Tank every 12 minutes -- and ✅ any full output tank stalls the tower, petrol included (§8.2; fuel.md §4.5): the 360 L of petrol per oil tank quietly fills a 2,000 L Petrol Tank every ~5.5 tanks of oil.
  • The boat's own bank is ~40 minutes of pump (48 kWh including the hull, §10.1): bring generation.
  • LumiMax, not Typhoon, as the daily driver here (§2.4): at a remote site a turbine that decays between visits is a repair on every arrival.
  • Equalize is one bus (§5.2): a rig bank on equalize with the boat converges on the mean absolute charge -- top the rig bank up from the boat in Output mode, or set the bank's socket to Input.

Gotchas already on record, restated because they all bite at once here: the open-pipe rule (a loose cable end leaks, an empty socket does not -- chain the tanks first, power the pump last; fuel.md §4.5); tower ports migrating on area reload (check both outputs on every arrival; fuel.md §4.6); petrol attracts Mosquitos (site the petrol tanks and any generator away from the dock and the elevator; doc 06 §7.11); and the single 📗 claim that a remote refinery "stops production beyond 1 km away" (fuel.md §4.6) -- untested, and the thing that decides whether the rig is a batch station you attend or a producer you visit (bounty 24).

Carbon fibre is a bio-petrol economy. 🏆 The CO2 Reactor Tank converts 60,000 L/h CO2 + 60 kW -> 300 kg/h carbon fibre (12,000 L buffer; §7.1), i.e. 200 L of CO2 per kg. 🧮 A Large Electric Generator makes that CO2 from petrol at 🏆 66,000 L/h per 6,000 L/h (or 📗 60,000 per 6,000 on the wiki figures, C-3): ~18-20 L of petrol per kg of carbon fibre, and one Large generator saturates one reactor. Upstream, the Portable Petrol Refinery's 2 L of petrol per organic unit (📗 wiki; fuel.md §3.1) makes that ~9-10 organics per kg -- and the rig's 360 L of petrol per Oil Tank is only ~18-20 kg of fibre. 🧮 INFERRED end to end: every link is documented separately; the chain has not been run.

Built first-hand 2026-09-04, 5.5-era -- the batch station as it stands. Storage: 26 Medium Batteries = 156 kWh hung from a ceiling inside the rig, plus one at the site interface (the facility power input -- the dev-endorsed buffer). Generation: 10 LumiMax + 6 Typhoons = ~90 kW cycle-average (100 kW solar peak, ~30 kW ordinary wind, up to ~108 kW in storms next door to the Storm Zone), so pump + tower (~120 kW) run on sun and wind by day and the bank carries both for ~1.3 h or the ~30 kW deficit for ~5 h; four Typhoons are to be swapped for LumiMax (the repair tax) with two kept as storm insurance. Production: six Oil Tanks (12,000 L) on the pump up on the platform, oil and electricity piped down the rig to the dock, where two Distillation Towers (120 kW, 40,000 L/h intake together) feed 3 diesel / 3 oil / 3 petrol buffer tanks -- the design goal is never go up to the platform, pull up and refuel, and the backpressure stall is the free full-stop (the towers run until the diesel buffers fill, ~36 min of one tower, then restart when the boat drains them). Plumb the boat as the sink: tower diesel out -> the boat's diesel socket on Input fills the ~8,000 L hull at 10,000 L/h (48 min), petrol out -> boat Petrol Tanks on Input; site tanks are overflow only. Never delete-rebuild a full tank to clear a stall -- dismantling loses the fluid (the battery precedent); an unconnected output dumps, so unplug the diesel port once the boat is full and petrol keeps flowing. First batch in one visit: 200 Stainless Steel (one 2,000 L Oil Tank + 200 iron through a Fabricator's oil port), the hull tank + 8 diesel barrels, 3 petrol tanks (6,000 L). Standing reads for the next visit: the pump's L/h (time one empty tank), the Bulk Battery's Wh, the barrels' capacity, the distillation ratio on 5.5, and the Large generator's 30-vs-33 kW tooltip.

The value of oil, corrected (Robert's argument, 2026-09-03). Per litre of oil the tower yields 0.5 L diesel, 0.18 L petrol and 0.05 kg plastic -- and the scarcity order is the reverse of the yield order: Stainless Steel (oil is its only feedstock, 10 L each) > petrol (the only derivative that runs generators, makes CO2 -> carbon fibre, and fuels the Skimmer, the Gyro and flame weapons; 5.6 L of oil per litre; the hard one to replace from bio at 2 L per organic against the Diesel Refinery's 4) > diesel (one use, the boat; cheap from bio) > plastic. Petrol-first arithmetic: the tower's petrol is a fixed 3,600 L/h, i.e. one 2,000 L Petrol Tank per 33 min per ~11,100 L of oil; a 2,000 L Petrol Tank through a Large generator buys 20,000-22,000 L of CO2 = 100-110 kg of carbon fibre plus 10-11 kWh; the co-product diesel (2.78x the petrol) is surplus beyond the boat and the buffers, and dumping it is legitimate once storage is full. Petrol aboard is Mosquito bait (doc 06 §7.11): keep the petrol buffers on the far side of the dock from the mooring.

Solar sizing rule for this game's 20/6-minute day. 🧮 A LumiMax averages ~7.7 kW nameplate over a full cycle (10 kW x 20/26), ~6 kW at an 80% realistic factor: ~10 LumiMax carry the pump (60 kW) around the clock, ~20 carry pump + tower, and the 6-minute night at 120 kW is only 12 kWh -- a 120-156 kWh bank's real job is the batch (and your absence), not night ride-through. Cast-shadow losses on LumiMax are UNVERIFIED (cloud cover is not; the cab has a readout); space panels so they do not shade each other at low sun.

🔴 Bounty 26: a standing draw of -230 W read at Power Management 45-60 should be ~175-195 W -- encumbrance at 100% carry (the HUD showed the weight icon), or the PM-not-applying bug (§16 #7). Read idle draw unencumbered with lights off.

9.7 Eden Cradle -- two grids and one inlet console [community 2026-05/06 + first-hand 2026-09-02, 5.5-era]#

The far-east vault (167, 34) is the one facility in the corpus that is not the single-switchboard case of §9.1. Robert's cable from the top building lost power about three-quarters of the way down the elevator shaft, and a run to the bottom found no inlet -- because the top building powers the upper floors and the elevator only, while the tunnels below are a separate grid with their own inlet console deep inside (👥 two Steam threads: "Eden cradle power", 2026-06; "eden cradle POWER problem", 2026-05). The route to the console (from the elevator platform at the bottom: behind and to the right, then right, then left; two similar control rooms -- take the one with the slope down) and the standard fix (cable down the staircases beside the elevator, not the shaft, an extender every 20 m; or local generation and Medium Batteries at the bottom; or the boat as a plug-in battery) are in doc 12 §7.10.8. Load: ~2.5 kW standing plus the elevator's transient. 🎯 The generalisation: a vertically stacked facility may carry more than one switchboard -- when a cable run finds no inlet where the power stops, look for the grid's own console before adding cable.


10. Reference builds#

10.1 The boat as a power platform#

✅ CONFIRMED (wiki Boat, last edited 2026-08-09 -- among the most current pages the corpus rests on):

Property Value
Built-in battery 1x standard Medium Battery, 6.0 kWh
Electricity outlets 14 -- ✅ all one bus
Diesel outlets 5
CO2 outlet 1 (the diesel engine's exhaust; rate unpublished)
Integrated diesel tank 2,000 L
Engines Diesel and Electric, both present, both switchable at the bridge
Cylinders per engine up to 5, in three obtainable grades (Standard / Booster / Super Booster) plus a dormant Eco grade at T30
Dashboard readouts battery charge, electrical use per hour, fuel use per hour, each with a positive/negative intensity indicator

All 14 electricity ports are one bus -- anything plugged into any outlet shares the same pool. That makes the boat the de-facto grid hub of the early and mid game: deck solar and wind feed it, the built-in battery buffers it, and you charge yourself and your tools from any outlet. ✅ Part of that outlet count is dated: Update 01 shipped "Power and diesel sockets added to the upper deck".

✅ Speed is bought with charge as well as fuel: "Adding more boosters, and boosters of higher grade will increase the fuel and electrical consumption as a cost for increased speed." An over-boosted electric engine will fight your base modules for the same pool -- the dashboard's negative-intensity indicator is the warning that you are net-draining (§7.3).

📌 First-hand corroboration of the HUD (docs/ref/shadow-install.md §7): the installed build's GameUserSettings.ini carries bInterfaceBoatCompass, bInterfaceBoatAnctor [sic] and bInterfaceBoatSpeedometer -- a dedicated boat HUD with an anchor widget, consistent with anchoring being a routine storm-and-charge action.

Robert's boat, as measured [first-hand 2026-08-29, beta-era] -- a worked example of §6.3's law:

Layer Contents
Scanned (built) 7x Medium Battery = 42.0 kWh · 3x Diesel Tank = 6,003 L · 4x Hull Stabilizer On (🏆 8 kW each = 32 kW standing) · Diesel Refinery · Recycler · Fabricator · Drone Pad · extenders · the Grid Scan node
Off-books (hull) 6 kWh battery + 2,000 L diesel
True totals 48 kWh and ~8,003 L
⚠️ Audit flags Turbines and panels found red / OFF and contributing nothing. ⚠️ The count differs between the connected-pool scan (2 Typhoons + 4 LumiMax) and the boat-only scan (2 Typhoons + 2 LumiMax); unreconciled -- most likely two scans taken at different moments across two clusters

🎯 Boat power doctrine: LumiMax on the deck as the daily driver, a Typhoon or two for storms, and as many Medium Batteries as you can afford -- because the bank is what converts intermittent generation into range (§7.3: 6 kWh ~ 3.5 km of hard running). Then audit with the Grid Scan, because a switched-off generator looks identical to a working one from the deck.

10.2 The Exodus launch-depot reference build#

🏆 [first-hand 2026-09-01, beta-era] Robert's definitive layout, recorded as a corpus reference build. It is the first end-to-end depot in this corpus that closes every loop from seawater and biomatter to a fuelled rocket.

The four chains, as built:

Chain Layout
Water 4x salt-water pump -> 1 purifier -> 4 fresh-water tanks
Diesel 2x oil (pumped/stored) -> Distillation Tower -> 4 diesel tanks. The pad doubles as the site's diesel refuelling station
Power + propellant bio -> 3x Portable Petrol Refinery -> 4 petrol tanks -> 3x Large Petrol Electric Generator -> 6x CO2 tanks -> Sabatier (+ fresh water) -> 2x CH4 + 2x O2 tanks -> lines up the ramp to the rocket
Electric spine pad -> helipad -> boat, a vertical run of 100 ft or more

Why it is shaped that way:

  • Two O2 tanks and two CH4 tanks at the pad is the minimum that works: 12,000 L of oxygen per launch against 9,000 L per tank (§8.3).
  • Six CO2 tanks is the buffer that lets the generators run while the Sabatier catches up. At 🏆 6,000 L each that is 36,000 L of CO2 banked.
  • Three Large generators substantially over-supply one Sabatier's CO2 appetite (§8.3) -- which is the point: they exist to make electricity for the 60 kWh launch bill and the site's own load, and the CO2 is a byproduct being harvested rather than vented.
  • The electric spine runs pad -> helipad -> boat so the depot can draw on the boat's bank during a launch surge without depending on it for baseline.

Economics, as observed:

Finding Detail
✅ Generators are demand-driven Petrol burn came in far below a full-tilt estimate. Do not budget 6,000 L/h per Large generator unless it is genuinely at full load (§2.5)
✅ The CO2 bank holds a dozen-plus launches Revised upward from an initial 3-4 estimate once the Sabatier self-relief behaviour was understood (§8.2)
🧮 Per-launch fuel cost: ~1,000-1,500 L petrol / ~500-750 bio ⚠️ INFERRED estimate, and explicitly superseded downward by the demand-driven observation. Carry it as an upper bound, not a figure
✅ Parts -> Recycler -> materials is roughly 1:1 Useful at a pad, where salvage from repairs feeds straight back into construction
✅ Site repairs needed on arrival Sabatier + methane and O2 tanks + 4 water pumps

⚠️ Two flags carried from the build, one now closed:

  1. ~~Sabatier water type undocumented (fresh suspected)~~ -> ✅ CLOSED: the mine names the input FreshWater (§8.3). Note the pumps deliver salt, so a purifier stage between pumps and reactor is mandatory -- which is what the water chain above is for. (The site's first inspection listed no purifier, which is exactly the gap that would have stalled the reactor.)
  2. Confirm port types before plumbing. Sockets are typed per resource, not per family (DA_Socket_LiquidData_{Water,SaltWater,Petrol,Diesel,Oil}, DA_Socket_GasData_{Oxygen,Methane,CO2}) [datamined], so a "gas" cable still needs the right port at each end. ⚠️ And never mix two substances on one network -- the salt/fresh failure mode is explicitly reported for diesel/petrol too.

11. Skill-tier map for power (fresh-playthrough routing)#

Everything power-related is gated behind the Skills tree. The player level cap is 35, raised from 30 in Update 05 (✅ verbatim in the patch notes). Note that player level and skill tier are different axes: the tree tops out at Tier 25, and levels are what buy the skill points you spend inside those tiers. All rows below are ✅ [datamined] from skilltree-mined.json and agree with the wiki.

Tier Unlock SP Why it matters
2 Electric Cable + Electric Cable Extender 1 + 1 The prerequisite for everything. Take both -- the extender is what makes runs survive a reload
2 LumiLite (solar, 3 kW) 1 Your first buildable generator, same tier as the cable. Three times the panel the corpus used to think it was
2 Basic Electric Engine Cylinder 0 Free; electric propulsion from the start
3 Whisper (wind, 2.5 kW) 1 Night-capable and genuinely useful -- the "1 Wh" scare is retired
3 Small Battery (500 Wh) 1 🪤 Discharge-only, NOT a buffer. Skip unless you need to carry charge somewhere
3 Consumable Battery (25 Wh) 1 Field top-up; net-negative to craft
4 Recycler · Fabricator · Diesel Refinery · Mooring Socket 1 / 2 / 2 / 1 Industry. Budget for the Recycler's running draw (§7.1)
5 Portable Electric Generator (10 kW) 2 First on-demand power; also your first CO2 source
5 Portable Petrol Refinery (2 kW) · ONi SparkCell (250 Wh) 2 / 1 Bio -> petrol, which is what generators burn
6 LumiMid (solar, 6 kW) · Electric Cylinder Booster · Lancer headlamp 2 / 2 / 2 First high-output renewable
7 Water Purifier (8 kW) + Water Cable/Extender 2 + 1 + 1 Tier 7 is the water tier -- take it as a block
8 Cyclone (wind, 5 kW) 2 Real wind output, day or night
8 Medium Battery (6 kWh) 2 🎯 The single most important power unlock in the game. The only rechargeable buildable store, the thing that makes your fleet register (§1.3), and the thing facilities have none of
11 Consumable Medium Battery · ONi VoltPlus (500 Wh) · Dehumidifier (4 kW) 1 / 2 / 2
12 Gas Cable + Extender · Portable Oxygen Extractor (10 kW) · Conservation Coil 1 / 1 / 2 / 2 The gas line opens
13 LumiMax (solar, 10 kW, gimbal-tracked) 3 Peak solar, zero upkeep. The daily driver (§2.4)
13 360 Standing Light (5 kW) · Electric Super Booster 2 / 3 🪤 Lights are expensive
14 Typhoon (wind, 10 kW, storm-rated) 3 Storm insurance, with a maintenance tax
14 Nebula headlamp (~10 kW) 3 🪤 40x your idle draw
15 Large Electric Generator (30 kW 📗 / 33 kW 🏆) 3 Industrial on-demand power
15 🎯 PECO Grid Scan 2000 2 Buy this. It is the only instrument that identifies rather than infers (§6.3)
15 Electric Wall Socket · ONi MegaCell (1,000 Wh) · Consumable Large Battery 1 / 3 / 1 Wall sockets finally reduce facility cable-spam
16 Sabatier Reactor (60 kW) · Fuel Wall Socket 4 / 1 The gas chain's centrepiece
17 Water Wall Socket 1
18 Gas Wall Socket · Eclipse headlamp (>10 kW) 1 / 4
20 Distillation Tower (60 kW) · Oil Tank 4 / 3
21 Soilforge Prime 2
22 CO2 Reactor Tank (60 kW) 4
30 (sentinel) Lightning Rod · Portable Battery · Lazarus Rack · Eco cylinders · portable barrels -- ❌ unlock_method: "Never" -- off the tier ladder (§2.6)
50 (sentinel) Data Cable + extender -- ❌ Unreachable and inert (§4.6)

Practical opening order for a fresh save:

Electric Cable + Extender (T2) -> LumiLite (T2), because a 1-point 3 kW panel on the boat deck is the cheapest permanent charge you will ever buy -> learn "Connect (Self)" charging -> repair the site's own solar and wind rather than building your own -> Whisper (T3) for a night-capable trickle -> skip Small Battery unless you specifically need to carry charge somewhere -> Medium Battery (T8) as soon as you can afford it, because a buffer is worth more than another generator when your gauges keep reading zero -> Grid Scan 2000 (T15) the moment your grid is big enough to have a mystery in it.


12. Failure modes and recovery#

Failure Symptom Cause Recovery
Generator reads 0 W Turbine, panel or generator running but showing nothing ✅ Not a fault -- storage full and no live load; gauges show load, not capability None needed. Add an unfull Medium Battery if you want the surplus captured (§1.3)
"Only one of my generators works" One source carries everything, the rest idle ✅ Same cause -- no unmet demand Create real demand. Extenders do aggregate (§4.2)
A big bank never fills on a healthy grid Bank sits at a fixed fraction forever 🎯 Equalize has converged -- it levels absolute Wh, and the bank is already at parity Set the bank's own socket to Input (§5.3)
Brownout Devices run slowly or misbehave; nothing hard-fails Demand > generation + storage discharge Add generation, add buffer, or unplug non-essentials. 🔴 No brownout formula is published anywhere -- no threshold, curve or priority function
Petrol generator stops mid-run Halts with fuel in the tank ✅ A connected CO2 line whose downstream tank is full, or simply no demand Consume the CO2 downstream, or disconnect the CO2 port to vent (§8.2)
A whole chain stops for no visible reason Generator dead, reactor dead, grid dropping 🧮 The backpressure cascade -- something far downstream (usually an oxygen tank) filled Leave a Sabatier oxygen port permanently open as a relief valve (§8.2)
Lazarus Rack says "No Power" Rack unpowered despite a good grid ✅ Dev-confirmed: it also says this when fresh water is missing Check the water line before touching the power (§8.4)
Building shows unpowered with a working setup Everything looks right, nothing runs ✅ Dev-listed known bug Disconnect power, save, close and relaunch, reconnect
Two cables on one port Erratic or dead connection ✅ Dev-listed known bug Remove one end with E, the other with left-click, Q to reel in, re-cable properly
Cables disconnected after travelling / reloading Visually connected, electrically dead 👥 Cable physics on reload, or level streaming Segments under ~19 m, extender at every corner, re-check after a facility streams in, Grid Scan to find the dead hop (§4.7)
Healthy grid mysteriously stops charging Everything on, nothing filling 📗 One low-condition battery can cap the whole bank Repair-check the bank (§3.4)
Battery charge vanished after dismantling Stored energy simply gone 🔴 Dismantling a battery deletes its charge Drain it into the grid first. Not recoverable
F does nothing on a socket Mode will not cycle ✅ You are hovering an output-only port (generator, canister, Small Battery) Route into a bidirectional node instead (§4.3)
Player battery hits 0 Vitality begins draining; death if it empties Over-extension away from a source Consumable battery (25/100/200 Wh), a backpack, or cable to any source via "Connect (Self)"
Dead facility No lights, doors, elevators Switchboard unpowered Cable a source into the yellow switchboard (§9.1)
Freshly repaired site turbine reads zero Zero output after repair 📗 Reported display bug; "resolves after restart" (2025-11) ⚠️ Launch-era; may be fixed by 0.8.0 -- ❓ UNVERIFIED. Check for §1.3 first
Storm Frequent world event; FPS drops during lightning Weather cycle Anchor, plug in, wait -- wind output spikes while you charge (§2.3)

🔴 No blackout or overload-destruction mechanic is documented. Nothing anywhere describes cables burning out, batteries damaged by over-current, or modules destroyed by a surge. The system degrades (brownout); it does not break. Treat "overload damages hardware" as not a mechanic unless proven otherwise. 🔴 There is also no user-assignable load priority -- no breaker, no priority list, no amperage setting. 👥 Live loads are served before storage charging; prioritisation in practice is deciding what you physically cable in.


13. Patch history of electricity#

Compiled from the complete Steam news feed (40 items back to the 2025-02-27 announcement, read as raw JSON so bbcode survived) plus every Channel37DevTeam patch-note thread.

13.1 🔴 The absence findings -- the most important part of this section#

A mechanical term sweep across every official patch note in the game's history (all 40 news items + all 15 dev threads, including every public-beta thread and the pinned support doc):

Term searched Hits in ALL official patch notes, ever
equalize / equalise 0
brownout / blackout 0
throughput 0
any numeric wattage (kW, MW, kWh, Wh, watt) 0
cable capacity / cable limit / cable max 0
power cap / power limit / power ceiling 0
input mode / output mode 0
switchboard 0
Typhoon / Lumi / solar / generator 0
Cyclone 0 as a turbine -- the single hit is "Reduced cyclone sound volume", the weather event
Whisper 0 as a turbine -- the single hit is "First Whisper Cave", a location

Therefore, on the record:

  1. 🎯 No patch note has ever changed cable throughput. The only cable quantity ever published in a patch note is the jetski mooring cable -- "increased its mooring cable length to 5 m".
  2. 🎯 No patch note has ever introduced or changed a power cap -- not per cable, per connector, or per grid.
  3. 🎯 No patch note has ever changed equalize behaviour, or used the word.
  4. 🎯 No generator has ever been renamed, retuned or rebalanced by output in a patch note. Whisper, Cyclone, Typhoon and the LUMI series have never once been named in an official note.
  5. 🎯 No numeric power value has ever been published by the developer (§0.2).
  6. 🔴 "Axis of Lint" is not a developer handle on this game's Steam community. The only official account is Channel37DevTeam, and its forum activity is confined to patch-note and beta threads.

💡 The power system has never been numerically balanced by a patch. In ten months and 25 builds the entire set of official power balance changes is: wind turbine durability loss reduced; wind turbines no longer work indoors; repair electricity cost scaling; recharge modules honouring module efficiency; drone charging station balancing; and one line about improved resource and power sharing. Everything else is bug fixes on cables -- by a wide margin the most-patched subsystem in the game.

13.2 The chronology -- every power-relevant line, verbatim#

Build / date Lines
0.5.0.581804 2025-11-10 "Improved electric pistol visuals and behavior." · "Fixed cable extender rotation not persisting after save & load." · "Increased mooring cable snap threshold."
0.5.0.581999 2025-11-14 "Connecting the cable to yourself now uses a short hold gesture to prevent accidental connections."
0.6.0.606448 U01 "Last Humans" 2025-12-16 The largest power-infrastructure update in the game's history: "Fixed consumable behavior, resource usage, and checks for batteries, injectors..." · "Fixed ... modules failing to connect or disconnect properly." · "Electricity-to-health conversion device" (the Charge Injector) · "Cable connector build highlight now shows red when placement is blocked." · "Visible pipes for permanent tanks and batteries." · "Engine switches relocated to the bridge." · 🎯 "Power and diesel sockets added to the upper deck." · WHAT'S NEXT: "Lightning rods"
0.6.1.606604 2026-01-12 "Fixed cables disconnecting when they should remain connected." · 🎯 "Fixed the power optimizer enhancer not working as intended."
0.6.5.607749 U02 2026-02-11 "Fixed the cable extender being displayed without localization." · 🎯 "Fixed Lightning Rod description showing its name instead of its description." · "Fixed ... dragging a cable on a boat while on a ladder..." · "Fixed physics chains occasionally exploding when grids unload and reload."
0.6.5.607807 2026-02-11 "increased its mooring cable length to 5 m" · 🪤 "Fixed modules sometimes run even when resource buffers are full." -- the origin of the backpressure halt (§8.2)
0.6.5.607921 2026-02-13 🎯 "Wait for the location to load before polling cable connections fully (should resolve most cable disconnection issues)."
0.7.0.608982 U03 2026-03-18 "Added the Dehumidifier module." · "Added CO2 storage module." · "Added a buildable Mooring Socket." · "Fixed various crashes ... related to cables, swarms, and module updates."
0.7.0.609056 2026-03-21 🎯 "Fixed cables becoming disconnected when areas were unloaded."
0.7.0.609096 2026-03-23 🎯 "Fixed an issue where cable directions were not always saved correctly." -- socket mode did not persist
0.7.0.609525 2026-04-02 "Cable socket crash fix."
0.7.2.609842 U3.5 "Shadow Drop" 2026-04-15 The largest behavioural power pass: 🎯 "Resource and power sharing behavior was improved across connected modules and systems." · 🎯 "Wind turbine durability loss was reduced." · 🎯 "Repair electricity costs now scale better with the amount of damage." · 🎯 "Fixed wind turbines working indoors..." · "Cable visuals and behavior were improved..." · "an Electrical Supplies Buoy to help early-game progression" · "New extender buttons were added." · "Fixed CO2 reactor processing when not powered." · "Fixed elevators sharing resources incorrectly." · "Updated data cable transfer color to yellow."
0.7.5.610707 U04 "Below Us" 2026-05-13 "Added a drone charging station module." · "Added hook cables..." · "Improved cable behavior and attachment mechanics." · 🎯 "Fixed recharge modules not correctly accounting for module efficiency." · "Fixed sleeping cables on boats drifting slightly after saving and loading."
0.8.0.612115 U05 "New Horizons" 2026-06-24 🎯 "Added Wall Sockets, allowing players to connect and distribute resources through modular socket connections." · "Fixed wall socket rotation and connection issues." · Announcement: "PECO Grid Scan 2000 helps players see connections and understand how systems are linked." · "Increased the player level cap from 30 to 35." · ⚠️ and, silently and with no note at all, the ~72% Distillation Tower diesel nerf (§8.5)
0.8.0.612211 U05 HF1 2026-06-26 🔴 Zero power/cable/battery/socket lines.
0.8.0.612251 U05 HF2 2026-06-29 -- the anchor 🔴 Zero power lines. A quest objective, a memory-related crash, and keybinding menu display in non-English languages

Per-module wiki History sections add four generator revisions, and note what is absent from every one of them: 🔴 not one is an electricity change. 0.7 moved Portable CO2 10,000 -> 20,000 L/h and Large CO2 25,000 -> 60,000 L/h; Sabatier CO2-in and methane-out 60,000 -> 72,000 L/h. ⚠️ All four are wiki-editor assertions with no dev source -- a second wiki editor publicly noted "I can't find documentation of the asserted 0.7 change" -- and 🏆 pass 2 now reads the Large generator's CO2 at 66,000 and the Sabatier's at 60,000, which is a live conflict with those very lines (§0.4). Across the entire documented history of the two petrol generators, their electrical output has never been touched.

13.3 🆕 Beyond the anchor: Update 5.5 "Deck Drop"#

Posted 2026-08-28, build 0.8.5.650920, opt-in beta code ZGUbq3g79gVn. Robert's beta install is buildid 24990438 on UE 5.8.1.

🎯 "Expanded storage: 11 new container modules, from portable storage to large Bulk Battery, Petrol and Diesel containers." "A major fix and balancing pass: addressing crashes, quests, crafting, rockets, cables, containers, locations and progression issues."

This is the first large battery in the game's history, answering a request open since 2025-12-18, and it is the likely activation of the dormant 18 kWh Large Battery (§3.2) -- as the ExtraLarge Petrol Tank appearing in the beta skill census is very likely the activation of the 🏆 10,000 L LargePetrol_Reserve already sitting in 0.8.0 data (§8.3). ❌ No per-item numbers are published; the developer states the full breakdown waits for the public-branch launch.

⚠️ Action for the corpus when 5.5 reaches the public branch: re-run §3 (storage), §2.6 (dormant content) and §8.3 (tanks); the Bulk Battery's capacity becomes a priority tooltip read; and re-anchor the whole document.


14. Component parts glossary (power-relevant)#

Confirmed to exist as craftable or lootable parts (📗 wiki Modules & Parts):

Part Used in / for
Battery Cell Battery modules (2x per Medium Battery)
Power Core Large Electric Generator (1x); high-tier power modules
Solar Cell LUMI-series solar panels
Magnetic Coil LumiMax; generator and electrical assemblies
Turbine Blade Wind turbines (2x per Typhoon)
Connector Ports Every module with an input or output. 🎯 The quantity in a recipe equals the number of sockets the finished module has -- Whisper 1, Cyclone 1, Typhoon 2, matching Robert's observed port counts exactly. Port count is a build property purchased at craft time. ⚠️ Port counts are not stored in the item assets, so the recipe is the only readable source [datamined pass 2]
Cooling Radiator Both electric generators
Compression Pump Both electric generators; Water Purifier
Logic Chip Medium Battery, Cyclone, Typhoon, LumiMid, LumiMax
Alloy Frame / Advanced Alloy Mesh Structural for nearly all modules
Filtering System Water Purifier and Water Tank -- the gating part for the water line
Conduit Wiring Electrical component (role ❓ UNVERIFIED)

Adjacent infrastructure that consumes or produces energy-chain resources: Diesel Refinery, Portable Petrol Refinery, Distillation Tower, Fabricator, Recycler, Water Purifier, Water Pump, Sabatier Reactor, CO2 Reactor Tank, Dehumidifier, Soilforge / Soilforge Prime, Recovery Grinder (U05), Hull Stabilizer Mk.I, Scan-50 Sonar + Deep Scan-500, PECO Grid Scan 2000.


15. Conflicts register#

Presented side by side. Never averaged.

# Question Positions Ruling
C-1 Solar output 📗 wiki 900 / 4,000 / 8,000 "Wh" · 📗 lore 500 / 2,000 / 6,000 · 🚫 aggregators 900 / 2,000 / 4,000 · ✅ tooltip + 🏆 mine 3,000 / 6,000 / 10,000 W ✅ SETTLED 2026-08-29: 3 / 6 / 10 kW. Tooltip and byte-exact mine agree; the same mined field is calibrated against three wind tooltips. Community 8 kW reads are sub-optimal conditions, not a conflict
C-2 Wind output 📗 wiki Capacity 0 / 1 / 2 kW · ✅ tooltip + 🏆 mine 2.5 / 5 / 10 kW ✅ SETTLED: the tooltip wins decisively. The wiki figures are a Capacity-buffer misread at a systematic 1/5 ratio (§2.2)
C-3 Large Electric Generator output 📗 wiki 30 kW / 60,000 L/h CO2 · 🏆 pass 2 33,000 W / 66,000 L/h (petrol 6,000 L/h calibrated on both) 🔴 OPEN. Register both; plan with 30 kW as the conservative figure. Tooltip read queued (§16)
C-4 Sabatier throughput 📗 wiki 72,000 CO2-in / 72,000 CH4-out / 72,000 O2-out · 🏆 pass 2 60,000 / 60,000 / 120,000 (60 kW calibrated) 🔴 OPEN. ⚠️ The wiki's figures come from unsourced "0.7 history" lines a second wiki editor could not corroborate. ✅ Both agree the water input is 5,000 L/h FRESH
C-5 Recycler running draw 📗 ~90 kW (single source, 2026-06) · 🏆 pass 2 200 W on / 100 W standby 🔴 OPEN, and the highest-value open item in the domain. 🧮 Best reconciliation: a small standing draw plus a large per-operation cost -- which the mine's own GUESS-downgrade logic independently suggests (§7.1)
C-6 Soilforge Prime draw 📗 wiki 1.2 -> 90 kW temperature dial, 200 W idle · 🏆 pass 2 100 W on / 100 W standby 🔴 OPEN. Same shape as C-5
C-7 Socket default mode ✅ dev reply equalise · 👥 community + first-hand equalise · ❓ TheGamer "usually default to output" ✅ TheGamer is wrong. Equalise is the default
C-8 Equalize semantics ❓ "even split" (TheGamer) · 📗 "same percentage" (community) · 👥 absolute Wh per unit on discriminating evidence + [first-hand] ✅ SETTLED: absolute Wh. Percentage is refuted -- equal-capacity examples cannot distinguish the models and must not be cited (§5.2)
C-9 Boat dashboard scope 📗 wiki "not including built Batteries" · 📗 Xanman64 "only ever shows 6 kWh" · ✅ [first-hand] counts equalize-pooled storage, hull included ✅ First-hand wins; connection mode decides. The "two dashboard lies" belief is a popular community error (§6.2)
C-10 Per-port throughput ceiling (~5 kW) ❓ hypothesis from the wind ladder · ✅ 30 kW out one port, 60 kW into one port, 61-65 kW through one extender ✅ REFUTED. Any electrical lane limit is >=65 kW. Per-port accounting may still exist (§4.3)
C-11 Typhoon's two ports ❓ "you must cable both for full output" · 👥 one cable = full 10 kW; both = 5+5 to two circuits ✅ SETTLED: a 50/50 circuit splitter (§4.4). Two independent testers plus Robert's own test
C-12 Extenders combining inputs 📗 four players "only one source at a time" · ✅ two of them retracted after creating demand ✅ RESOLVED: extenders DO aggregate. The symptom is demand-driven generation (§4.2)
C-13 72,000 L/h routing cap water.md: a per-PORT, per-substance limit (cables tested to >=1.72 ML/h) · fuel.md/gas.md: a per-EXTENDER combined budget, moved onto the pipes by Update 03 🔴 OPEN, recorded, not averaged (§8.6)
C-14 Cable bandwidth 👥 1 MW, five independent players, four months, never contradicted · ❌ never dev-stated · ✅ a Bandwidth tooltip field provably exists 👥 Carry 1 MW as consensus, labelled. The practical ruling is "effectively unlimited". Tooltip read is the top bounty (§16)
C-15 Lightning Rod ✅ skill unlock_method: "Never" · ✅ U01 announced it, U02 fixed its description bug · ❓ community "bonus energy when struck" · 📗 corpus doc 06 says it is cut content 🔴 OPEN on availability. ✅ Its own description says it protects, not generates -- the bonus-energy claim is unsupported (§2.6)
C-16 "Small Petrol Generator" / "Diesel Generator" ❓ corpus once called them fabrications · ✅ both are pre-0.7.5 wiki redirects -- to the Portable Petrol Refinery and the Diesel Refinery respectively ✅ RESOLVED. The aggregators mislabelled a refinery as a generator, which is why their numbers looked incompatible
C-17 ONi SparkCell capacity 📗 dedicated wiki page 250 Wh (stated twice) · 📗 wiki Backpacks roster 200 Wh 📗 Prefer 250 Wh. A live internal wiki inconsistency; settle by tooltip
C-18 Battery maximum discharge rate 📗 single hedged source: "I think the output limit of a battery is somewhere around 100 kwH (I thiiink)" ❓ UNVERIFIED, wrong unit, hedged by its own author. Recorded only because it is the sole claim about a per-battery discharge ceiling -- and because its author names the one activity that would test it: refuelling the rocket
C-19 Boat 6,003 L reading doc 19: hull 2,000 + 2 built tanks · [first-hand beta] Grid Scan: 3 built tanks, hull excluded ⚠️ SUSPECT, unresolved (§6.3)
C-20 Throttle economy optimum 📗 measured dataset: 50% = 136 L/km vs 100% = 281 L/km · 👥 community thread (134 upvotes) "You should be sailing at 80% throttle!" 🧮 Both survive if the curve's knee sits between 80 and 100%, which the data shows. Not averaged (§8.5)
C-21 Dehumidifier "4 Wh" 📗 wiki template renders {{Electricity\|4}} as "4 Wh" · 👥 panel read 4 kW · 🏆 pass 2 4,000 W ✅ RESOLVED: 4 kW. A systematic wiki template defect, not a value error (§1.2)
C-22 Aggregator power data 🚫 last-caretaker.com / thelastcaretakergame.org 🚫 STRUCK -- fabricated provenance, broken calculator code, stale datasets, devices that do not exist (§0.2)
C-23 Lazarus native storage 📗 2025-11 community: the complex "lacks a central battery system" · [first-hand 2026-08-28] a 122 kWh pool with ~62 unaccounted · [first-hand 2026-08-29, beta] Grid Scan finds no native bank ✅ RETIRED as an instrument artifact; the 2025-11 complaint stands (§6.4)

16. Gaps and bounties#

16.1 Closed since v1.0.1#

✅ Solar ladder (C-1) · ✅ wind ladder and Whisper's "1 Wh" (C-2) · ✅ equalize semantics (C-8) · ✅ socket default (C-7) · ✅ port classing and the ~5 kW ceiling (C-10) · ✅ Typhoon's second port (C-11) · ✅ extender aggregation (C-12) · ✅ Wall Socket tier, recipe and behaviour · ✅ Electric Cable Extender tier, recipe and port count (v1.0.1 gap 7) · ✅ consumable battery Wh values and craft costs · ✅ Large Battery capacity (18 kWh) · ✅ CO2 Tank capacity (6,000 L) and CO2 Reactor Tank rates · ✅ Diesel Refinery power draw · ✅ Sabatier water type (FRESH) · ✅ Hull Stabilizer draw · ✅ the "Diesel Generator" gap (v1.0.1 gap 4) · ✅ the Lazarus 62 kWh mystery (C-23) · ✅ boat dashboard scope (C-9) · ✅ PECO Grid Scan tier · ✅ engine-cylinder electrical draw for the two lower grades (v1.0.1 gap 6, partial).

16.2 Live bounties, in value order#

# ❓ Unknown 🧪 The read or test that settles it
1 🎯 The actual per-cable Bandwidth number Hover an Electric Cable in inventory and read the Bandwidth: line. The game renders it on every cable. A ten-second read that settles the #1 question in this domain and confirms or kills the community's 1 MW. Do fuel, water and gas cables at the same time
2 🎯 Large Electric Generator: 30 kW or 33 kW? (C-3) Hover it and read Production: / the conversion line. Also read the CO2 figure -- 60,000 or 66,000
3 🎯 Recycler active draw: 90 kW or 200 W? (C-5) Hover it while it is running, or watch the boat dashboard with nothing else on. Do the Fabricator, Food Processor, Soilforge and Recovery Grinder in the same pass, and note whether any per-hour throughput shows at all
4 🎯 Sabatier: 60,000 or 72,000? (C-4) Hover it and read Inputs: / Outputs:. Confirm the oxygen figure too (72,000 vs 120,000) and whether the salt-to-fresh row is exposed as a port
5 Soilforge Prime: does the temperature dial move the draw? (C-6) Hover at minimum and maximum temperature and compare Consumption:
6 Lazarus Rack: stasis vs actively growing Hover a rack holding a seed, then one actively growing. 2.5 kW both times = the 10 kW reports are wrong; 2.5 then 10 = both were right and only stasis was ever documented. Four racks makes this a 10 kW vs 40 kW planning question -- and the mine cannot answer it (the figures live in Kismet)
7 Does the Power Management enhancer actually apply? Read your idle draw before and after investing points. Published progression is 250 W -> 125 W; three players report being stuck near 260 W. Check before sinking 100 enhancer points
8 🆕 Bulk Battery capacity (5.5 beta) Hover it. If it reads 18 kWh the dormant asset shipped unchanged. Also check the new Petrol/Diesel containers against the mined 10,000 L LargePetrol_Reserve
9 The wind-farm allocation artifact (§2.8) The three discriminators: slam ~8 kW of load and see if the dead turbine wakes; disconnect the healthy one and see if the weak one snaps to full; check whether the weak one is directly downwind and stays weak under demand
10 Equalize transfer RATE Fully charge the boat, place an empty Medium Battery, link on equalize, kill all boat generation (night, or disconnect deck solar) and time convergence to the halfway point. Rate = delta-kWh / time. Nothing published gives this
11 What TransferSpeed displays, and in what units A live UI label in ST_Modules that no source has ever quoted. Find the module screen that prints it
12 _Small socket variants DA_Socket_ElectricData_Small exists alongside the standard class. Identify which modules carry small sockets and compare transfer rate. The likeliest home of a real per-port tier
13 Lightning Rod: is it in the world? (C-15) Check the skill tree for an entry; if absent, watch for a quest grant or a repairable pre-placed structure at storm-exposed sites
14 Confirm the Typhoon one-port full-rate result first-hand 👥 The community says yes (one cable = 10 kW). Cable one port into an empty Medium Battery with real demand, note the rate, then add the second port to the same battery. Unchanged = fan-out; halved per port = the splitter model at work
15 Sabatier port types before plumbing (§10.2) Confirm which ports accept fresh vs salt, and how the four O2 outlets are laid out physically
16 CO2 Reactor Tank + Recovery Grinder + Heal/Backup/PECO Terminal draws Hover each. The mine gives the first two; the station modules are still pure gap
17 Hull Stabilizer Torque / Damping units 1,000,000 and 10,000 are mined but unlabelled. Whether the tooltip surfaces them at all is unknown
18 Does a saturated cable really glow white? The only visual throughput cue anyone has described. Even at 60 kW you are at 6% of 1 MW, so a negative result is as informative as a positive one
19 Electric Engine Cylinder Super Booster draw, and whether Eco cylinders are reachable Fit 5, run 100% throttle, read the dashboard's electrical use per hour. The Eco grade is mined at T30 Never and has no wiki page
20 Whether the 60 kW modules brown out on one line Run a Distillation Tower from a bank that can supply it, then bisect the supply. Observe whether it slows proportionally or hard-stops -- the only way to learn the brownout function
21 Wall-socket pairing range in metres Universally described as "not great" (📗 4-5 m); never measured. Place a pair and walk them apart until the white link line drops
22 Whether mode survives an extender hop Set Input at a device behind two extenders and verify with the Grid Scan whether direction holds at each hop
23 🆕 The Black Vein Oil Pump's output (L/h) Isolate the pump into one empty 2,000 L Oil Tank and time it to full. The circulated 3,600 L/h is the tower's petrol output, not the pump's (fuel.md §6 conflict 10). Sets the whole rhythm of §9.6
24 🆕 Does a remote site keep producing while you are away? A single 📗 claim says a refinery stops beyond ~1 km. Fill a tank chain at Black Vein, sail 2+ km, return after a known interval and read the tanks. Decides batch station vs producer (§9.6)
25 🆕 The Black Vein pump's random stops The wiki records the pump stopping with storage not full; 👥 power-cycle / reconnect restarts it. Log the state (tank fills, bank level) at each stop to find the trigger

16.3 🔴 Provably unpublished -- absence as a finding#

Each of these was actively searched for and is not merely missing from a sample:

  • 🔴 No brownout formula. No threshold, curve or priority function is published anywhere. The behaviour is described only qualitatively.
  • 🔴 No user-assignable load priority. No breaker, no priority list, no amperage setting.
  • 🔴 No power loss over distance. Distance costs reliability, not watts.
  • 🔴 No overload or destruction mechanic. The system degrades; it does not break.
  • 🔴 No wind-speed-to-output curve. No function or table maps m/s to kW for any turbine, despite output demonstrably scaling with wind.
  • 🔴 No storm energy numbers beyond the single 18 kW observation, no storm duration, no Storm Zone specifics.
  • 🔴 The wiki has no Power, Power Grid, Solar Panel, Wind Turbine, Large Battery, Lightning Rod, Wall Socket, CO2 Tank or backpack pages. Electricity is a stub that redirects to Electric Cable. Version history is an empty navbox. Distributor is a human profession, not a power module.
  • 🔴 The three connection modes are entirely undocumented by the developer -- the single largest gap between what the game requires you to understand and what it tells you, and the place this corpus adds the most value.
  • 🔴 Reddit carries no numeric power discourse for this game; the numbers live on the Steam forums. (The one exception found is the Typhoon two-port thread, §4.4.)
  • 🔴 No press outlet has published a single power number. TheGamer's "Complete Guide To Power" was swept in full: zero digits adjacent to any power unit.
  • 🔴 Port counts are not stored in the item assets at all -- the crafting recipe's Connector Ports quantity is the only readable source [datamined pass 2].

17. Sources#

Ground truth -- first-hand (outranks everything below)#

  • In-game tooltips read from Robert's screen: Whisper 2.5 kW · Cyclone 5.0 kW ("Wind turbine generator - Tier 2", Uncommon, one port) · Typhoon 10.0 kW ("Tier 3", Rare, two ports at 90 and 180 degrees) · LumiMax 10.0 kW ("Electric generator - Tier 3", Rare, gimbal + butterfly configuration).
  • PECO Grid Scan 2000 readings [beta-era]: complex-only 92.0/92.0 kWh at -224 W with Salt 24/24 L and Fresh 8,005/8,005 L · boat-connected pool 134.0/134.1 kWh at +9.0 kW · boat-only 42.0/42.0 kWh and Diesel 6,003/6,002 L with a full node census.
  • MOSES Rocket System panel [beta-era]: Sparrow-Class Single-Stage Reusable; O2 12,000 L + CH4 3,000 L + Electricity 60 kWh per launch; 4 Lazarus pod berths; the 7-step launch checklist.
  • Exodus launch-depot build and observations [beta-era], §10.2; Sabatier port census and self-relief, §8.2; wind-farm allocation artifact, §2.8; Eclipse headlamp kills night crawlers, §7.2.
  • The Eden Cradle shaft run and the Black Vein clear [5.5-era, 2026-09-02/03 -- the live public build, Shadow buildid 25056839], §9.7 and §9.6; the Distillation Tower eating the depot's oil, §8.5.
  • Boat dashboard pooling (2026-08-26/27): 24.0/24.0 kWh on hull + 3 Medium Batteries; 6,003/6,002 L on hull + built diesel tanks.
  • Lazarus rack hall: four doors at 90 degrees; 2 electric + 2 water pass-throughs per main wall.
  • C:/last-caretaker/docs/ref/shadow-install.md -- build 0.8.0.612251, buildid 23962331, UE 5.7.4, GameUserSettings.ini boat/HUD signals and the metric toggle.

Mined game data (read-only, local)#

  • 🏆 data/datamine/parsed/modules-mined.json + tools/modules_parse.py -- datamine pass 2, 2026-09-01: 98 module assets, 89 numeric fields across 42, 27/31 anchors byte-exact, zero unsolved payloads. Method, confidence grading and blockers at §0.4; full write-up in data/datamine/REPORT.md "Pass 2".
  • Datamine pass 1.5 (commit 78a054f, 2026-08-29) -- the fixed-offset float reads that first settled the solar and wind ladders and the Large Battery.
  • data/datamine/parsed/display-names.json -- 51 string tables. Load-bearing here: ST_DescriptionTemplates (CableDescriptionTemplate with the Bandwidth field; ModuleGenericDescriptionTemplateMixed2; the ModuleType* Tier strings), ST_Modules_Generator, ST_Modules_Storage, ST_Modules_Utility (grid_Scan_Name / grid_Scan_desc, the four wall sockets, Module_Boat_Stabilizer), ST_Cables, ST_Equipment (backpacks, headlamps), ST_Rocket, ST_Modules (TransferSpeed, BlockedOutput, NoPower), ST_Keybinds (ChangeMode), ST_Settings.
  • data/datamine/parsed/skilltree-mined.json -- all 200 skills with required_tier, skill_point_cost, unlock_method; the tier-30/49/50 sentinels.
  • data/datamine/parsed/asset-census.json · raw/pakchunk0-file-index.txt.gz (33,416 paths) -- the cable, socket and switch inventories; the extenders' bare VoyageItem class; DA_Module_WirelessResourceTransmitter.

Sibling flow-research reports (the detail layer for §4, §5 and §8)#

  • docs/ref/flow-research/electricity.md v1.0.0 -- the primary source for this document.
  • docs/ref/flow-research/transfer-layer.md v1.0.0 -- cables, sockets, extenders, modes, the 20 m rule, wall sockets, hook/data/mooring cables.
  • docs/ref/flow-research/water.md v1.0.0 · fuel.md v1.0.0 · gas.md v1.0.0 -- the cross-line couplings summarised in §8.
  • docs/ref/lazarus-power-research.md v1.0.0 -- ⚠️ historical. Its hypotheses (a) and (b) are superseded by §6.4; its documentary findings are folded in above.

Official / version anchor#

  • Channel37DevTeam patch-note threads for U01 through U05 + hotfixes, and the Update 5.5 "Deck Drop" public-beta thread (2026-08-28).
  • ✅ Support and Troubleshooting (pinned, living document) -- the only dev-authored writing on power behaviour: the two known bugs, the elevator breaker reset, the buffer endorsement, the "No Power" also means no water line, and the Exodus generation-and-storage-per-area guidance.
  • ✅ Developer reply, Fuel / energy storage (alexm286, 2025-10-29) -- the three socket modes, equalise as default, Input fills to maximum.
  • Steam news API GetNewsForApp (40 items, complete back to 2025-02-27), read raw so bbcode survived.

Canonical wiki -- thelastcaretaker.wiki.gg#

Retrieved as raw wikitext. Electric Cable · Electric Cable Extender · Cables · Electricity (stub) · Mechanics · Enhancers · Boat · LumiLite · LumiMid · LumiMax · LUMI-SERIES · Whisper · Cyclone · Typhoon · Portable Electric Generator · Large Electric Generator · Portable Petrol Refinery · Diesel Refinery · Distillation Tower · Sabatier Reactor · Water Purifier · Water Pump · Portable Oxygen Generator · Medium Battery · Small Battery · Consumable Battery x3 · Charge Injector · Lazarus Rack · Fabricator · Recycler · Food Processor · Dehumidifier · Soilforge / Soilforge Prime · the four engine-cylinder pages · Skills · Storage · Unavailable Content · Modules & Parts · Special:AllPages. Templates decisive for §1.2: Template:Infobox module, Template:Electricity.

Confirmed 404s (absence is a finding): Power · Power Grid · Solar Panel · Wind Turbine · Large Battery · Lightning Rod · Wall Socket · CO2 Tank · ONi SparkCell / VoltPlus / MegaCell.

Steam community (app 1783560) -- labelled as consensus, with thread and date#

Cable issues (1 MW; 24 kW from three panels; extender input-combining) · Weird Power Line Behavior (1 MW; wall receptacles pass-through; cable physics) · Trying to understand the power. (gauge = load; the Whisper readout) · Power distribution in this game is a mess. · Cable extender only pulls power from one source (the retractions) · No Output on Wisper and Lumimid (the definitive splitter explanation) · Electrical BUG (1 MW x3; Crescens's instrumented Lazarus Rack analysis) · Exodus station entrance elevator power issue (white-glow saturation cue; battery discharge ceiling) · Random Tips (the 24 h storm/night measurement series and the durability figure) · Pass-through sockets (the U05 wall-socket thread) · Powering/Charging yourself... (Field Medic, 400 W encumbered idle, Equalize-is-default) · Star Child power problems (forcing Input) · How to transfer power throughout Lazarus? · Lazarus Power (extender-to-extender unreliability) · Fuel / energy storage (the dev reply) · So we have the medium battery... (the Large Battery request) · Supplying power (the ask that became Wall Sockets) · Cyclone wind turbines producing no power? (the 10 kW Typhoon tooltip quote) · Lightning Storms are FPS Death · Storm Zone Area ?.

Steam guides: New player tips and a more detailed explanation of basic mechanics -- the best community power writing that exists, and the only clear published explanation of equalize semantics. Range of the vessel (Caldason, 2026-02-08) -- the range dataset, plus the reader comment reporting the U05 nerf.

Reddit: r/TheLastCaretaker thread 1pkjofo ("Why two ports on the Typhoons?") -- the Typhoon splitter finding, turbine durability and repair burden, and 1 MW corroboration. old.reddit.com fetches where reddit.com does not.

Steam, 2026-05/06 (read 2026-09-02/03): eden cradle POWER problem · Eden cradle power (the two-grid layout and the inlet-console route, §9.7) · the Black Vein threads cited in fuel.md §8.3 (pump draw, open-line leaks, elevator cable runs, §9.6).

Press and third-party -- 🚫 conflict evidence and warning only#

  • TheGamer, Complete Guide To Power (2025-11-09) -- zero numbers in the entire page; wrong on the socket default (C-7). Valuable only as the sole press description of the modes.
  • 🚫 last-caretaker.com and thelastcaretakergame.org -- STRUCK (§0.2, C-22). Recorded for traceability, never as sources.

Modding (independent value reads)#

  • Nexus Longer Cables -- "the default is 20 m": a third independent confirmation of the segment span.
  • Nexus mods that "unlock the new large battery, 3x capacity and more ports" -- independent confirmation that the Large Battery exists in files but is not unlockable in vanilla.

End of document.

11

Progression, Missions & Objectives

Version anchorEarly Access 0.8.0.612251 = Update 05: New Horizons Hotfix 2, released 2026-06-29 (CONFIRMED from the pinned Steam patch-notes thread). Update 05 shipped 2026-06-24 on Steam as build 0.8.0.612115 (official-site announcement dated 2026-06-25); Hotfix 1 = 0.8.0.612211, 2026-06-26. 0.8.0.612251 is still the current build as of 2026-08-24 -- no Update 06 and no further hotfix has shipped in the ~8 weeks since. Steam buildid 23962331, downloaded to the ShadowPC 2026-08-24 08:43 local. All values below are tagged to the patch they belong to; anything from launch (2025-11-06) or Updates 01-04 is labelled as such.
17 claims checked10 corrections17 unverifiedverifier verdict

The doc is now reliable on its version anchor and on essentially every hard number a fresh player would act on -- seed timer (120 min), seed census (85 = 5 + 20x4), growth costs (10 kWh / 10,000 L), Lazarus Rack draws, all ten Enhancers with per-level values and caps, the full Tier 1-25 skill list, the 43-quest ordering, all committee rosters, and every quoted map coordinate verified against the live wiki, with spot-checked quest rewards (Ascension 1000/50, The Isolation 250/10) matching exactly. The one substantive factual defect was the location count (98 -> 149) plus a fabricated item name ("Scan-50 Sonar"), both fixed; remaining soft spots are honestly fenced and cluster entirely in the Update 05 endgame (quests 36-43, Project Eden internals), which the wiki has not documented yet.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

The Last Caretaker has a linear main quest chain (43 named quests documented as of Update 05) laid over an open, boat-navigated ocean map of 149 catalogued locations, and two orthogonal advancement currencies -- Skill points (unlock craftable recipes, gated by a Skill Tier that equals your character level) and Enhancer points (permanent stat upgrades on the Caretaker chassis). Progress is not gated by story flags for most of the world: almost everything is physically reachable, and what actually gates you is fuel range, dive depth, carry weight, power, and knowing where things are -- the Navigation Beacon relays are the map-reveal mechanic, not a lock. The spine of the game is the human-seed loop: find a Human Seed, beat a 2-hour real-time expiry timer getting it to the Lazarus Complex, grow it into a human by feeding a Lazarus Rack food and memories, then escort the grown human to Exodus Station and launch it to orbit. Update 05 bolted a second, later progression path on top of that loop (Committees → Project Eden), which is where the current Early Access content ends. Failure states are thin: there is no quest-fail, no permadeath beyond "vitality hits zero, reload your save" -- the only hard, irreversible loss in the game is a Human Seed timing out.


1. Version timeline (what belongs to which patch)#

Patch Name Date Build Progression-relevant content added
EA launch -- 2025-11-06 UNVERIFIED (the pinned Steam troubleshooting thread carries 0.7.2.609842, which conflicts with Update 03's 0.7.0.609383 -- the launch-day build string is not reliably recoverable) Core main chain: From Darkness, Light → Ascension; Sanctuary Dock 37 tutorial; Lazarus Complex; Seed Vault Prometheus; Exodus Station; rocket launch
Update 01 Last Humans 2025-12-16 0.6.x Three questlines: "Secret of Habitat Nodes" (= Mother), One Before Me, "Secret of Warehouse" (= The Warehouse); new surface + underwater locations; drivable forklift; night-vision; basketball minigame; chromatic horn
Update 02 Ocean: The Final Frontier 2026-02-11 0.6.x Jet ski, weather/storms + lightning rods, fishing + salvage, boat customization
Update 03 Curiosity Wakes 2026-03-18 (Steam "is Live"; official-site post 03-19) 0.7.0.609383 Orbital contact, new enemies, companions (reported)
Update 3.5 Shadow Drop 2026-04-15 0.7.x Unscheduled fixes + additional content
Update 04 Below Us 2026-05-13 0.7.x Expanded world, new tools + locations (underwater emphasis)
Update 05 New Horizons 2026-06-24 (Steam; official-site post 06-25) 0.8.0.612115 Project Eden; Samples; Committee Awaken; whale questline ("Project Jonah"); Research Outpost Theta-9; cave paintings/HoloMemories; level cap 30 → 35; TideRipper™ Hand Jets, Rhino Dismantler, Recovery Grinder, PECO Grid Scan 2000, Gyro Deck Boat Extension, Rocket Payload fabrication; Stainless Steel; wall sockets; movable storage; music cartridges + portable player; ES/IT localization; HDR
Update 05 HF1 Hotfix 1 2026-06-26 0.8.0.612211 Seed-tree loading fix; physics-object anomalies; rocket-mission reward freeze fix; handheld-device settings
Update 05 HF2 Hotfix 2 2026-06-29 0.8.0.612251 Fixed Seats of Care committee-formation objective failing to complete; memory/stability fix; non-English keybinding menu fix. This is the current build.

Channel37 committed to at least 12 months in Early Access from 2025-11-06, so a 1.0 is not expected before ~November 2026. Reception context: "Very Positive" on Steam, 85% of 7,404 English reviews as of June 2026; Best Finnish Game 2025.

Stale-guide warning. Five majors have shipped. Any guide, video or wiki page written before 2026-06-25 predates Project Eden, the level-35 cap and the Update 05 tool set. Treat launch-era beginner guides (Nov-Dec 2025) as directionally right on the opening hours and unreliable on anything numeric past the first few hours.


2. The progression skeleton, stage by stage#

This is the spine as it stands at 0.8.0.612251. Times are community-reported and vary enormously (see §9).

Stage Where What actually gates you Main-chain quests Typical exit condition
0. Wake-up Sanctuary Dock 37 basement (map 11, 8) Nothing -- pure tutorial From Darkness, Light Power restored in the starting room
1. Dock tutorial Sanctuary Dock 37, whole facility Understanding cables/outlets/switches; one scripted enemy encounter Where Waters Wait, Light the Way Home Upper-deck power on
2. Boat commissioning Dock 37 hangar Diesel, engine cylinder, repairs Vessel of Tomorrow Dock doors open, you sail out
3. First loop economy Boat + Dock 37 Skill level 2-4: Dismantle Tool, Recycler, Fabricator, LumiLite solar Rags to Riches, First Light You can make materials on demand
4. First voyage Navigation Beacon 49 (33, 6), east of Dock 37 Fuel range; relay repair parts Voyage into the Unknown, Signals from Silence Beacon 49 relay online → Lazarus Complex revealed
5. Lazarus Lazarus Complex (69, -2) Getting in; restoring power Lazarus, Come Forth, Awakening the Hall, Guiding Light Hall of Humanity accessible, complex relay online
6. Rack prep Hall of Humanity Repair parts, power, fresh water plumbing From Ashes, We Rise One Lazarus Rack repaired and powered
7. Vault hunt Norfolk Grave (submerged) → Seed Vault Prometheus (82, -65) Dive depth (Pressure enhancer); PECO terminal data Echoes in the Grave, Voyage to the Cradle Vault authorization + location
8. First seed run Prometheus → Lazarus Complex The 2-hour seed timer; transport logistics Seeds of the Future Seed in a Lazarus Pod in a powered Rack
9. First human Hall of Humanity Food + Memories stock; 10 kWh + 10,000 L The Next Step of Evolution Human fully grown
10. First launch Exodus Station (125, 48) Methane, oxygen, power, Rocket Payload Module Time to Let Go Soon, Earth is the Cradle of Humanity, but we can not stay, Ascension Rocket launches -- launch-era "end of the story"
11. Reward + council Drop Pod → Lazarus Complex Waiting for your orbital humans to reach age Gift from Above, The Council of Humanity Committees unlocked
12. Committee economy Lazarus Complex + repeat seed runs Growing specific professions to fill 10 committees × 4 seats Seats of Care, True Choices line Committees staffed and active
13. Project Eden Eden site (rises from the sea) Committee output + Samples + water/power/soil/seeds Project Eden, Eden Cradle, Omega Nursery etc. Current Early Access content end (Update 05)
Side tracks (anytime) Whole map Approach-triggered One Before Me, The Warehouse, Mother, The Isolation → Quarantine Stacks → The Codes of Stone → Signal Chain, beacon quests, whale/"Project Jonah" line Each ends in a permanent unlock (see §5.4)

Two structural facts that matter more than the quest list:

  1. The world is not story-locked. Only a handful of doors are quest-conditioned (the Council of Humanity chamber is the clearest documented example -- it stays locked with the condition "No Orbital Representative Assigned" until your launched humans are old enough). Most of the 149 catalogued locations are reachable the moment you have the fuel and the dive depth.
  2. Navigation Beacons are a map-reveal system, not gates. Repairing a beacon relay reveals Points of Interest. Beyond the Horizon (Beacon 32) and Relight the Way (Beacon 15) trigger on approach and each follow the identical three-task template (Charge relay → Repair Communications Array → Activate relay) for +200 XP / +10 Enhancer Points. Beacon 32 specifically reveals Exodus Station. The Last Listener Station (115, 11) is the big one: activating its navigation array reveals 16 of the 20 Seed Reserves.

3. The objective / mission system#

3.1 How tasks are issued#

Trigger type Mechanism Examples
Chained Completing quest A initiates quest B (stated in each quest's "Initiated" field) The whole main spine
Sub-objective chained Completing the first objective of a quest starts another Awakening the Hall fires on the first objective of Lazarus, Come Forth
Proximity / "Upon approach" Sailing near a location auto-starts the quest Beyond the Horizon, Relight the Way, One Before Me (Sanctuary Dock 12), The Warehouse (Central Warehouse Alpha), Mother (Habitat Node 02-23), The Isolation (Unlisted Tower)
New game Fires at world start From Darkness, Light

3.2 How tasks are tracked#

  • Quest HUD: first-hand from the installed build's settings keys -- bInterfaceHudQuests, bInterfaceHudLocators, bInterfaceWorldMarkers are all individually toggleable, i.e. there is an on-screen quest tracker, an objective locator, and world markers, and each can be turned off.
  • Objectives are literal task lists. Each quest is 1-5 discrete tasks; some tasks are explicitly flagged (optional) in-game -- Where Waters Wait marks "use the Heal Station" and "use the Save Station" optional, and Vessel of Tomorrow marks four of its five boat-prep tasks optional (only "open the dock doors and sail out" is mandatory).
  • Glow sticks are the physical tutorial breadcrumb. In the opening facility the main path is marked by glow sticks on the floor, flagging jump gaps, vents and route branches. Community advice (TheGamer, launch-era): do not pick them up, they double as retrace markers.
  • PECO Terminals are the in-world data/computer interface: they hold retrievable data (the Seed Vault data in Echoes in the Grave comes off one) and a "Space" section that logs every rocket launch and the humans you sent.
  • In-game patch notes are readable from the main menu as of Update 05 -- useful for confirming your own build's content without leaving the game.

3.3 Failure states#

Situation Consequence Recoverable?
Vitality reaches 0 Game over; forced reload from a previous save Yes -- reload
Internal Battery reaches 0 Vitality starts draining -- this is the usual road to death Yes -- recharge from any electricity source via Electric Cable
Human Seed timer expires (2 h real time outside a powered, watered Rack) Seed is permanently unusable. Seeds are finite (85 in the world) No -- this is the game's only genuinely irreversible loss
Rack loses power or fresh water mid-growth The seed's countdown resumes; if it runs out the seed expires Yes if you restore inputs in time
Quest objectives No documented fail state -- quests do not expire or fail n/a
Stuck in terrain Not a fail state but a known bug class Yes -- see §8.5 (-ea launch option → "Relocate character")

Saving. Manual saves are made at Backup Stations (the opening facility contains one, introduced as an optional tutorial task). Autosave exists and is configurable: the installed build's GameUserSettings.ini carries AutoSaveInterval=10 (units presumed minutes -- UNVERIFIED). Saves land in %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\ with Steam Autocloud.


4. The full quest list (Update 05, 43 quests)#

Wiki-documented XP and Enhancer Point rewards. -- = the wiki page does not exist yet (red link) as of 2026-08-24. Quests 24 onward carry story content; read §4.3 only if you want it.

4.1 Main chain, spoiler-light (quests 1-23)#

# Quest Initiated by XP Enh. pts Key tasks Unlocks / next
1 From Darkness, Light New game 50 0 Connect the battery to the Outlet; activate the main power switch → 2
2 Where Waters Wait 1 50 0 Reach the docking hangar; (opt) Heal Station; (opt) Backup/Save Station → 3
3 Light the Way Home 2 100 10 Activate the dock power → 4
4 Vessel of Tomorrow 3 100 10 (opt) power the boat, refuel with Diesel, repair the Diesel Engine, reconnect the Basic Electric Engine Cylinder; open the dock doors and sail out → 5 and 6
5 Rags to Riches 4 25 0 Recycler: extract Iron, Plastic, Fabric → 7
6 Voyage into the Unknown 4 100 10 Sail to Navigation Beacon 49 (33, 6) → 8
7 First Light 5 50 0 Unlock LumiLite Solar Panel in Skills; fabricate it; finish fabrication (teaches the Skills→Fabricator loop)
8 Signals from Silence 6 200 10 Restore power at Beacon 49; Relay Control Room; charge relay; repair Comms Array; activate relay → 9
9 Lazarus, Come Forth 8 250 20 Find a way into the Lazarus Complex; enter the Hall of Humanity → 10 (on first objective), → 11 + 12
10 Awakening the Hall first objective of 9 100 10 Restore power to the Lazarus Complex --
11 From Ashes, We Rise 9 200 20 Repair a Lazarus Rack; power it → 13 + 14
12 Guiding Light 9 200 10 Charge / repair / activate the Lazarus Complex Navigational Relay --
13 Seeds of the Future 11 400 30 Locate a Seed Vault; gain access; reach the Seed Chamber; put a seed in a Lazarus Pod; carry the pod to the Hall of Humanity → 18
14 Echoes in the Grave 11 300 20 Sail to Norfolk Grave; find the hidden chamber; PECO Terminal → Seed Vault data → 17
15 Beyond the Horizon approach Beacon 32 200 10 Charge / repair / activate relay reveals Exodus Station
16 Relight the Way approach Beacon 15 200 10 Charge / repair / activate relay map reveals
17 Voyage to the Cradle 14 200 10 Sail to Seed Vault Prometheus (82, -65) authorization granted
18 The Next Step of Evolution 13 400 30 Initialize growth with fresh water / Memories / Food; wait out the growth cycle → 19
19 Time to Let Go Soon 18 500 30 Transport the human to Exodus Station (125, 48); place into the docking socket; escort to the Rocket Platform → 20
20 Earth is the Cradle of Humanity, but we can not stay 19 500 30 Place the human in the rocket; connect + activate electrics; fill tanks with Methane; supply Oxygen → 21
21 Ascension 20 1000 50 Enter Launch Control; initiate rocket launch → 22 + 24
22 Gift from Above 21 200 20 Sail to the Drop Pod; claim the reward Farming Bed unlocked in Skills; → 23
23 The Council of Humanity 22 250 5 Enter the Council of Humanity chamber (door locked until an Orbital Representative is auto-assigned -- your first humans must be old enough) Unlocks Committees

4.2 Approach-triggered side chain (spoiler-light)#

# Quest Trigger XP Enh. pts Unlock
28 The Isolation approach Unlisted Tower 250 10 CS-17 Courier Skimmer unlocked in Skills; → Quarantine Stacks
33 Quarantine Stacks The Isolation 250 10 → The Codes of Stone
34 The Codes of Stone Quarantine Stacks 500 20 → Signal Chain
35 Signal Chain The Codes of Stone 1000 25 Deep Scan-500 Add-On. Task: restore four 833X-class power triodes to the Receiver Spine (search the surrounding towers, scan them so they can be fabricated, then restore the system)

4.3 Story-heavy quests — SPOILERS#

SPOILER The quests below reveal why you are awake, who Anna and "Mother" are, what happens after the first launch, and the shape of the Update 05 endgame. Skip to §5 to stay clean.

# Quest Trigger XP Enh. pts Notes
24 The Last Listener Ascension 400 30 Sail to The Last Listener Station (115, 11), a "Moses facility shrouded in mystery" that is calling to you; climb the control tower; restore + activate the Relay. This is the quest that reveals 16 of 20 Seed Reserves.
25 One Before Me approach Sanctuary Dock 12 1000 25 "Another caretaker should have awoken here, but only you did." Power the dock, find the dormant Caretaker in the charging bays. Unlocks Night Sight. (Update 01)
26 The Warehouse approach Central Warehouse Alpha (66, 22) 1000 25 A logistics warehouse "far larger than anything needed for a single outpost". Secret is in the upper-left office: a grab handle on the wall locker, visible straight in from the door. Unlocks Brass Telescope (skill tier 25). (Update 01)
27 Mother approach Habitat Node 02-23 1000 25 Search Habitat Nodes 02-23, 08-16, 05-14.5, then marked coordinates, then 38-98 -- "what Mother left behind, to learn about Anna's past and your shared purpose." Unlocks Abyss Glow. (Update 01)
29 Friendly by Design -- -- -- No wiki page
30 Salvage Gyro - Lost Blueprints -- -- -- No wiki page; relates to the Salvage Gyro (skill tier 17), required to access most Service Towers
31 A Machine That Still Flies -- -- -- No wiki page
32 Eden Cradle -- -- -- Location at (167, 34), eastern map, not revealed by any Navigation Beacon. Contains Human Seeds and a heavy enemy roster (Sweetheart, Roller Boi, Laser Bob, Angel, three cocoon colours)
36 Project Eden -- -- -- The Update 05 progression path (see §7)
37 Seats of Care -- -- -- Committee formation quest -- the one Hotfix 2 (0.8.0.612251) repaired
38 True Choices -- -- -- No wiki page
39 True Choices - Grow the Perfect Human -- -- -- Implies a targeted-profession optimisation objective
40 Round This, Quiet Secrets -- -- -- No wiki page
41 A Loyal Sphere -- -- -- No wiki page
42 Accepting the Rules -- -- -- No wiki page
43 Omega Nursery -- -- -- Last quest in the wiki's ordering -- the current EA content terminus

5. The unlock economy#

Four separate currencies/keys. They are easy to confuse.

5.1 Level → Skill Tier (recipes)#

  • XP sources: completing quests, picking up new item types into inventory for the first time, and fighting enemies. That second one matters -- looting breadth levels you, not just quest completion.
  • Level cap: 35 (Update 05; it was 30 before 2026-06-25).
  • Each level grants access to "the corresponding tier of Skills" -- i.e. Skill Tier N unlocks at character level N -- plus Enhancer Points.
  • Within a tier you spend Skill points to unlock individual recipes; recipes have individual costs (e.g. the Lazarus Pod is a tier-12 unlock costing 3). You will routinely have tiers unlocked whose contents you cannot yet afford or use -- community consensus is that this is normal and expected.
  • Skills cannot currently be reset (launch-era community reporting; still the consensus). Spend deliberately.
  • Press Tab regularly to check for unspent points -- the single most repeated beginner tip.

5.2 The full Skill Tier table (wiki nav, current as of Update 05)#

Tier Unlocks
1 Repair Tool, Torch
2 Basic Electric Engine Cylinder, Dismantle Tool, Electric Cable, Electric Cable Extender, Fuel Cable, Fuel Cable Extender, LumiLite
3 Consumable Battery, Diesel Engine Cylinder, DuraPack, Electric Pistol, Glowstick, Small Battery, Whisper, Replica Scanner
4 Basic Standing Light, Charge Injector, Diesel Refinery, Fabricator, Mooring Socket, Recycler, Small Diesel Container
5 Bolt Pistol, DONK Pallet, DONK-Lift 3200 (forklift), ONi SparkCell, Portable Electric Generator, Small Petrol Container, Portable Petrol Refinery, Wall Step
6 Diesel Engine Cylinder Booster, Echo Horn, Electric Engine Cylinder Booster, Lancer, LumiMid, StorTite
7 Flamer Pistol, ONi FuelLite, Small Fresh Water Container, Water Cable, Water Cable Extender, Water Purifier
8 Cyclone, Diesel Tank, Efficiency Matrix, Field Binoculars, Medium Battery, Pistol Shard, Shock Grenade
9 Advanced Standing Light, Breacher Barrel, Flame Grenade, Laser Sight, Night Sight, Suppressor Barrel, Voltage Minimizer
10 Flamethrower, Food Processor, High-Fat, Nutri-Core, ONi PetroFlow, Petrol Tank, Red Dot Sight, Soilforge, TideRipper™ Hand Jet (U05)
11 Bolt Rifle, Consumable Medium Battery, FortiHold, Mind Surge, ONi VoltPlus, Physique Fuel, Water Tank
12 Conservation Coil, Depth Glow, Gas Cable, Gas Cable Extender, Grenade, Small Oxygen Container, Portable Oxygen Generator — plus the Lazarus Pod (tier 12, cost 3, per its own wiki page; it is absent from the wiki's tier-12 nav list because it is quest-granted, not browsable)
13 360 Standing Light, CS-17 Courier Skimmer, Diesel Engine Cylinder Super Booster, Electric Engine Cylinder Super Booster, LumiMax, Muscle Fortification, Petrol Engine Cylinder, Resource Optimizer -- ⚠ CORRECTION 2026-09-01 [datamined]: the CS-17 Courier Skimmer and the Petrol Engine Cylinder are tier 9 (3 SP / 1 SP); this wiki-era row is kept for the record, doc 22 §2.8 is canonical
14 Bone-Fortify, Electric Rifle, Endura-Growth, Nebula, Stabilizer Barrel, Typhoon
15 Consumable Large Battery, Electric wall socket (U05), Immune Boost, Large Electric Generator, Neuro-Boost, ONi MegaCell, PECO Grid Scan 2000 (U05), Rifle Trace
16 Double Standing Light, Fuel wall socket (U05), Methane Tank, ONi PetroMax, Optical Sight, Oxygen Tank, Sabatier Reactor
17 Bolt Sniper, Extender Barrel, Large Flame Grenade, Large Shock Grenade, Mitochondrial Surge, Pulse Timing Regulator, Salvage Gyro, Water wall socket (U05)
18 Eclipse, Flash Array, Gas wall socket (U05), Hyper-Evolution, Nanite Infusion, Petrol Engine Cylinder Booster, Rifle Tri
19 Large Grenade, Sniper Rod, Ultimate Genesis
20 Abyss Glow, Distillation Tower, Oil Tank
21 Entanglement Lens, Quantum Duplicator, Rhino Dismantler (U05), Soilforge Prime
22 Petrol Engine Cylinder Super Booster
23 Deep Scan-500 Add-On
24 Elysium Bed Atmos
25 Brass Telescope

Tiers 26-35 are not documented on the wiki (the nav template stops at 25) even though the cap is 35 -- see Gaps. The Methane Tank / Oxygen Tank / Sabatier Reactor cluster at tier 16 is the practical gate on repeatable rocket launches: methane and oxygen are the rocket propellant/oxidiser.

5.3 Enhancer points (permanent chassis upgrades)#

Earned from levelling and from quests (the main chain alone hands out 30-50 at a time in the late main quests). Up to 100 levels can be invested in each Enhancer.

Enhancer Per level Cap / effect at 100
Vitality +1 vitality 200 total vitality
Haul Mastery +1 kg carry 200 kg total (base inventory is 100 kg)
Improved Hydraulics +1% lifting capacity, −1% power consumed +100% lift capacity/efficiency
Engineering −0.5% build/craft time and power −50% craft time + power
Pressure +1 m max dive depth 110 m total dive capacity
Scrapper −0.5% dismantle time + power −50%
Battery +20 Wh 2,500 Wh total (base 500 Wh)
Power Management −0.5% base power draw 250 W → 125 W (25 pts = 219 W, 50 = 187 W, 75 = 156 W)
Field Medic +2.5% electricity/health transfer speed ~200 kW / 10 HP/s → ~700 kW / ~45 HP/s (wiki flags this as needing verification)
Shock Absorber −0.5% fall damage −50%

Ten enhancers × 100 levels = 1,000 Enhancer points to fully max everything -- far more than a single playthrough grants, so this is a real specialisation choice.

5.4 Quest-gated unlocks (things you can only get by doing content)#

Unlock Source quest Why you want it
Farming Bed (Skills) Gift from Above (post-first-launch) Food production for growing humans
Night Sight (Skills) One Before Me Night operations
Abyss Glow (Skills, tier 20) Mother Deep/underwater light
Brass Telescope (Skills, tier 25) The Warehouse Long-range spotting
CS-17 Courier Skimmer (Skills, tier 9 / 3 SP [datamined 2026-08-25 -- the wiki's tier 13 is retired]) The Isolation [wiki; unconfirmed -- the skill is mission-gated in practice (purchase refused "until another mission", first-hand 2026-08-28) but which quest releases it is open] Fast personal watercraft (the "jet ski" of Update 02)
Deep Scan-500 Add-On (Skills, tier 23) Signal Chain Deep scanning -- plausibly the tool for the 4 hidden Seed Reserves, but that link is INFERRED, not sourced
Committees The Council of Humanity The whole Update 05 late-game economy

5.5 Map / area gating#

  • Navigation Beacon relays reveal Points of Interest. Beacon 49 is revealed to you by the Voyage into the Unknown quest, and itself reveals others. Beacon 32 reveals Exodus Station.
  • The Last Listener Station navigation array reveals 16 of 20 Seed Reserves (the 16/4 split is confirmed on the wiki's Human Seed page). The other 4 are hidden and outside beacon range. No wiki or official source names a "Scan-50 Sonar" -- that item does not appear in the skill tree or any location page and should be treated as non-existent; the real deep-scanning unlocks are the Deep Scan-500 Add-On (tier 23, from Signal Chain) and the PECO Grid Scan 2000 (tier 15, U05). Which of these -- if either -- actually finds the hidden four is UNVERIFIED.
  • Eden Cradle (167, 34) is revealed by no beacon at all -- you must reach it another way.
  • Salvage Gyro gating: the wiki names five locations as Salvage-Gyro-required, all of them SGS--prefixed (SGS-E-81-6660, SGS-NE-114-1510, SGS-NE-115-4600, SGS-NW-150-6850, SGS-S-150-6300). Whether the remaining Service Towers also need it is UNVERIFIED.
  • Caves (8) are all hidden, with entrances at depths from 60 m to 196 m -- and your Pressure enhancer caps at 110 m. Deep caves therefore need equipment beyond raw dive depth (UNVERIFIED which; likely the Salvage Gyro or a diving vehicle).

Location census (149 total): Caves 8 · Graves 8 · Habitat Nodes 11 · Helios Reserves 4 · Navigation Beacons 3 · NDNS Nodes 15 · Quarantine Stacks 4 · Refuel Outposts 3 · Sanctuary Docks 2 · Seed Reserves 20 · Seed Vaults 2 · Service Towers 8 · Silos 2 · Single Locations 59 (stations, complexes and other one-off points -- this is by far the largest bucket and the one an "N locations" figure is easiest to get wrong on).


6. The human-seed loop (the actual game)#

Not a spoiler -- this is the store-page premise. Late-game consequences are fenced.

6.1 Seed supply (finite, world-wide)#

Source Seeds each Count Subtotal
Seed Vault Prometheus (82, -65) 5 1 5
Seed Reserves 4 20 80
Total obtainable 85

Of the 20 Seed Reserves, 16 are revealed by The Last Listener Station and 4 are hidden (sonar or luck). Eden Cradle also contains seeds.

6.2 The timer -- the one thing that can permanently cost you#

Rule Value
Countdown once a seed is removed from a vault pod 2 hours = 120 minutes real time (displayed at the bottom of the seed cube)
Stopping the countdown Place in a Lazarus Pod, mount the pod in a Lazarus Rack supplied with power and fresh water
Resetting the countdown Return the seed to any Seed Vault pod -- only works if it has not yet been put in a Lazarus Pod
Route trick (community) "Time-reset" at intermediate Seed Reserves en route to the Lazarus Complex to buy more transit time
Expiry Seed becomes permanently unusable
Carrying Seeds cannot be picked up into inventory. Transport by hand-carry, forklift, boat, etc.
Post-growth Once growth completes there is no time limit on moving the Lazarus Pod

Seeds are otherwise indestructible, but the wiki warns explicitly: do not put one in a Recycler and do not throw one at a Sentinel Mine.

6.3 The Lazarus Rack#

Property Value
Location Hall of Humanity, Lazarus Complex (69, -2)
Inputs Electricity, Fresh Water, a Lazarus Pod containing a Human Seed, Food, Memories
Idle power draw 500 W empty / 2.5 kW with a seed mounted
Idle water draw 0 L/h empty / 100 L/h with a seed mounted
Power per growth 10.0 kWh
Water per growth 10,000 L
Growth time scaling starts at 1 min per item; becomes 2 min per item at 8 items; +10 s per item beyond 8
Byproduct 1 Bio Waste per item consumed, ejected from the rear chute
Interface Attached screen -- lets you track a desired profession and add Food/Memories from inventory
Loss of power or water Countdown resumes; seed can expire mid-growth

Minimum viable human: weight ≥ 20 kg, height ≥ 30 cm, life expectancy ≥ 10 years.

6.4 Growth outcomes (Food + Memories → profession)#

  • Food and Memories fed into the rack determine the human's traits, which determine the profession.
  • There are 40 possible growth predictions across physical and mental traits.
  • The final profession is randomly selected from all valid matches, weighted toward higher-tier matches -- so over-feeding creates collateral outcomes, not better ones.
  • Attribute decay: any attribute above 200 raw suffers a decay penalty on further additions. Do not overshoot.
  • The prediction shows on the Lazarus Pod display as the last line under "Traits", labelled Profession.
  • Three community calculators exist for reverse-solving item combinations (see Sources) -- one imports your .sav directly.

6.5 Launch#

Step Detail
Destination Exodus Station (125, 48), south-east of the Lazarus Complex; revealed by Navigation Beacon 32
Delivery Grown human in a Lazarus Pod → Departure Hall → place the pod into the docking socket → escort to the Rocket Platform
Rocket prep Insert the Rocket Payload Module (fabricable as of U05); fuel with Methane; supply Oxygen for combustion; power essential systems; get all launch checks green
Capacity Designed for 4 Lazarus Pods per launch. More than 4 can be loaded -- you get extra capsule reward, but the extra humans are not viewable in the PECO terminal's Space section
Log Every launch is recorded in the Space section of the PECO Terminal

SPOILER After each launch: humanity sends back a white capsule (a Drop Pod) whose contents scale with the quality of the humans you sent. The first one hands you the Farming Bed skill. This is the feedback loop that makes optimising professions worth doing rather than launching whatever grows.

Arithmetic note (wiki, internally inconsistent): 85 seeds = 21 full sets of 4 for the Lazarus Racks plus 1 spare; the wiki simultaneously computes "28.33 rocket launches at 3 per trip" while stating the rocket carries up to 4 pods. Both figures are on the same page and cannot both be right -- flagged under Gaps.


7. Post-launch progression: Committees and Project Eden#

SPOILER Everything in this section happens after your first rocket launch.

7.1 Committees (unlocked by The Council of Humanity)#

Your launched humans grow up in orbit and organise. Ten committees, each needing four specific professions, each member minimum age 18. Committees are tiered 1-3 and are the demand signal that turns the seed loop from "grow anything" into "grow this profession".

Committee Tier Required roles
Deck Operations 1 Maintenance Engineer, Basic Supplier, Nutrient Handler, Door Jammer
Habitat Care 1 Room Supervisor, Health Assistant, Teacher, Lab Technician
Transit & Distribution 1 Systems Engineer, Distributor, Growth Specialist, Guard
Power & Security 1 Energy Engineer, Resource Director, Station Quartermaster, Station Protector
Cognitive Resilience 2 Theoretical Scientist, Neuro Specialist, Professor, Star Analyzer
Culture & Memory 2 Visual Technician, Sculptor, Cultural Archivist, Manual Holder
Governance & Logistics 2 Settlement Governor, Logistics High Command, Biosphere Director, Guardian of Humanity
Deep Systems 3 Quantum Engineer, Quantum Physicist, Neural Architect, Sustenance Architect
Meaning & Frontier 3 Existential Expressionist, Frontier Explorer, Mission Seeker, Colonel of Humanity
Field Continuance 3 Field Research Scientist, Existential Chancellor, Station Roamer, Doctor

All ten committees are confirmed as 4 seats each, minimum member age 18. 40 committee seats × specific professions against 85 total seeds is the real late-game budget problem: you cannot afford to grow wrong. A special job, Star Child, requiring a "Star Child" item, is reported but UNVERIFIED -- it does not appear on the wiki's Committees page.

7.2 Project Eden (Update 05, 2026-06-25)#

Channel37's framing: "previous updates focused on survival, recovery, and preservation. Project Eden begins the next stage: rebuilding." Mechanically it is described officially as a progression path built on construction, crafting, skills, quests, unlocks and committee-driven restoration that "turns committee progress into visible change in the world" -- Eden rises from the sea as a stepped garden as your orbital committees do their work.

Documented components:

Component What it does
Samples Gather and catalogue discoveries, then send them to space. Two categories on the wiki: Hologram and Event Samples (IDs 013-131) and Cave Paintings and Rock Samples (IDs 502-704). Sample locations are listed per POI (e.g. Exodus Station carries samples 118-122)
Cultural recovery Statues, cave paintings and HoloMemories are scannable finds
Eden modules Buildable modules at the Eden site
Cultivation New trees, plants and seeds; farming content
Support-system route Once the Eden frame is placed, progress runs on water, power, soil and seeds -- "the first roots"
Committee Awaken Orbital humans organise around long-term development goals; their work feeds Project Eden
Supporting unlocks Recovery Grinder (turns surplus material to use), Stainless Steel (1 Iron + 10 L oil in a Fabricator), Rocket Payload fabrication, PECO Grid Scan 2000, Rhino Dismantler, TideRipper™ Hand Jets, Gyro Deck boat extension

Also in Update 05: the whale questline / "Project Jonah" with a dedicated summoning location and encounter, and Research Outpost Theta-9.

Wiki coverage of Project Eden as a system is thin -- the Project Eden, Seats of Care, True Choices, Omega Nursery and Accepting the Rules quest pages did not exist as of 2026-08-24. See Gaps.


8. The opening hours in detail#

This section is written for someone who has never launched the game. Order matters.

8.1 The scripted opening, beat by beat#

  1. You wake in a basement in Sanctuary Dock 37 (map 11, 8) with a Torch and a Repair Tool already in your toolbar. Nothing else.
  2. From Darkness, Light — find Electric Cables, connect the Medium Battery to the Outlet, then throw the main power switch. This is the game teaching you its single most important verb: everything runs on a cable from a power source to a socket. (+50 XP)
  3. Where Waters Wait — head for the docking hangar. Two optional tasks on the way teach the two station types you will use for the rest of the game: the Heal Station (the only way to restore Vitality) and the Backup Station (manual save). Do both, even though they're optional. (+50 XP)
  4. The blocked door. Partway up there is a scripted encounter: a glowing blue creature blocking a door that spawns small explosive bots. New players stall here constantly because they have no weapon. You do -- press C for melee. Kill the little bots as they burst out, then destroy the central creature before it regenerates another cluster; the surrounding tendrils each need individual melee hits and are described by the community as "very finicky".
  5. Light the Way Home — the dock's power has failed. Plug into the battery near the docks and activate the main power switch at the dock. (+100 XP, +10 Enhancer Points -- your first Enhancer Points)
  6. Vessel of Tomorrow — power the boat, refuel it with Diesel, repair the Diesel Engine, reconnect the Basic Electric Engine Cylinder. All four are technically optional; only "open the dock doors and sail out" is required. Do them anyway -- sailing out with a broken boat is the classic self-inflicted early wound. (+100 XP, +10 pts)
  7. Rags to Riches — use the Recycler on the boat to extract Iron, Plastic and Fabric from trash. (+25 XP)
  8. First Light — the game explicitly walks you through the unlock loop: unlock the LumiLite Solar Panel in Skills → fabricate it → finish fabrication. This is the tutorial for the entire Skills/Fabricator economy. (+50 XP)
  9. Voyage into the Unknown — sail east to Navigation Beacon 49 (33, 6). This is where the tutorial ends and the game starts.

8.2 Ordering advice the community is unanimous on#

  • Do not sail out of Sanctuary Dock 37 the moment the doors open. Objects at each location are finite -- what you dismantle now is gone, and what you leave behind is a return trip. Strip the starting facility thoroughly first. This is the #1 repeated tip across TheGamer, NoobFeed and the Steam guides.
  • Unlock the Dismantle Tool early. It sits at Skill Tier 2; you will hit level 2 inside the opening building simply from picking up new item types. Everything else keys off having it.
  • Dismantle → Recycle → Craft is the levelling engine, not combat. Community consensus: time spent dismantling and recycling early raises Skill levels faster than you can spend them -- which is fine and normal.
  • Dismantle at high durability. Dismantling an item at full (or near-full) durability returns the full parts list that made it; those parts then recycle into raw materials. Dismantling a worn item does not.
  • Power generation is the first real infrastructure goal. Solar (LumiLite, tier 2) on the boat's front deck; a wind turbine follows shortly after (launch-era guides say "level three" -- the tier-3 entry Whisper is the likely candidate, INFERRED). Your boat's Recycler, Fabricator, Heal Station and Backup Station all need power to work away from shore.
  • Fuel logistics beat everything else early. Community guidance: unlock the Diesel Refinery around level 4 to turn Bio into diesel, and the Diesel Tank at tier 8 to carry fuel beyond the boat's built-in 2,000 L limit. The boat's diesel tank is the only built-in fluid storage in the game -- for water, petrol, oxygen, methane you must craft a container before you go collect the fluid.
  • Avoid combat early. Weapons get good later; early on hiding is correct. Some enemies "die in the daylight" -- shelter at night, come back in the morning and collect the organic matter they leave behind.
  • Tab is your friend. Check for unspent Skill and Enhancer points every time you level. Skills cannot be reset.

8.3 Battery discipline (the actual survival system)#

You have no hunger and no sleep. You have a 500 Wh Internal Battery that drains continuously at a rate set by what you are doing, and a Vitality bar that only a Heal Station restores.

Fact Value
Base battery 500 Wh (up to 2,500 Wh with the Battery enhancer)
Base power draw 250 W (down to 125 W at max Power Management)
Battery hits 0 Vitality begins draining -- this is how new players die
Recharge Connect yourself to any electricity source with an Electric Cable
Melee attack 5 Wh per swing
Encumbrance Base carry 100 kg. Over a calculated threshold you become encumbered: mobility drops (floor: 25%) and movement power draw rises. No hard upper limit on how much you can carry over capacity
Movement Faster = more electricity. Encumbered = greatly more, and still scales with speed
Ladders Climbable, and negate fall damage
Water You can land safely in water from height

Turn tools off when not in use -- the torch and scanner draw continuously.

8.4 Points of confusion, per community discussion#

Confusion Reality
"I have no weapon and something is blocking the door" Press C to melee. (Steam, WTF!! How are you supposed to start?, 2025-11-08 -- resolved in the thread as a missed HUD prompt)
"The first quest is broken / I can't find the cable" Order is: plug the medium battery in downstairs → fix the switch upstairs → plug into the second battery by the docks → then roof for boat power. (Steam, UNSTUCK? thread)
"I unlocked a tier of stuff I can't build" Expected. Skill tiers outrun your material economy early
"This location is empty now" Easily-accessible objects at each location are finite and do not respawn
"Why did my seed die?" The 2-hour real-time timer. It does not pause for anything except a vault pod or a powered+watered Lazarus Rack
"Am I supposed to fight everything?" No. Combat is a mid/late-game capability
Expectations mismatch Repeated community framing: this is "a slow, methodical, atmospheric game about logistics", not a twitchy survival-crafter. Players expecting Subnautica-style pacing bounce

8.5 Known stuck-in-geometry workaround#

Early Access; getting wedged in terrain happens. Community-reported fixes, in order of preference:

  1. Add -ea as a Steam launch option → a new "Early Access" section appears in the pause menu with "Relocate character". The thread flags this as an experimental tool and advises backing up your save first.
  2. Go AFK until autosave fires, quit, reload -- you are usually shunted free on load.
  3. Detonate a small CO2 bomb underneath yourself.
  4. Deploy the photo drone and exit it, or build a metal beam under yourself to lift free.

9. Run length and what "done for now" looks like#

Community-reported hours (Steam discussion "How many hours roughly to finish the game?", opened 2025-12-04 -- launch-era, i.e. before Updates 01-05 added content):

Play style Reported hours
Efficient / speedrun-ish 6-8 h
Casual completion, no exhaustive farming 20-35 h
Thorough exploration + experimentation 40-60+ h
Specific reports "35 or so hours with a little exploring", "about 30 hours", "60 hours main quest while thoroughly dismantling above-water structures", "100 hours to get the first humans into space"

Aggregator/press figures disagree wildly and should be treated as unreliable: one SEO guide claims "8-12 hours", another "12-15 hours", while HowLongToBeat is cited at 38 hours main story. The Steam thread's 20-35 h casual band is the most credible number for launch-era content, and Update 05 content sits entirely after the point where that thread's participants stopped.

"Done for now" at 0.8.0.612251:

  • The launch-era ending is the first rocket launch (Ascension). That is the emotional and mechanical climax of the original build.
  • Post-Ascension, the game continues as a sandbox (confirmed by players in the same thread). Nothing shuts off.
  • Current Early Access terminus is the Committees → Project Eden arc: staff the ten committees with correctly-grown professions, feed Samples to orbit, and build Eden up out of the sea. The final wiki-ordered quest is Omega Nursery.
  • Long-tail content that persists indefinitely: 85 finite Human Seeds (≈21 rack-sets), repeated rocket launches with quality-scaled capsule rewards, ~149 catalogued locations to strip, the Samples catalogue (IDs 013-131 and 502-704), Memories, cassettes/music cartridges, paint schemes, the in-game PECO Athletics minigames, and 1,000 Enhancer points' worth of chassis maxing that a single run cannot fund.
  • More story is coming. Channel37 committed to 12+ months of Early Access from 2025-11-06 and has hit every roadmap beat so far.

10. Fast reference card#

Question Answer
Where do I start? Sanctuary Dock 37 (11, 8), basement
First thing to unlock Dismantle Tool (Skill Tier 2)
First infrastructure LumiLite solar (T2) on the boat, then Recycler + Fabricator (T4)
First long sail Navigation Beacon 49 (33, 6)
Story hub Lazarus Complex (69, -2)
Seed source Seed Vault Prometheus (82, -65) + 20 Seed Reserves
Launch site Exodus Station (125, 48)
Seed timer 120 minutes real time
Growth cost 10.0 kWh + 10,000 L fresh water + Food + Memories
Rocket capacity 4 Lazarus Pods (design intent)
Level cap 35 (U05; was 30)
Documented skill tiers 25
Enhancers 10, max 100 points each
Max dive depth 110 m (Pressure enhancer maxed)
Total locations 149 (of which 59 are one-off "Single Locations")
Total human seeds 85
Committees 10 × 4 seats = 40 professions
Only irreversible loss An expired Human Seed
Melee key C
Unstuck -ea launch option → pause menu → Relocate character

Gaps & Unverified#

Cannot confirm / not covered:

  • ~~Hotfix 2 release date.~~ RESOLVED 2026-08-24 fact-check: the pinned Steam patch-notes thread dates Hotfix 2 (0.8.0.612251) to 2026-06-29 and Hotfix 1 (0.8.0.612211) to 2026-06-26. Nothing has shipped since; 612251 is current.
  • EA launch-day build string. The doc previously guessed "0.5.x". The pinned Steam troubleshooting thread (dated 2025-11-10) carries 0.7.2.609842, which is numerically above Update 03's March-2026 0.7.0.609383 -- so either that thread title was edited later or the version scheme is not monotonic. The launch build is UNVERIFIED.
  • XP thresholds per level. No source gives an XP curve, XP-per-quest-vs-per-item-pickup weighting, or how many total XP the 43-quest chain awards.
  • Skill Tiers 26-35. Level cap is 35 but the wiki's skill navigation stops at Tier 25. What unlocks at 26-35 is undocumented. It is also UNVERIFIED whether Skill Tier number and character level are strictly 1:1 above 25.
  • Skill point costs. Only one datapoint (Lazarus Pod = 3 at tier 12). The per-level skill point grant and the general cost curve are unknown.
  • Project Eden as a system. Official marketing describes it; the wiki has no Project Eden gameplay page. Module list, Sample→orbit exchange rates, Eden build costs, and what completing Eden yields are all UNVERIFIED.
  • Quests 29-32 and 36-43 (Friendly by Design, Salvage Gyro - Lost Blueprints, A Machine That Still Flies, Eden Cradle quest, Project Eden, Seats of Care, True Choices, True Choices - Grow the Perfect Human, Round This, Quiet Secrets, A Loyal Sphere, Accepting the Rules, Omega Nursery) have no wiki pages. Their objectives, XP, rewards and prerequisites are unknown. This is roughly a quarter of the quest list and it is exactly the Update 05 endgame.
  • Update 02/03/04 quest attribution. I could map Update 01's three questlines and Update 05's additions, but which quests arrived in Updates 02, 03, 3.5 and 04 is not documented anywhere I could reach. The Salvage Gyro / Service Tower / Quarantine Stacks material is probably Update 04 "Below Us" (INFERRED from theme, not sourced).
  • The whale / "Project Jonah" questline exists per official Update 05 copy, but no quest page or walkthrough was found. Not in the wiki's 43-quest list under an obvious name.
  • Samples: totals and function. Two fetches of the same wiki page produced different counts (one read gave "131 Hologram/Event + 204 Cave Painting/Rock entries", another "49 entries numbered 013-131 + 52 entries numbered 502-704, total 101"). The ID ranges (013-131, 502-704) are consistent; the row counts are not, which means the wiki tables are partial. What Samples actually reward when sent to orbit is undocumented.
  • Multiple endings. One SEO aggregator claims "multiple endings, tonal rather than mechanical". No official or wiki source supports this. Treat as UNVERIFIED and probably fabricated.
  • Deep caves vs dive depth. Caves reach 196 m; the Pressure enhancer caps at 110 m. What bridges the gap is UNVERIFIED.
  • Companions (Update 03 "Curiosity Wakes" reportedly added companions) -- no progression detail found.
  • Autosave semantics. AutoSaveInterval=10 is first-hand from the install; the unit (minutes assumed) is UNVERIFIED.
  • "Scan-50 Sonar". An earlier draft of this doc named a "Scan-50 Sonar" as the tool for the 4 hidden Seed Reserves. No such item exists in any source I could reach -- not in the skill tree, not on any location page. It has been removed as probably-fabricated. What actually finds the hidden four is UNVERIFIED.
  • "Star Child" special job. Reported, but absent from the wiki's Committees page. UNVERIFIED.
  • Salvage Gyro gating breadth. Five SGS--prefixed locations are explicitly Salvage-Gyro-gated. Whether the other Service Towers are too is UNVERIFIED (the earlier "Service Towers (8) mostly require it" phrasing was an over-generalisation and has been corrected).
  • Location count provenance. The wiki's Locations page totals 149, not the 98 an earlier draft carried; the discrepancy was entirely the "Single Locations" bucket (59, previously miscounted as 8). Category counts for every other bucket were correct. Whether all 149 are individually visitable POIs (vs. sub-entries) is UNVERIFIED.

Where sources disagree:

Topic Value A Value B Verdict
Rocket capacity "up to 4 Lazarus Pods per launch" (wiki, Humans page) "28.33 launches at 3 per trip" (wiki, Human Seed page, same wiki) Both on wiki.gg, mutually inconsistent. 4 is the stated design intent; the 3-per-trip figure may be a stale pre-Update-05 value or an error
Run length 20-35 h casual (Steam thread, Dec 2025) 38 h (HowLongToBeat, cited) / 8-15 h (SEO guides) Steam thread is the credible source and is launch-era; add Updates 01-05 content on top
Wind turbine tier "unlock a wind turbine at level three" (TheGamer, launch-era) Wiki tier 3 lists Whisper with no description INFERRED that Whisper is the tier-3 wind turbine (Cyclone T8, Typhoon/Nebula T14, Eclipse T18 look like the same family) -- not confirmed
Seed reserve visibility "16 revealed by the navigation array, 4 hidden" -- Consistent across two wiki pages; treated as confirmed

Deliberately excluded as unreliable: thelastcaretakergame.org, last-caretaker.com, 2upskill.com, xmodhub.com and similar SEO-generated guide farms surfaced repeatedly in search with precise-sounding numbers ("15-25 Plastic per container", "30+ containers", "cuts dismantling from 90 minutes to 45") that no official or wiki source corroborates. None of those numbers are used in this document.


Sources#

All accessed 2026-08-24.

Ground truth (first-hand, local): - C:/last-caretaker/docs/ref/shadow-install.md v1.0.0 -- installed build 0.8.0.612251, Steam buildid 23962331, UE 5.7.4, save location, GameUserSettings.ini HUD/quest/autosave keys

Official: - https://thelastcaretaker.com/news/2026-06-25-the-last-caretaker-launches-update-5-new-horizons-new-progression-paths-exploration-systems-tools-storyline-and-major-improvements/ -- Update 05: New Horizons announcement (Project Eden, Committee Awaken, Project Jonah, samples, tools) - https://thelastcaretaker.com/news/2026-06-23-the-last-caretaker-delivers-on-its-roadmap-with-update-01-last-humans/ -- Update 01: Last Humans (2025-12-16) content + roadmap - https://steamcommunity.com/app/1783560/allnews/ -- Steam news index (update cadence) - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ -- Update 5.0 New Horizons patch notes, build 0.8.0.612115 (2026-06-24), level cap 30→35, Project Eden, new tools; the same thread carries Hotfix 1 0.8.0.612211 (2026-06-26) and Hotfix 2 0.8.0.612251 (2026-06-29) with their fix lists -- the version-anchor source - https://thelastcaretaker.com/news/ -- official news index (Update 02 = 2026-02-11, U03 = 03-19, U04 = 05-14, U05 = 06-25; used to cross-date the Steam "is Live" posts) - https://thelastcaretaker.wiki.gg/wiki/Ascension · /Lazarus_Pod · /The_Isolation · /The_Last_Listener_Station -- quest reward and unlock spot-checks (all confirmed as printed)

Community wiki (thelastcaretaker.wiki.gg): - https://thelastcaretaker.wiki.gg/wiki/Quests -- full 43-quest ordering - Quest pages retrieved via the MediaWiki API (action=query&prop=revisions): From Darkness Light · Where Waters Wait · Light the Way Home · Vessel of Tomorrow · Rags to Riches · Voyage into the Unknown · First Light · Signals from Silence · Lazarus Come Forth · Awakening the Hall · From Ashes We Rise · Guiding Light · Seeds of the Future · Echoes in the Grave · Beyond the Horizon · Relight the Way · Voyage to the Cradle · The Next Step of Evolution · Time to Let Go Soon · Earth is the Cradle of Humanity but we can not stay · Ascension · Gift from Above · The Council of Humanity · The Last Listener · One Before Me · The Warehouse · Mother · The Isolation · Quarantine Stacks · The Codes of Stone · Signal Chain · Eden Cradle - https://thelastcaretaker.wiki.gg/wiki/Humans -- growth mechanics, resource costs, jobs, launch rules - https://thelastcaretaker.wiki.gg/wiki/Human_Seed -- 2-hour timer, seed counts, transport rules - https://thelastcaretaker.wiki.gg/wiki/Lazarus_Rack -- power/water draw - https://thelastcaretaker.wiki.gg/wiki/Lazarus_Pod -- recipe, tier 12 cost 3 - https://thelastcaretaker.wiki.gg/wiki/Exodus_Station -- coordinates, beacon reveal, samples - https://thelastcaretaker.wiki.gg/wiki/Caretaker -- levels, XP sources, battery/vitality, inventory, base abilities - https://thelastcaretaker.wiki.gg/wiki/Enhancers -- all 10 enhancers with per-level values and caps - https://thelastcaretaker.wiki.gg/wiki/Template:Nav_skills -- full Skill Tier 1-25 unlock list - https://thelastcaretaker.wiki.gg/wiki/Crafting -- dismantle/recycle/unlock loop, starter tools, early route, fluid storage - https://thelastcaretaker.wiki.gg/wiki/Committees -- all 10 committees, tiers, required professions - https://thelastcaretaker.wiki.gg/wiki/Locations -- 98 locations by category, coordinates, seed reserve visibility - https://thelastcaretaker.wiki.gg/wiki/Samples -- sample ID ranges and per-location listings - https://thelastcaretaker.wiki.gg/wiki/Navigation_Beacon_49 -- beacon reveal mechanic - https://thelastcaretaker.wiki.gg/wiki/Category:Patch_Notes -- (thin; only Update 03 documented)

Steam community discussions: - https://steamcommunity.com/app/1783560/discussions/0/691994761259774340/ -- "How many hours roughly to finish the game? Is there an 'endgame' or sandbox mode?" (2025-12-04, launch-era hour reports + sandbox confirmation) - https://steamcommunity.com/app/1783560/discussions/0/669474225528389996/ -- "WTF!! How are you supposed to start?" (2025-11-08, the melee/C opening blocker) - https://steamcommunity.com/app/1783560/discussions/0/572668602725128772/ -- "UNSTUCK?" (opening power sequence, -ea Relocate character, CO2 bomb unstuck)

Press / reference: - https://www.thegamer.com/the-last-caretaker-beginner-tips/ -- beginner tips (launch-era): explore the starter area, glow-stick path, power priority, avoid combat, parkour, skills cannot be reset - https://en.wikipedia.org/wiki/The_Last_Caretaker -- gameplay summary, EA roadmap, update names, reception, sales - https://bleedingcool.com/games/the-last-caretaker-has-launched-update-5-new-horizons/ -- Update 05 coverage - https://www.savingcontent.com/2026/03/19/update-03-curiosity-wakes-is-out-now-for-the-last-caretaker/ -- Update 03 date - https://www.chalgyr.com/2026/01/news-the-last-caretaker-roadmap.html -- Update 01 roadmap coverage

Community tools (referenced, not verified by me): - https://root-de.github.io/LastCaretaker/ -- Human Growth Specificity Calculator (reverse solver; open source at https://github.com/Root-DE/LastCaretaker) - https://thelastcaretaker-tools.com/Calculator -- forward solver with .sav import - https://github.com/NCFFCN/The_Last_Caretaker_Human_Calculator -- CLI calculator

13

Strategy, Efficiency & Route Doctrine

Version anchorEarly Access 0.8.0.612251 -- Update 5.0 "New Horizons" Hotfix 2, released 2026-06-29 (Update 5.0 base = 0.8.0.612115, 2026-06-24/25). Steam buildid 23962331. This is the live build as of 2026-08-24 and matches the ShadowPC install exactly (see docs/ref/shadow-install.md: EA 0.8.0.612251, buildid 23962331, UE 5.7.4). No patch has shipped in the 8 weeks since Hotfix 2 -- re-confirmed 2026-08-24 against the Steam news index and the official news index, both of which end at the Update 5.0 posts of 2026-06-24/25.
19 claims checked21 corrections13 unverifiedverifier verdict

The doc was already unusually disciplined about version staleness and source quality, and its version anchor was correct -- but it carried one dangerous mechanical error (death described as a "backup respawn" when it is actually a game-over save reload), several skill-tier values that the current wiki contradicts, two fabricated details (a quest name and a derived litre figure attributed to a source), and it presented the oil-vs-diesel range doctrine as current when the source guide's own comments report a post-publication nerf. All of those are now fixed or fenced, and two long-standing source conflicts (DuraPack tier, Update 04 date) were resolved outright; the file is now reliable for a fresh 0.8.0.612251 player, with the residual risk concentrated in the clearly-labelled UNVERIFIED items rather than hidden in confident prose.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

[beta-era] tag -- read before using any 2026-08-29+ observation. Robert opted into the Update 5.5 "Deck Drop" public beta on 2026-08-29 (0.8.5.650920, Steam buildid 24990438, UE 5.8.1). This document stays anchored at 0.8.0.612251. First-hand observations dated 2026-08-29 or later are tagged [beta-era] and may not describe the live 0.8.0 build; everything untagged is anchor-build material. Doctrine written for the anchor build is not silently rewritten to match the beta.

The Last Caretaker is not a twitch survival game and it is not a base-builder with a hunger bar. It is a logistics and power-budget game wearing a survival-game coat: you are a robot, your "food" is watt-hours, your "home" is a 30-metre boat that is simultaneously your workshop, your power grid and your only means of travel, and almost every death or stalled run traces back to a mismanaged energy or cargo budget rather than to combat. Efficiency in this game therefore means three things in strict priority order: (1) never being caught away from a charge source with a flat internal battery, (2) never sailing somewhere you cannot sail back from, and (3) converting salvage into skill levels and boat capability faster than the world's difficulty curve climbs. Because the game is Early Access with five major content updates already shipped since the 2025-11-06 launch, a large fraction of the guide material online describes a version that no longer exists -- this document tags every version-sensitive claim, and the single most useful discipline for a new player in 2026 is to distrust any undated guide. Everything below is written for a fresh start on 0.8.0.612251.


1. Version landscape -- why old guides mislead#

Most English-language written guides for this game were published in the first two weeks after launch (2025-11-06 to ~2025-11-20), i.e. the 0.5.x era. Five major updates have landed since. Treat launch-era numbers as shape-correct, value-suspect.

Update Name Version (where known) Date Doctrine impact
EA launch -- 0.5.x era 2025-11-06 Baseline all launch-era guides describe
Update 01 Last Humans -- 2025-12-16 Story quests, a new vehicle, night-vision goggles
Update 02 Ocean: The Final Frontier 0.6.x 2026-02-11 Jet Ski, sonar scanning, boat customisation, new locations
Update 03 Curiosity Wakes 0.7.0 2026-03-19 Orbital contact / Council, new ocean threats (Ram Sharks, Laser Sharks, ArchAngels), companions
Update 3.5 Shadow Drop 0.7.2.609842 2026-04-15 Camera/Photo Drone, PECO cartridges + minigames, many hidden areas, cable + fabrication fixes
Update 04 Below Us -- 2026-05-14 Salvage Gyro (aircraft), Gyro Service Towers, HoloMemory, Decoy Pod, Drone Charging Station, deep Methane Conversion Pits
Update 05 New Horizons 0.8.0.612115 2026-06-24/25 Project Eden progression system, Committees, Samples, Recovery Grinder, Rhino Dismantler, TideRipper hand jets, Wall Sockets, Stainless Steel, upgraded weather + wave systems, HDR
Hotfix 1 -- 0.8.0.612211 2026-06-26 Seed-tree loading, physics rest/wake, Fabricator UI
Hotfix 2 -- 0.8.0.612251 2026-06-29 Quest-progression + memory-stability fixes. Current build.

Practical consequences of the update history for a fresh 0.8.0 run:

  • Boat-only doctrine is obsolete. You now have (from U02) a Jet Ski and (from U04) a Salvage Gyro aircraft. Any guide that treats the boat as your only mobility is pre-February-2026.
  • Update 05 added the Recovery Grinder and Rhino Dismantler, which are salvage-throughput tools -- launch-era "best salvage per hour" claims predate both.
  • Update 05 explicitly upgraded the weather and wave systems; storm-handling advice from 2025 is the most stale category in the entire corpus.
  • Update 05 reframes the late game around Project Eden / Committees (construction + long-term development goals) rather than pure survival and recovery -- "previous updates focused on survival, recovery, and preservation. Project Eden begins the next stage: rebuilding" (official announcement).

2. The loop you are actually optimising#

Community sources are unanimous on the shape of the core loop, and it has been stable across all five updates. Naming below is the community's ("the scrap loop"), not necessarily the game's.

Step What you do Efficiency lever
1. Travel Sail / ride / fly to a point of interest Fuel form and cargo weight (section 8)
2. Strip Dismantle furniture, machinery, containers, wrecks into scraps Scrapper enhancer, Dismantle-tier tools, multi-select
3. Haul Carry scraps back to the boat (or a forward recycler) Haul Mastery, storage containers, trip count
4. Recycle Feed scraps into a Recycler to get raw materials Recycler placement -- on-site vs on-boat
5. Fabricate Turn materials into components, then modules/tools at the Fabricator Engineering enhancer, crafting-cost skills
6. Install & level Bolt new modules to the boat, spend the XP Skill/enhancer routing (sections 5-6)

Two facts about this loop that change how you play:

  • Dismantling is an XP source, not just a materials source. You level from dismantling, repairing and fighting, so early over-stripping of the starting area is not wasted time even when your storage is full -- it is levels. (Launch-era TheGamer guidance; the XP-from-dismantle mechanic is still described on the current wiki.)
  • Crafting reaches nearby resources. The wiki (current) states resources within 10 metres can be consumed by crafting. That means you do not have to hold materials in inventory to build -- park the crate next to the Fabricator. This single fact eliminates a large amount of inventory shuffling that launch-era guides walk you through.

3. Opening playbook -- the first hours#

The consensus opening, assembled from the launch-era beginner guides (TheGamer 2025-11-08) and the current wiki. Order is the community's recommended order, not a hard game gate; the game's own quest markers (glow sticks) will pull you along the critical path if you let them.

Phase Objective Doctrine
0 Wake in the basement, work up through the starting building, powering systems as you go Follow the glow sticks -- they mark the critical path. When movement seems blocked, the answer is almost always parkour: climb vents, jump pipes, move crates to make steps, and interact with yellow ladders from the top to drop them as shortcuts.
1 Quest tells you to make the building functional, then find your ship Do not leave immediately. The single most repeated beginner tip is to strip the starting area thoroughly before departing -- it is safe, dense, and the XP funds your entire early skill tree.
2 Hit skill level 2, take the Dismantle Tool This is the game's real "start" button. Nothing else competes for the first point.
3 Take Electric Cable (+ Cable Extender) -- Tier 2 Power distribution is the game's spine. 20 m is the maximum length of one cable SEGMENT (the HUD counts it as x/20m), and an extender starts a fresh 20 m segment -- chain depth is unlimited, so total run length has no published cap. (Corrected 2026-09-01; the old "each cable is 5 m, chain to about 20 m" reading was wrong on both halves -- see the correction box below §3.)
4 Take Lumilite (solar panel) -- Tier 2 First generator; also required by an early quest (launch-era). Day-only output.
5 Take Fuel Cable (+ extender, Tier 2) and a Durapack storage container (Tier 3) Fuel cable is what lets you actually fuel the ship; Durapack (50 kg) is your first on-boat storage. (v0.8.0: the current wiki Skills page lists DuraPack at Tier 3, matching TheGamer's ship guide -- the launch-era "level 2" figure was wrong.)
6 Take the Electric Pistol -- Tier 3 More damage than melee and it lets you keep distance; recharges off your grid instead of consuming crafted ammo. Melee costs 5 Wh per swing (wiki, current).
7 Tier 3: Whisper (wind turbine) + Consumable Battery Turbines are the night half of your power budget. The consumable battery is your get-out-of-jail card when caught far from a socket.
8 Diesel Generator (tier UNVERIFIED on 0.8.0 -- launch-era guides put it around level 3-4; the current wiki's tier list does not name it) Converts organic material into diesel -- the thing that makes long voyages self-funding.
9 Fit the front deck out with turbines + panels, wire them to the boat's power ports Once the boat generates its own power you are no longer tethered to the starting base.

Early mistakes to avoid (community consensus, launch-era through current):

Mistake Why it hurts Fix
Leaving the starting area under-stripped It is the safest dense salvage in the game and the XP funds tiers 2-4 Strip it, then leave
Fighting anything you don't have to Early weapons are weak; combat costs charge and vitality, and vitality only refills at Heal Stations Hide. Avoid. Come back armed
Moving at night at points of interest Night-spawning swarms (e.g. the slug-like fast swarmers at Beacon 49) are the main early killer; they die in daylight Shelter indoors, sail, or sleep the clock; the boat itself is comparatively safe at all hours
Ignoring unspent points Skill points sit unspent silently Check Tab regularly -- unspent points show as green numbers
Hoarding commons Gold, copper and polyurethane accumulate far past need Bank rares; let commons ride
Treating vitality as a resource you can regenerate in the field It isn't -- Heal Stations only (wiki, current) Retreat early, not at 10%

🔴 CABLE LENGTH CORRECTION [2026-09-01] -- this document said it twice and was wrong both times.

~~"Each cable is 5 m long and runs can be chained to about 20 m before an extender is needed."~~ Both halves are wrong.

Claim Reality Evidence
"each cable is 5 m" No source outside TheGamer says this. It is almost certainly a bleed-over from the mooring cable, which Update 02 (0.6.5.607807, 2026-02-11) "extended to 5 m" -- a different cable entirely 🚫 retired
"chained to about 20 m" 20 m is the cap on ONE SEGMENT, not a chain budget. The in-game HUD literally counts x/20m while you lay cable ✅ CONFIRMED -- wiki Electric, Fuel and Water cable pages all state it; the Nexus mod "Longer Cables" raises exactly this one value (20 m -> 2 km)
chain depth No published cap. An extender starts a fresh 20 m segment; players routinely run cable down entire multi-floor buildings. The "4" in circulation is the extender's port count, not a chain limit ✅

Doctrine that follows: you are never limited in total distance, only in how far one hop can stretch. And because the reload physics is what pops cables loose, keep segments under ~19 m rather than at the 20 m limit, and put an extender at every direction change instead of stretching cable around a corner -- less stored tension for the physics engine to release when a location streams back in. (docs/ref/flow-research/transfer-layer.md §3.2, §6.1-6.2, conflict C-7. Doc 10's "max span per segment -- 20 m" was right all along and is canonical.)


4. Charge doctrine -- the actual survival system#

This is the section that matters most. Your internal battery is the hunger bar, the stamina bar and the fail state all at once.

Value Number Status
Internal battery, default 500 Wh Confirmed (wiki Mechanics + wiki Caretaker, current)
Internal battery, maximum 2,500 Wh Confirmed -- via the Battery enhancer, +20 Wh per point x 100 points = +2,000 Wh
Base power consumption 250 W Confirmed (wiki Enhancers, Power Management table, current)
Base power consumption at 100 Power Management 125 W (-50%) Confirmed (wiki table: 0 pts = 250 W, 25 = 219 W, 50 = 187 W, 75 = 156 W, 100 = 125 W)
Melee attack cost 5 Wh per strike Confirmed (wiki Caretaker, current)
Battery-empty consequence Battery hits 0 -> vitality starts draining -> at 0 vitality it is game over: you reload from a previous save Confirmed (wiki Mechanics + Caretaker, current) -- this is a save-reload, not a respawn; there is no death-drop to recover

The 2-hour rule. At the default 500 Wh and a 250 W idle draw, a stock Caretaker has roughly two hours of real-time idle endurance and materially less when sprinting, hauling over the encumbrance threshold, dismantling or fighting -- all of which raise consumption. Sprinting increases drain; being encumbered multiplies it. This arithmetic is the reason the community ranks Battery and Power Management as the first enhancer investments: they are the only two stats that buy you time away from the boat, and time away from the boat is what the whole game is made of.

Charge sources, in order of how you should think about them:

  1. The boat's grid -- 14 power outlets and a 6.0 kWh onboard battery buffer (wiki, current). Plug in, top off, leave.
  2. Electric cable to any powered socket -- the reason Electric Cable is a tier-1 pick. Update 05 added Wall Sockets for resource distribution, which extends where you can tap in.
  3. Consumable Battery -- portable emergency recharge (Tier 3, wiki Skills, current). Carry one. Always.
  4. Heal Stations -- the wiki (current, Caretaker page) is explicit: "Vitality can only be restored from a Heal Station." Beacon 49's safe building contains one. (Some launch-era write-ups also credit Charge Injectors with vitality recovery; the current wiki does not mention them at all -- UNVERIFIED, plan around Heal Stations only.)

🪤 The biggest personal draw is not movement or combat -- it is your headlamp. Against the 250 W baseline, an Eclipse runs over 10 kW (40x idle) and empties a maxed 2,500 Wh battery in about 15 minutes; a Lancer at ~2.5 kW takes about an hour. Full ladder and the rest of the power rules in §8, "Power doctrine" -- but the early-game version is one line: torch discipline in dark interiors buys more charge than any generator you can build at the same tier.

Encumbrance is a power problem, not just a speed problem: base carry is 100 kg; exceeding a computed threshold reduces mobility (floor 25%) and increases power consumption while moving (wiki, current, with an explicit note that the encumbrance calculation may change). Overloading yourself on the way back to the boat can therefore cost more charge than the extra scrap is worth. Two 60% trips frequently beat one 130% trip.


5. Enhancer-point doctrine#

Enhancers are the per-point character stats (separate from the skill tree), earned at level-up. Current wiki lists ten; launch-era guides list eight -- Field Medic and Shock Absorber are the additions, so any eight-enhancer guide is pre-2026.

Enhancer Max pts Per-point effect (wiki, current) Total at 100 Priority
Battery 100 +20 Wh capacity +2,000 Wh (500 -> 2,500) 1st
Power Management 100 -0.5% base power consumption -50% (250 W -> 125 W) 1st-2nd (see caveat)
Scrapper 100 -0.5% scrap time and power -50% both 2nd-3rd
Haul Mastery 100 +1 kg carry weight +100 kg (100 -> 200) 3rd
Improved Hydraulics 100 +1% lifting capacity, -1% power consumption +100% lift Mid
Engineering 100 -0.5% build/craft time and power -50% both Mid-late
Pressure 100 +1 m diving depth 110 m max depth (base 10 m) Situational -- gated by quests
Vitality 100 +1 vitality 200 vitality (base 100) ⚠️ REVISED -- 15-20 points for the combat era (see below)
Field Medic 100 +2.5% electricity/health transfer speed +250% -> wiki quotes 700 kW, ~45 HP/s at cap Low
Shock Absorber 100 -0.5% fall damage -50% Lowest -- "fluff" per the Steam thread

Consensus ordering (Steam General Discussions, "best points spend?", Nov 2025-Jan 2026 thread, plus TheGamer 2025-11-10):

  1. Battery + Power Management -- "electricity will be your largest struggle in the early game."
  2. Haul Mastery -- the thread's single most-agreed-on pick for gathering efficiency; upgrade early.
  3. Pressure -- the thread ranks diving depth third, ahead of scrapping speed, because it is the only enhancer that gates content. Posters advise starting to upgrade it when you are given the location of the Lazarus Complex, by which point you should have enough to reach Norfolk Grave. ~40 points is described as sufficient for initial story progression, 100 for full underwater coverage. One participant found the deep underwater areas underwhelming and questioned the value beyond the quest minimum.
  4. Scrapper (scrapping speed) -- cheaper and faster dismantling is a direct multiplier on the entire loop.
  5. Improved Hydraulics -- contested. Useful specifically for moving crates (including for memory/HoloMemory collection); otherwise skippable.
  6. Vitality / Field Medic -- ranked low by multiple posters because combat is avoidable and healing items suffice. ⚠️ The Vitality half of this is superseded for the combat era -- see the revision immediately below.
  7. Shock Absorber -- widely dismissed; fall damage is avoidable.

Two caveats that matter:

  • ⚠️ Reported broken (0.6.x era, ~2026-01-06): Steam posters claimed Power Management does not work and that the scrapping-speed effect also did not work. These reports predate Updates 3, 3.5, 4 and 5. Whether they were ever true, and whether they are true on 0.8.0.612251, is UNVERIFIED. Treat as a thing to test in-game early (spend ~10 points, watch the W readout) rather than as current fact.
  • ✅ You are not locked out of anything. Thread consensus, verbatim: "Eventually you get almost all of them anyway, and as any new quests they add will add points, their goal seems to be to allow you to max them all." Ordering is about tempo, not permanent build identity. (Note the hedge -- "almost all" and "seems to be" -- this is a player's read of the designers' intent, not a confirmed guarantee.) A competing claim on a low-quality SEO site that "you cannot unlock everything in one playthrough" contradicts the Steam consensus and should be discarded. ✅ The hedge is now unnecessary: the datamine settles it outright -- 700 levelling points + 515 quest points against a 1,000-point cost to max all ten (§5.1). The players were right and the arithmetic proves it.

5.1 Vitality guidance -- REVISED for the combat era first-hand 2026-08-28#

Put 15-20 enhancer points into Vitality once you are actually shooting things. Take them off the float -- i.e. from the next points you earn, not by unwinding Battery or Power Management.

Why the corpus stance changed:

Old stance What it assumed What is actually true now
"Vitality is low priority" Early-game consensus (Nov 2025 - Jan 2026 threads): combat is avoidable, you can always retreat, healing items suffice Robert reached the rifle era and got burst down by enemies -- first-hand, 2026-08-28. Once you carry ranged weapons you take fights you would previously have walked away from, and the enemies that matter kill fast
Implicitly assumed some damage mitigation existed -- No armour system is confirmed to exist. Vitality is the only damage buffer the Caretaker has. There is nothing else to invest in for survivability

What does NOT change: the base 100 -> 200 ladder is unchanged, Battery and Power Management still go first (they buy time away from the boat, which is still what the game is made of), and Field Medic and Shock Absorber are still skips. This is a mid-run insurance premium of 15-20 points, not a rebuild.

And the arithmetic says you can afford it [datamined 2026-08-25]: all ten enhancers are maxable. Levelling grants exactly 700 enhancer points (10 per level L2-4, 15 for L5-9, 20 for L10-20, 25 for L21-35) and 515 further points are documented as quest rewards, against a 1,000-point cost to max all ten. That is a 215-point surplus. Enhancer ordering is therefore a tempo decision, never a permanent build identity -- which is exactly why moving 15-20 points forward into Vitality costs you nothing but sequence. (The launch-era "you can only get about 5 of the 10" estimate is dead; doc 21 carries the full derivation.)


6. Skill-tree doctrine#

The current wiki organises skills into 25 tiers, from Tier 1 basic tools to Tier 25 advanced equipment, unlocked as you level. Launch-era guides speak in levels rather than tiers, so the two vocabularies overlap imperfectly. The tier numbers below have been re-checked against the current wiki Skills page (2026-08-24) and are current for 0.8.0 unless a row says otherwise; the ordering rationale is the launch-era (2025-11-08) recommendation set, retained because it has survived every update.

6.0 Tier corrections and gate warnings [datamined 2026-08-25, folded 2026-09-01]#

The first datamine pass parsed 200/200 skill assets out of the shipped containers and wiki-validated them (Fabricator T4/2SP, Electric Cable T2/1SP and the whole tier index match the wiki exactly; Bolt Pistol T5/2SP matched a player purchase receipt). Where the mine and a wiki navigation template disagree, the mine wins -- and it moved several picks this document routes around.

Skill Tier / SP [datamined] What changed, and what it means for routing
CS-17 Courier Skimmer 9 / 3 SP ⚠️ Corrected from T13 (corpus-wide error from Template:Nav_skills). Your first satellite vehicle arrives four tiers earlier than this doc previously routed for -- but see the mission gate below
Petrol Engine Cylinder 9 / 1 SP ⚠️ Corrected from T13. Still the Skimmer's fuel unit and still the same tier as the Skimmer; that tier is 9
Lazarus Pod 12 / 3 SP Tier-reachable, but quest-gated -- see the gate note below
PECO Grid Scan 2000 15 / 2 SP The grid diagnostic. Worth taking as soon as you run cable across a facility (§8)
Boat Extension, Gyro Deck 13 / 1 SP Cheap, and it is what turns the boat into the Gyro's carrier. Take it before the T17 Gyro, not after
Voltage Minimizer 9 / 1 SP ✅ Closes this doc's UNVERIFIED tier gap. The -80%-power / -40%-speed machine modifier is a tier-9, one-point pick -- much earlier and cheaper than "mid game" implied
Diesel Refinery 4 / 2 SP ✅ Closes the "Diesel Generator tier UNVERIFIED" gap. Launch-era guides' "~3-4" was right. It is unfindable by name because its asset is Oil_Generator -- the in-game name is Diesel Refinery
FortiHold 11 / 1 SP ✅ Closes the "Fortihold tier UNVERIFIED on 0.8.0" gap. The launch-era 11 was correct, and it costs only 1 SP
Photo Drone 4 / 1 SP ✅ Closes doc 07's Camera Drone gap -- the wiki Skills page just omits it
Efficiency Matrix 8 / 1 SP Confirms the table below
Resource Optimizer 13 / 2 SP Confirms the table below

⚠️ Two gates that a tier number does not show you. Reaching the tier and spending the points is not always sufficient:

Pick Gate Practical consequence
CS-17 Courier Skimmer (T9) Mission-gated in practice first-hand 2026-08-28. The purchase is blocked pending a quest -- the in-game wording was "...or skimmer until another mission". Which mission is not established by the game text, the wiki or any guide Take the tier when you reach it; do not re-plan the deck around a jet ski you cannot yet buy
Lazarus Pod (T12) Quest-gated: it unlocks on completing the underwater investigation leg of the first seed mission 🎯 This is good news and it changes run-1 planning. "Craft the pod before you open a vault" is achievable on your first run -- but only after that leg. Sequence it: do the underwater leg, take the pod, then go to the vault (§9)

Everything else in §6 stands. The tier numbers below that came from the current wiki Skills page were independently reproduced by the mine.

Early game (Tiers 1-7) -- tiers verified against the current wiki#

Skill Tier Why
Repair Tool, Torch 1 Starting kit
Dismantle Tool 2 The loop does not exist without it
Electric Cable 2 Power distribution; 20 m per segment (corrected -- the "5 m per cable" figure is retired, see the correction box in §3)
Electric Cable Extender 2 Starts a fresh 20 m segment -- chain depth is unlimited. Also combines inputs, splits outputs, and has an on/off switch on top
Lumilite (solar panel) 2 First generator; required by an early quest
Fuel Cable + Extender 2 Fuelling the ship
Consumable Battery 3 Field recharge / emergency
Whisper (wind turbine) 3 Night power
DuraPack (storage) 3 First on-boat container (50 kg)
Electric Pistol 3 Grid-recharged, no ammo economy
Recycler 4 (Already present at starter locations -- see Skip below)
Bolt Pistol 5 Higher damage, but crafted ammo
Portable Electric Generator 5 Mobile power
StorTite (storage) 6 100 kg
Diesel Refinery (the "Diesel Generator") 4 / 2 SP ✅ [datamined] Organics -> diesel; makes voyages self-funding. Unfindable by name in the tree because its asset is Oil_Generator. Its petrol sibling, the Portable Petrol Refinery, is T5 / 2 SP

Skip early: Fabricator and Recycler skills (both are already present at starter locations), and petrol-line skills.

Mid game (Tiers ~8-16) -- Efficiency Matrix / Resource Optimizer / Electric Rifle tiers confirmed on the current wiki; the rest are launch-era#

Skill Tier Why
Efficiency Matrix 8 -10% fuel and electricity consumption (TheGamer: "reduce your fuel and electricity consumption by ten percent"). The single highest-leverage mid-game pick for a logistics game
Mid-Range Wind Turbine 8 Better steady output
Shock Grenades 8 Answer to swarm mobs
Large Storage Container / FortiHold 11 / 1 SP ✅ [datamined] 200 kg, and only one point
Bolt Rifle 11 Ranged upgrade
Resource Optimizer 13 Further efficiency, "no drawbacks"
High Capacity Solar Panel 13 Day output
High Capacity Wind Turbine 14 Night output
Electric Rifle 14 Ammo-free ranged
Voltage Minimizer 9 / 1 SP ✅ [datamined] -80% electricity cost for -40% production speed on a machine, 10 charges. The strongest electrical lever in the game and it costs one point at tier 9 -- on a 60 kW Distillation Tower that is 60 kW -> 12 kW. Take it whenever you are power-starved and time-rich (overnight processing)
Ammo backpacks 8-16 As your weapon economy demands

Skip mid: human-support items (oxygen, nutrients) until you have actually met the relevant content; gas cables.

Late game (17+)#

Direction depends on what your boat is for: weapons + sights + grenades, or the resource chain (oil, oxygen, methane, distillation), or human enhancements, or module adaptations. The launch-era guide's warning still holds: late skills are experimental and carry real trade-offs -- read the descriptions, they are not all strict upgrades.

Storage tiers (TheGamer 2025-11-13; DuraPack + StorTite tiers re-confirmed on the current wiki)#

Container Capacity Skill tier Build cost (launch-era)
DuraPack 50 kg 3 ✅ Alloy Frame x2 + Display Screen
StorTite 100 kg 6 ✅ Alloy Frame x3 + Display Screen
Fortihold 200 kg 11 (launch-era) Alloy Frame x4 + Display Screen

All containers are freestanding and moveable, and as of 0.8.0 built storage containers can be relocated after placement (Update 5.0 patch notes: "Added the ability to relocate built storage containers"). That patch note retires a whole category of launch-era "measure twice before you place" advice.


7. Salvage efficiency doctrine#

What to strip#

Source Yields (launch-era)
Furniture Metal, plastic or fabric scraps
Barrels / crates Primarily plastic scraps
Scrap metal piles Metal scraps, sometimes plastic
Bags / bedding Fabric scraps -- the best source
Robots / computers Metal, glass, tech scraps, wires

What to hoard vs what to dump#

From the Steam General Discussions thread "Looting/collecting/recycling resources" (2025-11-17/18), whose framing question was "do I need to strip every location bare?" -- answer: no.

Class Materials Doctrine
Hoard Titanium, Carbon Fibre, Neutrium, Plasma Gel Late-game constructs need them; they are the actual bottleneck
Hoard (special case) Bio waste Save for endgame; do not burn it into diesel
Hoard (quietly scarce) Plastic, fabric Not rare, but consumed fast enough that the thread flags them as the commons you actually run out of
Recycle selectively High-tech components Recycle only high-tier items for scraps
Commons -- stop collecting Gold, copper, polyurethane Accumulate far past need; some players literally dump surplus in the water. Gold is "far too plentiful"; polyurethane is heavier than gold and still piles up

Direct quotes from that thread that summarise the doctrine: "The world has way more than you really need" and "stop hoarding stuff." This is the single most valuable attitude correction for someone arriving from resource-scarce survival games -- The Last Caretaker is materials-abundant and time-scarce.

Throughput levers (ranked)#

  1. Scrapper enhancer -- -0.5% scrap time and power per point, -50% at cap. Direct, uncapped-by-content, always-on.
  2. Forward recyclers. Build a recycler at the site rather than hauling scraps home. The thread's stated reason is weight, not convenience: "processed materials weight less than crude materials" -- so recycling on site directly buys carry capacity on the walk back. Cuts trips, cuts boat clutter, cuts boat weight.
  3. Batch dismantle. A widely repeated tip is that you can drag-select multiple objects to dismantle a cluster in one action rather than one at a time. ⚠️ The specific binding usually quoted (hold right-click and drag) appears only on low-quality SEO sites along with implausible precise timings, so treat the binding as UNVERIFIED while treating the existence of multi-select as likely -- confirm in the in-game controls list.
  4. Update-05 tools. Two 0.8.0 additions aimed at salvage throughput, per the Update 5.0 patch notes verbatim: the Rhino Dismantler, "a new petrol-powered dismantling tool" (note petrol-powered -- it trades fuel for speed, so it is not a free upgrade over the electric Dismantle Tool), and the Recovery Grinder, "a new buildable module for utilizing surplus materials" (a sink for the commons overflow described above, not a dismantler). No community throughput numbers for either have been published that survive scrutiny. UNVERIFIED but high-priority to test.
  5. Passive income: the boat net. Cast the fishing/boat net and it generates loot continuously, even while docked -- the thread reports it "doesn't actually need to physically catch things it will just automatically generate loot including bio waste upto ~15kg even if you are docked." Free materials for zero attention. Set it before you go inside a location, collect when you return. (Single-thread report; treat as reported.)
  6. Renewable mobs. Late game, sharks and the "night-spawning leech things" are described as renewable material sources -- farming them beats re-sweeping picked-over ruins.

Bio economy -- the biowaste hoard pays off literally [folded 2026-09-01]#

The "hoard bio waste, do not burn it into diesel" rule above has always been stated without saying what for. Here is the payoff, and it is bigger than it sounds.

Fact Detail Label
What consumes the hoard The Farming / Elysium Bed, unlocked by a quest that fires after your first launch. It takes clean water plus LARGE amounts of bio waste dropped onto the bed as soil [wiki]
Interim renewable source Cocoon colonies can be ranched for bio -- they are the spawn source for the swarms, and they keep producing. Cross-reference doc 06 for the colony mechanics before you farm one corpus cross-ref
Why not just burn it A Diesel Refinery turns any organic into 4 L of diesel. That is a fine use of surplus organics and a terrible use of the specific stock a late quest will demand in bulk derived from the conversion rates

🎯 Routing consequence: bio waste is the one common that has a named, quantity-hungry late-game sink. Keep a dedicated container for it, feed the refineries from everything else organic, and start ranching cocoons rather than sweeping ruins once the farming quest is in sight.

Three throughput facts worth internalising [folded 2026-09-01]#

  1. Production enhancer modules are limited-charge consumables -- they burn down as the machine works, so attach them immediately before an expensive batch, never as permanent fittings. Charge counts differ per module (wiki per-item pages): Voltage Minimizer 10 charges (-80% electricity, -40% speed), Efficiency Matrix 20 (-10% all resources), Conservation Coil 25 (fuel/gas/water -60%, electricity -10%, speed -50%; two may be installed). Fitting one to a machine that then idles is pure waste.
  2. The dismantle preview shows the full yield and the Wh cost before you commit. Read it. It is the game telling you the exact trade, and it is why "dismantle at high durability" is measurable rather than folklore -- repair before scrapping and the preview improves in front of you.
  3. Parts -> Recycler -> materials is roughly a 1:1 round trip. That makes the machine remodelling loop -- repair, dismantle, recycle, rebuild elsewhere -- close to free in materials. Moving a badly-placed module costs you time and electricity, not stock. (Storage containers relocate outright since U05; everything else uses this loop.)

Quantified claims that do NOT survive scrutiny#

Several SEO/AI-generated sites (thelastcaretakergame.org, last-caretaker.com, neonlightsmedia.com) publish very specific efficiency numbers -- "Tier 3-8 crafting skills increase scrap yields 10-25% and reduce salvage time 30-50%", "cuts Sanctuary Dock gutting from 90 minutes to 45", "each container yields 15-25 Plastic", "Lumilite generates 900 Wh during daylight". None of these are corroborated by the wiki, Steam or the official patch notes, several are internally inconsistent, and the sites carry no dates or authorship. They are listed here only so a future session recognises and rejects them. Do not import these numbers into the corpus.


8. Ship handling and voyage doctrine#

The vessel (wiki, current)#

Spec Value
Length 30 m (98 ft), bow to stern
Propulsion Diesel Engine + Electric Engine (both present)
Engine cylinders Up to 5 per engine, minimum 1 to run (⚠️ the "5" is wiki-sourced and the datamine cannot confirm it -- doc 07 §3.4 flags a first-hand count check as pending)
Cylinder tiers Standard -> Booster -> Super Booster (higher = faster, thirstier)
Onboard diesel tank 2,000 L
Onboard battery 6.0 kWh
Power outlets 14
Diesel outlets 5
CO2 outlet 1
Mooring 4 mooring cables, 2 mooring hitches (rear, for towing), 2 anchors
Other Boat net, paint/customisation table, working telephone for survivor comms

Launch-era cylinder availability (TheGamer 2025-11-13): Basic Electric/Diesel at tier 2-3, Booster at tier 6, Super Booster at tier 13.

Fuel doctrine -- 🔴 INVERTED 2026-09-01: carry diesel, not oil#

🔴 THE OLD RULE IS DEAD. This document's headline efficiency finding -- Caldason's "Store oil, not Diesel!" -- has been inverted by Update 5.0. The v1.1.0 staleness warning below is now resolved as CONFIRMED-stale. If you have been carrying oil for range, stop.

What happened. Update 5.0 silently nerfed the Distillation Tower's diesel output by roughly 72% -- no patch note, no announcement, nothing in the public-beta notes either. It was caught by a beta YouTube video (2026-06-21), documented by a wiki edit on 2026-07-06 whose summary reads "Updated the page to reflect changes made to Diesel and Plastic outputs in Update 5.0", and independently reported by a commenter on Caldason's own guide ("Latest patch nerfed the oil to diesel conversion rate down to 1000L diesel for 2000 oil, not economical to haul oil any more", 2026-07-07).

Current Distillation Tower, 0.8.0 (CONFIRMED, wiki, post-edit):

Line Value
Per 2,000 L oil 1,000 L diesel + 360 L petrol + ~66 plastic
Rated throughput 20,000 L/h oil in -> 10,000 L/h diesel + 3,600 L/h petrol + 100 kg/h plastic
Power 60 kW
Tier / cost 20 / 4 SP, Artifact rarity

Doctrine, restated: carry DIESEL. 2,000 L of oil now yields 1,000 L of diesel, so a tank of diesel is worth twice a tank of oil for range. Put the tower at the oil (Black Vein Station, the only renewable source) and sail home with the diesel, not the feedstock.

Three consequences that ripple outward:

  • The diesel:petrol ratio collapsed from ~10:1 to ~2.78:1 in the same patch. Every "build ten diesel tanks per petrol tank" post is obsolete -- and the long-running "petrol is starved" complaint quietly fixed itself.
  • Deck cost favours diesel too: Diesel Tank is T8 / 2 SP for 2,000 L; Oil Tank is T20 / 3 SP for the same 2,000 L.
  • Extra tanks do not cost fuel. The old claim that each extra tank raises burn was retracted by its own author after testing, and independently refuted (14 extra tanks, 30,000 L, "negligible extra consumption when equalized"). What extra tanks change is the apparent drain rate on the gauge, because equalize pulls from everything at once.

Preserved for the record -- the superseded oil doctrine. Caldason's guide (2026-02-08) was the community's definitive range analysis and was correct on the build it measured:

Comparison Measured result (verbatim from the guide)
Energy density "1120 liters of oil > 2000 liters of Diesel" -- i.e. oil carried ~178% of diesel's energy per litre
Worked example "2000 Liters of Oil = ~4735 Liters of Diesel = ~14.2 km" versus 2,000 L of diesel = ~6 km of travel
Tank footprint "i managed to place 15 Diesel tanks in a square area, but 20 oil tanks in the very same space" -- +33% storage density
Combined advantage of carrying oil "the overall bonus factor of oil compared to Diesel is about 237%" (178% x 133%)
  • 🔴 ~~STALENESS WARNING (added 2026-08-24 fact-check). ... Whether the 178% / 237% figures still hold on 0.8.0.612251 is UNVERIFIED.~~ ✅ RESOLVED 2026-09-01: they do not. Seven independent pre-June-2026 sources cluster at the old 1.75-1.80x ratio -- they are not wrong, they are stale. The nerf is confirmed by the wiki's own dated correction.
  • The +33% tank-footprint advantage survives -- it is a geometry fact about tank shapes and nothing patched it. It simply no longer compensates for a halved yield.
  • Oil is still worth pumping: it is renewable and free, unlike organics. It is just no longer worth hauling.

Throttle economy -- the lever that beats every fuel choice#

Measured, REPORTED (the.momaw, 2026-03-23, a whole fitted-out boat; corroborated in shape by three other series):

Throttle Diesel Speed L/km
50% 4,080 L/h 30 km/h 136
67% 5,890 L/h 36 km/h 163
80% 7,634 L/h 40 km/h 191
100% 12,670 L/h 45 km/h 281

🎯 100% throttle costs 2.07x the litres per kilometre of 50%, for 1.5x the speed. That is the single most actionable number in this document: cruise untimed legs at half throttle and your effective range roughly doubles without touching the deck layout.

📌 The community's "80% sweet spot" is REPORTED, not adopted. The Steam thread "You should be sailing at 80% throttle!" has 134 upvotes, and the sentiment is echoed widely ("fuel usage scales exponentially with throttle", "keep the engine below 80%"). But the only measured curve is monotonic in L/km -- 50% is strictly cheaper per kilometre than 80% -- so as stated, "80% is the efficiency sweet spot" is really a time-versus-fuel preference, not a fuel minimum. The curve may well be non-linear in a way nobody has measured; the knee between 80% and 100% is real (the last 5 km/h costs 47% more per km than the previous 10 did). Test bounty: run one fixed leg at 50 / 65 / 80 / 90 / 100% with an unchanged loadout, record litres and elapsed time, and settle it.

⚠️ All of the above is REPORTED community measurement, not developer data, and Channel37 confirmed an unquantified "Diesel cylinder fuel consumption has been reduced" in the Update 5.0 beta. Treat these litre-figures as pre-U05 upper bounds; the ratios are what you plan with.

Electric propulsion, for range planning: a Basic Electric cylinder draws ~3.8 kW (5 of them = 19 kW, 13-14 km/h); a Booster draws ~5.7 kW (5 = 28.5 kW, 18.5-19 km/h). Electric-only range is about 3.5 km per 6 kWh battery at ~20 km/h. A 28.5 kW drive is within 5% of an entire Large Electric Generator and roughly three Typhoons plus a LumiMax -- cruising hard out-draws any realistic deck array. Crossing distance on electric means a bank, not a battery, and it is only cheap when the charge is renewable; charge made by a petrol generator is petrol laundered through a machine. Running both engines is the largest diesel-economy lever after throttle, because the electric side contributes speed the diesel is not paying for.

Corollaries:

  • Diesel is not compulsory. The boat also has an electric engine and can run on it -- but it is significantly slower (launch-era). Electric is your limp-home mode and your "I want to sail overnight on turbine power" mode, not your cruise mode.
  • Diesel is manufacturable underway. The Diesel Refinery (T4 / 2 SP -- asset name Oil_Generator, §6.0) converts organic material into diesel at 4 L per organic unit, one unit per second at full tilt; multiple refineries can run simultaneously during a voyage. A boat with organics in the hold and refineries running is functionally self-fuelling. Rule of thumb from a field report: "every 75 units of organic material equates to about 1 km of travel" (REPORTED, and self-consistent with 300 L/km).
  • ⚠️ Do not burn bio waste into diesel (see section 7) -- it has a higher-value endgame use.
  • Efficiency Matrix (-10% fuel and electricity) and Resource Optimizer are range upgrades as much as they are economy upgrades.

Power balance on deck#

Solar panels out-produce turbines during the day and produce nothing at night; turbines produce less but continuously. The launch-era recommendation -- build both, weighted slightly toward turbines so that the overnight floor is covered -- ⚠️ is revised below: the ladders are now settled and turbines carry a maintenance tax the raw kW comparison hides. The front deck is still the conventional generator farm; wire everything to the boat's power ports so ship systems run without an external hookup.

Power doctrine -- the seven rules that decide whether a grid works [folded 2026-09-01]#

Summaries only. Doc 10 is being overhauled separately as the full power reference; docs/ref/flow-research/electricity.md carries the evidence for every line here.

1. Equalize levels ABSOLUTE watt-hours per unit, not percentages. This is the highest-leverage mechanic in the whole domain and it explains the most common "my power is broken" report. A big bank wired beside small stores stays half-empty forever -- equalize has converged, it is not stalled. Small full batteries pin a large one at their Wh level. Fix: set the big store's socket to Input, which fills it to capacity regardless of parity. The same rule explains a repaired facility's large native bank that "never charges from a healthy grid" -- walk the chain and force Input on the facility-side socket.

2. A generator gauge reads connected LOAD, not output. "The reading isn't power output -- it's connected load, up to its rated limit." A turbine showing 0 W with your batteries full is working correctly -- generation in this game is demand-driven and you cannot over-generate. This is the true cause of the perennial "only one of my six Cyclones feeds power through the extender" report: it is a display reading, not an extender bug. Put an unfull Medium Battery on the circuit and run a real load, and the whole fleet registers. (Use a Medium Battery -- the Small Battery is discharge-only and cannot buffer.)

3. The PECO Grid Scan 2000 (T15 / 2 SP) is the meter -- and it counts built modules only. The boat hull's integrated 6 kWh battery and 2,000 L diesel tank are off-books on the scanner; the cab dashboard includes them. True totals = scanner + hull. Two instruments, two rules; doc 07 §3.3 has the first-hand readings.

4. Size the grid for the Recycler RUNNING, not idling. The Recycler idles at 100 W and runs at a REPORTED 90 kW -- a ~900:1 spread that exists nowhere else in the game. That is three Large Electric Generators or nine Typhoons at nameplate, and it is exactly why a stable base browns out the instant somebody throws scrap in: "every time I run the recycler or fabricator, the whole building shuts down." Nothing breaks in a shortage -- machines just slow down -- but plan capacity around the peak.

5. Headlamps are the biggest personal draw in the game, by a wide margin. Against a 250 W baseline idle: Lancer (T6) ~2.5 kW, Nebula (T14) ~10 kW, Eclipse (T18) over 10 kW, and a placed 360 Standing Light 5 kW. An Eclipse is 40x your entire idle draw and flattens a maxed 2,500 Wh internal battery in about 15 minutes. Torch discipline in dark interiors is worth more early-game battery than any generator you can build at the same tier.

6. Solar-primary hybrid, with the Typhoon decay tax priced in. The settled ladders: wind Whisper 2.5 / Cyclone 5.0 / Typhoon 10.0 kW; solar LumiLite 3 / LumiMid 6 / LumiMax 10 kW (settled 2026-08-29 by Robert's LumiMax tooltip, matching the mine byte-for-byte -- both older wiki figure-sets are retired). Same 10 kW at the top, but they are not the same module to own:

LumiMax Typhoon
Upkeep None observed Durability decays fast (~85% after ~20 min, REPORTED); "constant repairs"; every POI revisit needs a repair pass; repairs cost materials and electricity
Noise Silent Obnoxious continuous running sound
Night Dead Unaffected
Storms Collapses (~2 kW) Exceeds nameplate (~18 kW observed on a 10 kW turbine)

🎯 LumiMax is the daily driver; Typhoon is storm insurance. Run solar as the primary array and carry turbines for the weather that kills solar. Storms invert the two, which makes a hybrid deck anti-correlation, not redundancy -- and it is why the day-integrated yields come out close (one 24 h test: 2.6 kWh wind vs 1.9 kWh solar). ⚠️ The decay figures are single-source and predate Update 3.5's "Wind turbine durability loss was reduced": pattern solid, values indicative.

Bonus mechanics: a Typhoon's two electric ports are a 50/50 circuit splitter, not a throughput requirement -- one cable carries the full 10 kW, two cables feed two circuits at 5+5, and the second port refuses another Typhoon because ports are connection-classed (output cannot meet output). Cable bandwidth is ~1 MW and is never the bottleneck.

7. Petrol generators are demand-driven -- and leave the CO2 port unconnected. Portable 10 kW (T5 / 2 SP) and Large 30 kW (T15 / 3 SP) both run at exactly 1 kW = 200 L/h petrol = 2,000 L/h CO2. They stop when the power is not needed (full batteries, no load), which is correct behaviour, not a fault -- and they also stop if a connected CO2 port backs up on a full downstream tank. An unconnected CO2 port simply vents harmlessly. Leave CO2 unconnected until you actually need the gas chain (Sabatier / carbon fibre); it is strictly better for uptime.

Water doctrine -- never mix salt and fresh on one network#

🪤 The single highest-value plumbing rule, and the likely cause of "my purifiers are underperforming." Salt water and fresh water travel on the same water cable, but they must not share a network. "Fresh and salt can't mix via a connector... do not combine them via a connector or it fails. Same goes for diesel and petrol."

A player who tested both topologies found that putting pump and purifiers on one shared network "only allowed 1 purifier to run at a time", and got full parallel throughput as soon as he separated them. Independently reported by four players, and it very probably explains the "purifiers in close proximity only run one at a time" bug reports as well -- it is not proximity, it is a mixed network.

🎯 Build rule: pump -> dedicated SALT line -> purifier -> dedicated FRESH line -> tanks and consumers. Two physically separate cable networks, joined only through the purifier. Purifiers are fed by pumps and therefore live on the salt side; Lazarus racks and the Sabatier Reactor want fresh. If purifiers in a bank go idle one at a time, check for a shared connector before you suspect power. (Purifier: 10,000 L/h salt in -> 10,000 L/h fresh out at 8 kW, 0 W idle. Also note a 4-way connector divides available flow between its ports rather than multiplying it.)

Mooring, anchoring and storms#

Practice Detail
Approach distance Get within ~20 m of a dock to moor
Mooring ropes Two ropes pull the ship to the dock edge and hold it there through storms -- this is the primary anti-storm measure
Anchors Extra security in weather, but you will still drift even anchored in severe conditions
Storm damage Storms damage the hull and deck; generator wear accelerates during storms
Repairs Repair tool; hover over damage to see required materials; hold the materials in inventory or in a container nearby, press E
Repair materials Iron, copper, plastic, fabric (launch-era, for generators)
Instrumentation The cab dashboard shows precipitation, temperature, wave height, fog, cloud cover, wind speed + direction, speed/mileage, GPS, compass, throttle %, hull integrity, fuel consumption rate, battery, time, and a map with distances to all locations

Storm doctrine. Read the dashboard before committing to a leg -- wave height and wind are displayed, so weather routing is a real option rather than a guess. If a storm is coming and you are near a dock, moor with ropes rather than trusting anchors alone. If you are in open water, expect hull damage and budget repair materials before departure rather than after. ⚠️ Update 05 rebuilt the weather and wave systems; the mechanics above are drawn from launch-era play plus the current wiki spec sheet, and the severity tuning on 0.8.0 is UNVERIFIED. The lightning-rod / storm-hazard content trailed for the "Ocean: The Final Frontier" line of updates is likewise not documented in the sources reachable for this pass (see Gaps).

Night doctrine. The boat is comparatively safe at all hours; points of interest are not. The standard veteran pattern is to sail at night and salvage by day: transit hours are the ones where darkness costs you least, and the night-spawning swarms that kill new players are at the locations, not at sea. Arriving at a POI at dusk is the classic beginner blunder -- hold offshore, sleep the clock, and go in at first light, when the night spawns have died off and left organic matter behind for the recycler.

Minimising transit time#

  1. Decide first whether the leg is timed at all. If it is not, run 50% throttle and halve your litres per kilometre (2.07x at 100%). Transit time is the thing you are minimising here; fuel is the thing you pay for it, and the exchange rate is bad above 80%.
  2. Fit more cylinders (up to 5/engine) and upgrade tiers -- but note that higher tiers "demand more fuel and electrical consumption", so cylinder tier is a range/speed trade, not a free upgrade. ⚠️ Adding cylinders is much cheaper than raising grade: at one cylinder a Super Booster burns 13% more for 7% more speed than a Standard. And never compute burn as "1,800 L/h x N" -- that wiki figure is just 9,000 / 5 and describes nothing real; a single Standard cylinder already burns over 5,000 L/h at full throttle.
  3. Run both engines together where you can afford the charge -- the electric side adds speed the diesel is not paying for, which is the largest economy lever after throttle. Diesel alone for cruise, electric alone only when conserving.
  4. Route by dashboard weather, not by straight line.
  5. Do not double-back. The dashboard map shows distances to all locations -- plan multi-stop circuits, not out-and-backs.
  6. Use the Jet Ski (U02) and Salvage Gyro (U04) for spur trips instead of repositioning a 30 m boat for a single objective. This is the largest transit-time saving available on 0.8.0 and it does not appear in any launch-era guide.

9. Mid-game doctrine -- push story or stock up?#

There is no published community formula for this, so the doctrine below is inferred from confirmed mechanics and labelled as such.

Gate first, then stock. The known hard gates are stat-based and cheap to see coming:

  • Diving depth (Pressure enhancer) is an explicit progression gate -- the community figure is ~40 points for initial story progression, 100 (= 110 m, the cap) for full underwater coverage. The thread's practical trigger: start banking Pressure points when you are given the Lazarus Complex location. If a story beat is depth-gated, points are the answer, not gear.
  • Charge endurance gates how deep into a location you can push before you must walk out.
  • Cargo capacity gates whether a location is a one-trip or three-trip job.

A workable cadence:

Trigger Action
A quest names a location you have never sailed to Stock fuel as diesel (corrected 2026-09-01 -- the old "as oil" reading is inverted, §8), repair materials, one consumable battery, and go. Story is what unlocks tiers
A quest is gated by a stat you don't have Farm the nearest already-cleared dense location for XP rather than the newest one -- safer XP per minute
Your rares (Titanium / Carbon Fibre / Neutrium / Plasma Gel) are empty Stock up. These are the true bottleneck; commons never are
Your commons are overflowing Stop gathering. Sail. The world has more than you need
Hull integrity degraded or generators worn Repair before the next storm leg, not after

Update-05 specific: Project Eden reframes the mid-to-late game around construction and committee-driven long-term development goals, and adds a Samples system (gather discoveries, send them to orbit) plus cultural recovery via cave paintings and HoloMemories (official announcement: "Cultural Memories -- cave paintings, HoloMemories, and Samples"). That means on 0.8.0 there is a third thing competing with "push story" and "stock up": feeding the Eden/Committee pipeline, which is itself a progression source. Concrete efficiency ratios for that pipeline are not yet documented anywhere reachable -- flagged in Gaps.

9.1 Save discipline -- the universal risk mitigator#

Death is a save reload, and that is the whole point. Settled first-hand 2026-08-27: "Terminated -> return to a backup" literally rolls you back to your last autosave or manual save. No item drop, no corpse run, no walk-back -- you lose only the play time since the save. Autosave runs every 10 minutes. §10 pattern #1 and §4's battery-empty rule are consistent with this and need no revision.

🎯 Doctrine: manual-save before every risky poke -- a new outpost, a deep dive, a night landing, a fight you are choosing. It converts a death from a setback into a 30-second rewind. The corollary is just as useful: the rollback undoes anything since the save, so a manual save is also your emergency brake on mistakes, not only on deaths.

9.2 The two places a save is mandatory -- seed runs and launches#

Mechanics only. The full seed-run procedure lives in doc 17; this is the routing-level version, and it exists because these are the two operations in the game where a mistake is not recoverable by playing better.

Seed runs. The seed timer is real time and expiry is the only permanent loss in the game.

Rule Why
Pod first. Craft the Lazarus Pod (T12 / 3 SP) before you open a vault It is quest-gated on the underwater investigation leg of the first seed mission (§6.0), so on run 1 the sequence is: do that leg -> take the pod -> then go to the vault. This is achievable on a first run; it just has to be sequenced
Manual save at the vault, before extraction The riskiest minute of the run is the one right after you pick the seed up
The pod does ONE job ~~It "refrigerates" the seed and hides it from Angels~~ CORRECTED 2026-09-01: the pod neither pauses the clock nor reliably hides the seed (dev hotfix 0.5.0.581804). It is the container a rack accepts. Haul seeds RAW (they float, climb ladders and can still be time-reset in any vault slot), pod them at the complex, and plan on the 120-minute clock (60 was pre-Update-3.5) -- doc 23
Angels attack on sight of a carried seed or human Not on sight of you -- on sight of the cargo. Indoors is safe. Sprint the dock-to-door gap. Plan the carry as a series of short outdoor dashes between interiors
Never attack the complex's own Angels They are not an obstacle to clear; provoking them turns a delivery into a fight you did not need
Manual save immediately before rack insertion ⚠️ A known insertion bug can corrupt a seed. This save is the difference between a reload and a permanent loss

Launches. (Mechanics of the launch operation only -- the premise "send humans to orbit" is openly marketed, so this is not a story spoiler.)

  • Manual save BEFORE pressing STARTUP on the rocket panel. Not after, not during the sequence.
  • Never exit the game mid-flight. The launch writes its own auto-quicksave; reloading pulls that, which forks your state in a way you did not choose. Let the sequence finish, then save normally.

10. Common failure patterns and veteran fixes#

# Failure pattern Root cause Fix
1 Death by flat battery 500 Wh / 250 W = ~2 h idle endurance, less when active; battery empty -> vitality drains -> game over, reload from your last save Carry a Consumable Battery; invest Battery + Power Management first; treat 30% charge as "turn around now". Keep AutoSaveInterval short -- a lost run costs you real minutes, not a walk-back
2 Death to night swarms at a POI Fast swarming night spawns; new players arrive at dusk Arrive at dawn. Shelter indoors overnight. They die in daylight and leave organics behind
3 Attrition death from unrecoverable vitality Vitality only restores at Heal Stations / Charge Injectors -- there is no field regen Disengage early. Fight only when you have to
4 Stranded on range 🔴 Root cause inverted 2026-09-01. The old entry blamed "deck filled with diesel instead of oil"; on 0.8.0 the mistake is the opposite -- hauling oil, whose yield Update 5.0 silently halved (2,000 L oil -> 1,000 L diesel). The other half is running at full throttle Carry diesel (§8). Cruise untimed legs at 50% throttle -- 136 L/km against 281 at full. Run Diesel Refineries underway on organics (~75 organic units per km). Refine oil at Black Vein, sail home with diesel
5 Storm damage spiral Hull + generator damage compounds; repairs deferred Moor with ropes (not anchors alone) before weather; keep iron/copper/plastic/fabric in a container near the repair area
6 Grind fatigue / over-hoarding Playing it like a scarcity survival game The world is materials-abundant. Hoard four rares, dump the rest, sail
7 Encumbrance tax Over-loaded return trips move slower and drain more power Two lighter trips beat one overloaded one; put a recycler on site
8 Unspent points sitting idle No loud prompt Check Tab; green numbers = unspent
9 Quest-progression softlocks Real, and patched repeatedly -- e.g. Hotfix 2 (0.8.0.612251) specifically fixed a committee-formation objective that could fail to complete SPOILER: quest "Seats of Care"; earlier hotfixes fixed seed-tree loading and physics objects failing to wake/rest You are on the latest hotfix, so most known ones are patched. If an objective won't tick, reload before assuming it's broken -- several were physics/rest-state bugs. Report on Steam Discussions
10 Building on stale advice Five updates since most guides were written Date-check every guide. If it doesn't mention the Jet Ski, Gyro, or Project Eden, it's old
11 Points sunk into a non-functional stat ~~Power Management and scrapping-speed were reported broken in the 0.6.x era~~ [RETIRED 2026-08-24: Power Management was fixed by patch 0.6.1.606604 (2026-01-12, "Fixed the power optimizer enhancer not working as intended") and Scrapper was never broken (percentage-based, not flat -- see doc 21 §3). The hedge is obsolete.] No verification needed on 0.8.0 -- both stats function
12 "My purifiers only run one at a time" Salt and fresh water share one network. Four independent players reproduced it; one tested both topologies Two separate networks joined only through the purifier: pump -> salt line -> purifier -> fresh line -> tanks (§8). Check plumbing before suspecting power
13 "My big battery bank never fills" Equalize levels absolute Wh per unit, so a large store beside small full ones has already converged. Not a bug, not a shortage Set the big store's socket to Input (§8). The same fix applies to a repaired facility's native bank
14 "Only one of my turbines produces" / base browns out on Recycler start A gauge reads connected load, not output -- idle generators correctly read 0 W. And the Recycler jumps from 100 W idle to a REPORTED 90 kW running Add an unfull Medium Battery and a real load to see true output; size the grid for the Recycler running, not idling (§8)
15 Battery gone in fifteen minutes with no fight A headlamp. Eclipse is >10 kW against a 250 W idle baseline -- 40x -- and empties a maxed 2,500 Wh battery in ~15 min Torch discipline indoors. It is worth more early-game charge than any generator you can build at the same tier (§8)
16 Cables silently "stop working" after a reload Cable physics on reload: a stretched line releases stored tension and pops out of its connections; plus level-streaming desync when you travel away and come back Keep segments under ~19 m, put an extender at every direction change instead of stretching around corners, leave everything on equalize, stand still ~30 s after loading in, and re-check connections after a facility streams in. The PECO Grid Scan 2000 (T15) is purpose-built for finding the dead hop
17 A seed lost, or a corrupted seed on insertion The 120-minute timer is real time and expiry is the game's only permanent loss; a known bug can corrupt a seed at rack insertion Pod before vault; manual save at the vault before extraction and immediately before rack insertion (§9.2). Carry indoors, sprint the outdoor gaps, never provoke the complex's Angels

11. Settings and quality-of-life choices#

Every key below is first-hand from the installed build's VoyageGameUserSettings block (see docs/ref/shadow-install.md §7), so these options provably exist on 0.8.0.612251 -- the recommendations are doctrine, the existence is fact.

Setting key What it controls Recommendation
bAutoPickup Auto-pickup of items On. This is a game about volume salvage
InteractHoldDuration (default 0.5) Hold-to-interact time Lower it if the game allows -- you will interact tens of thousands of times
bConfirmBuild Build confirmation prompt On while learning module placement; off once fluent
AutoSaveInterval (default 10) Autosave cadence (units presumed minutes) Leave at 10 or lower. Death sends you to a backup; short autosave windows cap the loss
bInterfaceBoatCompass, bInterfaceBoatSpeedometer, bInterfaceBoatAnctor [sic] Boat compass / speedometer / anchor HUD All on. Voyage planning is dashboard-driven
bUseFirstPersonBoatControls First- vs third-person boat control Third-person for docking (you can see the hull and the 20 m approach); first-person for instrument reading
bInterfaceHudQuests, bInterfaceHudLocators, bInterfaceWorldMarkers Quest HUD, locators, world markers On. Markers are how you avoid double-backing
bInterfaceHudQueue, bInterfaceHudActionBar, bInterfaceHudActions Crafting queue + action bar On -- the crafting queue is a throughput tool
bUseMetricUnitSystem Metric/imperial Metric -- every community number (Wh, kg, m, L) is metric
bRemoveHeadBob, MotionBlurAmount (0.3), FOV (100) Comfort Head-bob off and motion blur to 0 are the standard comfort picks for long first-person salvage sessions
bSubtitles, SubtitleFontSizeMul, ColorBlindMode, UIScale Accessibility As needed
VolumeMusicCassette Separate volume channel for the cassette/music system Update 05 added a Data Recovery Deck music playback system -- this channel exists so you can balance it against score
UpscalingMethod (DLSS/FSR/XeSS + frame gen), bUseMegaLights, RT flags Rendering The install ships DLSS + Ray Reconstruction, FSR, XeSS, Streamline frame gen, Reflex. MegaLights defaults on. On the ShadowPC (RTX A4500) the auto-config picked DLSS Quality, 120 fps cap, all scalability groups Epic

⚠️ Not a settings recommendation but worth knowing: the Shipping build has file logging disabled -- there is no UE game log to diagnose from (only a CEF browser-cache log). If something goes wrong, you have the save and the Steam forums, not a log file.

One QoL fact from the patch notes: Update 5.0 added full patch notes accessible from the in-game main menu. That is the fastest way for a future session to confirm what version is live without leaving the game.


12. Spoiler-fenced strategic notes#

Mechanics above are spoiler-free. These are flagged because they reveal structure or story.

  • SPOILER -- mid/late structure Progression eventually opens orbital contact and a Council/Committee layer (U03 and U05): humans in orbit set long-term development goals that shape what you build. Strategically this means the late game has an externally-directed objective queue rather than a purely self-directed base-building sandbox -- plan to have surplus construction materials banked when it opens.
  • SPOILER -- U05 content Project Eden is the named late-stage restoration project; Project Jonah is a whale-encounter questline with a dedicated location. Both are content, not systems you need to pre-plan for.
  • SPOILER -- gating Progression is depth-gated; the community figure is ~40 Pressure points for initial story progress and 100 for full coverage. The thread names the gated locations -- the Lazarus Complex and Norfolk Grave -- not a quest title. (An earlier draft of this doc attributed the quest name "Echoes In The Grave" to that thread; the thread does not contain it. Quest name UNVERIFIED -- removed.) Budget enhancer points ahead of it if you don't want to backtrack.
  • SPOILER -- U03 threats New ocean enemies added in Curiosity Wakes include Ram Sharks, Laser Sharks and ArchAngels -- open water stops being neutral terrain at that point in the game.
  • SPOILER -- U04 terrain Update 04 added Methane Conversion Pits described as 180+ metre deep shafts, plus the Salvage Gyro aircraft and Gyro Service Towers. Vertical traversal becomes a real axis of the game.

Gaps & Unverified#

Not covered / not establishable in this pass:

  • Storm mechanics on 0.8.0 specifically. Update 05 states it upgraded "weather and wave systems", but no post-U05 write-up of storm severity, damage rates, wave-height thresholds, or lightning behaviour is reachable. The lightning-rod feature trailed in pre-release "Ocean: The Final Frontier" coverage is not confirmed present in any patch note I could reach. The wiki has no Weather page (404 as of 2026-08-24).
  • World map / route planning. The wiki Map page renders as chrome only to a fetcher -- no location list, coordinates, distances or difficulty tiering was obtainable. Route doctrine in section 8 is therefore principles, not a routed itinerary. The community's "Online Map" Steam guide (5-star, by [ЯtR] The-Killer, id 3610752358) is the obvious next target for a future pass.
  • ✅ ~~Whether the 178% / 237% oil advantage survives on 0.8.0.612251 is now the top open question in this document.~~ RESOLVED 2026-09-01: it does not. Update 5.0 silently cut the Distillation Tower's diesel output ~72% (2,000 L oil -> 1,000 L diesel + 360 L petrol). Confirmed by a dated wiki edit (2026-07-06, explicit summary), a beta video (2026-06-21) and a guide comment (2026-07-07). Doctrine inverted: carry diesel. §8 rewritten; the guide body stays on file as the superseded launch-era measurement.
  • One high-value Steam guide still unfetched: "New player tips and a more detailed explanation of basic mechanics" by Soviman (id 3637744548). Re-fetch in a later session.
  • ~~Diesel Generator's skill tier on 0.8.0.~~ ✅ RESOLVED [datamined 2026-08-25]: the Diesel Refinery is Tier 4 / 2 SP (DA_Skill_Engineering_Oil_Generator). Launch-era "~3-4" was right; the wiki tier list misses it because the asset is named for oil, not diesel.
  • ~~Voltage Minimizer's tier.~~ ✅ RESOLVED [datamined]: Tier 9 / 1 SP -- much earlier and cheaper than "mid game" implied. 10 charges.
  • Charge Injectors as a vitality-recovery source. Asserted in an earlier draft; the current wiki says vitality "can only be restored from a Heal Station" and does not mention Charge Injectors. UNVERIFIED.
  • ~~Fortihold's tier.~~ ✅ RESOLVED [datamined]: FortiHold is Tier 11 / 1 SP. The launch-era 11 was correct.
  • Which mission gates the CS-17 Skimmer purchase (T9). The gate itself is confirmed first-hand (2026-08-28, in-game wording "...or skimmer until another mission"), but the quest is named by nothing -- not the game text seen, not the wiki, not any guide. OPEN, and it matters for routing.
  • Does an 80% throttle sweet spot actually exist? A 134-upvote community thread says yes; the only measured curve is monotonic in L/km, which says the honest answer is "50% is cheaper per km, 80% is a time-versus-fuel preference". Test bounty in §8 -- one fixed leg at 50 / 65 / 80 / 90 / 100%, litres and elapsed time recorded.
  • Magnitude of Update 5.0's diesel-consumption cut. Channel37 confirmed "Diesel cylinder fuel consumption has been reduced" (beta 0.8.0.612075, 2026-06-22) and published no number. Every litre-figure in §8 is therefore a pre-U05 upper bound; the ratios are what survive.
  • Wind turbine durability decay is unquantified on 0.8.0. The ~10%/day and ~85%-in-20-minutes figures behind the Typhoon decay tax (§8) are single-source and predate Update 3.5's explicit "Wind turbine durability loss was reduced". Pattern solid, values indicative. A first-hand durability-over-time reading would settle it.
  • Hull Stabilizer draw (~8 kW) and Recycler running draw (~90 kW) are both single-source REPORTED (captnmax, 2026-06). Both materially change grid sizing, so both deserve a first-hand tooltip read.
  • Which quest unlocks the Farming / Elysium Bed, and the actual bio-waste quantity it consumes as soil. Known to fire after the first launch and to want "large amounts" [wiki] -- no number published (§7).
  • No quantified "salvage per hour" data exists from a credible source. Every specific throughput number in circulation traces to undated SEO/AI content (see §7). The honest answer is that the community has not quantified salvage rates.
  • Rhino Dismantler and Recovery Grinder (U05) throughput vs the base Dismantle Tool: undocumented.
  • Project Eden / Committee / Samples economy: no efficiency guidance published yet. The systems are eight weeks old.
  • Jet Ski and Salvage Gyro operating doctrine (range, fuel, charge, cargo limits, when each beats the boat): still not covered by any reachable guide, and still the largest doctrine hole for 0.8.0. (Partial: both are now tier-corrected -- Skimmer T9/3SP, Gyro T17/3SP -- and the Gyro has a single-source ~20 L/km / ~10 km range figure. Doc 07 carries what exists.)
  • ~~Fuel consumption rates in absolute terms (L/h at a given throttle and cylinder loadout): no published numbers exist.~~ PARTLY RESOLVED 2026-09-01. Nothing official exists, but controlled community series do: the full throttle curve (4,080 L/h at 50% to 12,670 L/h at 100%), per-grade burn at 5 cylinders (9,000 / 14,000 / 17,000 L/h), the cylinder-count scaling series, and electric draws (19 kW / 28.5 kW). All REPORTED and all pre-U05 upper bounds -- see §8 and docs/ref/flow-research/fuel.md §3.5.
  • Whether the pre-U05 "broken skill" reports (Power Management, scrapping speed) still apply. Reported 2026-01-06 on 0.6.x; unresolved.
  • Multi-select dismantle binding. Existence plausible, exact binding unverified (only slop sources state it).
  • Reddit consensus could not be sampled at all -- reddit.com is not accessible to this agent's fetcher, and the WebSearch budget was exhausted mid-pass. All "consensus" labels in this document are Steam Discussions consensus, named per-thread.
  • TechRaptor's beginner guide returned HTTP 403 and Neoseeker's walkthrough returned HTTP 403; neither contributed.

Where sources disagree:

Question Source A Source B Current call
DuraPack skill level Skills guide: level 2 Ship guide: level 3 ✅ RESOLVED 2026-08-24: Tier 3. The current wiki Skills page lists DuraPack in Tier 3, agreeing with the ship guide
Haul Mastery total gain TheGamer (2025-11-10): +50 kg at 100 pts Wiki (current): +1 kg/point = +100 kg, 100 -> 200 kg Wiki is current and self-consistent with the Mechanics page's "200 kg" cap -- use +100 kg. TheGamer's figure is launch-era
Improved Hydraulics total TheGamer: +50% Wiki: +1%/pt = +100% Same pattern -- prefer the wiki
Enhancer count TheGamer: 8 Wiki: 10 (adds Field Medic, Shock Absorber) Wiki (current)
Update 04 date Official news index: 2026-05-14 Steam news post: May 13 ("Content Update 4: Below Us is Live") ✅ RESOLVED 2026-08-24: Steam went live May 13, the official site posted May 14. Use 2026-05-14 as the announcement date, 05-13 as the ship date. Immaterial to doctrine
"Can you unlock everything?" Steam thread: "Eventually you get almost all of them anyway... their goal seems to be to allow you to max them all" SEO site: "you cannot unlock everything in one playthrough" Steam thread, but note it is a player's inference about design intent, not a confirmed rule. The SEO claim is uncorroborated

Deliberately excluded as unreliable: thelastcaretakergame.org, last-caretaker.com, neonlightsmedia.com, whisperofthehouse.com, 9puz.com -- undated, unattributed, contradictory, and carrying fabricated-looking precision. Recorded here so future sessions don't re-import them.


Sources#

All accessed 2026-08-24. Sources marked ✅ below were re-fetched and re-verified in the v1.1.0 fact-check pass on the same date.

Ground truth (first-hand, local): - C:/last-caretaker/docs/ref/shadow-install.md -- EA 0.8.0.612251, Steam buildid 23962331, UE 5.7.4, VoyageGameUserSettings key inventory - Robert's own play, 2026-08-27 -> 2026-08-29 -- death-model settlement (save reload), the rifle-era Vitality revision (2026-08-28), the Skimmer mission-gate wording (2026-08-28), the LumiMax tooltip and Grid Scan readings (2026-08-29, beta-era 0.8.5.650920)

Added in v1.2.0 (2026-09-01) -- local research + mined data: - docs/ref/flow-research/transfer-layer.md §3.1-3.2 (the 20 m segment rule and the cable-length correction, conflict C-7), §3.4 (load-not-output), §6.1-6.2 (the disconnect bug class and its mitigations) - docs/ref/flow-research/fuel.md §3.1 (refinery rates), §3.3 (the silent U05 Distillation nerf and its four-source transition record), §3.4 (petrol generator ratios and the CO2 stall), §3.5 (throttle curve, per-grade burn, the extra-tanks retraction), §3.6 (Conservation Coil charges) - docs/ref/flow-research/electricity.md §1.4 (a gauge reads load), §2.1-2.1.1 (generator ladders, turbine decay, storm inversion), §2.2 (Recycler 90 kW, Hull Stabilizer ~8 kW), §2.2.1 (headlamp draws), §2.3 (propulsion draw + measured range), §2.6 (enhancer modules and their charge counts), §3.2.1 (equalize levels absolute Wh) - docs/ref/flow-research/water.md §2.2 / §4.2-4.3 (purifier rates, the salt/fresh separation rule, the 4-way connector split) - data/datamine/REPORT.md + data/datamine/parsed/skilltree-mined.json -- every tier/SP figure tagged [datamined] in §6.0, plus the 700 + 515 vs 1,000 enhancer-point arithmetic behind §5.1

Official: - https://thelastcaretaker.com/news/ -- full news/update index with dates - https://thelastcaretaker.com/news/2026-06-25-the-last-caretaker-launches-update-5-new-horizons-new-progression-paths-exploration-systems-tools-storyline-and-major-improvements/ -- Update 5 feature list, Project Eden framing - https://steamcommunity.com/app/1783560/allnews/ -- Steam news index, Updates 03/3.5/04/05 - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ -- Update 5.0 New Horizons patch notes, 0.8.0.612115, plus Hotfix 1 (0.8.0.612211, 2026-06-26) and Hotfix 2 (0.8.0.612251, 2026-06-29) -- the version anchor

Community wiki (thelastcaretaker.wiki.gg, current): - https://thelastcaretaker.wiki.gg/wiki/The_Last_Caretaker_Wiki -- navigation / page inventory - https://thelastcaretaker.wiki.gg/wiki/Mechanics -- battery 500-2500 Wh, vitality, inventory 100 kg, crafting 10 m radius, death penalty - https://thelastcaretaker.wiki.gg/wiki/Caretaker -- battery, vitality, encumbrance, melee 5 Wh, ability list - https://thelastcaretaker.wiki.gg/wiki/Enhancers -- all 10 enhancers, per-point values, Power Management 250 W -> 125 W table - ✅ https://thelastcaretaker.wiki.gg/wiki/Skills -- 25-tier skill structure; per-tier skill listing (T1 Repair Tool/Torch; T2 Dismantle Tool, cables, LumiLite; T3 Consumable Battery, Whisper, DuraPack, Electric Pistol; T4 Recycler; T5 Bolt Pistol, Portable Electric Generator; T6 StorTite; T8 Efficiency Matrix; T13 Resource Optimizer; T14 Electric Rifle) - https://thelastcaretaker.wiki.gg/wiki/Boat -- full vessel spec sheet (30 m, 2000 L diesel, 6.0 kWh, 14/5/1 outlets, cylinders, mooring, dashboard) - https://thelastcaretaker.wiki.gg/wiki/Map -- attempted; content not retrievable by fetcher - https://thelastcaretaker.wiki.gg/wiki/Weather -- 404, page does not exist

Steam community: - https://steamcommunity.com/app/1783560/discussions/0/690871777621988583/ -- "best points spend?" -- enhancer priority consensus, Pressure 40/100 figures, broken-skill reports, "all skills reach 100% eventually" - https://steamcommunity.com/app/1783560/discussions/0/681860127366798807/ -- "Looting/collecting/recycling resources" (2025-11-17/18) -- hoard/dump doctrine, forward recyclers, boat-net passive income - https://steamcommunity.com/app/1783560/guides/ -- top-guide index - https://steamcommunity.com/sharedfiles/filedetails/?id=3662325691 -- Caldason, "Range of the vessel or 'Store oil, not Diesel!'" -- oil vs diesel 178% / +33% / ~237%; 2,000 L oil ≈ 4,735 L diesel ≈ 14.2 km vs 2,000 L diesel ≈ 6 km (guide body fetched 2026-08-24. 🔴 Its findings are now SUPERSEDED: the nerf the comment reported is confirmed -- see §8. Retained as the record of the launch-era measurement) - https://steamcommunity.com/sharedfiles/filedetails/?id=3637744548 -- Soviman, "New player tips..." (not fetchable -- rate limited)

Press / guides (launch-era, dated): - https://www.thegamer.com/the-last-caretaker-beginner-tips/ (2025-11-08) -- opening objectives, dismantle yields, night swarms, parkour, Tab/green-numbers - https://www.thegamer.com/the-last-caretaker-best-skills-level-first/ (2025-11-08) -- early/mid/late skill ordering, Efficiency Matrix -10%. 🚨 This is the sole origin of the retired "cable 5 m / chain to 20 m" claim -- see the correction box in §3 - https://www.thegamer.com/the-last-caretaker-ship-management-repair-guide/ (2025-11-13) -- engines, cylinders, storage tiers, mooring/anchors/storms, 20 m dock approach - https://www.thegamer.com/the-last-caretaker-best-enhancers-level-first/ (2025-11-10) -- launch-era 8-enhancer table and investment order

Attempted and abandoned: techraptor.net (403), neoseeker.com (403), reddit.com (not accessible to this agent).

17

Quest Compendium & Step-by-Step Walkthrough

Version anchorEarly Access 0.8.0.612251 = Update 05: New Horizons Hotfix 2, released 2026-06-29; still the current build on 2026-08-24 (Steam buildid 23962331, verified first-hand on the ShadowPC install — docs/ref/shadow-install.md). Update 05 shipped 2026-06-24/25 as 0.8.0.612115; Hotfix 1 = 0.8.0.612211 (2026-06-26). No Update 06 has shipped — re-confirmed 2026-08-24 against the Steam news feed (ISteamNews/GetNewsForApp, app 1783560): the newest item is "Watch Antti and Jack play Update 5.0: New Horizons" (unix 1782405917 ≈ 2026-06-25); nothing has been posted in the two months since.
17 claims checked9 corrections9 unverifiedverifier verdict

The doc is now strongly reliable on everything a fresh player will act on: all 31 wiki quest XP/Enhancer values, the whole 43-quest roster ordering, every load-bearing coordinate and map-reveal rule, the seed timer/count, the Lazarus Rack and growth numbers, the 4-pods-per-launch capacity, the 2,000 L boat tank and seven item tiers were each re-read from source and confirmed verbatim. The nine fixes were concentrated in derived or inherited values — a bad XP summation, one wrong ingredient name, one wrong landmark coordinate, and three tier/reveal figures that were tagged [C] without an actual source page — and all are now corrected or explicitly fenced as UNVERIFIED.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER
⚠ SPOILER SHIELD

Quest Compendium is story-shielded

Per-quest objectives, locations and rewards for the whole campaign. Open a quest only when you are standing in front of it.

This is the operational companion to docs/11-progression-missions-objectives.md. Doc 11 establishes what the quest roster is and how the unlock economy works; this document is what a session reads while Robert is playing — one entry per quest, with the verbatim objective list, where the objective physically sits (coordinates cross-referenced from docs/12-world-map-exploration.md, never re-derived here), what to bring, what gate the quest opens, and the documented ways it breaks. Sourcing is layered: the wiki's per-quest pages carry the authoritative objective text and reward values for the 31 quests that have pages; the 12 quests in the Update 05 endgame block have no wiki page at all and are listed here as explicitly UNVERIFIED entries rather than omitted, reconstructed only from location-page quest= bindings and one current Steam guide. Research for this pass also turned up three committee-granted quests that are not on the wiki's 43-quest roster at all (The Forbidden Fruit, Echoes for Orbit, Before the Archives), which means 43 is a floor, not a total. Spoiler discipline: §4 through §6 (quests 1–8 and the mechanical spine) are spoiler-light; all story-heavy quest text — Mother, the Lazarus narrative layer, Eden, Jonah — is fenced under §10–§12.


1. How to use this document#

You want to… Go to
Follow the opening hours beat-by-beat §4 (quests 1–7)
Know what to load onto the boat before a quest run §3.4 standing kit + the per-quest Bring row
Find where an objective physically is The per-quest Where row (coordinates from doc 12)
Know which quest unlocks a tool/skill you want §13 dependency graph, "Unlock granted" column
Work out where Robert is from a single quest name §14 resume-mid-run lookup
Diagnose a quest that will not advance §15 stuck register
Read only mechanics, no story Stop at §9
Run the first seed mission §6.1 -- settled first-hand, supersedes the old Q13 reading
Run a rocket launch §7.1 -- the panel, the bill, the checklist, the reload bug
Know which quest gates a skill you want §3.5 quest-gated skill unlocks
Match an in-save quest asset name to a wiki title §16 concordance

Confidence tags used throughout: [C] confirmed (wiki quest page or official source, cross-checked); [R] reported (single source, named); [I] inferred (reasoning from confirmed facts, labelled as such); UNVERIFIED (no source establishes it).

Provenance tags added in v1.1.0 (they outrank every tag above -- hierarchy is first-hand > save/datamine > wiki > guide/press):

Tag Meaning
first-hand YYYY-MM-DD Robert saw it on screen in his own run on that date. Highest authority in this document
[save-census] Read out of Robert's own save file (asset names, active-quest list)
[datamine] Read from the shipped 0.8.0 game data in data/datamine/parsed/ -- outranks the wiki
[beta-era] Observed on the Update 5.5 "Deck Drop" public beta (0.8.5.650920, buildid 24990438, UE 5.8.1) that Robert opted into 2026-08-29. The corpus version anchor stays 0.8.0.612251 -- beta-era observations are recorded, not folded into the anchor, and may not describe the shipping build

2. Version discipline for this document#

Every quest page on the wiki carries Release Date: Unknown except Rags to Riches (6 November 2025, i.e. EA launch). That means the wiki cannot tell you which patch added which quest — the update attribution below is reconstructed from official patch copy and location bindings, and is marked as such.

Quest block Attributed update Basis
Q01–Q23 main spine (From Darkness, Light → The Council of Humanity) EA launch 2025-11-06, with Q22–Q23 possibly later Rags to Riches is dated 2025-11-06 on the wiki; doc 11's timeline places the whole launch spine here [C for launch, I for the Q22–Q23 boundary]
Q25 One Before Me, Q26 The Warehouse, Q27 Mother Update 01 "Last Humans", 2025-12-16 Official Update 01 copy names three questlines: "Secret of Habitat Nodes" (= Mother), One Before Me, "Secret of Warehouse" (= The Warehouse) [C]
Q28/Q33/Q34/Q35 Isolation → Quarantine Stacks → Codes of Stone → Signal Chain Update 03 or 04 UNVERIFIED. Theme (deep salvage, Receiver Spine, Deep Scan-500) fits Update 04 "Below Us" (2026-05-13/14) [I]
Q30 Salvage Gyro - Lost Blueprints Update 04 "Below Us" The Salvage Gyro itself shipped in Update 04 [C]; the quest binds to three SGS Service Towers [C]
Q32 Eden Cradle Update 04 Doc 09's patch table lists "Seed Vault Eden Cradle" and "Project Canticle" under Update 04 (0.7.5.610707) [R]
Q36–Q43 endgame block + committee quests Update 05 "New Horizons", 2026-06-24/25 Project Eden, Committee Awaken, Project Jonah all shipped in Update 05 [C]; the Steam council-quest guide is explicitly tagged "Update 5" [C]

Stale-guide warning. Any walkthrough written before 2026-06-25 predates Project Eden, the committee quest layer, the level-35 cap and the Update 05 tool set. Launch-era beginner guides are directionally right about §4 and unreliable about everything past §7.


3. The quest system in operational terms#

3.1 The four ways a quest starts#

Trigger Mechanism Quests using it
New game Fires at world start Q01 From Darkness, Light [C]
Chained on completion Finishing quest A initiates quest B; each wiki page states this explicitly The whole main spine [C]
Chained on a sub-objective Completing the first objective of a quest starts another quest Q10 Awakening the Hall fires on the first objective of Q09 Lazarus, Come Forth — the only documented instance [C]
"Upon approach" Sailing near a location auto-starts the quest Q15 (Beacon 32), Q16 (Beacon 15), Q25 (Sanctuary Dock 12), Q26 (Central Warehouse Alpha), Q27 (Habitat Node 02-23), Q28 (Unlisted Tower) [C]
Committee request (Update 05) A staffed committee issues a quest, often only after real-world time passes True Choices, The Forbidden Fruit, Echoes for Orbit, Before the Archives [R] — Steam guide "Quests from Councils", turvarya, posted 2026-07-04, updated 2026-07-22

3.2 What the objective verbs actually mean#

The main chain reuses a small verb set. Knowing what each one physically requires removes most of the "how do I do this" friction.

Objective verb What it physically means Tool / input
"Connect the battery to the Outlet" Run an Electric Cable from a power source to a socket. This is the game's core verb — everything runs on cable → socket Electric Cable (Tier 2; the opening room supplies them) [C]
"Activate the main power switch" / "Activate the Power" Throw a physical lever/switch on a wall panel after the circuit is live none [C]
"Repair X" Point the Repair Tool at the broken module and hold — "as long as the required materials are available". Default keybind T. Targets include Communications Arrays, your boat, electrical/control panels and building structures. You cannot repair yourself with it Repair Tool (Tier 1, equipped from the start, cannot be removed) [C]
"Charge the Relay" Supply power to the relay structure. The wiki has no Navigational Relay or Communications Array page, so the exact interaction is UNVERIFIED — plan on bringing a portable power source and cable. Do not confuse this with the Charge Injector, which is a Tier-4 consumable that "restores 20 % of vitality at the cost of 2 % energy" and has nothing to do with relays [C on the Charge Injector; UNVERIFIED on the relay method]
"Activate the Relay" Final interaction once charged + array repaired; reveals a cluster of map POIs none [C]
"Sail to X" Set a marker at the coordinate on the boat's bridge map computer and steer the HUD bearing. The dashboard shows live distance in metres to every location Boat + diesel [C]
"Use the PECO Terminal" Interact with an in-world computer terminal to pull data (and read Data Logs) none [C]

3.3 Tracking, and the two optional-objective quests#

  • The HUD carries an on-screen quest tracker, an objective locator and world markers, each independently toggleable (bInterfaceHudQuests, bInterfaceHudLocators, bInterfaceWorldMarkers — first-hand from the install's GameUserSettings.ini) [C].
  • Only two quests have objectives the game flags (optional): Q02 Where Waters Wait (Heal Station, Save Station) and Q04 Vessel of Tomorrow (four of five boat-prep tasks). Do all of them anyway — see the per-quest notes.
  • There is no documented quest-fail state. Quests do not expire. The only irreversible loss in the game is a Human Seed timing out (120 minutes real time) [C] -- but see §6.1.2: the duration is now contested (120 vs 60), no countdown is shown at extraction, and the in-game framing is "refrigeration" rather than a clock.

3.4 Standing kit — what should be on the boat before any quest run#

Item Why Gate
Repair Tool Every "Repair" objective Tier 1, default loadout
Dismantle Tool Loot breadth = XP = levels; ore nodes Tier 2
Electric Cable + Extender Every "connect/charge" objective Tier 2
Diesel margin Boat tank is 2,000 L built-in and is the game's only built-in fluid storage —
Portable power (Portable Electric Generator / battery / LumiLite) Relay charging, powering dead facilities T2 LumiLite, T5 Portable Electric Generator
Heal route Vitality is restored only at a Heal Station — Beacon 49's safe building has one. Charge Injectors restore 20 % vitality for 2 % energy as a field top-up T4 Charge Injector
Pressure enhancer ≈ 40 points Community figure for "enough diving depth for initial story progression" — start banking it when you are given the Lazarus Complex location; 100 points (110 m) for full underwater coverage Enhancer points
Lazarus Pod Mandatory to move a Human Seed. Recipe: Storage Cylinder ×1, Display Screen ×1, Logic Chip ×1, Data Storage Chip ×1, Nano Mesh ×1 [in-game name, datamined Part_NanoMesh_Name; the wiki page spells it "Nanotech Mesh"], Electricity ×4 Tier 12, 3 skill points
Methane Tank / Oxygen Tank / Sabatier Reactor The rocket propellant chain — the practical gate on repeatable launches Tier 16

3.5 Quest-gated skill unlocks -- the gate table#

Some skills are not browsable at all until a quest sets a flag. Reaching the tier is not sufficient: the tree entry is absent, and a purchase attempt is refused. The full roster below is [datamine] from data/datamine/parsed/skilltree-mined.json (the shipped 0.8.0 VoyageSkill assets, cross-read for this pass) -- every one of these 15 skills carries a custom_requirements entry, and nothing else in the 200-asset tree does. Doc 22 v2.0.0 owns the full tree; this table is the quest-facing slice.

Unlock Tier SP Custom requirement (datamine) Gating quest
Lazarus Pod 12 3 VoyageSkillCustomRequirement_LocatorFlags_C_0 The seed chain -- see §6.1. Unique: the ONLY skill in the tree gated on a locator flag rather than a quest flag
Friendly Sweetheart 8 2 ...Quest_0 UNVERIFIED (U03 companion line)
Night Sight 9 1 ...Quest_0 One Before Me -- CONFIRMED first-hand 2026-08-28: purchase refused before the quest, allowed after
CS-17 Courier Skimmer 9 3 ...Quest_0 The Isolation [C]. Note the tier: T9, not the corpus-wide T13 (settled by doc 22 v2.0.0's mine); mission-gated in practice, and which quest actually releases it is still open
Boat Extension, Gyro Deck 13 1 ...Quest_0 A Place to Land (doc 22)
Rocket Payload Module 14 0 ...Quest_0 UNVERIFIED. Zero skill points -- quest-granted outright
Salvage Gyro 17 3 ...Quest_0 Salvage Gyro - Lost Blueprints [I]
Elysium Bed (Farming Bed) 19 1 ...Quest_1 Gift from Above [C] -- see Q22
TideRipper(tm) Twin Jet 19 3 ...Quest_0 "Still Listening" first-hand 2026-08-31, tooltip. The quest is not on the wiki roster. [I] it is the Last Listener Station (115, 11) questline -- name, site theme and the T19 depth tier all line up; UNVERIFIED
Abyss Glow 20 2 ...Quest_0 "Mother" first-hand 2026-08-31, tooltip -- confirms the wiki's Q27 unlock from the buyer's side
F.E.L.I.S. Unit 20 2 ...Quest_0 UNVERIFIED (U03 companion)
Recovery Grinder 23 4 ...Quest_0 UNVERIFIED (U05 material transmuter)
Deep Scan-500 Add-On 23 4 ...Quest_0 Signal Chain [C]
Elysium Bed Atmos 24 1 ...Quest_1 UNVERIFIED (shares the Farming Bed's flag)
Brass Telescope 25 1 ...Quest_0 The Warehouse [C]

Three consequences.

  1. The Lazarus Pod's gate is structurally different from every other one. LocatorFlags is a location/objective flag, not a quest-completion flag -- which is exactly why the pod releases mid-chain, on an intermediate investigation leg, rather than on finishing a quest. See §6.1.
  2. Quest-gated skills still cost skill points after the grant. Keep a 3-4 SP float from about Tier 12 onward or you will watch a marker blink while you wait for a level (doc 22 §3.1).
  3. "Still Listening" is a quest name the wiki does not have. Add it to the ≥46-quest floor in §12.2's roster correction.

4. Act I — Sanctuary Dock 37 (quests 1–7) · spoiler-light#

Where: all of Act I happens inside Sanctuary Dock 37 (11, 8), the far-west starting location, "the starting location for the player in every playthrough" [C]. You begin in the basement with a Torch and a Repair Tool in the toolbar and nothing else.

Act-wide advice: do not sail out the moment the dock doors open. Objects at every location are finite and do not respawn. Strip Dock 37 thoroughly first — the wiki inventories 45 United States Survival Dollars, 23 Continental Reserve Notes, three pigments (Iron Oxide Red, Carbon Black, Cobalt Aluminate Blue), ~20 memory items, 5 EXO Standard paint, 2 PECO Athletics – 100m Dash cartridges and sample 063 "Signal Wave" here [C].


Q01 — From Darkness, Light#

Trigger Upon the start of a new game [C]
Where Sanctuary Dock 37 basement (11, 8)
Objectives (verbatim) • Connect the battery to the Outlet<br>• Activate the main power switch
In-game text "Find Electric Cables, connect the Medium Battery to the outlet, restore the power. Restore the power by connecting the battery to the Outlet. Once linked, activate the main switch to bring the room and its systems back to life"
Bring Nothing — the room supplies the cables
Rewards +50 XP · +0 Enhancer Points
Opens Q02 Where Waters Wait

How. Sweep the basement for Electric Cables first (they are loose in the room). Run a cable from the Medium Battery to the Outlet, then throw the main power switch. This is the game teaching its single most important verb — power flows along a cable from a source to a socket — and every later "restore power" objective is this same action at a larger scale.

Note. The main path through the opening facility is marked by glow sticks on the floor, flagging jump gaps, vents and route branches. Community advice (TheGamer, launch-era): do not pick them up — they double as retrace markers [R].


Q02 — Where Waters Wait#

Trigger Upon completion of From Darkness, Light [C]
Where Sanctuary Dock 37, basement → docking hangar
Objectives (verbatim) • Make your way to the docking hangar<br>• Use the Heal Station and restore your health (optional)<br>• Use the Save Station and save your progress (optional)
In-game text "Make your way to the docking hangar to uncover your purpose. Your answers won't be found here. Go to the docking hangar and see what awaits you. Perhaps the vessel there will lead you to discover your true purpose in this world."
Bring Repair Tool (default)
Rewards +50 XP · +0 Enhancer Points
Opens Q03 Light the Way Home

Do both optionals. They introduce the two station types you will use for the rest of the run: the Heal Station — per the wiki's Caretaker page, "Vitality can only be restored from a Heal Station" — and the Backup/Save Station, the manual-save point. Knowing where they are and what they look like matters far more than the XP.

The scripted blocker (the #1 place new players stall). Partway up there is a scripted encounter: a glowing blue creature blocking a door that spawns small explosive bots. Players report having "no weapon" and getting stuck here. You do have one — press C to melee. Kill the small bots as they burst out, then destroy the central creature before it regenerates another cluster; the surrounding tendrils each need individual melee hits and are described by the community as "very finicky". Melee costs 5 Wh per swing. (Steam General Discussions, "WTF!! How are you supposed to start?", 2025-11-08 — resolved in-thread as a missed HUD prompt; recorded in doc 11.) [R]


Q03 — Light the Way Home#

Trigger Upon completion of Where Waters Wait [C]
Where Sanctuary Dock 37, dock level / upper deck
Objectives (verbatim) • Activate the Power
In-game text "Restore power to the upper deck to resume operations. The dock's power has failed, restricting essential operations and access to the sea. Activate the main power switch located at the dock to restore functionality."
Bring Electric Cable
Rewards +100 XP · +10 Enhancer Points — your first Enhancer Points
Opens Q04 Vessel of Tomorrow

How. Same verb as Q01 at dock scale: plug into the battery near the docks, then activate the dock's main power switch. The canonical sequence players confirm in the Steam "UNSTUCK?" thread is: plug the medium battery in downstairs → fix the switch upstairs → plug into the second battery by the docks → then the roof for boat power [R].

Press Tab now. You have 10 Enhancer Points and probably unspent Skill points. Checking Tab at every level is the single most repeated beginner tip, and skills cannot currently be reset — spend deliberately.


Q04 — Vessel of Tomorrow#

Trigger Upon completion of Light the Way Home [C]
Where Sanctuary Dock 37 hangar — the boat
Objectives (verbatim) • Power up the boat (optional)<br>• Refuel the boat with Diesel (optional)<br>• Repair the boat's Diesel Engine (optional)<br>• Reconnect the Engine Cylinder to the Diesel Engine (optional)<br>• Open the Dock doors and sail out (required)
In-game text "Repair, refuel, and prepare the boat for departure."
Bring Repair Tool · Electric Cable · Diesel found on-site
Rewards +100 XP · +10 Enhancer Points
Opens Q05 Rags to Riches and Q06 Voyage into the Unknown (both)

This is the trap quest of the opening. Four of five objectives are flagged optional and only "open the dock doors and sail out" is required — so the game will happily let you leave in a boat with no power, no fuel, a broken diesel engine and a disconnected engine cylinder. That is the classic self-inflicted early wound. Do all four optionals before you touch the dock doors.

The engine cylinder in question is the Basic Electric Engine Cylinder (Tier 2) per doc 11's reading; the wiki's objective text says only "the Engine Cylinder" [C on the objective text, R on the specific cylinder].

Sea Mines on exit. The wiki notes Sea Mines outside Sanctuary Dock 37 which "gently guide the player in the direction of the Habitat Node" — read them as a soft route hint east toward Habitat Node 06-3.5 (23, 4), not as a wall [C].


Q05 — Rags to Riches#

Trigger Upon completion of Vessel of Tomorrow [C]
Where The Recycler on your boat
Objectives (verbatim) • Extract Iron<br>• Extract Plastic<br>• Extract Fabric
Release date 6 November 2025 — the only quest page carrying one, i.e. EA launch [C]
Bring Trash/junk to feed the Recycler; power for it
Rewards +25 XP · +0 Enhancer Points
Opens Q07 First Light

How. Feed dismantled junk into the Recycler until it has produced Iron, Plastic and Fabric. Dismantle at high durability — dismantling an item at full or near-full durability returns the full parts list that made it; a worn item does not [R]. Dismantle → Recycle → Craft is the levelling engine of this game, not combat.


Q06 — Voyage into the Unknown#

Trigger Upon completion of Vessel of Tomorrow [C]
Where Navigation Beacon 49 (33, 6) — ~22 coordinate units ≈ 2 km east of the start dock
Objectives (verbatim) • Sail to Navigational Beacon 49
In-game text "Sail to Navigational Beacon 49, east of Sanctuary Dock 37. It holds a vital relay, restoring its functionality will clarify your path to the Lazarus Complex, guiding your journey forward."
Bring Fuelled boat; ideally the whole of Dock 37's loot already stripped
Rewards +100 XP · +10 Enhancer Points
Opens Q08 Signals from Silence

Where exactly. Beacon 49 sits at (33, 6) and is the entry node of the entire map-reveal graph: "not revealed by any other Navigation Beacon but instead reveals other Points of Interest" — and it is revealed to you on receipt of this quest, not by exploration [C].

En route. Habitat Node 06-3.5 (23, 4) is directly on the line and is the natural first collectible stop (19 US Survival Dollars, 2 teddy bears, guitar, crayon, 4 basketballs, camera, 7 paint schemes, a PECO Athletics – 100m Dash cartridge, 5 audio samples) [C].

Remember Y is inverted: negative Y is north, positive Y is south.


Q07 — First Light#

Trigger Upon completion of Rags to Riches [C]
Where Anywhere with a Fabricator
Objectives (verbatim) • Unlock LumiLite Solar Panel from Skills<br>• Fabricate a LumiLite Solar Panel<br>• Finish Fabrication
In-game text "Learn the basics of fabrication and fabricate a LumiLite Solar Panel. The seas will be unforgiving, you need to be prepared for the journey."
Bring Skill point (LumiLite is Tier 2); Iron/Plastic from Q05
Rewards +50 XP · +0 Enhancer Points
Opens (chain ends here — nothing is initiated) [C]

Why it matters more than 50 XP. This is the scripted tutorial for the entire Skills → Fabricator economy: unlock a recipe with a skill point, queue it on the Fabricator, collect it. Mount the LumiLite on the boat's front deck — the boat's Recycler, Fabricator, Heal Station and Backup Station all need power to work away from shore.


5. Act II — First voyage and the Lazarus Complex (quests 8–12)#

Q08 — Signals from Silence#

Trigger Upon completion of Voyage into the Unknown [C]
Where Navigation Beacon 49 (33, 6)
Objectives (verbatim) • Restore the power at Navigation Beacon 49<br>• Head to the Relay Control Room<br>• Charge the Relay<br>• Repair the Communications Array<br>• Activate the Relay
In-game text "Navigation Beacon 49 sits dark and silent, hindering critical navigation. Restore the power and reactivate the Navigational Relay, this beacon is essential to reveal the path toward humanity's survival."
Bring Repair Tool · Electric Cable + Extender · portable power · daylight
Rewards +200 XP · +10 Enhancer Points
Opens Q09 Lazarus, Come Forth — and the Lazarus Complex marker

This is the template. Charge relay → Repair Communications Array → Activate relay is reused verbatim by Q12, Q15 and Q16. Learn it once here.

On site. The beacon holds a Tier 3 Basement Door (a locked interior), 19 US Survival Dollars, memories (Guitar, Where's Tommy, Mirror, Travel Journal), 5 Sea Dragon + 4 VHS Wave paint, 3 cartridges, and sample 057 "Left Behind" ~300 m east at (37.1, 6.0) [C]. The safe building here contains a Heal Station [R].

Threat note. The wiki's Beacon 49 page lists no enemies, but the community reports night-spawning slug-like fast swarmers at this location as the main early killer — they die in daylight. Do the relay work by day; shelter, sail or wait out the night [R].


Q09 — Lazarus, Come Forth#

Trigger Upon completion of Signals from Silence [C]
Where Lazarus Complex (69, -2) — the content centre of the map and the crossing point of both NDNS node chains
Objectives (verbatim) • Find a way into the Lazarus Complex<br>• Enter the Hall of Humanity — complete the Awakening the Hall quest
Bring Pressure enhancer points — start banking them the moment you receive this location. Community figure: ~40 points is enough for initial story progression; 100 (= 110 m) for full underwater coverage [R] · Repair Tool · Electric Cable · portable power · fuel for a ~36-unit run east
Rewards +250 XP · +20 Enhancer Points
Opens Q10 Awakening the Hall on the first objective · Q11 From Ashes, We Rise and Q12 Guiding Light on completion

Reveal. The Lazarus Complex is "revealed upon completion of the Signals from Silence quest" [C] — so Q08 is a hard prerequisite for even seeing it.

Structural note. This is the only quest in the game with a sub-objective trigger: completing "Find a way into the Lazarus Complex" immediately starts Q10, and Q09's own second objective is "complete Awakening the Hall". If Q09 looks stalled, the thing you actually need to finish is Q10.

Landmark value. If you memorise one coordinate, memorise 69, -2 (the wiki infobox value, re-verified 2026-08-24) — the Lazarus Complex sits at the intersection of the east–west and north–south NDNS chains, and almost everything else in the world is a bearing off it.

SPOILER — narrative framing The wiki describes the complex as "the beating heart of humanity's rebirth", now dormant, its systems needing to be awakened. This is where the game stops being about a boat and starts being about what you are for.


Q10 — Awakening the Hall#

Trigger Upon completion of the first objective of Lazarus, Come Forth [C]
Where Lazarus Complex (69, -2)
Objectives (verbatim) • Restore Power to the Lazarus Complex
Bring Electric Cable + Extender · portable power · Repair Tool
Rewards +100 XP · +10 Enhancer Points
Opens (nothing directly — but it is the gate on Q09's second objective)

Q11 — From Ashes, We Rise#

Trigger Upon completion of Lazarus, Come Forth [C]
Where Hall of Humanity, Lazarus Complex (69, -2)
Objectives (verbatim) • Repair one of the Lazarus Racks<br>• Power up the repaired Lazarus Rack
In-game text "Repair and power a Lazarus Rack." These devices will nurture humanity's seeds.
Bring Repair Tool + repair materials · a power feed sized for 500 W idle empty / 2.5 kW with a seed mounted · a Fresh Water feed (0 L/h empty, 100 L/h with a seed mounted)
Rewards +200 XP · +20 Enhancer Points
Opens Q13 Seeds of the Future and Q14 Echoes in the Grave (both)

Plan the utilities before the quest, not after. A full growth cycle consumes 10.0 kWh and 10,000 L of fresh water. If either input drops mid-growth the seed's countdown resumes and it can expire. Water Purifier is Tier 7; Water Tank is Tier 11.


Q12 — Guiding Light#

Trigger Upon completion of Lazarus, Come Forth [C]
Where The Navigational Relay atop the Lazarus Complex (69, -2)
Objectives (verbatim) • Charge the Navigational Relay<br>• Repair the Communications Array<br>• Activate the Navigational Relay
Bring The Q08 kit (Repair Tool, cable, portable power)
Rewards +200 XP · +10 Enhancer Points
Opens Map reveal — the Lazarus Complex "effectively functions as a navigation beacon". Confirmed reveal: Platform Omega (90, 6) is "revealed on the map by powering up the Navigation Beacon on the top of the Lazarus Complex" [C]

Do this one promptly. It is the same three-step template as Q08 and it is what puts Platform Omega — later the Omega Nursery and Project Jonah site — on your chart.


6. Act III — Seeds (quests 13–18, plus the two approach beacons)#

6.1 The seed mission, settled first-hand (2026-08-28 → 2026-08-30)#

This subsection supersedes the v1.0.1 reading of Q13–Q17 wherever they disagree. It is first-hand from Robert's own run and outranks the wiki text preserved below. Nothing has been deleted -- the wiki-sourced entries stand as written, with supersede notes pointing here.

6.1.1 The Lazarus Pod gate is a TWO-LEG mission, not a pre-requisite you buy

What happened. At level 15, with Seed of the Future active and the Security-III tier already open, the Lazarus Pod (T12, 3 SP) purchase was refused -- the entry would not release for skill points first-hand 2026-08-28. The datamine explains why: the pod alone carries VoyageSkillCustomRequirement_LocatorFlags_C_0 (§3.5), a locator/objective flag, not a quest-completion flag.

Settled at Prometheus first-hand 2026-08-30: the seed mission runs in two legs.

Leg What it is What it releases
1. The investigation An intermediate underwater-building investigation -- in Robert's run framed in the quest text as "the mystery of Prometheus": a location/credentials retrieval at a submerged site, ~45 m dive. Per the chain reconstruction this is the Norfolk Grave (59, −41) leg = Echoes in the Grave / Echoes_in_the_Ruins (§16) The Lazarus Pod skill unlocks on completing THIS leg
2. The vault Voyage to the Cradle → Seed Vault Prometheus (82, −65): authorization, descend, extract The seed itself

Doctrine, corrected. An interim reading held between 2026-08-28 and 08-30 that "the first seed run is always pod-less -- you cannot have the pod before you open the first vault." That is RETIRED. You can and should craft the pod before the vault on run 1 -- you just have to finish the investigation leg first. The old §5-style warning ("craft the Lazarus Pod BEFORE opening a vault") is therefore achievable on the first run, not aspirational.

Dive note. The ~45 m investigation dive was trivialised by a Pressure enhancer at 70 points (≈80 m capability) first-hand 2026-08-30 -- comfortably above the ~40-point community figure quoted in Q09's Bring row, and worth the margin.

6.1.2 The seed timer, reframed -- "refrigeration", not a visible countdown

⚠️ SUPERSEDED 2026-09-01 -- read docs/ref/growth-research/seed-logistics.md §1 and doc 23. Three claims carried below were overturned by that research pass: (1) the seed clock is 120 real-time minutes on the current build -- and 60 minutes was ALSO correct before Update 3.5 (wiki revision 5030, 2026-04-19: "Changed viable time for human seeds from 1 hour to 2 hours, as of v3.5"; every 1-hour source predates 2026-04); (2) the Lazarus Pod does NOT pause the clock -- three wiki pages, TheGamer and eight players agree, and the orange nag "Seed Must be kept Refrigerated" is printed ON the pod: the pod demands refrigeration, only a powered, watered Lazarus RACK supplies it; (3) the pod does NOT reliably hide a seed from Angels -- a dev hotfix (0.5.0.581804, 2025-11-10) reads "Fixed Angel not becoming aggressive when a human seed was stored in a pod"; four post-fix players still report reduced aggro, so treat concealment as reduced-not-absent. Practical consequence: haul seeds RAW and pod them at the complex (raw cubes float, climb ladders and keep the vault time-reset available), plan on 120 minutes, and never count on the pod for stealth or for time.

Three pieces of evidence collided this pass. All three are recorded; the number is not settled.

Source Claim Weight
Wiki Human Seed + corpus docs 11/17/18 120 real-time minutes from removal [C] wiki, carried by the whole corpus
TheGamer walkthrough (2026-08-30 read) A strict 1-hour countdown [R] single guide -- direct conflict, unresolved
Robert's extraction at Prometheus No numeric countdown was displayed at all. The on-screen prompt said the seed "needs to be REFRIGERATED or placed in a rack" first-hand 2026-08-30, beta-era

"Refrigerated" is a term that appears nowhere in the wiki, in any guide, or anywhere else in this corpus. Two further readings corroborate it:

  • The Lazarus Pod tooltip reads "refrigeration necessary" first-hand 2026-08-30, beta-era.
  • The shipped 0.8.0 string table carries SeedNotRefrigerated = "Seed not refrigerated. Insert into functional lazarus rack." and a separate UI label SeedTimeRemaining = "Time Remaining" [datamine]. So the timer readout exists in the build -- Robert simply was not shown one at the extraction moment.

Leading model (INFERRED, not proven) -- the seed has three states:

State Clock Angel visibility
Raw (carried, no pod) Ticking Visible -- Angels attack on sight (§6.1.3)
Podded (in a Lazarus Pod) Still ticking -- SUPERSEDED 2026-09-01: the pod does NOT pause the clock (three wiki pages, TheGamer, eight players); the nag "Seed Must be kept Refrigerated" is printed on the pod and only a powered, watered RACK supplies the cold Reduced at best -- dev hotfix 0.5.0.581804: "Fixed Angel not becoming aggressive when a human seed was stored in a pod"
Racked (pod seated in a powered, watered Lazarus Rack) Stopped -- growth begins n/a, indoors

Tension to keep honest: the datamine string says "Insert into functional lazarus rack", which reads as the rack being the refrigerator and the pod merely demanding refrigeration. Pod-provides-vs-pod-demands is still open. What is mechanically confirmed is narrower and more useful:

  • The timer is an out-of-containment clock only.
  • Rack insertion is the finish line. "Into a working rack" is the clock-stopper, and that is the sentence to plan the run around.
  • The 60-vs-120 minute number is unresolved and possibly moot -- if podding pauses the clock, the difference stops mattering the moment the pod closes.

Passive test queued for run 2 (costs nothing): pod the seed immediately at extraction, then deliberately dawdle 60+ minutes before racking. Seed survives ⇒ the pause is proven and the 1-hour figure is dead. Recorded here so the next session runs it instead of re-arguing it.

6.1.3 Angel doctrine v3 -- the seed run's actual threat model

Community-confirmed 2026-08-30, and materially different from "Angels are passive until provoked" [C, doc 06]:

Rule Detail
A pod conceals seeds from Angels ~~"As long as the seed is in a pod they don't attack."~~ DOWNGRADED 2026-09-01: a dev hotfix (0.5.0.581804, 2025-11-10) explicitly fixed Angels ignoring podded seeds; post-fix players report reduced, not absent, aggro. The pod is transport and growth containment, not stealth and not a timer pause (docs/ref/growth-research/seed-logistics.md §1)
Angels attack on SIGHT of a carried seed The Prometheus ambush is the recurring community thread. A raw carried seed is an aggro trigger, not neutral cargo [R]
Same for a carried grown human The Exodus escort leg is un-timed (Q19) but not safe -- Angels are the whole of its risk [R]
Lazarus Angels are outdoor patrollers Indoors is dead air. The exposure is the dock-to-door gap; sprint it [R]
🚫 Do NOT attack the complex's own Angels They retaliate and can one-shot you. An earlier "snipe the home airspace clear" idea was floated and RETRACTED
The situational counter Anchor at range and snipe the vault's Angel(s) before extraction -- clear the air first, then lift the seed. A decoy (T-tier deployable) is the insurance policy
🪤 KNOWN BUG -- seed corruption on insertion Pod or rack insertion can corrupt a seed into "blob things" (Steam thread). MANUAL SAVE immediately before rack insertion -- the rollback is the only recovery [R]

The final run shape (the whole doctrine in one line):

quiet extraction → pod → sail hard → sprint the gap → indoors → SAVE → rack.

6.1.4 First seed racked -- the run, executed clean

first-hand 2026-08-30, beta-era Prometheus extraction → pod → sailed home → pod seated into a Lazarus Rack. The run went clean, per the doctrine above. Growth phase begins immediately at the rack's loaded draw: 2.5 kW + 100 L/h fresh water, continuous (§Q11).

What that leaves on the board: 4 remaining Prometheus seeds against 3 empty racks -- i.e. pod-stealth milk-runs are the next repeatable loop, and the pod (once unlocked) makes them low-drama rather than a timed panic.


Q15 — Beyond the Horizon (approach-triggered; listed here because of what it reveals)#

Trigger Upon approach of Navigation Beacon 32 [C]
Where Navigation Beacon 32 (109, 35), south-east
Objectives (verbatim) • Charge the Navigational Relay<br>• Repair the Communications Array<br>• Activate the Navigational Relay
Bring Standard relay kit; long-haul fuel (Refuel Outpost Delta (91, 38) is the nearby anchor)
Rewards +200 XP · +10 Enhancer Points
Unlock granted Reveals Exodus Station (125, 48), Sanctuary Dock 12 (88, 27), The Maze (Transposium) (111, 22) and The Last Listener Station (115, 11) [C]

Beacon 32 is the highest-leverage optional quest in the game. Four confirmed reveals, three of which are quest sites (Q19 launch site, Q25 One Before Me, Q42 Accepting the Rules, Q24 The Last Listener). Do it before Act IV.

Q16 — Relight the Way#

Trigger Upon approach of Navigation Beacon 15 [C]
Where Navigation Beacon 15 (69, -53), north
Objectives (verbatim) • Charge the Navigational Relay<br>• Repair the Communications Array<br>• Activate the Navigational Relay
Bring Standard relay kit. Enemies on site: Green Crawler, Green Cocoon [C]
Rewards +200 XP · +10 Enhancer Points
Unlock granted Reveals Norfolk Grave (59, -41) and Seed Vault Prometheus (82, -65) [C]

Routing insight not stated anywhere as advice, but forced by the wiki's own reveal data: Q14 Echoes in the Grave sends you to Norfolk Grave and Q17 Voyage to the Cradle sends you to Seed Vault Prometheus — and both of those locations are revealed by powering Beacon 15. Beacon 15 sits at (69, -53), on the north–south NDNS chain almost directly north of the Lazarus Complex. Sail north to Beacon 15 as soon as Act II ends; it converts the Act III main chain from coordinate-hunting into marker-following. [I from confirmed reveal data]


Q14 — Echoes in the Grave#

Trigger Upon completion of From Ashes, We Rise [C]
Where Norfolk Grave (59, -41) — submerged
Objectives (verbatim) • Sail to Norfolk Grave<br>• Locate the hidden chamber within the grave<br>• Use the PECO Terminal to retrieve the Seed Vault data
In-game text "Explore the submerged Norfolk Grave to uncover the secrets of the Seed Vault."
Bring Diving depth — this is the first depth-gated main-chain objective. Wiki: underwater structures at 45 m depth, plus an 'M' building with a platforming puzzle. Enemies: Night Crawler, Night Spitter, Cocoon [C] · Repair Tool · light (Torch; a Depth Glow — tier UNVERIFIED, no wiki page — or Abyss Glow at T20, 2 SP [C] later)
Rewards +300 XP · +20 Enhancer Points
Opens Q17 Voyage to the Cradle

Enemy names are the schedule. Night Crawler and Night Spitter — do this dive in daylight if you can.

This is leg 1 of the two-leg seed mission, and it is what releases the Lazarus Pod first-hand 2026-08-30. Reframed: it is not a lore detour before the vault run, it is the gate on the container you need to survive the vault run (§6.1.1). Do it before you plan the Prometheus voyage, not alongside it. The ~45 m depth here matches the "underwater-building investigation, ~45 m" Robert dived; a Pressure enhancer at 70 made it a non-event.

Name note: the internal asset is Echoes_in_the_Ruins, not Echoes_in_the_Grave -- see §16.


Q17 — Voyage to the Cradle#

Trigger Upon completion of Echoes in the Grave [C]
Where Seed Vault Prometheus (82, -65), far north
Objectives (verbatim) • Sail to the Seed Vault Prometheus
In-game text "Sail to Seed Vault Prometheus. Your authorization has been granted."
Bring Long-haul fuel — Refuel Outpost Theta (84, -45) is almost exactly on the route from Lazarus. Enemies at the vault: Angel, Red Cocoon, Red Slime [C]
Rewards +200 XP · +10 Enhancer Points
Unlock granted Seed Vault authorization — the vault will not open without it

This is leg 2 (§6.1.1). By the time you sail it you should already hold the Lazarus Pod, granted by leg 1. Prometheus (82, −65) is N-NE of the Lazarus Complex (69, −2) -- 13 units east, 63 units north, so the run is essentially "straight north, drift east", with Refuel Outpost Theta (84, −45) almost exactly on the line. Enemies at the vault include Angel -- read §6.1.3 before you open anything.


Q13 — Seeds of the Future#

Trigger Upon completion of From Ashes, We Rise [C]
Where Seed Vault Prometheus (82, -65) → Hall of Humanity, Lazarus Complex (69, -2)
Objectives (verbatim) • Locate a Seed Vault (requires completing Echoes in the Grave and Voyage to the Cradle)<br>• Gain access to the Seed Vault<br>• Venture below and access the Seed Chamber<br>• Retrieve and place a seed within a Lazarus pod<br>• Carry the pod to the Hall of Humanity
Bring A crafted Lazarus Pod — Tier 12, 3 skill points, recipe Storage Cylinder ×1 + Display Screen ×1 + Logic Chip ×1 + Data Storage Chip ×1 + Nano Mesh ×1 [in-game name, datamined Part_NanoMesh_Name; the wiki page spells it "Nanotech Mesh"] + Electricity ×4 [C] · a repaired, powered, watered Lazarus Rack (Q11) already waiting · full diesel · a clear ~28-unit run home
Rewards +400 XP · +30 Enhancer Points
Opens Q18 The Next Step of Evolution

SUPERSEDED IN PART -- read §6.1 first (added v1.1.0, 2026-09-01). Three things below are now known to be incomplete or wrong: (a) the objective list reads as one continuous errand, but the mission is two legs and the Lazarus Pod unlocks on the first leg -- §6.1.1; (b) no numeric countdown was displayed at extraction and the prompt speaks of "refrigeration" instead -- §6.1.2, where the 120-min figure now sits against a conflicting 1-hour guide claim; (c) the run's real threat is Angels aggroing on a raw carried seed -- §6.1.3. The wiki-sourced text below is retained verbatim as the wiki's position.

This is the quest that can cost you something permanently. The moment a Human Seed leaves a vault pod a 120-minute real-time countdown starts, displayed at the bottom of the seed cube. Rules [C]:

Rule Detail
Stop the countdown Place the seed in a Lazarus Pod mounted in a Lazarus Rack supplied with power and fresh water
Reset the countdown Return the seed to any Seed Vault pod — only works if it has not yet been put in a Lazarus Pod
Community route trick "Time-reset" at intermediate Seed Reserves en route to Lazarus to buy transit time [R]
Transport Seeds cannot be picked up into inventory — hand-carry, forklift, or boat only
Expiry Seed is permanently unusable. Seeds are finite: 85 in the world (5 in Prometheus + 4 × 20 Seed Reserves)
Do not Put a seed in a Recycler; throw one at a Sentinel Mine [C — explicit wiki warning]

Pre-flight checklist before you lift the first seed: Lazarus Pod crafted and with you · Rack repaired, powered (2.5 kW), watered (100 L/h) · boat fuelled for the full return · route markers already set · nothing else on your to-do list. Do not open the vault until all five are true.

Pre-flight checklist v2 first-hand 2026-08-30, beta-era -- the five above, plus three the wiki cannot tell you:

  1. Finish the investigation leg first so the pod is actually purchasable (§6.1.1). At L15 with the quest active and 3 SP banked it was still refused.
  2. Clear the vault's airspace before you lift -- anchor at range, snipe the Angel(s), keep a decoy in reserve (§6.1.3).
  3. MANUAL SAVE immediately before rack insertion -- insertion can corrupt a seed into "blob things", and rollback is the only cure (§6.1.3).

Q18 — The Next Step of Evolution#

Trigger Upon completion of Seeds of the Future [C]
Where Hall of Humanity, Lazarus Complex (69, -2)
Objectives (verbatim) • Initialize the human seed growth by providing Fresh water/memories & food<br>• Wait until the human growth cycle completes
Bring Food and Memories stock · 10.0 kWh and 10,000 L fresh water of throughput · a Food Processor (Tier 10) and eventually the Farming Bed (Q22 reward)
Rewards +400 XP · +30 Enhancer Points
Opens Q19 Time to Let Go Soon

How growth actually works [C]:

Property Value
Growth time scaling 1 min per item, rising to 2 min per item at 8 items, then +10 s per item beyond 8
Byproduct 1 Bio Waste per item consumed, ejected from the rear chute
Interface Screen on the rack — lets you track a desired profession and add Food/Memories from inventory
Prediction Shows on the Lazarus Pod display as the last line under "Traits", labelled Profession
Trait math 40 possible growth predictions; final profession is randomly selected from all valid matches, weighted toward higher-tier matches
Attribute decay Any attribute above 200 raw suffers a decay penalty on further additions — do not overshoot
Minimum viable human weight ≥ 20 kg, height ≥ 30 cm, life expectancy ≥ 10 years

For the first human, do not optimise. Any viable human clears Q18–Q21. Profession targeting only becomes load-bearing once Committees exist (§12).


7. Act IV — Exodus and launch (quests 19–23)#

7.1 Ascension, run end-to-end first-hand (2026-09-01) [beta-era]#

[first-hand 2026-09-01, beta-era 0.8.5.650920] Robert flew the first launch. Everything in this subsection was read off the machine or the screen; it supersedes the reconstructed launch prose in Q20/Q21 wherever they disagree. Beta-era caveat applies -- the anchor build is 0.8.0.612251 and these figures have not been checked against it.

7.1.1 The machine

The launch console is the MOSES Rocket System panel. The vehicle's own designation, read off the panel: "Sparrow-Class Single-Stage Reusable Rocket" -- corroborated exactly by the shipped 0.8.0 string table [datamine], so the name is not beta-only.

Cargo: 4 Lazarus pod berths. This is the first first-hand confirmation of the 4-pod figure and it settles the wiki's own 3-vs-4 contradiction (§Gaps, "Where sources disagree") in favour of 4.

7.1.2 The per-launch bill -- the electricity number is a corpus first

Channel Per launch Status
Oxygen 12,000 L Confirmed first-hand; matches the prior CONSENSUS figure
Methane (CH4) 3,000 L Confirmed first-hand; matches the prior CONSENSUS figure
Electricity 60 kWh 🆕 NEW -- no source anywhere had this number. docs/ref/flow-research/gas.md §4.2 lists it as "unpublished; one poster reports charging draws ~1 MW until full" and its §7.1 open-questions table carries "🔴 Rocket electricity requirement" as an open red item. That gap is now closed: 60 kWh per launch. (The ~1 MW poster figure is a rate while charging, not a total, and the two are compatible: 60 kWh at 1 MW is ~3.6 minutes of draw)

Connections must be physically plumbed. The three channels are three real cable runs into the pad -- gas cables are load-bearing here, not decoration. This matches the datamine's structure exactly: RocketFuelOxygen, RocketFuelMethane and RocketElectricity are three separate tracked channels, and fuel and power are checked by separate blueprints (BP_RocketFuelCheck vs BP_RocketPowerCheck) -- so a full tank does not imply a green board.

🪤 Storage gotcha (carried from gas.md, now operationally relevant): one Oxygen Tank holds 9,000 L -- less than one launch's 12,000 L. You need two oxygen tanks minimum at the pad. One Methane Tank holds 6,000 L = two launches, so methane is never the constraint. The intuition that the "fuel" is the hard part is backwards.

7.1.3 The launch sequence -- a sequential checklist, not a button

Observed order on the panel:

STARTUP → PROPELLANT → POWER → GROUND → PAYLOAD → WEATHER → SYSTEM CHECK 6/6 → LAUNCH

This is a 1:1 match to the seven launch-gate blueprints already mined for gas.md: BP_RocketLaunchSequenceCheck, BP_RocketFuelCheck, BP_RocketPowerCheck, BP_RocketGroundCheck, BP_RocketPayloadCheck, BP_RocketWeatherCheck, BP_RocketSystemCheck [datamine]. The datamine predicted the shape; the first-hand run confirms the order and that SYSTEM CHECK is the aggregate (6/6), not an eighth gate.

Step What it actually wants
STARTUP Bring the console live
PROPELLANT O2 + CH4 lines plumbed and the volumes present
POWER The electric line plumbed and 60 kWh available -- checked separately from PROPELLANT
GROUND Ground-support state
PAYLOAD Counts pods. 1 of 4 is a valid minimum -- you do not need a full rack to fly. The 0.8.0 strings show the failure modes: "The system detected empty PODs in the payload fairing" and "The system detected loose PODs in the payload fairing" [datamine] -- so an empty pod and an unseated pod are two distinct rejections
WEATHER A real gate. Storms are a launch hold, not just a power event
SYSTEM CHECK Aggregate 6/6; goes green only when the six above are
LAUNCH T-60 s-class countdown with ABORT available throughout. Connections disconnect automatically pre-launch -- you do not unplug by hand

Pre-step handshake in the quest text first-hand 2026-09-01, beta-era: the objective copy names "YELLOW PLATFORM OMEGA" and instructs you to "send the call into the [stars]" (bracketed word read imperfectly off-screen). "Yellow Platform Omega" is an undocumented location name -- it appears in no wiki page, no guide, and not in the 0.8.0 string tables (absence-checked this pass [datamine]). Logged as an UNVERIFIED POI in docs/12-world-map-exploration.md §7.10. Whether it is a distinct site or a sub-designation of Platform Omega (90, 6) is open.

7.1.4 The flight

Robert launched one grown human ("Lazarus 1"). Ascent voice line, verbatim: "Humans ascending again… We've reached hope!"

⚠️ CAUTION, recorded rather than resolved: Robert flew a grown human. Capsule rewards scale with human quality (Q22), and whether a raw seed is even a valid payload is undocumented -- the PAYLOAD check's "empty PODs" rejection string suggests the system inspects pod contents, but nothing establishes what it accepts. Do not experiment with a seed in a rocket until that is settled; a seed spent that way may be one of 85.

7.1.5 🐛 The launch-reload fork bug -- and the doctrine that beats it

first-hand 2026-09-01, beta-era Exiting the game mid-ascent and reloading pulls an auto-quicksave taken AT launch. The result is a forked state:

  • a fresh, mostly-fuelled rocket respawns on the pad, and
  • the phantom original keeps ascending, pushing progress updates through the whole capsule-drop chain.

Robert recovered by rolling back further and re-flying the launch uninterrupted.

Doctrine (adopt this, it is cheap):

Rule Why
MANUAL SAVE before pressing STARTUP That is the clean rollback point. Everything after it is one contiguous, interruptible sequence
Hands off ESC from ignition until the capsule chain settles The fork is triggered by exiting mid-flight, not by the launch itself
To rewatch the launch, reload the pre-launch save -- never exit mid-flight Same footage, no fork
The redo cost is trivial CO2 is already banked and a Sabatier refill runs about 10 minutes. Re-flying is cheaper than untangling a forked save

Q19 — Time to Let Go Soon#

Trigger Upon completion of The Next Step of Evolution [C]
Where Exodus Station (125, 48), far south-east — "located south east from the Lazarus Complex"
Objectives (verbatim) • Transport human to the Exodus Station location<br>• Enter the Arrival Hall by placing the human into the docking socket<br>• Escort the human safely to the Rocket Platform
Bring The grown human in its Lazarus Pod · long-haul fuel (~57 units of travel; Refuel Outpost Delta (91, 38) en route) · combat capability — enemies on site: Blue/Orange/Red Cocoon, Roller Boi, Laser Bob, Angel [C]
Rewards +500 XP · +30 Enhancer Points
Opens Q20

Good news on timing: once growth completes there is no time limit on moving the Lazarus Pod [C]. The 120-minute pressure is entirely on the seed leg, not the human leg.

Reveal dependency: Exodus Station is revealed by powering up Navigation Beacon 32 (Q15) [C]. If you skipped Q15 you will be coordinate-hunting (125, 48) by hand.

Worth stripping while you're there: ~20 memory items and samples 118–122 (Dr. Evelyn James · Looking at Rocket · Slip · Looking Over the Rail · Inspection at Exodus) [C].


Q20 — Earth is the Cradle of Humanity, but we can not stay#

Trigger Upon completion of Time to Let Go Soon [C]
Where Exodus Station rocket platform (125, 48)
Objectives (verbatim) • Place the Human within the rocket<br>• Connect and activate electrical systems<br>• Fill the fuel tanks with Methane<br>• Supply Oxygen to fuel ignition systems
Bring Methane and Oxygen — and containers for them. The boat's diesel tank is the only built-in fluid storage in the game; for methane and oxygen you must craft a container before you go collect the fluid. The practical unlock cluster is Tier 16: Methane Tank · Oxygen Tank · Sabatier Reactor [C] · Small Oxygen Container + Portable Oxygen Generator sit at Tier 12 for a first, smaller run [C]
Rewards +500 XP · +30 Enhancer Points
Opens Q21 Ascension

This is the real gate on the whole launch loop, and it is a crafting-tier gate, not a story gate. Tier 16 is where repeatable launches become practical.

The objective list is missing a channel. The wiki's four objectives name power, methane and oxygen but not the quantities, and the panel treats power as a first-class propellant channel with its own gate. The measured bill is O2 12,000 L + CH4 3,000 L + 60 kWh per launch -- see §7.1.2, which also carries the two-oxygen-tanks-minimum gotcha. Bring gas cable and electric cable; the connections must be physically plumbed into the pad.


Q21 — Ascension#

Trigger Upon completion of Earth is the Cradle of Humanity, but we can not stay [C]
Where Launch Control, Exodus Station (125, 48)
Objectives (verbatim) • Enter Launch Control<br>• Initiate Rocket Launch
Rewards +1000 XP · +50 Enhancer Points — the largest single payout in the documented roster
Opens Q22 Gift from Above and Q24 The Last Listener (both)

Launch capacity. The rocket is designed for 4 Lazarus Pods per launch. More than 4 can be loaded — you get extra capsule reward, but the extra humans are not viewable in the PECO terminal's Space section [C]. (The wiki's Human Seed page separately computes "28.33 launches at 3 per trip", which contradicts the 4-pod figure on its own Humans page — see Gaps.)

SETTLED first-hand 2026-09-01, beta-era: 4 berths. Robert read 4 Lazarus pod berths off the MOSES Rocket System panel. The wiki's "3 per trip" figure is retired as launch-era. Also settled: 1 of 4 is a valid minimum -- you can fly a single pod. Full run procedure, the per-launch bill and the launch-reload fork bug are in §7.1; read §7.1.5 before you press STARTUP.

Every launch is logged in the Space section of any PECO Terminal.

SPOILER Ascension is the launch-era ending — the emotional and mechanical climax of the original 2025-11-06 build. Nothing shuts off afterwards; the game continues as a sandbox and, since Update 05, as a second progression arc. Players who "finished" the game before 2026-06-25 stopped here.


Q22 — Gift from Above#

Trigger Upon completion of Ascension [C]
Where The Drop Pod — a white capsule that descends after the launch; sail to the marker
Objectives (verbatim) • Sail to the Drop Pod<br>• Enter the Drop Pod and claim your reward
Rewards +200 XP · +20 Enhancer Points
Unlock granted Farming Bed skill [C]
Opens Q23 The Council of Humanity

SPOILER — the feedback loop The capsule's contents scale with the quality of the humans you sent. That is the mechanism that turns "grow whatever" into "grow deliberately", and it is why §12's profession targeting exists at all.

Re-read against the live wiki pages Gift_from_Above + Elysium_Bed, 2026-09-01 [wiki] -- the chain and the payout are confirmed and the reward is now itemised:

Field Value
Trigger Starts on completing Ascension (the first launch) -- confirms the Q21 → Q22 edge
Procedure A white capsule descends; sail to the Drop Pod marker; enter and claim
Rewards +200 XP · +20 Enhancer Points · the FARMING BED unlock
Chains into The Council of Humanity (Q23)
Capsule contents Scale with launched-human quality -- the feedback loop above, stated on the page

The Farming Bed is the Elysium Bed (DA_Skill_FarmingBed, T19/1 SP, quest-gated -- §3.5). Its operating economy, from the wiki's Elysium_Bed page: it consumes Clean Water and large amounts of Bio Waste, and the Bio Waste is dropped directly onto the bed as soil rather than piped or slotted. That closes the loop with growth: every item you feed a Lazarus Rack emits 1 Bio Waste (Q18), so human growth manufactures the farm's soil. Doc 18 §2.2 owns the Bio Waste chain.


Q23 — The Council of Humanity#

Trigger Upon completion of Gift from Above [C]
Where The Council of Humanity chamber, Lazarus Complex (69, -2)
Objectives (verbatim) • Enter the Council of Humanity
Wiki note (verbatim) "The door to the Council chamber is locked, with the condition 'No Orbital Representative Assigned'."
Rewards +250 XP · +5 Enhancer Points (the smallest points award in the chain)
Unlock granted Committees — the entire Update 05 late-game economy

This is a wait, not a puzzle. The chamber stays locked until an Orbital Representative is auto-assigned, which requires your launched humans to be old enough in orbit. If the door is shut, the answer is more real time and/or more launches, not a missed switch. This is the first instance of the real-time-gating pattern that dominates the committee layer (§12, §15).


8. The approach-triggered side chain: Isolation → Signal Chain (Q28, Q33–Q35)#

Spoiler-light. Four quests, one continuous chain, and the payoff is a scanning add-on.

Q28 — The Isolation#

Trigger Upon approach of Unlisted Tower [C]
Where Unlisted Tower (112, -21) — "detected outside normal MOSES routes". The wiki has no page for this location; coordinate is from doc 12's atlas
Objectives (verbatim) • Travel to marked Unlisted Tower coordinates<br>• Reach the top of the Unlisted Tower<br>• Receive a prayer on the AM radio
Bring Climbing route awareness — the objective is vertical; ladders negate fall damage
Rewards +250 XP · +10 Enhancer Points
Unlock granted CS-17 Courier Skimmer (Tier 13 — the "jet ski" of Update 02) [C]
Opens Q33 Quarantine Stacks

Q33 — Quarantine Stacks#

Trigger Upon completion of The Isolation [C]
Where Quarantine Stack Amen (146, -38), far north-east
Objectives (verbatim) • Sail to the Quarantine Stack AMEN
Bring Serious fuel range — this is a ~1,500-coordinate-unit round trip from Lazarus. The four Stacks (Chorus 145,-32 · Amen 146,-38 · Dawn 149,-46 · Aurora 159,-38) sit in a tight ≈1.5 km diamond: do all four in one voyage
Rewards +250 XP · +10 Enhancer Points
Opens Q34 The Codes of Stone

On site: the wiki's Amen page notes "Blast rocks blocking tunnels — 3 samples are inside the spire" and lists samples 575, 702, 703, 704 [C]. Bring blasting capability (grenades: Tier 12 Grenade / Tier 17 Large variants).

Q34 — The Codes of Stone#

Trigger Upon completion of Quarantine Stacks [C]
Where Inside Quarantine Stack Amen (146, -38)
Objectives (verbatim) • Locate the vault within Quarantine Stack AMEN
In-game text "Locate the sealed vault that was mentioned in the transmission prayer hidden within Quarantine Stack AMEN."
Rewards +500 XP · +20 Enhancer Points
Opens Q35 Signal Chain

Q35 — Signal Chain#

Trigger Upon completion of The Codes of Stone [C]
Where Quarantine Stack Amen + the surrounding towers
Objectives (verbatim) • Restore all 833X-class power triodes to spine and gain access to vault
In-game text "The vault door is locked and requires the Receiver Spine to be operational. The Receiver Spine needs Four 833X-class power triodes."
Bring A scanner and a Fabricator. Per doc 11's reading of this quest: search the surrounding towers for the triodes, scan them so they can be fabricated, then restore the system. Budget four triodes' worth of materials
Rewards +1000 XP · +25 Enhancer Points
Unlock granted Deep Scan-500 Add-On [C — named on the quest page]. Tier 23 is UNVERIFIED — no Deep Scan-500 Add-On wiki page exists and there is no Skills/Skill-Tree page to read a tier off (both checked 2026-08-24)

Why bother: the Deep Scan-500 is the most plausible tool for locating the 4 hidden Seed Reserves (06 at 99,-9 · 17 at 42,-29 · 18 at 93,-79 · 19 at 66,32) that the Last Listener array does not reveal — but that link is INFERRED, not sourced.


9. Q29, Q30, Q31 — the three undocumented mid-game quests#

No wiki quest pages exist for these. What follows is everything that is establishable.

Q29 — Friendly by Design — UNVERIFIED#

No wiki page. No location page binds to it. No objectives, trigger, XP or rewards are recoverable. The title suggests a companion/robot subject; Update 03 "Curiosity Wakes" (2026-03-18/19) reportedly added companions, which makes Update 03 the most likely origin [I — not sourced].

Q30 — Salvage Gyro - Lost Blueprints — partially reconstructed#

Trigger UNVERIFIED
Where Bound on the wiki to three Service Towers via their quest= infobox field: SGS-SW-115-3255 (42, 15), SGS-NW-115-5100 (62, -52), SGS-SE-145-6950 (131, 30) [C — infobox binding]
Objectives UNVERIFIED — presumably recover blueprint fragments from those towers
Bring The three bound towers are not in the wiki's Salvage-Gyro-required set (that set is SGS-E-81-6660 · SGS-NE-114-1510 · SGS-NE-115-4600 · SGS-NW-150-6850 · SGS-S-150-6300), which is consistent with this being the quest that grants the Gyro rather than requiring it [I]
Rewards UNVERIFIED
Unlock granted Presumed Salvage Gyro (Tier 17) [I]

The Salvage Gyro is the aerial vehicle added in Update 04 "Below Us" (2026-05-13/14) and it hard-gates 5 of the 8 Service Towers, so this quest is worth chasing.

Q31 — A Machine That Still Flies — UNVERIFIED#

No wiki page, no location binding. The title is thematically adjacent to Q30 (the Salvage Gyro is the only flying machine in the game), so a Gyro-line pairing is plausible [I — not sourced].


10. SPOILERS — the story-heavy quests (Q24, Q25, Q26, Q27)#

SPOILER Everything below reveals why you are awake, who "Mother" and Anna are, and what the Last Listener is. Skip to §13 to stay clean.

Q24 — The Last Listener#

Trigger Upon completion of Ascension [C]
Where The Last Listener Station (115, 11) — a MOSES facility, revealed by powering Beacon 32 or automatically on receiving this quest [C]
Objectives (verbatim) • Sail to the Last Listener Station<br>• Reach the top of the control tower<br>• Restore and Activate the Relay
In-game text "Sail to the Last Listener Station and discover its secrets." The Moses facility now calls to the player.
Bring Relay kit · vertical traversal · combat — enemies: Roller Boi, Laser Bob, Angel [C]
Rewards +400 XP · +30 Enhancer Points
Unlock granted The single biggest map reveal in the game. What the wiki actually states (re-verified 2026-08-24) is that the station "is used to reveal other Points of Interest not revealed by other Navigation Beacons across the map with seemingly no limit to its range" [C]. The often-repeated figure "16 of the 20 Seed Reserves" is UNVERIFIED — no current wiki page states it (the Seed Reserve page does not exist; only the Human Seed page's "20 Seed Reserves" total is confirmed). Community report: all underwater Seed Capsules unlock after charging the transmitter here — so the entire undersea seed-recovery campaign is a post-Last-Listener activity [R]

Operational consequence: do not grind for deep seed capsules before this quest. Also strip the station: 12 memory items including Music Notes and Plans [C].

Q25 — One Before Me#

Trigger Upon approach of Sanctuary Dock 12 [C] — revealed by powering Beacon 32
Where Sanctuary Dock 12 (88, 27)
Objectives (verbatim) • Find a way into Sanctuary Dock 12<br>• Provide power to the Dock<br>• Head down towards the charging bays and locate the dormant Caretaker
In-game text (verbatim) "Find out why only you are awake. Another caretaker should have awoken here, but only you did… I need to know why. Something inside you answered when all others stayed silent."
Bring Electric Cable + portable power (the "provide power to the Dock" step is the Q03 verb again)
Rewards +1000 XP · +25 Enhancer Points
Unlock granted Night Sight skill [C]
Update 01 "Last Humans", 2025-12-16 [C]

Q26 — The Warehouse#

Trigger Upon approach of Central Warehouse Alpha [C]
Where Central Warehouse Alpha (66, 22)
Objectives (verbatim) • Search the Warehouse and discover what secrets it hides
In-game text (verbatim) "A massive logistics warehouse stands ahead — far larger than anything needed for a single outpost."
The one objective, solved (wiki Guide section, verbatim intent) Access the upper office on the left; find the grab handle on the wall locker just inside the doorway. That handle is the secret [C]
Rewards +1000 XP · +25 Enhancer Points
Unlock granted Brass Telescope [C — the quest page says "Brass Telescope unlocked in skills"]. Tier 25 is UNVERIFIED — there is no Brass Telescope wiki page and no wiki Skills/Skill-Tree page to read a tier off (both checked 2026-08-24)
Update 01 "Last Humans" [C]

Players also report wall maps in a hidden room here, marked with red dots at candidate POI positions; visiting some red dots yielded nothing, so treat them as partly decorative [R, single thread — UNVERIFIED as a mechanic].

Q27 — Mother#

Trigger Upon approach of Habitat Node 02-23 [C]
Where A five-stop tour: Habitat Node 02-23 (48, -48) → 08-16 (130, 21) → 05-14.5 (90, -56) → marked coordinates → 38-98 (8, -38, hidden, far west)
Objectives (verbatim) • Discover what was left at Habitat Node 02-23<br>• Discover what was left at Habitat Node 08-16<br>• Discover what was left at Habitat Node 05-14.5<br>• Travel to marked coordinates<br>• Discover what was left at Habitat Node 38-98
In-game text (verbatim) "Search the specified habitat nodes and discover what Mother left behind to learn about Anna's past and your shared purpose."
Bring Fuel — this is the longest-range quest in the game by span, running from X=8 in the far west to X=130 in the east. Sequence it against other easterly business rather than as a dedicated voyage. Habitat Node 38-98 is hidden — set a custom coordinate marker at (8, -38)
Rewards +1000 XP · +25 Enhancer Points
Unlock granted Abyss Glow (Tier 20) — deep/underwater light [C]
Update 01 "Last Humans" (shipped as "Secret of Habitat Nodes") [C]

11. SPOILERS — Q32 Eden Cradle and the Project Eden / Project Jonah lore layer#

SPOILER Update 05 endgame material and the setting's central failure.

Q32 — Eden Cradle — structure documented first-hand [2026-09-02/03, 5.5-era]; the quest's formal name, trigger and rewards still UNVERIFIED#

Trigger UNVERIFIED — no quest page; the wiki's Eden Cradle location page carries quest=Eden Cradle [C]. Robert arrived in the farming / committee era, after Gift from Above (Q22)
Where Eden Cradle (167, 34) — the eastern extreme of the authored map. Revealed by no Navigation Beacon at all [C]; you must reach it another way
What is there A Seed Vault containing Human Seeds -- three chambers, ~36 seeds, no diving (doc 23 §1.9). Heavy enemy roster: Sweetheart, Roller Boi, Laser Bob, Angel, Blue Cocoon, Green Cocoon, Red Cocoon. Memories: Camera, Mirror, Programming Manual, Stopwatch, The Art of War, Tommy ×2, Where's Tommy [C]. first-hand three Angels over the vault -- ~4-6 Bolt Sniper rounds each (doc 06 §7.3)
The structure first-hand 2026-09-02/03 Each chamber sits behind its own authorization -- First Reserve, Safe Divide, Last Remainder -- and a final room opens only once all three are done. That room grants the Eden Frame plans and reveals the build location: Pishon (north-east of The Last Listener Station; no published coordinate -- doc 12 Gaps). It is the practical start of the Project Eden loop (§12; doc 23 §3.4)
The gate that follows Stainless Steel. An Eden Frame (Small) costs 50 Stainless Steel (+ 3 Connector Ports, 2 Storage Cylinders, 1 Compression Pump) and a Farming Platform 8; the material is not a skill -- it is a Fabricator recipe that appears only when an Oil Tank is cabled into the oil port under the Fabricator's panel (1 Iron + 10 L oil each; doc 09 §2.1). Robert sailed to Pishon and hit this wall having never seen the material. Budget ~58 SS = 58 Iron + 580 L oil for the first install, and keep that oil off any Distillation Tower line (doc 09 §7.9)
Power on site Two grids. The top building feeds the top and the elevator; the lower tunnels are a separate grid with their own inlet console deep inside -- run cable down the staircases beside the elevator, not the shaft (doc 12 §7.10.8)
Bring Full combat loadout, long-range fuel, cable for the staircase run, and -- for the follow-up -- oil. This is the most remote authored POI in the game
Objectives / rewards Partly first-hand: three authorizations -> final room -> Eden Frame plans + the Pishon location. The formal objective list, XP and enhancer values remain UNVERIFIED
Update 04 "Below Us" (0.7.5.610707, 2026-05-13) added "Seed Vault Eden Cradle" [R — doc 09's patch table]

The lore behind the name — PROJECT EDEN (wiki Data Log, verbatim excerpts)#

The wiki hosts a full classified data log, "Spaceborne Human Viability — Technical Logs and Observations (1970–2007)", readable in-game from PECO Terminals. Six steps:

Step Years Finding
1 1970–1973 Rodent parabolic-flight gestation. "Significant cellular disorientation… irregular mitotic division, primarily in skeletal and neural tissues."
2 1974–1980 Long-term orbital rodent studies (Skylab/Salyut). "Reproduction without sustained artificial gravity appears infeasible."
3 1981–1984 Rhesus primates in LEO. "Miscarriage rates exceed 80% in microgravity conditions."
4 1995–1997 CRISPR embryo editing. "Gene-edited offspring exhibited slight improvements in gestational viability" but "significant physiological abnormalities".
5 2005–2006 Computational simulation. ">99% probability of fatal developmental abnormalities under prolonged microgravity."
6 2007 The end of Eden. Dr. Harriet Langstrom, Project Lead: "humanity's physiology remains fundamentally bound to Earth's gravitational force… let the MOSES initiative redirect its resources from reproduction-centric fantasies towards practical survival mechanisms."

This is the load-bearing lore fact of the whole game: humans cannot be born in space. That is why the Caretaker grows them on Earth and launches finished people — the entire seed loop is the workaround for Project Eden's failure. Update 05's Project Eden progression path is the in-fiction attempt to restart it on the ground.

Project Jonah / W.H.A.L.E. (wiki Data Log)#

A ten-part chronicle, 1980–2100. MOSES Internal Authorization, Project Codename: JONAH, Secondary Designation: W.H.A.L.E. — "Wide-area Hydrocarbon…". It documents the conversion of whales into cybernetically-enhanced autonomous fuel-extraction platforms — from "A whale crosses oceans without a chart, descends into darkness without panic" (Log 1, 1980) to "fuel-return organisms" and finally fully autonomous operation with distress signals reclassified as "operational noise" and "no human supervisor detected" [C].

Mechanically: Update 05 added the whale questline with "a new whale encounter, related objectives, rewards, lore entries, and a dedicated summoning location" [C]. The wiki binds Platform Omega (90, 6) to quest=Omega Nursery, project johnah — Platform Omega is the Project Jonah site [C], and it is revealed by powering the Lazarus Complex relay (Q12). Enemies there: Blue/Orange/Red Cocoon and Talon Shipshark; sample 126: Talon Shark ID-407 [C].

[mined 2026-09-05, DA_Quest_CU5_Project_Jonah -- datamine pass 3] The quest itself. Description verbatim: "Platform Omega contains an old Project Jonah control chamber. The system was built to call cybernetic Whale units from the deep ocean, but it still requires a living human signal to authorize the wake command. Discover the chamber, connect a grown human to the control socket, and send the call into the ocean." Objectives: 1 Discover the control chamber below Platform Omega (an overlap trigger on the whale room; the shutter is a door-state check) -> 2 Connect a grown human to the Jonah socket and send the call. No profession or attribute requirement -- "a grown human" (doc 23 §2.9: a cheap, untailored floor-recipe human is the right product). Eight voice cues (CU5_9-2..11): "Something below the platform was built to call into the ocean" · "This is a Jonah control chamber" · "The system is waiting for a living human authorization signal" · "It was not made for me. It was made for a human body. MOSES wanted the call to come from humanity" · "Human signal accepted" · "I hear it now... a call built from whale song, machine code, and old fuel priority" · "The call has entered the water" · "Something answered" · "Project Jonah is active." Whale assets: BP_NPC_Whale (behaviour tree BT_NPC_Whale, a breach task), loot table DA_LT_Whale = Bio Flesh / Bio Organic / Seaweed plus copper, glass, wire, metal, tech, high-tech and ultra-tech scrap; engine start/stop SFX, an oil-spray loop and burst; a Whale_Platform mesh rides its back. Data log DA_Log_66 ("PROJECT JONAH -- Whales That Came Back Full"): whales converted into fuel-return organisms with a spinal rail, a dorsal service port, storage bladders and oil-intake organs; the Talon sharks were the prototype; twelve units, nine recoverable; "Caretaker extraction compatibility added to the dorsal ports"; "The animal comes when called."

[community, Steam 2026-06/07 (U05 era); the whisperofthehouse guide is 403] The cycle, as players run it: the pod goes into a slot in the room down the ladder to the lower tunnels, then a lever by the hangar window; the whale surfaces at Omega; dock at the side docking points, climb on -- the oil extraction point is on its back. Charge the whale with electricity (it carries a ~100 kWh battery; ~30 kWh per dive suffices), disconnect every cable, throw the switch: it dives and returns within a few minutes to its origin at Omega (wait until it stops moving), then drain ~9,000 L of oil (8,868 L reported on one 100 % charge; ~9,000 on 50 %) -- repeatable indefinitely. The human is the one-time wake authorization; nobody reports needing a second one per cycle, and whether it can be un-socketed is UNVERIFIED. Between dives it circles in place. The boat cannot tow it (the mooring pulls the boat in), but players relocated one to Lazarus with the Gyro's hook cables and milked it there. Three whales exist (Omega; ~2 km west of Lazarus near 50, 1 between Refuel Outpost Gamma and Helios Reserve Orion; ~1.2 km from Exodus near 119, 38 -- positions vary, they render only within ~15 m, and a save/reload may spawn one). Bugs: a whale stuck in the pen or under the platform (drain, charge, sail away so the collision resets, dive again; or wall-mount the oil tanks and transfer connectors), the switch not loading until a reload, and the boat next to the whale takes collision damage. Verdict: ~9,000 L oil per ~30 kWh per few-minute cycle = 900 Stainless Steel, or 4,500 L diesel + 1,620 L petrol through a Distillation Tower, per cycle -- cheaper than Black Vein's ~60 kW pump; doc 09 §2.5, doc 10 §8.5, the site in doc 12 §7.10.9.


12. SPOILERS — the Update 05 endgame block (Q36–Q43) and the committee quest layer#

SPOILER This is where current Early Access content ends. Twelve of these quests have no wiki page. Everything below that is not tagged [C] is reconstruction; treat every objective list as UNVERIFIED until Robert sees it in-game, and update this section from live play rather than from the web.

12.1 How this block is entered#

Q23 The Council of Humanity unlocks Committees. Ten committees × four specific professions × minimum member age 18 = 40 seats against 85 finite seeds — that is the real endgame budget problem. Committees are tiered 1–3 and each carries a lore-heavy remit (Deck Operations, Habitat Care, Transit & Distribution, Power & Security at Tier 1; Cognitive Resilience, Culture & Memory, Governance & Logistics at Tier 2; Deep Systems, Meaning & Frontier, Field Continuance at Tier 3) — the full roster with required professions is in doc 11 §7.1 and on the wiki's Committees page [C].

12.2 Committee-granted quests — a roster the wiki does not have#

Steam guide "Quests from Councils" by turvarya (posted 2026-07-04, last updated 2026-07-22, categories Secrets / Story or Lore / Walkthroughs, explicitly covering Update 5) maps which committees actually issue quests [C for the guide's contents; R as a single community source]:

Committee Tier Quest it issues
Deck Operations 1 (none)
Habitat Care 1 True Choices, The Forbidden Fruit
Transit & Distribution 1 (none)
Power & Security 1 (none)
Cognitive Resilience 2 Echoes for Orbit
Culture & Memory 2 Before the Archives
Governance & Logistics 2 (none)
Deep Systems 3 (none)
Meaning & Frontier 3 (none)
Field Continuance 3 (none)

Roster correction — this document's most consequential finding. The Forbidden Fruit, Echoes for Orbit and Before the Archives do not appear anywhere in the wiki's 43-quest list. The roster in doc 11 §4 is therefore a floor of 43, not a total — the true count is at least 46. Doc 11 should carry this correction on its next version bump.

The author's operating rule, verbatim in substance: "The quests often take RL time passing to actually show up." Commenters add that Before the Archives required 2+ real-world days and appeared only after forming the other councils. Only four of ten committees issue quests at all, so committee staffing priority for content is: Habitat Care first (two quests), then Cognitive Resilience, then Culture & Memory.

12.3 The eight roster quests with no page#

# Quest What is establishable Status
36 Project Eden The Update 05 progression path itself: officially "a progression path built on construction, crafting, skills, quests, unlocks and committee-driven restoration" that "turns committee progress into visible change in the world" — Eden rises from the sea as a stepped garden. Once the Eden frame is placed, progress runs on water, power, soil and seeds ("the first roots"). Components: Samples (Hologram/Event IDs 013–131; Cave Painting/Rock IDs 502–704) sent to space, Eden modules, cultivation, Committee Awaken [C from official copy]. first-hand 2026-09-04, 5.5-era The Eden Frame (Small) built at Pishon prompts in sequence fresh water -> power -> "add biomatter and a restoration seed" (the mined VO: "waiting for water, power, biomatter, and a seed"); biomatter becomes soil, and the bed also wants light. Restoration seeds come down, not up: the first pear seed rides the first launch's capsule (one per human tier); pears sent up return a seed in a reward pod (The Forbidden Fruit, §12.4). Samples are made with the Replica Scanner (paintings, statues, on foot) and the Camera Drone (HoloMemory scenes), then transferred into the rocket's data container -- doc 23 §3.4, doc 12 §4.2 Frame sequence first-hand; costs and rewards UNVERIFIED
37 Seats of Care The committee-formation quest. Hotfix 2 (0.8.0.612251, 2026-06-29) exists partly to fix this quest: "Fixed Seats of Care committee-formation objective failing to complete" [C]. If it misbehaves on an older build, that is the known bug. [mined 2026-09-05, DA_Quest_CU3_HabitatCommittee] "The Council of Humanity forms committees to maintain the stability of orbital society. Establish the Habitat Care committee, assign its seats, then return to the Council to receive further instructions." Objectives: 1 Form the Habitat Care committee -> 2 Assign Habitat Care members -> 3 Return to the Council of Humanity and receive your next instructions from the Habitat Care committee. Panel strings: "This Committee will remain locked until every seat is filled and validated. Until then, Committee actions are prohibited, privileges are denied, and all benefits remain suspended"; "Fill the remaining seats. Then we can authorise the work that keeps the station and humanity intact"; Minimum age; Days in space. first-hand 2026-09-05 the objective reads "assign members" while the four humans are still aboard -- launching is the prerequisite: form the committee from the panel after one real day in orbit at age 18+ (doc 23 §3.3) Objectives mined
38 True Choices Issued by the Habitat Care committee [R]. Confirmed world effect: starting this mission reveals the Courier Sieve Node Facility (169, -2) — "This location is revealed by starting the mission True Choices" [C]. That site holds Arch Angel and Talon Shipshark enemies and a "Star Child Memory" item [C]. [mined 2026-09-05] DA_Quest_CU3_TrueChoices_Main targets the high-value memory at that facility (doc 23 §2.8) Objectives UNVERIFIED (target mined)
39 True Choices - Grow the Perfect Human A targeted-profession optimisation objective, per the title. Almost certainly the "Grow the right human for the right job" problem formalised as a quest [I] UNVERIFIED
40 Round This, Quiet Secrets Nothing establishable. No page, no location binding UNVERIFIED
41 A Loyal Sphere Nothing establishable. No page, no location binding. Title suggests the Photo Drone or a companion sphere [I — not sourced] UNVERIFIED
42 Accepting the Rules Bound on the wiki to The Maze (Transposium) (111, 22) as quest=Accept The Rules [C] — note the wiki's infobox uses the shortened title. Revealed by powering Navigation Beacon 32. Enemies: Roller Boi. Notable loot: Ash Notebook ×10, Teddy Bear ×9 — an unusual concentration that reads as puzzle-relevant Objectives UNVERIFIED
43 Omega Nursery Bound on the wiki to Platform Omega (90, 6), sharing that site with Project Jonah [C]. Revealed by powering the Lazarus Complex relay (Q12). Enemies: Blue/Orange/Red Cocoon + Talon Shipshark. This is the last quest in the wiki's ordering — the current Early Access content terminus. [mined 2026-09-06, DA_Quest_CU3_SharkQuest] Summary "Access the locked towers at Platform Omega"; objectives "Deliver 4 Ram Sharks to Bay 1 and access the locked tower" / "Deliver 2 Talon Sharks to Bay 2 and access the locked tower" (three room references); community adds Bay 3 = 1 Laser Shark [R]; each bay's billboard shows the type it wants. Method (six Steam threads, 2026-03..07 -- towing mechanics in doc 06 §7.12): (1) kill them first -- corpses are what count and what you tow; live sharks swim out through open gates or vanish from pens; (2) mooring the corpse is bugged and unnecessary -- a corpse merely inside a closed bay counts ("as soon as a given bay's shark number are floating free alive or dead in a bay the tower unlocks"); (3) gates need power (a green switch alone does nothing) and open only the bay being filled -- whatever is already inside leaves through an open gate; (4) towing: the ship's mooring cable on the spot on top of the head, 9 km/h or less or the line snaps, move the boat to the shark; Gyro cables are stronger; best is no towing at all -- shoot to aggro, lure it in on the Skimmer or with the boat, kill it inside the bay; (5) completion bug: with the right count the tower door can stay locked ("missing requirements - talon shark - dorsal model x1") -- no extra or wrong-type sharks in the bay, ship outside, gates shut, then save + exit to menu + reload, walk to the tower and open it (the objective is entering the tower, not the count). Bay 1 may already hold two Ram corpses; Talon Shipsharks spawn at the platform, so Bay 2 fills on site; the Laser Shark is the rare one (~1.5 h hunts for several posters). Reward [R]: the two towers hold duplicate memories and scrap -- the wiki's Platform Omega list (Assembly Instructions, Camera, Cognitive Cards ×2, Commander's Log, Crayon, Encyclopedia, Guitar, Maps, Meditation, Mirror, Music Notes ×2, Mystery Box, Programming Manual, Small Human Art, Stopwatch, Teddy Bear, Where's Tommy) plus sample 126 -- exactly the Patience / Wisdom / Logic items the cookbook runs short of (doc 23 §2.9) Objectives mined; method community consensus; first-hand pending (Robert on it 2026-09-06)

12.4 Two committee quests documented only by title#

Quest Source Status
The Forbidden Fruit Habitat Care committee, per the Steam council guide; mined asset DA_Quest_CU5_TheForbiddenFruit Objectives mined 2026-09-05: "Add Pears to the rocket" -> "Launch the rocket and deliver the Pears to space" -> "Wait for the reward pod to land. Sail to it and claim a Restoration Seed" -- pears ride the rocket like pods and the Birch seed lands in a reward pod (doc 23 §3.4)
Echoes for Orbit Cognitive Resilience committee UNVERIFIED
Before the Archives Culture & Memory committee. A commenter corrects the guide's original attribution from Transit & Distribution to Culture & Memory, and reports it needed 2+ real days plus all other councils formed UNVERIFIED

12.5 The "Star Child"#

Doc 11 flagged a special job called Star Child as reported but UNVERIFIED because it is absent from the wiki's Committees page. Two independent pieces of evidence surfaced this pass and upgrade it to reported-and-corroborated:

  1. A "Star Child Memory" item is listed in the Courier Sieve Node Facility's memory inventory on the wiki [C].
  2. A player on Steam (snorkybits, 2026-08-22) writes: "if you made a starchild and sent it to space and the 2nd quest is to recycle the gold standard just ignore it its a bug" — i.e. a Star Child is a growable, launchable human [R].

  3. [datamine, added v1.1.0] The shipped 0.8.0 asset census carries two Star Child quest assets: DA_Quest_CU3_GrowStarChild and DA_Quest_CU3_RecycleStarChild. That upgrades the Star Child from "reported and corroborated" to a real, shipped, two-step questline -- and it independently explains the snorkybits bug report above, whose second objective was "recycle the gold standard": there genuinely is a recycle-the-Star-Child step, and it is the step players report as broken.

It is still not a wiki-documented committee seat. Treat "Star Child" as a real growth outcome tied to a specific memory item, with unknown mechanics.

12.6 Update 5.5 "Deck Drop" beta questlines -- [beta-era], not in the anchor build#

[beta-era] Robert has been on the Update 5.5 "Deck Drop" public beta (0.8.5.650920, buildid 24990438, UE 5.8.1) since 2026-08-29. Everything here is beta content. None of these strings exist in the shipped 0.8.0 data -- absence-checked this pass against data/datamine/parsed/ [datamine] -- which is consistent with them being genuinely new, and means the corpus cannot cross-check them until 5.5 ships.

Questline What is established Status
MOSES Field Reserve Program The 5.5 questline that grants the 11 new containers. Its trigger is undocumented in the quest text itself -- the two leads are the PECO tab and a Warehouse-expansion path. Two YouTube guides exist and were not retrieved this pass UNVERIFIED trigger; the reward (11 containers) is first-hand
"Memory for Aron" A second new questline, noted by name only UNVERIFIED -- nothing else established

Site binding first-hand, beta-era: Central Warehouse Alpha (66, 22) -- the Q26 The Warehouse site -- holds the MOSES Field Reserve containers. That is a concrete lead on the trigger: the "Warehouse-expansion" hypothesis has a location behind it, and the site is one you have already visited by the time 5.5 content is reachable. Recorded in docs/12-world-map-exploration.md §7.10.

Roster consequence: with Still Listening (§3.5), MOSES Field Reserve Program and Memory for Aron, the ≥46-quest floor in §12.2 rises again. The count has never been a total and is now demonstrably drifting upward with every update.


13. Quest dependency graph#

Ordering follows the wiki's Quests page. → = initiates. Blank prerequisite = approach- or state-triggered.

# Quest Prerequisite Unlock / reveal granted XP Enh
1 From Darkness, Light (new game) → 2 50 0
2 Where Waters Wait 1 → 3 50 0
3 Light the Way Home 2 → 4 100 10
4 Vessel of Tomorrow 3 → 5 and → 6 100 10
5 Rags to Riches 4 → 7 25 0
6 Voyage into the Unknown 4 Reveals Navigation Beacon 49 (33, 6); → 8 100 10
7 First Light 5 (terminal — teaches Skills→Fabricator) 50 0
8 Signals from Silence 6 Reveals Lazarus Complex (69, -2); → 9 200 10
9 Lazarus, Come Forth 8 → 10 (on objective 1), → 11, → 12 250 20
10 Awakening the Hall objective 1 of 9 Gates objective 2 of 9 100 10
11 From Ashes, We Rise 9 → 13 and → 14 200 20
12 Guiding Light 9 Lazarus relay online → reveals Platform Omega (90, 6) 200 10
13 Seeds of the Future 11 (+14 and 17 for objective 1) → 18 400 30
14 Echoes in the Grave 11 Seed Vault data; → 17 300 20
15 Beyond the Horizon approach Beacon 32 (109, 35) Reveals Exodus Station · Sanctuary Dock 12 · The Maze · The Last Listener Station 200 10
16 Relight the Way approach Beacon 15 (69, -53) Reveals Norfolk Grave · Seed Vault Prometheus 200 10
17 Voyage to the Cradle 14 Seed Vault authorization 200 10
18 The Next Step of Evolution 13 → 19 400 30
19 Time to Let Go Soon 18 → 20 500 30
20 Earth is the Cradle of Humanity, but we can not stay 19 → 21 500 30
21 Ascension 20 → 22 and → 24 1000 50
22 Gift from Above 21 Farming Bed skill; → 23 200 20
23 The Council of Humanity 22 (+ orbital humans old enough) Committees 250 5
24 The Last Listener 21 Reveals POIs no Navigation Beacon reaches, range unlimited [C]; "16 of 20 Seed Reserves" UNVERIFIED; unlocks undersea capsules [R] 400 30
25 One Before Me approach Sanctuary Dock 12 (88, 27) Night Sight 1000 25
26 The Warehouse approach Central Warehouse Alpha (66, 22) Brass Telescope (tier UNVERIFIED) 1000 25
27 Mother approach Habitat Node 02-23 (48, -48) Abyss Glow (T20, 2 SP) [C] 1000 25
28 The Isolation approach Unlisted Tower (112, -21) CS-17 Courier Skimmer (T13); → 33 250 10
29 Friendly by Design UNVERIFIED UNVERIFIED — —
30 Salvage Gyro - Lost Blueprints UNVERIFIED (3 SGS towers bound) Presumed Salvage Gyro (T17) [I] — —
31 A Machine That Still Flies UNVERIFIED UNVERIFIED — —
32 Eden Cradle UNVERIFIED (site 167, 34; no beacon reveals it) UNVERIFIED — —
33 Quarantine Stacks 28 → 34 250 10
34 The Codes of Stone 33 → 35 500 20
35 Signal Chain 34 Deep Scan-500 Add-On (tier UNVERIFIED) 1000 25
36 Project Eden UNVERIFIED (post-Committees) UNVERIFIED — —
37 Seats of Care 23 (after the first launch) [mined] Form Habitat Care -> assign members -> return to the Council — —
38 True Choices Habitat Care committee [R] Reveals Courier Sieve Node Facility (169, -2) — —
39 True Choices - Grow the Perfect Human 38 [I] UNVERIFIED — —
40 Round This, Quiet Secrets UNVERIFIED UNVERIFIED — —
41 A Loyal Sphere UNVERIFIED UNVERIFIED — —
42 Accepting the Rules UNVERIFIED (site: The Maze, 111, 22) UNVERIFIED — —
43 Omega Nursery 12 (Platform Omega, 90, 6) [mined] Bay 1: 4 Ram Sharks -> Bay 2: 2 Talon Sharks -> (Bay 3: 1 Laser Shark [R]) -> access the locked towers — —
— Project Jonah Platform Omega [mined] Discover the control chamber below the platform -> connect a grown human to the Jonah socket and send the call (§11) — —
— The Forbidden Fruit Habitat Care committee [R + mined] Pears up -> a Restoration Seed (Birch) down in a reward pod — —
— Echoes for Orbit Cognitive Resilience committee [R] UNVERIFIED — —
— Before the Archives Culture & Memory committee [R] UNVERIFIED — —

Documented XP total across the 31 wiki-documented quests: 10,975 XP and 525 Enhancer Points. (Sum of the table above excluding UNVERIFIED rows — computed here, not sourced. Corrected 2026-08-24: every one of the 31 XP/Enhancer values was re-read from its wiki quest infobox and all 31 matched; the previously printed totals of 14,175 XP / 640 EP were an arithmetic error in the summation, not bad source data.) Note that quest XP is only one of three XP sources: picking up a new item type for the first time and fighting enemies also grant XP, and community consensus is that looting breadth outpaces quest XP early.


14. Resume mid-run — locate Robert from one quest name#

Ask "what quest are you on?", find the row, read across.

If the active quest is… He is in Physically at The next thing to do Watch out for
From Darkness, Light · Where Waters Wait Act I, tutorial Dock 37 basement (11, 8) Cable → outlet → switch; then hangar The C melee blocker at the door
Light the Way Home · Vessel of Tomorrow Act I, boat prep Dock 37 dock/hangar Do all four "optional" boat tasks Strip the dock before sailing — loot is finite
Rags to Riches · First Light Act I, economy tutorial Boat / Fabricator Unlock LumiLite (T2), fabricate it Unlock Dismantle Tool (T2) if not yet
Voyage into the Unknown · Signals from Silence Act II, first voyage Beacon 49 (33, 6) Relay: charge → repair array → activate Night swarmers; work in daylight
Lazarus, Come Forth · Awakening the Hall Act II, Lazarus entry Lazarus Complex (69, -2) Finish Awakening the Hall — it gates Q09 obj. 2 Start banking Pressure enhancer points now (~40)
From Ashes, We Rise · Guiding Light Act II, rack + relay Hall of Humanity (69, -2) Repair + power a rack; then the rooftop relay Rack needs 2.5 kW and 100 L/h once loaded
Echoes in the Grave · Voyage to the Cradle Act III, vault hunt Norfolk Grave (59, -41) → Prometheus (82, -65) Detour to Beacon 15 (69, -53) first -- it reveals both. Echoes = leg 1, and it releases the Lazarus Pod (§6.1.1) 45 m dive; Night Crawler/Spitter. Pressure ~70 made the dive a non-event
Seeds of the Future Act III, first seed run Prometheus (82, -65) → Lazarus (69, -2) Craft the Lazarus Pod (T12, 3 SP) BEFORE opening the vault -- achievable on run 1 after leg 1 (§6.1.1). Run shape: quiet extraction -> pod -> sail -> sprint the gap -> indoors -> SAVE -> rack Angels aggro on a raw carried seed (§6.1.3) · no numeric countdown is shown -- the prompt says "refrigerated" (§6.1.2) · manual-save before rack insertion (corruption bug)
The Next Step of Evolution Act III, first human Hall of Humanity (69, -2) Feed Food + Memories; wait Don't optimise the first one; don't exceed 200 raw on any attribute
Time to Let Go Soon · Earth is the Cradle… · Ascension Act IV, launch Exodus Station (125, 48) Methane + Oxygen + power + payload. Bill: O2 12,000 L + CH4 3,000 L + 60 kWh (§7.1.2). Checklist is sequential: STARTUP → PROPELLANT → POWER → GROUND → PAYLOAD → WEATHER → SYSTEM CHECK 6/6 → LAUNCH Needs Tier 16 (Methane Tank/Oxygen Tank/Sabatier Reactor) for repeatability · two oxygen tanks minimum (9,000 L each vs a 12,000 L bill) · 🐛 manual-save before STARTUP and do not exit mid-ascent -- the reload fork bug (§7.1.5)
Gift from Above · The Council of Humanity Act IV, aftermath Drop Pod → Lazarus Complex Claim capsule; enter Council chamber Council door needs real time — humans must age in orbit
The Last Listener Post-launch, map opening Last Listener Station (115, 11) Restore + activate the relay Biggest map reveal in the game (range-unlimited POI reveal) — do it before any seed grind. The specific "16/20 Seed Reserves" figure is UNVERIFIED
One Before Me · The Warehouse · Mother Side chain, Update 01 Dock 12 (88, 27) · Warehouse (66, 22) · Habitat Nodes Each grants a permanent skill unlock Mother spans X=8 to X=130 — plan fuel
The Isolation → Quarantine Stacks → Codes of Stone → Signal Chain Side chain, deep NE Unlisted Tower (112, -21) → Stack Amen (146, -38) Do all four Stacks in one voyage Longest-range chain in the game
Seats of Care · True Choices · Project Eden · anything Q36–Q43 Update 05 endgame Lazarus Complex + Eden site + Platform Omega Staff Habitat Care first (2 quests) Committee quests need real-world days. See §15

15. Stuck register — soft-locks, bugged triggers and workarounds#

Symptom Diagnosis Fix Source
"Something is blocking the door and I have no weapon" (opening facility) Missed HUD prompt Press C to melee. Kill the small bots first, then the central creature before it regenerates; tendrils need individual hits Steam, "WTF!! How are you supposed to start?", 2025-11-08 [R]
"The first quest is broken / I can't find the cable" Sequence confusion Order is: medium battery downstairs → switch upstairs → second battery by the docks → roof for boat power Steam, "UNSTUCK?" [R]
Wedged in terrain / stuck in geometry Known EA bug class 1. Add -ea as a Steam launch option → an "Early Access" section appears in the pause menu with "Relocate character" (flagged experimental — back up your save first). 2. Go AFK until autosave fires, quit, reload. 3. Detonate a small CO2 bomb underneath yourself. 4. Deploy the photo drone and exit it, or build a metal beam under yourself Steam, "UNSTUCK?" [R]
Seats of Care committee-formation objective will not complete Confirmed game bug, fixed in Hotfix 2 Be on 0.8.0.612251 or later. Hotfix 2 (2026-06-29) explicitly lists this fix Official patch notes [C]
Rocket-mission reward freeze Confirmed bug, fixed in Hotfix 1 (0.8.0.612211, 2026-06-26) Be on ≥ Hotfix 1 Official patch notes [C]
Second part of a committee quest will not trigger ("it says go back but nothing happens") The dominant Update 05 complaint 1. Wait — real-world time must pass. "Some things need RL time to pass to be triggered" (turvarya). 2. Close and reboot the game — "that fixed similar bugs for me" (captainzulu) Steam, "2nd part of Habitat Care committee quest won't trigger", 2026-08-22/23 [R]
Habitat Care 2nd quest objective "recycle the Gold Standard" does nothing Reported as a known bug "if you made a starchild and sent it to space and the 2nd quest is to recycle the gold standard just ignore it its a bug" — ignore the objective and continue Steam, "Did i mess up by starting other committees?", 2026-08-22 [R]
"Did I break things by starting several committees at once?" No. Community answer "I started all of the committees at the same time. Just keep filling their requests for certain professions. No need to make any other humans." Same thread, 2026-08-23 [R]
Before the Archives never appears Gated on real time + council breadth Reported to need 2+ real-world days and the other councils formed Steam council-guide comments [R]
Council of Humanity door locked: "No Orbital Representative Assigned" Not a bug — a timer Your launched humans must be old enough. Launch more, wait longer Wiki quest page [C]
A Human Seed expired Not recoverable. The only irreversible loss in the game Prevention only: never lift a seed without the pod crafted, the rack live and the route planned Wiki [C]
🐛 A seed turned into "blob things" when inserted into a pod or rack Known bug -- seed corruption on insertion. Reported on Steam Prevention only: MANUAL SAVE immediately before rack insertion. Rollback is the sole recovery. Fold this into the seed run as a fixed step (§6.1.3) Steam thread [R]
🔴 The Lazarus Pod will not release even though I am past Tier 12 with points banked Not a bug. The pod carries a locator-flag custom requirement, not a tier gate -- it is the only skill in the tree that does Finish the intermediate investigation leg (the submerged-site data retrieval, ~45 m) and the entry appears. Confirmed refused at L15/SecIII with the seed quest active, granted after the leg first-hand 2026-08-28…30 + [datamine] §3.5, §6.1.1
🐛 After a launch there are TWO rockets -- a new one on the pad and a phantom still ascending Launch-reload fork bug. Exiting mid-ascent reloads an auto-quicksave taken AT launch; the pad respawns a fresh mostly-fuelled rocket while the phantom original keeps pushing progress through the capsule chain Roll back further than the launch and re-fly uninterrupted. Prevention: manual-save before STARTUP, hands off ESC from ignition until the capsule chain settles, and rewatch by reloading the pre-launch save rather than exiting. Redo cost is ~10 min of Sabatier first-hand 2026-09-01, beta-era §7.1.5
"Angels attacked me the moment I picked the seed up" Working as intended, and not documented anywhere. Angels aggro on sight of a raw carried seed (and of a carried grown human). They are not passive in this situation Pod the seed -- a podded seed is concealed. Clear the vault's airspace by sniping from anchor before extraction; sprint the outdoor dock-to-door gap; never shoot the Lazarus Complex's own Angels (they retaliate and can one-shot) Community consensus 2026-08-30 [R] + first-hand §6.1.3
"I unlocked a tier of stuff I can't build" Expected Skill tiers outrun the material economy early. Normal Community consensus [R]
"This location is empty now" Expected Easily-accessible objects at each location are finite and do not respawn Wiki/community [C]

Save hygiene for a quest-critical run: manual-save at a Backup Station before opening a Seed Vault, before a first dive at a new depth, and before any committee-quest objective, because autosave (AutoSaveInterval=10, units presumed minutes — UNVERIFIED) may overwrite a good state. Saves live at %LOCALAPPDATA%\Voyage\Saved\SaveGames\76561198118168844\ with Steam Autocloud; snapshot to data/save-snapshots/<date>/ with the game closed. Update 04 added save export/import + backups in-game.


16. Quest-name concordance -- internal asset names vs wiki titles#

Why this section exists. Robert's save file names quests by their asset names, and several of them do not match the wiki title this document uses. Anyone reading a save, a log or a datamine listing needs the mapping, and the mismatch is a real drift that would otherwise read as a missing quest.

Ruling: both names are correct, for different registers. The asset name is the current internal name (what the game calls it); the wiki title is the wiki's name (what players call it). Neither is retired; this document keeps its wiki-title headings and cross-references the asset name.

16.1 What was in Robert's save#

[save-census 2026-08-28, build 0.8.0] -- quest assets present in the save, i.e. quests the run had touched:

Asset in save This document's heading Note
the opening chain (Q01→Q07 assets) §4 Act I Matches
FromAshesWeRise Q11 From Ashes, We Rise Matches
Guiding_Light Q12 Guiding Light Matches
Lazarus_Come_Forth Q09 Lazarus, Come Forth Matches
Awakening_The_Hall Q10 Awakening the Hall Matches
Signals_From_Silence Q08 Signals from Silence Matches
Echoes_in_the_Ruins ×2 Q14 Echoes in the Grave ⚠️ NAME DRIFT. See §16.2
Seed_of_the_Future ×2 (the active seed quest at census time) Q13 Seeds of the Future ⚠️ Minor drift: internal is singular Seed, wiki is plural Seeds
(absent) Voyage_to_the_Cradle Q17 Voyage to the Cradle See §16.3 -- absence here is not evidence of absence

16.2 The one that matters: Echoes in the Grave = Echoes_in_the_Ruins#

Register Name
Internal / current (game data) Echoes_in_the_Ruins -- DA_Quest_Main_NEW_Echoes_in_the_Ruins
Wiki / community "Echoes in the Grave" -- the title this document's Q14 uses

Independently confirmed [datamine]: the shipped 0.8.0 asset census contains DA_Quest_Main_NEW_Echoes_in_the_Ruins and contains no Echoes_in_the_Grave asset of any kind. So the save was not showing a beta rename -- "Ruins" is the shipping internal name and has been all along, and the "Grave" title is a wiki convention (presumably from the quest's destination, Norfolk Grave (59, −41)).

Practical read: if a log, a save tool or a datamine listing shows Echoes in the Ruins, that is Q14 -- leg 1 of the seed mission (§6.1.1). Nothing is missing.

16.3 Why Voyage_to_the_Cradle was missing from the save -- and why that is not a finding#

The save-census originally read as "no Voyage_to_the_Cradle asset was present", which could be taken as the quest not existing. It does exist: DA_Quest_Main_NEW_Voyage_to_the_Cradle is in the shipped 0.8.0 asset census [datamine].

Correct interpretation: a save carries the quests the run has touched. At census time Robert had not yet started leg 2, so there was nothing to record. Save absence means "not yet started", never "not in the game." Recorded so the inference is not repeated.

16.4 Sub-objective assets -- the datamine's own evidence for the two-leg structure#

Several main-line assets are objective-grain, not quest-grain, and they corroborate §6.1.1 independently of anything Robert saw [datamine]:

Asset What it implies
DA_Quest_Main_NEW_Obtain_A_Human_Seed · DA_Quest_Main_NEW_Access_The_Seed_Chamber The vault run is decomposed into discrete tracked steps, not one objective
DA_Quest_Main_NEW_Ruins_B_Travel_to_Seed_Vault_B · DA_Quest_Main_NEW_Ruins_C_Travel_to_Seed_Vault_C 🔑 A repeating Ruins_<n> → Seed_Vault_<n> pattern. The "ruins investigation, then travel to the vault" shape is not a one-off for Prometheus -- it is a template with at least a B and a C instance. Strong independent support for the two-leg reading, and a lead that later vaults follow the same two-leg form
DA_Quest_Main_NEW_Produce_Food_Lazarus · ..._Produce_Fresh_Water_Lazarus · ..._Initialize_The_Growing_Process · ..._Create_Life The growth phase is likewise several tracked objectives (doc 18 §3)
DA_Quest_Main_NEW_Enter_The_Arrival_Hall · ..._Transport_Human_to_the_Rocket_Platform · ..._Destiny_in_the_stars · ..._Rekindle_Humanitys_Heart · ..._Echoes_Of_Existence The Act IV escort/launch chain, decomposed

Bounty (not folded here): the shipped asset census also carries a full DA_Quest_CU1…CU5_* roster for the update questlines -- including CU3_GrowStarChild / CU3_RecycleStarChild (§12.5), CU5_Project_Jonah, CU5_SurvivorOfOutpostTheta, CU5_TheForbiddenFruit, CU5_CognitiveResilience, CU5_Culture_and_Memory, CU5_Eden_Crafting, CU4_Eden_Cradle, CU4_Gyro_Lost_Blueprints, CU3_ACaretakersBestFriend. Mining that roster into named §12 entries is a whole pass of its own and is deliberately not attempted here -- it would close a large part of the "twelve quests with no wiki page" gap. Flagged in Gaps.


Gaps & Unverified#

Structural gaps in this document

  • Twelve of the 43 roster quests have no wiki page and therefore no objective list: Q29 Friendly by Design, Q30 Salvage Gyro - Lost Blueprints, Q31 A Machine That Still Flies, Q32 Eden Cradle, Q36 Project Eden, Q37 Seats of Care, Q38 True Choices, Q39 True Choices - Grow the Perfect Human, Q40 Round This, Quiet Secrets, Q41 A Loyal Sphere, Q42 Accepting the Rules, Q43 Omega Nursery. Confirmed by two independent checks: an API existence query (11 explicit "missing" results; Eden Cradle exists only as a location page) and Category:Quests, which lists exactly 31 members. This is ~28 % of the roster and it is exactly the Update 05 endgame. The only way to close this is to play it and write it down. Q32 Eden Cradle is now partly written down first-hand (§11, 2026-09-03): the three chamber authorizations, the final room, the Eden Frame plans and the Stainless Steel gate -- its formal objectives and rewards are still open.
  • Three quests exist that the roster does not list — The Forbidden Fruit, Echoes for Orbit, Before the Archives. Their objectives, rewards and unlocks are entirely unknown. The true quest count is ≥46.
  • Quest→update attribution is largely unrecoverable. Every wiki quest page reads Release Date: Unknown except Rags to Riches (2025-11-06). §2's mapping is reconstruction.
  • No XP curve. No source gives XP thresholds per level, the XP value of a first-time item pickup, or how the 14,175 documented quest XP relates to reaching level 35.
  • ~~Skill-point costs are almost entirely unknown. Only three datapoints exist: Lazarus Pod = 3 SP at Tier 12, Repair Tool = 0 SP at Tier 1 and Abyss Glow = 2 SP at Tier 20 (the last added by the 2026-08-24 fact-check pass). Every "(N SP)" elsewhere in the corpus is launch-era.~~ -- SUPERSEDED 2026-09-01. The tree was datamined exact on 2026-08-25: data/datamine/parsed/skilltree-mined.json carries 200 VoyageSkill assets with required_tier and skill_point_cost on every one (154 tier-unlocked skills costing 267 SP, plus 44 quest/vault-gated). Doc 22 v2.0.0 owns it; §3.5 above carries the quest-facing slice. The three datapoints above all survive the mine unchanged, and the mine additionally corrected CS-17 Courier Skimmer to T9/3 SP (the corpus-wide T13 was wrong).
  • Tier numbers only exist where an item page exists. There is no wiki Skills or Skill Tree page (both checked 2026-08-24), so a tier figure is only citable when the item has its own page. Confirmed this pass: Repair Tool T1 · Charge Injector T4 · Night Sight T9 · Lazarus Pod T12 · CS-17 Courier Skimmer T13 · Salvage Gyro T17 · Abyss Glow T20. No page, therefore no citable tier: Brass Telescope, Deep Scan-500 Add-On, Depth Glow, LumiLite Solar Panel, Seed Reserve.

Mechanics this pass could not establish

  • What "Charge the Relay" physically requires. The wiki has no Navigational Relay and no Communications Array page (both returned missing). The Charge Injector was ruled out — it is a Tier-4 vitality consumable ("Restores 20% of vitality at the cost of 2% energy", recipe Plastic 1 + Glass 1 + Electricity 35). This incidentally resolves a gap in docs/13-strategy-optimization.md §119, which flagged Charge-Injector vitality recovery as UNVERIFIED — the current wiki item page states it explicitly.
  • No Rocket Payload, Backup Station, Unlisted Tower or Research Outpost Theta-9 wiki page. The Rocket Payload Module is fabricable as of Update 05 (official copy) but its recipe and tier are undocumented. Unlisted Tower's coordinate (112, -21) comes from doc 12's atlas, not from a page of its own.
  • What the Last Listener array actually reveals. The wiki says only "other Points of Interest not revealed by other Navigation Beacons… with seemingly no limit to its range". The circulated "16 of the 20 Seed Reserves" figure has no current wiki source (there is no Seed Reserve page; the "20 Seed Reserves" total comes from the Human Seed page). Treat the count as UNVERIFIED until Robert sees the reveal in-game. (Corrected 2026-08-24 — this claim was previously tagged [C] in error.)
  • Whether the Deep Scan-500 Add-On finds the 4 hidden Seed Reserves. Inferred, never stated.
  • Whether Q30 grants the Salvage Gyro. Inferred from the three bound SGS towers being outside the Gyro-required set.

Opened by the 2026-09-01 first-hand pass (all still OPEN)

  • 🔴 The Empty Human Seed Container -- an unexplained world actor. first-hand 2026-08-28 A container sits in the Lazarus Complex overlook office. What is established:
Property Observation
Transport class GRAB-CARRY -- cannot be taken into inventory. The same transport class as a Human Seed
Durability 100%
Appearance Gold under-glow; gasketed circular top port; side viewing window
Power 🔌 It accepts a power cable

Related mined strings [datamine]: an objective "Place Human Seed in Container" (in item-names.json) and a quest asset path /Game/Data/Assets/Quests/**Old**/Questlines/Quest_Seed_Vault_Place_Seed_in_Container. The Old/ path segment is load-bearing and cuts against the exciting reading: this is a retired questline path, which makes "vestigial actor from a cut mechanic" at least as likely as "live undiscovered mechanic". It was also not found in Robert's save strings.

Working theory (INFERRED, unproven): a seed transport vessel class, distinct from the Lazarus Pod's growth-containment role -- which would sit interestingly against the refrigeration model in §6.1.2 (a powered container that holds the clock without growing the seed).

Tests pending, none run: (1) approach it with a seed in hand and look for a place prompt; (2) run a cable to it and see what the power does; (3) if it accepts a seed, check whether the clock holds. Until one of those runs, this is OPEN, and doc 18's Gaps carries the same entry. - 🔴 What actually triggers the Update 5.5 "MOSES Field Reserve Program" questline. The quest text does not say. Leads: the PECO tab, and a Warehouse-expansion path with Central Warehouse Alpha (66, 22) as the container site. Two YouTube guides exist and were not retrieved. [beta-era] -- §12.6. - 🔴 "Memory for Aron" -- a second Update 5.5 questline known by title only. [beta-era] - 🔴 "Still Listening" -- the quest gating the TideRipper Twin Jet (T19). Named first-hand off a tooltip, absent from the wiki roster and from the 0.8.0 strings. [I] it is the Last Listener Station questline; unproven. §3.5. - 🔴 "Yellow Platform Omega" -- a location name that appears in the Ascension pre-step quest text and nowhere else in any source or in the 0.8.0 string tables. Coordinates unknown; relationship to Platform Omega (90, 6) unknown. [beta-era] -- §7.1.3, and docs/12-world-map-exploration.md §7.10. - 🔴 Whether a raw Human Seed is a valid rocket payload. Robert launched a grown human. The PAYLOAD check rejects "empty PODs" and "loose PODs" [datamine], so pod contents are inspected, but nothing establishes whether a seed passes. Do not test this with a seed you need -- §7.1.4. - 🔴 Pod-provides vs pod-demands refrigeration. The pod tooltip says "refrigeration necessary"; the 0.8.0 string says "Seed not refrigerated. Insert into functional lazarus rack." These point at different components. §6.1.2 records the tension unresolved; the passive dawdle test settles it. - 🟡 The DA_Quest_CU1…CU5_* asset roster is un-mined. §16.4 lists what was seen in passing. Working it properly would close much of the "twelve quests with no wiki page" gap from the game's own data rather than from the web -- the single highest-value follow-up available to this document.

Opened by the 2026-09-03 pass

  • 🔴 Q32's formal quest name, trigger and rewards -- the structure is first-hand (§11) but the objective list, XP and enhancer values are not.
  • 🔴 Pishon has no coordinate in any source; the Eden Frame plans name the site and nothing public locates it. Doc 12 Gaps carries the bounty.
  • 🟡 What the Eden Frame plans grant precisely -- a blueprint item, a skill entry, or a build-menu unlock? Robert holds them; one look at the build menu settles it.

Where sources disagree

Topic Value A Value B Verdict
Rocket capacity "up to 4 Lazarus Pods per launch" (wiki Humans) "28.33 launches at 3 per trip" (wiki Human Seed) ✅ SETTLED 2026-09-01 first-hand: 4 berths, read off the MOSES Rocket System panel. The 3-per-trip figure is retired as launch-era. 1 of 4 is a valid minimum -- §7.1
Seed timer duration 120 real-time minutes (wiki Human Seed; carried by docs 11/17/18 and COMPREHENSION §4) A strict 1-hour countdown (TheGamer walkthrough, read 2026-08-30) 🔴 UNRESOLVED. First-hand adds a third data point that undercuts both: no numeric countdown is displayed at extraction at all -- the prompt speaks of "refrigeration" (§6.1.2). The 0.8.0 strings do contain a SeedTimeRemaining = "Time Remaining" label, so a readout exists somewhere. Keep 120 as the corpus figure (it is the only sourced one) while treating the question as open, and note the number may be moot if podding pauses the clock. The passive dawdle test in §6.1.2 settles it at zero cost
Quest name: Echoes in the Grave Wiki title "Echoes in the Grave" Save + shipped asset Echoes_in_the_Ruins ✅ Both stand, different registers. Asset name = current internal name; wiki title = the wiki's. No Echoes_in_the_Grave asset exists -- §16.2
Rocket electricity per launch "unpublished; one poster reports ~1 MW while charging" (ref/flow-research/gas.md §4.2, open red item) 60 kWh per launch (MOSES panel) ✅ SETTLED 2026-09-01 first-hand: 60 kWh. Not a contradiction -- the ~1 MW figure is an instantaneous rate, the 60 kWh is the total; 60 kWh at 1 MW is ~3.6 min of draw. gas.md should close its open red row -- §7.1.2
Accepting the Rules title Wiki Quests roster: "Accepting the Rules" The Maze location infobox: quest=Accept The Rules Cosmetic; same quest. Roster spelling used here
Q04 engine cylinder Wiki objective: "Reconnect the Engine Cylinder to the Diesel Engine" Doc 11: "reconnect the Basic Electric Engine Cylinder" Wiki objective text is authoritative; the specific cylinder identity is [R]
Before the Archives committee Guide table: attributed to Transit & Distribution in an earlier revision Commenter: Culture & Memory Guide's current table says Culture & Memory; used here
"Star Child" Doc 11: UNVERIFIED, absent from wiki Committees This pass: "Star Child Memory" item on the wiki + a player describing making and launching one Upgraded to reported and corroborated; still not a documented committee seat

Research-budget losses (be aware when re-running this domain)

  • WebSearch was unavailable for this entire pass — the session's 200-search budget was already exhausted before the first query. Everything here was obtained by direct WebFetch against known URLs and the MediaWiki API, which is why the source list is narrower than the domain deserves. A re-run with search available should look for: video walkthroughs of the Update 05 endgame, the official Discord's quest channels, and any wiki page created after 2026-08-24.
  • Reddit is unfetchable from this environment (old.reddit.com and www.reddit.com both refused). r/TheLastCaretaker community consensus is therefore entirely absent from this document.
  • steamcommunity.com rate-limited hard mid-pass (three consecutive "You've made too many requests recently" responses), recovered later. Two Steam guides that would materially improve this document were never retrieved: "New player tips and a more detailed explanation of basic mechanics" (Soviman, id 3637744548) and "Ultimate Grow the right human for the right job Guide" (turvarya, id 3738917143). Also unretrieved: the third quest-relevant thread "Advise requested from experience human build players" (2026-08-22, 8 replies).
  • techraptor.net and neoseeker.com return 403 and are permanently abandoned per protocol; no Steam-hosted TechRaptor copy was locatable without search.

Sources#

All accessed 2026-08-24.

Ground truth (first-hand, local) - C:/last-caretaker/docs/ref/shadow-install.md v1.0.0 — installed build 0.8.0.612251, Steam buildid 23962331, UE 5.7.4, quest-HUD setting keys (bInterfaceHudQuests, bInterfaceHudLocators, bInterfaceWorldMarkers), AutoSaveInterval=10, save path

v1.1.0 sources (2026-08-28 → 2026-09-01)

  • Robert's own play, 2026-08-28 → 2026-09-01. On 0.8.0.612251 to 2026-08-29 ~05:00, then on the Update 5.5 "Deck Drop" public beta 0.8.5.650920 (buildid 24990438, UE 5.8.1) -- beta observations are tagged [beta-era] throughout and are not folded into the version anchor. Supplied: the Lazarus Pod refusal at L15/SecIII and its release after the investigation leg; the Prometheus extraction and the first racked seed; the "refrigerated" prompt and the Lazarus Pod's "refrigeration necessary" tooltip; the Abyss Glow / TideRipper Twin Jet / Night Sight gate tooltips; the MOSES Rocket System panel (Sparrow-Class designation, 4 berths, the O2/CH4/electricity bill, the seven-step checklist, the T-60 s countdown and ABORT); the "YELLOW PLATFORM OMEGA" quest text; the ascent voice line; and the launch-reload fork bug.
  • Robert's save file, census 2026-08-28 (build 0.8.0) -- the quest-asset list transcribed in §16.1.
  • C:/last-caretaker/data/datamine/parsed/skilltree-mined.json -- the 200-asset VoyageSkill export. Supplied §3.5 in full: custom_requirements on 15 skills, DA_Skill_Engineering_Lazarus_Pod's unique VoyageSkillCustomRequirement_LocatorFlags_C_0, DA_Skill_WaterJet_V2 (TideRipper Twin Jet, T19/3 SP, quest-gated), DA_Skill_Night_Vision (T9/1 SP), DA_Skill_Module_RocketCapsule (T14/0 SP), DA_Skill_FarmingBed (Elysium Bed, T19/1 SP), DA_Skill_Vehicle_Jetski (T9, correcting the corpus-wide T13).
  • C:/last-caretaker/data/datamine/parsed/asset-census.json -- the DA_Quest_* roster. Supplied §16: DA_Quest_Main_NEW_Echoes_in_the_Ruins (and the absence of any Echoes_in_the_Grave asset), ..._Voyage_to_the_Cradle, ..._Seed_of_the_Future, the Ruins_B/C → Seed_Vault_B/C objective pattern, DA_Quest_CU3_GrowStarChild / ..._RecycleStarChild, and the CU1…CU5 update-questline roster.
  • C:/last-caretaker/data/datamine/parsed/display-names.json / item-names.json -- SeedNotRefrigerated = "Seed not refrigerated. Insert into functional lazarus rack.", SeedTimeRemaining = "Time Remaining", "Sparrow-Class Single-Stage Reusable Rocket", the payload rejection strings ("empty PODs" / "loose PODs"), "Place Human Seed in Container", and /Game/Data/Assets/Quests/**Old**/Questlines/Quest_Seed_Vault_Place_Seed_in_Container. Absence-checked (zero hits, as expected for beta content): "Still Listening", "Memory for Aron", "Field Reserve", "Yellow Platform", "Deck Drop".
  • C:/last-caretaker/docs/ref/flow-research/gas.md v1.0.0 §4.2 + §7.1 -- the launch-bill baseline (O2 12,000 L / CH4 3,000 L CONSENSUS; electricity unpublished, an open red item now closed at 60 kWh), the seven BP_Rocket*Check launch-gate blueprints, and the oxygen-tank storage gotcha.
  • C:/last-caretaker/docs/22-skill-tree-progression-paths.md v2.0.0 §3.1 -- the quest-gated unlock table this document's §3.5 extends.
  • Community, 2026-08-30 -- the Angel/seed doctrine (pod conceals seeds; aggro on sight of a carried seed or human; the anchor-and-snipe counter) and the pod/rack seed-corruption bug thread. Single-source-class [R]; corroborated in shape by Robert's own clean run.
  • thelastcaretaker.wiki.gg, 2026-09-01 -- Gift_from_Above (trigger, +200 XP / +20 EP, Farming Bed, chains to The Council of Humanity, capsule scaling) and Elysium_Bed (Clean Water + Bio Waste dropped on the bed as soil).
  • TheGamer walkthrough, read 2026-08-30 -- the 1-hour seed-countdown claim, recorded as a conflict in "Where sources disagree", not adopted.

v1.2.0 sources (2026-09-02 → 2026-09-03)

  • Robert's own play, 2026-09-02 → 2026-09-03 [5.5-era: the live public build, Shadow buildid 25056839] -- Eden Cradle: the three chamber authorizations (First Reserve / Safe Divide / Last Remainder), the final room, the Eden Frame plans and the Pishon location; the Stainless Steel wall at Pishon; three Angels sniped over the vault.
  • Steam, 2026-06: "Stainless steel not listed in the Skills menu" and "Stainless" -- the Fabricator oil-port recipe and the Eden Frame / Farming Platform costs (doc 09 §2.1 owns the detail).
  • Steam, 2026-05/06: "eden cradle POWER problem" and "Eden cradle power" -- the two-grid layout (doc 12 §7.10.8 owns the detail).

Corpus cross-references (not re-derived here) - C:/last-caretaker/docs/11-progression-missions-objectives.md v1.1.0 — 43-quest roster, unlock economy, skill tiers, enhancers, committees, seed-loop numbers, opening-hours beats, launch-era Steam workaround threads - C:/last-caretaker/docs/12-world-map-exploration.md v1.0.1 — the entire coordinate atlas used in the Where rows, coordinate-system conventions (inverted Y, ≈100 m/unit), reveal channels, refuel outposts - C:/last-caretaker/docs/09-items-resources-crafting.md — tool tiers, Update 04/05 build ids and content lists, quest-item taxonomy - C:/last-caretaker/docs/13-strategy-optimization.md — Pressure-enhancer gating figures (~40 / 100 points), Beacon 49 night swarmers, Heal Station rule

Community wiki — thelastcaretaker.wiki.gg (retrieved via api.php action=query prop=revisions rvprop=content, i.e. raw wikitext) - https://thelastcaretaker.wiki.gg/wiki/Quests — the 43-quest ordering - https://thelastcaretaker.wiki.gg/wiki/Category:Quests — 31 quest pages exist (the missing-12 proof) - Quest pages transcribed in full: /From_Darkness,Light · /Where_Waters_Wait · /Light_the_Way_Home · /Vessel_of_Tomorrow · /Rags_to_Riches · /Voyage_into_the_Unknown · /First_Light · /Signals_from_Silence · /Lazarus,_Come_Forth · /Awakening_the_Hall · /From_Ashes,_We_Rise · /Guiding_Light · /Seeds_of_the_Future · /Echoes_in_the_Grave · /Beyond_the_Horizon · /Relight_the_Way · /Voyage_to_the_Cradle · /The_Next_Step_of_Evolution · /Time_to_Let_Go_Soon · /Earth_is_the_Cradle_of_Humanity,_but_we_can_not_stay · /Ascension · /Gift_from_Above · /The_Council_of_Humanity · /The_Last_Listener · /One_Before_Me · /The_Warehouse · /Mother · /The_Isolation · /Quarantine_Stacks · /The_Codes_of_Stone · /Signal_Chain - Location pages (quest bindings, reveal rules, enemies, loot): /Sanctuary_Dock_37 · /Sanctuary_Dock_12 · /Navigation_Beacon_49 · /Navigation_Beacon_15 · /Navigation_Beacon_32 · /Lazarus_Complex · /Norfolk_Grave · /Seed_Vault_Prometheus · /Exodus_Station · /The_Last_Listener_Station · /Central_Warehouse_Alpha · /Habitat_Node_02-23 · /Platform_Omega · /The_Maze(Transposium) · /Courier_Sieve_Node_Facility · /Eden_Cradle · /Quarantine_Stack_Amen · /SGS-SW-115-3255 · /SGS-NW-115-5100 · /SGS-SE-145-6950 - Item / mechanic pages: /Repair_Tool (tier 1, keybind T, cannot repair yourself) · /Charge_Injector (T4, 20 % vitality for 2 % energy, recipe) · /Lazarus_Pod (T12, cost 3, full recipe) · /Lazarus_Rack (500 W / 2.5 kW, 0 / 100 L/h) · /Human_Seed (120-minute timer, 85 total, cannot be inventoried) · /Memories · /Heal_Station (stub) - Data logs (spoiler layer): /PROJECT_EDEN (full 1970–2007 log, Dr. Harriet Langstrom) · /PROJECT_JONAH (W.H.A.L.E., 1980–2100) · /Category:Data_Logs - /Committees — all ten committees, tiers, required professions, minimum age 18 - Existence checks returning missing: Project Eden (quest), Seats of Care, True Choices, True Choices - Grow the Perfect Human, Round This Quiet Secrets, A Loyal Sphere, Accepting the Rules, Omega Nursery, Friendly by Design, Salvage Gyro - Lost Blueprints, A Machine That Still Flies, Unlisted Tower, Navigational Relay, Communications Array, Rocket Payload, Backup Station, Research Outpost Theta-9, ROTH'S ANOMALY, Star Child, Star Child Memory, PROJECT CANTICLE

Steam community - https://steamcommunity.com/app/1783560/guides/ — guide index (7 guides enumerated) - https://steamcommunity.com/sharedfiles/filedetails/?id=3757435860 — "Quests from Councils", turvarya, posted 2026-07-04, updated 2026-07-22, tagged Update 5 — the committee→quest table and the real-time-gating rule - https://steamcommunity.com/app/1783560/discussions/search/?q=quest — thread index - https://steamcommunity.com/app/1783560/discussions/0/582806239606548626/ — "2nd part of Habitat Care committee quest won't trigger", 2026-08-22/23 (RL-time and reboot workarounds) - https://steamcommunity.com/app/1783560/discussions/0/582806239606548757/ — "Did i mess up by starting other committees?", 2026-08-22/23 (Gold Standard recycling bug; "start all committees at once" is safe; Star Child corroboration)

Official (via doc 11's verified citations, not re-fetched this pass) - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ — Update 5.0 patch notes 0.8.0.612115 + Hotfix 1 0.8.0.612211 (2026-06-26, rocket-mission reward freeze fix) + Hotfix 2 0.8.0.612251 (2026-06-29, Seats of Care fix) - https://thelastcaretaker.com/news/2026-06-25-the-last-caretaker-launches-update-5-new-horizons-new-progression-paths-exploration-systems-tools-storyline-and-major-improvements/ — Project Eden, Committee Awaken, Project Jonah, Samples - https://thelastcaretaker.com/news/2026-06-23-the-last-caretaker-delivers-on-its-roadmap-with-update-01-last-humans/ — the three Update 01 questlines

Fact-check pass, 2026-08-24 (v1.0.1) — WebSearch budget was exhausted again, so verification ran entirely through direct API/endpoint fetches: - https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1783560 — full news feed, newest item unix 1782405917 (≈2026-06-25, the Update 5.0 stream). Update 04 live = 1778670934 (≈2026-05-13), Update 03 live = 1773836100 (≈2026-03-18) — both match §2's attributions. No post-Update-05 news exists, confirming the version anchor. - thelastcaretaker.wiki.gg/api.php raw-wikitext re-reads: Quests (roster confirmed at exactly 43, order and spelling identical to §13) · all 31 quest infoboxes (XP + Enhancer values — 31/31 matched) · Human Seed (120-minute timer, 85 seeds = 5 + 4×20, cannot be picked up, "3 per trip") · Humans (4 pods per launch, growth scaling, 1 Bio Waste/item, 40 predictions, 200 decay threshold, 20 kg / 30 cm / 10 yr, 10.0 kWh + 10,000 L confirmed) · Lazarus Pod (T12, 3 SP, recipe — "Nanotech Mesh") · Lazarus Rack (500 W / 2.5 kW, 0 / 100 L/h) · Committees (ten committees, four professions each, minimum age 18) · Boat (2,000 L built-in diesel tank, 6.0 kWh battery, 14 power outlets) · all nine load-bearing location pages (every coordinate and reveal sentence in §4–§12 confirmed verbatim) · item pages Repair Tool T1/0 SP · Charge Injector T4 · Night Sight T9 · CS-17 Courier Skimmer T13 · Salvage Gyro T17 · Abyss Glow T20/2 SP. - Confirmed missing this pass (added to the missing-page roster): Brass Telescope, Deep Scan-500 Add-On, Depth Glow, LumiLite Solar Panel, Seed Reserve, Skills, Skill Tree.

Permanently abandoned this pass: old.reddit.com and www.reddit.com (unfetchable from this environment), techraptor.net, neoseeker.com (403).

⚗

Council Cookbook

Version anchorvalues datamined from Update 5.5 "Deck Drop" public beta · buildid 25056839 (the live public build since 2026-08-31) · recipes generated 2026-09-01 by tools/council_solver.py v2.0.0

How growing a human for the Council actually works, and what to feed a seed so it grows into a specific seat, for all forty seats grouped by launch group: the four humans one rocket carries up to fill one committee. Thresholds are the game's own, datamined from the live 5.5 build (the wiki is wrong in 21 cells); recipes are the solver's cheapest safe route. Full doctrine and sourcing: Seed Runs & Council Cookbook.

Seed to seat, in order

  1. Pick the seat first then find it below. Every seat has fixed thresholds; you cannot steer a human later.
  2. Gather exactly the recipe. Jars come from the Food Processor (ingredients from the Soilforge: seaweed = carbs and protein, waste = fat, organic = omega-3, light = vitamin D, dark = calcium, shark flesh = the nanite tier). Memories come from your hoard. Carry it all in your backpack: the rack feeds from the backpack only, up to 100 kg per load (a jar is 2 kg).
  3. Power and water first. A growing rack draws 2.5 kW and 100 L/h of fresh water; any interruption randomises the human. Cook one or two racks at a time.
  4. Manual save, then feed the recipe and nothing else. Extra items are how a human accidentally qualifies for a second job as well. Cartridges: install them first; the item stays feedable.
  5. Watch the growth prediction. The rack lists professions with a live bar that settles around 80% of the grow (2 h 20 min to 3 h 10 min, scaling with the load). Your seat should reach 100%; no equal or higher tier from another family should. Highlighting a profession does nothing.
  6. Read the result on the pod. The profession name tells you the tier. A miss is still launchable ballast: capsules pay by tier regardless of seat.
  7. Launch the group (manual save before STARTUP). Four pod berths, one committee's worth; one pod is a valid minimum.
  8. In orbit, wait one real day (arrival age 18-20; a committee needs age 18, or 21/22 for the last two), then open the committee on the PECO Space screen and press Form committee: a five-minute window, humans self-assign, no manual seating, only each human's top-listed profession counts, duplicates are dead weight, all four seats must fill.

The rules that bite

  • Meet or exceed. The data tags every gate greater-than, but the rack's prediction panel reads 100% with an attribute exactly at its threshold [first-hand]. The recipes still plan threshold + 1 as free insurance; the chips show the threshold to reach.
  • Selection is per family. Within your family the highest tier you clear wins; among families you cleared at that tier the game rolls. Over-qualify in your own family and you are promoted; in another family it is a coin flip or a loss.
  • Every human draws a random Like: +50 and +20 on two mental attributes, after you finish feeding. Keep rival families' mental gates more than 50 points away where the tables allow.
  • Above 200 raw an attribute decays (~9 raw points per effective point). Big jars past 200 are wasted; only three gates sit above 200, all at 220.
  • Pantry vs dense. Pantry = macro and micro jars only: cheap, more items. Dense = nanite jars allowed: fewest items, costs sharks. Height-gated seats need dense; Weight and Life Expectancy seats stay on the pantry, because the nanite tier barely moves Weight.
  • Viability floors: Weight >20, Height >30, Life Expectancy >10. Every recipe clears them.

How the system works — the detailed explanation; the cards above are the short version

1. What a human is made of#

A grown human is a set of sixteen numbers. Five are physical and come only from food jars: Height, Weight, Life Expectancy, Strength and Intellect. Ten are mental and come only from memories and PECO cartridges: Adaptability, Communication, Creativity, Discipline, Empathy, Focus, Leadership, Logic, Patience and Wisdom. The sixteenth, Star Child, is granted by exactly one memory and gates one special profession that sits outside the forty seats. One food breaks the split: Digestive Overdrive adds 5 Adaptability, the only mental point a jar can give confirmed: datamined.

Three viability floors must be cleared or the human is not viable: Weight above 20, Height above 30, Life Expectancy above 10. Every recipe on this page clears them by itself.

Above 200 raw points an attribute stops paying full value. The game converts the excess on a diminishing curve: 220 raw points past the cliff buy only 25 effective, roughly nine raw per effective point at the top. Only three gates in the whole game sit above 200 and all three are exactly 220 (Quantum Physicist Intellect, Logistics High Command Height, Colonel of Humanity Life Expectancy); reaching 221 effective needs about 354 raw, which is eight Ultimate Genesis worth of Intellect. Everywhere else, food past 200 is wasted.

The two hidden randomisers#

Every human draws a Like after you finish feeding: one of fourteen traits, each adding +50 to one mental attribute and +20 to a second confirmed: datamined, 14 assets at weight 1.0. You do not choose it and cannot see it coming, and it is the usual reason a careful recipe "rolled the wrong job". The defence is built into every recipe here: keep rival families' mental gates more than 50 points away wherever the tables allow, and read the watch-outs column as the place a Like can hurt you.

Like Adds Like Adds
0G Dance Dis +50, Foc +20 Language Implants Com +50, Wis +20
4D Board Games Log +50, Cre +20 Leisure Pods Foc +50, Pat +20
Advanced Tech Log +50, Dis +20 Meditation AI Wis +50, Foc +20
Craft Projects Cre +50, Dis +20 Slow Mornings Foc +50, Wis +20
DIY Workshops Cre +50, Log +20 Soda Substance Com +50, Emp +20
Fake Cooking Cre +50, Ada +20 Music Jams Cre +50, Emp +20 (no weight in the data)
Gourmet Flowers Cre +50, Pat +20 30G Chamber Cre +90, Ada +35 (no weight in the data)

Four mutations exist, each a flat 1% and all of them buffs: Gigantism Gene (Height x1.2), Overdrive Metabolism (Weight x1.2), Cerebral Hyperconnectivity (Intellect x1.2) and Telomerase Syndrome (Life Expectancy +50, the largest single Life Expectancy source in the game). The community belief that mutations come from over-feeding one food is refuted by the data; they are dice.

2. The rack: how a grow actually runs#

A seed goes into a powered, watered Lazarus Rack. Growing draws 2.5 kW and 100 L/h of fresh water; an idle seeded rack draws 500 W and 100 L/h, and a rack that says No Power may in fact be short of fresh water. The grow's length scales with what you feed: the rack's own estimate read 2 h 20 min for 11 items and 3 h 10 min for 19, and the first human took 2 h 48 min first-hand -- roughly 70 minutes plus 6 per item; plan on three hours and do not let power or water lapse inside that window, because an interruption randomises the human (the rack shows Human in danger).

You feed by moving jars, memories and cartridges from your backpack into the rack pane on the rack screen first-hand; the rack does not pull from nearby storage, so carry the recipe. Its hold takes 100 kg per load: every jar weighs 2 kg (about fifty jars), memories 1 to 5 kg. It consumes the items progressively during the grow and every item eaten drops one Bio Waste. There is no item-count limit, and you can pause the cook and add more reported. Cartridges are world loot, not minigame rewards: install one in a PECO terminal first (the game becomes permanently playable on every terminal) and the cartridge is still feedable afterwards, so never feed an uninstalled cartridge.

The rack screen shows a live growth prediction for the profession you track (H toggles tracking; it changes nothing) with a bar that settles at around 80% of the grow, and names that profession's gates without their values -- the thresholds show as ?? by design, which is why the numbers on this page come from the game's data and not from a screen first-hand. The TRAITS column shows effective values with the above-200 decay already applied (a raw Strength of 229 reads 208); a green (+N) previews the item you hover in the backpack and a red (-N) previews removing one from the rack, so you can check for a second 100% before you press BEGIN. Many professions reaching 100% is normal for a high-tier feed. When the human is done the pod shows its profession name; read the tier off the name (every seat below carries its tier), and the numeric Value appears later on the committee panel in orbit.

3. Professions, families and tiers#

The forty Council seats are forty professions, arranged as ten families of four tiers. Each profession has four or five gated attributes with a fixed threshold. The game's data tags the comparison Greater, but on screen meeting the threshold is enough: a Teacher feed read 100% with Wisdom exactly at its gate of 10, and a Lab Technician with Logic exactly at 5 first-hand, prediction panel. Every recipe on this page still plans each gate at threshold + 1 -- free insurance in case the final pick is stricter than the panel. The thresholds on this page are the game's own from the live 5.5 build; the wiki's table is wrong in 21 cells, including two whole gate columns (Arts & Culture's fourth gate is Empathy, Agriculture's is Leadership).

FamilyTier 1Tier 2Tier 3Tier 4
AgricultureNutrient HandlerDeck OperationsGrowth SpecialistTransit & DistributionBiosphere DirectorGovernance & LogisticsSustenance ArchitectDeep Systems
Arts & CultureVisual TechnicianCulture & MemorySculptorCulture & MemoryCultural ArchivistCulture & MemoryExistential ExpressionistMeaning & Frontier
EducatorsManual HolderCulture & MemoryTeacherHabitat CareProfessorCognitive ResilienceExistential ChancellorField Continuance
EngineersMaintenance EngineerDeck OperationsSystems EngineerTransit & DistributionEnergy EngineerPower & SecurityQuantum EngineerDeep Systems
ExplorerStation RoamerField ContinuanceStar AnalyzerCognitive ResilienceMission SeekerMeaning & FrontierFrontier ExplorerMeaning & Frontier
HealthcareHealth AssistantHabitat CareDoctorField ContinuanceNeuro SpecialistCognitive ResilienceNeural ArchitectDeep Systems
LeadershipRoom SupervisorHabitat CareStation QuartermasterPower & SecuritySettlement GovernorGovernance & LogisticsColonel of HumanityMeaning & Frontier
LogisticsBasic SupplierDeck OperationsDistributorTransit & DistributionResource DirectorPower & SecurityLogistics High CommandGovernance & Logistics
MilitaryDoor JammerDeck OperationsGuardTransit & DistributionStation ProtectorPower & SecurityGuardian of HumanityGovernance & Logistics
ScienceLab TechnicianHabitat CareField Research ScientistField ContinuanceTheoretical ScientistCognitive ResilienceQuantum PhysicistDeep Systems

Committees cut across families: each committee takes four specific professions, usually from four different families, so a launch group is four humans built to four different recipes.

CommitteeTierAgeThe four seatsQuests it issues
Deck Operations118+Maintenance Engineer, Basic Supplier, Nutrient Handler, Door Jammernone yet
Habitat Care118+Room Supervisor, Health Assistant, Teacher, Lab TechnicianTrue Choices, The Forbidden Fruit
Transit & Distribution118+Systems Engineer, Distributor, Growth Specialist, Guardnone yet
Power & Security118+Energy Engineer, Resource Director, Station Quartermaster, Station Protectornone yet
Cognitive Resilience218+Theoretical Scientist, Neuro Specialist, Professor, Star AnalyzerEchoes for Orbit
Culture & Memory218+Visual Technician, Sculptor, Cultural Archivist, Manual HolderBefore the Archives
Governance & Logistics218+Settlement Governor, Logistics High Command, Biosphere Director, Guardian of Humanitynone yet
Deep Systems318+Quantum Engineer, Quantum Physicist, Neural Architect, Sustenance Architectnone yet
Meaning & Frontier321+Existential Expressionist, Frontier Explorer, Mission Seeker, Colonel of Humanitynone yet
Field Continuance322+Field Research Scientist, Existential Chancellor, Station Roamer, Doctornone yet

4. How the game picks the profession#

When the grow finishes the game looks at every profession the human qualifies for and applies one rule: within each family, the highest tier you cleared wins that family; then it rolls among the families you cleared at your highest tier [reported, two independent reconstructions; mined identifiers suggest the roll favours the closest match]. Three consequences drive every recipe on this page:

  • Over-qualifying inside your own family only promotes you. A Doctor feed that also clears Neuro Specialist grows a Neuro Specialist.
  • Over-qualifying for another family at the same tier is a coin flip, and at a higher tier it is a probable loss. This is the mistake that costs seeds.
  • Starving is the technique. Reach your seat by a hair (the solver plans every gate at threshold + 1; meeting it appears to be enough) and stay under everyone else. High-tier food is the enemy of a low-tier seat.

The Like lands after you feed, so a 30-point margin against a rival family is not a margin. Ash Notebooks (+100 to all ten mental attributes) are the named cause of collateral matches: on Guardian of Humanity or Quantum Physicist a single notebook makes an equal-tier rival eligible as well. The recipes reserve artifacts for the seats that cannot be built without them.

Whether reloading re-rolls the outcome is genuinely contested disputed; do not build a plan on save-scumming. A miss is not a disaster: any human is launchable ballast, and capsules pay by tier, not by seat.

5. Pantry versus dense#

The thirteen jars come in three bands. Macro (High-Fat, Mind Surge, Nutri-Core, Physique Fuel) and micro (Bone-Fortify, Endura-Growth, Immune Boost, Muscle Fortification, Neuro-Boost) use common and uncommon ingredients; the nanite tier (Hyper-Evolution, Nanite Infusion, Mitochondrial Surge, Ultimate Genesis) needs the rare ingredients that only shark flesh yields. Every seat below has two routes:

  • Pantry uses macro and micro jars only: more items, cheap ingredients, craftable from day one.
  • Dense allows the nanite tier: the fewest items, paid for in sharks and water (one Ultimate Genesis is 1 Nanite Nutrient + 5 Mitochondrial Amplifier + 1 Bioregulator + 1,250 L of fresh water + about 2 kWh).

Which route to take is mostly decided for you. Height-gated seats need the dense route: every tall pantry jar also stacks Strength, so a jars-only build for the Logistics family wakes the Engineers and Military families. Weight and Life Expectancy seats stay on the pantry, because the nanite tier barely moves Weight. Where both routes list the same items the page says so.

6. Where the ingredients come from#

Every food ingredient comes out of a Soilforge (Soilforge T10, Soilforge Prime T21), and the organic you feed it decides the ingredient; the Food Processor (T10, 2 kW running) turns ingredients into jars. Nothing in the chain is fished, farmed or bought, and the Soilforge's output is a rolled loot table per organic, so Bio Flesh gives one of the three rare ingredients at a time while Ultimate Genesis wants them 1:5:1. Farming at Pishon does not feed this chain: it grows trees and pears for orbit.

Ingredient Band Organic Where it comes from Renewable
Carbohydrate, Protein common Bio Seaweed boat net, cocoons yes
Fat common Bio Waste net, cocoons, crawlers, every item a rack eats yes, self-priming
Omega-3 uncommon Bio Organic net, cocoons, crawlers yes
Vitamin D uncommon Bio Light Pink Slime only (the light-loving slime, which looks red in game) probably finite
Calcium uncommon Bio Dark Red Slime only (the dark-loving slime, which looks black in game) probably finite
Nanite Nutrient, Mitochondrial Amplifier, Bioregulator rare Bio Flesh Talon Shark 5-10 each, Laser Shark about double, Angels yes, sharks respawn

Six of the thirteen jars need Calcium, so never burn Bio Light or Bio Dark as fuel; cleared slime nests have not been seen to regrow first-hand, so treat both as finite. The light-lover charges a headlamp (a lamp is bait, bring a gun); the dark-lover hates light (hunt it in the dark, or with the Eclipse). Read the Nanite Infusion craft panel before planning on it: the wiki's recipe and the 5.5 asset disagree.

Memories are world loot with a documented census of 418 copies (a floor), plus a handful of artifacts and the cartridges. The reference table at the bottom of this page lists every memory with what it adds and how many copies are known.

Item What it does Notes
Ash Notebook +100 to all ten mental attributes 11 in the world, ten of them in The Maze; two cap every mental attribute at 200. The named cause of collateral matches
Oath Token +50 to all ten one in the world; reported reusable across grows; its tooltip warns that it slows the growth
Porcine Vocal Interface Com +100, Cre +50, Emp +50 17 documented
PECO cartridges (18 titles) Ada +20, Cre +25, Foc +25, Pat +20 each world loot, not repeatable; install first, feed after
Memory of Aron +5 to all ten 5.5 questline item
Star Child memory Star Child above 0 the only key to the Star Child profession; a quest forks on growing versus recycling it
Eden pear +1 to all five physical attributes comes back from orbit, one per human tier; the vernier for zero-overshoot physical recipes

Capsules give memories back: 1 to 30 world-loot memories per launch depending on the reward level (never Ash Notebooks, Oath Tokens or Porcine Vocal Interfaces), so the memory economy is not closed and the campaign order below plans on it.

7. From the rack to orbit#

A finished human goes into a Lazarus Pod and onto the rocket at Exodus Station. The rocket has four pod berths and a committee has four seats, which is why this page groups recipes by committee: one launch is one committee's worth of humans. Per launch the rocket needs 12,000 L of oxygen, 3,000 L of methane and 60 kWh first-hand; the MOSES panel's checklist runs STARTUP, PROPELLANT, POWER, GROUND, PAYLOAD, WEATHER, SYSTEM CHECK, LAUNCH with a sixty-second countdown. One pod is a valid minimum, extras pay their own capsule loot, and loose or unseated pods fail the PAYLOAD check. Manual save before STARTUP and keep your hands off the menu from ignition until the capsule chain settles: exiting mid-flight and reloading forks the state, with a second rocket on the pad while the first keeps flying first-hand.

Humans arrive in orbit aged 18 to 20 and age about one year per real day; Life Expectancy does not drive it and nobody has confirmed a death of old age. The PECO Space screen shows each human's Value (about 9 for a tier 1, rosters average about 11, rising with tier), Tier, synthetic age, days in space and a ten-field condition panel.

What comes back down is a capsule at a Drop Pod, paid by a six-level reward tier that rises with the quality of what you sent up [confirmed: datamined; the level-setting logic itself is Blueprint-only]:

Reward level Loot rolls Memories returned Pool changes
0 1 1
1 1 2
2 2 3 rare materials enter the pool
3 3 5 artifact materials enter the pool
4 4 10
5 6 30

The shared human-reward table also rolls Quantum Crystal, Carbon Fiber, Titanium and Orchard Pear seeds at equal weight, and every human returns one restoration seed per profession tier; pears sent up return Birch seeds in a reward pod that lands after the launch (sail to it and claim the seed). Loot the drop pod before you save and exit; otherwise its contents are flung into the sea.

8. Committees, the launch groups#

The Council of Humanity unlocks after the first capsule. Each committee has four seats and needs all four filled to operate (three of four pays nothing). Two gates apply to every human on it: one full real day in orbit (Days in Space at least 1) and a synthetic age of 18 for the first eight committees, 21 for Meaning & Frontier and 22 for Field Continuance.

Forming is automatic. Press E at the committee panel, a five-minute forming window opens, and humans self-assign by their top-listed profession; there is no manual seating and no re-seating, so a duplicate profession is dead weight and a human whose top profession belongs to another committee will not sit here. That is why each recipe is built to clear its own seat and nothing equal or higher anywhere else.

On the current build committees mostly exist to issue quests, and only three do: Habitat Care (True Choices, The Forbidden Fruit), Cognitive Resilience (Echoes for Orbit) and Culture & Memory (Before the Archives). Those quests are the key ring for Project Eden, so the fill order that pays is Habitat Care first, then the other two, then the rest for completion. The committee panel shows the sum of its members' Values; nothing public says what consumes it yet.

9. The Eden loop, in one paragraph#

Eden is the pyramid at Pishon built to receive life from orbit. The trade runs both ways: a Human sends back a Pear seed (one per tier), a Pear sent up returns Birch, a HoloMemory returns Pine, a Cave Painting returns Cherry, and holos and paintings can be sent again forever. The frames that receive them cost Stainless Steel (an Eden Frame 50, a Farming Platform 8; steel is 1 Iron + 10 L of oil at a Fabricator with an oil tank on its bottom port). The frame asks for fresh water, power, biomatter (it becomes soil) and a restoration seed, and the bed wants light; a pear tree takes about three real hours to mature and then re-fruits, growth pauses while you are away, and a starved plant reverts to a seed. Holograms and paintings are samples, not items: scan cave paintings and statues on foot with the Replica Scanner (tier 3), capture HoloMemory scenes through the Camera Drone, then transfer the catalogue into the rocket's data container; nothing marks where a scene is, so use the wiki's Samples table (Exodus alone holds seven holograms). Only one pear, one hologram and one painting are needed for the maximum capsule reward; the trees are ornamental beyond that, and the whole loop is still reported buggy, so build the frame the objective asks for before pouring steel into Pishon.

10. Filling all ten#

Forty seats need forty specific professions, one human each, against a memory census that a naive sum of the cheapest recipes would exceed (about 600 memories against 418 documented). The campaign order below is a shared-inventory allocation computed by the solver in reserve order (tier 1 seats first, then tier 2, then the tier 4 seats that need artifacts, then tier 3): it fills all forty with five Ash Notebooks, six Porcine Vocal Interfaces and every cartridge, runs the twenty tier 3 and 4 seats on the dense route and the twenty tier 1 and 2 seats on the pantry route, and leaves only two seats with an equal-tier overlap to accept (Distributor against Systems Engineer, Station Protector against Energy Engineer). Treat it as a template: your real hoard, and what the next capsules return, is what counts. Cook the cheap committees first while shark hunting builds the Bio Flesh stock for the nanite tier, keep the spare artifacts for re-rolls after a bad Like, and remember that every seat costs a seed and three hours.

The launch groups — ten committees × four seats = ten rocket loads; pick one, feed the four recipes, launch them together

committee tier 1 · four seats, all required · age 18+ · issues no quests yet

This launch groupone rocket, four berths, four seats
Maintenance EngineerT1Basic SupplierT1Nutrient HandlerT1Door JammerT1
Launch bill 12,000 L O2 · 3,000 L CH4 · 60 kWh · manual save before STARTUP. In orbit: one real day and age 18+ before the committee can form; all four seats must fill.
Feed for all four · pantry route93 items for four humans
food
  • 58× Physique Fuel
  • 8× Mind Surge
  • 6× High-Fat
  • 5× Nutri-Core
  • 4× Muscle Fortification
memories
  • 3× Assembly Instructions
  • 3× Small Tree
  • 2× Where's Tommy
  • 1× Camera
  • 1× Commander's Log
  • 1× Guitar
  • 1× The Art of War
Feed for all four · dense route61 items for four humans
food
  • 30× Physique Fuel
  • 5× High-Fat
  • 4× Hyper-Evolution
  • 3× Bone-Fortify
  • 3× Muscle Fortification
  • 2× Nutri-Core
  • 1× Mind Surge
  • 1× Ultimate Genesis
memories
  • 3× Assembly Instructions
  • 3× Small Tree
  • 2× Where's Tommy
  • 1× Camera
  • 1× Commander's Log
  • 1× Guitar
  • 1× The Art of War
SeatMust reachFeed exactly thisWatch-outs
Maintenance Engineer
EngineersT1
Str≥50Dis≥5Foc≥4Log≥3
Pantry route11 items
food
  • 5× Physique Fuel
  • 2× Muscle Fortification
  • 1× High-Fat
memories
  • 1× Assembly Instructions
  • 1× Small Tree
  • 1× Where's Tommy
Dense route11 items
food
  • 3× Muscle Fortification
  • 3× Physique Fuel
  • 1× Bone-Fortify
  • 1× High-Fat
memories
  • 1× Assembly Instructions
  • 1× Small Tree
  • 1× Where's Tommy
do not add+1 Pat also qualifies as Field Research Scientist · +1 Pat also qualifies as Manual Holder · +2 Cre also qualifies as Station Roamer
Basic Supplier
LogisticsT1
H≥100Dis≥3Foc≥4Log≥2
Pantry route26 items
food
  • 19× Physique Fuel
  • 2× High-Fat
  • 1× Mind Surge
  • 1× Nutri-Core
memories
  • 2× Assembly Instructions
  • 1× Where's Tommy
Dense route8 items
food
  • 4× Hyper-Evolution
  • 1× High-Fat
memories
  • 2× Assembly Instructions
  • 1× Where's Tommy
do not add+1 Pat also qualifies as Lab Technician · +1 Pat also qualifies as Nutrient Handler · +2 Dis also qualifies as Maintenance Engineer
Nutrient Handler
AgricultureT1
H≥160LE≥50Cre≥4Lea≥3Pat≥5
Pantry route45 items
food
  • 29× Physique Fuel
  • 7× Mind Surge
  • 3× High-Fat
  • 2× Nutri-Core
memories
  • 2× Small Tree
  • 1× Camera
  • 1× The Art of War
Dense route30 items
food
  • 21× Physique Fuel
  • 2× High-Fat
  • 1× Mind Surge
  • 1× Nutri-Core
  • 1× Ultimate Genesis
memories
  • 2× Small Tree
  • 1× Camera
  • 1× The Art of War
do not add+1 Lea also qualifies as Growth Specialist · +1 Lea also qualifies as Guard · +1 Com also qualifies as Sculptor
Door Jammer
MilitaryT1
Str≥60Dis≥2Foc≥2Lea≥5
Pantry route11 items
food
  • 5× Physique Fuel
  • 2× Muscle Fortification
  • 2× Nutri-Core
memories
  • 1× Commander's Log
  • 1× Guitar
Dense route12 items
food
  • 6× Physique Fuel
  • 2× Bone-Fortify
  • 1× High-Fat
  • 1× Nutri-Core
memories
  • 1× Commander's Log
  • 1× Guitar
do not add+1 Foc also qualifies as Station Roamer · +2 Foc also qualifies as Basic Supplier · +2 Foc also qualifies as Maintenance Engineer

committee tier 1 · four seats, all required · age 18+ · issues True Choices, The Forbidden Fruit

This launch groupone rocket, four berths, four seats
Room SupervisorT1Health AssistantT1TeacherT2Lab TechnicianT1
Launch bill 12,000 L O2 · 3,000 L CH4 · 60 kWh · manual save before STARTUP. In orbit: one real day and age 18+ before the committee can form; all four seats must fill; it issues True Choices, The Forbidden Fruit.
Feed for all four · pantry route94 items for four humans
food
  • 40× Physique Fuel
  • 17× High-Fat
  • 10× Mind Surge
  • 6× Nutri-Core
  • 3× Neuro-Boost
memories
  • 5× Small Tree
  • 4× Teddy Bear
  • 3× Biology Notes
  • 2× Cognitive Cards
  • 2× Plans
  • 1× Bowling Pin
  • 1× The Art of War
Feed for all four · dense route61 items for four humans
food
  • 14× High-Fat
  • 8× Mind Surge
  • 8× Mitochondrial Surge
  • 6× Nutri-Core
  • 6× Physique Fuel
  • 1× Immune Boost
  • 1× Ultimate Genesis
memories
  • 5× Small Tree
  • 3× Cognitive Cards
  • 2× Biology Notes
  • 2× Plans
  • 2× Teddy Bear
  • 1× Bowling Pin
  • 1× Small Human Art
  • 1× The Art of War
SeatMust reachFeed exactly thisWatch-outs
Room Supervisor
LeadershipT1
LE≥40Com≥4Emp≥3Lea≥5
Pantry route15 items
food
  • 6× Mind Surge
  • 4× Physique Fuel
  • 1× High-Fat
  • 1× Nutri-Core
memories
  • 2× Teddy Bear
  • 1× The Art of War
Dense route13 items
food
  • 4× Mind Surge
  • 3× Nutri-Core
  • 2× Physique Fuel
  • 1× High-Fat
  • 1× Immune Boost
memories
  • 1× Small Human Art
  • 1× The Art of War
do not add+1 Lea also qualifies as Growth Specialist · +1 Lea also qualifies as Guard · +1 Com also qualifies as Manual Holder
dense route
do not add+1 Lea also qualifies as Growth Specialist · +1 Lea also qualifies as Guard · +1 Emp also qualifies as Health Assistant
Health Assistant
HealthcareT1
W≥50Emp≥5Pat≥4Wis≥3
Pantry route16 items
food
  • 7× High-Fat
  • 4× Physique Fuel
  • 1× Nutri-Core
memories
  • 2× Teddy Bear
  • 1× Biology Notes
  • 1× Small Tree
Dense route: same items
do not add+1 Wis also qualifies as Doctor · +1 Pat also qualifies as Lab Technician · +1 Dis also qualifies as Maintenance Engineer
Teacher
EducatorsT2
H≥160W≥60Com≥15Pat≥12Wis≥10
Pantry route46 items
food
  • 30× Physique Fuel
  • 8× High-Fat
  • 1× Nutri-Core
memories
  • 3× Small Tree
  • 2× Biology Notes
  • 2× Plans
Dense route20 items
food
  • 8× Mitochondrial Surge
  • 5× High-Fat
memories
  • 3× Small Tree
  • 2× Plans
  • 1× Biology Notes
  • 1× Cognitive Cards
do not add+1 Pat also qualifies as Growth Specialist · +2 Dis also qualifies as Energy Engineer · +2 Cre also qualifies as Station Roamer
dense route
do not add+1 Pat also qualifies as Growth Specialist · +1 Log also qualifies as Lab Technician · +2 Dis also qualifies as Energy Engineer
Lab Technician
ScienceT1
Int≥80Log≥5Pat≥5Wis≥3
Pantry route17 items
food
  • 4× Mind Surge
  • 3× Neuro-Boost
  • 3× Nutri-Core
  • 2× Physique Fuel
  • 1× High-Fat
memories
  • 2× Cognitive Cards
  • 1× Bowling Pin
  • 1× Small Tree
Dense route12 items
food
  • 4× Mind Surge
  • 2× Nutri-Core
  • 1× High-Fat
  • 1× Ultimate Genesis
memories
  • 2× Cognitive Cards
  • 1× Bowling Pin
  • 1× Small Tree
do not add+1 Log also qualifies as Distributor · +1 Dis also qualifies as Maintenance Engineer · +1 Log also qualifies as Systems Engineer

committee tier 1 · four seats, all required · age 18+ · issues no quests yet

This launch groupone rocket, four berths, four seats
Systems EngineerT2DistributorT2Growth SpecialistT2GuardT2
Launch bill 12,000 L O2 · 3,000 L CH4 · 60 kWh · manual save before STARTUP. In orbit: one real day and age 18+ before the committee can form; all four seats must fill.
Feed for all four · pantry route135 items for four humans
food
  • 66× Physique Fuel
  • 12× Muscle Fortification
  • 10× Mind Surge
  • 8× Endura-Growth
  • 4× Nutri-Core
  • 2× High-Fat
  • 1× Bone-Fortify
memories
  • 8× Small Tree
  • 6× Assembly Instructions
  • 5× Where's Tommy
  • 4× Guitar
  • 3× Camera
  • 2× The Art of War
  • 1× Bowling Pin
  • 1× Commander's Log
  • 1× Compass
  • 1× Music Notes
Feed for all four · dense route90 items for four humans
food
  • 27× Physique Fuel
  • 10× Muscle Fortification
  • 6× Hyper-Evolution
  • 4× High-Fat
  • 3× Endura-Growth
  • 3× Nutri-Core
  • 2× Bone-Fortify
  • 2× Mind Surge
  • 1× Ultimate Genesis
memories
  • 8× Small Tree
  • 6× Assembly Instructions
  • 5× Where's Tommy
  • 4× Guitar
  • 3× Camera
  • 2× The Art of War
  • 1× Bowling Pin
  • 1× Commander's Log
  • 1× Compass
  • 1× Music Notes
SeatMust reachFeed exactly thisWatch-outs
Systems Engineer
EngineersT2
Str≥70Dis≥10Foc≥10Log≥10
Pantry route19 items
food
  • 5× Endura-Growth
  • 5× Muscle Fortification
  • 2× Physique Fuel
memories
  • 2× Assembly Instructions
  • 2× Guitar
  • 2× Small Tree
  • 1× Where's Tommy
Dense route16 items
food
  • 3× Endura-Growth
  • 3× Muscle Fortification
  • 2× Physique Fuel
  • 1× Bone-Fortify
memories
  • 2× Assembly Instructions
  • 2× Guitar
  • 2× Small Tree
  • 1× Where's Tommy
do not add+1 Pat also qualifies as Growth Specialist · +2 Dis also qualifies as Guard · +3 Ada also qualifies as Station Roamer
Distributor
LogisticsT2
H≥160Dis≥12Foc≥15Log≥10
Pantry route43 items
food
  • 29× Physique Fuel
  • 2× Nutri-Core
  • 1× Bone-Fortify
  • 1× High-Fat
  • 1× Mind Surge
memories
  • 4× Assembly Instructions
  • 2× Guitar
  • 2× Where's Tommy
  • 1× Small Tree
Dense route16 items
food
  • 6× Hyper-Evolution
  • 1× High-Fat
memories
  • 4× Assembly Instructions
  • 2× Guitar
  • 2× Where's Tommy
  • 1× Small Tree
also qualifiesMaintenance Engineer, Systems Engineer
do not add+1 Pat also qualifies as Growth Specialist · +3 Dis also qualifies as Guard · +3 Ada also qualifies as Station Roamer
dense route
do not add+1 Pat also qualifies as Growth Specialist · +3 Dis also qualifies as Guard · +3 Ada also qualifies as Station Roamer
Growth Specialist
AgricultureT2
H≥180LE≥60Cre≥20Lea≥10Pat≥15
Pantry route55 items
food
  • 33× Physique Fuel
  • 9× Mind Surge
  • 2× Nutri-Core
  • 1× High-Fat
memories
  • 3× Camera
  • 3× Small Tree
  • 2× The Art of War
  • 1× Bowling Pin
  • 1× Music Notes
Dense route42 items
food
  • 24× Physique Fuel
  • 3× High-Fat
  • 2× Mind Surge
  • 2× Nutri-Core
  • 1× Ultimate Genesis
memories
  • 3× Camera
  • 3× Small Tree
  • 2× The Art of War
  • 1× Bowling Pin
  • 1× Music Notes
do not add+1 Dis also qualifies as Guard · +3 Log also qualifies as Basic Supplier · +3 Foc also qualifies as Door Jammer
Guard
MilitaryT2
Str≥120Dis≥15Foc≥12Lea≥10
Pantry route18 items
food
  • 7× Muscle Fortification
  • 3× Endura-Growth
  • 2× Physique Fuel
memories
  • 2× Small Tree
  • 2× Where's Tommy
  • 1× Commander's Log
  • 1× Compass
Dense route16 items
food
  • 7× Muscle Fortification
  • 1× Bone-Fortify
  • 1× Nutri-Core
  • 1× Physique Fuel
memories
  • 2× Small Tree
  • 2× Where's Tommy
  • 1× Commander's Log
  • 1× Compass
do not add+1 LE also qualifies as Room Supervisor · +2 Cre also qualifies as Station Roamer · +3 Log also qualifies as Basic Supplier
dense route
do not add+1 LE also qualifies as Station Roamer · +3 Log also qualifies as Basic Supplier · +3 Foc also qualifies as Distributor

committee tier 1 · four seats, all required · age 18+ · issues no quests yet

This launch groupone rocket, four berths, four seats
Energy EngineerT3Resource DirectorT3Station QuartermasterT2Station ProtectorT3
Launch bill 12,000 L O2 · 3,000 L CH4 · 60 kWh · manual save before STARTUP. In orbit: one real day and age 18+ before the committee can form; all four seats must fill.
Feed for all four · pantry route155 items for four humans
food
  • 76× Physique Fuel
  • 9× Mind Surge
  • 7× Muscle Fortification
  • 7× Nutri-Core
  • 3× Endura-Growth
  • 1× High-Fat
  • 1× Immune Boost
memories
  • 14× Small Tree
  • 13× Where's Tommy
  • 8× Assembly Instructions
  • 4× Commander's Log
  • 4× Guitar
  • 2× Compass
  • 2× Teddy Bear
  • 2× The Art of War
  • 1× Angerkoski
  • 1× Cards
Feed for all four · dense route128 items for four humans
food
  • 38× Physique Fuel
  • 8× Mind Surge
  • 7× Hyper-Evolution
  • 7× Muscle Fortification
  • 7× Nutri-Core
  • 3× Endura-Growth
  • 2× High-Fat
  • 1× Neuro-Boost
memories
  • 18× Where's Tommy
  • 14× Small Tree
  • 8× Assembly Instructions
  • 4× Commander's Log
  • 4× Guitar
  • 2× Compass
  • 2× Teddy Bear
  • 2× The Art of War
  • 1× Cards
SeatMust reachFeed exactly thisWatch-outs
Energy Engineer
EngineersT3
Str≥120Dis≥30Foc≥30Log≥30
Pantry route28 items
food
  • 7× Muscle Fortification
  • 3× Endura-Growth
  • 2× Physique Fuel
memories
  • 5× Small Tree
  • 5× Where's Tommy
  • 4× Assembly Instructions
  • 2× Guitar
Dense route: same items
do not add+1 LE also qualifies as Room Supervisor · +3 Dis also qualifies as Resource Director · +3 Ada also qualifies as Station Roamer
Resource Director
LogisticsT3
H≥190Dis≥35Foc≥40Log≥30
Pantry route54 items
food
  • 38× Physique Fuel
  • 1× High-Fat
memories
  • 6× Small Tree
  • 4× Assembly Instructions
  • 2× Guitar
  • 2× Where's Tommy
  • 1× Angerkoski
Dense route26 items
food
  • 7× Hyper-Evolution
memories
  • 7× Where's Tommy
  • 6× Small Tree
  • 4× Assembly Instructions
  • 2× Guitar
also qualifiesMaintenance Engineer, Systems Engineer, Energy Engineer, Station Roamer
do not add+2 LE also qualifies as Room Supervisor · +3 Dis also qualifies as Station Protector · +4 Wis also qualifies as Health Assistant
dense route
do not add+3 Dis also qualifies as Station Protector · +3 Ada also qualifies as Station Roamer · +4 Wis also qualifies as Health Assistant
Station Quartermaster
LeadershipT2
LE≥70Com≥10Emp≥10Lea≥15
Pantry route20 items
food
  • 9× Mind Surge
  • 3× Nutri-Core
  • 2× Physique Fuel
  • 1× Immune Boost
memories
  • 2× Teddy Bear
  • 2× The Art of War
  • 1× Cards
Dense route21 items
food
  • 8× Mind Surge
  • 3× Nutri-Core
  • 2× High-Fat
  • 2× Physique Fuel
  • 1× Neuro-Boost
memories
  • 2× Teddy Bear
  • 2× The Art of War
  • 1× Cards
do not add+1 Com also qualifies as Teacher · +2 Cre also qualifies as Station Roamer · +3 Log also qualifies as Basic Supplier
Station Protector
MilitaryT3
H≥180Str≥130Dis≥40Foc≥35Lea≥30
Pantry route53 items
food
  • 34× Physique Fuel
  • 4× Nutri-Core
memories
  • 6× Where's Tommy
  • 4× Commander's Log
  • 3× Small Tree
  • 2× Compass
Dense route: same items
do not add+2 Cre also qualifies as Station Roamer · +3 Log also qualifies as Basic Supplier · +3 Lea also qualifies as Settlement Governor

committee tier 2 · four seats, all required · age 18+ · issues Echoes for Orbit

This launch groupone rocket, four berths, four seats
Theoretical ScientistT3Neuro SpecialistT3ProfessorT3Star AnalyzerT2
Launch bill 12,000 L O2 · 3,000 L CH4 · 60 kWh · manual save before STARTUP. In orbit: one real day and age 18+ before the committee can form; all four seats must fill; it issues Echoes for Orbit.
Feed for all four · pantry route161 items for four humans
food
  • 35× Physique Fuel
  • 23× High-Fat
  • 14× Mind Surge
  • 7× Neuro-Boost
  • 6× Bone-Fortify
  • 5× Nutri-Core
  • 4× Muscle Fortification
  • 1× Endura-Growth
memories
  • 22× Small Tree
  • 14× Teddy Bear
  • 11× Biology Notes
  • 4× Digestive Overdrive
  • 4× Encyclopedia
  • 3× Camera
  • 2× Guitar
  • 2× Plans
  • 1× Assembly Instructions
  • 1× Cognitive Cards
  • 1× The Art of War
  • 1× Where's Tommy
Feed for all four · dense route132 items for four humans
food
  • 23× High-Fat
  • 11× Mind Surge
  • 9× Physique Fuel
  • 8× Mitochondrial Surge
  • 6× Neuro-Boost
  • 4× Muscle Fortification
  • 3× Nutri-Core
  • 1× Bone-Fortify
  • 1× Endura-Growth
  • 1× Ultimate Genesis
memories
  • 22× Small Tree
  • 12× Teddy Bear
  • 11× Biology Notes
  • 4× Digestive Overdrive
  • 4× Encyclopedia
  • 3× Camera
  • 2× Guitar
  • 2× Plans
  • 1× Assembly Instructions
  • 1× Cognitive Cards
  • 1× Small Human Art
  • 1× The Art of War
  • 1× Where's Tommy
SeatMust reachFeed exactly thisWatch-outs
Theoretical Scientist
ScienceT3
Int≥170Log≥25Pat≥30Wis≥40
Pantry route34 items
food
  • 7× Mind Surge
  • 7× Neuro-Boost
  • 3× Nutri-Core
  • 2× Physique Fuel
  • 1× Endura-Growth
  • 1× High-Fat
memories
  • 7× Small Tree
  • 4× Encyclopedia
  • 1× Assembly Instructions
  • 1× Biology Notes
Dense route26 items
food
  • 6× Mind Surge
  • 5× Neuro-Boost
  • 1× Endura-Growth
  • 1× Ultimate Genesis
memories
  • 7× Small Tree
  • 4× Encyclopedia
  • 1× Assembly Instructions
  • 1× Biology Notes
do not add+1 Pat also qualifies as Neuro Specialist · +2 Cre also qualifies as Station Roamer · +3 Foc also qualifies as Door Jammer
Neuro Specialist
HealthcareT3
W≥120Emp≥40Pat≥35Wis≥30
Pantry route44 items
food
  • 15× High-Fat
  • 3× Physique Fuel
memories
  • 14× Teddy Bear
  • 8× Small Tree
  • 3× Biology Notes
  • 1× Cognitive Cards
Dense route43 items
food
  • 15× High-Fat
  • 3× Physique Fuel
memories
  • 12× Teddy Bear
  • 8× Small Tree
  • 3× Biology Notes
  • 1× Cognitive Cards
  • 1× Small Human Art
do not add+1 Pat also qualifies as Biosphere Director · +1 Log also qualifies as Lab Technician · +1 Dis also qualifies as Station Protector
Professor
EducatorsT3
H≥180W≥90Com≥20Pat≥30Wis≥60
Pantry route56 items
food
  • 27× Physique Fuel
  • 7× High-Fat
  • 5× Bone-Fortify
memories
  • 7× Biology Notes
  • 7× Small Tree
  • 2× Plans
  • 1× The Art of War
Dense route36 items
food
  • 8× High-Fat
  • 8× Mitochondrial Surge
  • 3× Physique Fuel
memories
  • 7× Biology Notes
  • 7× Small Tree
  • 2× Plans
  • 1× The Art of War
do not add+1 Lea also qualifies as Growth Specialist · +1 Lea also qualifies as Guard · +1 Pat also qualifies as Neuro Specialist
Star Analyzer
ExplorerT2
LE≥60Str≥100Ada≥15Cre≥20Foc≥10
Pantry route27 items
food
  • 7× Mind Surge
  • 4× Muscle Fortification
  • 3× Physique Fuel
  • 2× Nutri-Core
  • 1× Bone-Fortify
memories
  • 4× Digestive Overdrive
  • 3× Camera
  • 2× Guitar
  • 1× Where's Tommy
Dense route27 items
food
  • 5× Mind Surge
  • 4× Muscle Fortification
  • 3× Nutri-Core
  • 3× Physique Fuel
  • 1× Bone-Fortify
  • 1× Neuro-Boost
memories
  • 4× Digestive Overdrive
  • 3× Camera
  • 2× Guitar
  • 1× Where's Tommy
do not add+1 W also qualifies as Health Assistant · +1 Pat also qualifies as Lab Technician · +1 Pat also qualifies as Nutrient Handler
dense route
do not add+1 Pat also qualifies as Lab Technician · +1 Pat also qualifies as Nutrient Handler · +2 Foc also qualifies as Guard

committee tier 2 · four seats, all required · age 18+ · issues Before the Archives

This launch groupone rocket, four berths, four seats
Visual TechnicianT1SculptorT2Cultural ArchivistT3Manual HolderT1
Launch bill 12,000 L O2 · 3,000 L CH4 · 60 kWh · manual save before STARTUP. In orbit: one real day and age 18+ before the committee can form; all four seats must fill; it issues Before the Archives.
Feed for all four · pantry route123 items for four humans
food
  • 37× Mind Surge
  • 24× Physique Fuel
  • 11× Nutri-Core
  • 8× High-Fat
  • 1× Immune Boost
  • 1× Neuro-Boost
memories
  • 18× Teddy Bear
  • 9× Music Notes
  • 3× Guitar
  • 3× Small Tree
  • 2× Biology Notes
  • 2× Camera
  • 2× Cards
  • 2× Crayon
Feed for all four · dense route125 items for four humans
food
  • 40× Mind Surge
  • 28× Physique Fuel
  • 8× Nutri-Core
  • 7× High-Fat
  • 1× Immune Boost
memories
  • 18× Teddy Bear
  • 9× Music Notes
  • 3× Guitar
  • 3× Small Tree
  • 2× Biology Notes
  • 2× Camera
  • 2× Cards
  • 2× Crayon
SeatMust reachFeed exactly thisWatch-outs
Visual Technician
Arts & CultureT1
LE≥50Com≥4Cre≥5Emp≥3
Pantry route15 items
food
  • 5× Mind Surge
  • 4× Nutri-Core
  • 2× High-Fat
  • 1× Immune Boost
  • 1× Physique Fuel
memories
  • 1× Cards
  • 1× Music Notes
Dense route14 items
food
  • 6× Mind Surge
  • 3× Nutri-Core
  • 2× Physique Fuel
  • 1× Immune Boost
memories
  • 1× Cards
  • 1× Music Notes
do not add+1 Emp also qualifies as Health Assistant · +1 W also qualifies as Manual Holder · +2 Com also qualifies as Sculptor
dense route
do not add+1 Emp also qualifies as Health Assistant · +2 Com also qualifies as Sculptor · +2 Com also qualifies as Station Quartermaster
Sculptor
Arts & CultureT2
LE≥80Com≥10Cre≥20Emp≥15
Pantry route27 items
food
  • 10× Mind Surge
  • 3× Nutri-Core
  • 2× Physique Fuel
  • 1× Neuro-Boost
memories
  • 6× Teddy Bear
  • 2× Crayon
  • 2× Music Notes
  • 1× Guitar
Dense route30 items
food
  • 12× Mind Surge
  • 4× Physique Fuel
  • 2× High-Fat
  • 1× Nutri-Core
memories
  • 6× Teddy Bear
  • 2× Crayon
  • 2× Music Notes
  • 1× Guitar
do not add+3 Log also qualifies as Basic Supplier · +3 Dis also qualifies as Door Jammer · +3 Ada also qualifies as Station Roamer
Cultural Archivist
Arts & CultureT3
LE≥140Com≥35Cre≥45Emp≥40
Pantry route49 items
food
  • 21× Mind Surge
  • 4× Nutri-Core
  • 2× Physique Fuel
  • 1× High-Fat
memories
  • 12× Teddy Bear
  • 6× Music Notes
  • 2× Camera
  • 1× Cards
Dense route49 items
food
  • 21× Mind Surge
  • 4× Nutri-Core
  • 3× Physique Fuel
memories
  • 12× Teddy Bear
  • 6× Music Notes
  • 2× Camera
  • 1× Cards
do not add+3 Log also qualifies as Basic Supplier · +3 Dis also qualifies as Door Jammer · +3 Ada also qualifies as Station Roamer
dense route
do not add+3 Log also qualifies as Basic Supplier · +3 Dis also qualifies as Door Jammer · +3 Str also qualifies as Maintenance Engineer
Manual Holder
EducatorsT1
H≥100W≥40Com≥5Pat≥10Wis≥10
Pantry route32 items
food
  • 19× Physique Fuel
  • 5× High-Fat
  • 1× Mind Surge
memories
  • 3× Small Tree
  • 2× Biology Notes
  • 2× Guitar
Dense route: same items
do not add+1 Pat also qualifies as Growth Specialist · +1 Dis also qualifies as Guard · +1 W also qualifies as Teacher

committee tier 2 · four seats, all required · age 18+ · issues no quests yet

This launch groupone rocket, four berths, four seats
Settlement GovernorT3Logistics High CommandT4Biosphere DirectorT3Guardian of HumanityT4
Launch bill 12,000 L O2 · 3,000 L CH4 · 60 kWh · manual save before STARTUP. In orbit: one real day and age 18+ before the committee can form; all four seats must fill.
Feed for all four · pantry route290 items for four humans
food
  • 132× Physique Fuel
  • 30× Mind Surge
  • 13× Nutri-Core
  • 6× Bone-Fortify
  • 4× High-Fat
memories
  • 25× Small Tree
  • 13× Assembly Instructions
  • 13× Where's Tommy
  • 11× Commander's Log
  • 10× Meditation
  • 8× The Art of War
  • 6× Music Notes
  • 5× Cards
  • 4× Blueprints
  • 3× Compass
  • 2× Teddy Bear
  • 1× Fluctuations
  • 1× Guitar
  • 1× PECO Athletics - Javelin
  • 1× PECO Athletics - Triple Jump
  • 1× Poushki
Feed for all four · dense route175 items for four humans
food
  • 25× Physique Fuel
  • 13× Hyper-Evolution
  • 12× Mind Surge
  • 9× Bone-Fortify
  • 5× Nutri-Core
  • 4× Ultimate Genesis
  • 1× High-Fat
  • 1× Neuro-Boost
memories
  • 25× Small Tree
  • 13× Assembly Instructions
  • 13× Where's Tommy
  • 11× Commander's Log
  • 10× Meditation
  • 8× The Art of War
  • 6× Music Notes
  • 5× Cards
  • 4× Blueprints
  • 3× Compass
  • 2× Teddy Bear
  • 1× Chiptropolis
  • 1× Fluctuations
  • 1× Guitar
  • 1× PECO Athletics - Triple Jump
  • 1× Touchin the Chip
SeatMust reachFeed exactly thisWatch-outs
Settlement Governor
LeadershipT3
LE≥100Com≥35Emp≥30Lea≥40
Pantry route33 items
food
  • 14× Mind Surge
  • 5× Nutri-Core
  • 1× High-Fat
  • 1× Physique Fuel
memories
  • 5× Cards
  • 4× The Art of War
  • 2× Teddy Bear
  • 1× Compass
Dense route24 items
food
  • 10× Mind Surge
  • 1× Physique Fuel
  • 1× Ultimate Genesis
memories
  • 5× Cards
  • 4× The Art of War
  • 2× Teddy Bear
  • 1× Compass
do not add+1 Foc also qualifies as Station Roamer · +2 Foc also qualifies as Basic Supplier · +2 Foc also qualifies as Maintenance Engineer
Logistics High Command
LogisticsT4
H≥220Dis≥80Foc≥100Log≥120
Pantry route104 items
food
  • 69× Physique Fuel
  • 1× Bone-Fortify
  • 1× High-Fat
memories
  • 13× Assembly Instructions
  • 11× Small Tree
  • 4× Blueprints
  • 1× Fluctuations
  • 1× Guitar
  • 1× PECO Athletics - Javelin
  • 1× PECO Athletics - Triple Jump
  • 1× Poushki
Dense route45 items
food
  • 12× Hyper-Evolution
memories
  • 13× Assembly Instructions
  • 11× Small Tree
  • 4× Blueprints
  • 1× Chiptropolis
  • 1× Fluctuations
  • 1× Guitar
  • 1× PECO Athletics - Triple Jump
  • 1× Touchin the Chip
also qualifiesMaintenance Engineer, Systems Engineer, Energy Engineer, Quantum Engineer, Station Roamer, Star Analyzer
do not add+2 W also qualifies as Doctor · +2 Com also qualifies as Room Supervisor · +2 Com also qualifies as Visual Technician
dense route
do not add+1 LE also qualifies as Growth Specialist · +1 LE also qualifies as Star Analyzer · +2 Com also qualifies as Room Supervisor
Biosphere Director
AgricultureT3
H≥190LE≥120Cre≥35Lea≥30Pat≥40
Pantry route73 items
food
  • 29× Physique Fuel
  • 16× Mind Surge
  • 7× Nutri-Core
  • 1× Bone-Fortify
  • 1× High-Fat
memories
  • 9× Small Tree
  • 6× Music Notes
  • 4× The Art of War
Dense route37 items
food
  • 8× Physique Fuel
  • 3× Nutri-Core
  • 2× Mind Surge
  • 2× Ultimate Genesis
  • 1× Bone-Fortify
  • 1× Hyper-Evolution
  • 1× Neuro-Boost
memories
  • 9× Small Tree
  • 6× Music Notes
  • 4× The Art of War
do not add+1 Lea also qualifies as Settlement Governor · +3 Log also qualifies as Basic Supplier · +3 Foc also qualifies as Door Jammer
Guardian of Humanity
MilitaryT4
H≥200Str≥200Dis≥100Foc≥120Lea≥80
Pantry route80 items
food
  • 33× Physique Fuel
  • 4× Bone-Fortify
  • 1× High-Fat
  • 1× Nutri-Core
memories
  • 13× Where's Tommy
  • 11× Commander's Log
  • 10× Meditation
  • 5× Small Tree
  • 2× Compass
Dense route69 items
food
  • 16× Physique Fuel
  • 8× Bone-Fortify
  • 2× Nutri-Core
  • 1× High-Fat
  • 1× Ultimate Genesis
memories
  • 13× Where's Tommy
  • 11× Commander's Log
  • 10× Meditation
  • 5× Small Tree
  • 2× Compass
do not add+2 Cre also qualifies as Station Roamer · +3 Log also qualifies as Basic Supplier · +4 Wis also qualifies as Health Assistant
dense route
do not add+2 LE also qualifies as Sculptor · +2 Cre also qualifies as Station Roamer · +3 Log also qualifies as Basic Supplier

committee tier 3 · four seats, all required · age 18+ · issues no quests yet

This launch groupone rocket, four berths, four seats
Quantum EngineerT4Quantum PhysicistT4Neural ArchitectT4Sustenance ArchitectT4
Launch bill 12,000 L O2 · 3,000 L CH4 · 60 kWh · manual save before STARTUP. In orbit: one real day and age 18+ before the committee can form; all four seats must fill.
Feed for all four · pantry route336 items for four humans
food
  • 56× Mind Surge
  • 35× Physique Fuel
  • 27× High-Fat
  • 12× Muscle Fortification
  • 9× Neuro-Boost
  • 9× Nutri-Core
  • 3× Endura-Growth
memories
  • 67× Small Tree
  • 34× Teddy Bear
  • 18× Assembly Instructions
  • 13× Biology Notes
  • 13× Encyclopedia
  • 13× Where's Tommy
  • 8× Mystery Box
  • 6× Music Notes
  • 6× The Art of War
  • 3× Camera
  • 2× Guitar
  • 2× Meditation
Feed for all four · dense route237 items for four humans
food
  • 27× High-Fat
  • 26× Mind Surge
  • 12× Muscle Fortification
  • 11× Neuro-Boost
  • 9× Nutri-Core
  • 4× Physique Fuel
  • 4× Ultimate Genesis
  • 2× Endura-Growth
memories
  • 51× Small Tree
  • 18× Assembly Instructions
  • 13× Biology Notes
  • 13× Encyclopedia
  • 13× Where's Tommy
  • 8× Mystery Box
  • 6× Music Notes
  • 6× The Art of War
  • 3× Camera
  • 2× Guitar
  • 2× Meditation
  • 2× Porcine Vocal Interface
  • 1× Chiptropolis
  • 1× Fluctuations
  • 1× Keys to Imagination
  • 1× PECO Athletics - 100m Dash
  • 1× Teddy Bear
SeatMust reachFeed exactly thisWatch-outs
Quantum Engineer
EngineersT4
Str≥180Dis≥60Foc≥80Log≥80
Pantry route50 items
food
  • 12× Muscle Fortification
  • 1× High-Fat
  • 1× Physique Fuel
memories
  • 13× Where's Tommy
  • 11× Assembly Instructions
  • 8× Small Tree
  • 2× Guitar
  • 2× Meditation
Dense route: same items
do not add+3 Ada also qualifies as Station Roamer · +4 Wis also qualifies as Health Assistant · +4 Wis also qualifies as Lab Technician
Quantum Physicist
ScienceT4
Int≥220Log≥120Pat≥80Wis≥100
Pantry route83 items
food
  • 27× Mind Surge
  • 9× Neuro-Boost
  • 7× Nutri-Core
  • 3× Endura-Growth
memories
  • 17× Small Tree
  • 13× Encyclopedia
  • 7× Assembly Instructions
Dense route84 items
food
  • 23× Mind Surge
  • 11× Neuro-Boost
  • 8× Nutri-Core
  • 2× Endura-Growth
  • 2× Physique Fuel
  • 1× High-Fat
memories
  • 17× Small Tree
  • 13× Encyclopedia
  • 7× Assembly Instructions
do not add+2 Dis also qualifies as Guardian of Humanity · +2 Cre also qualifies as Station Roamer · +3 Foc also qualifies as Door Jammer
Neural Architect
HealthcareT4
W≥200Emp≥100Pat≥80Wis≥120
Pantry route90 items
food
  • 25× High-Fat
  • 1× Physique Fuel
memories
  • 34× Teddy Bear
  • 17× Small Tree
  • 13× Biology Notes
Dense route47 items
food
  • 25× High-Fat
  • 1× Physique Fuel
memories
  • 13× Biology Notes
  • 2× Porcine Vocal Interface
  • 1× Chiptropolis
  • 1× Fluctuations
  • 1× Keys to Imagination
  • 1× PECO Athletics - 100m Dash
  • 1× Small Tree
  • 1× Teddy Bear
do not add+2 Cre also qualifies as Station Roamer · +3 Log also qualifies as Basic Supplier · +3 Foc also qualifies as Door Jammer
dense route
do not add+1 Foc also qualifies as Logistics High Command · +1 Dis also qualifies as Maintenance Engineer · +3 Log also qualifies as Basic Supplier
Sustenance Architect
AgricultureT4
H≥200LE≥180Cre≥50Lea≥50Pat≥160
Pantry route113 items
food
  • 33× Physique Fuel
  • 29× Mind Surge
  • 2× Nutri-Core
  • 1× High-Fat
memories
  • 25× Small Tree
  • 8× Mystery Box
  • 6× Music Notes
  • 6× The Art of War
  • 3× Camera
Dense route56 items
food
  • 4× Ultimate Genesis
  • 3× Mind Surge
  • 1× Nutri-Core
memories
  • 25× Small Tree
  • 8× Mystery Box
  • 6× Music Notes
  • 6× The Art of War
  • 3× Camera
do not add+3 Log also qualifies as Basic Supplier · +3 Foc also qualifies as Door Jammer · +3 Ada also qualifies as Station Roamer

committee tier 3 · four seats, all required · age 21+ · issues no quests yet

This launch groupone rocket, four berths, four seats
Existential ExpressionistT4Frontier ExplorerT4Mission SeekerT3Colonel of HumanityT4
Launch bill 12,000 L O2 · 3,000 L CH4 · 60 kWh · manual save before STARTUP. In orbit: one real day and age 21+ before the committee can form; all four seats must fill.
Feed for all four · pantry route210 items for four humans
food
  • 118× Mind Surge
  • 10× Nutri-Core
  • 9× High-Fat
  • 7× Muscle Fortification
  • 7× Physique Fuel
  • 2× Bone-Fortify
  • 2× Neuro-Boost
memories
  • 13× The Art of War
  • 12× Teddy Bear
  • 9× Cards
  • 6× Digestive Overdrive
  • 3× Guitar
  • 3× Music Notes
  • 2× Porcine Vocal Interface
  • 1× Amiga Boing Ball
  • 1× Camera
  • 1× Chiptropolis
  • 1× Guitar Slinger
  • 1× PECO Athletics - 100m Dash
  • 1× PECO Athletics - Javelin
  • 1× Rising Tides (Mosetris)
Feed for all four · dense route209 items for four humans
food
  • 119× Mind Surge
  • 12× Nutri-Core
  • 9× High-Fat
  • 6× Muscle Fortification
  • 4× Bone-Fortify
  • 3× Physique Fuel
  • 1× Neuro-Boost
memories
  • 13× The Art of War
  • 12× Teddy Bear
  • 9× Cards
  • 6× Digestive Overdrive
  • 3× Guitar
  • 3× Music Notes
  • 2× Chiptropolis
  • 2× Porcine Vocal Interface
  • 1× Amiga Boing Ball
  • 1× Camera
  • 1× Guitar Slinger
  • 1× PECO Athletics - 100m Dash
  • 1× PECO Athletics - Javelin
SeatMust reachFeed exactly thisWatch-outs
Existential Expressionist
Arts & CultureT4
LE≥200Com≥60Cre≥120Emp≥80
Pantry route40 items
food
  • 33× Mind Surge
  • 1× Nutri-Core
memories
  • 3× Music Notes
  • 2× Porcine Vocal Interface
  • 1× Guitar
Dense route: same items
do not add+1 Emp also qualifies as Neural Architect · +1 Foc also qualifies as Station Roamer · +2 Foc also qualifies as Basic Supplier
Frontier Explorer
ExplorerT4
LE≥140Str≥120Ada≥100Cre≥80Foc≥120
Pantry route38 items
food
  • 19× Mind Surge
  • 6× Nutri-Core
  • 4× Muscle Fortification
  • 2× Physique Fuel
  • 1× Bone-Fortify
memories
  • 1× Amiga Boing Ball
  • 1× Chiptropolis
  • 1× Digestive Overdrive
  • 1× Guitar Slinger
  • 1× PECO Athletics - 100m Dash
  • 1× PECO Athletics - Javelin
Dense route: same items
do not add+3 Log also qualifies as Basic Supplier · +3 Dis also qualifies as Door Jammer · +4 Wis also qualifies as Health Assistant
Mission Seeker
ExplorerT3
LE≥90Str≥100Ada≥40Cre≥35Foc≥30
Pantry route31 items
food
  • 9× Mind Surge
  • 5× Physique Fuel
  • 3× Muscle Fortification
  • 2× Neuro-Boost
  • 2× Nutri-Core
  • 1× Bone-Fortify
memories
  • 5× Digestive Overdrive
  • 2× Guitar
  • 1× Camera
  • 1× Rising Tides (Mosetris)
Dense route30 items
food
  • 10× Mind Surge
  • 4× Nutri-Core
  • 3× Bone-Fortify
  • 2× Muscle Fortification
  • 1× Neuro-Boost
  • 1× Physique Fuel
memories
  • 5× Digestive Overdrive
  • 2× Guitar
  • 1× Camera
  • 1× Chiptropolis
do not add+1 W also qualifies as Health Assistant · +3 Log also qualifies as Basic Supplier · +3 Dis also qualifies as Door Jammer
dense route
do not add+3 Log also qualifies as Basic Supplier · +3 Dis also qualifies as Door Jammer · +4 W also qualifies as Health Assistant
Colonel of Humanity
LeadershipT4
LE≥220Com≥100Emp≥80Lea≥120
Pantry route101 items
food
  • 57× Mind Surge
  • 9× High-Fat
  • 1× Nutri-Core
memories
  • 13× The Art of War
  • 12× Teddy Bear
  • 9× Cards
Dense route: same items
do not add+2 Cre also qualifies as Station Roamer · +2 Str also qualifies as Systems Engineer · +3 Log also qualifies as Basic Supplier

committee tier 3 · four seats, all required · age 22+ · issues no quests yet

This launch groupone rocket, four berths, four seats
Field Research ScientistT2Existential ChancellorT4Station RoamerT1DoctorT2
Launch bill 12,000 L O2 · 3,000 L CH4 · 60 kWh · manual save before STARTUP. In orbit: one real day and age 22+ before the committee can form; all four seats must fill.
Feed for all four · pantry route153 items for four humans
food
  • 44× Physique Fuel
  • 27× High-Fat
  • 10× Nutri-Core
  • 6× Neuro-Boost
  • 1× Bone-Fortify
  • 1× Immune Boost
  • 1× Mind Surge
  • 1× Muscle Fortification
memories
  • 23× Small Tree
  • 15× Biology Notes
  • 9× Plans
  • 6× The Art of War
  • 2× Small Human Art
  • 2× Teddy Bear
  • 1× Blueprints
  • 1× Digestive Overdrive
  • 1× Encyclopedia
  • 1× Guitar
  • 1× Where's Tommy
Feed for all four · dense route149 items for four humans
food
  • 42× Physique Fuel
  • 26× High-Fat
  • 10× Nutri-Core
  • 5× Mind Surge
  • 2× Neuro-Boost
  • 1× Bone-Fortify
  • 1× Muscle Fortification
  • 1× Ultimate Genesis
memories
  • 23× Small Tree
  • 15× Biology Notes
  • 9× Plans
  • 6× The Art of War
  • 2× Small Human Art
  • 2× Teddy Bear
  • 1× Blueprints
  • 1× Compass
  • 1× Encyclopedia
  • 1× Guitar
SeatMust reachFeed exactly thisWatch-outs
Field Research Scientist
ScienceT2
Int≥110Log≥9Pat≥10Wis≥9
Pantry route18 items
food
  • 6× Neuro-Boost
  • 2× High-Fat
  • 2× Nutri-Core
  • 1× Immune Boost
  • 1× Mind Surge
  • 1× Physique Fuel
memories
  • 3× Small Tree
  • 1× Blueprints
  • 1× Encyclopedia
Dense route14 items
food
  • 5× Mind Surge
  • 2× Neuro-Boost
  • 1× High-Fat
  • 1× Ultimate Genesis
memories
  • 3× Small Tree
  • 1× Blueprints
  • 1× Encyclopedia
do not add+1 Log also qualifies as Distributor · +1 Wis also qualifies as Doctor · +1 Pat also qualifies as Growth Specialist
Existential Chancellor
EducatorsT4
H≥200W≥120Com≥100Pat≥80Wis≥120
Pantry route98 items
food
  • 37× Physique Fuel
  • 16× High-Fat
memories
  • 17× Small Tree
  • 13× Biology Notes
  • 9× Plans
  • 6× The Art of War
Dense route: same items
do not add+2 Cre also qualifies as Station Roamer · +3 Log also qualifies as Basic Supplier · +3 Foc also qualifies as Door Jammer
Station Roamer
ExplorerT1
LE≥20Str≥60Ada≥2Cre≥1Foc≥3
Pantry route14 items
food
  • 6× Nutri-Core
  • 3× Physique Fuel
  • 1× Bone-Fortify
  • 1× Muscle Fortification
memories
  • 1× Digestive Overdrive
  • 1× Guitar
  • 1× Where's Tommy
Dense route13 items
food
  • 4× Nutri-Core
  • 4× Physique Fuel
  • 1× Bone-Fortify
  • 1× High-Fat
  • 1× Muscle Fortification
memories
  • 1× Compass
  • 1× Guitar
do not add+1 Pat also qualifies as Lab Technician · +1 Pat also qualifies as Nutrient Handler · +2 Com also qualifies as Room Supervisor
dense route
do not add+1 Lea also qualifies as Nutrient Handler · +2 Com also qualifies as Room Supervisor · +2 Com also qualifies as Visual Technician
Doctor
HealthcareT2
W≥80Emp≥15Pat≥12Wis≥10
Pantry route23 items
food
  • 9× High-Fat
  • 3× Physique Fuel
  • 2× Nutri-Core
memories
  • 3× Small Tree
  • 2× Biology Notes
  • 2× Small Human Art
  • 2× Teddy Bear
Dense route24 items
food
  • 8× High-Fat
  • 6× Nutri-Core
  • 1× Physique Fuel
memories
  • 3× Small Tree
  • 2× Biology Notes
  • 2× Small Human Art
  • 2× Teddy Bear
do not add+1 Pat also qualifies as Growth Specialist · +1 Dis also qualifies as Guard · +2 Cre also qualifies as Station Roamer

Filling all ten — the 40-seat campaign order: one shared inventory against the documented memory census

Order: reserve order T1, T2, T4, T3 (mental demand desc within tier); T3/T4 dense route, T1/T2 pantry route. sequential allocation against the documented world census (418 memory instances = a FLOOR; capsules return 1-30 world-loot memories per launch); reusable items (Oath Token) and craftable mental foods are never consumed; treat as the template for spending artifacts and rationing world loot

The forty grows in order — seat, route, exact feed, overlap risk
#SeatRouteFoodMemoriesOverlap risk
1Manual Holder
Culture & MemoryT1
pantry
  • 19× Physique Fuel
  • 5× High-Fat
  • 1× Mind Surge
  • 3× Small Tree
  • 2× Biology Notes
  • 2× Guitar
none
2Lab Technician
Habitat CareT1
pantry
  • 5× Mind Surge
  • 3× Neuro-Boost
  • 3× Physique Fuel
  • 1× High-Fat
  • 1× Nutri-Core
  • 2× Cognitive Cards
  • 2× Small Tree
none
3Visual Technician
Culture & MemoryT1
pantry
  • 7× Mind Surge
  • 3× Physique Fuel
  • 2× High-Fat
  • 2× Nutri-Core
  • 2× Guitar
  • 2× Teddy Bear
none
4Nutrient Handler
Deck OperationsT1
pantry
  • 29× Physique Fuel
  • 7× Mind Surge
  • 3× High-Fat
  • 2× Nutri-Core
  • 2× Small Tree
  • 1× Camera
  • 1× The Art of War
none
5Maintenance Engineer
Deck OperationsT1
pantry
  • 4× Physique Fuel
  • 3× Endura-Growth
  • 2× Muscle Fortification
  • 1× Assembly Instructions
  • 1× Small Tree
  • 1× Where's Tommy
none
6Health Assistant
Habitat CareT1
pantry
  • 7× High-Fat
  • 4× Physique Fuel
  • 1× Nutri-Core
  • 2× Teddy Bear
  • 1× Biology Notes
  • 1× Small Tree
none
7Room Supervisor
Habitat CareT1
pantry
  • 5× Mind Surge
  • 2× Nutri-Core
  • 2× Physique Fuel
  • 1× Bone-Fortify
  • 1× High-Fat
  • 2× Compass
  • 1× Cards
none
8Door Jammer
Deck OperationsT1
pantry
  • 4× Nutri-Core
  • 4× Physique Fuel
  • 2× Muscle Fortification
  • 1× Commander's Log
  • 1× Guitar
none
9Basic Supplier
Deck OperationsT1
pantry
  • 19× Physique Fuel
  • 2× High-Fat
  • 1× Mind Surge
  • 1× Nutri-Core
  • 2× Assembly Instructions
  • 1× Where's Tommy
none
10Station Roamer
Field ContinuanceT1
pantry
  • 6× Nutri-Core
  • 3× Physique Fuel
  • 1× Bone-Fortify
  • 1× Muscle Fortification
  • 1× Digestive Overdrive
  • 1× Guitar
  • 1× Meditation
none
11Sculptor
Culture & MemoryT2
pantry
  • 12× Mind Surge
  • 2× High-Fat
  • 2× Nutri-Core
  • 2× Physique Fuel
  • 6× Teddy Bear
  • 3× Music Notes
  • 1× Crayon
none
12Growth Specialist
Transit & DistributionT2
pantry
  • 26× Physique Fuel
  • 6× Mind Surge
  • 4× Bone-Fortify
  • 4× Nutri-Core
  • 1× High-Fat
  • 4× Small Tree
  • 3× Camera
  • 1× Commander's Log
  • 1× Music Notes
  • 1× Survival Diagrams
none
13Star Analyzer
Cognitive ResilienceT2
pantry
  • 7× Nutri-Core
  • 5× Mind Surge
  • 4× Muscle Fortification
  • 3× Physique Fuel
  • 4× Digestive Overdrive
  • 3× Camera
  • 2× Guitar
  • 1× Where's Tommy
none
14Doctor
Field ContinuanceT2
pantry
  • 9× High-Fat
  • 3× Physique Fuel
  • 2× Nutri-Core
  • 6× Teddy Bear
  • 3× Mystery Box
  • 2× Biology Notes
none
15Guard
Transit & DistributionT2
pantry
  • 7× Muscle Fortification
  • 3× Endura-Growth
  • 2× Physique Fuel
  • 2× Meditation
  • 2× Small Tree
  • 1× Commander's Log
  • 1× Compass
none
16Distributor
Transit & DistributionT2
pantry
  • 31× Physique Fuel
  • 2× High-Fat
  • 1× Mind Surge
  • 1× Nutri-Core
  • 4× Where's Tommy
  • 3× Assembly Instructions
  • 1× Plans
Systems Engineer (equal or higher tier)
17Teacher
Habitat CareT2
pantry
  • 29× Physique Fuel
  • 7× High-Fat
  • 3× Nutri-Core
  • 3× Stopwatch
  • 2× Maps
  • 2× Plans
none
18Station Quartermaster
Power & SecurityT2
pantry
  • 11× Mind Surge
  • 3× Physique Fuel
  • 1× High-Fat
  • 1× Nutri-Core
  • 2× Teddy Bear
  • 2× The Art of War
  • 1× Cards
none
19Systems Engineer
Transit & DistributionT2
pantry
  • 3× Muscle Fortification
  • 2× Bone-Fortify
  • 2× Physique Fuel
  • 2× Small Tree
  • 1× Assembly Instructions
  • 1× Blueprints
  • 1× Turbulence
none
20Field Research Scientist
Field ContinuanceT2
pantry
  • 18× Mind Surge
  • 2× High-Fat
  • 2× Physique Fuel
  • 3× Mystery Box
  • 1× Blueprints
  • 1× Encyclopedia
none
21Frontier Explorer
Meaning & FrontierT4
dense
  • 19× Mind Surge
  • 6× Nutri-Core
  • 4× Muscle Fortification
  • 2× Physique Fuel
  • 1× Bone-Fortify
  • 1× Amiga Boing Ball
  • 1× Chiptropolis
  • 1× Digestive Overdrive
  • 1× Guitar Slinger
  • 1× PECO Athletics - 100m Dash
  • 1× PECO Athletics - Javelin
none
22Neural Architect
Deep SystemsT4
dense
  • 25× High-Fat
  • 1× Physique Fuel
  • 1× Ash Notebook
  • 1× Oath Token
none
23Colonel of Humanity
Meaning & FrontierT4
dense
  • 57× Mind Surge
  • 9× High-Fat
  • 1× Nutri-Core
  • 12× Teddy Bear
  • 12× The Art of War
  • 9× Cards
  • 1× Maps
none
24Guardian of Humanity
Governance & LogisticsT4
dense
  • 37× Physique Fuel
  • 2× Bone-Fortify
  • 8× Commander's Log
  • 6× Compass
  • 5× Plans
  • 2× Small Tree
  • 1× Keys to Imagination
  • 1× Poushki
  • 1× Second Reality
  • 1× Starshine
  • 1× Touchin the Chip
lower tiers only: Station Roamer
25Quantum Physicist
Deep SystemsT4
dense
  • 22× Mind Surge
  • 6× Neuro-Boost
  • 4× Nanite Infusion
  • 3× Endura-Growth
  • 14× Encyclopedia
  • 7× Cognitive Cards
  • 4× Blueprints
  • 1× Angerkoski
  • 1× Fluctuations
  • 1× Lonelies
  • 1× Multima XI
  • 1× PECO Athletics - Triple Jump
none
26Logistics High Command
Governance & LogisticsT4
dense
  • 11× Physique Fuel
  • 10× Hyper-Evolution
  • 1× Ash Notebook
  • 1× Oath Token
  • 1× Porcine Vocal Interface
lower tiers only: Visual Technician, Nutrient Handler, Growth Specialist, Maintenance Engineer, Systems Engineer, Station Roamer, Room Supervisor, Door Jammer, Lab Technician, Field Research Scientist, Theoretical Scientist, Manual Holder
27Existential Chancellor
Field ContinuanceT4
dense
  • 37× Physique Fuel
  • 10× High-Fat
  • 2× Bone-Fortify
  • 11× Biology Notes
  • 9× Stopwatch
  • 2× Love Letters
  • 1× Breakdown
  • 1× Guitar
  • 1× Porcine Vocal Interface
  • 1× Rising Tides (Mosetris)
lower tiers only: Visual Technician, Station Roamer, Health Assistant, Doctor, Neuro Specialist
28Existential Expressionist
Meaning & FrontierT4
dense
  • 33× Mind Surge
  • 1× Nutri-Core
  • 3× Porcine Vocal Interface
none
29Sustenance Architect
Deep SystemsT4
dense
  • 4× Ultimate Genesis
  • 3× Mind Surge
  • 1× Nutri-Core
  • 2× Ash Notebook
lower tiers only: Visual Technician, Sculptor, Cultural Archivist, Room Supervisor, Station Quartermaster, Settlement Governor, Lab Technician, Field Research Scientist, Theoretical Scientist, Basic Supplier, Distributor, Resource Director, Manual Holder
30Quantum Engineer
Deep SystemsT4
dense
  • 8× Muscle Fortification
  • 4× Physique Fuel
  • 3× Bone-Fortify
  • 1× Ash Notebook
lower tiers only: Station Roamer, Health Assistant, Door Jammer, Guard
31Cultural Archivist
Culture & MemoryT3
dense
  • 22× Mind Surge
  • 3× High-Fat
  • 2× Nutri-Core
  • 1× Porcine Vocal Interface
none
32Professor
Cognitive ResilienceT3
dense
  • 9× High-Fat
  • 9× Physique Fuel
  • 4× Hyper-Evolution
  • 1× Bone-Fortify
  • 7× Maps
  • 7× Mystery Box
  • 4× Music Notes
  • 1× Camera
none
33Biosphere Director
Governance & LogisticsT3
dense
  • 3× Hyper-Evolution
  • 3× Mind Surge
  • 2× Ultimate Genesis
  • 1× Endura-Growth
  • 6× Crayon
  • 6× Where's Tommy
  • 5× Survival Diagrams
  • 3× Small Tree
  • 2× Compass
  • 1× Music Notes
none
34Mission Seeker
Meaning & FrontierT3
dense
  • 10× Mind Surge
  • 7× Nutri-Core
  • 4× Muscle Fortification
  • 2× Physique Fuel
  • 9× Digestive Overdrive
  • 7× Guitar
  • 3× Camera
  • 2× Meditation
none
35Neuro Specialist
Cognitive ResilienceT3
dense
  • 15× High-Fat
  • 3× Physique Fuel
  • 1× Oath Token
none
36Settlement Governor
Governance & LogisticsT3
dense
  • 16× Mind Surge
  • 2× Physique Fuel
  • 1× High-Fat
  • 1× Nutri-Core
  • 1× Oath Token
lower tiers only: Visual Technician, Sculptor, Lab Technician
37Station Protector
Power & SecurityT3
dense
  • 25× Physique Fuel
  • 2× Hyper-Evolution
  • 1× Oath Token
Energy Engineer (equal or higher tier)
38Resource Director
Power & SecurityT3
dense
  • 6× Hyper-Evolution
  • 3× Physique Fuel
  • 1× Oath Token
lower tiers only: Lab Technician, Field Research Scientist
39Theoretical Scientist
Cognitive ResilienceT3
dense
  • 28× Mind Surge
  • 3× High-Fat
  • 3× Love Letters
  • 3× Small Tree
  • 2× Assembly Instructions
  • 2× Mystery Box
  • 1× Blueprints
  • 1× Bowling Pin
  • 1× Cognitive Cards
  • 1× Maps
  • 1× Stopwatch
none
40Energy Engineer
Power & SecurityT3
dense
  • 6× Muscle Fortification
  • 4× Physique Fuel
  • 1× Bone-Fortify
  • 1× Oath Token
lower tiers only: Health Assistant, Door Jammer, Guard
The jars — Height / Weight / Life Expectancy / Strength / Intellect per jar

Physical attributes come from food only; mental attributes come from memories and cartridges, never from food (one exception: Digestive Overdrive, +5 Adaptability). The last column is how many of each jar the whole 40-seat campaign eats.

JarHWLEStrIntAll 40 seats
High-Fatmacro18111120
Mind Surgemacro11616292
Nutri-Coremacro3333358
Physique Fuelmacro51151333
Bone-Fortifymicro82214218
Endura-Growthmicro22821210
Immune Boostmicro666660
Muscle Fortificationmicro28215241
Neuro-Boostmicro22102159
Hyper-Evolutionnanite303532025
Mitochondrial Surgenanite203122830
Nanite Infusionnanite25363254
Ultimate Genesisnanite50104010506
The memories — what each one adds, and what the campaign spends

Known copies is the documented world census, a floor. Capsules return world-loot memories (1 to 30 per launch by reward level) but never Ash Notebooks, Oath Tokens or Porcine Vocal Interfaces. Campaign uses / left over come from the 40-seat allocation above.

MemoryGivesKnown copiesCampaign usesLeft over
A Future without HimAda+5 Com+5 Cre+5 Dis+5 Emp+5 Foc+5 Lea+5 Log+5 Pat+5 Wis+5101
Amiga Boing BallcartridgeAda+20 Cre+25 Foc+25 Pat+20110
AngerkoskicartridgeAda+20 Cre+25 Foc+25 Pat+20110
Ash NotebookAda+100 Com+100 Cre+100 Dis+100 Emp+100 Foc+100 Lea+100 Log+100 Pat+100 Wis+1001156
Assembly InstructionsLog+8 Dis+21394
BasketballPat+1101
Biology NotesWis+1016160
BlueprintsAda+10 Log+51275
Bowling BallPat+1101
Bowling PinPat+1312
BreakdowncartridgeAda+20 Cre+25 Foc+25 Pat+20110
CameraCre+5 Com+513112
CardsEmp+5 Com+511110
ChiptropoliscartridgeAda+20 Cre+25 Foc+25 Pat+20110
Cognitive CardsAda+7 Log+5 Wis+312102
Commander's LogLea+8 Dis+711110
CompassAda+6 Lea+3 Foc+312111
CrayonCre+5 Foc+2871
DA_Memory_RecycleMeAda+10101
EncyclopediaWis+10 Log+515150
First AidAda+1010010
FluctuationscartridgeAda+20 Cre+25 Foc+25 Pat+20110
GuitarCre+3 Foc+3 Com+316160
Guitar SlingercartridgeAda+20 Cre+25 Foc+25 Pat+20110
Keys to ImaginationcartridgeAda+20 Cre+25 Foc+25 Pat+20110
Life JacketAda+5101
LoneliescartridgeAda+20 Cre+25 Foc+25 Pat+20110
Love LettersWis+10550
MapsWis+10 Lea+512111
MeditationFoc+51156
MirrorEmp+5707
Multima XIcartridgeAda+20 Cre+25 Foc+25 Pat+20110
Music NotesCre+6 Com+41293
Mystery BoxPat+515150
Oath TokenreusableAda+50 Com+50 Cre+50 Dis+50 Emp+50 Foc+50 Lea+50 Log+50 Pat+50 Wis+50101
PECO Athletics - 100m DashcartridgeAda+20 Cre+25 Foc+25 Pat+20110
PECO Athletics - JavelincartridgeAda+20 Cre+25 Foc+25 Pat+20110
PECO Athletics - Triple JumpcartridgeAda+20 Cre+25 Foc+25 Pat+20110
PlansCom+8 Dis+7981
Porcine Vocal InterfaceCre+50 Emp+50 Com+10017611
PoushkicartridgeAda+20 Cre+25 Foc+25 Pat+20110
Programming manualLog+10101
Rising Tides (Mosetris)cartridgeAda+20 Cre+25 Foc+25 Pat+20110
Second RealitycartridgeAda+20 Cre+25 Foc+25 Pat+20110
ShoesAda+5101
Small Human ArtEmp+510010
Small TreePat+5 Dis+525250
Star ChildStar+110–
StarshinecartridgeAda+20 Cre+25 Foc+25 Pat+20110
StopwatchPat+513130
Sudoku bookLog+10101
Survival DiagramsAda+10 Lea+5660
Teddy BearEmp+336306
The Art of WarLea+10 Com+515150
TommyEmp+313013
Touchin the ChipcartridgeAda+20 Cre+25 Foc+25 Pat+20110
Travel JournalAda+10707
TurbulencecartridgeAda+20 Cre+25 Foc+25 Pat+20110
Where's TommyPat+5 Foc+513130
23

Seed Logistics & the Council Cookbook

Version anchorthe datamined values in this document come from the Update 5.5 "Deck Drop" build (0.8.5.650920, Steam buildid 25056839, read first-hand off the ShadowPC install on 2026-09-01). Two independent sweeps report 5.5 shipped to the public branch on 2026-08-31 (Channel37's own trailer: "STATUS: DEPLOYED"), so this is now the live game. The rest of the corpus still carries the 0.8.0.612251 anchor; its migration is a separate batch. Where a value is 0.8.0-era it says so.
confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

⚠️ Mild spoilers. This document names the ten Committees, the forty professions, the seed sites and the Eden loop -- all marketed features of Updates 03-05 -- and nothing about story. It never says who speaks or what a location means.

What this document is. Robert's two questions, answered end to end: (A) the most popular and efficient ways to collect and move several Human Seeds to the Lazarus Complex at once, and (B) exactly how to build a human for a specific Council seat -- what each item does, what makes each item, the recipe per seat, and the graded quality system that decides what a launched human is worth. It is a synthesis of four research passes run on 2026-09-01 and a solver written for it:

Source What it is Grade
docs/ref/growth-research/seed-logistics.md (v1.0.0, 113 KB) community + wiki-history research on multi-seed hauling; 15 conflicts registered 👥 community consensus with dated quotes
docs/ref/growth-research/quality-and-committees.md (v1.0.0, 1,226 lines) the quality score, selection rule, committees, Eden, cartridges, 18 costly mistakes, five-dataset cross-check ✅ mined strings + 👥
docs/ref/growth-research/food-chain.md (v1.0.0, 956 lines) every ingredient of the 13 jars, where it comes from, what it costs ✅ mined + 👥
data/datamine/parsed/humans-mined.json (pass 3) the shipped 5.5 human-growth assets decoded byte-exact: 41 professions, 15 foods, 59 memory items, 4 mutations, 14 likes, 6 capsule reward tiers, 32 loot tables ✅ CALIBRATED (23/23 anchors)
tools/council_solver.py v2.0.0 + docs/data/council-*.json per-seat feed recipes and the 40-seat allocation, computed from the mined tables 🧮 computed; assumptions stated in §5.1

Confidence labels: ✅ CONFIRMED (dev statement, tooltip, or mined data) · 📗 REPORTED (one source) · 👥 CONSENSUS (two+ independent) · 🧮 INFERRED (arithmetic, reasoning shown) · ❓ UNVERIFIED. first-hand = Robert's own play.


0. The ten rules (read this if nothing else)#

  1. Seeds per trip = empty, powered, watered racks at home. Four racks in the Hall of Humanity, so four is the ceiling and the number nine veterans converge on. Robert has one rack occupied, so three until it frees. Carrying more is physically possible and is how players have bricked runs. (§1.1)
  2. The clock is 120 real minutes on the current build. It was 60 before Update 3.5 (wiki revision 5030, 2026-04-19, "as of v3.5"); every one-hour guide is stale, not wrong. (§1.2)
  3. The Lazarus Pod does NOT pause the clock and does NOT hide the seed from Angels. Only a powered, watered rack refrigerates a seed; a dev hotfix (0.5.0.581804) explicitly made Angels aggro on podded seeds. Haul seeds RAW, pod them at the complex. (§1.3-1.5)
  4. Opening a Seed Reserve arms all four clocks (possibly on arrival). Go all-in or do not go. Seeds can be re-frozen in any vault slot on the way home, including Reserve 08 on the Prometheus corridor. (§1.6-1.7)
  5. Every gated attribute must REACH its threshold -- and on screen, MEETING it is enough. The assets tag the operator Greater (datamined), but two rack screens read 100% with an attribute exactly at its gate (Teacher Wisdom 10/10, Lab Technician Logic 5/5) first-hand 2026-09-05, prediction panel. The recipes keep their +1 margin as free insurance until a pod confirms the final pick. The wiki's tables are wrong in 21 cells; this document uses the mined ones. (§2.3)
  6. Selection = the highest tier you clear in each family, then a random pick among the families' winners at that tier. Over-qualifying for another family is the mistake; over-qualifying within your family just promotes you. The rack's progress bar and the H/E tracking do nothing to the outcome. (§2.4)
  7. Every human seems to draw one random "Like" worth +50 and +20 on two mental attributes (mined, 14 of them, weight 1.0). A truly deterministic mental recipe is impossible; keep rival families' mental gates more than 50 points away where you can. (§2.7)
  8. Quality is real: every human carries a numeric Value, capsules pay by a six-level reward tier (loot rolls 1/1/2/3/4/6, memories back 1/2/3/5/10/30), and capsules return world-loot memories -- the memory economy is not closed. (§3)
  9. Every food ingredient comes out of the Soilforge. Seaweed = carbs and protein, waste = fat, organic = omega-3, light = vitamin D, dark = calcium, shark flesh = the whole nanite tier (renewable). Calcium and Vitamin D come from slimes that may be finite -- never burn Bio Light or Bio Dark as fuel. (§4)
  10. Two manual saves are mandatory (before rack insertion, before pressing STARTUP) and a power or water interruption mid-grow randomises the human. Size the growth bay for three unattended hours with headroom. (§6)

1. Part A -- moving several seeds at once#

Full evidence, quotes and the 15-conflict register: docs/ref/growth-research/seed-logistics.md. This section is the operating summary.

1.1 Per-trip capacity -- four, because that is how many racks exist#

👥 Nine independent veterans (2025-11 through 2026-01) land on four per run, and the reason is the destination, not the carry: the Hall of Humanity has four Lazarus racks and each Seed Reserve holds four seeds. The community's actual rule is conditional -- "if you only set up one growing rack, ONLY GRAB ONE SEED" -- and the press reached the same ceiling. Nothing stops you taking more: one player moved 12 at once [5.5-era], others carried every cube out of a vault and came home to empty containers. Carry capacity is not the constraint; racks and the clock are.

Ruling: seeds per trip = number of empty, powered, watered racks waiting. Robert's ceiling right now is 3.

1.2 The clock -- 120 minutes, doubled in Update 3.5#

✅ The wiki's own revision history closes the corpus's open 60-vs-120 adjudication: revision 5030 (2026-04-19, four days after Update 3.5 went live) reads "Changed viable time for human seeds from 1 hour to 2 hours, as of v3.5", and post-3.5 players corroborate the 2-hour figure. Every 60-minute source (TheGamer, allthings.how, sixteen players) predates April 2026. No patch note announces the change (all 41 Steam news items grepped). Robert has roughly double the slack the corpus assumed. Caveats: the page has not been edited since April, and nobody has posted a 2:00:00 screenshot.

What the clock is. It starts when a seed leaves a vault slot and it only stops inside a powered, watered rack. A SeedTimeRemaining = "Time Remaining" label exists in the build; Robert saw no countdown at extraction on the beta, only the nag "needs to be refrigerated or placed in a rack" first-hand 2026-08-30.

1.3 The pod does not pause the clock#

👥 Three wiki pages, TheGamer and eight players agree, and the orange warning "Seed Must be kept Refrigerated" is printed on the pod: the pod demands refrigeration, the rack supplies it. The shipped string SeedNotRefrigerated = "Seed not refrigerated. Insert into functional lazarus rack." says the same. The corpus's "podded = paused" reading (docs 17/18, COMPREHENSION v1.6.0) is retired.

1.4 The pod does not hide the seed from Angels#

✅ Hotfix 0.5.0.581804 (2025-11-10): "Fixed Angel not becoming aggressive when a human seed was stored in a pod." Four post-fix players still report reduced aggro, so treat concealment as reduced-not-absent and plan the outdoor leg as exposed either way. The rest of the Angel doctrine stands: they attack on sight of a carried seed or grown human, they patrol outdoors (indoors is dead air), never provoke the ones over your own complex, sprint the dock-to-door gap. Anchor at range and snipe the vault site's Angels first (10-15 rifle shots; they aggro but do not close).

1.5 Haul RAW, pod at Lazarus#

👥 Raw cubes float, climb ladders in your hands, do not weld themselves to the deck, and -- decisive -- stay eligible for the vault time-reset (dead the moment a seed is podded). MaxbS: "There's no advantage to doing it beforehand. Time doesn't stand still, and they're more difficult to transport." Pre-build the pods at the complex, lay them on their sides, and pod each cube indoors right before insertion.

1.6 A Seed Reserve arms all four clocks when you open it#

👥 Players find the other seeds already ticking (38, 36, 29, 26, 20, 18 minutes left) after touching one; some report the clocks start on arrival. All-in raid or do not go. Reserve doors need power: "I just plug myself in to the socket, open the door then unplug again" -- you are the power source. Reserves sit 75-120 m deep and more; Robert's Pressure 70 covers Reserve 1 only.

1.7 Two staging mechanics the corpus did not know#

📗 (a) Cryo double-up: "take the seeds to the main vault and double them up in the cryo things for 24 in storage" -- one player parks two seeds per Prometheus slot. (b) Reserve-hop resets: the wiki twice says you can "'Time Reset' Human Seeds within other Seed Reserves on the way", and Seed Reserve 08 (57, -41) sits on the Prometheus -> Lazarus corridor next to Norfolk Grave. If either holds, timed raids become a warehouse. Both are top tests (§7).

1.8 Carriers#

Carrier Capacity Notes Grade
Hands 1 raw cube or 1 pod seeds are never inventoriable; throw cubes toward the anchor, they float 👥
DONK-Lift pallet 3-4 pods pods do not magnetise to the forks; a pallet on the boat deck is the fix for the pod-welding soft-lock (five sources) 👥
Salvage Gyro 2 pods or 2 raw cubes on the hook tethers Lazarus <-> Eden Cradle round trip ~5 min at ~200 km/h; 8 pods on ~100 L petrol 📗
CS-17 Skimmer none cannot carry pods 📗
The boat as many as fit; lay pods on their sides, close the deck-room door, pallet on deck ~20 min Prometheus -> Lazarus at 45-46 km/h 👥

1.9 Expiry, blobs and the container#

  • 👥 An expired seed spawns a hostile and blobs are contagious to racked seeds -- uncleared blobs in the Hall rafters or on the deck convert seeds in racks. That part is a mechanic; the corpus's "insertion bug" note covers a different failure. Clear and light the Hall, deck and vault before a run.
  • 👥 The Empty Human Seed Container in the Lazarus overlook office is scrap (four players in the exact thread, no wiki page, the /Quests/Old/ string has no community trace). Diagnostic: no counter on a cube's face = empty.
  • ⚠️ The seed census is bigger than 85: the wiki contradicts itself on Prometheus (5 vs 9; three players say 8-9) and Eden Cradle (~36 seeds, three chambers, no diving) is in no published total. One player had 40+ spares after 41 launches. Count Prometheus's slots -- a one-minute test that fixes a corpus number.

1.10 The run, in eight steps (👥 consensus, assembled)#

  1. One seed per empty rack. Pre-build pods and pallets at Lazarus; pods on their sides.
  2. Clear and light the Hall, the deck and the vault (blobs). Pallet on the deck. Manual save. Top off fuel.
  3. Snipe the site's Angels from anchor before you touch anything. Power the reserve door with yourself.
  4. Extract RAW, throw cubes toward the anchor (they float), mark the boat on the map, board via the aft rudder, climb looking sideways. Under five minutes on site.
  5. Sail straight home, no stops -- ~20 min at 45-46 km/h leaves ~90 minutes of slack. Cubes stay raw so any vault slot en route can re-freeze them.
  6. At the dock: pod indoors, save, insert, save again and do a full restart, then check the pod screen is not reading "cooling requirement not met".
  7. Feed. Park all four, cook one or two at a time -- an idle seeded rack draws 100 L/h, a growing one ten times that on the electrical side.
  8. Two more saves on the way to orbit: before rack insertion (done above) and before pressing STARTUP at the pad (the launch-reload fork bug).

2. Part B -- how a human is actually built#

Doc 18 owns the full tables (foods, memories, professions, committees, the decay bands). This section states the mechanics the cookbook relies on, corrected to the mined data.

2.1 Inputs#

A seed in a powered, watered rack (2.5 kW + 100 L/h while growing, 500 W idle; "No Power" on a rack also means no fresh water) consumes food jars and memories progressively during a grow whose length scales with the load first-hand 2026-09-05: the rack's own Growth time estimate read 2:20 for 11 items (20 kg) and 3:10 for 19 items (~35 kg), and the first, untailored human (~15 items) measured 2:48 -- a two-point fit of roughly 71 min + 6 min per item (or 74 min + 3.3 min per kg; a third reading separates the two). Plan on three hours. You feed from your backpack: the rack screen moves items from the Backpack pane into the Lazarus Rack pane -- it does not draw from nearby storage first-hand 2026-09-04 -- and the rack's hold is capped at 100 kg (the pane footer reads x/100 Kg); every jar weighs 2 kg, macro and nanite alike, so about fifty jars fit one load, and memories weigh 1-5 kg (§5.1). There is no item-count limit, and you can pause the cook and add more (community, 2026; not yet tried first-hand). Each item consumed emits 1 Bio Waste. A power or water interruption mid-grow randomises the outcome, and the rack has a "Warning: Human in danger" state.

2.2 Attributes -- five physical, ten mental, one special#

Food moves Height, Weight, Life Expectancy, Strength, Intellect; memories (and cartridges) move Adaptability, Communication, Creativity, Discipline, Empathy, Focus, Leadership, Logic, Patience, Wisdom. The mine confirms Intellect is food-only and adds a 16th property, StarChild, granted by exactly one item (DA_Memory_StarChildMemory, the "Gold Standard") and gating the special Star Child profession. One food breaks the split: Digestive Overdrive grants Adaptability 5 (present in the 5.5 data, absent from the wiki roster).

2.3 The requirement operator -- tagged GREATER in the data, MEET-OR-EXCEED on screen#

✅ All 41 profession assets use EVoyageHumanPropertyRequirementType::Greater; the Less enumerator exists in the exe but is unused. Read literally that means a gated attribute must exceed its threshold, and this document's first version said so.

⚠️ First-hand correction [2026-09-05, 5.5 live]. Two rack screens contradict the literal reading: the prediction panel showed TEACHER 100% with Wisdom exactly 10 against the mined threshold 10, and LAB TECHNICIAN 100% with Logic exactly 5 against 5. Under a strict > neither human qualifies; under >= exactly the professions on screen do (Teacher plus its lower-tier family mate Manual Holder; Lab Technician alone). So the game's check behaves as meet-or-exceed, at least in the prediction panel -- the enumerator name describes the comparison direction, not its strictness -- and the seven wiki cells that read mined + 1 were most likely players transcribing their own successful feeds. Two caveats keep the margin in the recipes: the panel and the final pick at the pod have not yet been compared on an exactly-met gate, and the +1 costs nothing. The solver still plans threshold + 1 everywhere; treat it as insurance, not as a rule of the game.

The mined thresholds differ from the wiki in 21 cells. The two biggest: Arts & Culture's fourth gate is Empathy (3/15/40/80), not Patience, and Agriculture's fourth gate is Leadership (3/10/30/50), not Focus. Also Existential Chancellor Weight 120 (the "48 or 148?" anomaly never existed; Educators run 40/60/90/120), Quantum Physicist Intellect 220, Quantum Engineer 180/60, Logistics High Command Discipline 80, Teacher Patience 12, Station Roamer 2/1/3, Mission Seeker Creativity 35. Consequently Focus and Patience gate 16 professions each (not 20), Empathy and Leadership 12 each (not 8). The tools-site dataset and the Root-DE calculator agree with the mine on all 40 professions; the wiki does not. Foods (13 rows), memories (50 shared rows) and committee rosters (10/10) were byte-identical between wiki and mine.

2.4 Selection -- highest tier per family, then a coin flip#

👥 The wiki's rule is a degraded quote: the original (FerroCentric, 2026-04-26) reads "favoring the highest matched 'tier' of job per category"; a later editor dropped the last two words. The community's canonical guide (turvarya) reconstructs the same model: "a Guardian of Humanity is just a Tier 4 Door Jammer... It prefers the higher tiers... if you fulfil the requirements of multiple jobs of the same tier the actual result becomes random."

So: within each family the highest tier you clear wins that family; the roll is among the families you cleared at your highest tier. Over-qualifying inside your own family only promotes you (a Doctor build that clears Neuro Specialist becomes a Neuro Specialist); over-qualifying in another family at the same tier is a coin flip; at a higher tier it is a likely loss. Nobody has quantified the same-tier weighting. Mined exe identifiers (GetPropertiesDistanceToTrait, MinTraitRange, NumTopProfession) suggest a distance-based top-N pick rather than a pure coin flip -- 🧮 which would favour the closest match, i.e. the least over-shot. Either way the cookbook's rule is the same: meet your seat, stay under everyone else's.

The rack shows a live per-profession progress bar (Growth prediction) that settles around 80% of the grow; H tracks / untracks one profession -- a display aid with no mechanical effect ("a misconception that it has impact on the result. It does not have any"). High-tier feeds legitimately light many professions to 100%; that is normal -- the percentage is per-profession readiness, not a share of the roll.

The rack screen, transcribed first-hand 2026-09-04/05, 5.5 live. Title MISSING MINIMUM REQUIREMENTS FOR GROWTH until the floors clear. Left: a Backpack pane ("No suitable growth-enhancing items were found" when you carry none) above the Lazarus Rack pane ("Add growth-enhancing items", filter All | Any [J], footer x/100 Kg). Middle: TRAITS -- PHYSICAL Weight / Height / Strength / Intellect / Life Expectancy and MENTAL, showing effective values (raw Strength 229 displayed as 208, the >200 decay applied live), with a green (+N) preview of the hovered backpack item and a red (-N) preview of removing a rack item. Right: GROWTH PREDICTION -- the tracked profession, its percentage, and its gates by name only (Weight, Empathy, Patience, Wisdom for Health Assistant; Weight, Height, Communication, Wisdom, Patience for Teacher) with the values hidden as ?? -- the thresholds are concealed by design, which is why no UI-transcribed table exists and the mined one is the only source; then Estimation 10.0 kWh / 10,000 L / Growth time h:mm and BEGIN (disabled until viable). The datamined food and memory tables reproduced all nine attribute readings of the Teacher screen and all eight of the Lab Technician screen exactly, so the tables and the decay bands are byte-true on 5.5.

2.5 The >200 decay#

Above 200 raw points an attribute converts at a falling rate (doc 18 §4.1 has the 25 bands; 220 raw excess = +25 effective, ~8.8:1 cumulative; a player verified 4 Ultimate Genesis -> 200, 5 -> 210; confirmed on screen first-hand 2026-09-05: raw Strength 229 displayed as 208, the band's +8). Exactly three thresholds sit above 200, all a clean 220: Quantum Physicist Intellect, Logistics High Command Height, Colonel of Humanity Life Expectancy. Reaching 221 effective needs 354 raw -- eight Ultimate Genesis worth of Intellect, or 59 Mind Surge jars. The exe names a smooth DiminishingReturnsPow curve, so the bands are an approximation of a function; the solver caps effective values at 225 (assumption).

2.6 Viability floors#

Weight 20 kg, Height 30 cm, Life Expectancy 10 years -- confirmed on the rack screen (Weight requirement (0/20) not met, Height (0/30), Life Expectancy (0/10)) first-hand 2026-09-04. A normal feed clears them early; the solver enforces them on every recipe.

2.7 The hidden randomisers -- Likes and mutations#

✅ Likes: 14 traits, each +50 to one mental attribute and +20 to a second, additive, twelve of them at trait_group_chances 1.0 (30G Chamber at Cre +90/Ada +35 and Music Jams carry a null weight -- flagged). 🧮 Weight 1.0 against the mutations' 0.01 reads as "always in the pool" -- every human likely draws one Like, which is a Porcine-Vocal-Interface-sized swing arriving unbidden after you finished feeding, and the best explanation for "my careful recipe rolled a different job". Defence: keep every rival family's mental gate more than 50 points away where the tables allow; the cookbook's "keep down" column shows where you are inside that margin.

✅ Mutations: four, each a flat 1%, all buffs: Gigantism Gene Height x1.2, Overdrive Metabolism Weight x1.2, Cerebral Hyperconnectivity Intellect x1.2, Telomerase Syndrome Life Expectancy +50 (the largest single Life Expectancy source in the game, on the attribute that gates Colonel, Expressionist and Sustenance Architect). 🚫 The community's "mutations come from feeding too much of the same food" is refuted by the data.

2.8 Special items#

Item Effect Notes
Oath Token (DA_Memory_CareDirective) +50 to all ten mental attributes (500 points) one in the world (fourth Spire chamber via the Replica Scanner); reported reusable by four independent players; its tooltip says it slows the growth -- "inefficient by design"
Ash Notebook +100 to all ten 11 in the world (10 in The Maze); two cap every mental attribute at exactly 200
Porcine Vocal Interface Com +100, Cre +50, Emp +50 17 documented (Helios Reserve Lyra)
Cartridges Ada +20, Cre +25, Foc +25, Pat +20 each 18 titles, not 13 (+Poushki, Angerkoski, Amiga Boing Ball, Multima XI, Rising Tides/Mosetris) = 1,620 points; world loot, not minigame rewards, not repeatable; installing one puts the game on every terminal permanently and the item stays feedable -- install first, feed later
Memory of Aron +5 to all ten 5.5 questline item
Star Child memory StarChild > 0 the only key to the Star Child profession; a quest forks on growing vs recycling it
Digestive Overdrive (food) Adaptability +5 craftable, the only mental attribute from a jar
Eden pear ("Child of the Orchard") +1 to all five physical the vernier that makes zero-overshoot physical recipes possible; comes back from orbit, 1 per human tier

2.9 A human with no profession is a legitimate product#

Project Jonah (doc 17 §11) asks for "a grown human" -- no attribute gate, no profession, no tier: the socket only wants a living signal. The cheapest viable human is the floor recipe -- nine macro jars, 5 Physique Fuel / 3 High-Fat / 1 Nutri-Core -> Height 31 / Weight 32 / Life Expectancy 11 against the 30 / 20 / 10 floors (§2.6) -- with no memories, about two hours of rack time, and whatever job the roll hands it is irrelevant. Grow it in the rack nearest the pod slot, pod it, carry it to the socket (Angels attack on sight of a carried human; no clock runs on a grown one). The same floor-only recipe is the answer to any future "a human, any human" objective, and it is the right way to spend a spare seed rather than a spare rare memory.

Two related notes. Omega Nursery's reward (doc 17 Q43) is the wiki's Platform Omega memory list -- Cognitive Cards ×2, Encyclopedia, Mystery Box, Stopwatch, Where's Tommy, Maps, Meditation, Music Notes ×2, Programming Manual, Assembly Instructions, Commander's Log, Guitar, Camera, Crayon, Mirror, Small Human Art, Teddy Bear -- which is precisely the Patience / Wisdom / Logic band this cookbook exhausts first (§5.2), so the quest is worth doing for the pantry alone. And on a modded install (docs/mods/18-installed-mod-stack.md): Nexus #167 Buoy Memories doubles every memory's teaching value, so a recipe fed exactly as printed here overshoots its mental targets -- feed memories one at a time against the prediction panel, or halve them.


3. Part C -- quality, capsules, committees, Eden#

3.1 Every human has a Value#

✅ The mined ST_Humanity table defines Value: {0}, Synthetic age, Tier, Days in space, Social ID, and a ten-field orbital condition panel (Neural Focus, Muscle Condition, Bone Density, Psychological Stability, Metabolic Efficiency, Cognitive Clarity, Stress Levels, Fatigue Level, Visual Acuity, Memory Retention) that nothing public mentions. Players quote it: "Teacher / Age 18+ / Tier 1 / Value 9.2"; the committee panel shows the sum of its members' Values; two rosters read 678.5 over 60 humans and 521.7 over 47 (~11.2 average). 🧮 T1 humans sit near 9, so Value rises with tier. 🔴 Its formula and what consumes it are unpublished. Tier is not shown on the pod, only on the committee panel -- you know the tier from the profession name.

3.2 Capsules pay by a six-level reward tier#

✅ Six VoyageRocketReward assets (Level0 .. Level5), each drawing from four loot tables (common materials, uncommon materials, a memory pool, "production modifiers"):

Reward level Loot rolls Memories returned Unlocks
0 1 1 --
1 1 2 --
2 2 3 Rare materials enter the pool
3 3 5 Artifact materials enter the pool
4 4 10 --
5 6 30 --

The shared DA_LT_HumanReward table rolls Quantum Crystal x1, Carbon Fiber x10, Titanium x10 and 3 coffee seeds at equal weight. 🔴 What sets the level is Blueprint logic the mine could not decode (identifiers only); the community's "the capsule reflects the quality of the humans sent" plus the Value-rises-with-tier reading means higher-tier humans buy higher capsule levels. First-hand: the first capsule paid +200 XP, +20 enhancer points, the Farming Bed (the quest reward, on top of the loot).

🏁 The memory economy is NOT closed. DA_LT_Memories_All_LevelN pays 1 to 30 memories per launch from a 31-item pool of world-loot memories -- Ash Notebook, Oath Token and Porcine Vocal Interface are not in that pool. Doc 18's "every memory you spend is gone" holds only for the artifacts. Log three capsules' contents (§7).

3.3 Committees -- what gates them and what they do#

Fact Value Grade
Unlock The Council of Humanity (after the first capsule) ✅
Seats 4 per committee, all four required to operate (mined MinimumOperationalMemberPercentage 1.0; three of four pays nothing) ✅
Age gate 18 for committees 1-8, 21 for #9, 22 for #10 (four sources; the wiki's flat 18 is refuted) 👥
The real gate Days in Space >= 1 = 24 hours real time after arrival, not age 👥
Assignment press E at the panel, a 5-minute forming window, auto-assign only, no re-seating; only the top-listed profession counts; duplicates are dead weight 👥
Ageing ~1 year per real day per most reports (mined IncubationMonthRange 216-240 = humans arrive at 18-20); Life Expectancy does not drive it; no death confirmed 📗
What they do at 0.8.0 almost nothing -- "most committees don't do anything right now". Exactly three issue quests: Habitat Care -> True Choices + The Forbidden Fruit; Cognitive Resilience -> Echoes for Orbit; Culture & Memory -> Before the Archives -- and those are the key ring for the Eden seed economy 👥

Committee order that pays: Habitat Care first (it issues the quests that start Eden), then the other two quest-issuers; the rest are completion, not power.

3.4 The Eden loop#

Eden is "a pyramid built to receive life from orbit" at Pishon (north-east of The Last Listener Station). The return table: Human -> Pear (1 per tier) · Pear -> Birch · HoloMemory -> Pine (1 per rocket) · Cave Painting -> Cherry (1 per rocket) -- and HoloMemories and Cave Paintings are re-sendable forever. Nine Eden tile assets ship. An Eden Frame (Small) costs 50 Stainless Steel + 3 Connector Ports + 2 Storage Cylinders + 1 Compression Pump; a Farming Platform 8 Stainless Steel; Stainless Steel = 1 Iron + 10 L oil at a Fabricator with an Oil Tank on its bottom oil port (doc 09 §2.1 -- no blueprint gate; oil from Black Vein Station's pump, found barrels, or later the Recovery Grinder). Farming (the Elysium Bed) grows trees and pears for orbit -- it does not feed the food chain (§4).

The frame, first-hand [2026-09-04, 5.5 live]. The Eden Frame's prompts run fresh water -> power -> "add biomatter and a restoration seed"; biomatter becomes soil in the bed, and the bed also wants light (the mined ST_Farming states run soil -> water -> light -> rooting -> rooted -> growing -> mature -> decaying / preserved). Restoration seeds are not found -- they come DOWN: the first pear seed is in the capsule of the first launch (one per human tier), and The Forbidden Fruit's mined objectives read verbatim "Add Pears to the rocket" -> "Launch the rocket and deliver the Pears to space" -> "Wait for the reward pod to land. Sail to it and claim a Restoration Seed" -- pears ride the rocket like pods and the seed lands in a reward pod. Robert's pear tree was still Growing after ~2 h with him present; launch-era reports put Mature at ~3 h real, then ~3 game days per pear per tree, re-fruiting indefinitely; growth pauses while you are away (the trees do not die), and the failure mode is starvation reverting the plant to a seed, not destruction. Only one pear, one hologram and one painting are needed for the maximum capsule reward.

Samples, settled from the mine [2026-09-05]. One handheld tool does it all: the Replica Scanner (T3, 1 SP; internally ScanTool) scans cave paintings and statues on foot ("Take Sample" / "Sample captured"; "Culture & Memory is requesting scans of cave paintings and statues"), while HoloMemory scenes are visible only through the Camera Drone and are sampled from its view ("The Photodrone can recover them from old sensor residue"; "Cognitive Resilience is requesting HoloMemory samples"). Samples are catalogue entries, not carried items: at the rocket they are transferred into the payload module's data container and launched, and the catalogue keeps them -- hence "re-send the same holograms and cave paintings over and over". Nothing in the game marks where a scene is; the crowd-sourced wiki Samples table (67 hologram/event samples 002-131, 44 cave-painting/rock samples 502-704, each with a location) is the only list -- Exodus alone holds seven holograms (002 Chosen One at the entrance building, 003 Returned Toy by the main-platform power input, 118-122 around the control centre, the helicopter platform and the first moving platform), Black Vein four (013-015, 123), Lazarus one (125, Hall of Humanity), and the cave paintings cluster at the Quarantine Stacks, the three Spires and the named caves (doc 12 §4.2).


4. Part D -- what makes what (the ingredient chain)#

Full treatment, cost tables and 20 registered conflicts: docs/ref/growth-research/food-chain.md.

The one sentence: seaweed is carbs and protein, waste is fat, organic is omega-3, light is vitamin D, dark is calcium, shark flesh is the whole nanite tier -- and all of it comes out of a Soilforge.

Ingredient Band Organic in Where the organic comes from Renewable
Carbohydrate, Protein Common Bio Seaweed boat net, cocoons ✅
Fat Common Bio Waste net, cocoons, crawlers, every item a rack eats ✅ self-priming
Omega-3 Uncommon Bio Organic net, cocoons, crawlers ✅
Vitamin D Uncommon Bio Light Pink Slime only (the light-loving slime, which appears red in game) ⚠️ probably finite
Calcium Uncommon Bio Dark Red Slime only (the dark-loving slime, which appears black in game) ⚠️ probably finite
Nanite Nutrient, Mitochondrial Amplifier, Bioregulator Rare Bio Flesh Talon Shark 5-10 each (100%), Laser Shark ~2x, Angels ✅ sharks respawn

Structural facts: (1) no ingredient is looted, fished, farmed or bought -- one machine family (Soilforge T10/1 SP, Soilforge Prime T21/2 SP) makes all nine; (2) the organic decides the ingredient, and the output is a per-organic loot table, rolled -- Bio Flesh gives one of the three Rare ingredients, so Ultimate Genesis's 5:1:1 mix is fought against a ~1:1:1 supply; no input-to-output ratio is published anywhere (test T-2: count one stack through); (3) the Food Processor (T10/2 SP) draws 2.0 kW running, 100 W idle (first publication); (4) the Rare band is renewable and the Uncommon band may not be -- six of the thirteen jars need Calcium, so never burn Bio Light or Bio Dark as fuel. The wiki says slimes do not respawn (twice) and a Nexus mod exists for players who ran out; one unverified Steam post claims survivors multiply, and Robert has seen no regrowth at cleared nests on 5.5 first-hand 2026-09-04 -- plan both as finite (sparing a survivor costs nothing, but do not count on it). Harvesting first-hand 2026-09-04: the light-lover charges a headlamp (worse with the Eclipse) -- lamp as bait plus a gun; the dark-lover hates light -- hunt it in the dark, or Eclipse it (whether a light-killed one still drops Bio Dark is test T-3).

Costs. One Ultimate Genesis = 1 Nanite Nutrient + 5 Mitochondrial Amplifier + 1 Bioregulator + 1,250 L fresh water + ~2 kWh. An Intellect-221 human = 8 Ultimate Genesis (56 Rare, 10,000 L water, ~16 kWh) on top of the rack's own 10 kWh and 10,000 L -- about 20,000 L per top-tier human, double the published figure. A Weight-200 Neural Architect is free (25 High-Fat, zero Rare). The full T4 campaign's food side is ~350 Rare ingredients and ~100,000 L of water (ten hours of one purifier). ⚠️ The Nanite Infusion recipe differs between the wiki (1 Fat + 1 Calcium + 4 Nanite Nutrient) and the 5.5 asset (3 Bioregulator + 1 Mitochondrial Amplifier + 1 Nanite Nutrient) -- read the craft panel before planning on it.


5. Part E -- the cookbook#

5.1 How the recipes were made, and how to read them#

tools/council_solver.py builds each seat's feed from the mined tables: it must exceed every gated threshold (+1, the Greater rule), clear the viability floors, and minimise a scarcity-weighted item cost plus a penalty for every other profession the human would also qualify for (a competitor of lower tier than the target costs little, equal tier a lot, higher tier the most -- mirroring the selection rule). Assumptions: the wiki's decay bands with an effective cap of 225; scarcity weights are doctrine (Ash Notebook dearest, then Porcine Vocal Interface, then cartridges, then world loot by rarity); the documented world census (418 memory instances, a floor) as supply.

Each seat has two routes:

  • Pantry -- macro and micro jars only (the four macro jars Robert already owns, plus the five micro jars at 1 SP each). More items, cheaper ingredients, craftable now.
  • Dense -- nanite-tier jars allowed (Hyper-Evolution, Nanite Infusion, Mitochondrial Surge, Ultimate Genesis); fewest items. The Height-gated seats (the Logistics family, Guardian, Chancellor, Sustenance Architect) need this route -- every tall jar also stacks Strength, so a jars-only Logistics build wakes the Engineers and Military families.

Watch-outs column: "also qualifies" lists professions the recipe cannot avoid (bold = equal or higher tier, a real roll risk); "do not add" lists the attributes sitting within 10 points of qualifying the human for a rival profession as well ("+N also qualifies as X" says how close) -- leave those attributes alone, and remember the +50/+20 Like (§2.7) can cross a 50-point gap on its own.

Mass first-hand 2026-09-05. The rack holds 100 kg per load and every jar weighs 2 kg, so any route over ~50 jars exceeds one load: Logistics High Command pantry (71 jars = 142 kg), Colonel of Humanity (67), Sustenance Architect (65), Biosphere Director (54), Existential Chancellor (53) and Quantum Physicist (46 jars + 37 memories). Use the dense route, or the community's pause-and-add. Memory masses seen on the tiles: The Art of War and Compass 5 kg, notes ~3.5 kg, Plans 2.5 kg, First Aid / photos / Guitar 2 kg, Mystery Box 1.5 kg, Crayon 1.2 kg, Encyclopedia 1 kg, cartridges 0.6-0.9 kg.

Known solver caveat. v2.0.0 weights Uncommon jars as cheap, so several Engineers / Military dense routes spend 12 Muscle Fortification each -- the jar that costs 12 finite Vitamin D apiece. If Bio Light / Bio Dark are finite (§4) the micro jars deserve a scarcity weight; until the recipes are re-run, prefer Mitochondrial Surge (Str 28, shark-fed) over Muscle Fortification (Str 15) for Strength gates. Substitutions are legitimate when a listed memory runs out -- swap for one with the same attributes (Mystery Box, Stopwatch and Where's Tommy all give Patience 5; Encyclopedia Wis 10 / Log 5 stands in for Biology Notes Wis 10 plus a Logic item), then re-check the prediction panel for a second 100% before BEGIN.

<!-- generated by tools/council_render.py from docs/data/council-*.json -->

Per-committee recipes#

Committee: Deck Operations (tier 1)

Seat Needs Pantry route (jars only) Dense route (nanite tier) Watch-outs
Maintenance Engineer (T1) Log 3 · Foc 4 · Dis 5 · Str 50 food 5x Physique Fuel, 2x Muscle Fortification, 1x High-Fat<br>mem 1x Assembly Instructions, 1x Small Tree, 1x Where's Tommy<br>(11 items) food 3x Muscle Fortification, 3x Physique Fuel, 1x Bone-Fortify, 1x High-Fat<br>mem 1x Assembly Instructions, 1x Small Tree, 1x Where's Tommy<br>(11 items) pantry: do not add: Pat (+1 also qualifies as Field Research Scientist); Pat (+1 also qualifies as Manual Holder); Cre (+2 also qualifies as Station Roamer)<br>dense: do not add: Pat (+1 also qualifies as Field Research Scientist); Pat (+1 also qualifies as Manual Holder); Cre (+2 also qualifies as Station Roamer)
Basic Supplier (T1) Foc 4 · Dis 3 · Log 2 · H 100 food 19x Physique Fuel, 2x High-Fat, 1x Mind Surge, 1x Nutri-Core<br>mem 2x Assembly Instructions, 1x Where's Tommy<br>(26 items) food 4x Hyper-Evolution, 1x High-Fat<br>mem 2x Assembly Instructions, 1x Where's Tommy<br>(8 items) pantry: do not add: Pat (+1 also qualifies as Nutrient Handler); Pat (+1 also qualifies as Lab Technician); Dis (+2 also qualifies as Maintenance Engineer)<br>dense: do not add: Pat (+1 also qualifies as Nutrient Handler); Pat (+1 also qualifies as Lab Technician); Dis (+2 also qualifies as Maintenance Engineer)
Nutrient Handler (T1) H 160 · Pat 5 · Cre 4 · Lea 3 · LE 50 food 29x Physique Fuel, 7x Mind Surge, 3x High-Fat, 2x Nutri-Core<br>mem 2x Small Tree, 1x Camera, 1x The Art of War<br>(45 items) food 21x Physique Fuel, 2x High-Fat, 1x Mind Surge, 1x Nutri-Core, 1x Ultimate Genesis<br>mem 2x Small Tree, 1x Camera, 1x The Art of War<br>(30 items) pantry: do not add: Cre (+1 also qualifies as Visual Technician); Com (+1 also qualifies as Sculptor); Lea (+1 also qualifies as Growth Specialist)<br>dense: do not add: Cre (+1 also qualifies as Visual Technician); Com (+1 also qualifies as Sculptor); Lea (+1 also qualifies as Growth Specialist)
Door Jammer (T1) Dis 2 · Lea 5 · Foc 2 · Str 60 food 5x Physique Fuel, 2x Muscle Fortification, 2x Nutri-Core<br>mem 1x Commander's Log, 1x Guitar<br>(11 items) food 6x Physique Fuel, 2x Bone-Fortify, 1x High-Fat, 1x Nutri-Core<br>mem 1x Commander's Log, 1x Guitar<br>(12 items) pantry: do not add: Foc (+1 also qualifies as Station Roamer); Com (+2 also qualifies as Visual Technician); Cre (+2 also qualifies as Nutrient Handler)<br>dense: do not add: Foc (+1 also qualifies as Station Roamer); Com (+2 also qualifies as Visual Technician); Cre (+2 also qualifies as Nutrient Handler)

Committee: Habitat Care (tier 1)

Seat Needs Pantry route (jars only) Dense route (nanite tier) Watch-outs
Room Supervisor (T1) Lea 5 · Emp 3 · Com 4 · LE 40 food 6x Mind Surge, 4x Physique Fuel, 1x High-Fat, 1x Nutri-Core<br>mem 2x Teddy Bear, 1x The Art of War<br>(15 items) food 4x Mind Surge, 3x Nutri-Core, 2x Physique Fuel, 1x High-Fat, 1x Immune Boost<br>mem 1x Small Human Art, 1x The Art of War<br>(13 items) pantry: do not add: Lea (+1 also qualifies as Growth Specialist); Lea (+1 also qualifies as Guard); Com (+1 also qualifies as Manual Holder)<br>dense: do not add: Lea (+1 also qualifies as Growth Specialist); Emp (+1 also qualifies as Health Assistant); Lea (+1 also qualifies as Guard)
Health Assistant (T1) Emp 5 · Pat 4 · Wis 3 · W 50 food 7x High-Fat, 4x Physique Fuel, 1x Nutri-Core<br>mem 2x Teddy Bear, 1x Biology Notes, 1x Small Tree<br>(16 items) food 7x High-Fat, 4x Physique Fuel, 1x Nutri-Core<br>mem 2x Teddy Bear, 1x Biology Notes, 1x Small Tree<br>(16 items) pantry: do not add: Pat (+1 also qualifies as Nutrient Handler); Dis (+1 also qualifies as Maintenance Engineer); Wis (+1 also qualifies as Doctor)<br>dense: do not add: Pat (+1 also qualifies as Nutrient Handler); Dis (+1 also qualifies as Maintenance Engineer); Wis (+1 also qualifies as Doctor)
Teacher (T2) Com 15 · Wis 10 · Pat 12 · W 60 · H 160 food 30x Physique Fuel, 8x High-Fat, 1x Nutri-Core<br>mem 3x Small Tree, 2x Biology Notes, 2x Plans<br>(46 items) food 8x Mitochondrial Surge, 5x High-Fat<br>mem 3x Small Tree, 2x Plans, 1x Biology Notes, 1x Cognitive Cards<br>(20 items) pantry: do not add: Pat (+1 also qualifies as Growth Specialist); Dis (+2 also qualifies as Energy Engineer); Cre (+2 also qualifies as Station Roamer)<br>dense: do not add: Pat (+1 also qualifies as Growth Specialist); Log (+1 also qualifies as Lab Technician); Dis (+2 also qualifies as Energy Engineer)
Lab Technician (T1) Wis 3 · Log 5 · Pat 5 · Int 80 food 4x Mind Surge, 3x Neuro-Boost, 3x Nutri-Core, 2x Physique Fuel, 1x High-Fat<br>mem 2x Cognitive Cards, 1x Bowling Pin, 1x Small Tree<br>(17 items) food 4x Mind Surge, 2x Nutri-Core, 1x High-Fat, 1x Ultimate Genesis<br>mem 2x Cognitive Cards, 1x Bowling Pin, 1x Small Tree<br>(12 items) pantry: do not add: Dis (+1 also qualifies as Maintenance Engineer); Log (+1 also qualifies as Systems Engineer); Log (+1 also qualifies as Distributor)<br>dense: do not add: Dis (+1 also qualifies as Maintenance Engineer); Log (+1 also qualifies as Systems Engineer); Log (+1 also qualifies as Distributor)

Committee: Transit & Distribution (tier 1)

Seat Needs Pantry route (jars only) Dense route (nanite tier) Watch-outs
Systems Engineer (T2) Log 10 · Foc 10 · Dis 10 · Str 70 food 5x Endura-Growth, 5x Muscle Fortification, 2x Physique Fuel<br>mem 2x Assembly Instructions, 2x Guitar, 2x Small Tree, 1x Where's Tommy<br>(19 items) food 3x Endura-Growth, 3x Muscle Fortification, 2x Physique Fuel, 1x Bone-Fortify<br>mem 2x Assembly Instructions, 2x Guitar, 2x Small Tree, 1x Where's Tommy<br>(16 items) pantry: do not add: Pat (+1 also qualifies as Growth Specialist); Dis (+2 also qualifies as Guard); Ada (+3 also qualifies as Station Roamer)<br>dense: do not add: Pat (+1 also qualifies as Growth Specialist); Dis (+2 also qualifies as Guard); Ada (+3 also qualifies as Station Roamer)
Distributor (T2) Foc 15 · Dis 12 · Log 10 · H 160 food 29x Physique Fuel, 2x Nutri-Core, 1x Bone-Fortify, 1x High-Fat, 1x Mind Surge<br>mem 4x Assembly Instructions, 2x Guitar, 2x Where's Tommy, 1x Small Tree<br>(43 items) food 6x Hyper-Evolution, 1x High-Fat<br>mem 4x Assembly Instructions, 2x Guitar, 2x Where's Tommy, 1x Small Tree<br>(16 items) pantry: ⚠ also qualifies: Maintenance Engineer, Systems Engineer<br>do not add: Pat (+1 also qualifies as Growth Specialist); Ada (+3 also qualifies as Station Roamer); Dis (+3 also qualifies as Guard)<br>dense: do not add: Pat (+1 also qualifies as Growth Specialist); Ada (+3 also qualifies as Station Roamer); Dis (+3 also qualifies as Guard)
Growth Specialist (T2) Pat 15 · Cre 20 · Lea 10 · H 180 · LE 60 food 33x Physique Fuel, 9x Mind Surge, 2x Nutri-Core, 1x High-Fat<br>mem 3x Camera, 3x Small Tree, 2x The Art of War, 1x Bowling Pin, 1x Music Notes<br>(55 items) food 24x Physique Fuel, 3x High-Fat, 2x Mind Surge, 2x Nutri-Core, 1x Ultimate Genesis<br>mem 3x Camera, 3x Small Tree, 2x The Art of War, 1x Bowling Pin, 1x Music Notes<br>(42 items) pantry: do not add: Dis (+1 also qualifies as Guard); Ada (+3 also qualifies as Station Roamer); Foc (+3 also qualifies as Door Jammer)<br>dense: do not add: Dis (+1 also qualifies as Guard); Ada (+3 also qualifies as Station Roamer); Foc (+3 also qualifies as Door Jammer)
Guard (T2) Dis 15 · Lea 10 · Foc 12 · Str 120 food 7x Muscle Fortification, 3x Endura-Growth, 2x Physique Fuel<br>mem 2x Small Tree, 2x Where's Tommy, 1x Commander's Log, 1x Compass<br>(18 items) food 7x Muscle Fortification, 1x Bone-Fortify, 1x Nutri-Core, 1x Physique Fuel<br>mem 2x Small Tree, 2x Where's Tommy, 1x Commander's Log, 1x Compass<br>(16 items) pantry: do not add: LE (+1 also qualifies as Room Supervisor); Cre (+2 also qualifies as Station Roamer); Log (+3 also qualifies as Basic Supplier)<br>dense: do not add: LE (+1 also qualifies as Station Roamer); Log (+3 also qualifies as Basic Supplier); Foc (+3 also qualifies as Distributor)

Committee: Power & Security (tier 1)

Seat Needs Pantry route (jars only) Dense route (nanite tier) Watch-outs
Energy Engineer (T3) Log 30 · Foc 30 · Dis 30 · Str 120 food 7x Muscle Fortification, 3x Endura-Growth, 2x Physique Fuel<br>mem 5x Small Tree, 5x Where's Tommy, 4x Assembly Instructions, 2x Guitar<br>(28 items) food 7x Muscle Fortification, 3x Endura-Growth, 2x Physique Fuel<br>mem 5x Small Tree, 5x Where's Tommy, 4x Assembly Instructions, 2x Guitar<br>(28 items) pantry: do not add: LE (+1 also qualifies as Room Supervisor); Ada (+3 also qualifies as Station Roamer); Dis (+3 also qualifies as Resource Director)<br>dense: do not add: LE (+1 also qualifies as Room Supervisor); Ada (+3 also qualifies as Station Roamer); Dis (+3 also qualifies as Resource Director)
Resource Director (T3) Foc 40 · Dis 35 · Log 30 · H 190 food 38x Physique Fuel, 1x High-Fat<br>mem 6x Small Tree, 4x Assembly Instructions, 2x Guitar, 2x Where's Tommy, 1x Angerkoski<br>(54 items) food 7x Hyper-Evolution<br>mem 7x Where's Tommy, 6x Small Tree, 4x Assembly Instructions, 2x Guitar<br>(26 items) pantry: ⚠ also qualifies: Maintenance Engineer, Systems Engineer, Energy Engineer, Station Roamer<br>do not add: LE (+2 also qualifies as Room Supervisor); Dis (+3 also qualifies as Station Protector); Emp (+4 also qualifies as Visual Technician)<br>dense: do not add: Ada (+3 also qualifies as Station Roamer); Dis (+3 also qualifies as Station Protector); Emp (+4 also qualifies as Visual Technician)
Station Quartermaster (T2) Lea 15 · Emp 10 · Com 10 · LE 70 food 9x Mind Surge, 3x Nutri-Core, 2x Physique Fuel, 1x Immune Boost<br>mem 2x Teddy Bear, 2x The Art of War, 1x Cards<br>(20 items) food 8x Mind Surge, 3x Nutri-Core, 2x High-Fat, 2x Physique Fuel, 1x Neuro-Boost<br>mem 2x Teddy Bear, 2x The Art of War, 1x Cards<br>(21 items) pantry: do not add: Com (+1 also qualifies as Teacher); Cre (+2 also qualifies as Station Roamer); Dis (+3 also qualifies as Door Jammer)<br>dense: do not add: Com (+1 also qualifies as Teacher); Cre (+2 also qualifies as Station Roamer); Dis (+3 also qualifies as Door Jammer)
Station Protector (T3) Dis 40 · Lea 30 · Foc 35 · Str 130 · H 180 food 34x Physique Fuel, 4x Nutri-Core<br>mem 6x Where's Tommy, 4x Commander's Log, 3x Small Tree, 2x Compass<br>(53 items) food 34x Physique Fuel, 4x Nutri-Core<br>mem 6x Where's Tommy, 4x Commander's Log, 3x Small Tree, 2x Compass<br>(53 items) pantry: do not add: Cre (+2 also qualifies as Station Roamer); Lea (+3 also qualifies as Settlement Governor); Log (+3 also qualifies as Basic Supplier)<br>dense: do not add: Cre (+2 also qualifies as Station Roamer); Lea (+3 also qualifies as Settlement Governor); Log (+3 also qualifies as Basic Supplier)

Committee: Cognitive Resilience (tier 2)

Seat Needs Pantry route (jars only) Dense route (nanite tier) Watch-outs
Theoretical Scientist (T3) Wis 40 · Log 25 · Pat 30 · Int 170 food 7x Mind Surge, 7x Neuro-Boost, 3x Nutri-Core, 2x Physique Fuel, 1x Endura-Growth, 1x High-Fat<br>mem 7x Small Tree, 4x Encyclopedia, 1x Assembly Instructions, 1x Biology Notes<br>(34 items) food 6x Mind Surge, 5x Neuro-Boost, 1x Endura-Growth, 1x Ultimate Genesis<br>mem 7x Small Tree, 4x Encyclopedia, 1x Assembly Instructions, 1x Biology Notes<br>(26 items) pantry: do not add: Pat (+1 also qualifies as Neuro Specialist); Cre (+2 also qualifies as Station Roamer); Log (+3 also qualifies as Energy Engineer)<br>dense: do not add: Pat (+1 also qualifies as Neuro Specialist); Cre (+2 also qualifies as Station Roamer); Log (+3 also qualifies as Energy Engineer)
Neuro Specialist (T3) Emp 40 · Pat 35 · Wis 30 · W 120 food 15x High-Fat, 3x Physique Fuel<br>mem 14x Teddy Bear, 8x Small Tree, 3x Biology Notes, 1x Cognitive Cards<br>(44 items) food 15x High-Fat, 3x Physique Fuel<br>mem 12x Teddy Bear, 8x Small Tree, 3x Biology Notes, 1x Cognitive Cards, 1x Small Human Art<br>(43 items) pantry: do not add: Pat (+1 also qualifies as Biosphere Director); Dis (+1 also qualifies as Station Protector); Log (+1 also qualifies as Lab Technician)<br>dense: do not add: Pat (+1 also qualifies as Biosphere Director); Dis (+1 also qualifies as Station Protector); Log (+1 also qualifies as Lab Technician)
Professor (T3) Com 20 · Wis 60 · Pat 30 · W 90 · H 180 food 27x Physique Fuel, 7x High-Fat, 5x Bone-Fortify<br>mem 7x Biology Notes, 7x Small Tree, 2x Plans, 1x The Art of War<br>(56 items) food 8x High-Fat, 8x Mitochondrial Surge, 3x Physique Fuel<br>mem 7x Biology Notes, 7x Small Tree, 2x Plans, 1x The Art of War<br>(36 items) pantry: do not add: Lea (+1 also qualifies as Growth Specialist); Pat (+1 also qualifies as Neuro Specialist); Lea (+1 also qualifies as Guard)<br>dense: do not add: Lea (+1 also qualifies as Growth Specialist); Pat (+1 also qualifies as Neuro Specialist); Lea (+1 also qualifies as Guard)
Star Analyzer (T2) Cre 20 · Ada 15 · Foc 10 · Str 100 · LE 60 food 7x Mind Surge, 4x Muscle Fortification, 3x Physique Fuel, 2x Nutri-Core, 1x Bone-Fortify<br>mem 4x Digestive Overdrive, 3x Camera, 2x Guitar, 1x Where's Tommy<br>(27 items) food 5x Mind Surge, 4x Muscle Fortification, 3x Nutri-Core, 3x Physique Fuel, 1x Bone-Fortify, 1x Neuro-Boost<br>mem 4x Digestive Overdrive, 3x Camera, 2x Guitar, 1x Where's Tommy<br>(27 items) pantry: do not add: Pat (+1 also qualifies as Nutrient Handler); W (+1 also qualifies as Health Assistant); Pat (+1 also qualifies as Lab Technician)<br>dense: do not add: Pat (+1 also qualifies as Nutrient Handler); Pat (+1 also qualifies as Lab Technician); Foc (+2 also qualifies as Guard)

Committee: Culture & Memory (tier 2)

Seat Needs Pantry route (jars only) Dense route (nanite tier) Watch-outs
Visual Technician (T1) Cre 5 · Emp 3 · Com 4 · LE 50 food 5x Mind Surge, 4x Nutri-Core, 2x High-Fat, 1x Immune Boost, 1x Physique Fuel<br>mem 1x Cards, 1x Music Notes<br>(15 items) food 6x Mind Surge, 3x Nutri-Core, 2x Physique Fuel, 1x Immune Boost<br>mem 1x Cards, 1x Music Notes<br>(14 items) pantry: do not add: Emp (+1 also qualifies as Health Assistant); W (+1 also qualifies as Manual Holder); Com (+2 also qualifies as Sculptor)<br>dense: do not add: Emp (+1 also qualifies as Health Assistant); Com (+2 also qualifies as Sculptor); Com (+2 also qualifies as Station Quartermaster)
Sculptor (T2) Cre 20 · Emp 15 · Com 10 · LE 80 food 10x Mind Surge, 3x Nutri-Core, 2x Physique Fuel, 1x Neuro-Boost<br>mem 6x Teddy Bear, 2x Crayon, 2x Music Notes, 1x Guitar<br>(27 items) food 12x Mind Surge, 4x Physique Fuel, 2x High-Fat, 1x Nutri-Core<br>mem 6x Teddy Bear, 2x Crayon, 2x Music Notes, 1x Guitar<br>(30 items) pantry: do not add: Ada (+3 also qualifies as Station Roamer); Dis (+3 also qualifies as Door Jammer); Log (+3 also qualifies as Basic Supplier)<br>dense: do not add: Ada (+3 also qualifies as Station Roamer); Dis (+3 also qualifies as Door Jammer); Log (+3 also qualifies as Basic Supplier)
Cultural Archivist (T3) Cre 45 · Emp 40 · Com 35 · LE 140 food 21x Mind Surge, 4x Nutri-Core, 2x Physique Fuel, 1x High-Fat<br>mem 12x Teddy Bear, 6x Music Notes, 2x Camera, 1x Cards<br>(49 items) food 21x Mind Surge, 4x Nutri-Core, 3x Physique Fuel<br>mem 12x Teddy Bear, 6x Music Notes, 2x Camera, 1x Cards<br>(49 items) pantry: do not add: Ada (+3 also qualifies as Station Roamer); Dis (+3 also qualifies as Door Jammer); Log (+3 also qualifies as Basic Supplier)<br>dense: do not add: Str (+3 also qualifies as Maintenance Engineer); Ada (+3 also qualifies as Station Roamer); Dis (+3 also qualifies as Door Jammer)
Manual Holder (T1) Com 5 · Wis 10 · Pat 10 · W 40 · H 100 food 19x Physique Fuel, 5x High-Fat, 1x Mind Surge<br>mem 3x Small Tree, 2x Biology Notes, 2x Guitar<br>(32 items) food 19x Physique Fuel, 5x High-Fat, 1x Mind Surge<br>mem 3x Small Tree, 2x Biology Notes, 2x Guitar<br>(32 items) pantry: do not add: Pat (+1 also qualifies as Growth Specialist); Dis (+1 also qualifies as Guard); W (+1 also qualifies as Teacher)<br>dense: do not add: Pat (+1 also qualifies as Growth Specialist); Dis (+1 also qualifies as Guard); W (+1 also qualifies as Teacher)

Committee: Governance & Logistics (tier 2)

Seat Needs Pantry route (jars only) Dense route (nanite tier) Watch-outs
Settlement Governor (T3) Lea 40 · Emp 30 · Com 35 · LE 100 food 14x Mind Surge, 5x Nutri-Core, 1x High-Fat, 1x Physique Fuel<br>mem 5x Cards, 4x The Art of War, 2x Teddy Bear, 1x Compass<br>(33 items) food 10x Mind Surge, 1x Physique Fuel, 1x Ultimate Genesis<br>mem 5x Cards, 4x The Art of War, 2x Teddy Bear, 1x Compass<br>(24 items) pantry: do not add: Foc (+1 also qualifies as Station Roamer); Foc (+2 also qualifies as Maintenance Engineer); Foc (+2 also qualifies as Basic Supplier)<br>dense: do not add: Foc (+1 also qualifies as Station Roamer); Foc (+2 also qualifies as Maintenance Engineer); Foc (+2 also qualifies as Basic Supplier)
Logistics High Command (T4) Foc 100 · Dis 80 · Log 120 · H 220 food 69x Physique Fuel, 1x Bone-Fortify, 1x High-Fat<br>mem 13x Assembly Instructions, 11x Small Tree, 4x Blueprints, 1x Fluctuations, 1x Guitar, 1x PECO Athletics - Javelin, 1x PECO Athletics - Triple Jump, 1x Poushki<br>(104 items) food 12x Hyper-Evolution<br>mem 13x Assembly Instructions, 11x Small Tree, 4x Blueprints, 1x Chiptropolis, 1x Fluctuations, 1x Guitar, 1x PECO Athletics - Triple Jump, 1x Touchin the Chip<br>(45 items) pantry: ⚠ also qualifies: Maintenance Engineer, Systems Engineer, Energy Engineer, Quantum Engineer, Station Roamer, Star Analyzer<br>do not add: Com (+2 also qualifies as Visual Technician); W (+2 also qualifies as Doctor); Com (+2 also qualifies as Room Supervisor)<br>dense: do not add: LE (+1 also qualifies as Growth Specialist); LE (+1 also qualifies as Star Analyzer); Com (+2 also qualifies as Visual Technician)
Biosphere Director (T3) Pat 40 · Cre 35 · Lea 30 · H 190 · LE 120 food 29x Physique Fuel, 16x Mind Surge, 7x Nutri-Core, 1x Bone-Fortify, 1x High-Fat<br>mem 9x Small Tree, 6x Music Notes, 4x The Art of War<br>(73 items) food 8x Physique Fuel, 3x Nutri-Core, 2x Mind Surge, 2x Ultimate Genesis, 1x Bone-Fortify, 1x Hyper-Evolution, 1x Neuro-Boost<br>mem 9x Small Tree, 6x Music Notes, 4x The Art of War<br>(37 items) pantry: do not add: Lea (+1 also qualifies as Settlement Governor); Ada (+3 also qualifies as Station Roamer); Foc (+3 also qualifies as Door Jammer)<br>dense: do not add: Lea (+1 also qualifies as Settlement Governor); Ada (+3 also qualifies as Station Roamer); Foc (+3 also qualifies as Door Jammer)
Guardian of Humanity (T4) Dis 100 · Lea 80 · Foc 120 · H 200 · Str 200 food 33x Physique Fuel, 4x Bone-Fortify, 1x High-Fat, 1x Nutri-Core<br>mem 13x Where's Tommy, 11x Commander's Log, 10x Meditation, 5x Small Tree, 2x Compass<br>(80 items) food 16x Physique Fuel, 8x Bone-Fortify, 2x Nutri-Core, 1x High-Fat, 1x Ultimate Genesis<br>mem 13x Where's Tommy, 11x Commander's Log, 10x Meditation, 5x Small Tree, 2x Compass<br>(69 items) pantry: do not add: Cre (+2 also qualifies as Station Roamer); Log (+3 also qualifies as Basic Supplier); Emp (+4 also qualifies as Visual Technician)<br>dense: do not add: LE (+2 also qualifies as Sculptor); Cre (+2 also qualifies as Station Roamer); Log (+3 also qualifies as Basic Supplier)

Committee: Deep Systems (tier 3)

Seat Needs Pantry route (jars only) Dense route (nanite tier) Watch-outs
Quantum Engineer (T4) Log 80 · Foc 80 · Dis 60 · Str 180 food 12x Muscle Fortification, 1x High-Fat, 1x Physique Fuel<br>mem 13x Where's Tommy, 11x Assembly Instructions, 8x Small Tree, 2x Guitar, 2x Meditation<br>(50 items) food 12x Muscle Fortification, 1x High-Fat, 1x Physique Fuel<br>mem 13x Where's Tommy, 11x Assembly Instructions, 8x Small Tree, 2x Guitar, 2x Meditation<br>(50 items) pantry: do not add: Ada (+3 also qualifies as Station Roamer); Emp (+4 also qualifies as Visual Technician); Lea (+4 also qualifies as Nutrient Handler)<br>dense: do not add: Ada (+3 also qualifies as Station Roamer); Emp (+4 also qualifies as Visual Technician); Lea (+4 also qualifies as Nutrient Handler)
Quantum Physicist (T4) Wis 100 · Log 120 · Pat 80 · Int 220 food 27x Mind Surge, 9x Neuro-Boost, 7x Nutri-Core, 3x Endura-Growth<br>mem 17x Small Tree, 13x Encyclopedia, 7x Assembly Instructions<br>(83 items) food 23x Mind Surge, 11x Neuro-Boost, 8x Nutri-Core, 2x Endura-Growth, 2x Physique Fuel, 1x High-Fat<br>mem 17x Small Tree, 13x Encyclopedia, 7x Assembly Instructions<br>(84 items) pantry: do not add: Cre (+2 also qualifies as Station Roamer); Dis (+2 also qualifies as Guardian of Humanity); Foc (+3 also qualifies as Door Jammer)<br>dense: do not add: Cre (+2 also qualifies as Station Roamer); Dis (+2 also qualifies as Guardian of Humanity); Foc (+3 also qualifies as Door Jammer)
Neural Architect (T4) Emp 100 · Pat 80 · Wis 120 · W 200 food 25x High-Fat, 1x Physique Fuel<br>mem 34x Teddy Bear, 17x Small Tree, 13x Biology Notes<br>(90 items) food 25x High-Fat, 1x Physique Fuel<br>mem 13x Biology Notes, 2x Porcine Vocal Interface, 1x Chiptropolis, 1x Fluctuations, 1x Keys to Imagination, 1x PECO Athletics - 100m Dash, 1x Small Tree, 1x Teddy Bear<br>(47 items) pantry: do not add: Cre (+2 also qualifies as Station Roamer); Foc (+3 also qualifies as Door Jammer); Log (+3 also qualifies as Basic Supplier)<br>dense: do not add: Dis (+1 also qualifies as Maintenance Engineer); Foc (+1 also qualifies as Logistics High Command); Log (+3 also qualifies as Basic Supplier)
Sustenance Architect (T4) Pat 160 · Cre 50 · Lea 50 · H 200 · LE 180 food 33x Physique Fuel, 29x Mind Surge, 2x Nutri-Core, 1x High-Fat<br>mem 25x Small Tree, 8x Mystery Box, 6x Music Notes, 6x The Art of War, 3x Camera<br>(113 items) food 4x Ultimate Genesis, 3x Mind Surge, 1x Nutri-Core<br>mem 25x Small Tree, 8x Mystery Box, 6x Music Notes, 6x The Art of War, 3x Camera<br>(56 items) pantry: do not add: Ada (+3 also qualifies as Station Roamer); Foc (+3 also qualifies as Door Jammer); Log (+3 also qualifies as Basic Supplier)<br>dense: do not add: Ada (+3 also qualifies as Station Roamer); Foc (+3 also qualifies as Door Jammer); Log (+3 also qualifies as Basic Supplier)

Committee: Meaning & Frontier (tier 3)

Seat Needs Pantry route (jars only) Dense route (nanite tier) Watch-outs
Existential Expressionist (T4) Cre 120 · Emp 80 · Com 60 · LE 200 food 33x Mind Surge, 1x Nutri-Core<br>mem 3x Music Notes, 2x Porcine Vocal Interface, 1x Guitar<br>(40 items) food 33x Mind Surge, 1x Nutri-Core<br>mem 3x Music Notes, 2x Porcine Vocal Interface, 1x Guitar<br>(40 items) pantry: do not add: Foc (+1 also qualifies as Station Roamer); Emp (+1 also qualifies as Neural Architect); Foc (+2 also qualifies as Maintenance Engineer)<br>dense: do not add: Foc (+1 also qualifies as Station Roamer); Emp (+1 also qualifies as Neural Architect); Foc (+2 also qualifies as Maintenance Engineer)
Frontier Explorer (T4) Cre 80 · Ada 100 · Foc 120 · Str 120 · LE 140 food 19x Mind Surge, 6x Nutri-Core, 4x Muscle Fortification, 2x Physique Fuel, 1x Bone-Fortify<br>mem 1x Amiga Boing Ball, 1x Chiptropolis, 1x Digestive Overdrive, 1x Guitar Slinger, 1x PECO Athletics - 100m Dash, 1x PECO Athletics - Javelin<br>(38 items) food 19x Mind Surge, 6x Nutri-Core, 4x Muscle Fortification, 2x Physique Fuel, 1x Bone-Fortify<br>mem 1x Amiga Boing Ball, 1x Chiptropolis, 1x Digestive Overdrive, 1x Guitar Slinger, 1x PECO Athletics - 100m Dash, 1x PECO Athletics - Javelin<br>(38 items) pantry: do not add: Dis (+3 also qualifies as Door Jammer); Log (+3 also qualifies as Basic Supplier); Emp (+4 also qualifies as Visual Technician)<br>dense: do not add: Dis (+3 also qualifies as Door Jammer); Log (+3 also qualifies as Basic Supplier); Emp (+4 also qualifies as Visual Technician)
Mission Seeker (T3) Cre 35 · Ada 40 · Foc 30 · Str 100 · LE 90 food 9x Mind Surge, 5x Physique Fuel, 3x Muscle Fortification, 2x Neuro-Boost, 2x Nutri-Core, 1x Bone-Fortify<br>mem 5x Digestive Overdrive, 2x Guitar, 1x Camera, 1x Rising Tides (Mosetris)<br>(31 items) food 10x Mind Surge, 4x Nutri-Core, 3x Bone-Fortify, 2x Muscle Fortification, 1x Neuro-Boost, 1x Physique Fuel<br>mem 5x Digestive Overdrive, 2x Guitar, 1x Camera, 1x Chiptropolis<br>(30 items) pantry: do not add: W (+1 also qualifies as Health Assistant); Dis (+3 also qualifies as Door Jammer); Log (+3 also qualifies as Basic Supplier)<br>dense: do not add: Dis (+3 also qualifies as Door Jammer); Log (+3 also qualifies as Basic Supplier); Emp (+4 also qualifies as Visual Technician)
Colonel of Humanity (T4) Lea 120 · Emp 80 · Com 100 · LE 220 food 57x Mind Surge, 9x High-Fat, 1x Nutri-Core<br>mem 13x The Art of War, 12x Teddy Bear, 9x Cards<br>(101 items) food 57x Mind Surge, 9x High-Fat, 1x Nutri-Core<br>mem 13x The Art of War, 12x Teddy Bear, 9x Cards<br>(101 items) pantry: do not add: Str (+2 also qualifies as Systems Engineer); Cre (+2 also qualifies as Station Roamer); Dis (+3 also qualifies as Door Jammer)<br>dense: do not add: Str (+2 also qualifies as Systems Engineer); Cre (+2 also qualifies as Station Roamer); Dis (+3 also qualifies as Door Jammer)

Committee: Field Continuance (tier 3)

Seat Needs Pantry route (jars only) Dense route (nanite tier) Watch-outs
Field Research Scientist (T2) Wis 9 · Log 9 · Pat 10 · Int 110 food 6x Neuro-Boost, 2x High-Fat, 2x Nutri-Core, 1x Immune Boost, 1x Mind Surge, 1x Physique Fuel<br>mem 3x Small Tree, 1x Blueprints, 1x Encyclopedia<br>(18 items) food 5x Mind Surge, 2x Neuro-Boost, 1x High-Fat, 1x Ultimate Genesis<br>mem 3x Small Tree, 1x Blueprints, 1x Encyclopedia<br>(14 items) pantry: do not add: Pat (+1 also qualifies as Growth Specialist); Log (+1 also qualifies as Systems Engineer); Wis (+1 also qualifies as Doctor)<br>dense: do not add: Pat (+1 also qualifies as Growth Specialist); Log (+1 also qualifies as Systems Engineer); Wis (+1 also qualifies as Doctor)
Existential Chancellor (T4) Com 100 · Wis 120 · Pat 80 · W 120 · H 200 food 37x Physique Fuel, 16x High-Fat<br>mem 17x Small Tree, 13x Biology Notes, 9x Plans, 6x The Art of War<br>(98 items) food 37x Physique Fuel, 16x High-Fat<br>mem 17x Small Tree, 13x Biology Notes, 9x Plans, 6x The Art of War<br>(98 items) pantry: do not add: Cre (+2 also qualifies as Station Roamer); Foc (+3 also qualifies as Door Jammer); Log (+3 also qualifies as Basic Supplier)<br>dense: do not add: Cre (+2 also qualifies as Station Roamer); Foc (+3 also qualifies as Door Jammer); Log (+3 also qualifies as Basic Supplier)
Station Roamer (T1) Str 60 · Ada 2 · Cre 1 · Foc 3 · LE 20 food 6x Nutri-Core, 3x Physique Fuel, 1x Bone-Fortify, 1x Muscle Fortification<br>mem 1x Digestive Overdrive, 1x Guitar, 1x Where's Tommy<br>(14 items) food 4x Nutri-Core, 4x Physique Fuel, 1x Bone-Fortify, 1x High-Fat, 1x Muscle Fortification<br>mem 1x Compass, 1x Guitar<br>(13 items) pantry: do not add: Pat (+1 also qualifies as Nutrient Handler); Pat (+1 also qualifies as Lab Technician); Com (+2 also qualifies as Visual Technician)<br>dense: do not add: Lea (+1 also qualifies as Nutrient Handler); Com (+2 also qualifies as Visual Technician); Com (+2 also qualifies as Room Supervisor)
Doctor (T2) Emp 15 · Pat 12 · Wis 10 · W 80 food 9x High-Fat, 3x Physique Fuel, 2x Nutri-Core<br>mem 3x Small Tree, 2x Biology Notes, 2x Small Human Art, 2x Teddy Bear<br>(23 items) food 8x High-Fat, 6x Nutri-Core, 1x Physique Fuel<br>mem 3x Small Tree, 2x Biology Notes, 2x Small Human Art, 2x Teddy Bear<br>(24 items) pantry: do not add: Pat (+1 also qualifies as Growth Specialist); Dis (+1 also qualifies as Guard); Cre (+2 also qualifies as Station Roamer)<br>dense: do not add: Pat (+1 also qualifies as Growth Specialist); Dis (+1 also qualifies as Guard); Cre (+2 also qualifies as Station Roamer)

The 40-seat campaign allocation#

# Seat Tier Route Food Memories Overlap risk
1 Manual Holder T1 pantry 19x Physique Fuel, 5x High-Fat, 1x Mind Surge 3x Small Tree, 2x Biology Notes, 2x Guitar none
2 Lab Technician T1 pantry 5x Mind Surge, 3x Neuro-Boost, 3x Physique Fuel, 1x High-Fat, 1x Nutri-Core 2x Cognitive Cards, 2x Small Tree none
3 Visual Technician T1 pantry 7x Mind Surge, 3x Physique Fuel, 2x High-Fat, 2x Nutri-Core 2x Guitar, 2x Teddy Bear none
4 Nutrient Handler T1 pantry 29x Physique Fuel, 7x Mind Surge, 3x High-Fat, 2x Nutri-Core 2x Small Tree, 1x Camera, 1x The Art of War none
5 Maintenance Engineer T1 pantry 4x Physique Fuel, 3x Endura-Growth, 2x Muscle Fortification 1x Assembly Instructions, 1x Small Tree, 1x Where's Tommy none
6 Health Assistant T1 pantry 7x High-Fat, 4x Physique Fuel, 1x Nutri-Core 2x Teddy Bear, 1x Biology Notes, 1x Small Tree none
7 Room Supervisor T1 pantry 5x Mind Surge, 2x Nutri-Core, 2x Physique Fuel, 1x Bone-Fortify, 1x High-Fat 2x Compass, 1x Cards none
8 Door Jammer T1 pantry 4x Nutri-Core, 4x Physique Fuel, 2x Muscle Fortification 1x Commander's Log, 1x Guitar none
9 Basic Supplier T1 pantry 19x Physique Fuel, 2x High-Fat, 1x Mind Surge, 1x Nutri-Core 2x Assembly Instructions, 1x Where's Tommy none
10 Station Roamer T1 pantry 6x Nutri-Core, 3x Physique Fuel, 1x Bone-Fortify, 1x Muscle Fortification 1x Digestive Overdrive, 1x Guitar, 1x Meditation none
11 Sculptor T2 pantry 12x Mind Surge, 2x High-Fat, 2x Nutri-Core, 2x Physique Fuel 6x Teddy Bear, 3x Music Notes, 1x Crayon none
12 Growth Specialist T2 pantry 26x Physique Fuel, 6x Mind Surge, 4x Bone-Fortify, 4x Nutri-Core, 1x High-Fat 4x Small Tree, 3x Camera, 1x Commander's Log, 1x Music Notes, 1x Survival Diagrams none
13 Star Analyzer T2 pantry 7x Nutri-Core, 5x Mind Surge, 4x Muscle Fortification, 3x Physique Fuel 4x Digestive Overdrive, 3x Camera, 2x Guitar, 1x Where's Tommy none
14 Doctor T2 pantry 9x High-Fat, 3x Physique Fuel, 2x Nutri-Core 6x Teddy Bear, 3x Mystery Box, 2x Biology Notes none
15 Guard T2 pantry 7x Muscle Fortification, 3x Endura-Growth, 2x Physique Fuel 2x Meditation, 2x Small Tree, 1x Commander's Log, 1x Compass none
16 Distributor T2 pantry 31x Physique Fuel, 2x High-Fat, 1x Mind Surge, 1x Nutri-Core 4x Where's Tommy, 3x Assembly Instructions, 1x Plans Systems Engineer (equal/higher tier)
17 Teacher T2 pantry 29x Physique Fuel, 7x High-Fat, 3x Nutri-Core 3x Stopwatch, 2x Maps, 2x Plans none
18 Station Quartermaster T2 pantry 11x Mind Surge, 3x Physique Fuel, 1x High-Fat, 1x Nutri-Core 2x Teddy Bear, 2x The Art of War, 1x Cards none
19 Systems Engineer T2 pantry 3x Muscle Fortification, 2x Bone-Fortify, 2x Physique Fuel 2x Small Tree, 1x Assembly Instructions, 1x Blueprints, 1x Turbulence none
20 Field Research Scientist T2 pantry 18x Mind Surge, 2x High-Fat, 2x Physique Fuel 3x Mystery Box, 1x Blueprints, 1x Encyclopedia none
21 Frontier Explorer T4 dense 19x Mind Surge, 6x Nutri-Core, 4x Muscle Fortification, 2x Physique Fuel, 1x Bone-Fortify 1x Amiga Boing Ball, 1x Chiptropolis, 1x Digestive Overdrive, 1x Guitar Slinger, 1x PECO Athletics - 100m Dash, 1x PECO Athletics - Javelin none
22 Neural Architect T4 dense 25x High-Fat, 1x Physique Fuel 1x Ash Notebook, 1x Oath Token none
23 Colonel of Humanity T4 dense 57x Mind Surge, 9x High-Fat, 1x Nutri-Core 12x Teddy Bear, 12x The Art of War, 9x Cards, 1x Maps none
24 Guardian of Humanity T4 dense 37x Physique Fuel, 2x Bone-Fortify 8x Commander's Log, 6x Compass, 5x Plans, 2x Small Tree, 1x Keys to Imagination, 1x Poushki, 1x Second Reality, 1x Starshine, 1x Touchin the Chip lower tiers only: Station Roamer
25 Quantum Physicist T4 dense 22x Mind Surge, 6x Neuro-Boost, 4x Nanite Infusion, 3x Endura-Growth 14x Encyclopedia, 7x Cognitive Cards, 4x Blueprints, 1x Angerkoski, 1x Fluctuations, 1x Lonelies, 1x Multima XI, 1x PECO Athletics - Triple Jump none
26 Logistics High Command T4 dense 11x Physique Fuel, 10x Hyper-Evolution 1x Ash Notebook, 1x Oath Token, 1x Porcine Vocal Interface lower tiers only: Visual Technician, Nutrient Handler, Growth Specialist, Maintenance Engineer, Systems Engineer, Station Roamer, Room Supervisor, Door Jammer, Lab Technician, Field Research Scientist, Theoretical Scientist, Manual Holder
27 Existential Chancellor T4 dense 37x Physique Fuel, 10x High-Fat, 2x Bone-Fortify 11x Biology Notes, 9x Stopwatch, 2x Love Letters, 1x Breakdown, 1x Guitar, 1x Porcine Vocal Interface, 1x Rising Tides (Mosetris) lower tiers only: Visual Technician, Station Roamer, Health Assistant, Doctor, Neuro Specialist
28 Existential Expressionist T4 dense 33x Mind Surge, 1x Nutri-Core 3x Porcine Vocal Interface none
29 Sustenance Architect T4 dense 4x Ultimate Genesis, 3x Mind Surge, 1x Nutri-Core 2x Ash Notebook lower tiers only: Visual Technician, Sculptor, Cultural Archivist, Room Supervisor, Station Quartermaster, Settlement Governor, Lab Technician, Field Research Scientist, Theoretical Scientist, Basic Supplier, Distributor, Resource Director, Manual Holder
30 Quantum Engineer T4 dense 8x Muscle Fortification, 4x Physique Fuel, 3x Bone-Fortify 1x Ash Notebook lower tiers only: Station Roamer, Health Assistant, Door Jammer, Guard
31 Cultural Archivist T3 dense 22x Mind Surge, 3x High-Fat, 2x Nutri-Core 1x Porcine Vocal Interface none
32 Professor T3 dense 9x High-Fat, 9x Physique Fuel, 4x Hyper-Evolution, 1x Bone-Fortify 7x Maps, 7x Mystery Box, 4x Music Notes, 1x Camera none
33 Biosphere Director T3 dense 3x Hyper-Evolution, 3x Mind Surge, 2x Ultimate Genesis, 1x Endura-Growth 6x Crayon, 6x Where's Tommy, 5x Survival Diagrams, 3x Small Tree, 2x Compass, 1x Music Notes none
34 Mission Seeker T3 dense 10x Mind Surge, 7x Nutri-Core, 4x Muscle Fortification, 2x Physique Fuel 9x Digestive Overdrive, 7x Guitar, 3x Camera, 2x Meditation none
35 Neuro Specialist T3 dense 15x High-Fat, 3x Physique Fuel 1x Oath Token none
36 Settlement Governor T3 dense 16x Mind Surge, 2x Physique Fuel, 1x High-Fat, 1x Nutri-Core 1x Oath Token lower tiers only: Visual Technician, Sculptor, Lab Technician
37 Station Protector T3 dense 25x Physique Fuel, 2x Hyper-Evolution 1x Oath Token Energy Engineer (equal/higher tier)
38 Resource Director T3 dense 6x Hyper-Evolution, 3x Physique Fuel 1x Oath Token lower tiers only: Lab Technician, Field Research Scientist
39 Theoretical Scientist T3 dense 28x Mind Surge, 3x High-Fat 3x Love Letters, 3x Small Tree, 2x Assembly Instructions, 2x Mystery Box, 1x Blueprints, 1x Bowling Pin, 1x Cognitive Cards, 1x Maps, 1x Stopwatch none
40 Energy Engineer T3 dense 6x Muscle Fortification, 4x Physique Fuel, 1x Bone-Fortify 1x Oath Token lower tiers only: Health Assistant, Door Jammer, Guard

Inventory ledger (documented world census = a floor):

Memory Used across the 40 seats Left over
Teddy Bear 30 6
Small Tree 25 0
Guitar 16 0
Biology Notes 16 0
Encyclopedia 15 0
The Art of War 15 0
Mystery Box 15 0
Where's Tommy 13 0
Stopwatch 13 0
Camera 11 2
Compass 11 1
Cards 11 0
Commander's Log 11 0
Maps 11 1
Cognitive Cards 10 2
Assembly Instructions 9 4
Music Notes 9 3
Plans 8 1
Crayon 7 1
Blueprints 7 5
Porcine Vocal Interface 6 11
Survival Diagrams 6 0
Ash Notebook 5 6
Meditation 5 6
Love Letters 5 0
Bowling Pin 1 2
PECO Athletics - 100m Dash 1 0
Amiga Boing Ball 1 0
PECO Athletics - Javelin 1 0
Chiptropolis 1 0
Guitar Slinger 1 0
Keys to Imagination 1 0
Poushki 1 0
Touchin the Chip 1 0
Second Reality 1 0
Starshine 1 0
Turbulence 1 0
Angerkoski 1 0
Breakdown 1 0
Fluctuations 1 0
Lonelies 1 0
Rising Tides (Mosetris) 1 0
Multima XI 1 0
PECO Athletics - Triple Jump 1 0

Food jars the whole campaign consumes#

Food jar Jars for all 40 seats
Physique Fuel 333
Mind Surge 292
High-Fat 120
Nutri-Core 58
Muscle Fortification 41
Hyper-Evolution 25
Bone-Fortify 18
Endura-Growth 10
Neuro-Boost 9
Ultimate Genesis 6
Nanite Infusion 4

5.2 Adapting the plan to your own inventory#

  • The campaign table is a template computed against the documented census. Your real inventory is what counts: the memory hoard at the complex, what the next capsules return (§3.2), and what the wiki's stub location pages never listed.
  • Spend artifacts on the seats that need them. The allocation above fills all 40 seats with only 5 Ash Notebooks and 6 Porcine Vocal Interfaces, leaving 6 and 11 spare -- keep those spares for re-rolls after a bad Like, not for T1 seats.
  • Cook the cheap committees first (Deck Operations, Habitat Care, Transit & Distribution, Power & Security: all T1/T2 seats) while shark hunting builds the Bio Flesh stock for the nanite tier; Habitat Care first of all, because its quests open Eden.
  • Every seat costs a seed. 85+ seeds against 40 exact-cover seats leaves slack, but every mis-roll is a seed and three hours; when a recipe shows an equal-tier rival, decide whether a 50/50 is acceptable before you feed.
  • Re-run the solver with python tools/council_solver.py "<seat>" after the datamine or the wiki moves; --campaign regenerates the allocation.

6. Part F -- mistakes that cost (assembled from all four passes)#

# Mistake Cost Source
1 Taking more seeds than you have empty, powered, watered racks expired seeds (permanent; the count is finite) 👥 §1.1
2 Podding seeds at the vault, or trusting the pod to pause the clock or hide the seed lost vault re-freeze, Angel aggro, a ticking pod 👥 §1.3-1.5
3 Opening a Reserve without a plan for all four three seeds expire while you carry one 👥 §1.6
4 Racking with blobs alive in the Hall rafters or on the deck contagion converts racked seeds 👥 §1.9
5 Any power or water interruption during a grow the outcome randomises; "Human in danger" 👥 §2.1
6 Planning a gate at exactly its threshold on screen it qualifies (meet-or-exceed, first-hand); the +1 margin stays as insurance against a stricter final check ⚠️ §2.3
7 Over-qualifying for another family at the same or higher tier a coin flip or a loss on the roll 👥 §2.4
8 Relying on the H/E tracking or the progress bar to steer the result nothing happens 👥 §2.4
9 Spending Ash Notebooks or Porcine Vocal Interfaces on T1/T2 seats irreplaceable artifacts gone; the cheap seats never needed them 🧮 §5
10 Ash Notebooks on Guardian of Humanity or Quantum Physicist 100 Logic / 100 Communication wakes an equal-tier T4 rival (Quantum Engineer / Colonel) 🧮 solver
11 Jars-only Height builds for the Logistics family Physique Fuel stacks Strength and wakes Engineers and Military 🧮 solver
12 Pushing a food-side attribute far past 200 ~9 raw points per effective point above the cliff ✅ §2.5
13 Mixing Endura-Growth/Neuro-Boost with Ultimate Genesis for Intellect trades the possibly-finite Calcium band to save the renewable Rare band 🧮 §4
14 Burning Bio Light or Bio Dark as fuel, or clearing a slime nest to zero possibly the last Vitamin D / Calcium in the world 📗 §4
15 Scrapping or selling a cartridge; feeding it before installing it 90 mental points gone; a free permanent terminal game gone 👥 §2.8
16 Save-and-exit before looting the drop pod the capsule contents get flung into the sea 👥 quality §8
17 Skipping the two manual saves (before insertion, before STARTUP) the seed-corruption path and the launch-reload fork first-hand
18 Loose or unseated pods in the fairing "you killed 'em all" -- the PAYLOAD check rejects them 👥
19 Forming a committee with three seats, or with a duplicate profession pays nothing; duplicates are dead weight; no re-seating 👥 §3.3
20 Launching a human too young for its committee (21 for #9, 22 for #10) it waits in orbit; ageing is slow and disputed 👥 §3.3
21 Over-investing in Pishon early the Eden loop is reported buggy and its harvests unreliable 📗 §3.4
22 Loading a rack past 100 kg (about fifty jars) the hold is capped; heavy pantry routes need the dense route or pause-and-add first-hand §2.1
23 Expecting the rack to pull items from storage it feeds from your backpack only -- carry the recipe first-hand §2.1
24 Walking past cave paintings, or looking for HoloMemories on foot paintings and statues need the Replica Scanner; HoloMemory scenes show only to the Camera Drone mined §3.4

Three "mistakes" the corpus used to carry are refuted: launching before the Council unlock (backwards -- the launch is what unlocks it), launching a raw seed (zero sources either way; still do not test it), and over-loading the rocket (extras pay).


7. Part G -- tests worth running, ranked#

  1. Count Prometheus's seed slots and Eden Cradle's (fixes the 85 census). One minute.
  2. Cryo double-up: park two seeds in one Prometheus slot; check both freeze.
  3. Reserve-hop reset: drop a ticking cube into a Reserve 08 slot on the way home; watch the timer.
  4. Read the Value, Tier and Age of every orbiting human off the PECO Space screen; note a T3/T4's Value.
  5. Log three capsules' contents (which memories come back, and whether an Ash Notebook ever does).
  6. Install a cartridge, then feed it -- confirm the item survives installation (run this before spending any).
  7. Does every human get a Like? Read the Traits list of the next three humans.
  8. ~~Existential Chancellor Weight and Quantum Physicist Intellect tooltips~~ -- not readable: the prediction panel hides every threshold as ?? first-hand 2026-09-04; the mine stands. Instead: compare the pod's final profession with the panel's 100% on an exactly-met gate (the Teacher at Wisdom 10/10 and the Lab Technician at Logic 5/5 are that test) -- it settles meet-or-exceed at the pick.
  9. Watch the rack's kg counter as jars go in -- does it refuse past 100 kg, and does pause-and-add extend a running grow?
  10. A third growth-time reading (items, kg, the panel's estimate, the measured duration) separates the per-item fit from the per-kg fit.
  11. Soilforge count test: one stack of seaweed and one of Bio Flesh through a Soilforge, tally the outputs (nothing in the cost model is firm without it).
  12. Nanite Infusion craft panel (wiki recipe vs 5.5 asset).
  13. Does the Oath Token survive a grow (reusable)?
  14. Does a pod still reduce Angel aggro post-fix; do pods stack; does a pod ride the DONK's raw forks.

8. Sources#

  • docs/ref/growth-research/seed-logistics.md v1.0.0 -- Steam discussions (Anarook, N.A.T., Rusty Trombone, Zephir001, Rockefeller, Malkntnt, RED-Life, havoc211, MaxbS, pickleStomp, Grundig, Acido, gabgab01 and others, 2025-11 -> 2026-08), wiki revision history (Human Seed revid 5030), hotfix 0.5.0.581804, TheGamer and allthings.how walkthroughs.
  • docs/ref/growth-research/quality-and-committees.md v1.0.0 -- mined ST_Humanity / ST_HumanGrowing / ST_Cartridges strings, turvarya's and Shadow's Steam guides, the FerroCentric wiki revision, the Root-DE and NCFFCN calculators and the thelastcaretaker-tools.com dataset, Channel37's 5.5 trailer.
  • docs/ref/growth-research/food-chain.md v1.0.0 -- wiki Food Material / Organics / per-ingredient pages, modules-mined.json conversions, Nexus mod 161, turvarya's conservation guide.
  • data/datamine/parsed/humans-mined.json + data/datamine/REPORT.md "Pass 3 -- humans" -- retoc 0.1.5 extraction of the 5.5 container (buildid 25056839), 23/23 calibration anchors.
  • docs/data/human-growth-data.json (built by tools/build_growth_data.py), docs/data/council-recipes.json, docs/data/council-campaign.json (built by tools/council_solver.py v2.0.0), tables rendered by tools/council_render.py.
  • Robert's own play, 2026-08-28 -> 2026-09-01 first-hand, 5.5 beta: the first seed run, the first grow (2 h 48 min), the first launch and its capsule.
  • Robert's own play, 2026-09-04 -> 09-05 first-hand, 5.5 live: the rack screen (Health Assistant, Teacher, Lab Technician -- the operator and the decay on screen), the four-seed Prometheus run, the Habitat Care group grown and launched, the Eden Frame at Pishon and the pear tree, cleared slime nests not regrowing.
  • Mined 5.5 strings (2026-09-05): ST_Vault / ST_Farming / the Photodrone lines for the samples; DA_Quest_CU3_HabitatCommittee (Seats of Care), DA_Quest_CU5_TheForbiddenFruit, DA_Quest_CU3_TrueChoices_Main objectives; the wiki Samples table (?action=raw, 2026-09-05).
18

Humans, Memories & the Profession Economy

Version anchorEarly Access 0.8.0.612251 (Steam buildid 23962331, installed and verified first-hand on the project ShadowPC 2026-08-24) -- the live build of Update 5.0 "New Horizons", whose published patch notes are titled 0.8.0.612115, dated 2026-06-24. No Steam announcement or patch-notes thread exists between 2026-06-24 and 2026-08-24, so .612251 is an unannounced hotfix build on the 0.8.0 line (UNVERIFIED what it changed). Every value below is current as of 0.8.0 unless tagged otherwise.
17 claims checked7 corrections11 unverifiedverifier verdict

The doc is now highly reliable: 17 live retrievals re-confirmed every load-bearing number I could reach -- the version anchor, growth inputs, the full 13-row food table, the 48-row memories export with intellect null throughout, all 10 committees, the 85-seed census, the profession outlier rows, and the decay table row-by-row across the one band I suspected was off (it was correct) -- and I independently reproduced the doc's own census arithmetic for The Maze (10,064) and Exodus Station (1,190), which validates the method behind §6.2. The seven corrections were internal-consistency and precision defects (an attribute miscount, a 4-vs-3 count, "resets" vs "pauses" on the seed timer, and sourcing of the Rocket Payload Module), not stale or invented mechanics; the remaining risk is concentrated in the honestly-flagged Project Eden / committee-output / cartridge-acquisition holes where the wiki lags the live build by one major update.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER
⚠ SPOILER SHIELD

Humans & Professions is story-shielded

The late-game human-growth economy: seed counts, professions, committees. Meaningful once you reach the Lazarus Complex.

⚠️ SUPERSEDED IN PART 2026-09-01 -- read docs/23-seed-logistics-and-council-cookbook.md first. Datamine pass 3 (5.5 build 25056839, 23/23 calibration anchors) shows the wiki tables this document reproduces are wrong in 21 profession cells: Arts & Culture's fourth gate is Empathy (3/15/40/80, not Patience), Agriculture's fourth gate is Leadership (3/10/30/50, not Focus), Existential Chancellor Weight is 120 (the "48 or 148?" anomaly never existed), Quantum Physicist Intellect 220, Quantum Engineer 180/60, Logistics High Command Discipline 80, Teacher Patience 12, Station Roamer 2/1/3, Mission Seeker Creativity 35; and the requirement operator is Greater (every gated attribute must exceed its threshold). The §7 tables below are kept as the wiki's position; docs/data/human-growth-data.json carries the mined values and doc 23 §5 the recipes computed from them. Also superseded here: "every memory you spend is gone" (capsules return 1-30 world-loot memories per launch), the 13-cartridge count (18), the flat age-18 committee gate (18 / 21 / 22 plus one real day in orbit), and the farming-feeds-food reading in §8.4 (it grows pears for orbit).

This document covers the input→output pipeline that docs 09 and 11 leave open: given a Human Seed and a 120-minute clock, what actually determines which human you get. The short version: you feed a Lazarus Rack Memories (which supply ten mental attributes) and Food (which supplies five physical attributes); the resulting attribute vector is matched against 40 attribute-gated profession definitions spread over 10 four-tier families (an eleventh "Other / Special" family holds a 41st entry, Star Child, which is item-gated rather than attribute-gated); the game picks randomly among valid matches, favouring higher tiers. Those 40 professions map one-to-one onto the 40 seats of the 10 Committees, so a complete committee sweep is an exact-cover problem, not a grind. The whole economy is dominated by a single item -- the Ash Notebook, 11 of which hold 61% of all memory attribute points placed in the world. Story material about why humans must be grown on Earth at all is fenced under SPOILERS at the end.


1. The pipeline in one pass#

Stage What happens Key constraint
1. Acquire Human Seeds sit frozen in Seed Vault pods at Seed Vault Prometheus, Eden Cradle and other Seed Reserves Finite: 85 total in the game
2. Clock starts Removing a seed starts a 2-hour (120 min) real-time countdown Seed expires and is destroyed if it runs out
3. Transport Seeds cannot be picked up -- move by hand-carry, forklift, boat etc. Returning a seed to any Seed Vault pod resets the timer, but only before it enters a Lazarus Pod
4. Containerise Place seed into a Lazarus Pod Once podded, the "time reset" trick no longer works. first-hand 2026-08-30 the pod's tooltip reads "refrigeration necessary" -- the pod demands refrigeration, only a rack supplies it -- and a podded seed is NOT concealed from Angels (hotfix 0.5.0.581804; §1.2 and doc 23 §1.4; a stale "concealed" claim was struck here 2026-09-05)
5. Mount Insert pod into a powered, watered Lazarus Rack in the Lazarus Complex Hall of Humanity Mounting pauses the countdown; losing power or water resumes it (wiki wording: the timer "pauses" -- it is not reset). 🪤 Manual-save immediately before insertion -- insertion can corrupt a seed into "blob things" (doc 17 §6.1.3)
6. Feed Add Food and Memories from your backpack via the rack's screen -- the Backpack pane on the left moves items into the Lazarus Rack pane, which holds 100 kg per load first-hand 2026-09-04 (§3.3) This is the only step that determines the outcome. CORRECTED first-hand 2026-08-30: this is not a single pre-load step -- items are consumed progressively while the human grows (§3.2)
7. Grow Timer runs (see §3); pod fills with water, seed changes shape Each item consumed emits 1 Bio Waste from the rear chute. Attributes visibly compound as it runs (§3.2)
8. Collect Growth completes -- the transport time limit is gone permanently Profession shown on the pod display, last line under "Traits"
9. Launch Carry the pod to the Exodus Station Departure Hall, prep and fire the rocket See §8. Un-timed but not safe -- Angels aggro on a carried human (§8.3)

Lazarus Rack draw (infobox, wiki, current): idle 500 W empty / 2.5 kW with a seed mounted; water 0 L/h empty / 100 L/h with a seed mounted. Confirmed first-hand on the first racked seed: the growth phase runs at 2.5 kW + 100 L/h continuous first-hand 2026-08-30.

🪤 "No Power" on a rack also means no fresh water. The rack pulls its 100 L/h through its own powered state, so an unpowered rack is not merely idling -- it has lost both inputs at once, and it is the pair of them that resumes a paused countdown. Diagnose a stalled rack as an electrical fault first (dev troubleshooting doc). One brownout therefore costs you both utilities, which is why the growth bay wants headroom rather than a load balanced to the watt.

Lazarus Pod -- Rare, tier 12, cost 3. A few are found in Seed Vaults; the recipe unlocks by following the main quest after finding the first one. Recipe: 1 Storage Cylinder, 1 Display Screen, 1 Logic Chip, 1 Data Storage Chip, 1 Nano Mesh, 4 Wh Electricity.

📝 Recipe-component name -- RESOLVED 2026-09-01 [datamined]: the in-game display name is "Nano Mesh" (string table entry Part_NanoMesh_Name); the wiki's Lazarus_Pod page spells it "Nanotech Mesh" and an earlier corpus draft had "Nanosmesh". This document's "Nano Mesh" stands; doc 17's recipe rows now carry the same name with the wiki spelling noted.

How the pod's unlock actually gates first-hand 2026-08-28…30 + datamine. "Follow the main quest" is right but too vague to plan on. The pod is the only skill in the tree carrying a locator-flag custom requirement (VoyageSkillCustomRequirement_LocatorFlags_C_0) rather than a quest-completion flag -- and in play that means it releases mid-chain, on an intermediate underwater investigation leg (~45 m dive), not on finishing a quest. The purchase was refused at level 15 with the seed quest active and points banked, then granted after that leg. The consequence for this document: the first seed run is not pod-less. You can and should hold the pod before you open the first vault. Doc 17 §6.1.1 and §3.5.

1.1 Seed census (confirmed)#

Source Count
Seed Vault Prometheus 5
Seed Reserves (20 sites × 4) 80
-- of which revealed by The Last Listener Station 16 sites
-- of which hidden (need Scan-50 Sonar or luck) 4 sites
Total obtainable Human Seeds 85

85 seeds against 40 committee seats leaves 45 seeds of slack for launches, mistakes and expired timers. That is the real difficulty budget of the whole campaign.

1.2 The "refrigeration" reframe -- read doc 17 §6.1.2 before the first seed run#

⚠️ SUPERSEDED 2026-09-01 -- read docs/ref/growth-research/seed-logistics.md §1 and doc 23. Three claims carried below were overturned by that research pass: (1) the seed clock is 120 real-time minutes on the current build -- and 60 minutes was ALSO correct before Update 3.5 (wiki revision 5030, 2026-04-19: "Changed viable time for human seeds from 1 hour to 2 hours, as of v3.5"; every 1-hour source predates 2026-04); (2) the Lazarus Pod does NOT pause the clock -- three wiki pages, TheGamer and eight players agree, and the orange nag "Seed Must be kept Refrigerated" is printed ON the pod: the pod demands refrigeration, only a powered, watered Lazarus RACK supplies it; (3) the pod does NOT reliably hide a seed from Angels -- a dev hotfix (0.5.0.581804, 2025-11-10) reads "Fixed Angel not becoming aggressive when a human seed was stored in a pod"; four post-fix players still report reduced aggro, so treat concealment as reduced-not-absent. Practical consequence: haul seeds RAW and pod them at the complex (raw cubes float, climb ladders and keep the vault time-reset available), plan on 120 minutes, and never count on the pod for stealth or for time.

The clock this document opens with (120 real-time minutes) is the wiki's figure and remains the corpus figure, but three findings now sit against it first-hand 2026-08-30, beta-era:

  1. No numeric countdown was displayed at extraction. The prompt said the seed "needs to be REFRIGERATED or placed in a rack" -- a term that appears nowhere else in this corpus.
  2. A competing duration exists: a TheGamer walkthrough states a strict 1-hour countdown. Unresolved.
  3. The shipped 0.8.0 strings carry SeedNotRefrigerated = "Seed not refrigerated. Insert into functional lazarus rack." and a SeedTimeRemaining = "Time Remaining" label [datamine] -- so the readout exists in the build.

Model, corrected 2026-09-01 (seed-logistics research): two seed states that matter -- out of a rack (ticking, 120 real-time minutes on the current build, Angel-visible whether raw or podded) and racked (refrigerated, clock paused, growing once fed). The Lazarus Pod does NOT pause the clock and does NOT reliably conceal the seed; it is the transport-and-growth container and the thing the rack accepts. The 60-minute figure was correct before Update 3.5 and is stale, not wrong.


2. Growth inputs and fixed costs#

Input Requirement Status
Power 10.0 kWh per human Confirmed (wiki, current)
Fresh Water 10,000 L per human Confirmed
Memories Any quantity; supplies the 10 mental attributes Confirmed
Food Any quantity; supplies the 5 physical attributes Confirmed
Byproduct 1 Bio Waste per item consumed Confirmed

2.1 Minimum viable human#

Attribute Minimum
Weight 20 kg
Height 30 cm
Life expectancy 10 years

A human below any of these is not viable -- the rack screen says so in red (Weight requirement (0/20) not met, Height (0/30), Life Expectancy (0/10)) and keeps BEGIN disabled first-hand 2026-09-04. Note these are floors, not targets -- a 20 kg / 30 cm / 10-year human is legal but qualifies for almost nothing (see §12 doctrine).

2.2 Bio Waste loop#

Bio Waste is not a disposal problem, it is a feedstock. Per the wiki it is used as soil in the Farming Bed, in the Diesel Generator to make Diesel, in the Small Petrol Generator to make Petrol, and in a Soilforge to make Fat -- and Fat is an input to the base Food recipes (§5). Growing humans therefore partially refunds its own food cost. A 10-item grow returns 10 Bio Waste.


3. Growth time formula#

The wiki states the rule as three clauses:

  • Starts at 1 minute / 1 item
  • Becomes 2 minutes / 8 items
  • Adds 10 seconds / item after 8

Read together (inferred -- the wiki does not give a closed form): the first 8 items ramp the timer from 60 s to 120 s, and every item past the eighth adds a flat 10 s.

Items fed Growth time (inferred)
1 1:00
8 2:00
10 2:20
20 4:00
40 7:20
60 10:40
100 17:20

Doctrine consequence: growth time is cheap and scales gently. Item count is close to free; what actually costs you is the scarcity of the items themselves and the >200 decay penalty. Never optimise for fewer items unless decay or inventory is the binding constraint.

⚠️ The formula above does not describe the game as it runs. The first human measured ~2 h 48 min (§3.1), and the rack's own Growth time estimate scales with the load first-hand 2026-09-05: 2:20 for 11 items (20 kg), 3:10 for 19 items (~35 kg); with the measured 2:48 for ~15 items that is a fit of roughly 71 min + 6 min per item (or 74 min + 3.3 min per kg -- a third reading separates the two). The wiki's minute-scale formula is retired (kept above only as the record of what was published), and the doctrine consequence inverts: item count is not free -- every item is about six minutes of rack time.

3.1 The first measured growth run -- first-hand 2026-08-30, beta-era#

The first human ever grown in this playthrough took ~2 hours 48 minutes of real time. Two readings were taken off the rack's own progress display:

Progress Time remaining shown
5% 2:40 (160 min)
21% 2:13 (133 min)

What those two readings establish (INFERRED, arithmetic only over the observed values):

Derivation Result
Elapsed between the readings 160 − 133 = 27 min across 16 percentage points
Implied rate ≈1.69 minutes per percentage point
Implied total from reading 1 160 / 0.95 = 168.4 min
Implied total from reading 2 133 / 0.79 = 168.4 min
Cross-check Both readings imply the same total, and it matches the observed ~2 h 48 min = 168 min. The progress bar is therefore linear in real time, and the duration is fixed at start rather than re-estimated as it runs

📝 Transcription note: the session log recorded this rate as "~1.7%/min". The arithmetic above shows it is ~1.7 min per percent, i.e. the units were inverted in the note. Recorded so the figure is not propagated the wrong way up. At ~1.7 %/min a human would finish in under an hour, which is not what happened.

The conflict this creates, stated plainly. §3's published formula tops out around 17 minutes for 100 items. The observed run was 168 minutes. These are not reconcilable by item count. Possibilities, none established:

  • the wiki formula is launch-era and was superseded;
  • growth duration is not item-count-driven at all in the current build;
  • something else (attribute totals, target profession, a fixed base) sets it.

docs/COMPREHENSION.md (v1.5.1+) records this datum and attributes the change to a U03 "dynamic duration". ⚠️ That attribution is itself UNVERIFIED -- docs/03-patch-notes-changelog.md contains no patch note mentioning growth duration, and no official source for a "dynamic duration" change has been produced. Treat "~2 h 48 min for the first human" as the sourced fact and the reason as open.

Planning read, conservatively: budget a real-life afternoon per human, not "a few minutes". The rack draws 2.5 kW and 100 L/h continuously for that entire window -- so the growth bay's utilities must survive ~3 hours unattended, which is a very different infrastructure problem from the one the formula implies.

3.2 Feeding is LIVE during growth -- and PECO cartridges are curriculum#

🔑 The headline finding of this pass. PECO minigame cartridges are mental-growth inputs. The retro arcade games are not flavour and not a side collectible -- they are literally the curriculum a growing human is taught with, consumed by the rack like any other memory.

What was seen first-hand 2026-08-30, beta-era. A centre-screen consumption ticker runs while the human grows, naming items as they are eaten. Two samples:

Progress Ticker showed consumed
5% a Memory -- a Guitar · a Nutri-Core jar
21% a PECO ATHLETICS – TRIPLE JUMP cartridge · a Mind Surge jar

So step 6 of §1 is not a pre-load. Items are drawn and consumed progressively across the whole growth window, one at a time, in a visible stream -- not banked up front and applied at completion. That changes how the step should be pictured, and it is why the Bio Waste ejection (§2.2) is a trickle rather than a dump.

3.2.1 The mental panel corroborates §6's table exactly

The rack's MENTAL attribute list expands progressively -- it shows only the attributes that have actually received points:

Progress Mental attributes listed
5% Focus · Creativity · Communication
21% Focus · Creativity · Communication + Patience · Adaptability

Cross-check against this document's own §6 table -- it lands exactly:

Item consumed §6 profile Attributes it should light up
Guitar 3 Com · 3 Cre · 3 Foc Communication, Creativity, Focus -- the exact three visible at 5% ✅
PECO Athletics – Triple Jump 20 Ada · 25 Cre · 25 Foc · 20 Pat adds Adaptability and Patience (Cre/Foc already lit) -- the exact two that appeared by 21% ✅

Three things this proves at once:

  1. The cartridge 20/25/25/20 profile is real and live in the build -- previously a Cargo-table export with an UNVERIFIED acquisition path (§6.1). Its effect is now first-hand.
  2. The Guitar's 3/3/3 profile is confirmed first-hand.
  3. The MENTAL panel is a nonzero-attribute list, not a fixed ten-row readout. A short list early in a grow is normal, not a bug -- expect it to fill in as you feed.

3.2.2 Physical attributes compound visibly

Attribute @ 5% @ 21% Δ
Life Expectancy 2.4 yrs 8 yrs +5.6
Weight 2.4 kg 19.5 kg +17.1

Physical panel fields observed (the full five, matching §4): Weight · Strength · Life Expectancy · Intellect · Height.

⚠️ These deltas are larger than the two ticker items can account for (a Nutri-Core is 3/3/3/3/3; a Mind Surge is 1 H / 1 W / 6 LE / 1 Str / 6 Int). INFERRED: the ticker is a rolling display of the current item, not the full manifest -- more items were consumed between the two samples than the two that happened to be on screen. Do not try to reconstruct a feed list from ticker samples.

Viability read: at 21% the human was at 19.5 kg against the 20 kg minimum-viable floor (§2.1) -- i.e. a normally-fed grow clears the floors early and the floors are not the thing to worry about.

3.2.3 What is still open about feeding

  • ✅ The feeding UI first-hand 2026-09-04: items are moved from your backpack into the rack's own hold on the rack screen before you press BEGIN -- the rack does not draw from nearby storage. The hold is capped at 100 kg (§3.3).
  • 📗 Adding items mid-grow: the community reports pausing the cook and adding more (the timer extends); not yet tried first-hand.
  • ✅ What sets the duration: the load -- the rack's estimate scales with the item count / mass (§3).

3.3 The rack screen, transcribed first-hand 2026-09-04/05, 5.5 live#

Region What it shows
Title MISSING MINIMUM REQUIREMENTS FOR GROWTH until the three floors clear (§2.1)
Backpack pane (left, top) Your carried growth items ("No suitable growth-enhancing items were found" when there are none). Tiles show the stack mass (Encyclopedia 1 kg x2 = 2 Kg)
Lazarus Rack pane (left, bottom) "Add growth-enhancing items"; filter All | Any [J]; footer x/100 Kg (n%) -- the rack's hold is capped at 100 kg
TRAITS (middle) PHYSICAL Weight / Height / Strength / Intellect / Life Expectancy, then MENTAL. Values are effective (raw Strength 229 displayed as 208 -- the >200 decay applied live). A green (+N) previews the hovered backpack item; a red (-N) previews removing a rack item
GROWTH PREDICTION (right) The tracked profession and its percentage, its gates by name (Health Assistant: Weight, Empathy, Patience, Wisdom; Teacher: Weight, Height, Communication, Wisdom, Patience) with the values hidden as ?? -- thresholds are concealed by design; [H] Track / Untrack (display only); Estimation 10.0 kWh / 10,000 L / Growth time h:mm; BEGIN (disabled until viable)

Masses read off the tiles: every jar 2 kg (macro and nanite alike -- about fifty jars per load); The Art of War and Compass 5 kg; notes (Biology Notes and kin) ~3.5 kg; Plans / drawings 2.5 kg; First Aid, photos, Guitar 2 kg; Mystery Box 1.5 kg; Crayon 1.2 kg; Encyclopedia 1 kg; cartridges 0.6-0.9 kg.

Two calibration screens. A Teacher feed (8 Mitochondrial Surge, 5 High-Fat, 3 Small Tree, 2 Plans, 1 Biology Notes) read W 64 / H 165 / Str 208 / Int 29 / LE 101 / Pat 15 / Dis 29 / Wis 10 / Com 16, and a Lab Technician feed (4 Mind Surge, 2 Nutri-Core, 1 High-Fat, 1 Ultimate Genesis, 2 Mystery Box, 1 Encyclopedia -- 20 kg on the footer) read W 28 / H 61 / Str 21 / Int 81 / LE 71 / Pat 10 / Wis 10 / Log 5: the datamined food and memory tables (doc 23) reproduce every number, decay included. Both panels reported 100% with one attribute exactly at its mined threshold (Teacher Wisdom 10, Lab Technician Logic 5), so the requirement check behaves as meet-or-exceed on screen (doc 23 §2.3), and the Growth time estimates were 3:10 and 2:20 respectively.


4. The attribute model#

Fifteen attributes total (5 physical + 10 mental), split cleanly by input type. This split is the single most useful structural fact in the domain:

Source Attributes supplied
Food (13 recipes) Height, Weight, Life Expectancy, Strength, Intellect
Memories (48 items) Adaptability, Communication, Creativity, Discipline, Empathy, Focus, Leadership, Logic, Patience, Wisdom

Intellect is the crossover attribute and it comes from Food only. The wiki's memories Cargo table defines an intellect column, but all 48 rows leave it null -- verified by direct export 2026-08-24. So no memory in the game grants Intellect, and every Science-family profession (which gates on Intellect 80→221) is a food problem, not a memory problem. Corpus consumers should not look for Intellect memories; there are none.

The table also defines a starchild column, likewise null across all 48 rows -- the Star Child profession is gated by a distinct required item, not by memory attributes (§7.11).

4.1 The >200 decay penalty#

"When any attribute value exceeds 200, subsequent additions of attributes will be subject to a decay penalty."

Above 200, raw points convert to effective points at a punishing, decelerating rate. The wiki publishes a 220-row conversion table; it is reproduced below losslessly as 25 contiguous bands (every raw value 1-220 is covered, no row dropped).

Raw points added above 200 Effective points gained Band width
1 1 1
2-4 2 3
5-8 3 4
9-12 4 4
13-18 5 6
19-22 6 4
23-28 7 6
29-35 8 7
36-42 9 7
43-50 10 8
51-58 11 8
59-67 12 9
68-76 13 9
77-86 14 10
87-96 15 10
97-106 16 10
107-117 17 11
118-129 18 12
130-141 19 12
142-153 20 12
154-166 21 13
167-179 22 13
180-192 23 13
193-205 24 13
206-220 25 15

At the table's ceiling the cumulative exchange rate is 220 raw : 25 effective ≈ 8.8 : 1; the marginal rate in the final band (206-220) is 15 raw : 1 effective. The table stops at raw 220 / effective 25; behaviour beyond that is UNVERIFIED.

Why this matters enormously. Three professions require a value above 200 and therefore cannot be reached without paying the decay tax:

Profession Attribute Threshold Effective points needed above 200 Minimum raw needed (inferred)
Quantum Physicist Intellect 221 21 200 + 154 = ~354
Logistics High Command Height 220 20 200 + 142 = ~342
Colonel of Humanity Life Expectancy 220 20 200 + 142 = ~342

(All three are Food-driven attributes, which makes the top of the Science, Logistics and Leadership trees a food-manufacturing problem.) Guardian of Humanity's Strength 200, Existential Expressionist's Life Expectancy 200, Existential Chancellor's Height 200, Sustenance Architect's Height 200 and Neural Architect's Weight 200 all sit exactly at the cap and pay no decay -- a deliberate design line.


5. Food -- the physical-attribute table#

All 13 recipes, current as of 0.8.0. Attributes are per item consumed.

Food Height Weight Life Exp. Strength Intellect Recipe
High-Fat 1 8 1 1 1 8× Fat, 5× Protein, 5× Carbohydrate
Nutri-Core 3 3 3 3 3 3× Fat, 3× Protein, 3× Carbohydrate
Mind Surge 1 1 6 1 6 2× Fat, 10× Protein, 1× Carbohydrate
Physique Fuel 5 1 1 5 1 2× Fat, 4× Protein, 2× Carbohydrate
Muscle Fortification 2 8 2 15 2 1× Calcium, 12× Vitamin D, 2× Omega-3
Bone-Fortify 8 2 2 14 2 10× Calcium, 3× Vitamin D, 2× Omega-3
Endura-Growth 2 2 8 2 12 3× Calcium, 4× Vitamin D, 4× Omega-3
Immune Boost 6 6 6 6 6 1× Fat, 3× Calcium, 2× Protein, 3× Vitamin D, 3× Carbohydrate, 3× Omega-3
Neuro-Boost 2 2 10 2 15 3× Calcium, 3× Vitamin D, 10× Omega-3
Mitochondrial Surge 20 3 12 28 3 2× Nanite Nutrient, 2× Mitochondrial Amplifier, 2× Bioregulator
Hyper-Evolution 30 3 5 3 20 3× Nanite Nutrient, 1× Mitochondrial Amplifier, 1× Bioregulator
Nanite Infusion 25 3 6 3 25 1× Fat, 1× Calcium, 4× Nanite Nutrient
Ultimate Genesis 50 10 40 10 50 1× Nanite Nutrient, 5× Mitochondrial Amplifier, 1× Bioregulator

Three clear tiers: basic macronutrient foods (Fat/Protein/Carbohydrate), micronutrient foods (Calcium/Vitamin D/Omega-3), and the nanite tier (Nanite Nutrient / Mitochondrial Amplifier / Bioregulator). Ultimate Genesis is the only food that moves a top-tier attribute meaningfully -- 50 Height and 50 Intellect per item. Unlike memories, food is craftable and therefore unlimited; the physical side of a human is a manufacturing question, the mental side is a scarcity question.

Roster confirmed against the shipped game data [datamine + save-census, 2026-09-01]. All 13 rows above exist as real Food_* string-table entries in data/datamine/parsed/display-names.json (Food_HighFat, Food_NutriCore, Food_MindSurge, Food_PhysiqueFuel, Food_MuscleFortification, Food_BoneFortify, Food_EnduraGrowth, Food_ImmuneBoost, Food_NeuroBoost, Food_MitochondrialSurge, Food_HyperEvolution, Food_NaniteInfusion, Food_UltimateGenesis), and the two nanite-tier materials resolve too (Material_Food_NaniteNutrient, Material_Food_MitochondrialAmplifier). Robert's save additionally carries the jar family as unlocked skills: Nutri-Core, High-Fat, Mind Surge, PhysiqueFuel, MuscleFortification. No 14th food exists in the data -- the table is complete, not a sample.

📝 Spelling, for grep and for tooltips. The display name is Physique Fuel (two words) while the asset/skill key is PhysiqueFuel (one word); likewise Muscle Fortification vs MuscleFortification, Bone-Fortify, Endura-Growth, Neuro-Boost, Nutri-Core, High-Fat, Hyper-Evolution, Nanite Infusion, Immune Boost, Mitochondrial Surge, Mind Surge, Ultimate Genesis. Search assets one way, read tooltips the other.

Two jars were seen being eaten during the first live grow first-hand 2026-08-30: a Nutri-Core at 5% and a Mind Surge at 21% -- so the basic macronutrient tier is what a first, unoptimised human actually runs on. §3.2.


6. Memories -- the mental-attribute table#

All 48 memories, exported directly from the wiki's memories Cargo table on 2026-08-24 and cross-checked against Category:Memories (also exactly 48). The Intellect column is omitted because it is null for every row. "World copies" is the number of instances placed across the 50 wiki-documented locations that carry a Memories list (§6.1); n/a means the item is not world loot.

Memory Ada Com Cre Dis Emp Foc Lea Log Pat Wis Total World copies
Ash Notebook 100 100 100 100 100 100 100 100 100 100 1000 11
Porcine Vocal Interface - 100 50 - 50 - - - - - 200 17
Breakdown 20 - 25 - - 25 - - 20 - 90 n/a
Chiptropolis 20 - 25 - - 25 - - 20 - 90 n/a
Fluctuations 20 - 25 - - 25 - - 20 - 90 n/a
Guitar Slinger 20 - 25 - - 25 - - 20 - 90 n/a
Keys to Imagination 20 - 25 - - 25 - - 20 - 90 n/a
Lonelies 20 - 25 - - 25 - - 20 - 90 n/a
PECO Athletics - 100m Dash 20 - 25 - - 25 - - 20 - 90 n/a
PECO Athletics - Javelin 20 - 25 - - 25 - - 20 - 90 n/a
PECO Athletics - Triple Jump 20 - 25 - - 25 - - 20 - 90 n/a
Second Reality 20 - 25 - - 25 - - 20 - 90 n/a
Starshine 20 - 25 - - 25 - - 20 - 90 n/a
Touchin' the Chip 20 - 25 - - 25 - - 20 - 90 n/a
Turbulence 20 - 25 - - 25 - - 20 - 90 n/a
Blueprints 10 - - - - - - 5 - - 15 12
Cognitive Cards 7 - - - - - - 5 - 3 15 12
Commander's Log - - - 7 - - 8 - - - 15 11
Encyclopedia - - - - - - - 5 - 10 15 15
Maps - - - - - - 5 - - 10 15 12
Plans - 8 - 7 - - - - - - 15 9
Survival Diagrams 10 - - - - - 5 - - - 15 6
The Art of War - 5 - - - - 10 - - - 15 15
Compass 6 - - - - 3 3 - - - 12 12
Assembly Instructions - - - 2 - - - 8 - - 10 13
Biology Notes - - - - - - - - - 10 10 16
Camera - 5 5 - - - - - - - 10 13
Cards - 5 - - 5 - - - - - 10 11
First Aid 10 - - - - - - - - - 10 10
Love Letters - - - - - - - - - 10 10 5
Music Notes - 4 6 - - - - - - - 10 12
Programming Manual - - - - - - - 10 - - 10 13
Small Tree - - - 5 - - - - 5 - 10 25
Sudoku Book - - - - - - - 10 - - 10 13
Travel Journal 10 - - - - - - - - - 10 7
Where's Tommy - - - - - 5 - - 5 - 10 13
Guitar - 3 3 - - 3 - - - - 9 16
Crayon - - 5 - - 2 - - - - 7 8
Meditation - - - - - 5 - - - - 5 11
Mirror - - - - 5 - - - - - 5 7
Mystery Box - - - - - - - - 5 - 5 15
Small Human Art - - - - 5 - - - - - 5 10
Stopwatch - - - - - - - - 5 - 5 13
Teddy Bear - - - - 3 - - - - - 3 36
Tommy - - - - 3 - - - - - 3 13
Basketball - - - - - - - - 1 - 1 1
Bowling Ball - - - - - - - - 1 - 1 1
Bowling Pin - - - - - - - - 1 - 1 3

6.1 Three distinct memory classes#

The table splits into three families that behave completely differently:

Class Members Profile Where from
Artifacts Ash Notebook (1000), Porcine Vocal Interface (200) Enormous, concentrated Fixed world caches
Cartridges & minigames (13) 10 MOD-music cartridges + 3 PECO Athletics Identical 20 Ada / 25 Cre / 25 Foc / 20 Pat = 90 Not location loot
World loot (33) Everything else 1-15 points, narrow spreads Scattered across 50+ locations

The 13 cartridge/minigame memories are not placed in any wiki-documented location loot list. Their names (Chiptropolis, Second Reality, Turbulence, Starshine, Guitar Slinger, Keys to Imagination, Lonelies, Breakdown, Fluctuations, Touchin' the Chip) are tracker/MOD music titles -- the Chiptropolis wiki page is explicitly described as a "Cartridge memory item" with the description "Jogeir" (a reference to demoscene composer Jogeir Liljedahl). This ties directly to Update 5.0's Data Recovery Deck / music system with cartridges and a portable player, and to Update 3.5's PECO cartridges + playable minigames. The ShadowPC install corroborates both first-hand: Voyage\Content\DataFiles\WebPages\Games\peco-engine.js carries the comment "Shared engine for Peco Athletics games", and GameUserSettings.ini exposes a dedicated VolumeMusicCassette audio channel.

Practical read (inferred): these 13 × 90 = 1,170 attribute points in Adaptability / Creativity / Focus / Patience come from collecting music cartridges and playing PECO minigames rather than from looting Seed Reserves. Exactly how each is obtained is UNVERIFIED -- see Gaps.

✅ HALF OF THIS GAP IS NOW CLOSED first-hand 2026-08-30, beta-era. A PECO ATHLETICS – TRIPLE JUMP cartridge was watched being consumed by a Lazarus Rack mid-grow, and the human's mental panel gained Adaptability and Patience as a direct result -- exactly the two attributes the 20/25/25/20 profile predicts on top of the Creativity/Focus already lit (full working in §3.2.1).

What that settles: cartridges are not merely collectibles with a table entry -- they are live, consumable mental-growth inputs, and their published profile is correct in the current build. The retro minigames are literal curriculum: the thing you feed a growing person is a video game cartridge.

What it does NOT settle: how you acquire them, and whether acquisition repeats. That second question is still the one that matters most -- if minigame rewards repeat, the Ada/Cre/Foc/Pat economy is effectively unbounded and §12's memory-scarcity doctrine changes substantially. Still UNVERIFIED; still in Gaps.

6.2 World memory census (partial but substantial)#

Aggregated from every wiki page carrying a == Memories == section, 2026-08-24: 50 locations, 418 memory instances, 36 of the 48 distinct memories. Total attribute points placed in the documented world: 18,066.

Attribute Points available from world-placed memories
Communication 3,163
Empathy 2,237
Creativity 2,175
Logic 1,659
Wisdom 1,616
Adaptability 1,606
Leadership 1,464
Patience 1,435
Discipline 1,391
Focus 1,320
Intellect 0 (Food only)
Total 18,066

Richest documented locations:

Location Memory attribute points Notes
The Maze (Transposium) 10,064 10× Ash Notebook + 9× Teddy Bear. Coords 111, 22; revealed by Navigation Beacon 32; quest "Accept The Rules"
Helios Reserve Lyra 3,638 17× Porcine Vocal Interface -- the Communication motherlode (1,700 Com)
Exodus Station 1,190 Includes the 11th Ash Notebook
Habitat Node 38-98 302 33 distinct memories, ~1 each -- the best variety stop
Refuel Outpost Theta 200
Seed Vault Prometheus 189
Platform Omega 179
Black Vein Station 146
Nomads Tower 139
The Last Listener Station 123

The single most load-bearing fact in this document: the 11 Ash Notebooks account for 11,000 of 18,066 points -- 61% of every memory attribute point placed in the world -- and 10 of them sit in one room. The Maze is not a side location; it is the mental-attribute economy.


7. The 40 professions#

Eleven families. Ten families have four tiers each (40 professions); the eleventh is a single special case. A profession is valid when the grown human meets or exceeds every listed threshold. Blank/-- means the attribute is not gated for that job.

Selection rule (confirmed, wiki): "Final profession is randomly selected from valid matches, favoring higher-tier matches." Meeting a T4 threshold does not guarantee T4 -- it weights toward it. This is why the community calculators advertise "anti-conflict optimization": overlapping thresholds from other families create collateral outcomes.

7.1 Engineers#

Tier Job Strength Discipline Focus Logic
1 Maintenance Engineer 50 5 4 3
2 Systems Engineer 70 10 10 10
3 Energy Engineer 120 30 30 30
4 Quantum Engineer 181 61 80 80

7.2 Arts & Culture#

Tier Job Life Exp. Creativity Communication Patience
1 Visual Technician 50 5 4 3
2 Sculptor 80 20 10 15
3 Cultural Archivist 140 45 35 40
4 Existential Expressionist 200 120 60 80

7.3 Educators#

Tier Job Weight Height Communication Patience Wisdom
1 Manual Holder 40 100 5 10 10
2 Teacher 60 160 15 15 10
3 Professor 90 180 20 30 60
4 Existential Chancellor 48 200 100 80 120

Note the Existential Chancellor's Weight requirement (48) is lower than the Professor's (90) and the Teacher's (60) -- the only non-monotonic threshold in the entire dataset. Reported as-is from the wiki; possibly a typo for 148, UNVERIFIED.

7.4 Agriculture#

Tier Job Height Life Exp. Creativity Focus Patience
1 Nutrient Handler 160 50 5 5 5
2 Growth Specialist 180 60 20 10 15
3 Biosphere Director 190 120 35 30 40
4 Sustenance Architect 200 180 50 50 160

7.5 Logistics#

Tier Job Height Discipline Focus Logic
1 Basic Supplier 100 3 4 2
2 Distributor 160 12 15 10
3 Resource Director 190 35 40 30
4 Logistics High Command 220 82 100 120

7.6 Military#

Tier Job Height Strength Discipline Focus Leadership
1 Door Jammer - 60 2 2 5
2 Guard - 120 15 12 10
3 Station Protector 180 130 40 35 30
4 Guardian of Humanity 200 200 100 120 80

7.7 Science#

Tier Job Intellect Logic Patience Wisdom
1 Lab Technician 80 5 5 3
2 Field Research Scientist 110 9 10 9
3 Theoretical Scientist 170 25 30 40
4 Quantum Physicist 221 120 80 100

7.8 Healthcare#

Tier Job Weight Empathy Patience Wisdom
1 Health Assistant 50 5 5 3
2 Doctor 80 15 12 10
3 Neuro Specialist 120 40 35 30
4 Neural Architect 200 100 80 120

7.9 Leadership#

Tier Job Life Exp. Communication Empathy Leadership
1 Room Supervisor 40 4 3 5
2 Station Quartermaster 70 10 10 15
3 Settlement Governor 100 35 30 40
4 Colonel of Humanity 220 100 80 120

7.10 Explorer#

Tier Job Life Exp. Strength Adaptability Creativity Focus
1 Station Roamer 20 60 1 2 5
2 Star Analyzer 60 100 15 20 10
3 Mission Seeker 90 100 40 36 30
4 Frontier Explorer 140 120 100 80 120

7.11 Other / Special#

Job Required Item
Star Child Star Child

The Star Child is gated by possession of a Star Child item rather than by attribute thresholds. The census found exactly one placement: "Star Child Memory" ×1 at Courier Sieve Node Facility. Whether that is the same item the profession requires, and whether more exist, is UNVERIFIED.

7.12 Attribute demand summary#

Which attributes gate the most professions (useful for deciding what to hoard):

Computed directly from the 40 profession definitions (174 gated thresholds in total; blanks in the Military Height column excluded).

Attribute Source Professions gated Highest threshold
Focus Memory 20 120 (Guardian of Humanity, Frontier Explorer)
Patience Memory 20 160 (Sustenance Architect)
Life Expectancy Food 16 220 (Colonel of Humanity)
Height Food 14 220 (Logistics High Command)
Strength Food 12 200 (Guardian of Humanity)
Discipline Memory 12 100 (Guardian of Humanity)
Logic Memory 12 120 (Logistics High Command, Quantum Physicist)
Creativity Memory 12 120 (Existential Expressionist)
Communication Memory 12 100 (Existential Chancellor, Colonel of Humanity)
Wisdom Memory 12 120 (Existential Chancellor, Neural Architect)
Weight Food 8 200 (Neural Architect)
Leadership Memory 8 120 (Colonel of Humanity)
Empathy Memory 8 100 (Neural Architect)
Intellect Food 4 221 (Quantum Physicist)
Adaptability Memory 4 100 (Frontier Explorer)

Focus and Patience gate half the game's professions each (20 of 40) -- and both are memory-only. They are the attributes to hoard hardest. Adaptability and Intellect gate only four professions each, but Intellect's 221 ceiling makes it the single hardest number in the system.


8. Launch: rockets, pods and the capsule#

Prep sequence at the Exodus Station Departure Hall (coords 125, 48; revealed by powering Navigation Beacon 32):

  1. Insert the Rocket Payload Module (fabrication and tuning expanded in Update 5.0)
  2. Fuel with methane
  3. Supply oxygen for combustion
  4. Power the essential systems
  5. Confirm all launch checks green
Fact Value Status
Nominal capacity 4 Lazarus Pods per launch ✅ SETTLED first-hand 2026-09-01 -- 4 Lazarus pod berths read off the MOSES Rocket System panel (§8.2). Was: Confirmed (Humans page, edited 2026-07-03)
Minimum payload 1 of 4. A single pod is a valid launch -- you do not need a full rack first-hand 2026-09-01, beta-era
Overload More than four pods can be placed. Extra humans yield additional capsule reward but cannot be viewed in the Peco Terminal "Space" section Confirmed (wiki note)
Return After each successful launch humanity sends back a mysterious white capsule ("Gift from Above" quest -- sail to the Drop Pod, claim reward) Confirmed
Reward quality "The capsule's contents reflect the quality of the humans sent to the stars" Confirmed, but the actual reward table is UNVERIFIED
Logging Launches logged in the Space section of the Peco Terminal Confirmed

Source conflict (flagged): the Human Seed page (last edited 2026-04-19) computes rocket trips "at 3 per trip", giving 28.33 launches from 85 seeds. The Humans page (last edited 2026-07-03) states 4 Lazarus Pods per launch. The newer page is presumably current -- capacity may have been raised between Update 3.5 and Update 5.0 -- but neither page cites a patch. Treat 4 as current and 3 as launch-era. At 4/launch, 85 seeds = 21 full launches plus a single.

✅ CONFLICT RESOLVED 2026-09-01, first-hand. The panel shows 4 berths. The 3-per-trip figure is retired as launch-era, and the "21 full launches plus a single" arithmetic above stands as the current planning number.

8.1 Quest spine (mechanics only, no story)#

Quest XP Enhancer Pts Unlocks
The Next Step of Evolution 400 30 First full grow cycle → Time to Let Go Soon
Ascension 1000 50 First rocket launch → The Last Listener + Gift from Above
Gift from Above 200 20 Farming Bed skill; → The Council of Humanity
The Council of Humanity 250 5 Unlocks Committees

The Council chamber door is locked with the condition "No Orbital Representative Assigned" and opens automatically "once your first humans are old enough". Launched humans therefore age after launch -- the delay is a real gate, not a bug. Minimum committee age is 18 (§9).

8.2 The launch, run first-hand -- first-hand 2026-09-01, beta-era#

Robert flew the first launch and read the machine. Full procedure, the seven-step checklist and the launch-reload fork bug live in docs/17-quest-compendium-walkthrough.md §7.1 -- this section carries only what the humans/growth domain needs.

The vehicle: the MOSES Rocket System, designated "Sparrow-Class Single-Stage Reusable Rocket" on the panel -- corroborated verbatim in the shipped 0.8.0 string table [datamine], so the name is not beta-only.

The per-launch bill:

Channel Per launch Status
Oxygen 12,000 L Confirmed first-hand; matches prior consensus
Methane (CH4) 3,000 L Confirmed first-hand; matches prior consensus
Electricity 60 kWh 🆕 A corpus first -- this figure existed in no source. docs/ref/flow-research/gas.md §4.2 had it as "unpublished" and its open-questions table carried it as a red item

Why that matters to this document: growing a human costs 10.0 kWh (§2). Launching four of them costs 60 kWh in one go -- 1.5× the energy of growing the entire payload. The launch, not the growth, is the larger single power event, and it lands all at once rather than trickling over ~3 hours. Budget the pad's supply separately from the growth bay's.

Payload validation is real. The panel's PAYLOAD step counts pods, and the 0.8.0 strings expose two distinct rejections -- "The system detected empty PODs in the payload fairing" and "The system detected loose PODs in the payload fairing" [datamine]. So an empty pod and an unseated pod fail differently, and the system inspects pod contents.

⚠️ Open, and expensive to get wrong: is a raw Human Seed a valid payload? Robert launched a grown human ("Lazarus 1"). Capsule rewards scale with human quality (§8 table), which presupposes a grown human. Whether an ungrown seed can be loaded, and what it would be worth, is undocumented. Given seeds are finite at 85 (§1.1), do not find out experimentally.

Ascent voice line, verbatim: "Humans ascending again… We've reached hope!"

8.3 The escort leg -- un-timed, but not safe#

The wiki's "no time limit once growth completes" is correct and remains the good news. The threat model is what was missing:

Fact Detail
Timer ✅ Gone permanently once growth completes. Moving the pod is untimed
🔴 Angels aggro on a carried grown human Exactly as they do on a raw carried seed. The escort's risk is Angels, and essentially only Angels [R, community consensus 2026-08-30]
A pod conceals its contents ~~Podded = concealed.~~ DOWNGRADED 2026-09-01: a dev hotfix (0.5.0.581804) fixed Angels ignoring podded seeds -- concealment is reduced-not-absent. The exposure is the whole outdoor leg, so the doctrine below (minimise time outdoors, indoors is dead air) stands on its own
Angels are outdoor patrollers Indoors is dead air. Sprint the dock-to-door gap
🚫 Never shoot the Lazarus Complex's own Angels They retaliate and can one-shot you

Doctrine: the human leg is a logistics problem with one hostile in it, not a race. Plan it as "minimise time outdoors", not "go fast". Full threat model: doc 17 §6.1.3.

8.4 The Farming Bed / Elysium Bed -- the post-Ascension unlock and its soil economy#

Gift from Above (the capsule quest that follows the first launch) grants the Farming Bed -- internally the Elysium Bed (DA_Skill_FarmingBed, T19, 1 SP, quest-gated) [datamine]. Re-read against the live wiki Gift_from_Above and Elysium_Bed pages, 2026-09-01:

Fact Value
Quest trigger Starts on completing Ascension
Procedure A white capsule descends; sail to the Drop Pod; enter and claim
Rewards +200 XP · +20 Enhancer Points · Farming Bed unlock
Chains into The Council of Humanity → Committees (§9)
Capsule contents Scale with launched-human quality
Bed inputs Clean Water and large amounts of Bio Waste -- the Bio Waste is dropped directly onto the bed as soil, not piped or slotted

🔁 This closes the growth loop, and it is the reason §2.2 matters more than it looks. Every item fed to a Lazarus Rack emits 1 Bio Waste. Bio Waste is the Farming Bed's soil. Farming feeds the Food chain (§5). So growing humans manufactures the fertiliser that grows the food that grows the next humans -- the food side of the two-economy rule (§12.2) becomes not just craftable-in-principle but self-priming in practice, and the first launch is what switches it on.

Sequencing consequence: do not treat the Farming Bed as a late-game nicety. It arrives on the first launch, and the sooner the first (even low-spec) human flies, the sooner the food economy starts compounding. That reinforces §12.5's "get a viable human up early; do not perfect your first."


9. Committees -- the output side#

Unlocked by completing The Council of Humanity (which itself requires a successful launch and the capsule return). Each committee needs four humans of four specific professions, all at Minimum Age 18, at a stated committee Tier.

# Committee Tier Required professions
1 Deck Operations 1 Maintenance Engineer · Basic Supplier · Nutrient Handler · Door Jammer
2 Habitat Care 1 Room Supervisor · Health Assistant · Teacher · Lab Technician
3 Transit & Distribution 1 Systems Engineer · Distributor · Growth Specialist · Guard
4 Power & Security 1 Energy Engineer · Resource Director · Station Quartermaster · Station Protector
5 Cognitive Resilience 2 Theoretical Scientist · Neuro Specialist · Professor · Star Analyzer
6 Culture & Memory 2 Visual Technician · Sculptor · Cultural Archivist · Manual Holder
7 Governance & Logistics 2 Settlement Governor · Logistics High Command · Biosphere Director · Guardian of Humanity
8 Deep Systems 3 Quantum Engineer · Quantum Physicist · Neural Architect · Sustenance Architect
9 Meaning & Frontier 3 Existential Expressionist · Frontier Explorer · Mission Seeker · Colonel of Humanity
10 Field Continuance 3 Field Research Scientist · Existential Chancellor · Station Roamer · Doctor

9.1 The exact-cover property (verified)#

Programmatic cross-check of the 40 profession entries against the 40 committee slots, 2026-08-24: zero professions missing from committees, zero committee entries that are not professions, zero duplicates. The mapping is a perfect bijection.

This is the central planning fact of the endgame. Filling all ten committees requires exactly one of each of the 40 professions -- no substitutions, no spares, no profession wasted. Against 85 seeds that is a 47% success rate required across the whole campaign. Every mis-grown human is a permanent hole in a committee until another seed is spent on it.

Note also that committee rosters cross family lines by tier of difficulty rather than by theme -- Deck Operations takes the T1 of four different families, Deep Systems takes the T4 of four different families. So committees 1-4 are cheap (all T1/T2 professions) and committees 8-10 demand nearly every hardest profession in the game, including all three above-200 outliers (Logistics High Command in #7, Quantum Physicist in #8, Colonel of Humanity in #9).

9.2 What committees do#

Per Update 5.0's announcement: "Humans launched into orbit begin to organize around long-term development goals. Their work feeds into Project Eden and the wider future of the mission." The wiki's per-committee text is flavour describing each body's remit (Deck Operations = repairs and ration priority; Power & Security = load shedding and lockdowns; Deep Systems = quantum infrastructure and neural intervention; and so on). No mechanical output values -- no rates, yields, bonuses or tick intervals -- are documented anywhere. See Gaps.


10. Project Eden#

Two distinct things share this name. Keeping them apart matters.

(a) Project Eden, the Update 5.0 progression system -- REAL, LARGELY UNDOCUMENTED. The 0.8.0.612115 patch notes state verbatim: "Added Project Eden, featuring a new progression path with Eden construction modules, crafting content, skills, quests, locations, and unlocks." The announcement adds that as committee progress grows, Eden begins to rise from the sea and trees grow in the world -- restoration becomes visible rather than living in menus.

What is known Status
It is a progression path with dedicated construction modules, crafting, skills, quests and locations Confirmed (official patch notes, 2026-06-24)
It is driven by committee progress Confirmed (official announcement)
Its visible output is terrain/vegetation change -- trees, Eden rising from the sea Confirmed (official announcement)
The module list UNVERIFIED
The rewards / what it consumes UNVERIFIED
Which committees drive which Eden milestones UNVERIFIED

The wiki has no article for Project Eden as a mechanic. The Quests index links [[Project Eden]], [[Seats of Care]], [[True Choices]], [[True Choices - Grow the Perfect Human]] and [[Omega Nursery]] -- all five are redlinks (confirmed missing via the MediaWiki API, 2026-08-24). Those are precisely the Update 5.0 human/committee/Eden quests, so the wiki's coverage of this domain lags the current build by one major update. This is the single largest hole in the corpus for this domain and cannot be closed from public sources today.

(b) "PROJECT EDEN", the in-game data log -- a lore document, not a system. See §11. The scope premise that Project Eden's wiki page 404s was based on the title Project Eden; the page exists in caps as PROJECT EDEN, but it is filed under Category:Data Logs and contains no module or reward data. Both statements are true: the mechanic is undocumented, and the page that exists is about something else.


11. SPOILERS -- why humans are grown this way#

SPOILER Everything in this section is story material recovered from in-game data logs. It is not needed to play. Skip to §12 for doctrine.

SPOILER PROJECT EDEN (data log, Category:Data Logs). A six-step classified research record, dated 1970-2007, titled "Spaceborne Human Viability". Under Dr. Harriet Langstrom, Project Lead of the Human Viability in Space Initiative, it documents the systematic failure of mammalian reproduction in microgravity: parabolic-flight rodent embryo studies (1970-73) showing irregular mitosis in skeletal and neural tissue; full-gestation orbital rodent studies aboard Skylab/Salyut-era habitats (1974-80) producing cardiovascular and skeletal malformation; rhesus primate studies (1981-84) with >80% miscarriage rates; CRISPR-assisted embryo editing (1995-97) that raised survival slightly while causing organ hypertrophy and cognitive deficits; and computational modelling (2005-06) projecting a >99% probability of fatal developmental abnormality under prolonged microgravity. The 2007 conclusion recommends the MOSES initiative abandon "reproduction-centric fantasies" for artificial gravity, suspended animation, or other alternatives.

SPOILER Why this is the keystone of the whole mechanic. Humanity in orbit cannot reproduce. That is the reason the Caretaker must grow humans on Earth, at the bottom of a gravity well, in Lazarus Racks, and ship them up fully formed -- and the reason the seeds are finite and irreplaceable. The 120-minute timer and the 85-seed ceiling are not arbitrary difficulty; they are the last viable stock of a species that cannot make more of itself where it now lives. It also explains the committee Minimum Age: 18 gate and the "old enough" door condition: the station is receiving grown people, not children, because children are not possible there.

SPOILER ELYSIUM DREAMS (data log). Ten personal entries, 2074-2112, by Dr. Evelyn James, whose husband Henrik co-founded Elysium Dynamics. The couple could not conceive; they redirected that into engineering plant life to heal the planet, pitching to MOSES in 2080 and achieving tenfold growth rates in modified seedlings by 2083. Their 2092 prototype, "Seeds of the Divine", was designed to restore Earth to paradise -- Henrik framing the capsules as "the children we never had, grown in the garden we dreamed of." Henrik dies by 2108. Evelyn's final 2111-2112 entries complete the protocols for the Heavenly Capsules and the automated caretakers built to guide them down: "Those robots will never know us or our reasons -- they'll see only a mission, but in truth, they'll carry our dreams." She closes: "Eden will bloom, tended by silent caretakers, and humanity will someday return home."

SPOILER That is the Caretaker's origin, and it is also the emotional through-line of Update 5.0: Project Eden's trees rising from the sea are Evelyn and Henrik's seedlings finally germinating, decades after both are dead, tended by the machine they designed as a surrogate child. A player who reaches the Eden progression without having read ELYSIUM DREAMS gets the mechanic but not the payoff. Sample 118 at Exodus Station is labelled "Dr. Evelyn James".

SPOILER Related lore threads worth knowing exist: MOSES DIRECTIVES (the governing initiative), Project CANTICLE (source of the Porcine Vocal Interface -- "a mechanical whistle fitted to Project CANTICLE subjects", i.e. the pigs), Project Jonah (Update 5.0's whale-as-infrastructure questline), and Research Outpost Theta-9 (a sealed abyssal facility studying "Roth's Anomaly").


12. Practical doctrine#

Mechanics only; safe to read before playing.

12.1 Route priorities#

  1. The Maze (Transposium) is the highest-value location in the game for this system. Coords 111, 22; revealed by Navigation Beacon 32. Ten Ash Notebooks = 10,000 attribute points across ten mental attributes, 61% of the world's documented memory economy in one place. Everything else in the memory game is rounding error by comparison. Do not spend Ash Notebooks casually before you understand §12.3.
  2. Helios Reserve Lyra for Communication: 17 Porcine Vocal Interfaces = 1,700 Communication, 850 Creativity, 850 Empathy. This is what makes Existential Chancellor and Colonel of Humanity (Communication 100 each) tractable.
  3. Habitat Node 38-98 for breadth: ~33 distinct memories at one each. The best single stop for filling in odd low-tier thresholds.
  4. Beacon 32 unlocks both The Maze and Exodus Station. Prioritise it.

12.2 The two-economy rule#

  • Physical attributes (Height, Weight, Life Exp, Strength, Intellect) come from Food, which is craftable and therefore unlimited. Never panic about a physical threshold; it is a production-line problem. Build toward Nanite Nutrient / Mitochondrial Amplifier / Bioregulator so that Ultimate Genesis (50 Height, 50 Intellect, 40 Life Exp) is available before you attempt any T4.
  • Mental attributes come from Memories, which are finite world loot. Every memory you spend is gone. Treat the memory inventory as a budget for exactly 40 committee seats.

12.3 Ash Notebook doctrine#

Ash Notebook grants 100 to all ten mental attributes. Because the decay cliff is at 200:

  • Two Ash Notebooks put every mental attribute at exactly 200 -- the cap, with zero decay waste, and at or above every mental threshold in the game (the highest is 160 Patience for Sustenance Architect).
  • A third Ash Notebook on the same human is almost pure waste: 100 raw above the cap converts to ~16 effective.
  • With 11 Ash Notebooks you can fully mentally max five humans (2 each) with one spare. Those five should be your five hardest T4s.
  • Because selection favours higher tiers but is random among valid matches, a double-Ash human is valid for a lot of professions at once -- pair it with tightly-controlled Food so the physical attributes disqualify everything except the target. Physical thresholds are your steering wheel; mental saturation is your engine.

12.4 Which memories to hoard for what#

Target Hoard Because
Any T4 mental profile Ash Notebook ×2 Caps all ten at once
Existential Chancellor, Colonel of Humanity (Com 100) Porcine Vocal Interface 100 Communication each; nothing else comes close
Frontier Explorer (Ada 100, Foc 120), Existential Expressionist (Cre 120) Music cartridges + PECO Athletics (90 each) 13 items × 20/25/25/20 = the Ada/Cre/Foc/Pat block
Sustenance Architect (Pat 160) Cartridges (20 Pat each) + Small Tree (25 in world) Patience is the scarcest high threshold
Neural Architect (Wis 120), Existential Chancellor (Wis 120) Biology Notes, Love Letters, Encyclopedia, Maps The only 10-Wisdom items
Guardian of Humanity (Dis 100) Ash Notebook; else Commander's Log (7), Plans (7), Small Tree (5) Discipline is thin outside artifacts
T1/T2 fillers Teddy Bear (36 in world), Tommy, Stopwatch, Mystery Box Cheap, plentiful, precise

Do not feed Ash Notebooks or Porcine Vocal Interfaces to T1 professions. A Door Jammer needs Discipline 2. A Teddy Bear over-qualifies.

12.5 When a low-spec human is still worth launching#

  • Always, if a committee seat needs it. Six of the ten committees are T1/T2 and their seats want professions like Door Jammer (Strength 60, Discipline 2, Focus 2, Leadership 5) and Basic Supplier (Height 100, Discipline 3, Focus 4, Logic 2). These are deliberately trivial. Grow them with junk memories and cheap food.
  • Yes, to unlock the Council. The chain (The Next Step of Evolution → Ascension → Gift from Above → The Council of Humanity) gates Committees behind a launch, not a good one. Get a viable human up early; do not perfect your first.
  • Yes, to fill an overloaded rocket. More than four pods per launch yields extra capsule reward. Surplus low-spec humans are launch ballast that pays.
  • No, if it consumes an Ash Notebook or a seed you need for a T4. The binding constraint is 85 seeds against 40 exact-cover seats.

12.6 The above-200 problem#

Three professions demand a value above the decay cliff, and all three are Food-driven:

Profession Attribute Threshold Minimum raw (inferred from the band table)
Quantum Physicist Intellect 221 ~354
Logistics High Command Height 220 ~342
Colonel of Humanity Life Expectancy 220 ~342

Plan these three deliberately and late, with Ultimate Genesis production already running. Beware that stacking Ultimate Genesis for Intellect also drives Height, Weight and Life Expectancy hard -- collateral thresholds will make other professions valid and dilute the random selection. This is exactly the case the community calculators exist to solve.

12.7 Community tooling (third-party, listed on the wiki)#

Tool Type Best for
Human Growth Specificity Calculator (open source, GitHub) Reverse solver Targeting a specific T3-T4 profession; anti-conflict optimisation; explicit item lists rather than totals. Wiki warns its "World Eco" option is not accurate
The Last Caretaker Human Growth Calculator Forward solver "What can I make right now" from current inventory; imports .sav files or CSV
The_Last_Caretaker_Human_Calculator Local CLI, open source Multi-target optimisation; one-click committee composition; custom priority to spare rare memories

Not verified by this document; listed because the wiki endorses them and because the .sav import in the second tool is directly relevant to this project's save-reading track (see docs/ref/shadow-install.md §6).

12.8 Doctrine revisions from the first live grow and launch (2026-08-30 → 09-01)#

Seven changes to how the first human should be planned. All are first-hand, beta-era unless marked.

# Revision Why
1 Budget a real-world afternoon per human, not minutes. The first grow ran ~2 h 48 min (§3.1). §3's item-count formula predicts ~17 min at 100 items and does not describe the observed run
2 Size the growth bay's utilities for ~3 hours unattended, with headroom. 2.5 kW + 100 L/h continuous for the whole window, and "No Power" on a rack also means no fresh water (§1) -- one brownout costs both inputs and can resume a paused countdown
3 🚫 Do not scrap, sell or spend PECO minigame cartridges. They are live mental-growth inputs, confirmed being eaten by a rack (§3.2). 13 cartridges × 90 points is the Ada/Cre/Foc/Pat block -- and they are the only concentrated source of Adaptability outside an Ash Notebook
4 Read the consumption ticker as telemetry, not decoration -- but do not reconstruct a feed list from it. It is a rolling current-item display; observed attribute deltas exceeded what the visible items could account for (§3.2.2)
5 A short MENTAL list early in a grow is normal. The panel lists only nonzero attributes and fills in as you feed (§3.2.1). Nothing is broken
6 Fly the first human as early as it is viable -- the Farming Bed is the prize. Gift from Above lands on the first launch and unlocks the Elysium Bed, whose Bio-Waste-as-soil economy is what makes the food side self-priming (§8.4). This strengthens §12.5's existing "do not perfect your first"
7 Two mandatory manual saves. Before rack insertion (insertion can corrupt a seed into "blob things") and before pressing STARTUP at the pad (the launch-reload fork bug). Both are rollback-only problems -- doc 17 §6.1.3 and §7.1.5

Power planning, corrected. Growing a human is 10.0 kWh; launching four is 60 kWh in one event (§8.2). The launch is the bigger and spikier draw, and it is at a different site. Do not size the pad off the growth bay's numbers.


Gaps & Unverified#

Version and patch coverage - Build 0.8.0.612251 (installed, 2026-08-24) has no published patch notes. Only 0.8.0.612115 (2026-06-24) is documented. What .612251 changed is UNVERIFIED -- it may have touched values in this document. - The wiki's Humans page was last edited 2026-07-03, nine days after Update 5.0 shipped. Whether its profession thresholds were re-verified against 0.8.0 or carried over from Update 4 is UNVERIFIED.

Project Eden (largest hole) - Module list, rewards, consumption, and the committee→Eden progression mapping are all UNVERIFIED. No wiki page exists for the mechanic; the PROJECT EDEN page that does exist is a lore data log. - Update 5.0 quests Project Eden, Seats of Care, True Choices, True Choices - Grow the Perfect Human and Omega Nursery are redlinks -- confirmed missing 2026-08-24. The wiki lags the live build by one major update in exactly this domain.

Committees - No mechanical outputs documented anywhere: no yields, rates, tick intervals, bonuses or failure states. Only flavour text and the four-profession roster per committee. - "Minimum Age: 18" is listed for all ten committees. How human age advances after launch, at what rate, and whether Life Expectancy interacts with it, is UNVERIFIED. The Council quest note ("once your first humans are old enough") confirms a real-time gate exists but gives no duration.

Memories - The domain scope specified "60+ memory items"; the live count is 48. Verified twice, independently: the memories Cargo table exports exactly 48 rows, and Category:Memories contains exactly 48 members (2026-08-24). The wiki itself notes "The total number of Memories is still increasing or changing," so 48 is current-as-of-now, not final. - Acquisition method for the 13 cartridge/minigame memories is UNVERIFIED. They appear in no location loot list. Strongly implied by patch notes to come from music cartridges (Update 5.0) and PECO minigames (Update 3.5), and corroborated by the first-hand install (peco-engine.js, VolumeMusicCassette), but the actual acquisition steps are undocumented. Whether they are repeatable is unknown -- if minigame rewards repeat, the Ada/Cre/Foc/Pat economy is effectively unbounded, which would change §12 doctrine substantially. - ✅ PARTLY CLOSED 2026-09-01. Their effect is now first-hand: a PECO Athletics – Triple Jump cartridge was watched being consumed by a Lazarus Rack, and the human gained exactly the Adaptability + Patience the 20/25/25/20 profile predicts (§3.2.1). Cartridges are confirmed live mental-growth inputs and the published profile is correct in the current build. - 🔴 Still open, and still the higher-value half: acquisition, and whether it repeats. Nothing observed bears on it. If minigame rewards repeat, §12's scarcity doctrine changes; treat that as the single most consequential unanswered question in this document. - The world census covers 50 locations and 418 instances -- the pages that carry a == Memories == section. Many location pages are stubs with empty or absent Memories sections, so 418 is a floor, not the true world total. The 18,066-point figure is likewise a floor. - Memory weight and rarity exist on item infoboxes but are not in the Cargo table; not transcribed here for all 48 (sampled only: Ash Notebook 1.0/Artifact, Porcine Vocal Interface 1.5/Artifact, Small Tree 1.5/Uncommon, Teddy Bear 0.4/Common, cartridges 0.3/Common). - Helios Reserve Lyra lists Porcine Vocal Interface twice (×8 and ×9). Counted as 17 here; may be two sub-areas or a wiki duplication error. UNVERIFIED.

Professions and growth - Existential Chancellor's Weight threshold of 48 is lower than the Teacher's (60) and Professor's (90) -- the only non-monotonic value in the dataset. Reported verbatim; possibly a typo for 148. UNVERIFIED. - The exact weighting of "randomly selected from valid matches, favoring higher-tier matches" is not quantified. No probability table exists. - The growth-time closed form is inferred from three prose clauses; the wiki gives no formula and no worked example beyond 8 items. - 🔴 ESCALATED 2026-09-01 -- the formula is now in open conflict with observation. The first measured grow ran ~2 h 48 min (§3.1), about ten times what the item-count formula predicts at any plausible item count. The two readings taken (2:40 left at 5%, 2:13 left at 21%) are mutually consistent and imply a linear bar with a fixed ~168 min total, i.e. a duration set at start, not accumulated per item. What actually sets growth duration is UNVERIFIED. The formula is retained as the wiki's position and should be treated as launch-era until re-verified. - ✅ RESOLVED IN PART 2026-09-05 first-hand: the duration is set by the load -- the rack's own Growth time estimate read 2:20 for 11 items (20 kg) and 3:10 for 19 items (~35 kg), consistent with the measured 2:48; roughly 71 min + 6 min per item (§3). The wiki's minute-scale formula is retired. - ⚠️ docs/COMPREHENSION.md attributes the change to a U03 "dynamic duration". That attribution is itself unsourced -- docs/03-patch-notes-changelog.md carries no patch note about growth duration. Do not propagate it as fact. - 📗 Whether items can be added mid-grow -- the community reports pause-and-add (the timer extends); not yet tried first-hand. §3.2.3. - ✅ The feeding UI's actual mechanics -- RESOLVED 2026-09-05 first-hand: items are moved from the backpack into the rack's own 100 kg hold before BEGIN; no draw from nearby storage. §3.3. - 🔴 The growth-time fit -- the rack's estimate scales with the load (§3: 2:20 for 11 items, 3:10 for 19, measured 2:48 for ~15); a third reading with items and mass separates the per-item from the per-kg model. - Decay-table behaviour above raw 220 / effective 25 is undocumented. - Whether the decay penalty applies per-attribute or to a pooled total is stated as per-attribute ("when any attribute value exceeds 200") but not demonstrated.

Launch - ~~Sources disagree on rocket capacity: Human Seed (edited 2026-04-19) says 3 per trip; Humans (edited 2026-07-03) says 4 Lazarus Pods per launch. Neither cites a patch. Treated here as 3 = launch/early-EA era, 4 = current, but this is inference.~~ -- ✅ CLOSED 2026-09-01, first-hand: 4 berths, read off the MOSES Rocket System panel (§8.2). The inference is now a confirmation; 3 is retired as launch-era. 1 of 4 is a valid minimum payload. - Capsule reward contents are described only qualitatively ("reflect the quality of the humans sent"). No reward table exists. The first capsule specifically unlocks the Farming Bed skill; subsequent capsule contents are UNVERIFIED. (2026-09-01: the first capsule's payout is now itemised -- +200 XP, +20 Enhancer Points, Farming Bed -- §8.4. Subsequent capsules remain UNVERIFIED, and no quality→reward mapping exists.) - The maximum number of pods that physically fit in an overloaded rocket is UNVERIFIED. - 🔴 Whether a raw Human Seed is a valid rocket payload -- NEW, and expensive to test. Robert launched a grown human. The PAYLOAD check inspects pod contents (it distinguishes "empty PODs" from "loose PODs" [datamine]), but nothing establishes whether an ungrown seed passes or what it would be worth. Seeds are finite at 85. Do not test this experimentally. §8.2. - ~~Rocket Payload Module has no wiki page (confirmed missing 2026-08-24)~~ -- still no wiki page, but [datamine] closes the mechanical gap: DA_Skill_Module_RocketCapsule, Tier 14, 0 skill points, quest-gated (VoyageSkillCustomRequirementQuest_0). Zero SP -- it is granted outright by its quest, not purchased. Its recipe is still undocumented. It remains absent from the 0.8.0.612115 patch-notes thread despite being in the Update 5.0 announcement. - 🔴 The launch's electricity requirement was unpublished everywhere and is now measured at 60 kWh (§8.2) -- closing the open red item in docs/ref/flow-research/gas.md §7.1. That document has not been updated; the fix belongs to its next pass, not this one.

Opened by the 2026-09-01 first-hand pass

  • 🔴 The Empty Human Seed Container -- an unexplained world actor, and it may belong to this domain. first-hand 2026-08-28 A container in the Lazarus Complex overlook office: GRAB-CARRY class (cannot be inventoried -- the same transport class as a Human Seed), durability 100%, gold under-glow, gasketed circular top port, side viewing window, and it accepts a power cable. Related shipped strings [datamine]: an objective "Place Human Seed in Container", and a quest asset at /Game/Data/Assets/Quests/**Old**/Questlines/Quest_Seed_Vault_Place_Seed_in_Container -- the Old/ segment cuts against the exciting reading and makes "vestigial actor from a cut mechanic" at least as likely as "live undiscovered mechanic". It was not present in Robert's save strings. Working theory (INFERRED, unproven): a seed transport vessel, distinct from the Lazarus Pod's growth-containment role -- which would be interesting against the refrigeration model (§1.1a), since it is powered. Tests pending, none run: approach with a seed in hand and look for a place prompt; run a cable to it; if it accepts a seed, check whether the clock holds. OPEN. Doc 17's Gaps carries the same entry.
  • 🔴 Pod-provides vs pod-demands refrigeration. The Lazarus Pod tooltip says "refrigeration necessary"; the shipped string says "Seed not refrigerated. Insert into functional lazarus rack." These name different components. §1.1a; doc 17 §6.1.2 owns the adjudication and the zero-cost test that settles it.
  • 🔴 The seed timer's duration is contested (wiki/corpus 120 min vs a TheGamer guide's 1 hour), and no numeric countdown was shown at extraction at all. A SeedTimeRemaining = "Time Remaining" label does exist in the build [datamine]. 120 remains the corpus figure as the only sourced one. §1.1a.

Star Child - Gated by a "Star Child" required item. The memories Cargo table has a starchild column that is null for all 48 rows. One "Star Child Memory" placement was found (Courier Sieve Node Facility ×1). Whether that is the gating item, how many exist, and what the Star Child profession does are all UNVERIFIED. No Star Child wiki page exists.

Method note - This session's WebSearch budget was exhausted before research began, so no keyword searching was performed. All sourcing is direct retrieval: the wiki's MediaWiki API and Cargo export (which yields the live database rather than rendered prose, and is strictly higher fidelity), the official Steam news/events APIs, and the official patch-notes thread. Consequently gaming-press and Reddit/community-consensus sourcing is absent from this document -- no community doctrine threads were consulted, and §12 doctrine is derived by analysis from the primary data rather than reported from player consensus. A follow-up pass with search available should look for community strategy threads on committee-completion order and cartridge acquisition. - Independent fact-check pass, 2026-08-24 (v1.0.1). 17 live retrievals re-confirmed, against the wiki and the Steam news API: the version anchor (Steam news API shows no announcement after Update 5.0, unix 1782300005 = 2026-06-24, so 0.8.0.612251 remains an unannounced hotfix); 10 kWh / 10,000 L; the 20 kg / 30 cm / 10 yr floors; the growth-time clauses; the decay statement and the raw→effective table rows 11-30 (bands 13-18→5, 19-22→6, 23-28→7 verified row by row); all 13 food rows and recipes; the memories Cargo export at exactly 48 rows with intellect null throughout; all 10 committees, tiers and rosters plus Minimum Age 18; the 85-seed census and the 3-per-trip / 4-per-launch source conflict; 4 Lazarus Pods per launch and the overload note; the profession-selection wording; the outlier rows (Existential Chancellor Weight 48, Logistics High Command Height 220, Quantum Physicist Intellect 221, Colonel of Humanity Life Exp 220, Sustenance Architect Patience 160); the Bio Waste uses; the Council quest 250 XP / 5 EP and its "No Orbital Representative Assigned" door text; the six redlinks (Project Eden, Seats of Care, True Choices, Omega Nursery, Star Child, Rocket Payload Module); the Update 5.0 announcement text on committees and Eden, quoted verbatim in §9.2 and §10. Census arithmetic independently reproduced: The Maze's memory list totals exactly 10,064 and Exodus Station's exactly 1,190, and Helios Reserve Lyra does list Porcine Vocal Interface twice (×8 and ×9) as §6.2 notes. Six corrections were applied -- attribute count 16→15, above-200 profession count 4→3, "resets"→"pauses" on rack mounting, the 11-family framing, 4 Wh electricity, and the Rocket Payload Module sourcing.


Sources#

All accessed 2026-08-24.

Ground truth (first-hand, local) - C:/last-caretaker/docs/ref/shadow-install.md -- EA 0.8.0.612251, buildid 23962331, UE 5.7.4, peco-engine.js / Peco Athletics, VolumeMusicCassette

v1.1.0 sources (2026-08-28 → 2026-09-01)

Provenance hierarchy for the tags used in v1.1.0 content: first-hand > save/datamine > wiki > guide/press. [beta-era] marks observations from the Update 5.5 "Deck Drop" public beta (0.8.5.650920, buildid 24990438, UE 5.8.1) that Robert opted into 2026-08-29 -- they are recorded but not folded into this document's version anchor, which stays 0.8.0.612251.

  • Robert's own play, 2026-08-30 → 2026-09-01 [beta-era] -- the first racked seed and the first full growth cycle: the ~2 h 48 min duration and the two progress/remaining readings (§3.1); the centre-screen consumption ticker and the items on it (Guitar, Nutri-Core, PECO Athletics – Triple Jump, Mind Surge); the progressive MENTAL attribute list; the Life Expectancy 2.4→8 and Weight 2.4→19.5 deltas; the physical panel's five fields; the Lazarus Pod's "refrigeration necessary" tooltip and the "needs to be REFRIGERATED or placed in a rack" extraction prompt; the MOSES Rocket System panel (Sparrow-Class designation, 4 berths, O2 12,000 L / CH4 3,000 L / 60 kWh, 1-of-4 minimum) and the ascent voice line.
  • Robert's save file, census 2026-08-28 (build 0.8.0) -- the food-jar family present as unlocked skills (Nutri-Core, High-Fat, Mind Surge, PhysiqueFuel, MuscleFortification).
  • C:/last-caretaker/data/datamine/parsed/display-names.json + item-names.json -- all 13 Food_* string-table entries and the two Material_Food_* nanite materials (§5); SeedNotRefrigerated = "Seed not refrigerated. Insert into functional lazarus rack."; SeedTimeRemaining = "Time Remaining"; "Sparrow-Class Single-Stage Reusable Rocket"; the payload rejections "empty PODs" / "loose PODs"; "Place Human Seed in Container" and /Game/Data/Assets/Quests/**Old**/Questlines/Quest_Seed_Vault_Place_Seed_in_Container.
  • C:/last-caretaker/data/datamine/parsed/skilltree-mined.json -- DA_Skill_FarmingBed (Elysium Bed, T19/1 SP, quest-gated), DA_Skill_FarmingBed_V2 (Elysium Bed Atmos, T24/1 SP), DA_Skill_Module_RocketCapsule (Rocket Payload Module, T14/0 SP, quest-gated), DA_Skill_Engineering_Lazarus_Pod (T12/3 SP, gated on the unique VoyageSkillCustomRequirement_LocatorFlags_C_0).
  • C:/last-caretaker/docs/ref/flow-research/gas.md v1.0.0 §4.2, §7.1 -- the O2/CH4 launch consensus and the unpublished electricity requirement now measured.
  • C:/last-caretaker/docs/17-quest-compendium-walkthrough.md v1.1.0 §6.1, §7.1 -- the seed-run and launch procedure this document defers to; the Angel threat model; the seed-corruption and launch-reload bugs.
  • thelastcaretaker.wiki.gg, 2026-09-01 -- Gift_from_Above (trigger on Ascension, +200 XP / +20 EP, Farming Bed, chains to The Council of Humanity, capsule scaling) and Elysium_Bed (Clean Water + large amounts of Bio Waste dropped directly on the bed as soil).
  • Community, 2026-08-30 [R] -- Angels aggro on a carried grown human as they do on a raw seed; a pod conceals its contents; Angels are outdoor patrollers; never engage the Lazarus Complex's own Angels.
  • TheGamer walkthrough, read 2026-08-30 -- the 1-hour seed-countdown claim, recorded as an unresolved conflict, not adopted.
  • Dev troubleshooting note -- "No Power" on a Lazarus Rack also means no fresh water (§1).

Official - https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1783560 -- full announcement history, app 1783560 - https://store.steampowered.com/events/ajaxgetpartnereventspageable/?appid=1783560 -- 30 partner events, 2025-08-22 → 2026-06-25 - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ -- Update 5.0 New Horizons Patch Notes -- 0.8.0.612115, 2026-06-24 - Steam announcement bodies quoted inline: Update 5.0 "New Horizons" (2026-06-24), Content Update 4 "Below Us" (2026-05-13), Update 3.5 "Shadow Drop" (2026-04-15), Update 03 "Curiosity Wakes" (2026-03-18), Update 01 "Last Humans" (2025-12-16)

Wiki (thelastcaretaker.wiki.gg) - https://thelastcaretaker.wiki.gg/wiki/Humans (raw wikitext; last edited 2026-07-03) -- growth inputs, minimum specs, growth-time formula, 220-row decay table, byproducts, launch, all 11 job family tables, tools - https://thelastcaretaker.wiki.gg/wiki/Memories -- Cargo query definition - https://thelastcaretaker.wiki.gg/index.php?title=Special:CargoExport&tables=memories -- live export of all 48 memories × 11 attributes + starchild - https://thelastcaretaker.wiki.gg/api.php?action=cargofields&table=memories -- schema (revealed the starchild field) - https://thelastcaretaker.wiki.gg/wiki/Food -- all 13 food recipes and physical attributes - https://thelastcaretaker.wiki.gg/wiki/Committees (2026-07-13) -- all 10 committees, tiers, rosters - https://thelastcaretaker.wiki.gg/wiki/Human_Seed (2026-04-19) -- 85-seed census, 2-hour timer, time-reset, 3-per-trip figure - https://thelastcaretaker.wiki.gg/wiki/Lazarus_Rack (2026-07-06) -- power/water draw - https://thelastcaretaker.wiki.gg/wiki/Lazarus_Pod (2026-06-01) -- recipe, tier, warning - https://thelastcaretaker.wiki.gg/wiki/Bio_Waste (2026-05-02) -- byproduct uses - https://thelastcaretaker.wiki.gg/wiki/Exodus_Station (2026-07-12) -- location, memories, samples - https://thelastcaretaker.wiki.gg/wiki/PROJECT_EDEN (2026-04-25) -- data log, Category:Data Logs - https://thelastcaretaker.wiki.gg/wiki/ELYSIUM_DREAMS (2026-04-25) -- data log - https://thelastcaretaker.wiki.gg/wiki/The_Council_of_Humanity (2026-07-13), /wiki/Ascension, /wiki/Gift_from_Above, /wiki/The_Next_Step_of_Evolution -- quest chain, XP, Enhancer Points - https://thelastcaretaker.wiki.gg/wiki/Quests -- quest index (source of the five Update 5.0 redlinks) - https://thelastcaretaker.wiki.gg/wiki/The_Maze_(Transposium), /wiki/Helios_Reserve_Lyra, /wiki/Seed_Vault_Prometheus, /wiki/Eden_Cradle, /wiki/Lazarus_Complex -- location memory lists - https://thelastcaretaker.wiki.gg/wiki/Ash_Notebook, /wiki/Porcine_Vocal_Interface, /wiki/Chiptropolis, /wiki/PECO_Athletics_-_Javelin, /wiki/Teddy_Bear, /wiki/Small_Tree -- item infoboxes, rarity, weight, flavour - https://thelastcaretaker.wiki.gg/api.php (list=search, list=categorymembers, prop=revisions, generator=search insource:"== Memories ==") -- 48-member category verification, missing-page verification, 50-location memory census

Community tooling (referenced, not verified) - https://root-de.github.io/LastCaretaker/ · https://github.com/Root-DE/LastCaretaker - https://thelastcaretaker-tools.com/Calculator - https://github.com/NCFFCN/The_Last_Caretaker_Human_Calculator

04

Lore, Setting & Narrative

Version anchorEarly Access 0.8.0.612251 = Update 05 "New Horizons" Hotfix 2 (Update 05 shipped 2026-06-24/25; Hotfix 2 is the newest patch line, and Steam news shows no announcement after 2026-06-25 as of today, 2026-08-24). Steam buildid 23962331, app 1783560, UE 5.7.4 -- matches the first-hand install inventory in docs/ref/shadow-install.md.
17 claims checked13 corrections13 unverifiedverifier verdict

The doc is now substantially more reliable on the things a fresh player would act on: the quest roster is the wiki's own complete 43-entry ordering rather than a snippet-derived chain that had folded three map locations in as quests, and two actionable numeric claims (committee age 24, "Mother is the end of the main line") were false and are fixed. The lore layer -- MOSES/Roth/Olena/ANGEL/PECO dates, quotes and day numbers -- verified essentially perfectly against primary wiki pages, as did all seven map coordinate pairs, the 52/43/17 catalogue counts and every studio fact; the remaining soft spots are correctly fenced as UNVERIFIED and are mostly interior details and community theory rather than routing advice.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER
⚠ SPOILER SHIELD

Lore & Narrative is story-shielded

The world's truth, the characters, the voice, and how the current story ends. Nothing here is needed to play well.

The Last Caretaker is a first-person survival-crafting game with an unusually front-loaded narrative: Channel37 have said explicitly that the game "doesn't keep its story in the background." You are a machine, not a person; the ocean covering the Earth is not a backdrop but the consequence of a specific, documented catastrophe; and every core mechanic (why you charge, why you sail, why you carry seeds) is a restatement of the plot in verbs. The fiction is delivered through three channels -- spoken guidance from a voice that gives you objectives, Data Logs unlocked by collecting Memories and read at PECO terminals (52 catalogued as of Update 05), and environmental scenes in drowned facilities. The three in-fiction proper nouns that carry most of the worldbuilding are MOSES (the exodus programme), PECO (the corporation whose terminals and branding are everywhere), and the Lazarus Complex (the facility where humans are grown). This document keeps the setup spoiler-free in the first half; everything that would spoil a discovery sits under explicit SPOILERS headings from § 8 onward.

Fact-check status (2026-08-24, v1.1.0): version anchor re-confirmed against the Steam news index and the official news index -- no patch or announcement after 2026-06-25, so 0.8.0.612251 stands. Sixteen load-bearing claims were re-verified against primary pages; five errors were corrected (see the "Correction of record" notes in § 9, § 12.1, § 12.2, § 12.3 and § 12.4).

Reading guidance for a fresh player: § 1-7 and § 13-14 are safe. § 8-12 are not. If you are answering a "what do I do next" question for a first-time player, answer from § 6-7 and the quest names in § 9 only, and do not volunteer the contents of § 10-12.


1. Version discipline & update history#

This is an Early Access title with five major content updates shipped. Narrative content has been added in almost every one of them, so any guide written before 2026-06-25 is missing at minimum Project Eden, Project Jonah and Research Outpost Theta-9. Treat pre-2026 sources as launch-era history, not current state.

Update Name Date Narrative content added (confirmed, official)
-- Early Access launch 2025-11-06 Base story: awakening, Lazarus Complex, seed recovery, orbital launch
01 Last Humans 2025-12-16 New story quests, new vehicles, night-vision goggles
02 Ocean: The Final Frontier 2026-02-11 Jet ski, new locations, sonar scanning, boat customisation
03 Curiosity Wakes 2026-03-18/19 First orbital contact, new ocean threats, companions, Caretaker customisation
3.5 Shadow Drop 2026-04-15 Photo drone, PECO minigames, hidden areas
04 Below Us 2026-05-13/14 Salvage Gyro, Gyro Service Towers, Seed Vault Eden Cradle, Project Canticle, HoloMemory, Decoy Pod, hook cables
05 New Horizons 2026-06-24/25 Project Eden, Project Jonah (whale questline), Research Outpost Theta-9 (studies Roth's Anomaly), statues + cave paintings as cultural memory, Rocket Payload fabrication, Data Recovery Deck music playback

Hotfix 2 for Update 05 (0.8.0.612251, the installed build) is a stability patch -- it fixed a "Seats of Care" quest-completion bug, a memory-related crash, and non-English keybinding menus. No lore changes in the hotfix.

Studio context (confirmed, Wikipedia + press): Channel37, Helsinki, founded end of 2021, fewer than ten employees, backed by Supercell; founders include CEO Miika Aulio with Vesa Halonen, Antti Ilvessuo and Sami Saarinen (ex-Ubisoft RedLynx, Mind Echoes). Debut title, announced February 2025, EA from 2025-11-06 with a stated minimum 12-month EA window. Won Best Finnish Game of 2025 at the Finnish Game Awards 2026. "Very Positive" on Steam (85% of 7,404 English-language reviews as of June 2026).

(All of § 1's studio facts re-verified against Wikipedia 2026-08-24; the update table re-verified against the official news index and the Steam news index the same day -- the newest post on either is 2026-06-25.)


2. The world -- what happened to Earth#

2.1 The premise as the game states it (spoiler-free)#

Earth is "largely covered by ocean after ecological collapse" (Wikipedia, matching the official store copy). The horizon is water; what breaks the surface are the tops of drowned megastructures, rusting rigs, habitat nodes and industrial platforms. Humanity is not present in the world you sail. You are a machine that has woken up long after the people left, into a mission written for you by people who are gone.

The official mission statement, repeated verbatim across the store page, the site and the wiki, is three verbs:

recover human seeds → reactivate the Lazarus Complex → launch the last of humanity to the stars

2.2 The cause of the flood (lore-layer, not a plot twist)#

This is stated in a collectible log rather than the opening cinematic, so it is discoverable rather than secret -- included here because it is background, not a reveal.

The MOSES INITIATIVE log is the personal notebook of Dr. Elias P. Rowan of the Woods Hole Oceanographic Institution, dated 12 September 1950 onward. Rowan's models confirm that methane hydrate destabilisation beneath the ocean will inevitably occur -- a runaway clathrate release, not a nuclear war, not an asteroid. His line for it: "Civilization built its towers on a foundation of sand and borrowed time." He observes that powerful people are already making quiet preparations to escape.

He sends his findings to Evelyn James from the very first entry (12 September 1950); by the 3 November 1950 entry she has understood them and already has plans prepared. (The wiki page's summary of the correspondence compresses these two beats -- the exact date on which Evelyn first responds is not cleanly separable from the log text; the 1950 window is solid, the 3 November stamp is lightly held.) By 29 January 1951 Rowan's own funding is drying up while Evelyn's letters describe MOSES -- "an exodus, a lifeboat for humanity" built on orbital colonies and modular space habitats. On 8 July 1951 her final letter reads: "MOSES is approved."

Note the dating. The MOSES logs are set in 1950-1951, and the MOSES Directives run 1962-2000. This is not our timeline -- it is an alternate history in which the clathrate warning lands in 1950 and a global orbital-exodus programme is funded in 1951. Later logs place the last year of habitable Earth in 2094. Treat any source that describes the setting as "the near future" as loose.

2.3 The two organisations that built everything you touch#

Name What it is Founded / active Evidence
MOSES The exodus programme and, later, the governing authority behind it. Named for the biblical exodus; "a lifeboat for humanity." Runs orbital colonies, modular habitats, doctrine and directives; also commissioned the Caretakers, the Angels and the classified biological research. Approved 1951; Directives dated 1962-2000 MOSES INITIATIVE, MOSES DIRECTIVES, ANGEL, ROTH'S ANOMALY logs
PECO The corporation whose hardware you use constantly. Manufactures information terminals (PECO Model 7X); brands itself "A MOSES Partner in Progress." Its terminals carry built-in surveillance and a personality interface. PECO branding also fronts the in-game arcade minigames ("Peco Athletics") and a jobcentre. Established 1962 PECO MANUAL log; first-hand: peco-engine.js in the install

The PECO MANUAL is a maintenance guide written in corporate-compliance voice: daily power verification, weekly data purge and security review, monthly integrity checks "requiring user affirmation of trust", a warning against non-certified components, and a binding clause against interfering with surveillance functions. Its closing line is the tone of the whole setting in one sentence: "A PECO Terminal never truly powers down. It simply waits."

2.4 The MOSES Directives (the doctrine of the orbital era)#

Seven doctrinal entries, 1962-2000, each attributed to a different author. This is the ideological spine of the off-world civilisation and reads as a slow drift from science to social control.

Year Directive Attributed author Thrust
1962 The First Mandate Dr. Elias Carver Orbital stations are humanity's priority
1968 The Science Imperative Dr. Mirian Goldstein Scientific innovation as survival requirement
1973 Sustainability or Extinction Dr. Katherine Leung Closed-loop resource systems
1980 Order Over Chaos Admiral Victor Kruger Social control within the colonies
1986 The Council's Burden Dr. James Thatcher Governance accountability measures
1992 The Doctrine Framework Dr. Helena Vasquez Consolidates five pillars of doctrine
2000 The Earth Legacy Debate Dr. Samuel Nyarko What Earth is for after the collapse

(Source: thelastcaretaker.wiki.gg MOSES DIRECTIVES, re-fetched in full 2026-08-24 -- all seven years, titles and attributed authors match verbatim. Still single-source, because the wiki is the only transcription of this log in public circulation; the in-game text itself was not read.)


3. Who you are -- the Caretaker#

Confirmed (wiki + official copy):

  • The Caretaker is "the titular robotic player character." You are a robot, not a survivor: instead of hunger and thirst you manage internal systems (power/energy being the headline one). The umbilical/charging loop is a mechanical statement of the fiction.
  • Caretakers as a class "were designed to restore and protect human life to ensure the survival of the species" -- specifically to restore humanity and get it off the planet.
  • Multiple Caretaker units existed. "Most caretakers appear to have malfunctioned and ceased operation." You are the exception, and that is the title.
  • The wiki gives no model number or technical designation for the player unit -- just the functional title "Caretaker." (Contrast the Angels, which do have a model designation; see § 11.)
  • You can be customised (added in Update 03 "Curiosity Wakes").

What the game deliberately withholds early: the nature of your own memory and personality, and the identity of the voice giving you objectives. Both are handled in § 10.

Terminology note: Voyage / VoyageSteam appear in the install path, executable and settings class. That is the internal project codename -- it is not an in-fiction name and must never be presented as one.


4. Characters and voices (spoiler-light)#

Name Role Confidence
The voice (unnamed at first) A woman's voice that speaks periodically and hands you objectives. Present from the opening. Her identity is a story thread -- see § 10. Confirmed she exists; identity = spoiler
PECO terminals Your reading interface for Data Logs; written with an implied personality and explicit surveillance function Confirmed
Recorded humans Everyone else in the story is dead and speaks only through logs, diaries and recordings Confirmed
Orbital contact Update 03 introduced "first orbital contact" -- communication with the station side of the story Confirmed (official patch copy)
Companions Update 03 added "loyal companions" Confirmed (official patch copy); nature UNVERIFIED

Named humans who appear across the log corpus (all posthumous / archival): Dr. Elias P. Rowan, Evelyn James, Dr. Markus Roth, Dr. Olena Kurova, Anna, Dr. Marika Solberg, Fatima D'Costa, Mia Harlow, Elena, Mark, plus the seven MOSES Directive authors in § 2.4.


5. How the story is delivered (spoiler-free mechanics)#

Channel How it works Notes
Quests / objectives A named quest chain with HUD quest tracking, locators and world markers. 43 quest pages catalogued on the wiki as of Update 05. The HUD toggles for quests, locators and world markers are visible first-hand in VoyageGameUserSettings.
Data Logs You collect Memories in the world; each Memory unlocks a Data Log, readable at any PECO terminal. Each log "reveals more of the events that led to the world becoming what it is today." 52 Data Logs in the wiki category as of 2026-08-24. Full list in § 6.
HoloMemory Added Update 04 -- a memory playback form distinct from text logs. Confirmed (official patch copy); exact presentation UNVERIFIED
Voiceover The guiding voice speaks during quests; key beats land as voicelines rather than cutscenes (the final Update-05-era beat is explicitly "the final voiceline"). Confirmed
Environmental scenes Drowned facilities, wrecks, graves, posed Caretaker corpses, quarantine stacks. See § 13. Confirmed
Cultural memory (Update 05) Statues and cave paintings recovered as "fragments of lost culture", plus environmental Samples. Confirmed (official patch copy)
Cassette tapes / music Music is its own culture layer -- there is a dedicated VolumeMusicCassette audio channel separate from score, and Update 05 added Data Recovery Deck music playback. Confirmed first-hand (settings) + official patch copy
PECO minigames Playable retro terminal games inside the game, rendered by an embedded Chromium browser ("Peco Athletics"), added Update 3.5. Diegetic period-flavour rather than plot. Confirmed first-hand (peco-engine.js) + official patch copy

There is no living NPC dialogue system in the conventional sense -- the human cast is entirely archival. That is a deliberate design choice, not a gap.


6. The Data Log corpus (52 entries, Update 05)#

Complete category listing from the wiki, grouped here by what they cover. Grouping is my reading; the names are verbatim.

Group Logs
Programme / doctrine MOSES INITIATIVE, MOSES DIRECTIVES, PROJECT EDEN, PROJECT JONAH, Project CANTICLE, ASCEND CODES, PROTOCOL MEMO, PROTOCOL RECORDS, FINAL CLEARANCE
The anomaly / biology ROTH'S ANOMALY, BIO-MATTER LOGS, GHOST IN THE LOOP, WHISPERS WITHIN, SMILE AT DARK, THE BLACK CORRIDOR LEAK
The Anna thread DOLLY PROJECT LOGS, OLENA'S PROMISE, ELENA'S FUTURE, ELIAS
Personal / human DIARY ENTRIES, PERSONAL LOGS, DEPARTURE LOGS, CRADLE'S END, NEW TERRA LOVE, JACOB'S STARS, FINAL ANTHEM, FINAL ECHOES, FINAL STATIC, THE BRIEF MUSIC, ELYSIUM DREAMS, THE FIRE THAT WOULDN'T DIE
Named individuals DR. MARIKA SOLBERG, FATIMA D'COSTA, MIA HARLOW
Machine / hardware ANGEL, LUMI-SERIES, DEER DX-750, FS-204-72 - Internal System Log, VF-7 REST FRAME MAINTENANCE LOG, NOCTURNE DETECTION NODE PROJECT, PECO MANUAL, RECOVERED DATA LOG
Corporate / industrial ephemera CONTAINER MARKING, DEER DONK SAFETY INCIDENT LOG, GAS DETECTION, FLO-A9 "REBREATHE" GAS MASK, SALVAGE LOGS, OCEANMARK WHITE, THE LAST TREASURE HOARD
Odd / cryptic Dial Attempts, RHOMBICUBOCTAHEDRON, THE CHEN-MARTINEZ CODEX

The tonal range is the point: a gas-mask spec sheet sits beside a mother's diary. The horror in this game is filed, stamped and approved.


7. How the lore motivates the mechanics#

This is the cleanest thing about the game's design, and it is safe to explain to a new player.

Mechanic Fiction that justifies it
You charge instead of eating You are a machine. Power management replaces hunger/thirst; the game's survival tension is about staying operational, not staying fed.
You sail Earth is ocean. Every objective is separated by water, so the boat is the map traversal verb; boat HUD (compass, anchor, speedometer) is a first-class system with first- and third-person control modes.
You ferry seeds Human "seeds" are stored in Seed Vaults across the map and must be physically brought to the Lazarus Complex to be grown. The genre loop (go out, gather, come back, deposit) is the plot.
You build and power facilities The old world's infrastructure still exists but is dead. Restoring power to a facility is literally restoring a piece of humanity's exit plan.
You launch rockets The mission's terminal step: humanity is meant to live in orbit, not here. See § 12.
You fight The ocean has been colonised by things MOSES made and lost control of (§ 11).
You build Eden (Update 05) Once seeds are going up, restoration seeds come down and Eden rises out of the sea -- the loop inverts from evacuation to rebuilding.
You collect Memories You are a machine with an incomplete picture, reconstructing what happened from the archive. The player's epistemic state and the character's are the same.

Channel37's stated four core pillars: Connection, Exploration, Caretaking, Resilience. Their own framing: "our love letter to exploration, mystery, and resilience." Press consistently describes the affect as simultaneously cosy and profoundly lonely (Gamereactor's preview headline is literally "I've never been so cosy and so lonely").



SPOILERS BEYOND THIS POINT

Everything below reveals plot. § 8-12 should not be surfaced to a first-time player unsolicited.


8. SPOILERS -- reconstructed timeline#

Assembled from the log corpus. Dates in the logs are absolute where given; the Roth logs use relative day counts.

When Event Source log Confidence
1950-09-12 Dr. Elias P. Rowan (Woods Hole) models inevitable methane hydrate destabilisation MOSES INITIATIVE Confirmed (wiki, full text)
1950-11-03 Rowan brings findings to Evelyn James; she already has plans MOSES INITIATIVE Confirmed
1951-01-29 Evelyn describes MOSES: orbital colonies, modular habitats MOSES INITIATIVE Confirmed
1951-07-08 "MOSES is approved." Rowan's funding is gone; the programme proceeds without him MOSES INITIATIVE Confirmed
1962 First MOSES Mandate (orbital stations prioritised); PECO founded MOSES DIRECTIVES, PECO MANUAL Confirmed
1968-2000 Doctrine hardens through six further Directives, drifting from science to social control MOSES DIRECTIVES Confirmed
undated A pulsating shard is found embedded in frozen rock beneath Antarctic ice. MOSES orders it sampled ROTH'S ANOMALY Confirmed
undated (Roth Day 14-88) The organism -- flexible filaments -- proves adaptive, self-aware, growth-oriented; responds to sound, light and darkness ROTH'S ANOMALY Confirmed
Roth Day 120 MOSES orders it cultivated into biological nodes under the "Cocoon Initiative" ROTH'S ANOMALY Confirmed
Roth Day 200 First prototype deployed into a deep-sea vent system ROTH'S ANOMALY Confirmed
Roth Day 260 Nodes become autonomous; surface communication severed ROTH'S ANOMALY Confirmed
Roth Day 300 Roth seals himself in a cryo chamber as tendrils breach the station ROTH'S ANOMALY Confirmed
Roth final entries Corrupted and fragmented; the organism has full autonomy ROTH'S ANOMALY Confirmed
undated, pre-departure Human physiology fails -- women can no longer conceive naturally community reading of the logs Reported (Steam thread, multiple posters)
2094 The final year on Earth. Environment collapsing; last evacuations OLENA'S PROMISE Confirmed (wiki, full text)
2094, Day 366 Anna dies OLENA'S PROMISE Confirmed
2094, Day 375 Olena's machines run steady; she whispers "Alive." OLENA'S PROMISE Confirmed
after departure Evacuation completes; Caretakers are left to run the recovery programme. Most malfunction Caretaker page + environmental evidence Confirmed
long gap Waters must recede / conditions must permit before Caretaker activation community theory Theory
present You wake up -- Confirmed

The length of the gap is genuinely disputed -- see § 12.4.


9. SPOILERS -- main story structure and beat order#

The wiki's Quests index lists 43 quests as of Update 05, and the index is ordered -- it runs in progression order from "From Darkness, Light" to "Omega Nursery", not alphabetically. Re-fetched in full 2026-08-24; the list below is the wiki's own ordering verbatim, which supersedes the walkthrough-derived chain this document previously carried.

# Quest Beat
1 From Darkness, Light Awakening; first power
2 Where Waters Wait First contact with the ocean
3 Light the Way Home Establishing a base of operations
4 Vessel of Tomorrow The boat -- the game opens up
5 Rags to Riches Early economy
6 Voyage into the Unknown Open-ocean exploration begins
7 First Light --
8 Signals from Silence Something is still transmitting -- completing this unlocks access to the Lazarus Complex
9 Lazarus, Come Forth Entering the building and restoring power
10 Awakening the Hall The Hall of Humanity comes online
11 From Ashes, We Rise First growth
12 Guiding Light --
13 Seeds of the Future Seed recovery loop proper
14 Echoes in the Grave The "graves" (see § 13)
15 Beyond the Horizon --
16 Relight the Way --
17 Voyage to the Cradle Eden Cradle seed vault (added Update 04)
18 The Next Step of Evolution --
19 Time to Let Go Soon --
20 Earth is the Cradle of Humanity, but we can not stay (Tsiolkovsky quote) -- title verbatim, note the lowercase tail
21 Ascension --
22 Gift from Above --
23 The Council of Humanity --
24 The Last Listener The navigation array (see § 12.2)
25 One Before Me The Caretaker that came before you
26 The Warehouse --
27 Mother The Anna questline (see § 10, § 12.4)
28 The Isolation --
29 Friendly by Design --
30 Salvage Gyro - Lost Blueprints Update 04 Salvage Gyro
31 A Machine That Still Flies --
32 Eden Cradle Update 04
33 Quarantine Stacks --
34 The Codes of Stone --
35 Signal Chain --
36 Project Eden Update 05 -- the rebuilding phase (§ 12.3)
37 Seats of Care Committee formation (§ 12.3)
38 True Choices --
39 True Choices - Grow the Perfect Human --
40 Round This, Quiet Secrets --
41 A Loyal Sphere --
42 Accepting the Rules --
43 Omega Nursery Last entry in the index

Correction of record (2026-08-24 fact-check). Three entries this document previously listed as quests are locations, not quests: "The Lazarus Complex", "The Exodus Station" and "Last Listener Station" all appear on the wiki's Locations page with map coordinates and none appears in the Quests index. The earlier chain also placed "Lazarus, Come Forth" after a nonexistent "The Lazarus Complex" quest; the real prerequisite relationship is Signals from Silence → (Lazarus Complex becomes accessible) → Lazarus, Come Forth, confirmed on the Lazarus Complex location page. Likewise "Curiosity Wakes", "First Roots", "A Place to Land" and "Still Listening" -- previously listed as attested quest names -- do not appear in the wiki Quests index and are more likely update names, location names or guide-article headings; treat them as UNVERIFIED quest titles.

Caveat that still stands: the index gives ordering only. It carries no prerequisites, levels, rewards or branch markers, and the ordering past roughly #27 mixes main-line beats with Update 04-05 side content. Positions 28-43 should not be read as a strict sequence.

Structural read: the story is not a linear campaign so much as a mission programme -- a standing objective (grow and launch humanity) with investigative side-threads (Roth's Anomaly, Project Jonah, the previous Caretakers, the Anna thread) that explain why the standing objective exists and what it actually accomplishes. The narrative payoff is epistemic: you find out what you are doing.


10. SPOILERS -- the voice, Anna, and what you are#

This is the emotional centre of the game and the thing most worth not spoiling.

SPOILER -- the voice's identity The woman who speaks to you and issues objectives is a version of a consciousness taken from a little girl who died, called Anna. (Reported: stated flatly by a player in the Steam "Lore Questions" thread and corroborated by the DOLLY PROJECT LOGS + OLENA'S PROMISE logs. Upgraded 2026-08-24: the wiki's Mother quest page describes the objective as learning about "Anna's past and your shared purpose" -- an in-game-derived line that ties Anna directly to the player unit's purpose. That is the strongest non-community evidence available, but it still stops short of "the voice you hear is Anna", so this remains a high-confidence reading rather than a quoted statement.)

SPOILER -- the Anna thread, from the logs

  • DOLLY PROJECT LOGS -- Dr. Olena Kurova built an AI hologram companion named Dolly for her terminally ill daughter Anna. The name comes from Anna's fascination with Dolly the cloned sheep. Five personal logs plus three extracted AI entries. Dolly grows behaviourally complex, then gets a Guardian Protocol after Anna's terminal diagnosis. Anna: "Dolly makes the dark feel smaller." Anna's last question is "Will I be a star, Mom?" The extracted AI entries show Dolly developing emotional awareness and learning that its core purpose is to protect and comfort Anna.
  • OLENA'S PROMISE -- the same year (2094) narrated by Anna's grandmother, watching from outside the lab. Olena comes home with "updated permissions." Equipment accumulates. By Day 257 a rhythmic pulse comes from the lab and the grandmother glimpses designs for something "not flesh... not machine either." Day 363: Olena says "I have to try" and does not come out. Day 366: Anna dies asking "Will I really be a star?"; Olena answers "The brightest of them all." Day 375: the machines run steady and Olena whispers one word -- "Alive." The grandmother's closing thought: "in every caretaker that follows, something of her remains."

SPOILER -- the implication The Caretaker programme is built on a dead child's preserved consciousness. The guiding voice is her; the guardian instinct that makes a Caretaker a caretaker is Dolly's Guardian Protocol generalised. The game's central irony: the machine keeping humanity's future alive is running on humanity's most private grief.

SPOILER -- what the player unit itself is Whether you are Anna, or run on the same substrate, or merely receive her, is not settled by any source I could verify. The Steam theory thread includes a reading that the player is a hybrid of a robot body with an "Anna" AI plus biological imprints, and a competing reading that the player assists the true last Caretaker (the voice) rather than being it. UNVERIFIED / community-disputed.


11. SPOILERS -- antagonistic forces and where they came from#

There is no antagonist in the villain sense. The hostile things in the ocean are, per the logs, MOSES's own products.

Enemy roster (17 entries, wiki Category:Enemies, Update 05):

Family Entries
Slimes Pink Slime, Red Slime
Crawlers Green Crawler, Night Crawler, White Crawler
Spitters Green Spitter, Night Spitter, White Spitter
Machines Angel, Arch Angel, Laser Bob, Roller Boi, Sentinel Mine, Sweetheart, Mosquito
Biological structures Cocoon
Hybrid Talon Shark

SPOILER -- the Angels The ANGEL data log is an operational manual for an Advanced Peacekeeping Unit, Model Talon 74-A, built under a MOSES Operational Directive. issued under MOSES Operational Directive #42 (classified). It documents an energy reactor (stable plasma density 3.8 ± 0.2 megajoules), flight calibration via adaptive winglets, a defensive electrostatic array (charge calibration 25-100%) and restoration emitters that perform biometric restoration on biological matter. Its final directive discloses that the unit contains authentic human spinal and nervous system tissues, requiring an annual biopsy of erector spinae muscle tissue at the thoracolumbar junction (T12-L1) to verify intact neuromuscular junctions and absence of rejection -- and that breach of confidentiality results in immediate life termination. The Angels are part-human. So, by strong implication, is the Talon Shark (same "Talon" designation).

SPOILER -- the Cocoons and the slimes The Cocoon enemy and the "Cocoon Initiative" in ROTH'S ANOMALY are the same programme: MOSES took the sentient Antarctic organism, cultivated it into biological nodes, deployed a prototype into a deep-sea vent, and lost control of it at Day 260. The organism responds to sound, light and darkness -- which is also how the crawler/spitter families are colour-and-light-differentiated (Green / Night / White). Roth's own logs record MOSES pushing forward knowing it would escape, described as "long-term environmental deployment."

SPOILER -- community reading on the slimes Steam thread consensus (thread: "The Story Behind The Last Caretaker - Theory MAJOR SPOILERS", OP James Oak) holds that pink slimes represent children and red slimes frightened adults -- i.e. the slimes are mutated humans, transformed by the Antarctic organism outbreak, and they are found consistently near human remains. Labelled as community theory, not confirmed.

SPOILER -- the bio-mechanical pattern Posters in the same thread extend the pattern: Angels contain human spinal and neural tissue (this part is confirmed by the ANGEL log), sharks carry biological consciousness implants, and solar panels incorporate human ocular components. The last two are reported / theory, not confirmed -- but they fit the ANGEL log's precedent, and the recurring motif is unmistakable: the old world solved every engineering problem by putting a person inside the machine.


12. SPOILERS -- the Lazarus Complex, the launch, and what "finishing" means in EA#

12.1 The Lazarus Complex#

Located at map coordinates (69, -2) -- "the central most location on the map and the main focal point of the game" (wiki, verified 2026-08-24); it also functions as a navigation beacon. Its core interior is the Hall of Humanity, used to grow humans from recovered seeds, with water and food production feeding the growth process. The rack count (four Lazarus racks) is UNVERIFIED -- the wiki's Lazarus Complex page is a stub and does not document the Hall's interior; there is no Hall of Humanity wiki page (HTTP 404).

Access chain (corrected 2026-08-24): the location unlocks on completing Signals from Silence -- notably without requiring proximity to Navigation Beacon 49 -- and the associated quest is Lazarus, Come Forth, followed by Awakening the Hall. There is no quest named "The Lazarus Complex"; see the correction of record in § 9.

12.2 Seed vaults and the recovery network#

Location Coords Role
Seed Vault Prometheus (82, -65) Primary seed vault
Eden Cradle (167, 34) Second major seed vault (added Update 04 "Below Us")
The Last Listener Station (115, 11) Activating its navigation array reveals seed reserve locations across the map
Exodus Station (125, 48) The rocket. Launch Control terminal → "Request Launch" → countdown → launch
Norfolk Grave (59, -41) One of eight "graves" on the map -- the full set is Brighton, Dover, Hampton, Lincoln, Norfolk, Salem, Winston, York (wiki Locations, verified 2026-08-24)
Black Vein Station (49, -70) Point of interest -- is listed on the wiki Locations page with these coordinates (earlier "undocumented" note was wrong)

(All seven coordinate pairs above re-verified against the wiki Locations page 2026-08-24 -- every one matches. Note that "The Last Listener Station" and "Exodus Station" are locations; the quest at the former is "The Last Listener", and which quest carries the Exodus Station launch beat is UNVERIFIED ("Ascension" and "Gift from Above" sit in the right index region but neither is confirmed against the location). See § 9.)

Other location families: Habitat Nodes (numbered, e.g. 02-23, 05-14.5, 08-16, 38-98), Helios Reserve variants (Draco, Gemini, Lyra, Orion), Quarantine Stacks, NDNS Nodes, Navigation Beacons, Drowned City, Central Warehouse Alpha, Dock 12, Research Outpost Theta-9 (Update 05).

12.3 The launch, the committee, and Project Eden#

SPOILER -- the loop closes Humans grown in the Hall of Humanity are launched from Exodus Station into orbit. Once up there they are not abstractions: grown humans automatically fill committee positions if their profession matches -- the assignment is fully automatic, despite quest wording that implies you assign people manually. Two gates apply: a real-world delay of roughly one to two days after launch, and a minimum age of 18, which the human reaches over that real-time period. Players report humans stuck at 17 being assigned after a game reload. So you are managing a population's demographics and careers over real time. The "Seats of Care" quest is the committee-formation beat.

(Corrected 2026-08-24: this document previously stated "a tier-3 committee requires members to be at least 24 years of age." No source supports 24. The Steam thread on Seats of Care -- the only substantive public discussion of the mechanic -- gives 18 as the assignment threshold, and describes no numbered committee tiers at all. Reported, single-thread; verify in-game.)

SPOILER -- Update 05 inverts the direction Project Eden is the first content in the game where things come back down: "as restoration seeds are returned from orbit and committee efforts grow, Eden rises from the sea: a stepped garden slowly rebuilding a future that once seemed impossible." Channel37 frame it explicitly as a phase change -- "Previous updates focused on survival, recovery, and preservation. Project Eden begins the next stage: rebuilding."

SPOILER -- Project Jonah Update 05's other narrative addition: a whale encounter, its own questline, lore, rewards and dedicated encounter location. Named for Jonah and the whale -- consistent with the game's biblical naming register (Moses, Lazarus, Eden, Exodus, Canticle, Angel). [mined 2026-09-05, DA_Log_66 "PROJECT JONAH -- Whales That Came Back Full" + DA_Quest_CU5_Project_Jonah] The log's substance: whales surgically converted into fuel-return organisms -- a spinal rail, a dorsal service port, storage bladders, oil-intake organs -- with the command hidden inside migratory instinct and the animals' distress calls reclassified as "operational noise"; the Talon sharks were the prototype; twelve units, nine recoverable; "Caretaker extraction compatibility added to the dorsal ports"; "The animal comes when called." The quest makes you the caller, and the machine will not accept you: "It was not made for me. It was made for a human body. MOSES wanted the call to come from humanity" -- a grown human has to sit in the socket to authorize the wake command (doc 17 §11). The naming register gets its most literal entry: Jonah is not swallowed by the whale, he is what the whale answers to.

12.4 What "finishing" currently means#

SPOILER There is no ending. Play continues as an open sandbox -- seed recovery, launches, committee growth and Eden construction have no terminal state.

The "Mother" questline is the deepest narrative beat currently reachable, and the one that answers the most about what you are. Confirmed against the wiki's Mother page (2026-08-24): it triggers on approach to Habitat Node 02-23, tasks you to "search the specified habitat nodes and discover what Mother left behind to learn about Anna's past and your shared purpose", routes through Habitat Nodes 02-23 → 08-16 → 05-14.5, and ends at Habitat Node 38-98. Completion unlocks the Abyss Glow skill and grants 1000 XP + 25 Enhancer Points.

Reported but not confirmed: the level 15+ and Security level 3 door requirements, the map placement (upper circular region, southwest of Seed Vault Prometheus / northwest of Norfolk Grave), and the ending scene details (security door, stairs, double doors, a room with a marble statue in the centre, the final voiceline). These come from a walkthrough summary reached via search snippets only; the wiki page documents none of them.

Correction of record (2026-08-24): this document previously called "Mother" the current end of the main line. No source supports that. The wiki Quests index places Mother at #27 of 43, with sixteen further quests after it -- including Project Eden, Seats of Care, True Choices and Omega Nursery -- and the wiki explicitly does not state where Mother falls in the story arc (its release date is listed as "Unknown"). Mother is the emotional apex reachable today, not the terminus of available content.

Channel37's stated EA plan was at minimum 12 months from 2025-11-06, i.e. through at least November 2026. The full narrative has not shipped.


13. Environmental storytelling#

Spoiler-light in aggregate; individual discoveries are the point, so this section describes categories, not contents.

Motif What it communicates
Drowned megastructures Scale of the old world and the completeness of its loss -- towers reduced to navigation landmarks
Habitat Nodes Numbered, modular, interchangeable -- people were processed, not housed. The numbering scheme (02-23, 38-98) is itself characterisation.
The eight "graves" Named sites (Norfolk Grave among them) with a whole quest, "Echoes in the Grave", built around them
Quarantine Stacks The outbreak had a containment response, and it failed
Dead Caretaker units Found in various poses -- players read them as despair or acceptance. A machine that stopped is a machine that chose to, or gave up. This gets its own quest: "One Before Me."
PECO branding everywhere Corporate cheerfulness surviving its customers. Manuals, jobcentre, arcade games, safety incident logs.
Cassette tapes Music as personal survival -- a dedicated audio channel exists for cassettes, separate from the score
Statues and cave paintings (Update 05) Explicit "fragments of lost culture" recovery -- art as the thing worth carrying to orbit
Research Outpost Theta-9 (Update 05) A sealed facility built to study Roth's Anomaly. Described in guide coverage as full of "sealed systems, flooded spaces, old records, and the kind of decisions humans make when they convince themselves the result will justify the method."
The Drowned City Named location; the civilian counterweight to all the industrial sites

14. Themes and tone#

  • Stewardship without a beneficiary. You care for a species that isn't there. The word "caretaker" is doing heavy lifting: the job is custodial, patient, and structurally thankless.
  • Obsolescence. Every Caretaker but you has stopped. The machines you fight are also obsolete, also abandoned, also still executing their last orders.
  • Hope as a work order. The game's optimism is procedural rather than emotional -- you don't feel hopeful, you build the thing hope requires. Channel37's pillars (Connection, Exploration, Caretaking, Resilience) match this exactly.
  • Cosy / lonely duality. Press consistently reports both at once: a warm crafting loop inside a world where you are the only moving thing. Gamereactor's preview headline: "I've never been so cosy and so lonely."
  • The cost of survival. The MOSES Directives drift from science to control; the ANGEL log ends in a confidentiality clause backed by execution; Roth's programme is pushed forward past the point of safety. The old world survived by doing things it then classified.
  • "What it truly means to be human." The wiki frames this as the game's ultimate question, and both major community readings (are the grown people human? is the voice human?) circle it.
  • Biblical naming register. Moses, Lazarus, Exodus, Eden, Angel, Jonah, Canticle, Prometheus (the odd Greek one out). The programme named itself after resurrection and deliverance and then built something neither.

15. SPOILERS -- unresolved mysteries, teased content, community theories#

Explicitly unresolved in-game (as of Update 05):

Mystery Status
What the organism from Roth's Anomaly is and whether it is still coordinating Roth's final logs are corrupted; Theta-9 (Update 05) reopens the thread without closing it
Whether the grown people are human The game does not answer this on-screen
Whether anyone is alive on the orbital stations now Update 03 added "first orbital contact"; the committee system implies a live destination, community theory disputes it (below)
The full identity of the player unit Not stated
Dial Attempts, RHOMBICUBOCTAHEDRON, THE CHEN-MARTINEZ CODEX, GHOST IN THE LOOP, WHISPERS WITHIN Cryptic logs; contents not documented in sources I could verify
"Lazarus Facility 3 strange secrets" An active Steam discussion thread exists; contents UNVERIFIED

Community theories (label these as theories when relaying them):

Primary thread: "The Story Behind The Last Caretaker - Theory MAJOR SPOILERS", Steam General Discussions, OP James Oak.

Theory Claim Counter-argument in thread
Humanity is already extinct Everyone on the stations died long before you woke; there is no one receiving the rockets The committee system implies live recipients
The 500-700 year gap PECO memos suggest 700+ years between initial trigger failure and your activation; grown humans' ~250-year maximum lifespan can't bridge it Poster An0myn disputes this: station messages suggest roughly two decades, not centuries. Actively disputed -- do not state a number as fact.
You are launching post-humans, not humans "Premium (blue) ingredients" for created beings differ drastically from basic human components Unresolved
The player isn't the last Caretaker Poster RuneMooshu: you assist the last Caretaker, who is the guiding voice (Anna). Teddy-bear mascot posters may depict the "true" Caretaker design Unresolved
Slimes are transformed humans Pink = children, red = frightened adults; found near human remains; linked to the Antarctic outbreak Broadly accepted in-thread, unconfirmed by any log
Bio-mechanical integration is universal Poster BeamMeUpScotty: Angels (confirmed), sharks (implants), solar panels (human ocular components) Only the Angel claim is log-confirmed
MOSES is the "eyeball" entity Poster An0myn identifies Dr. Markus Roth's MOSES system as potentially the eyeball entity Speculative
Lazarus irony "Lazarus is raising the dead -- but instead of bringing back humanity which was, you are ushering in something that never previously existed." The thread's most-quoted reading

Teased / roadmapped: Project Eden and the committee system are explicitly framed as ongoing progression rather than finished content; the EA window runs to at least November 2026. No cut content is documented in any source I found. (First-hand note from the install: a MenubgvideoDEMO4k60.mp4 remains shipped -- a leftover demo-build menu video, not cut narrative content.)


Gaps & Unverified#

  • No ending exists, so "how the story ends" is unanswerable at 0.8.0.612251. "Mother" is the deepest narrative beat, not the end of available content (16 further quests follow it in the index) -- see the correction in § 12.4.
  • Quest ordering is single-source but now the RIGHT single source. § 9 previously carried a walkthrough-derived chain (neoseeker.com, HTTP 403, reachable only via snippets) that mixed locations into the quest list. It has been replaced with the wiki Quests index's own ordering, fetched in full 2026-08-24. The index gives ordering only -- no prerequisites, levels, rewards or branch markers -- and positions ~28-43 interleave main-line beats with Update 04-05 side content. Verify in-game.
  • Full quest roster now complete by name: all 43 titles are listed in § 9. What remains unknown is which are main-line and which are optional.
  • "Curiosity Wakes", "First Roots", "A Place to Land", "Still Listening" were previously listed as attested quest names. They are not in the wiki Quests index -- most likely update names, locations or guide headings. UNVERIFIED as quests. Update 2026-09-01: two of them are now evidenced as live quest titles from the game itself -- "Still Listening" appears as the unlock gate on the TideRipper Twin Jet skill tooltip first-hand 2026-08-31, beta-era and "A Place to Land" gates the Gyro Deck skill [datamined custom requirement]; the wiki index lags (doc 22 §3.1 has the full gate register). "Curiosity Wakes" remains the Update 03 title; "First Roots" stays unverified.
  • The Exodus Station launch beat has no confirmed quest name attached to it.
  • The Hall of Humanity's four Lazarus racks -- no wiki page exists for the Hall (404) and the Lazarus Complex page is a stub. Rack count UNVERIFIED.
  • "Mother" prerequisites (level 15+, Security level 3) and its closing scene (marble statue room, final voiceline) are walkthrough-snippet claims the wiki does not corroborate. UNVERIFIED.
  • Committee tiers. No source describes numbered committee tiers; the only documented gate is age 18 plus profession match plus a 1-2 real-day delay, from a single Steam thread. The previously stated "tier-3 requires age 24" was unsupported and has been removed.
  • The gap between the evacuation and your awakening is disputed -- 700+ years vs ~20 years, both from community readings of in-game text. No source establishes it. Do not assert a figure.
  • Anna-as-the-voice is high-confidence community reading, not a quoted official line. The supporting logs (DOLLY PROJECT LOGS, OLENA'S PROMISE) are unambiguous about Anna, Olena and the preserved consciousness; the explicit "the voice you hear is Anna" link comes from a Steam poster, not a developer or an on-screen line.
  • Whether the player unit is Anna -- unresolved, two competing community readings.
  • ~40 of the 52 Data Logs were not read. Only MOSES INITIATIVE, MOSES DIRECTIVES, ROTH'S ANOMALY, ANGEL, DOLLY PROJECT LOGS, OLENA'S PROMISE, CRADLE'S END and PECO MANUAL were fetched in full or summary. Notably unread: PROJECT EDEN, PROJECT JONAH, Project CANTICLE, ELYSIUM DREAMS, BIO-MATTER LOGS, ASCEND CODES, WHISPERS WITHIN, GHOST IN THE LOOP, the three named-individual logs (Solberg, D'Costa, Harlow), ELENA'S FUTURE, ELIAS, JACOB'S STARS, the FINAL * trilogy.
  • Character roles for DR. MARIKA SOLBERG, FATIMA D'COSTA and MIA HARLOW are unknown beyond having their own logs.
  • "Companions" (Update 03) -- confirmed to exist by patch copy; what they are (creatures? drones?) is UNVERIFIED.
  • HoloMemory presentation (Update 04) -- confirmed to exist; format UNVERIFIED.
  • Orbital contact content (Update 03) -- confirmed as a feature; who or what is contacted, and whether it settles the "is anyone alive up there" question, is UNVERIFIED.
  • The wiki dates 2094 for the last year on Earth via OLENA'S PROMISE only. It is a single log; the MOSES/PECO dating (1950-2000) is a separate corpus. No source reconciles the two spans explicitly.
  • "Lazarus Facility 3 strange secrets" -- an active Steam thread on hidden content that I did not fetch (web-op budget).
  • SteamDB and Neoseeker both return 403 to WebFetch, so build-id-to-patch-name mapping beyond Update 05 Hotfix 2 rests on Steam Community discussion titles and the Steam news list.
  • No developer interview transcript was read. The themes in § 14 come from press summaries and official marketing copy; a YouTube interview with Antti Ilvessuo exists ("The North Star, Philosophy, Expectations") but watch pages yield no transcript.
  • Epic Games Store page not consulted (Steam is the platform of record for this install).

Sources#

All accessed 2026-08-24.

Official - https://thelastcaretaker.com/news/ -- full update history with names and dates - https://thelastcaretaker.com/news/2026-06-25-the-last-caretaker-launches-update-5-new-horizons-new-progression-paths-exploration-systems-tools-storyline-and-major-improvements/ -- Update 05 narrative content - https://steamcommunity.com/app/1783560/allnews/ -- Steam news index (confirms no announcement after 2026-06-25)

Community wiki (thelastcaretaker.wiki.gg) - https://thelastcaretaker.wiki.gg/wiki/Story - https://thelastcaretaker.wiki.gg/wiki/Caretaker - https://thelastcaretaker.wiki.gg/wiki/Quests - https://thelastcaretaker.wiki.gg/wiki/Locations - https://thelastcaretaker.wiki.gg/wiki/Special:AllPages - https://thelastcaretaker.wiki.gg/wiki/Category:Data_Logs - https://thelastcaretaker.wiki.gg/wiki/Category:Enemies - https://thelastcaretaker.wiki.gg/wiki/MOSES_INITIATIVE - https://thelastcaretaker.wiki.gg/wiki/MOSES_DIRECTIVES - https://thelastcaretaker.wiki.gg/wiki/ROTH%E2%80%99S_ANOMALY - https://thelastcaretaker.wiki.gg/wiki/ANGEL - https://thelastcaretaker.wiki.gg/wiki/DOLLY_PROJECT_LOGS - https://thelastcaretaker.wiki.gg/wiki/OLENA%E2%80%99S_PROMISE - https://thelastcaretaker.wiki.gg/wiki/CRADLE%E2%80%99S_END - https://thelastcaretaker.wiki.gg/wiki/PECO_MANUAL - https://thelastcaretaker.wiki.gg/wiki/Lazarus_Complex -- access prerequisite (Signals from Silence); stub - https://thelastcaretaker.wiki.gg/wiki/Mother -- quest route, objective text, rewards - (/wiki/Hall_of_Humanity and /wiki/Committee both return HTTP 404 -- no such pages exist)

Steam community discussions - https://steamcommunity.com/app/1783560/discussions/0/690871474424244949/ -- "The Story Behind The Last Caretaker - Theory MAJOR SPOILERS" (OP James Oak) - https://steamcommunity.com/app/1783560/discussions/0/694250799564333036/ -- "Lore Questions" (OP Zeoran) - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ -- Update 5.0 New Horizons patch notes (0.8.0.612115), via search - https://steamcommunity.com/app/1783560/discussions/0/802343728582857265/ -- Hall of Humanity, via search - https://steamcommunity.com/app/1783560/discussions/0/802344041053286572/ -- Seats of Care, via search

Press / reference - https://en.wikipedia.org/wiki/The_Last_Caretaker -- studio, development, release, reception - https://www.gamereactor.eu/the-last-caretaker-gameplay-impressions-ive-never-been-so-cosy-and-so-lonely-1592453/ -- tone (via search snippet) - https://www.gamesmarket.global/the-last-caretaker/ -- themes, core pillars (via search snippet) - https://bleedingcool.com/games/the-last-caretaker-has-launched-update-5-new-horizons/ -- Update 05 coverage (via search snippet) - https://www.whisperofthehouse.com/the-last-caretaker/research-outpost-theta-9-guide -- Theta-9 framing (via search snippet)

Abandoned (blocked, per hardened fetch rules -- do not retry) - neoseeker.com (HTTP 403) -- quest walkthroughs; content reached only via search snippets - steamdb.info (HTTP 403) -- build id / patch mapping

Ground truth (local, first-hand) - C:/last-caretaker/docs/ref/shadow-install.md v1.0.0 -- EA 0.8.0.612251, buildid 23962331, UE 5.7.4, VolumeMusicCassette audio channel, peco-engine.js / "Peco Athletics", boat + quest HUD settings keys, MenubgvideoDEMO4k60.mp4

20

Achievements, Collectibles & Secrets

Version anchorThe Last Caretaker Early Access Update 5.0 "New Horizons" (live 2026-06-24, Steam news 1782300005; developer stream 2026-06-25) -- installed client build EA 0.8.0.612251, Steam buildid 23962331, verified first-hand on the ShadowPC 2026-08-24. No Steam announcement has been posted between 2026-06-25 and 2026-08-24, so New Horizons is the current named update; the client has since taken unannounced silent patches (the install updated 2026-08-24 08:43). Re-confirmed by fact-check pass 2026-08-24 against the Steam News API for app 1783560: the newest item on the feed is the New Horizons stream (gid 1836506165550163, date 1782405917 = 2026-06-25), and the update lineage is Early Access launch 2025-11-06 -> Update 01 "Last Humans" 2025-12-16 -> Update 02 "Ocean: The Final Frontier" 2026-02-11 -> Update 03 "Curiosity Wakes" 2026-03-18 -> Update 3.5 "Shadow Drop" 2026-04-15 -> Update 04 "Below Us" 2026-05-13 -> Update 5.0 "New Horizons" 2026-06-24.
21 claims checked16 corrections11 unverifiedverifier verdict

The doc is now highly reliable on everything Steam is authoritative for -- all 15 achievement names, verbatim descriptions and global percentages were re-fetched and matched exactly, and the version anchor is confirmed current with the full six-update lineage added. Sixteen corrections landed, the two most valuable being the resolution of the artifact-class gap (Ash Notebook and Porcine Vocal Interface both carry the literal ARTIFACT rarity string) and the discovery that the starting location holds the teddy bears, basketballs and 45 Survival Dollars the doc previously routed players elsewhere for; the remaining unknowns are genuinely undocumented on the public web, not research failures.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER
⚠ SPOILER SHIELD

Achievements & Secrets is story-shielded

Achievements, collectibles and secret locations -- including things the game wants you to find yourself.

This document covers the game's 15 Steam achievements, the collectible layer they sit on top of (Memories, 52 Data Logs, 104 catalogued Samples, music cartridges, the eight Graves), and the secrets and easter eggs the community has surfaced. It is the only doc in the corpus that covers achievements at all -- doc 14 explicitly punts them. Two things make this doc unusually load-bearing: the wiki has no Achievements page (404 confirmed) so Steam is the sole authority on the list, and the achievement descriptions themselves name content that appears nowhere else in the corpus (the Cube Room Maze hidden room, Mother, the empty basketball court, Survival Dollar hoards). The global unlock percentages also double as a de-facto completion funnel -- the most honest available measurement of where players actually stop playing -- which is analysed in its own section. Achievement names and descriptions for late-game and secret content are quoted behind SPOILER fences; the mechanics are not spoilers and are given plainly.


1. Safe to read on a fresh save#

Everything in this section is mechanics-only. No story beats, no late-game reveals, no location surprises.

What you should know before you play Detail
Achievement count 15. That is the entire list -- there is no hidden 16th, and 100% is achievable in Early Access.
Anything missable? No achievement is known to be missable. All 15 are either progression counters, grindable counters, or persistent world locations in an open sandbox. There is no timed content, no branching choice, and no point of no return that locks one out. (Confirmed by inspection of all 15 descriptions; no community report of a missable one found.)
Anything grindable? Yes -- 8 of 15 are pure counters (level 5, 10 memories, 40 memories, 200 enhancements, fix 100, build 100, die 30, 100 Survival Dollar hoards). They tick up on their own if you just play.
The hard ones 6 of the 15 sit at 1.1%--7.4% global unlock. Four are genuine exploration/skill secrets; two (Groundhog, Wealth Without Witness) are just long grinds nobody bothers with. Exactly one -- Mother Under the Sea -- requires a heavily-invested character build.
Do you need a guide? For the 9 progression achievements, no -- normal play earns them. For the 6 secrets, effectively yes; their descriptions are deliberately oblique.
Do achievements gate anything? No. They are cosmetic Steam metadata. Nothing in-game unlocks from them.
Spoiler risk in-game The Steam overlay achievement list is visible in-game and five of the descriptions contain story flavour text. If you want a clean first playthrough, do not browse the achievement list in the overlay. This doc fences those same texts in section 5.

Practical fresh-save advice: ignore achievements entirely for the first 10--15 hours. The nine progression ones will land on their own, and the six secrets are all easier once you have depth, mobility and enhancer levels. The single most useful early habit is picking up every Memory item you see -- it feeds three achievements (10 memories, 40 memories, artifact memory), it feeds the Data Log collection, and Memories are the consumable that the game's core human-growing loop runs on.


2. The complete achievement table#

Source: Steam global achievement stats page for app 1783560, fetched 2026-08-24. Percentages are Valve-computed global unlock rates across all owners who have launched the game; they drift slowly and should be re-read on any future corpus refresh.

Descriptions are quoted verbatim, including the developers' own inconsistent punctuation (trailing periods on some names, a double-period on one) -- useful when string-matching against the game.

# Achievement Description (verbatim) Global Type Missable?
1 Apprentice caretaker "Reach player level 5" 81.2% Progression counter No
2 Last librarian. "Collect 10 memories." 75.2% Collection counter No
3 That's an Artifact, In Fact "Collect an artifact memory." 60.9% Collection (class-specific) No
4 It belongs in a museum! "Collect 40 memories." 49.8% Collection counter No
5 Enhance, enhance, enhance.. "200 player enhancement used." 44.6% Grind counter No
6 My precious experiment "First human" 40.0% Core-loop milestone No
7 This is fixable. "Fix 100 things." 33.2% Grind counter No
8 Robot the builder. "Build 100 things." 32.4% Grind counter No
9 Open for business "First delivery" 29.0% Core-loop milestone No
10 Secret of the Maze "Find the hidden room inside the Cube Room Maze. Some doors were never meant to open." 7.4% Secret / location No
11 Peaceful Passenger (flavour text -- see section 5) "Send a teddy to orbit. [...]" 5.7% Secret / item route No
12 Groundhog "Die 30 times" 4.6% Grind counter (inverse) No
13 Wealth Without Witness (flavour text -- see section 5) "Send 100 Survival Dollar hoards into space. [...]" 4.0% Grind / item route No
14 Mother Under the Sea (flavour text -- see section 5) "Find Mother hidden below the waves. [...]" 2.5% Secret / location No
15 Five in the Quiet (flavour text -- see section 5) "Sink 5 shots in a row on the empty court. [...]" 1.1% Secret / skill No

Notable absences. There is no achievement for finishing the story, no achievement for the Lazarus Complex restoration arc, and no achievement tied to any of the six shipped content updates by name (01 Last Humans, 02 Ocean: The Final Frontier, 03 Curiosity Wakes, 3.5 Shadow Drop, 04 Below Us, 5.0 New Horizons). The most "advanced" progression achievement in the set is Open for business (first delivery) at 29% -- which means the achievement set was authored around the Early Access core loop and has not been extended across that update lineage. That is a strong signal the list will grow before 1.0.


3. Reading the percentages: the completion funnel#

The nine progression achievements form a near-perfect monotonic chain, which makes them a usable funnel. This is the most reliable public data on player retention in this game.

Funnel stage Achievement % of all owners Drop from previous Survival vs previous stage
Started properly Reach level 5 81.2% -- --
Engaged with collection Collect 10 memories 75.2% -6.0 pp 92.6%
Found an artifact memory Artifact memory 60.9% -14.3 pp 81.0%
Deep collection Collect 40 memories 49.8% -11.1 pp 81.8%
Invested in character 200 enhancements 44.6% -5.2 pp 89.6%
Reached the premise First human 40.0% -4.6 pp 89.7%
Base-building grind Fix 100 / Build 100 33.2% / 32.4% ~-7 pp ~82%
Completed the core loop First delivery 29.0% -3.4 pp 89.5%
Secret tier (best) Secret of the Maze 7.4% -21.6 pp 25.5%

What this actually implies#

  1. ~19% of owners never reach level 5. That is the standard "bounced in the first session" cohort, and it is unremarkable for a survival game -- but note it is measured against owners, so the real early-abandonment rate among people who launched is roughly one in five.

  2. Only 40% of owners ever grow a single human. This is the headline finding. Growing a human is the entire premise of the game -- the title, the marketing, the Lazarus Complex, the seed vaults. Three out of five people who bought The Last Caretaker never saw the thing the game is about. That is a very long on-ramp: it requires finding a Seed Vault, hauling a seed under a 2-hour decay timer, powering a Lazarus Rack, and supplying 10.0 kWh of electricity plus 10,000 L of fresh water plus memories plus food.

  3. Only 29% ever launch a rocket. Of the players who did grow a human, 27.5% still never delivered one to orbit (40.0% -> 29.0%). The gap between "grew a human" and "sent it to space" is a whole second infrastructure project -- methane, oxygen, payload modules, launch checks -- and roughly a quarter of players stop in that gap.

  4. The biggest single drop in the whole chain is level 5 -> artifact memory (-20.3 pp across two steps). The early-mid transition, not the late game, is where the game loses most of its remaining players. Anyone routing a fresh playthrough should treat "get through the first artifact memory and the first 40 memories" as the retention-critical stretch.

  5. Groundhog (die 30 times) at 4.6% is lower than Secret of the Maze at 7.4%. Read that carefully: it is rarer for a player to die 30 times than to find a hidden room in a maze. This is strong evidence the game is forgiving -- players are not dying much, and the 4.6% who did probably includes deliberate hunters plus a tail of players with hundreds of hours. Do not plan around death as a threat; plan around logistics as the threat. (For a completionist, Groundhog is the one achievement you may have to farm on purpose.)

  6. The secret tier is a different population entirely. The cliff from 29.0% to 7.4% is a 3.9x drop with no intermediate step. Fewer than 1 in 13 owners has found the maze room; 1 in 91 has hit five basketball shots in a row. These are not "late game" achievements, they are deliberate-hunter achievements -- they measure guide-readers and explorers, not progress.

  7. Implied 100% completion rate: at most 1.1%, bounded by Five in the Quiet. Roughly one owner in ninety has all 15.

Funnel caveat. Steam global percentages are denominated in owners who have launched the game at least once, include refunded-then-repurchased accounts inconsistently, and are diluted by every bundle/sale cohort that never played. Treat the absolute numbers as soft and the ratios between stages as the real signal.


4. Achievement how-to: the nine progression achievements#

These are spoiler-free. All nine come from normal play; the notes below are about doing them efficiently, not about unlocking them at all.

Achievement Route Notes
Apprentice caretaker (level 5) Play. XP comes from quests, discovery, crafting and repair. Arrives inside the first couple of hours. Levels grant Enhancer Points, which is the actual reason to care.
Last librarian. (10 memories) Pick up every small human object you see. Memories are the small personal-object class: notebooks, toys, letters, instruments, cards, cartridges. They are scattered densely in Habitat Nodes and Graves.
That's an Artifact, In Fact (artifact memory) Collect one Memory whose rarity class reads ARTIFACT. Confirmed: two Memory items carry the literal rarity class ARTIFACT on their item pages -- Ash Notebook (1.0 kg; 100 points in each of ten attributes; "Personal journal from previous Transposium occupants") and Porcine Vocal Interface (1.5 kg; Communication 100 / Creativity 50 / Empathy 50; "A mechanical whistle fitted to Project CANTICLE subjects"). Both are an order of magnitude above the 3--10 point common items. The only documented Ash Notebook source is ten copies inside The Maze (Transposium), which is beacon-32 gated -- yet the achievement sits at 60.9%, so further artifact-class Memories or earlier sources must exist and are UNVERIFIED. Practical read: most players trip over one without hunting.
It belongs in a museum! (40 memories) Keep collecting. The wiki's Memory table renders 54 distinct Memory item types as of 2026-08-24 (earlier fetches of the same page produced 48 and 57 -- the table is actively edited, so treat ~54 as a moving figure, not a hard total). Since duplicates exist in the world, 40 collected is comfortably below the ceiling -- you do not need near-complete coverage. Do not feed everything into Lazarus Pods before the achievement fires if you are close.
Enhance, enhance, enhance.. (200 enhancements used) Spend 200 Enhancer Points total across the 10 enhancers. 10 enhancers x up to 100 levels each = 1,000 theoretical spend, so 200 is 20% of the ceiling. Points come from levelling and quests. This is the achievement that also builds the character you need for Mother Under the Sea.
My precious experiment (first human) Seed -> Lazarus Pod -> grow. Full chain: obtain a Human Seed (Seed Vault Prometheus, Eden Cradle, or other Seed Reserves) -> 2-hour decay timer starts on removal (returning it to any vault resets the timer) -> place in a Lazarus Pod in a powered Lazarus Rack -> supply 10.0 kWh electricity, 10,000 L fresh water, Memories, Food. Minimum viable output: 20 kg, 30 cm, 10-year life expectancy.
This is fixable. (fix 100 things) Repair Tool, everywhere. Broken world objects are abundant; this ticks passively while you salvage and restore stations.
Robot the builder. (build 100 things) Any placed construction counts. Cheap items count. If you want it early, spam low-cost structures at your base.
Open for business (first delivery) Launch a rocket from Exodus Station. Grown humans transfer to the Exodus Station Departure Hall in their Lazarus Pods. Prepare the rocket: insert payload modules, fuel with methane, supply oxygen, power the systems, confirm launch checks. Exodus Station is at map coordinates 125, 48 (south-east), revealed by powering Navigation Beacon 32. Nominal capacity is 4 Lazarus Pods per launch; more than four can physically be loaded and yield extra reward from the return capsule, though the surplus humans are not viewable in the PECO terminal's Space section.

5. SPOILERS -- the six secret achievements#

SPOILER FENCE BEGINS Everything below quotes achievement flavour text that references story content, and gives exact locations for hidden areas. Skip to section 6 if you are keeping a clean first playthrough. The existence of these six achievements is already covered spoiler-free in section 1.

5.1 Secret of the Maze -- 7.4%#

"Find the hidden room inside the Cube Room Maze. Some doors were never meant to open."

Field Value Confidence
Location The Maze (Transposium), map coordinates 111, 22, south-eastern part of the map Confirmed (wiki)
Access Revealed by powering up Navigation Beacon 32 (the same beacon that reveals Exodus Station) Confirmed (wiki)
Associated quest "Accept The Rules" Confirmed (wiki)
Hazard Roller Boi enemy present Confirmed (wiki)
Loot present Exact wiki loot list: Ash Notebook x10 (the ARTIFACT-class Memory), Guitar, Small Tree x2, Stopwatch, Teddy Bear x9, Tommy Confirmed (wiki)
Why the Maze matters beyond its own achievement It is the only documented source of Ash Notebook (artifact memory, achievement 3) and the densest documented Teddy Bear cache (achievement 11). Three of the fifteen achievements route through this one location. Confirmed (wiki)
Hidden-room location within the maze UNVERIFIED -- the wiki page for The Maze (Transposium) is a stub and documents no hidden room at all Gap

The achievement text -- "Some doors were never meant to open" -- plus the quest name "Accept The Rules" strongly implies the maze presents an explicit ruleset to the player and the secret is found by breaking it. That is inferred, not confirmed. The practical instruction that can be given today is: complete Navigation Beacon 32, travel to 111, 22, take the "Accept The Rules" quest, and probe for doors the maze's stated rules tell you not to use.

5.2 Peaceful Passenger -- 5.7%#

"Send a teddy to orbit. Once, it searched flooded streets for a child who never came back; now it leaves the planet, still believing it might find them."

Field Value Confidence
Item Teddy Bear -- Memory item, 0.4 kg, Common rarity, trait Empathy [3]. Ships in colour variants (White / Brown) that are listed separately in loot tables. Confirmed (wiki item page + location loot tables)
In-game description "Former protector, now a quiet traveler of ocean landscapes carrying memories." Confirmed (wiki)
Known sources Sanctuary Dock 37 (the starting location): 5 -- 3 Teddy Bear (White) + 2 Teddy Bear (Brown). Also The Maze (Transposium): 9, and Habitat Node 06-3.5: 1 (White). You therefore have a teddy in hand from hour zero -- no hunting required. Confirmed (wiki location loot tables)
Delivery mechanism UNVERIFIED. Two readings are live: (a) feed a Teddy Bear as one of the Memories consumed while growing a human, then launch that human's Lazarus Pod; (b) place the Teddy Bear directly into the rocket's payload as cargo. Reading (a) is the better fit for how Memories are documented to be consumed, but nothing found states it. Gap

Given the item is Common and cheap (0.4 kg), the cost of covering both readings is trivial: put a Teddy Bear into a human's memory inputs and try to load one into the rocket payload on the same launch.

5.3 Groundhog -- 4.6%#

"Die 30 times"

Pure counter, and the only achievement on the list that is harder for a competent player. At 4.6% global -- below the maze secret -- most players simply do not accumulate 30 deaths. If you are completing the set deliberately, farm it: the two reliable killers implied by the systems are pressure damage at depth (exceed your Pressure enhancer's depth ceiling) and fall damage (the Shock Absorber enhancer exists precisely because falls kill). Diving past your depth limit near a respawn point is the cheapest repeatable death. Inferred route -- no community-documented farm found.

5.4 Wealth Without Witness -- 4.0%#

"Send 100 Survival Dollar hoards into space. They once promised prosperity; now they leave planet as weightless monuments to a value system that outlived its people."

Field Value Confidence
Item name in world United States Survival Dollar (a sibling currency item, Continental Reserve Note, also exists) Confirmed (wiki location loot tables)
Documented stashes Sanctuary Dock 37: 45 (plus 23 Continental Reserve Notes) -- coordinates 11, 8, the starting location for every playthrough, auto-revealed with no beacon required; Navigation Beacon 49: 19; Habitat Node 06-3.5: 19; Helios Reserve Orion: 12. A full-text wiki search for "United States Survival Dollar" returns exactly these four pages and no others. Confirmed (wiki, re-verified 2026-08-24)
Lore tie-in Data Log THE LAST TREASURE HOARD (found at Emergency Relay Station, Western Continental Zone) -- an 8-page log by a survivor who looted banks after "The Great Crash", built trade markets, and starved to death rich, building "a coffin out of my last palette of U.S. Survival Dollars" Confirmed (wiki)
Does "hoard" mean a stack or a single unit? UNVERIFIED. The four documented stashes above total 95 units, which is suspiciously close to 100 -- consistent with "hoard" simply meaning one Survival Dollar item. If "hoard" is instead a distinct stacked item, the count is much larger. Gap

Route: the starting location alone holds 45. Sweep the documented stashes, then continue looting Habitat Nodes and Beacons; ship them out with rocket launches. This is grindable, not missable -- the 4.0% figure reflects effort, not difficulty.

5.5 Mother Under the Sea -- 2.5%#

"Find Mother hidden below the waves. A quiet monument where the ocean keeps her, close to where you first woke."

This is the best-documented secret in the game and has a concrete, followable route.

Field Value Confidence
What it is The Mother Statue -- a submerged statue depicting "a woman with a young girl with her" Confirmed (wiki)
Location Beneath Sanctuary Dock 37 -- your starting sanctuary ("close to where you first woke" is literal) Confirmed (wiki)
Depth ~200 m Confirmed (wiki)
Route Follow a pipe down into the depths. The entry pipe is to the left of the Sanctuary's large main door when facing the door from outside, attached to the building itself. Enter at the pipe's bottom, or at an underwater section near the top of the building. Confirmed (wiki)
Trigger Approaching the statue fires the achievement Confirmed (wiki)
Build requirement The Pressure enhancer must be levelled "quite high". Surviving 180--190 m of pressure is reported as enough to reach the statue and get out before pressure damage kills you. Reported (single wiki source)
Bonus loot en route The pipe contains sections with scrap and Memories Confirmed (wiki)
Dead end warning The above-water curved section of the pipe leads nowhere; reaching it requires climbing or mods. Do not waste time on it. Confirmed (wiki)

Build-math conflict (flag this). The Enhancers page states Pressure gives "Increase maximum diving depth by 1 m per level, up to a total of 110 m diving capacity", and that "a maximum of 100 levels can be invested into every enhancer". This is not a contradiction -- the stated maxima on that page are TOTALS that include a base value, which is confirmed by the sibling enhancers using the identical pattern: Vitality is +1/level "max 200" (base 100 + 100 levels) and Battery is +20 Wh/level "max 2.5 kWh" (base 0.5 kWh + 100 levels). By the same reading, Pressure = ~10 m base depth + 100 levels = 110 m total, and a maxed Pressure enhancer is worth 110 m, not 180--190 m.

That makes the conflict a real one rather than an arithmetic artefact: the Mother Statue page's reported 180--190 m survivable depth is ~70--80 m beyond the enhancer ceiling, so either additional depth sources stack on top (suit modules, consumables, equipment -- UNVERIFIED, none documented), or "surviving 180--190 m" means tanking pressure damage past the ceiling for a short dive rather than being immune at that depth. The second reading fits the wiki's own phrasing ("reach the statue and get out before pressure damage kills you") and is the safer assumption to plan around: expect to take damage on the descent, and time the round trip. Practical takeaway: this achievement is gated behind a heavily-invested character, which is exactly why it sits at 2.5% -- it is a late-build achievement, not a hidden-location puzzle. It is not missable; the statue is not going anywhere.

5.6 Five in the Quiet -- 1.1%#

"Sink 5 shots in a row on the empty court. This was the kind of day she wished existed."

The rarest achievement in the game -- roughly 1 owner in 91.

Field Value Confidence
Item Basketball -- Memory item, 0.6 kg, POOR quality, trait Patience [1]. Ships in colour variants (Blue / Orange). Confirmed (wiki item page + location loot tables)
Where the ball is Item page says only "often found near a basketball hoop". Concretely: Sanctuary Dock 37 -- the starting location -- holds 6 basketballs (2 Blue + 4 Orange), the only documented cache. Confirmed (wiki location loot table)
Where "the empty court" is UNVERIFIED -- no source found gives coordinates or a named location. The strongest available lead is that the only documented basketball cache sits at the starting sanctuary, and the item page ties balls to a hoop; a court at or adjacent to Sanctuary Dock 37 (11, 8) is therefore the first place to look. That is inferred, not sourced. Gap (with lead)
Shooting mechanic UNVERIFIED -- the wiki Basketball page is a stub and documents no throw/aim mechanic Gap
"she" Unattributed. Reads as one of the human personalities in the Data Log / Sample narrative layer. Not resolved by any source found. Gap

The Patience [1] trait on the ball is almost certainly a designer joke about the achievement. Five consecutive successful shots with what is presumably a physics-thrown object is the only dexterity requirement in the entire achievement set, which explains the 1.1%.

SPOILER FENCE ENDS


6. The collectible layer#

The achievements sit on top of four separate collection systems that the corpus previously had only fragments of. They interlock: Memories feed Data Logs, and Memories feed humans.

6.1 Memories -- the central collectible#

Memories are small personal human objects. They serve three purposes simultaneously, which is why they are the single most important pickup class in the game:

  1. They are consumed as an input when growing a human in a Lazarus Pod, and their attribute traits shape the resulting human's traits and profession.
  2. Picking them up unlocks Data Logs, readable at any PECO terminal.
  3. They drive three of the fifteen achievements.

Attribute system. The Memory table's header row lists 11 attributes: Adaptability, Communication, Creativity, Discipline, Empathy, Focus, Intellect, Leadership, Logic, Patience, Wisdom. The wiki text elsewhere claims 12. The missing twelfth is Strength -- it appears in the Human page's job-requirement tables alongside the other eleven but has no column in the Memory table. (The Human page's job tables also key off Weight, Height and Life Expectancy, which are physical outputs of growth rather than Memory-supplied attributes.)

There are 40 possible growth predictions / profession outcomes; "final profession is randomly selected from valid matches, favoring higher-tier matches." When any attribute value exceeds 200, subsequent additions are subject to a decay penalty -- the published decay table shows a raw 206 yielding only 25 effective points against a raw 200 yielding 24 -- so over-stuffing a single attribute is close to worthless.

⚠️ Data-quality warning: the wiki's aggregate Memory table is column-misaligned#

The wiki's combined Memory table does not agree with the individual item pages, and the individual pages are correct. Verified mismatches:

Item Aggregate table says Item page says Shift
Basketball Discipline 1 Patience 1 wrong attribute
Teddy Bear Adaptability 3 Empathy 3 wrong attribute
Chiptropolis Adaptability 20, Creativity 25, Discipline 25, Focus 20 Adaptability 20, Creativity 25, Focus 25, Patience 20 last two shifted

The header row lists 11 attributes while the game actually uses 12 (Strength has no column), which is the likely cause of the one-column shift. Trust per-item wiki pages over the aggregate table, and treat the values in the table below as magnitudes that are right and attribute labels that may be wrong.

Documented Memory items (the table rendered 54 rows on 2026-08-24; earlier fetches produced 48 and 57 -- it is actively edited, see Gaps). Grouped by what they appear to be:

Group Items
ARTIFACT class (confirmed rarity string) Ash Notebook -- 1.0 kg, 100 in each of ten attributes, 10 copies in The Maze (Transposium); Porcine Vocal Interface -- 1.5 kg, Communication 100 / Creativity 50 / Empathy 50, source undocumented
Music cartridges (identical 20/25/25/20 statline) Breakdown, Chiptropolis, Fluctuations, Guitar Slinger, Keys to Imagination, Lonelies, Starshine, Touchin' the Chip, Turbulence
PECO Athletics minigames (same 20/25/25/20 statline) PECO Athletics - 100m Dash, PECO Athletics - Javelin, PECO Athletics - Triple Jump
Documents & knowledge Assembly Instructions, Biology Notes, Blueprints, Commander's Log, Encyclopedia, Love Letters, Maps, Plans, Programming Manual, Sudoku Book, Survival Diagrams, The Art of War, Travel Journal, Cognitive Cards, Cards
Objects & keepsakes Basketball, Bowling Ball, Bowling Pin, Camera, Compass, Crayon, First Aid, Guitar, Meditation, Mirror, Music Notes, Mystery Box, Small Human Art, Small Tree, Stopwatch, Teddy Bear, Tommy, Where's Tommy

The music-cartridge finding. Chiptropolis is explicitly documented as a "Cartridge memory item", 0.3 kg, Common, and -- critically -- "found by Jogeir". That credit plus the track titles (Chiptropolis, Starshine, Turbulence, Fluctuations, Breakdown, Lonelies, Keys to Imagination, Guitar Slinger, Touchin' the Chip) identifies these as real Amiga demoscene tracker music, in the idiom of composers like Jogeir Liljedahl. This cross-confirms first-hand install evidence: GameUserSettings.ini carries a dedicated VolumeMusicCassette audio channel, separate from the score. So collectible cartridges are playable in-world on their own mix bus. Reported -- the real-world artist attribution is inferred from the credit string and title set, not from an official statement.

The PECO Athletics finding. Three Memory items are named for PECO Athletics events. This cross-confirms first-hand install evidence: the install ships a loose Voyage\Content\DataFiles\WebPages\Games\peco-engine.js described in its own header as the "Shared engine for Peco Athletics games", rendered by the game's embedded Chromium (CEF3 128) in a retro 40x25 green-phosphor character grid. So PECO terminals run playable HTML5 minigames inside the game, and those minigames have collectible Memory counterparts. Confirmed (install ground truth + wiki item names); whether playing a minigame awards the Memory, or the Memory is a separate world pickup, is UNVERIFIED.

6.2 Data Logs -- all 52#

Mechanic (confirmed): "While exploring the world, you will unlock Data Logs as you pick up Memories. These logs can be viewed on any PECO terminal available." So Data Logs are not separately hunted -- they are the narrative reward layer for the Memory collection. Collecting Memories is therefore the single action that advances achievements 2/3/4, the story layer, and the human-growing economy at once.

The wiki's Data Logs category contains exactly 52 entries, enumerated here in full (this is the corpus's first complete list; doc 04 covered roughly 8):

# Data Log # Data Log
1 ANGEL 27 MIA HARLOW
2 ASCEND CODES 28 MOSES DIRECTIVES
3 BIO-MATTER LOGS 29 MOSES INITIATIVE
4 CONTAINER MARKING 30 NEW TERRA LOVE
5 CRADLE'S END 31 NOCTURNE DETECTION NODE PROJECT
6 DEER DONK SAFETY INCIDENT LOG 32 OCEANMARK WHITE
7 DEER DX-750 33 OLENA'S PROMISE
8 DEPARTURE LOGS 34 PECO MANUAL
9 Dial Attempts 35 PERSONAL LOGS
10 DIARY ENTRIES 36 Project CANTICLE
11 DOLLY PROJECT LOGS 37 PROJECT EDEN
12 DR. MARIKA SOLBERG 38 PROJECT JONAH
13 ELENA'S FUTURE 39 PROTOCOL MEMO
14 ELIAS 40 PROTOCOL RECORDS
15 ELYSIUM DREAMS 41 RECOVERED DATA LOG
16 FATIMA D'COSTA 42 RHOMBICUBOCTAHEDRON
17 FINAL ANTHEM 43 ROTH'S ANOMALY
18 FINAL CLEARANCE 44 SALVAGE LOGS
19 FINAL ECHOES 45 SMILE AT DARK
20 FINAL STATIC 46 THE BLACK CORRIDOR LEAK
21 FLO-A9 "REBREATHE" GAS MASK 47 THE BRIEF MUSIC
22 FS-204-72 - Internal System Log 48 THE CHEN-MARTINEZ CODEX
23 GAS DETECTION 49 THE FIRE THAT WOULDN'T DIE
24 GHOST IN THE LOOP 50 THE LAST TREASURE HOARD
25 JACOB'S STARS 51 VF-7 REST FRAME MAINTENANCE LOG
26 LUMI-SERIES 52 WHISPERS WITHIN

Content classes visible in the naming: named-person dossiers (DR. MARIKA SOLBERG, MIA HARLOW, FATIMA D'COSTA, ELIAS, JACOB'S STARS, OLENA'S PROMISE, ELENA'S FUTURE), corporate/project files (MOSES INITIATIVE/DIRECTIVES, PROJECT EDEN, PROJECT JONAH, Project CANTICLE, DOLLY PROJECT LOGS, NOCTURNE DETECTION NODE PROJECT), equipment manuals (DEER DX-750, FLO-A9 "REBREATHE" GAS MASK, LUMI-SERIES, PECO MANUAL), and terminal/system logs (FS-204-72, VF-7 REST FRAME MAINTENANCE LOG, RECOVERED DATA LOG). Several log names are shared with Sample names (THE FIRE THAT WOULDN'T DIE, OCEANMARK WHITE), indicating the two collections cross-reference the same story events.

SPOILER Project JONAH, PROJECT EDEN, MOSES INITIATIVE, CRADLE'S END and ASCEND CODES are, by name alone, the spine of the pre-collapse evacuation story. Do not read these logs' wiki pages if you want the narrative to land in-game.

6.3 Samples -- 104 catalogued, in two ID ranges#

Samples are a separate collection from Memories, with numeric IDs in two disjoint bands. The ID gaps prove the catalogue is incomplete: band 1 runs 013--131 but only 60 are documented, band 2 runs 502--704 with only 44 documented.

Band ID range Type Documented Character
1 013--131 Hologram / Event samples 60 Recorded scenes of human life during the collapse
2 502--704 Cave paintings / Rock samples 44 Prehistoric art and deep-history imagery

Band 1 -- Hologram & Event Samples (60 documented)

ID Name Location ID Name Location
013 Last Shift Black Vein Station 062 Drift Pair 106.7 : 50.1
014 Still Pumping Black Vein Station 063 Signal Wave 14.4 : 8.4
015 Burner Light Black Vein Station 085 Rooftop Wait Brighton Grave
016 Open Container Habitat Node 02-23 087 Ladder Nowhere Brighton Grave
017 Ocean Funeral Habitat Node 01-2.5 088 Window Exit Winston Grave
018 Numbered Door Habitat Node 02-23 089 Threshold Winston Grave
021 Water Queue Habitat Node 08-16 090 Last Plant Lincoln Grave
022 Bed on Wheels Habitat Node 03-12.3 091 Hallway Queue Lincoln Grave
023 Shared Blanket Habitat Node 05-14.5 092 Shoulders Lincoln Grave
024 Carried Body Habitat Node 06-3.5 093 Missing Bench Lincoln Grave
025 Thirsty Wait Habitat Node 03-12.3 094 Family Ledger Hampton Grave
027 Ration Split Habitat Node 02-23 095 Balcony Hand-Off Dover Grave
029 Hydroponic Check Habitat Node 01-2.5 096 Wheelchair Salem Grave
034 Haircut Corner Habitat Node 14-7 097 Rooftline Argument Dover Grave
035 Measuring Wall Habitat Node 06-3.5 098 Cabinet Barricade Dover Grave
041 Radio Call Habitat Node 14-7 099 Returned Keys Dover Grave
042 Signal Flag Habitat Node 14-7 104 Bus Shelter Winston Grave
043 Passing Boat Habitat Node 06-3.5 118 Dr. Evelyn James Exodus Station
045 Final Cast Habitat Node 10-4 119 Looking at Rocket Exodus Station
046 Dead Signal Habitat Node 01-2.5 120 Name Exodus Station
050 Retrieval Seed Vault Prometheus 121 Looking Over the Rail Exodus Station
051 Closed Door Seed Reserve 01 122 Inspection at Exodus Exodus Station
052 Inventory Eden Cradle 123 The Fire That Wouldn't Die Black Vein Station
053 Warm Shaft MCV-17 Dead Breath 124 Internal System Log Seed Reserve 11
054 Earthfire MCV-12 Eternal Flame 125 Oceanmark White Lazarus Complex
056 Handoff 26.4 : 4.9 126 Talon Shark ID-407 Platform Omega
057 Left Behind 37.1 : 6.0 127 Smile in the Dark Refuel Outpost Gamma
059 Debris 64.9 : -3.9 128 CS-17 Courier Skimmer Central Warehouse Alpha
060 Cargo Net 55.3 : 1.1 129 Pig Experiment Helios Reserve Lyra
— — — 130 Bouncing Echoes Habitat Node 06-3.5
— — — 131 Still Listening Research Outpost Theta-9

Known wiki erratum: sample 022 "Bed on Wheels" displays an incorrect image in the in-game sample menu.

Band 2 -- Cave Paintings & Rock Samples (44 documented)

ID Name Location ID Name Location
502 The Shape of Us First Whisper 596 Skill Passed forward 147.3 : -33.9
504 Among Larger Lives First Whisper 598 Knowledge in Pieces The Spire of Command
505 Before Words Grey Mouth 603 Moving as One The Spire of Industry
506 Inside the Living Pattern Grey Mouth 604 The Social Wall The Spire of Command
510 Many Around the Herd Grey Mouth 605 Strength Remembered 152 : -37
511 Wall of Shared Signs Deep Silence 606 What the water held 150 : -42
512 Facing Bison Far Horizon 617 Thought Becomes Code The Spire of Exodus
514 The Marked Hand Far Horizon 624 Environmental Memory The Spire of Exodus
517 Animals in Motion North Lantern 628 Between Human and Animal The Spire of Exodus
518 Work Beneath the Tree North Lantern 635 Feelings Made Visible The Spire of Industry
521 Circle of the Herd Deep Silence 641 The Shared Pursuit The Spire of Command
522 Hands Among the Animals The Fourth Chamber 647 Branching Thought The Spire of Industry
527 What the Water Gave The Fourth Chamber 660 Strength in Stone Unlisted Tower
531 Among Larger Bodies The Fourth Chamber 666 Early Code Unlisted Tower
537 What Could Feed and Wound The Fourth Chamber 676 Learning to Belong Courier Sieve Node Facility
547 A Figure That Outlived Its Maker Quarantine Stack Aurora 683 The Shared Scene Courier Sieve Node Facility
559 A Bird Worth Remembering Quarantine Stack Chorus 687 Mountain of Resources Courier Sieve Node Facility
568 A Map Before Maps Quarantine Stack Aurora 694 Speed Remembered Courier Sieve Node Facility
575 A Small Model of the World Quarantine Stack Aurora 701 Beasts in Conflict Courier Sieve Node Facility
584 The Wall That Kept Adding Life Quarantine Stack Amen 702 The Moving Plain Quarantine Stack Amen
589 One Who Stood Different Quarantine Stack Dawn 703 The Marked Horse Quarantine Stack Amen
591 The Calling Stag Quarantine Stack Amen 704 The Bond Remembered Quarantine Stack Amen

No achievement is tied to Samples. They are a pure lore-completion collection. Note the deliberate thematic pairing: band 1 is humanity's end, band 2 is humanity's beginning -- and band 2's late IDs (598--666: "Knowledge in Pieces", "Thought Becomes Code", "Early Code") sit in the three Spires, tying cave art to computation.

6.4 The eight Graves#

The wiki carries exactly eight Grave locations. Graves are drowned settlements -- the achievement layer does not touch them, but they are the densest Sample sites in band 1.

Grave Samples documented there
Brighton Grave 085 Rooftop Wait, 087 Ladder Nowhere
Dover Grave 095 Balcony Hand-Off, 097 Rooftline Argument, 098 Cabinet Barricade, 099 Returned Keys
Hampton Grave 094 Family Ledger
Lincoln Grave 090 Last Plant, 091 Hallway Queue, 092 Shoulders, 093 Missing Bench
Norfolk Grave (none documented -- likely a wiki gap)
Salem Grave 096 Wheelchair
Winston Grave 088 Window Exit, 089 Threshold, 104 Bus Shelter
York Grave (none documented -- likely a wiki gap)

The wiki has duplicate lowercase redirect pages for several (Norfolk grave, Winston grave, York grave, Lincoln grave) -- an artefact of wiki maintenance, not two distinct locations.


7. Secrets, easter eggs and developer references#

The wiki has no Secrets or Easter Eggs page -- Secret Items is an empty disambiguation stub reading literally "Secret Items may refer to: Unavailable Content (Add other secrets here)". What follows is what could be established from other sources.

Secret / reference Detail Confidence
Hidden room in the Cube Room Maze Confirmed to exist by the achievement text; location within the maze undocumented Confirmed exists / route unknown
The Mother Statue Submerged monument at ~200 m under the starting sanctuary. See 5.5. Confirmed
The empty basketball court Confirmed to exist by the achievement text; location undocumented Confirmed exists / location unknown
Amiga demoscene music cartridges Nine cartridge Memories with tracker-scene titles, credited "found by Jogeir" -- real-world chiptune heritage, given its own VolumeMusicCassette audio channel in the engine settings Reported / inferred
PECO Athletics minigames Playable HTML5 retro minigames (40x25 green-phosphor character grid) running in the game's embedded Chromium, with three collectible Memory counterparts. First-hand confirmed from the install's loose peco-engine.js. Confirmed (install)
"Jesus Paint 1" A named but visually inert paint variant left in the game files -- a developer joke / test asset Confirmed (wiki, Unavailable Content)
Salt Water container dev note Cut container variants carry the developers' own reasoning in-file: "There is salt water everywhere, you don't need to store it." Confirmed (wiki)
Sharks with laser beams Added in Update 03 "Curiosity Wakes" (2026-03-18) -- an explicit Austin Powers / Dr. Evil reference, covered as such in the press at the time Confirmed (Steam news item, 2026-03-21)
"Tommy" / "Where's Tommy" Two separate Memory items named for the same absent person; Tommy items are present in The Maze Confirmed (wiki)
RHOMBICUBOCTAHEDRON A Data Log named after the Archimedean solid -- almost certainly a nod to the Luca Pacioli / Renaissance-geometry lineage or to demoscene rendering Inferred
DEER DONK SAFETY INCIDENT LOG / DONK-Lift 3200 / DONK Pallet An in-fiction industrial brand ("DONK") given its own comedic safety-incident log Confirmed (wiki)
Porcine Vocal Interface + Sample 129 "Pig Experiment" (Helios Reserve Lyra) A pig-related experiment thread running through both the Sample and Memory layers; the Porcine Vocal Interface is one of only two 100-point outlier Memories Confirmed (wiki)

Cut / unavailable content (dev-archaeology layer)#

Documented as reachable only via cheats, mods or console commands -- useful for a modding track, not obtainable in normal play:

Category Items
Equipment Farming Tool (black/red placeholder model labelled "Power Ammunition"; 3 Iron / 2 Plastic / 2 Rubber), Recovery Generator (5 health for 90 kW -- likely the Charge Injector's prototype)
Items Floor Light (jitters, randomly activates), Body Light (shares the Torch icon, non-functional), Cart (non-functional data cable input, clipping issues)
Containers Fresh Water Container, Oil Barrel, Diesel Barrel, Petrol Barrel, Oxygen Container, Methane Container, Carbon Dioxide Container, Salt Water Tank / Salt Water Barrel, Large Battery (18.0 kWh -- 3x the Medium Battery, 6 electrical ports instead of 3), Small Battery (unimplemented variant), Lightning Rod and Fill Station terminals
Weapon attachments Flashlight -- the wiki's stated reason is redundancy, not balance: "Potentially unobtainable due to the existence of the Torch and its variants." Bolt Pistol magazines (20- and 100-round; the 100-round "may have been considered unbalanced")
Paints Jesus Paint 1 (no visual effect), Pink Paint test variants
Engine cylinders "Eco" and "cheat" variants of Electric, Diesel and Petrol engine cylinders
Cables Data Cable & Extender -- "can be hooked into the PECO Terminal and into the Caretaker, but currently has no effects." (An earlier draft of this doc claimed the developers had stated plans to implement it; no source was found for that -- treat it as unsupported.)
Promoted out of this list CO2 Tank -- was cut content, shipped in Update 03 "Curiosity Wakes"

8. Suggested completion routing#

If the goal is all 15, this is the efficient order. Nothing here is time-pressured.

Phase Do Lands
1 -- Opening hours Play normally, hoover up every Memory. Before leaving Sanctuary Dock 37 (11, 8) strip it: 45 Survival Dollars, 5 Teddy Bears, 6 Basketballs, 3 Tommy, a Stopwatch and a PECO Athletics cartridge are all sitting in the starting location. Apprentice caretaker, Last librarian.
2 -- Establishing Build and repair freely; spend Enhancer Points as you get them, favouring Pressure and Vitality It belongs in a museum!, Enhance enhance enhance.., This is fixable., Robot the builder.
3 -- The core loop Seed Vault -> Lazarus Rack -> grow a human. Include a Teddy Bear among its Memories. My precious experiment
4 -- Beacon 32 Power Navigation Beacon 32; it reveals both Exodus Station (125, 48) and The Maze (111, 22) unlocks phases 5--6
5 -- First launch Fuel and launch the rocket. Carry Survival Dollars on every subsequent launch. Open for business, Peaceful Passenger, then Wealth Without Witness over time
6 -- The Maze Take "Accept The Rules" at 111, 22; probe for the door the rules forbid. Loot the 10 Ash Notebooks while you are there -- they are ARTIFACT class and the only documented artifact source. Secret of the Maze, That's an Artifact In Fact (if it has not already fired -- at 60.9% global it usually fires much earlier from an undocumented source)
7 -- Deep build Max the Pressure enhancer, then dive the pipe left of Sanctuary Dock 37's main door to ~200 m Mother Under the Sea
8 -- Cleanup Farm 30 deaths (dive past your depth ceiling near a respawn); find the court and sink five in a row -- start looking at/around Sanctuary Dock 37, the only documented basketball cache Groundhog, Five in the Quiet

Note that Wealth Without Witness should be started in phase 5 and treated as ambient -- the starting sanctuary alone holds 45 Survival Dollars, so pick them up on day one even though you cannot ship them yet.


Gaps & Unverified#

Could not be established:

  • The Cube Room Maze hidden room's actual location. Confirmed to exist (achievement text) but the wiki's Maze page is a stub with no mention of it, and no community guide was reachable. The strongest lead is the quest name "Accept The Rules" implying a rule-breaking solution -- that is inferred, not sourced.
  • The empty basketball court's location, and the basketball shooting mechanic. Both undocumented everywhere searched. The rarest achievement in the game has no public route. Partial progress (fact-check pass): the balls themselves are now located -- Sanctuary Dock 37 holds 6 (2 Blue, 4 Orange), the only documented cache -- which makes the starting sanctuary the first place to search for the court. Inferred, not sourced.
  • Whether "Peaceful Passenger" wants the teddy fed to a human as a Memory, or loaded into the rocket as cargo. Both readings are plausible; neither is sourced.
  • Whether a "Survival Dollar hoard" is one item or a stacked bundle. The four documented stashes total 95 units against a target of 100, which suggests 1 hoard = 1 unit, but this is circumstantial.
  • ~~Which Memory items carry the "artifact" flag.~~ RESOLVED by the fact-check pass: the Ash Notebook and Porcine Vocal Interface item pages both carry the literal rarity string ARTIFACT. What remains open is whether there are others -- the achievement's 60.9% unlock rate is impossible to reach from the Maze's Ash Notebooks alone (beacon-32 gated, well past where most players stop), so at least one commonly-encountered artifact Memory must exist and is undocumented.
  • A documented Groundhog death farm. No community source found; the pressure-damage and fall-damage routes are inferred from the existence of the Pressure and Shock Absorber enhancers.
  • The identity of "she" in the Five in the Quiet description.
  • Achievement introduction dates. No patch note found states which update added which achievements, so no achievement can be version-tagged to an update. Given the set tops out at "first delivery", the list plausibly dates to Early Access launch (2025-11-06) and has not been extended through updates 01--05.

Where sources disagree or are internally inconsistent:

  • Memory count: 48 vs 54 vs 57. The same wiki page has rendered 48, 54 and 57 rows across three separate fetches on 2026-08-24. 54 is the most recent count. None is confirmed as the true total; the table is actively edited. The 40-memory achievement is comfortably under any of them.
  • Memory attribute table is column-misaligned (documented in section 6.1 with three verified mismatches). The per-item pages are authoritative; the aggregate table's attribute labels are not.
  • ~~Attribute count: 11 named vs "twelve distinct attributes" claimed.~~ RESOLVED by the fact-check pass: the missing twelfth attribute is Strength, which appears in the Human page's job-requirement tables but has no column in the Memory table. That absent column is the mechanical cause of the aggregate table's one-position shift.
  • ~~Pressure enhancer maths (the arithmetic).~~ RESOLVED: "+1 m per level / max 110 m / 100 levels max" is not self-contradictory -- the Enhancers page states TOTALS that already include a base value, confirmed by the identical pattern on Vitality (+1/level, "max 200") and Battery (+20 Wh/level, "max 2.5 kWh"). Pressure is therefore ~10 m base + 100 m of levels = 110 m total. The substantive conflict survives and is sharper than first written: the Mother Statue page's 180--190 m sits ~70--80 m past that ceiling. Either undocumented depth sources stack on top, or the wiki means "tank pressure damage on a timed round trip". UNVERIFIED which.
  • Sample totals. 104 samples are catalogued across ID bands 013--131 and 502--704. Re-verified 2026-08-24: a full row-by-row re-enumeration of the Samples page returned exactly 60 + 44 = 104, matching the tables in section 6.3 -- while a separate row-count query against the same page reported 67 + 52 = 119. The enumeration is the better evidence, so 104 stands; treat the 119 figure as a counting artefact unless a later pass can name the extra rows. Both bands have large ID gaps (e.g. 019, 020, 026, 028, 030--033 all absent; 503, 507--509, 513, 515--516 absent). The true sample count is higher than 104 and is unknown.
  • Norfolk Grave and York Grave have no samples documented, unlike the other six graves. Probably a wiki coverage gap rather than genuinely empty locations.
  • Wiki page currency. The Version history page's most recent edit timestamp rendered as 19 October 2025 -- before the game's Early Access launch (2025-11-06). That is almost certainly a template/metadata artefact rather than a real date, but it means per-page currency on this wiki could not be reliably assessed against Update 5.0.

Sources that could not be reached (abandoned per fetch discipline, not retried):

  • Steam community guides sharedfiles/filedetails pages -- the host returned "You've made too many requests recently" on every attempt, including the dedicated "Achievements ENG" guide by Cxyman (id 3633027522) and its German twin (id 3628249274). These two guides are the single highest-value unfetched source in this domain and should be the first target of any refresh pass; they very likely contain the maze room and basketball court locations. Also unreached for the same reason: "Online Map" by [ЯtR] The-Killer (id 3610752358, interactive map with in-game icons), "Council of Humanity - Committees" by Rakkun (id 3720214488), and "Misión Uno antes que yo" by Mariano [ES] (id 3628961898, a hidden-location quest guide).
  • steamhunters.com (403 Forbidden) and exophase.com (403 Forbidden) achievement trackers -- both would have provided independent unlock-rate corroboration and community hints for hidden achievements.
  • The wiki has no Achievements page (404 confirmed) and no Category:Graves (404 confirmed).
  • WebSearch was unavailable for this document (session search budget exhausted before this doc began), so all research was conducted via direct fetches. Discussion-forum consensus, Reddit threads and press coverage of secrets could not be surveyed. A refresh pass with search available should specifically hunt Reddit and the official Discord for the maze and basketball locations.
  • v1.1.0 fact-check pass (2026-08-24) hit the same two walls: WebSearch was still budget-exhausted, and a fresh attempt at the Cxyman "Achievements ENG" guide (id 3633027522) returned the same "You've made too many requests recently" wall and was abandoned per fetch discipline. It remains the top target for the next refresh. Everything corrected in v1.1.0 came from the Steam News API, the Steam global achievement stats page, and direct wiki page fetches.

Sources#

All accessed 2026-08-24.

Official / Steam - Steam global achievement stats, app 1783560 -- https://steamcommunity.com/stats/1783560/achievements/ (the authoritative list of all 15 achievements, descriptions and global unlock percentages) - Steam News API, app 1783560 -- https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1783560 (patch/update lineage and raw timestamps; used to pin the version anchor and to date the Update 03 "sharks with laser beams" item) - Steam community guides index, app 1783560 -- https://steamcommunity.com/app/1783560/guides/?browsefilter=toprated (guide inventory; guide bodies themselves were rate-limited)

Community wiki (thelastcaretaker.wiki.gg) - https://thelastcaretaker.wiki.gg/wiki/Special:AllPages (full page inventory, both halves -- used to enumerate the eight Graves and the all-caps Data Log set) - https://thelastcaretaker.wiki.gg/wiki/Category:Data_Logs (all 52 Data Logs + the Memory-unlock mechanic) - https://thelastcaretaker.wiki.gg/wiki/Memory and https://thelastcaretaker.wiki.gg/wiki/Memories (Memory attribute table) - https://thelastcaretaker.wiki.gg/wiki/Samples (both sample ID bands, full tables) - https://thelastcaretaker.wiki.gg/wiki/Humans (seed -> Lazarus Pod -> rocket pipeline, growth inputs, launch capacity) - https://thelastcaretaker.wiki.gg/wiki/Enhancers (the 10 enhancers, Pressure depth maths) - https://thelastcaretaker.wiki.gg/wiki/Mother_Statue (the Mother Under the Sea route) - https://thelastcaretaker.wiki.gg/wiki/The_Maze_(Transposium) (maze coordinates, beacon gating, "Accept The Rules") - https://thelastcaretaker.wiki.gg/wiki/Rocket (Exodus Station, launch purpose, coordinates) - https://thelastcaretaker.wiki.gg/wiki/Teddy_Bear (item stats for Peaceful Passenger) - https://thelastcaretaker.wiki.gg/wiki/Basketball (item stats for Five in the Quiet) - https://thelastcaretaker.wiki.gg/wiki/Chiptropolis (cartridge memory class, "found by Jogeir") - https://thelastcaretaker.wiki.gg/wiki/THE_LAST_TREASURE_HOARD (Survival Dollar lore) - https://thelastcaretaker.wiki.gg/wiki/Unavailable_Content (cut content, dev jokes) - https://thelastcaretaker.wiki.gg/wiki/Secret_Items (empty stub -- cited as evidence of the coverage gap) - https://thelastcaretaker.wiki.gg/index.php?search=Survival+Dollar&fulltext=1 (Survival Dollar stash locations)

Added by the v1.1.0 fact-check pass (2026-08-24) - https://thelastcaretaker.wiki.gg/wiki/Ash_Notebook -- confirms the literal ARTIFACT rarity class, 1.0 kg, 100 x 10 attributes, 10 copies in the Maze - https://thelastcaretaker.wiki.gg/wiki/Porcine_Vocal_Interface -- ARTIFACT class, 1.5 kg, Communication 100 / Creativity 50 / Empathy 50 (corrects the earlier "Adaptability 100") - https://thelastcaretaker.wiki.gg/wiki/Sanctuary_Dock_37 -- starting location confirmed, coordinates 11, 8, full loot table (45 Survival Dollars, 5 Teddy Bears, 6 Basketballs) - https://thelastcaretaker.wiki.gg/wiki/Human -- 40 growth predictions, profession selection rule, the >200 attribute decay table, and the Strength attribute missing from the Memory table - https://thelastcaretaker.wiki.gg/index.php?search=%22United+States+Survival+Dollar%22&fulltext=1 -- exactly four documented stash pages - https://thelastcaretaker.wiki.gg/wiki/Samples?action=raw -- full row-by-row re-enumeration (60 + 44 = 104) - https://thelastcaretaker.wiki.gg/wiki/Version_history (attempted; no patch data present)

First-hand ground truth (this repo) - C:/last-caretaker/docs/ref/shadow-install.md -- version anchor (EA 0.8.0.612251 / buildid 23962331 / UE 5.7.4), the VolumeMusicCassette audio channel, and peco-engine.js "Shared engine for Peco Athletics games" -- both of which cross-confirm wiki collectible classes in section 6.1.

14

Multiplayer & Co-op Status

Version anchorEarly Access 0.8.0.612251 -- Update 05 "New Horizons" Hotfix 2, released 2026-06-29, Steam buildid 23962331. This is the current live build as of 2026-08-24 -- Hotfix 2's patch notes were posted to the Steam discussions hub on 2026-06-29, and the newest Steam news post of any kind is 2026-06-25 -- and it matches the ShadowPC install exactly (docs/ref/shadow-install.md).
18 claims checked6 corrections9 unverifiedverifier verdict

Strong doc: every load-bearing existence claim held up under live verification -- no multiplayer of any kind in build 0.8.0.612251 (Steam categories, official FAQ, wiki infobox, news record and the first-hand file inventory all agree), the Jack Pattillo "looking in to ways" quote is verbatim-accurate, and CaretakerMP, the Screenshot Vault and the UE5.6-to-5.7 mod-breaking notice all exist as described. The only defects were date metadata: two Steam threads were logged as 2024 from Steam's year-less current-year rendering (both are 2026), the "Jack" FAQ quote's timestamp is 2025-02-28 rather than inconsistent, and the version-anchor line contradicted its own hotfix date -- all corrected, with a dating-convention guard added.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

The Last Caretaker has no multiplayer of any kind. No co-op, no shared worlds, no dedicated servers, no LAN, no Remote Play Together, no asynchronous player-to-player systems -- not at launch (2025-11-06), not through five major Early Access updates, and not in the current build. This is confirmed by the Steam store's category list (Single-player only), the official FAQ at thelastcaretaker.com ("The Last Caretaker is currently single-player only"), the community wiki's infobox (Singleplayer), and the shipped game files themselves (one client executable, no server binary). The developers have gone on record twice with contradictory-sounding positions -- "no current plans" and "we're looking into ways of implementing some form of multiplayer" -- but neither has ever become a roadmap item, a dated commitment, or a patch note. There is exactly one unofficial multiplayer attempt worth naming (CaretakerMP), and its compatibility with the current build is unverified. For Robert's fresh playthrough the practical answer is simple: this is a solo game, plan accordingly.

This doc is deliberately short on padding and long on evidence, because the honest answer is short.


1. Bottom line#

Question Answer Confidence
Any multiplayer today (0.8.0.612251)? No CONFIRMED (official + wiki + store + first-hand install)
Co-op (2+ players, shared world)? No CONFIRMED
Dedicated servers / self-hosting? No -- no server binary ships CONFIRMED (first-hand file inventory)
LAN / direct IP? No CONFIRMED (no such option; no server build)
Steam Remote Play Together? No -- the store page carries no Remote Play category CONFIRMED (store category list)
Crossplay (Steam <-> Epic)? N/A -- nothing to cross-play CONFIRMED
In-game social / asynchronous features (bottles, shared discoveries, leaderboards)? None found -- zero wiki pages, zero patch-note mentions CONFIRMED-negative (see §6)
Officially announced multiplayer plans, with a date? None. Two informal dev remarks exist; neither is a commitment CONFIRMED
Unofficial / modded multiplayer? One project exists (CaretakerMP, v0.1.0, 2026-05-17) -- unaffiliated, unverified on the current build REPORTED

2. The definitive evidence that it is single-player#

Five independent sources, all current:

Source Tier What it says Date checked
Steam store page, app 1783560 Official Category badges: Single-player, Steam Achievements, Steam Cloud, Family Sharing. No "Multi-player", "Co-op", "Online Co-op", "LAN Co-op", "Cross-Platform Multiplayer", "Remote Play Together" or "Shared/Split Screen" badge. User tag list includes Singleplayer; no multiplayer tag. 2026-08-24
thelastcaretaker.com/faq/ Official Verbatim: "The Last Caretaker is currently single-player only." Platforms listed: Windows + Linux via Steam, Epic Games Store, Steam Deck supported. No crossplay section exists. 2026-08-24
thelastcaretaker.wiki.gg (canonical wiki) Community wiki Game infobox Modes: Singleplayer. A full-text wiki search for multiplayer co-op online leaderboard returns zero results; a search for message bottle shared community returns zero results. Across ~590 articles the concept is simply absent. 2026-08-24
Steam news hub + thelastcaretaker.com/news/ Official Every update announcement from Update 01 (2025-12-16) through Update 05 (2026-06-25) plus Hotfixes 1-2. Not one mention of multiplayer, co-op, online play, or leaderboards in any patch note or announcement. 2026-08-24
ShadowPC install (docs/ref/shadow-install.md) First-hand See §3. 2026-08-24

Steam's Early Access "How is the full version planned to differ?" answer -- the place a studio would list a headline feature like co-op -- names only: expanded gameplay systems (exploration, crafting, survival, combat), new content (locations, enemy types, modules), and balance/optimization. Multiplayer is not on it.


3. First-hand technical evidence from the installed build#

From the ground-truth inventory of Robert's own copy (EA 0.8.0.612251 / buildid 23962331 / UE 5.7.4, 2026-08-24). These are file-level facts, not claims:

Observation What it implies
The Voyage\Binaries\Win64\ directory contains exactly one game executable: VoyageSteam-Win64-Shipping.exe. There is no VoyageServer-Win64-Shipping.exe or any other server target. Channel37 does not build or ship a dedicated-server target. Any "server hosting" product advertised for this game is not hosting an official server binary.
No EOS SDK anywhere under Engine\Binaries\ThirdParty (unlike sibling projects that ship Epic Online Services for crossplay/lobbies). No Epic Online Services identity, lobby, matchmaking or crossplay layer is integrated -- so a Steam<->Epic crossplay path does not exist even latently.
No anti-cheat (no EAC/BattlEye binaries). Consistent with a title that never expected networked sessions. Also means unofficial injection tooling faces no anti-cheat barrier (relevant to §8).
Steamworks SDK 1.61 is present. Explains and is fully accounted for by the store badges actually granted: Achievements + Steam Cloud (Autocloud). Steamworks presence is not evidence of multiplayer.
MsQuic v220 is present. Do not read this as networking evidence -- MsQuic ships with stock Unreal Engine 5.x builds regardless of whether a game uses networking.
Saves land in %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\ under Steam Autocloud, in a per-SteamID64 folder. The save model is single-account by construction. There is no shared-world or host-migrated save concept; "sharing progress" means manually copying files between machines (§7).
GameUserSettings.ini exposes bOnlineFeatures=True under [/Script/Voyage.VoyageGameUserSettings]. The one ambiguous signal. What it gates is UNVERIFIED -- most plausibly telemetry (GameAnalytics + Sentry are both integrated) and/or in-game news. No multiplayer-adjacent setting key exists anywhere else in the blob (no server browser, no session, no player-name, no lobby key). See Gaps.
The settings blob's HUD keys are all singular-player (bInterfaceBoatCharacter, crosshair, holster, quests, locators). No party frames, no player-list, no voice/chat settings.

Conclusion from the install: nothing in the shipped product is built for more than one player.


4. What the developers have actually said -- full timeline#

Every traceable statement, in order. Note the mutual tension between the October 2025 line and everything else: this is a studio that has said "maybe someday" once, in a forum reply, and said "no" the rest of the time.

Date Who / where Statement Tier
2025-02-28 (pre-EA, demo era) "Jack", pinned developer FAQ post on the Steam hub, quoted inside the thread "Co-op going to be added?" (2025-11-28) "No, The Last Caretaker is a single-player experience focused on exploration, survival, and discovery." REPORTED (verbatim quote; sourced from a pinned FAQ post re-quoted in-thread, which is why its timestamp precedes the thread)
2025-10-13 → 2025-10-14 Jack Pattillo (dev-badged, jack.pattillo), Steam thread "Future Multiplayer (Co-Op)?" "The game is releasing as a single-player experience, but we've heard enough from the Community that we're looking in to ways of implementing some form of multiplayer in the future!" CONFIRMED (dev-badged reply, quoted verbatim in thread)
2025-11-06 EA launch roadmap / press The published Early Access roadmap promises "new vehicles, essential new items to build, world expansion, lore and story" over "at least a year". Co-op appears nowhere on the roadmap. CONFIRMED
2025-12-02 GameDiscover newsletter analysis of the game's >100k first-month sales "We wouldn't be surprised to see it hit >500k sales eventually -- even more if it adds co-op. (Which we understand isn't immediately planned, but isn't out of the question.)" -- note this is the analyst's characterization of the studio's position, not a developer quote. REPORTED (secondary)
2026-07-28 (relayed in the Steam thread "Multiplayer in Last Caretaker", posted that day) Dev "TeeHill", official Discord, quoted by a community member (Kuzako) "on the Co-op point, the game's title is Last Caretaker, of course that needs some work to really make any multiplayer fit the story and lore"; that there are no current plans for it; that the team is prioritizing the best solo experience; and that co-op would be a long, time-consuming process requiring story/lore rewrites. REPORTED (second-hand Discord quote; not independently retrievable) -- but it is the most recent dev-position datapoint of any kind, and it postdates Update 05.
Ongoing → 2026-08-24 thelastcaretaker.com/faq/ "The Last Caretaker is currently single-player only." The word currently is the only official hedge that exists today. CONFIRMED
2026-06-25 → 2026-08-24 Steam news hub silence No announcement of any kind for ~8 weeks. Update 06 (the sixth and presumably final EA roadmap beat) is unannounced as of this writing. CONFIRMED

4.1 Claim hygiene -- three myths circulating in the community#

Worth carrying, because a future session will meet these claims:

Myth Reality
"The devs already said they will add co-op, just no date." (asserted in at least two Steam threads) False as stated. The strongest real statement is "looking in to ways of implementing some form of multiplayer" (2025-10-14). No commitment, no roadmap entry, no date has ever existed. A community member in the "The Last Caretaker(s) - Coop Mode" thread corrected this directly: "The devs have NOT stated this is planned... but it isn't completely off the table for the future."
"It's on the roadmap." False. The six-update EA roadmap (Updates 01-06, plus the unplanned 3.5 shadow drop) has never listed multiplayer. Five of six updates have shipped with zero multiplayer content.
Fan site thelastcaretakergame.org says Channel37 "are looking into ways of implementing multiplayer... we'll update this page as soon as co-op details are announced." Unofficial. That site's own footer states "Not affiliated with the game developers." The sentence is a paraphrase of the 2025-10-14 forum reply; it adds no new information and carries no official weight.

4.2 The stated reasons multiplayer is hard here#

Recurring across the dev remarks and the technically literate community threads -- useful for calibrating how likely co-op ever is:

  1. Narrative -- the premise is explicitly singular. The game's title, framing and story are built around being the last active Caretaker; the studio itself flagged this ("the game's title is Last Caretaker, of course that needs some work to really make any multiplayer fit the story and lore").
  2. Physics networking -- the game is heavily physics-driven (ocean/wave simulation, buoyant boats, cables, ragdoll-ish salvage objects). Update 05's own notes list optimization passes on "weather, vehicles, physics, cables, and large save games". Replicating that state deterministically across clients in UE5 is the single most expensive class of multiplayer retrofit.
  3. Cost -- the studio is nine people shipping their debut title in Early Access with a 1.0 target. A co-op retrofit is, in their words, "a long, time consuming process."
  4. Design philosophy -- Antti Ilvessuo's stated design intent is emotional/purposeful solitude ("We wanted something that actually carries meaning behind the systems. People respond to purpose."), with WALL-E / Lost / Lord of the Rings as touchstones.

Assessment (inferred, clearly labelled): multiplayer before 1.0 is very unlikely. A post-1.0 co-op mode is possible but entirely speculative -- there is no engineering signal for it anywhere in the shipped build.


5. Community sentiment (labelled as consensus, with threads named)#

The Steam forum has hosted at least eight distinct co-op threads. The pattern is consistent enough to summarize:

Thread Posted Dominant position
Multiplayer in Last Caretaker 2026-07-28 Against; cites title/lore and physics desync. Carries the relayed TeeHill "no current plans" Discord quote -- the newest dev-position datapoint in the record
Multiplayer 2026-01-23 Against; one user asserts the (unsupported) "devs already stated they will add Co Op"
Future Multiplayer (Co-Op)? 2025-10-13 Split; contains the only dev-badged "looking into it" reply
where is co-op lol 2025-11-08 Split; "not out of the question, not promised"
The Last Caretaker(s) - Coop Mode 2025-12-15 Wants it; several "I'd buy it if co-op existed" posts; misinformation corrected in-thread
Co-op going to be added? 2025-11-28 Split; Stardew Valley / Deep Rock Galactic cited as post-launch-co-op precedents
Will this game have a Coop mode? 2026-03-24 Against; "The entire vibe of the game is that you are alone... you are supposed to feel like you're in a lonely, empty world"

Dating note (read before citing any Steam thread): Steam renders current-year posts without a year ("Jul 28 @ 8:33am") and only shows the year for older ones. Two rows above were originally logged as 2024 dates from year-less renderings; both are 2026 (verified 2026-08-24 -- and a 2024 thread is impossible anyway, the hub predates nothing before the game's 2025 reveal). Always resolve a year-less Steam date to the current year.

Consensus: the loudest recurring argument against is thematic (the game is named for solitude and the loneliness is the point); the loudest argument for is commercial (lost sales from friend groups). Repeat requests have not moved the roadmap in ten months.


6. Social & asynchronous features -- what exists, and where#

The scope asked specifically about message bottles, shared discoveries and leaderboards. In-game: none of these exist. Zero wiki pages, zero patch-note mentions, zero setting keys. The game has no player-to-player channel of any kind, synchronous or asynchronous.

What does exist is entirely outside the game:

Feature Where What it is Status
Screenshot Vault thelastcaretaker.com/vault/ Official website gallery, opened 2026-06-09. "Browse captures submitted by Caretakers in the field, or add your own from the game." Drag-and-drop upload from the vault page. No account needed to view; "operator access" (log in) required to submit. Moderated (approve/reject queue), with shuffle + slideshow browsing. No likes, comments, profiles or social graph. No in-game integration -- you upload files yourself. CONFIRMED. Effectively a curated community photo wall, thematically pairing with the Photo Drone added in Update 3.5 (2026-04-15).
Steam Achievements Steam Listed as a store category. Global achievement percentages are the only "what did everyone else do" signal the game emits. CONFIRMED (category listed); achievement count not established here -- see the progression/achievements doc.
Steam Cloud (Autocloud) Steam Syncs %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\ for your own account across your own machines. Not a sharing mechanism. CONFIRMED (first-hand: steam_autocloud.vdf marker present)
Steam Family Sharing Steam Listed as a store category -- lets a family group access the library entry. It is a licensing feature, not simultaneous play, and does not create shared worlds. CONFIRMED (category listed)
PECO minigames In-game Retro cartridge minigames playable at PECO terminals (added Update 3.5). First-hand: rendered by the embedded Chromium via peco-engine.js ("Shared engine for Peco Athletics games"). No evidence of any online leaderboard or score submission -- the engine is loose, local and offline; the containers hold the per-game scripts. Any high-score tracking is local. CONFIRMED-negative on online leaderboards; local score persistence UNVERIFIED.
Speedrunning Third-party Channel37 has promoted community speedrunning ("Speedrunning The Last Caretaker Demo!", Steam news 2026-03-12), which implies a third-party leaderboard community. The game itself has no leaderboard. REPORTED (the news post is confirmed; the external leaderboard's contents could not be retrieved -- see Gaps)

7. Playing "together" without co-op -- what actually works#

Since Robert may want to share the experience with someone, these are the only real options today:

Method Works? Notes
Steam Remote Play Together No Requires a local-multiplayer category on the store page; the game has none.
Steam Remote Play (streaming to your own phone/tablet/TV) Not listed No Remote Play category badge on the store page. Streaming a solo session to a friend via Discord/Steam broadcast works, but that is spectating, not playing.
Passing a save between two people Technically yes, manually Copy the contents of %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\ to the other person's own SteamID64 folder with the game closed on both sides. Steam Autocloud will fight you if the game is running -- and the project's own operating rule stands: never write into the save directory while the game runs. Untested; treat as experimental and snapshot first to data/save-snapshots/<date>/.
Two people, one PC, taking turns Yes The autosave interval setting (AutoSaveInterval=10) makes handoffs cheap.
CaretakerMP (unofficial) Unverified -- see §8

8. Unofficial / modded multiplayer -- CaretakerMP#

There is exactly one named unofficial multiplayer project. This is documented for completeness, not recommended.

Field Value
Name CaretakerMP -- "The Last Caretaker Multiplayer Toolkit"
Site caretakermp.com
Version v0.1.0, self-described "release-ready"; site content dated 2026-05-17
Player count 2-4 players; the server explicitly "rejects the 5th client"
Networking model Server-authoritative ("session authority on the server") -- not peer-to-peer
Hosting Windows Server GUI, or headless Linux service on Node.js 20+. Default ports UDP 7777 / TCP 7778
Injection method UE4SS hook path; ships a CaretakerMP.HookProbe.exe to verify the hook
Components Player launcher, server tools, invites, synced world install, opt-in public server browser, chat overlay, Lua scripting resources
Requirements "a legitimate local game install is required"
Affiliation Explicitly disclaimed: "CaretakerMP is an independent fan-made toolkit and is not affiliated with, endorsed by, or sponsored by the creators or publishers of The Last Caretaker."
Distribution claim "No game binaries, extracted assets, decrypted content, keys, DRM bypasses, anti-cheat bypasses, or proprietary mappings are distributed."
Supported game build Not stated anywhere on the site. UNVERIFIED.

8.1 Why to treat it as unproven on the current build#

  1. It predates the current build. The site content is dated 2026-05-17 -- after Update 04 (2026-05-13/14) but before Update 05 "New Horizons" (2026-06-24) and Hotfixes 1-2 (2026-06-26 / 2026-06-29). Update 05 was the largest structural change of Early Access (Project Eden progression, new committee/quest systems, save-game performance work). No statement of compatibility with 0.8.0.6122xx exists.
  2. This game breaks mods hard. Channel37 migrated the engine UE 5.6 -> UE 5.7 around Update 01 (2025-12-16) and the TLC modding Discord's own notice read: "all mods are now obsolete as there's a difference in asset serialization which makes the mods from 5.6 incompatible with 5.7. Please remove all mods until they're updated to work on the latest game version." Community threads report the same pattern after subsequent updates ("Mods and save that have had Mods are broken 100% after update"). The current install is UE 5.7.4 (first-hand).
  3. No independent corroboration was obtainable. No first-hand user reports of CaretakerMP working on 0.8.0 could be retrieved within this research pass (Nexus Mods and other mod indexes returned 403 to automated fetch). Treat "it works" as unestablished.
  4. Save risk is real and unaddressed. The project publishes no statement about save corruption. Modded saves in this game are a known breakage vector per the Steam threads above. If ever tried: snapshot the save folder first, and use a copy.
  5. Ban risk: low but nonzero. The install ships no anti-cheat, and the game has no official online service to be banned from -- so there is no VAC-style exposure. The exposure is to save/profile corruption and unsupported-state bugs, not to account action. (Inferred from the first-hand absence of anti-cheat; not a guarantee.)

8.2 Official modding stance#

Channel37 has not confirmed mod support. The reported position from their Discord is mod-neutral: they are more concerned with shipping updates than with maintaining mod compatibility during Early Access. Third-party mods exist on Nexus Mods (a game page and individual mods are indexed), but no multiplayer or co-op mod is listed there as far as could be established -- CaretakerMP is distributed from its own site, not Nexus. (REPORTED; the Nexus mod index itself blocked automated retrieval.)


9. "Server hosting" pages are not a multiplayer signal#

At least one game-server-rental company (Survival Servers) publishes a "The Last Caretaker Server Hosting" landing page. Disregard it. Such pages are routinely auto-generated for trending Steam titles as lead capture. The decisive evidence is first-hand: the game ships no server executable at all -- Voyage\Binaries\Win64\ contains one shipping client binary and nothing else. There is no official server software for anyone to rent. (The page itself returned HTTP 403 to automated retrieval; the conclusion rests on the file inventory, not on the page's contents.)


10. Practical guidance for a fresh playthrough#

  • Plan the run as solo, permanently. Nothing in the current build, roadmap or messaging supports waiting for co-op. Do not defer starting on the hope of multiplayer.
  • The solitude is the design, not a gap. The loneliness of the drowned world is the emotional core the studio is deliberately building toward; the community's most persuasive anti-co-op argument is that adding players would dismantle the thing the game is best at.
  • Sharing the experience = screenshots + the Photo Drone. The official Screenshot Vault (§6) is the sanctioned way to be "seen" by the community. That plus achievements is the entire social surface.
  • Do not install CaretakerMP or any mod during the first playthrough. Mod breakage across updates is the single most-reported save-destroying event for this title, and the build changes frequently.
  • Progress lives in one place. %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\ with Steam Autocloud. Snapshot before any experiment.

11. Watch list -- what would change this doc#

Re-verify this doc when any of the following happens:

Trigger Where to look
Update 06 announced (the last roadmap beat; unannounced as of 2026-08-24 after ~8 weeks of silence) Steam news hub, thelastcaretaker.com/news/
1.0 release announcement -- the most plausible moment for a co-op announcement, if one ever comes Official site + Steam
A "Multi-player" / "Co-op" / "Remote Play Together" category appearing on the Steam store page store.steampowered.com/app/1783560
The FAQ line changing from "currently single-player only" thelastcaretaker.com/faq/
A server binary appearing in Voyage\Binaries\Win64\, or an EOS SDK directory appearing under Engine\Binaries\ThirdParty Re-run the ShadowPC inventory
bOnlineFeatures gaining visible in-game meaning In-game options menu

Gaps & Unverified#

  • bOnlineFeatures=True (first-hand, VoyageGameUserSettings): what this flag gates is UNVERIFIED. Most plausibly telemetry (GameAnalytics + Sentry are both integrated) and/or an in-game news feed. No source, official or community, discusses it. It is the only string in the shipped configuration that could conceivably imply an online service, and it should not be over-read.
  • CaretakerMP compatibility with 0.8.0.612251: UNVERIFIED. The project states no supported game build; its site content is dated 2026-05-17, before Update 05. No first-hand user report of it working on the current build was retrievable.
  • CaretakerMP legitimacy / safety: not independently audited here. The site's own disclaimers are quoted, not corroborated. No download was inspected. Treat with caution.
  • Nexus Mods index: nexusmods.com returned HTTP 403 to automated retrieval, so the claim "no multiplayer mod on Nexus" rests on search-result metadata only -- REPORTED, not confirmed. Mod counts seen in search metadata (~167 mods) are likewise unconfirmed.
  • PCGamingWiki (403) and SteamDB (403) could not be fetched; the standard "Network / Multiplayer types / Connection types" table that would settle LAN and direct-IP formally was therefore unavailable. The conclusion rests on the store categories, the official FAQ, the wiki, and the file inventory instead -- all consistent.
  • Epic Games Store page (403): Epic's own feature tags were not read first-hand. The official FAQ covers both storefronts and says single-player only; an Epic-exclusive multiplayer mode is not plausible, but the Epic tag list is formally unverified.
  • speedrun.com (403): whether a leaderboard board exists for the full game (as opposed to the demo speedrunning the studio promoted on 2026-03-12) is UNVERIFIED. Either way it is third-party, not an in-game feature.
  • ~~Date inconsistency~~ RESOLVED (fact-check pass, 2026-08-24): the "No, The Last Caretaker is a single-player experience..." quote attributed to "Jack" is dated 2025-02-28 and originates in a pinned developer FAQ post on the Steam hub, re-quoted inside the (later) 2025-11-28 thread -- which is why its timestamp precedes that thread. No inconsistency; the date and the wording are both sound. It is a pre-EA/demo-era statement.
  • The TeeHill Discord quotes are second-hand (relayed in the Steam thread "Multiplayer in Last Caretaker", 2026-07-28, by user Kuzako) and could not be traced to an indexed Discord message. REPORTED. Note it is nonetheless the freshest dev-position signal available.
  • Sources disagree on one point only: the 2025-10-14 dev reply ("we're looking in to ways of implementing some form of multiplayer in the future") versus the "no current plans" line repeated elsewhere and the FAQ's flat "currently single-player only". Current, and the one to trust: the FAQ. The 2025-10-14 remark is best read as openness, not as a plan -- ten months and five updates later it has produced nothing.
  • Steam achievement count / whether any achievement is social was out of scope here; see the progression/achievements doc.
  • Web-search budget for this session was exhausted mid-pass, so a final sweep for post-Update-05 Reddit/YouTube community reports on CaretakerMP could not be run. The official and wiki record was fully covered.

Sources#

All accessed 2026-08-24.

Official - https://store.steampowered.com/app/1783560/The_Last_Caretaker/ -- store categories (Single-player, Achievements, Cloud, Family Sharing), user tags, Early Access FAQ - https://thelastcaretaker.com/faq/ -- "The Last Caretaker is currently single-player only"; platforms - https://thelastcaretaker.com/news/ -- full news index, newest post 2026-06-25 - https://thelastcaretaker.com/news/2026-06-25-the-last-caretaker-launches-update-5-new-horizons-new-progression-paths-exploration-systems-tools-storyline-and-major-improvements/ -- Update 05 contents - https://thelastcaretaker.com/news/2026-06-09-vault-open/ -- Screenshot Vault announcement - https://thelastcaretaker.com/vault/ -- Screenshot Vault itself (moderated web gallery, operator login to submit) - https://steamcommunity.com/app/1783560/allnews/ -- Steam news hub; no post after 2026-06-25 - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ -- Update 5.0 patch notes + Hotfix 1 (0.8.0.612211, 2026-06-26) and Hotfix 2 (0.8.0.612251, 2026-06-29)

Community wiki - https://thelastcaretaker.wiki.gg/wiki/The_Last_Caretaker -- infobox Modes: Singleplayer - https://thelastcaretaker.wiki.gg/index.php?search=multiplayer+co-op+online+leaderboard&fulltext=1 -- zero results - https://thelastcaretaker.wiki.gg/index.php?search=message+bottle+shared+community&fulltext=1 -- zero results

Steam community discussions (dev statements + consensus) - https://steamcommunity.com/app/1783560/discussions/0/591784958348197718/ -- Future Multiplayer (Co-Op)?; Jack Pattillo dev reply 2025-10-14 - https://steamcommunity.com/app/1783560/discussions/0/694246174784256415/ -- Co-op going to be added?; "No, ... single-player experience" quote - https://steamcommunity.com/app/1783560/discussions/0/689747579780551996/ -- Multiplayer - https://steamcommunity.com/app/1783560/discussions/0/581678051258046714/ -- Multiplayer in Last Caretaker; TeeHill Discord quotes relayed - https://steamcommunity.com/app/1783560/discussions/0/802343027768094540/ -- Will this game have a Coop mode? - https://steamcommunity.com/app/1783560/discussions/0/669474225528402217/ -- where is co-op lol - https://steamcommunity.com/app/1783560/discussions/0/841740442837004337/ -- The Last Caretaker(s) - Coop Mode - https://steamcommunity.com/app/1783560/discussions/0/841740442837069775/ -- TLC Modding Discord notice: UE5.6 -> UE5.7 broke all mods (2025-12-16)

Press / analysis - https://newsletter.gamediscover.co/p/how-the-last-caretaker-journeyed -- 2025-12-02; sales analysis, "co-op ... isn't immediately planned, but isn't out of the question" - https://worthplaying.com/article/2025/11/6/news/148161-the-last-caretaker-available-through-steamepic-games-early-access-reveals-roadmap-trailer/ -- EA launch + roadmap framing, "at least a year"

Unofficial / third-party - https://www.caretakermp.com/ -- CaretakerMP v0.1.0 multiplayer toolkit (2-4 players, server-authoritative, UE4SS, unaffiliated) - https://thelastcaretakergame.org/blog/update-5-new-horizons-guide -- unofficial fan site ("Not affiliated with the game developers"), cited only to disqualify its multiplayer paraphrase - https://gameupdatenotifier.com/g/the-last-caretaker -- build 23962331 dated 2026-06-29, corroborating the version anchor

Blocked / abandoned (HTTP 403 or 404, never retried) - steamdb.info/app/1783560/patchnotes/ · pcgamingwiki.com/wiki/The_Last_Caretaker · nexusmods.com (game + mod index) · store.epicgames.com/en-US/p/the-last-caretaker · speedrun.com/the_last_caretaker · survivalservers.com "The Last Caretaker Server Hosting"

First-hand ground truth - C:/last-caretaker/docs/ref/shadow-install.md v1.0.0 -- EA 0.8.0.612251, buildid 23962331, UE 5.7.4, single client binary, no server target, no EOS SDK, no anti-cheat, Steamworks 1.61, save path + Autocloud, bOnlineFeatures=True

15

Modding & Technical Internals

Version anchorThe Last Caretaker Early Access 0.8.0.612251 = Update 5.0 "New Horizons" HOTFIX 2, released 2026-06-29; Steam buildid 23962331; engine Unreal Engine 5.7.4. This is the newest build in existence as of 2026-08-24 -- the official news feed's most recent post is Update 05 (2026-06-25) and no patch notes exist after Hotfix 2, so the game has been on one build for roughly eight weeks. The version string was read first-hand off Robert's install (see docs/ref/shadow-install.md) and matches the published Hotfix 2 build exactly. Anchor re-verified 2026-08-24 against the official news index and the Update 5.0 Steam patch-notes thread: Update 05 (2026-06-25 news post / 0.8.0.612115 build 2026-06-24), HOTFIX 1 0.8.0.612211 (2026-06-26), HOTFIX 2 0.8.0.612251 (2026-06-29) -- still the newest build.
18 claims checked7 corrections12 unverifiedverifier verdict

The doc is now reliable on everything it can be reliable about: the version anchor, the full Update 05 build chronology, the UE 5.6-to-5.7 mod-scene reset, the save and backup paths (Windows and Linux), system requirements, price/platform/single-player status, and all four crash-table entries I spot-checked verified verbatim against official and Steam sources, and it matches the first-hand shadow-install ground truth on every install/engine/packaging fact. The one substantive defect was an inverted official-stance claim -- Channel37 in fact writes "we fully support modders and modding communities" -- now corrected along with the Linux path and two over-confident save-system grades; the remaining soft spot is the entire Nexus-sourced mod inventory, which is unreachable behind HTTP 403 and is now explicitly labelled as snippet-level throughout.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

This doc covers the game's technical identity, its save system, the modding scene that exists around it, and the practical technical-health knowledge (crashes, upscalers, config tweaks) a player needs. Two things make it unusually easy to work with: the shipped IoStore containers are unencrypted and unsigned, and there is no anti-cheat of any kind -- so datamining, pak mods, script mods and trainers all run unimpeded. Two things make it harder than average: the Shipping build ships no .pdb and no UFS manifests, and the UE file logging is disabled, so there is no Voyage.log to diagnose from. The single most important historical fact for anyone reading old mod pages: Channel37 migrated the game from UE 5.6 to UE 5.7 in December 2025, which broke every mod that existed at the time due to asset-serialization changes -- anything dated before that migration is dead weight. Where this doc states an install-side fact without a citation, it comes from the first-hand ground-truth inventory and should be trusted over any web source.


1. Technical identity#

All rows below are first-hand from the ShadowPC inventory (docs/ref/shadow-install.md, 2026-08-24) unless a source column says otherwise. Confidence: CONFIRMED.

Property Value
Engine Unreal Engine 5.7.4, stock Epic build (FileVersion "UE5-CL-0" -- no custom changelist)
Project codename Voyage -- install dir, exe, C++ module, %LOCALAPPDATA% dir. Internal name only; never an in-game name
Executable Voyage\Binaries\Win64\VoyageSteam-Win64-Shipping.exe (189.2 MB, Shipping config, no PDB shipped)
Launcher stub Voyage.exe at install root -- Epic's BootstrapPackagedGame shim
Game module / class prefix C++ module Voyage; settings class /Script/Voyage.VoyageGameUserSettings. Asset-side prefix seen in loose files is LCT_ (e.g. LCT_Splash_4k_60fps.mp4)
Store target naming VoyageSteam -- implies a per-store target; the Epic build presumably ships a differently-named binary (UNVERIFIED)
Steam app / depot app 1783560, single depot 1783561, 16,977,453,147 bytes (17.0 GB), only 135 files on disk
Renderer D3D12 only (D3D12 Agility SDK shipped; SM6 pipeline cache Voyage_PCD3D_SM6.upipelinecache). DirectX 12 required per official FAQ
Anti-cheat NONE
DRM Steam only (Steamworks SDK 1.61); no EOS SDK present in the Steam build
Publisher string "Copyright Channel37, Inc. All Rights Reserved."

1.1 Plugins and middleware roster#

Component Version / detail What it means for you
Sentry (crashpad) crashpad_handler.exe, crashpad_wer.dll; ingest o4510329804029952.ingest.de.sentry.io Crashes are auto-reported to Channel37 with GPU/CPU/RAM and the release string. %LOCALAPPDATA%\Voyage\.sentry-native<guid>.run\session.json is the most reliable place to read your own build version
GameAnalytics Saved\ga_log.txt, Saved<hash>\ga.sqlite3 Gameplay telemetry SDK; likely what bOnlineFeatures=True partly gates (INFERRED)
CEF3 / Chromium CEF 128.4.13 / Chromium 128.0.6613.138 Embedded browser renders in-game web UI, including the PECO minigames; profile at Saved\webcache_6613\
NVIDIA DLSS nvngx_dlss.dll + nvngx_dlssd.dll DLSS upscaling and Ray Reconstruction
NVIDIA Streamline sl.interposer/common/dlss_g/deepdvc/reflex/pcl, nvngx_dlssg, nvngx_deepdvc DLSS-G frame generation, Reflex, DeepDVC
AMD FidelityFX amd_fidelityfx_upscaler_dx12.dll, amd_fidelityfx_framegeneration_dx12.dll FSR upscale + FSR frame gen. Implicated in a launch-era AMD crash (section 7)
Intel XeSS libxess.dll, libxess_fg.dll, libxell.dll XeSS upscale, XeSS Frame Gen, XeLL. Implicated in a Dec-2025 VRAM crash (section 7)
NNE / DirectML ONNX runtime under Engine\Plugins\NNE, DirectML.dll Neural-network inference stack backing the upscaler path
Others MsQuic v220, NVIDIA Aftermath, Ogg/Vorbis, XAudio2.9, TBB 2021.13, vc_redist Standard UE5 shipping set

1.2 Packaging / IoStore layout#

Fact Value
Format UE5 IoStore (.utoc / .ucas) with legacy .pak stubs
Containers global (shaders, 3.56 MB), pakchunk0-Windows (15.25 GB .ucas + 52.5 MB .pak + 5.79 MB .utoc), pakchunk0optional-Windows (67.2 MB)
TOC version 8 on both containers
pakchunk0 contents 39,479 entries, 186,606 compressed blocks x 256 KB, 1 compression method, 1.66 MB directory index, 1 partition
Encryption NONE -- encryption key GUID is all zeros
Signing NONE -- container flags 0x09 (Compressed | Indexed); zero .sig files in the install
UFS manifests Not shipped -- no Manifest_UFSFiles_Win64.txt. There is no loose asset catalog; enumeration requires opening the .utoc
Loose content Voyage\Content\Movies\*.mp4 (splashes, menu backgrounds incl. a leftover DEMO variant) and Voyage\Content\DataFiles\WebPages\Games\ (peco-engine.js + Noto fonts -- the HTML5 minigame engine)

The unencrypted/unsigned combination is the single most consequential technical fact in this document: it means FModel, retoc and UnrealPak work on this game with no key hunting, and it means pak-replacement mods load without a signature bypass.


2. Version and build history#

The build string is major.minor.patch.build. The 6-digit tail is a monotonic CI build counter, not a date -- it climbs continuously across the observed releases (581804 → 606604 → 609056 → 612115 → 612251), averaging roughly 39 increments per calendar day between Update 3.5 and Update 5.0. (INFERRED from the observed sequence; Channel37 has published no version-string spec.)

Release Build string Date Confidence
Early Access launch not captured 2025-11-06 CONFIRMED (official)
Update 01 "Last Humans" not captured 2025-12-16 CONFIRMED (official news)
Hotfix (Update 01 era) 0.5.0.581804 Dec 2025 REPORTED (Steam announcement title)
Hotfix (Update 01 era) not captured 2025-12-18 CONFIRMED (Steam thread)
Update 02 "Ocean: The Final Frontier" not captured 2026-02-11 CONFIRMED (official news)
Patch 0.6.1.606604 2026-02-12 (day-of-month 12; month UNVERIFIED) REPORTED (SteamDB patch-notes index)
Update 03 "Curiosity Wakes" not captured 2026-03-18/19 CONFIRMED (official news)
Update 3.5 "Shadow Drop" 0.7.0.609056, .609096, .609383 2026-04-15 + follow-ups CONFIRMED (Steam announcement)
Update 04 "Below Us" not captured 2026-05-13/14 CONFIRMED (official news)
Update 05 "New Horizons" 0.8.0.612115 2026-06-24 CONFIRMED (Steam patch notes)
Update 05 HOTFIX 1 0.8.0.612211 2026-06-26 CONFIRMED (Steam patch notes)
Update 05 HOTFIX 2 (current) 0.8.0.612251 2026-06-29 CONFIRMED (Steam patch notes + first-hand install)

2.1 The UE 5.6 → 5.7 migration (2025-12-16) -- the mod-scene reset#

This is the load-bearing date for anything modding-related. At Update 01 (2025-12-16), Channel37 moved the game from Unreal Engine 5.6 to 5.7 -- roughly two weeks after 5.7 shipped, which the modding community called out as an unusually fast adoption. The Last Caretaker Modding Discord posted a notice, relayed to Steam on 2025-12-16:

"Since the game was recently migrated to UE5.7, all mods are now obsolete as there's a difference in asset serialization which makes the mods from 5.6 incompatible with 5.7." -- TLC Modding Discord notice, quoted in Steam discussion thread 841740442837069775, 2025-12-16

Practical consequences, all CONFIRMED by that thread and its replies:

  • Every mod type broke -- UE4SS script mods, blueprint/LogicMods, and plain asset-replacement paks alike. "Any mod at all will not work. as the serialisation is diff from 5.6 to 5.7."
  • The official advice was "Please remove all mods until they're updated to work on the latest game version."
  • Saves that had been played with item-adding mods could break or crash on load even after the mods were removed (community consensus in that thread; not a developer statement).
  • Every .usmap mapping file predating the migration became useless.

Practical rule for this playthrough: treat any mod page, guide or video dated before 2025-12-16 as archaeology. The mod tables in section 4.4 flag which era each entry belongs to.


3. The save system#

3.1 Locations#

What Path Confidence
Save games (Windows) %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\ CONFIRMED (first-hand + official FAQ + support page)
Auto-save backups (Windows) %LOCALAPPDATA%\Voyage\Saved\SaveGameBackups<SteamID64>\ CONFIRMED (official support page)
Settings %LOCALAPPDATA%\Voyage\Saved\Config\Windows\GameUserSettings.ini CONFIRMED (first-hand + official)
Shader pipeline cache %LOCALAPPDATA%\Voyage\Saved\Voyage_PCD3D_SM6.upipelinecache CONFIRMED (first-hand + official)
Crash session data %LOCALAPPDATA%\Voyage\.sentry-native\ CONFIRMED (first-hand)
CEF browser profile %LOCALAPPDATA%\Voyage\Saved\webcache_6613\ CONFIRMED (first-hand)
UE game log Does not exist -- file logging is disabled in Shipping CONFIRMED (first-hand)
Linux / Steam Deck (Proton) /opt/steamlib/steamapps/compatdata/1783560/pfx/drive_c/users/steamuser/AppData/Local/Voyage/Saved/SaveGames/<STEAM_ID> CONFIRMED (official FAQ + official support page, both re-read 2026-08-24) -- the path does include the SaveGames/ segment, exactly mirroring Windows. The /opt/steamlib/ prefix is Channel37's example library root; substitute your own Steam library path. Backups live at the sibling .../Saved/SaveGameBackups/<STEAM_ID>

For Robert's install specifically: C:\Users\Shadow\AppData\Local\Voyage\Saved\SaveGames\76561198118168844\.

3.2 Naming, slots, cadence#

Property Value Confidence
Manual save naming <SteamID64>_0.sav, <SteamID64>_1.sav, … UNVERIFIED -- re-checked 2026-08-24: no reachable source (official or community, Checkpoint64 included) actually states a naming pattern. Treat as a guess
Manual save slots 8 (indices 0-7) UNVERIFIED -- same; no source states a slot count
Extension .sav (standard UE SaveGame object extension) UNVERIFIED (engine convention, not observed)
Auto-save backup naming Timestamped YYYY-MM-DD_HH_MM_SS in SaveGameBackups<SteamID64>\ Folder path CONFIRMED (official support page); the timestamp naming pattern is UNVERIFIED
Autosave interval AutoSaveInterval=10 in GameUserSettings.ini (units presumed minutes) CONFIRMED setting; semantics UNVERIFIED
Container format internals UNVERIFIED. Expected UE GVAS header, very likely with compression -- no source establishes it and no save existed at inventory time UNVERIFIED

3.3 Cloud model#

Steam Autocloud watches the SaveGames<SteamID64>\ folder in place -- confirmed first-hand by the steam_autocloud.vdf marker Steam wrote into that folder on first launch ("accountid" "157903116"). This game does not use the Steam\userdata<id>\1783560\remote\ path; that directory was absent entirely. A remotecache.vdf under userdata\157903116\1783560\ is expected to appear after the first cloud sync (typically at game exit) -- unobserved so far.

Cloud-conflict practice (community consensus, not developer guidance): because Autocloud syncs the live LocalAppData folder rather than a staged remote directory, hand-restoring an older save while Steam is running can lose the restore to a cloud pull. The safe order is: close the game, close Steam entirely, replace the files, restart Steam, and take the local copy if a conflict dialog appears.

3.4 Backup and editing practice#

  • Always close the game completely before copying or replacing save files. Copying an open save can produce a truncated or inconsistent snapshot. (Community guidance, universally repeated.)
  • Manual backup is a plain folder copy of SaveGames<SteamID64>\ -- for this project, into data/save-snapshots/<YYYY-MM-DD>/. Reads while running are safe; writes are not.
  • The game maintains its own timestamped backups in SaveGameBackups\, and Channel37's own support workflow for stuck quests / broken boats / power bugs is "recover a previous auto-save" -- so that folder is a first-class recovery tool, not just an archive.
  • Save-editor status: none exists. No dedicated save editor for The Last Caretaker surfaced on any source. Community save manipulation appears to be limited to backup/restore and to in-game item spawning via the Dev Menu mod (section 4.4), not to binary editing. (Absence-of-evidence; graded UNVERIFIED rather than confirmed-negative.)
  • Mod/save interaction hazard: items introduced by mods can persist as broken references in a save after the mod is removed, producing load crashes. If you ever run an item-adding mod, branch to a new manual slot first.

4. Modding#

4.1 Does a scene exist? Yes -- a substantial one.#

The Last Caretaker has a real, actively-maintained modding community. Load-bearing evidence:

Signal Value Confidence
Nexus Mods game page nexusmods.com/games/thelastcaretaker -- ~167 mods listed; mod IDs observed as high as 187 REPORTED (Nexus listing, 2026-08-24)
Dedicated mod-manager support Vortex extension exists (nexusmods.com/site/mods/1624) covering Steam and Demo builds; Mod Organizer 2 Basic Game Plugin exists (Nexus mod 127) CONFIRMED
Script-mod framework UE4SS packaged specifically for this game (Nexus mod 4) CONFIRMED
Third-party mod loader DML -- DmgModLoader (Nexus mod 77) by Dmgvol, the scene's most prolific author REPORTED
Datamining mappings UE 5.7 Mapping File (.usmap, Nexus mod 94), refreshed per game update CONFIRMED
Community hub "TLC Modding Discord" -- publishes per-update .usmap files in a #resources channel and posts breakage announcements CONFIRMED (referenced by Nexus mod pages and by the Steam breakage thread)
Trainer scene PLITCH lists 12 cheats/trainers for the game REPORTED (single source)
Steam Workshop Does not exist for this game CONFIRMED (community thread; no Workshop tab on the app)

Note: nexusmods.com, pcgamingwiki.com and steamdb.info all return HTTP 403 to automated fetches, so mod-level detail in this section comes from search-result snippets and mirror sites rather than full page reads. Mod counts and individual mod descriptions are graded REPORTED accordingly.

4.2 Install paths (the practical part)#

These are the exact target directories, confirmed via the Vortex extension's documented behaviour and community instructions. <GAME> = D:\SteamLibrary\steamapps\common\Voyage on Robert's install.

Mod type Destination Notes
UE4SS (script/framework) <GAME>\Voyage\Binaries\Win64\ Extract the release zip's contents directly here, alongside VoyageSteam-Win64-Shipping.exe
Pak mods (.pak / .ucas / .utoc) <GAME>\Voyage\Content\Paks\~mods\ Standard UE5 ~mods override folder; Vortex creates it and exposes load order in its Load Order tab
LogicMods (UE4SS blueprint mods) <GAME>\Voyage\Content\Paks\LogicMods\ Requires UE4SS installed first. Vortex routes an archive here only if it contains a top-level LogicMods\ folder
INI tweaks %LOCALAPPDATA%\Voyage\Saved\Config\Windows\ Not a mod folder; see section 6

Uninstall = delete the files you added. Because the game's own containers are unsigned, no signature patch or -fileopenlog-style workaround is needed.

4.3 Modding tools and how they work here#

Tool Role Status on 0.8.0.612251
UE4SS Injects a Lua/C++ scripting runtime into the shipping process; enables live object dumps, blueprint mod loading, a console, and runtime patching. The basis for most current gameplay mods Packaged build available (Nexus 4); actively used by 2026-era mods (e.g. "Automatic Pickup (UE4SS)", "Better Solar Panels (UE4SS)")
FModel Opens the IoStore containers, browses assets, exports data tables and .locres string tables. Needs a matching .usmap Works -- containers unencrypted. Requires UE 5.7-capable FModel build
.usmap mapping file Type mappings that let FModel/UE4SS resolve unversioned property serialization Changes with every game update. Nexus mod 94 covers UE 5.7; the TLC Modding Discord #resources channel is the canonical per-patch source
retoc / UnrealPak Repack / convert IoStore containers for asset-replacement mods Works -- unsigned, unencrypted (INFERRED from container state; no community write-up located)
Vortex Mod manager with a game-specific extension handling all three install paths and pak load order CONFIRMED, supports Steam + Demo
Mod Organizer 2 Alternative manager via a Basic Game Plugin REPORTED (Nexus mod 127)
DML (DmgModLoader) Third-party loader by Dmgvol REPORTED (Nexus mod 77); mechanism not documented in reachable sources
Binary reversing (IDA/Ghidra) Hooking native game code Harder than typical: the 189 MB Shipping exe ships no .pdb. Nothing indicates anyone is doing this publicly

4.4 Mod inventory#

Current era (post-UE 5.7 migration, 2026). Names and IDs observed in Nexus listings on 2026-08-24; descriptions from listing snippets. REPORTED.

ID Mod What it does
4 UE4SS for TheLastCaretaker Modder's resource -- the script-mod framework, prepackaged
21 Dev Menu Opens the developer menu: spawn items and components, spawn craftable items, set time of day / weather / wave size, player cheats
47 auto collect Automatic item collection
77 DML -- DmgModLoader Third-party mod loader
78 New Start -- Maxed Out Fresh save with progression maxed
94 UE 5.7 Mapping File .usmap for the current engine -- a modding prerequisite, not a gameplay mod
125 BuildAnywhere Unrestricted building on any surface, including mid-air
127 Mod Organizer 2 Support (Basic Game Plugin) Manager integration
128 Automatic Pickup (UE4SS) Auto-pickup via script mod
131 Better Solar Panels (UE4SS) Solar output buff
144 Boat redesigned Boat visual/design overhaul
169 Uber Rhino Larger AOE and faster grind speed on the Rhino tool
181 Memories X10 10x memories
187 Caretaker QoL Bundle Bundle: bigger containers, storage batteries, storage tanks, longer cables, big fishing net
-- Wind-turbine mods Reduced/no decay, increased turbine power
-- Bigger Storage Batteries x2 / x4 capacity
-- Cable length Electric / water / fuel / gas cables to 2 km (vanilla max 20 m)
-- Storage box capacity x2 to x50 multipliers
-- Enhancement points Enough points to max all 10 stats and unlock all skills
-- Unlimited enhancer charges Charge consumption set to 0
-- Weightless items / stack size Removes weight from most items, raises stack size

<details> <summary><strong>SPOILER</strong> -- a few of these mod names reference late-game content</summary>

"Memories X10" and "Uber Rhino" name systems and a tool that arrive later in progression; several 2026 mods target Update 05 content. Nothing here reveals plot, but the names imply the existence of collectible memory content and a heavy-duty grinding tool.

</details>

Launch era (2025-11 to 2025-12-15) -- BROKEN by the UE 5.7 migration. Preserved because these mirror listings are what a search will surface first, and every one of them is a trap on the current build. Sizes/download counts from the vgtimes mirror.

Mod Author Date Effect (historical)
No storm Dmgvol 2025-11-24 Replaced lightning/regular storms with high waves (a performance mod)
More weight capacity Dmgvol 2025-11-24 Haul-mastery upgrade 1 kg → 5 or 10 kg per level
1 second dismantle Dmgvol 2025-11-24 All dismantles to 1 second
Better fishing net DamonTech 2025-12-15 Faster catches; capacity 15 kg → 100 kg
Larger storage containers LordGregory 2025-11-24 Container max weight → 999,999
Increased internal battery capacity Ashayazu 2025-12-15 Longer autonomous operation
Longer cables LordGregory 2025-11-24 20 m → 2 km
Bigger Containers Dmgvol 2025-12-15 2x / 4x storage
More pressure capacity Dmgvol 2025-11-24 Dive-depth upgrade 1 m → 5 or 10 m per level
Better flashlight Dmgvol 2025-11-24 Brighter, wider cone, repositioned source
More power management Dmgvol 2025-11-24 Power-efficiency upgrade 0.5% → 1% per level (earlier x4/x10 versions caused softlocks)
Better and faster ammo crafting DamonTech 2025-12-15 5-second crafts, higher yields
Increased jumps MoDDuck 2025-12-15 Reach otherwise-inaccessible geometry
PhotoMode Dmgvol 2025-11-24 FOV, DoF, colour correction, 20+ filters

These numbers are also useful as a vanilla-baseline reference: they tell you cables cap at 20 m, haul mastery gives +1 kg per level, pressure upgrades give +1 m per level, power management gives -0.5% per level, and the fishing net holds 15 kg -- all as of the launch build, and all UNVERIFIED against 0.8.0.612251.

4.5 The in-game web layer -- the easiest mod target#

Voyage\Content\DataFiles\WebPages\Games\ ships loose on disk: peco-engine.js ("Shared engine for Peco Athletics games") plus Noto Sans / JP / SC fonts. This is a 40x25 character-grid, green-phosphor retro microengine (QBasic/QX82-style) whose output is rendered by the embedded Chromium inside the game. The per-game scripts live inside the paks, but the shared engine is plain, editable JavaScript on the filesystem. No community mod targets it yet; it is the lowest-effort modding surface in the entire install. (First-hand; the "no one has modded it" claim is absence-of-evidence.)


5. Official stance on modding#

Channel37 explicitly endorses modding but declines to support modded installs during Early Access. The official support page states, verbatim:

"We fully support modders and modding communities, and we appreciate the amazing work they do. However, during Early Access, our team is focused on fixing bugs and delivering new content. Because of this, we can't provide official support for mods or third-party tools or troubleshoot issues that may be caused by them." -- thelastcaretaker.com/support/ (re-read 2026-08-24, current on 0.8.0.612251)

What is on the record:

Item Status Source
Official statement on modding Explicit endorsement ("we fully support modders and modding communities") paired with an explicit support carve-out ("we can't provide official support for mods or third-party tools"); users are told to disable mods before contacting support CONFIRMED -- official support page
Mod tools / SDK None announced CONFIRMED absence -- no mention in any official news post through Update 05
Steam Workshop Not integrated CONFIRMED
Formal prohibition on modding None -- the support page affirmatively welcomes modding CONFIRMED
Anti-cheat / integrity checks None shipped CONFIRMED first-hand
Game-specific EULA on Steam UNVERIFIED -- no game-specific EULA surfaced for app 1783560; absent one, the Steam Subscriber Agreement's standard terms apply. Channel37's own terms-of-service page could not be reached UNVERIFIED

Read together: Channel37's posture is pro-modding but hands-off. The endorsement is on the record in writing, and it is backed by the packaging: no anti-tamper, no encryption and no signing (all trivial to enable in a UE5 packaging config, and enabled by most studios that dislike mods). What they decline is support -- modded installs are out of scope for troubleshooting during Early Access -- and the goodwill has limits in practice: they shipped an engine migration that annihilated the mod ecosystem without apparent coordination, and no mod tools or SDK have been announced. The FAQ's stated position that the game is "currently single-player only" also means mods carry no multiplayer-fairness dimension.


6. Configuration surface#

6.1 Files#

File Path Purpose
GameUserSettings.ini %LOCALAPPDATA%\Voyage\Saved\Config\Windows\ The real settings store. Sections: [/Script/Engine.GameUserSettings], [ScalabilityGroups], [/Script/Voyage.VoyageGameUserSettings]. Deleting it is Channel37's own recommended settings reset
Engine.ini same directory -- create it yourself Not shipped. Community practice is to author one with [SystemSettings] cvars and then mark the file read-only so the game cannot overwrite it
CrashReportClient.ini Saved\Config\CrashReportClient\ Sentry DataRouterUrl lives here

6.2 VoyageGameUserSettings key surface#

The game's custom settings blob (first-hand) enumerates real shipped systems, which doubles as a technical inventory of what exists:

Group Keys
Boat HUD bInterfaceBoatCompass, bInterfaceBoatAnctor (sic -- their typo for "Anchor"), bInterfaceBoatSpeedometer, bInterfaceBoatCharacter, bUseFirstPersonBoatControls
Combat / aiming ADSSensitivityMouse, VerticalADSSensitivityGamepad, bInterfaceHudCrosshair, bInterfaceHudHolster, bInterfaceHudHolsterKeybinds
Building / crafting bConfirmBuild, bInterfaceHudQueue, bInterfaceHudActionBar, bInterfaceHudActions
Quests bInterfaceHudQuests, bInterfaceHudLocators, bInterfaceWorldMarkers
Audio VolumeMusicCassette (a dedicated cassette-music channel, separate from score)
Ergonomics bAutoPickup, InteractHoldDuration=0.5, SprintMode, CrouchMode, bRemoveHeadBob
Persistence AutoSaveInterval=10
Online bOnlineFeatures=True (what it gates is UNVERIFIED; telemetry and/or in-game news are the likely candidates)
Rendering bUseMegaLights, bUseRayTracing, bUseRayTraceReflections/Shadows/Lumen, UpscalingMethod, DLSSQuality, frame-gen and Reflex/AntiLag/XeLL toggles, HDR
Accessibility / units bUseMetricUnitSystem, ColorBlindMode, ColorBlindStrength, bSubtitles, SubtitleFontSizeMul, UIScale, GamepadButtonStyle, ForceFeedbackScale
Camera FOV=100, MotionBlurAmount=0.3, DisplayGamma=2.2

6.3 Launch options#

Option Effect Confidence
-noraytracing Disables ray tracing at startup. Officially documented by Channel37 for cards that cannot handle RT; also the most-repeated community crash workaround CONFIRMED (official support page)
-dx11 Attempted as a crash workaround. At least one user reported a black screen instead. The game ships D3D12-only components (Agility SDK, SM6 cache), so this is unlikely to be a supported path REPORTED, likely ineffective

Standard UE console-variable syntax works in an authored Engine.ini ([SystemSettings] block). Community Engine.ini files circulate that disable Nanite, Lumen and ray tracing wholesale for FPS. No in-game developer console is exposed in the Shipping build; the Dev Menu mod (Nexus 21) is the community's substitute.


7. Technical health#

7.1 System requirements (official FAQ)#

Minimum Recommended
OS Windows 10 64-bit or newer Windows 10 64-bit or newer
CPU Quad-core 3.2 GHz+ i5 / Ryzen 5 @ 3.5 GHz+
RAM 16 GB 32 GB
GPU GTX 1070 / RX 5700 (8 GB VRAM) RTX 2070 / RX 6700 XT (12 GB VRAM)
Storage 30 GB 30 GB
API DirectX 12 DirectX 12

Actual install footprint is 17.0 GB on the current build. Officially supported platforms: Windows and Linux on Steam, plus Epic Games Store; Steam Deck: "Yes. The Last Caretaker runs on Steam Deck." Price $34.99 USD in Early Access. Multiplayer: single-player only, currently.

Real-world resident memory on the ShadowPC (RTX A4500, EPYC 7543P 4c/8t, 28 GB RAM, 2048x1152, DLSS Quality, all scalability groups Epic) was roughly 5.2 GB for the game process -- first-hand, one sample.

7.2 Graphics feature matrix#

Feature Support Notes
Upscalers DLSS, FSR, XeSS, NIS All four vendors shipped; UpscalingMethod + per-vendor quality keys
Frame generation DLSS-G, FSR-FG, XeSS-FG All three shipped; off by default on the Shadow's auto-config
Latency reduction NVIDIA Reflex, AMD Anti-Lag, Intel XeLL Shipped
Ray tracing RT reflections, RT shadows, RT Lumen, DLSS Ray Reconstruction On/off per-feature; -noraytracing disables at startup
MegaLights On by default (bUseMegaLights=True) UE 5.5+ feature; a notable default for a nine-person studio
HDR Added in Update 05 (2026-06-24) Not present before that patch
Display Windowed / fullscreen / borderless (FullscreenMode), FOV slider (default 100), motion blur, gamma

7.3 Crash and performance issue table#

Every row below is a community report unless marked official. Dates matter -- most of these are launch-era or Update-01-era and several were fixed by later patches.

Symptom Era Cause / correlation Fix Confidence
Crash to desktop right after splash screens 2025-11 (launch) Corrupt shader pipeline cache Delete %LOCALAPPDATA%\Voyage\Saved\Voyage_PCD3D_SM6.upipelinecache CONFIRMED (also official support advice)
Crash to desktop right after splash screens 2025-11 Ray tracing on unsupported/marginal GPU Launch option -noraytracing CONFIRMED (official)
Cannot reach main menu; crash at startup 2025-11-06 (launch day) FrameRateLimit=0.000000 (uncapped) Edit GameUserSettings.ini, set FrameRateLimit to a nonzero value (users used 3 to force a slideshow into the menu, then raised it to e.g. 144 in-game) CONFIRMED by multiple users
Unhandled Exception: 0xe06d7363, crash after logos, AMD FidelityFX Upscaler DX12 in the stack 2025-11-09 AMD Adrenalin driver 32.0.22021.1009 (2025-10-13) Downgrade to Adrenalin 25.9.2 (2025-09-18) -- the only fix that worked. sfc, DISM, VC++ reinstall, HAGS and DXCache deletion all failed or only delayed it CONFIRMED by OP resolution
"Out of video memory" crash after ~30 h of prior stability 2025-12-18 Intel XeSS frame generation; also seen on RX 7800 XT 16 GB at the oil rig and on RTX 4060 laptop Switch frame gen away from XeSS (OP switched to AMD -- "not one crash"); update GPU drivers; set resolution scale to 100% CONFIRMED by OP resolution
Corrupted DX shader cache crashes general Stale vendor shader caches Delete %LOCALAPPDATA%\AMD\DxCache (or the NVIDIA equivalent); Windows Disk Cleanup "DirectX Shader Cache" REPORTED
Heavy FPS drop around the Lazarus Complex / large bases ongoing Shadow rendering is the primary bottleneck; large seed reserves cause lag sg.ShadowQuality=0 under [ScalabilityGroups] plus UserShadowQuality=0 in both CustomSettings and LastCustomSettings under [/script/voyage.voyagegameusersettings]. Keeping RT off also helps CONFIRMED (community, mixed results); the performance problem itself is officially acknowledged
Buildings show unpowered despite correct wiring ongoing Known bug Disconnect power, save, relaunch, reconnect Official known-issue list
Elevators / horizontal platforms unresponsive ongoing Known bug Power-cycle at the circuit breaker, or restart the game Official
Boat stuck / sinking / flying away ongoing Known bug Remove interfering items; swim 500-800 m away to force a spawn cycle; or restore an auto-save Official
Quest will not advance ongoing Known bug Restart the game or restore a save Official
Crash on loading a save that previously had mods 2025-12 Orphaned modded item references Restore a pre-mod backup REPORTED (community consensus)
Multi-GPU systems picking the wrong adapter ongoing Laptop/hybrid graphics Manually assign the discrete GPU in Windows graphics settings Official

Update 05 addressed a chunk of this directly (0.8.0.612115, 2026-06-24): "Fixed numerous crashes, stability issues, save-related problems"; "Improved performance and optimization across gameplay systems, UI, physics, weather, cables, vehicles, character previews, visual effects, and large save games"; "Improved the Vault interface update performance, especially in large save games"; HDR support added. Hotfix 2 (0.8.0.612251, 2026-06-29) then fixed "a critical memory-related issue that could lead to game instability, unexpected behavior, or rare crashes during gameplay" -- which is the build Robert is on.

7.4 Diagnostics available to you#

Channel Availability
UE game log (Voyage.log) Not available -- file logging disabled in Shipping. This is the single biggest diagnostic gap
Sentry session data %LOCALAPPDATA%\Voyage\.sentry-native<guid>.run\session.json -- carries the release string and hardware; the most reliable way to read your exact build
Crash Reporter Engine\Binaries\Win64\CrashReportClient.exe; session configs under Saved\Config\CrashReportClient\UECC-Windows-<guid>\
CEF log Saved\cef3.log (+ one rotated backup) -- browser layer only, but its rotation timestamps are a usable proxy for session start/end
GameAnalytics Saved\ga_log.txt, Saved<hash>\ga.sqlite3
Official reporting In-game feedback tool; Discord #support-forum (discord.gg/channel37); [email protected]. They ask for description, repro steps, screenshots/video, your save file, and system specs

8. Datamining surface#

Aspect State
Container encryption None -- no AES key needed
Container signing None -- no .sig files, Signed flag clear
Entry count 39,479 in pakchunk0-Windows
Optional chunk pakchunk0optional-Windows, 67.2 MB -- contents UNVERIFIED (likely on-demand or HD assets)
Compression 1 method declared in the TOC; name not extracted from the 512-byte header dump (Oodle is the UE5 default -- INFERRED)
Asset catalog No UFS manifests shipped, so no loose file list; enumeration requires opening the .utoc in FModel/retoc
Type mappings .usmap required, engine-version-specific, refreshed every patch by the TLC Modding Discord #resources channel and mirrored to Nexus (mod 94)
Binary symbols No .pdb for the 189 MB Shipping exe -- native reversing is meaningfully harder than on titles that ship symbols
Localization .locres string tables inside the paks -- the standard route to a complete text dump (item names, quest text, data logs). Update 05 added Italian and Spanish, so at minimum EN/IT/ES tables exist
Published datamines None located. No public asset dump, map extraction, or unreleased-content leak surfaced for this game on any reachable source. The community's datamining output appears to be consumed privately inside the modding Discord and expressed as mods rather than as published findings

The absence of published datamines is worth stating plainly: for a game this open technically, there is no "leaked roadmap from the files" material circulating. Anyone wanting asset-level knowledge has to run FModel themselves with a current .usmap.


9. Practical guidance for this playthrough#

  1. Do not install mods yet. Robert is starting fresh on 0.8.0.612251 with no save history, and Channel37 explicitly declines support for modded installs. Vanilla first; the corpus should describe the real game.
  2. If mods later: the safe order is UE4SS into Voyage\Binaries\Win64\, pak mods into Content\Paks\~mods\, LogicMods into Content\Paks\LogicMods\, all managed by Vortex with the game-specific extension so load order stays sortable. Branch to a fresh manual slot before any item-adding mod.
  3. Ignore anything dated before 2025-12-16 for mods. The UE 5.6→5.7 migration invalidated the entire pre-Update-01 catalogue, and the two mirror sites that rank highest in search (vgtimes, modsportal) are still serving that dead inventory.
  4. Snapshot cadence: copy %LOCALAPPDATA%\Voyage\Saved\SaveGames\76561198118168844\ into data/save-snapshots/<date>/ at milestones. Reads are safe while the game runs; writes are not. Also snapshot SaveGameBackups\ -- it is Channel37's own recovery mechanism for their known bugs.
  5. First-response crash kit, in order: update GPU drivers → delete Voyage_PCD3D_SM6.upipelinecache → add -noraytracing → verify game files → check FrameRateLimit is nonzero → if AMD, consider a driver downgrade → if using XeSS frame gen, switch it off.
  6. Performance lever, in order of impact: shadow quality (sg.ShadowQuality / UserShadowQuality) → ray tracing off → upscaler quality → frame generation. Expect trouble specifically around the Lazarus Complex and around large built-up bases; that is officially acknowledged, not your hardware.
  7. Read your own build version from %LOCALAPPDATA%\Voyage\.sentry-native<guid>.run\session.json rather than trusting Steam's buildid, and re-anchor this doc whenever it changes.
  8. When the first save file appears, capture the exact filename and the first 16 bytes -- that settles the save-format gap in section 3.2 and unlocks the progression-tracker track. Update docs/ref/shadow-install.md section 6 in the same pass.

Gaps & Unverified#

  • Save file format internals. No save existed at inventory time and no community source documents the container. Whether it is plain UE GVAS, compressed, or a custom serializer is UNVERIFIED. Resolvable first-hand the moment Robert's first save lands.
  • Save file naming and slot count (<SteamID64>_0.sav … _7.sav, 8 slots) are UNVERIFIED. Re-checked 2026-08-24: no reachable source states either value -- the earlier "community save-location guides" attribution did not hold up (Checkpoint64, the guide actually cited, gives only the folder path and says nothing about naming or slots). Treat both as placeholders until Robert's first save lands.
  • No save editor exists -- this is absence-of-evidence across all reachable sources, not a confirmed negative.
  • Nexus mod detail is snippet-level, and stayed that way on re-verification. nexusmods.com returned HTTP 403 again on 2026-08-24, so the mod count (~167), individual mod IDs and descriptions, per-mod version compatibility, and which of the 2026 mods actually work on 0.8.0.612251 remain unverified page-by-page. Every Nexus-sourced row in sections 4.1, 4.3 and 4.4 rests on search-result snippets -- including the ones graded CONFIRMED there (Vortex extension, MO2 plugin, UE4SS package, .usmap mod 94); read those grades as "multiple independent snippets agree", not "page read". Several listed mods may themselves be stale.
  • TLC Modding Discord is referenced by multiple sources but its invite link and exact server name were never published in any reachable page. The #resources channel is where per-patch .usmap files live.
  • DML (DmgModLoader) mechanism is undocumented in reachable sources -- whether it is a UE4SS wrapper, a standalone injector, or a pak-management layer is UNVERIFIED.
  • Game-specific EULA. No EULA surfaced for Steam app 1783560 and Channel37's terms-of-service page could not be reached, so the exact contractual position on modification and reverse engineering is UNVERIFIED. The stated position is not in doubt: the support page explicitly welcomes modding (section 5).
  • PCGamingWiki, SteamDB, games-manuals, modsportal and the CachyOS forum thread all returned HTTP 403 to automated fetches. PCGamingWiki-class facts in this doc were reconstructed from search snippets plus first-hand inventory rather than read directly, and the full SteamDB build/date series could not be enumerated.
  • Build-string mapping is incomplete. Only five build strings across ten releases were recovered; the 0.6.1.606604 entry's month is unconfirmed (day-of-month 12 only), and the mapping from the leading major.minor.patch triple to update numbers is inconsistent (Update 3.5 = 0.7.0, Update 5.0 = 0.8.0) and only partly inferred.
  • bOnlineFeatures semantics remain unknown -- telemetry, in-game news, and leaderboards are all plausible and none is confirmed.
  • pakchunk0optional-Windows (67.2 MB) contents UNVERIFIED; the TOC compression method name was not extracted.
  • Epic Games Store build differences (binary name, EOS SDK presence, save path) UNVERIFIED -- only the Steam build was inventoried.
  • Linux/Proton save path -- resolved 2026-08-24, no longer a gap. Both the FAQ and the support page give /opt/steamlib/steamapps/compatdata/1783560/pfx/drive_c/users/steamuser/AppData/Local/Voyage/Saved/SaveGames/<STEAM_ID>, which does include the SaveGames/ segment; the earlier "FAQ omits the segment" note was a misreading and has been corrected in section 3.1. Still open: Proton compatibility rating and Steam Deck Verified status were not established (the FAQ says only "runs on Steam Deck").
  • Checkpoint64 coverage is thin, not wrong. The page gives the %LOCALAPPDATA%\Voyage\Saved\SaveGames\ path and simply does not mention the SaveGameBackups\ folder, cloud sync, save naming or slot count -- it is silent on those, not contradictory (it exists to sell its own folder-watching backup tool). Channel37's support page documents SaveGameBackups<SteamID64>\ and the install shows a steam_autocloud.vdf marker; those are the authorities.
  • No public datamine output for this game was located -- no asset dumps, no map rips, no unreleased-content findings. Absence-of-evidence.
  • No Steam community guide covering INI tweaks, console commands, modding or save editing appeared in the game's 44-guide list; the guide culture here is gameplay-only. Verified by listing, but the listing excerpt was partial.
  • Nothing verified about dedicated server hosting; a third-party host advertises "The Last Caretaker Server Hosting," which is inconsistent with the official FAQ's "currently single-player only." Treat that listing as speculative.

Sources#

All accessed 2026-08-24.

First-hand / project-internal - C:/last-caretaker/docs/ref/shadow-install.md -- ShadowPC install inventory (engine, packaging, plugins, save locations, settings keys, IoStore header dumps), 2026-08-24

Official (Channel37) - https://thelastcaretaker.com/news/ -- news index, patch/update chronology - https://thelastcaretaker.com/news/2026-06-25-the-last-caretaker-launches-update-5-new-horizons-new-progression-paths-exploration-systems-tools-storyline-and-major-improvements/ -- Update 05 announcement - https://thelastcaretaker.com/faq/ -- system requirements, save paths (Windows + Linux), Steam Deck, platforms, single-player status, price - https://thelastcaretaker.com/support/ -- known issues, crash troubleshooting, SaveGameBackups path, -noraytracing, mod-support statement, reporting channels - https://steamcommunity.com/app/1783560/announcements/ -- official announcement index - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ -- Update 5.0 patch notes 0.8.0.612115 + HOTFIX 1 (0.8.0.612211) + HOTFIX 2 (0.8.0.612251)

Community -- Steam - https://steamcommunity.com/app/1783560/discussions/0/841740442837069775/ -- TLC Modding Discord notice: UE 5.6→5.7 migration breaks all mods (2025-12-16) - https://steamcommunity.com/app/1783560/discussions/0/728028631117517716/ -- Mods thread; no Steam Workshop; "an addon for unreal engine" - https://steamcommunity.com/app/1783560/discussions/0/669474225528154976/ -- startup crash fixes (pipeline cache, -noraytracing, -dx11, FrameRateLimit) - https://steamcommunity.com/app/1783560/discussions/0/669474588663535306/ -- AMD 0xe06d7363 crash, FidelityFX in stack, Adrenalin 25.9.2 downgrade fix - https://steamcommunity.com/app/1783560/discussions/0/690870129357078467/ -- "out of video memory": XeSS frame generation root cause - https://steamcommunity.com/app/1783560/discussions/0/690870825661842595/ -- FPS fix: sg.ShadowQuality=0 / UserShadowQuality=0 - https://steamcommunity.com/app/1783560/discussions/0/690870129357049211/ -- Dec 2025 hotfix notes (save persistence, boat stability) - https://steamcommunity.com/app/1783560/discussions/0/572667758937059227/ -- Update 5 patch notes pointer thread - https://steamcommunity.com/app/1783560/guides/ -- guide listing (no technical/modding guides present)

Community -- modding and mirrors (Nexus Mods returned HTTP 403 to fetches; entries below are from search-result listings) - https://www.nexusmods.com/games/thelastcaretaker/mods -- game mod index (~167 mods) - https://www.nexusmods.com/thelastcaretaker/mods/4 -- UE4SS for TheLastCaretaker (install path, .usmap via Discord #resources) - https://www.nexusmods.com/thelastcaretaker/mods/21 -- Dev Menu - https://www.nexusmods.com/thelastcaretaker/mods/77 -- DML - DmgModLoader - https://www.nexusmods.com/thelastcaretaker/mods/94 -- UE 5.7 Mapping File - https://www.nexusmods.com/thelastcaretaker/mods/125 -- BuildAnywhere - https://www.nexusmods.com/thelastcaretaker/mods/127 -- Mod Organizer 2 Basic Game Plugin - https://www.nexusmods.com/thelastcaretaker/mods/128 -- Automatic Pickup (UE4SS) - https://www.nexusmods.com/thelastcaretaker/mods/187 -- Caretaker QoL Bundle - https://www.nexusmods.com/site/mods/1624 -- The Last Caretaker Vortex Extension (install paths for pak mods, LogicMods, UE4SS) - https://vgtimes.com/games/the-last-caretaker/files/mods-skins/ and .../top-files/ -- launch-era mod mirror with sizes, authors, dates, download counts - https://powerupgaming.co.uk/2025/11/11/best-mods-for-the-last-caretaker/ -- launch-era mod roundup with vanilla baseline values - https://checkpoint64.com/saves/the-last-caretaker/ -- save path (partially incorrect on backups/cloud; see Gaps)

Press - https://bleedingcool.com/games/the-last-caretaker-has-launched-update-5-new-horizons/ -- Update 05 coverage

16

Community, Tools & Resources

Version anchorThe Last Caretaker Early Access Update 5.0 "New Horizons" — Hotfix 2, build 0.8.0.612251, released 2026-06-29 (Steam buildid 23962331, depot manifest 5149575974239303756). This is also the build installed on the ShadowPC (docs/ref/shadow-install.md, inventoried 2026-08-24). No patch has shipped in the ~8 weeks since — the official news feed, the Steam announcement feed and the Steam discussion stickies all still lead with Update 5.0. Everything in this document was checked on 2026-08-24, and the version anchor was independently re-confirmed the same day against the Steam announcement feed (newest post: "Watch Antti and Jack play Update 5.0: New Horizons", 2026-06-25), the Steam patch-notes sticky (0.8.0.612115 + Hotfix 1 .612211 2026-06-26 + Hotfix 2 .612251 2026-06-29) and thelastcaretaker.com/news/ (newest post 2026-06-25). No Update 06 has shipped.
17 claims checked4 corrections7 unverifiedverifier verdict

Unusually solid for this corpus: 13 of 17 load-bearing claims verified exactly against live sources with zero drift -- the full Update 5.0 version/hotfix chain and dates, the level cap 30-to-35, every wiki statistic and category count, the 25-tier navigation, the whole patch timeline, the official channel roster, the Discord metrics, the Steam guide counts and the map tool's licence/commits/version all matched to the digit. The four fixes were one genuine factual error (a non-existent Items Database), one stale-counter nudge, and -- most valuable -- the retirement of a flagged 25-vs-21 skill-tier "conflict" that turned out to be a self-labelled v0.5.0 snapshot, converting a corpus-wide open question into a settled routing answer.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

The Last Caretaker's information ecosystem is young (the game is nine and a half months into Early Access) but healthier than its studio size would predict: there is one clearly canonical community wiki (thelastcaretaker.wiki.gg, actively edited as of two days ago), a ~22,000-member official Discord that the developers actually staff, a Steam forum running at thousands of threads with sub-hour recency, and a small but real third-party tool layer — three independent interactive maps and two calculator sites. The weak layer is synthesis: 52% of the wiki's articles are stubs, its Patch Notes category contains exactly one page (Update 03, from March), its Skills category has three pages against a 25-tier skill system, and there is no maintained end-to-end progression route for the current build. That asymmetry — excellent primary data, poor routing and poor patch-currency — is precisely the shape of the gap this project's corpus and Field Manual fill. Five major updates have shipped since launch, so stale-guide risk is high: anything written before 2026-06-24 predates Project Eden, the Samples system, the Committees expansion and the level-35 cap, and anything before 2026-02-11 predates the entire ocean/boat expansion. Version-tag everything you lift from a community source, and prefer the wiki's data pages (which are being edited weekly) over its narrative pages (which are not).


1. Canonical sources, ranked#

Ranked by trustworthiness for a fresh playthrough on build 0.8.0.612251. "Currency" is assessed against that build, not against the source's own claims.

Rank Source URL What it is best for Currency vs 0.8.0.612251 Confidence
1 Steam news / announcements steamcommunity.com/app/1783560/announcements/ Authoritative patch identity, feature lists, hotfix chains ✅ Current — Update 5.0 is the latest post (2026-06-24/25) Confirmed
2 Steam discussions stickies (patch notes) steamcommunity.com/app/1783560/discussions/ The de facto patch-notes archive; hotfix versions + dates live here, not on the wiki ✅ Current — sticky is "Update 5.0 New Horizons Patch Notes - 0.8.0.612115" with Hotfix 1/2 appended Confirmed
3 Official site news thelastcaretaker.com/news/ Studio-voice update summaries, trailers, press-kit, vault ✅ Current — last post 2026-06-25 Confirmed
4 thelastcaretaker.wiki.gg thelastcaretaker.wiki.gg Item / location / data-log / sample / module data; the only structured database ⚠️ Mixed — data pages edited through 2026-08-22; patch-notes and skills coverage badly behind Confirmed
5 Official Discord (Channel37) discord.gg/channel37 Dev answers, bug triage, creator program, live community consensus ✅ Current, ~22K members, dev-staffed Confirmed (member count via third-party listing)
6 Steam guides steamcommunity.com/app/1783560/guides/ Deep single-topic guides (human growth, professions, vessel range) ⚠️ Per-guide — 44 English guides, most undated in listing view; verify each Confirmed (count), per-guide currency unverified
7 r/TheLastCaretaker reddit.com/r/TheLastCaretaker Community consensus, screenshots, Q&A ❓ UNVERIFIABLE from this agent — reddit.com is blocked to our crawler; existence confirmed only via official-site + wiki links Reported
8 Third-party tool sites see §6 Calculators, maps, item DBs ⚠️ Varies; one claims coverage "through Update 5" Reported
9 Gaming press PC Gamer, RPS, etc. Launch-era context, studio interviews 🔴 Launch-era (Nov 2025) unless dated later — do not use for mechanics —

Routing rule for this corpus: a number is confirmed only when the wiki agrees with a second source (Steam patch notes, a rated Steam guide, or first-hand observation on the ShadowPC). A number from a single third-party calculator site is reported, never confirmed.


2. The community wiki — thelastcaretaker.wiki.gg#

Verdict: live, actively maintained, canonical, and shallow in exactly the places you would want it deep. It is the game's only structured database and the one linked from the official site and the game's own community hub. There is no competing wiki of substance (see §2.4).

2.1 Hard statistics (Special:Statistics, read 2026-08-24)#

Metric Value Note
Content pages (articles) 594
Total pages 2,077 Includes files, templates, categories, redirects
Uploaded files 909
Total edits 6,424 Avg 3.09 edits/page — thin editing depth
Words in content pages 85,602 ≈144 words/article — confirms the stub problem
Active users (last 30 days) 19 Main-page banner says "20 active editors" — trivial discrepancy, same order
Administrators 1 Single-admin wiki: bus-factor 1
Bots 0 No automated data ingest; everything is hand-entered
"Registered users" 715,856 ⚠️ Platform-wide wiki.gg account count, NOT this wiki's community. Do not cite as a community-size figure.

2.2 Coverage by category (Special:Categories, read 2026-08-24)#

Category Pages Read as
Stubs 312 🔴 52.5% of all 594 articles are stubs — the headline currency/depth finding
Item icons (images) 303 Asset coverage is good
Items 80 Best-covered content domain
Locations 78 Second-best; matches the RecentChanges pattern
"Unknown info" 72 Explicit maintenance flag: 12% of articles have acknowledged holes
Modules 54
Data Logs 52 Story/lore collectibles — SPOILER territory
Decorations 52
Memories 48 Collectible lore — SPOILER territory
Caretaker paints 41 (+39 "Paints") Cosmetics are over-covered relative to mechanics
Professions 40 Strong — the human-growth system is the community's obsession
Wiki maintenance 38
Materials 32
Quests 31
Parts 24
Maps 21
Enemies 17 Thin
Equipment 16 Thin
Food 13
Weapons 9
Skills 3 🔴 Against a skill system the main page describes as 25 tiers — effectively uncovered
Vehicles 2 🔴 The boat is the centre of the game and has 2 pages
Guides 1 🔴 The wiki is a database, not a guidebook
Patch Notes 1 🔴 Only "Update 03: Curiosity Wakes" — five updates shipped
Pages with broken file links 142 Image rot on ~24% of articles
Candidates for deletion 7 Normal housekeeping
Pages with failing Cargo queries 4 Confirms the wiki uses the Cargo extension → machine-readable data is theoretically extractable (see §9)

2.3 Currency assessment (Special:RecentChanges, 30 days, read 2026-08-24)#

  • Most recent edit: 2026-08-22 17:39 (user Msd22000, "Quarantine Stack Amen", adding samples). The wiki is live, not abandoned.
  • Continuous activity across 2026-07-25 → 2026-08-22.
  • What is being edited right now — all Update-5 content: Samples (most-edited page, sample-location remarks), Recovery Grinder (new page, with conversion tables), Habitat Node pages (enemies + samples), The Spire of Command (wall carvings, enemy data), Navigation Beacon 49 (memories, paint).
  • Active editors observed: Yrogerg77 (samples), Msd22000 (samples), Voidfox (memories, paints), Sir Oliver Knox (locations).
  • Interpretation: the wiki's collection-data layer (samples, memories, locations, new Update-5 modules) is being kept current within days. Its systems layer (skills, vehicles, mechanics narrative) and its patch-notes layer are not being maintained at all. Trust a location/item/sample page from this wiki; do not trust it for a skill-tree or boat-progression answer without a second source.

2.4 Other wikis#

Wiki Status
thelastcaretaker.wiki.gg ✅ The canonical wiki. Linked from thelastcaretaker.com and from the wiki's own main page alongside the official stores.
Fandom equivalent None found. No Fandom wiki for this game surfaced in any search. thecaretaker.fandom.com is an unrelated property (a different franchise) and is not this game. A direct probe of thelastcaretaker.fandom.com returned HTTP 402 and was abandoned — so "no Fandom wiki exists" is reported, not confirmed; but the absence of any inbound link from the official site, the community, or search results makes an active Fandom competitor very unlikely.
Gamepedia N/A — Gamepedia was folded into Fandom years before this game existed.

2.5 Wiki main-page navigation (useful as a corpus cross-index)#

Top-level hubs: Items (Resources / Equipment / Vehicles / Weapons) · Modules & Parts (Machines / Generators / Storage / Special) · Skills (organised by 25 tiers) · Enemies (Hazards / Small / Large) · World Map · Mechanics · Crafting · Locations · Quests · Story (with Data Logs). The main page also carries an Early Access roadmap panel and links out to Steam, Epic, the official site, Channel37's socials, Discord, r/TheLastCaretaker and YouTube.


3. Official channels (complete roster)#

All harvested from thelastcaretaker.com on 2026-08-24 — this is the authoritative list.

Channel URL Notes
Discord https://discord.gg/channel37 The primary community hub. See §4.1.
Reddit https://www.reddit.com/r/TheLastCaretaker/ Officially linked; see §4.3 for the verification caveat.
YouTube https://www.youtube.com/@wearechannel37 Hosts the "Antti and Jack" showcase streams that accompany every update
X / Twitter https://x.com/wearechannel37 Creator-key calls, teasers
Instagram https://www.instagram.com/thelastcaretaker.game Note: game-branded handle, not studio-branded
Twitch https://www.twitch.tv/wearechannel37 Dev streams
TikTok https://www.tiktok.com/@wearechannel37
Steam store https://store.steampowered.com/app/1783560 App 1783560
Epic store https://store.epicgames.com/p/the-last-caretaker-51dfcc
Press kit https://f.io/ZEFluXEZ Falcon.io-hosted
Image / Screenshot Vault https://thelastcaretaker.com/vault/ Launched 2026-06-09. Directly useful for this project's Field Manual art direction — official high-res assets with an explicit remix-freely policy (see §7).
Newsletter "Transmissions" (signup on thelastcaretaker.com) Build logs, field reports, release schedule
Creator program https://thelastcaretaker.com/creators/ Key requests via [email protected]

Note that Channel37 outsources creator relations to an agency (guillotine.agency) — a nine-person studio buying in community ops. That is why the creator pipeline is unusually formalised for a team this size (§7).


4. Community hubs — size and health#

Hub Size Activity signal Health Confidence
Official Discord (Channel37) ~22.0K members (21,961 measured June 2026); growing +136/week (+0.62%) Dev-staffed; dedicated creator role with direct team contact 🟢 Strong and growing Reported (third-party listing)
Steam General Discussions ~9,018 threads (re-read 2026-08-24; a live-moving counter) Newest threads 12 minutes and 20 hours old at read time; a community help thread ("Samplelist lets help each other") at 132 replies 🟢 Very active, daily Confirmed
Steam Trading forum 36 threads — ⚪ Vestigial (no trading in the game) Confirmed
r/TheLastCaretaker ❓ unknown ❓ unknown ❓ Exists (linked officially + from the wiki) but size and activity UNVERIFIED Reported

4.1 Discord — Channel37#

  • Invite: discord.gg/channel37 · listed name "Channel37" · description "The official home of Channel37 and The Last Caretaker on Discord!"
  • Created 2022-01-18 — i.e. the server predates the game's Early Access launch by nearly four years; it was the studio's server first. Membership therefore includes pre-launch followers, not just players.
  • Primary language English (US). Ranked top-20% by member count and top-10% by growth in its listing category.
  • What it is uniquely good for: developer answers (the studio is small enough that devs respond), bug triage ahead of patch notes, and the creator-program role. Discord announcements are not indexed by search engines, so anything settled only in Discord is invisible to this corpus — treat Discord as a live source to be consulted during play, not as a citable one.

4.2 Steam forums#

The Steam General Discussions board is the highest-signal searchable community source for this game, because it doubles as the patch-notes archive the wiki does not maintain. Three pinned threads at read time:

Pinned thread Version Purpose
Update 5.0 New Horizons Patch Notes 0.8.0.612115 (+ hotfixes .612211, .612251 appended) The canonical current patch notes
Demo Update 0.7.5.610707 Demo branch, separate version line — do not confuse with the retail build
Troubleshooting 0.7.2.609842 Sticky is version-stale but presumably still procedurally valid

Live thread topics at read time were dominated by module-persistence bugs, below-water-level glitches, ship-size wishes, power budgeting with multiple Lazarus Pods, and collaborative sample-list building — a good proxy for what the current build's friction points actually are.

4.3 Reddit — the verification hole#

r/TheLastCaretaker is linked from both thelastcaretaker.com and the wiki main page, so it certainly exists and is officially endorsed. However, reddit.com is blocked to this agent (both direct fetch and domain-scoped search were refused), so its subscriber count, post cadence, moderation state and top guide threads could not be assessed. This is an agent-capability gap, not a finding about the community. A human session should check it directly; treat any Reddit consensus quoted elsewhere in this corpus as unverified until then.


5. Patch timeline — the stale-guide risk map#

Any community resource must be dated against this timeline before you trust it. Dates from thelastcaretaker.com/news/ and the Steam announcement feed, both read 2026-08-24.

Date Release Version (where known) What it invalidates in older guides
2025-08-27 Initial reveal — —
2025-10-10 Steam Next Fest demo (demo line) Demo-era guides describe a separate, ongoing version line (0.7.5.610707 as of the current sticky) — never treat demo guides as retail guides
2025-11-06 Early Access launch (Steam + Epic) — Everything before this is pre-release
2025-12-16 Update 01: Last Humans —
2026-02-11 Update 02: Ocean — The Final Frontier — 🔴 Pre-Feb-2026 guides predate the ocean/boat expansion entirely
2026-03-18/19 Update 03: Curiosity Wakes — The only update the wiki's Patch Notes category covers
2026-04-15 Update 3.5: Shadow Drop — Added Photo Drone + minigames
2026-05-13/14 Update 04: Below Us — Added Gyro, Seed Vault, HoloMemory
2026-06-24 Update 5.0: New Horizons 0.8.0.612115 🔴 Level cap 30→35; Project Eden progression path; Samples system; Committees; music cartridges + portable player; Recovery Grinder; Water Jet propulsion; Spanish + Italian; head-bob toggle. Any guide older than this is missing a whole progression axis.
2026-06-26 Hotfix 1 0.8.0.612211 Farming seeds, physics objects
2026-06-29 Hotfix 2 — current 0.8.0.612251 Quest-completion fix ("Seats of Care" committee formation), a critical memory/stability fix, non-English keybinding menu fix
2026-08-24 (today) no change 56 days with no patch — the longest gap of the EA period. An Update 06 is plausibly imminent; re-check the version anchor before trusting this document.

Also on the record: Finnish Game of the Year 2025 winner (announced with a new trailer, 2026-05-27) — a useful credibility marker when assessing press coverage, and the reason for a mid-2026 bump in coverage volume.


6. Tools & companion resources#

Everything found, with maintenance status. None of these are official.

6.1 Interactive maps (three independent efforts + the wiki)#

Tool URL Author Version / status Features Assessment
LastCaretakerMap https://the1killer.github.io/LastCaretakerMap/ The1Killer v1.4.1, 86 commits, 6 stars, BSD-2-Clause, source at github.com/The1Killer/LastCaretakerMap Leaflet.js + Vite; filters for Hidden Locations, Last Listener locations, Caves; cleared/visited badges; per-type marker colours; cloth-map overlay with rotation/size/offset controls; export/import preferences 🟢 Best-documented and most auditable — open source, data in a plain data.json (fields: name, id, description, lat, lon, optional image). This is the one to mine or fork if this project builds its own map. Also published as a Steam guide ("Online Map", 5★).
BlueMan Interactive Locations Map https://www.blueman.name/TLC/The_Last_Caretaker_ILM_en.html Wycsword ([email protected]) Version/date not published Client-side note-taking with export / import / delete notes; _en in the filename implies a multi-language family of pages 🟡 Functional, opaque provenance; no changelog, so currency is unknowable
TLC Tools interactive map https://thelastcaretaker-tools.com/InteractiveMap unattributed SPA — page content not server-rendered, so not machine-assessable Custom map features with progress tracking, admin-managed map icons 🟡 Exists; feature detail UNVERIFIED (client-rendered)
Wiki map pages thelastcaretaker.wiki.gg/wiki/Map, /World_Map, /Locations community 78 Location pages, 21 Maps-category pages, actively edited Aug 2026 Static images + per-location articles 🟢 Best textual location data; not interactive

6.2 Calculators and databases#

Tool Site Covers Status
Human Growth Calculator thelastcaretaker-tools.com/Calculator The human-growth / profession-assignment optimisation problem (the community's single most-tooled system) 🟡 Live; the site's headline tool. Inputs/model UNVERIFIED — SPA, no server-rendered content
Save File Import thelastcaretaker-tools.com/SaveFileImport Reads a player save to seed the calculator/map 🟡 Exists — the only save-reading tool found anywhere. Expected path/format and what it extracts are UNVERIFIED (SPA). ⚠️ Uploading a save to a third-party site is a data-handling decision, not a neutral one
Power Grid Calculator thelastcaretakergame.org ("TLC Tools") Base power budgeting 🟡 Reported
Skill Tree Planner thelastcaretakergame.org Skill routing 🟡 Reported — and see the tier-count disagreement in §11
Efficiency Calculator thelastcaretakergame.org Production efficiency 🟡 Reported
Lazarus Complex Calculator thelastcaretakergame.org Lazarus Complex requirements 🟡 Reported
Resource Optimizer thelastcaretakergame.org Resource allocation 🟡 Reported
~~Items Database~~ thelastcaretakergame.org Item reference 🔴 Not present. Re-read 2026-08-24: the site's tool index lists exactly five live tools (Power Grid, Skill Tree Planner, Efficiency, Lazarus Complex, Resource Optimizer) plus one "Coming Soon". There is no Items Database — do not route to one
Crafting Recipes DB thelastcaretakergame.org — 🔴 "Coming Soon" — the site's only unshipped tool; does not exist

thelastcaretakergame.org self-identifies as "TLC Tools", states plainly "Not affiliated with the game developers," and claims "Early Access coverage through Update 5: New Horizons (June 2026)" — i.e. it explicitly targets the current build. It says its tools "reference in-game UI values and official patch notes where available," which is an honest disclosure that the numbers are transcribed, not datamined. It also runs a blog with long-form guides. Caveat: its content is unattributed and stylistically consistent with programmatic/SEO generation; treat every number as reported from a single source and verify in-game. Note the near-collision of the two tool domains (thelastcaretaker-tools.com vs thelastcaretakergame.org) — they are different sites with different toolsets; do not conflate them.

6.3 Trackers, trainers, and save tooling#

Category State Detail
Progress / checklist trackers Partial LastCaretakerMap's cleared/visited badges and BlueMan's note export are the only tracking primitives. No standalone quest/progression tracker exists.
Save editors / parsers 🔴 None published Nothing found. The only save-touching tool is the TLC-tools importer (§6.2), and its format handling is undocumented. The save format is publicly undocumented. Per docs/ref/shadow-install.md, saves land in %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\ under Steam Autocloud — not userdata\...\remote.
Trainers / cheat tables Exist At least one commercial trainer advertises support for 0.8.0. Not evaluated, not recommended, and irrelevant to a first playthrough.
Mods / Nexus Mods presence ❓ UNVERIFIED nexusmods.com returned HTTP 403 to this agent and was abandoned. No modding community surfaced in any other source. Technically the door is wide open — per the ground-truth install doc the IoStore containers are unencrypted and unsigned, there is no anti-cheat, and the loose Content/DataFiles/WebPages/Games/ minigame files are trivially editable — but no evidence of an active mod scene was found.
Localization Community + official Official Spanish and Italian arrived in Update 5.0. A community Ukrainian localization ("Українізатор" by bornfordeath) ships as a Steam guide; a full Russian guide exists but the game's Russian localization status is unverified.

6.4 Version-tracking utilities#

Tool Use
gameupdatenotifier.com/g/the-last-caretaker Third-party patch-drop notifications — useful for triggering this corpus's re-verification pass
vgjournal.net/games/the-last-caretaker/patches/ Third-party patch-note mirror
SteamDB (steamdb.info/app/1783560/) Build ids and depot manifests. ⚠️ Returns HTTP 403 to this agent — a human must read it. The ShadowPC appmanifest is a first-hand substitute for build id and date.

7. Content creators and the Creator Program#

Channel37 runs an unusually structured creator program for a nine-person studio, administered through the agency guillotine.agency.

7.1 Program facts (from thelastcaretaker.com/creators/, read 2026-08-24)#

Element Detail
How to join Email [email protected] for a free key
Assets An official asset vault with logos and promotional material, explicitly free to remix
Hashtag #TheLastCaretaker — the spotlight-eligibility mechanism
Creator benefits Dedicated Discord role with direct team communication; early keys for update coverage; weekly spotlight on the site's front page
Monetization "Your content, your revenue. No claims, no strings."
Content rules Honest titles/thumbnails; use the hashtag; remix assets freely. The stated rule list ends: "Have fun. That's the whole list."

7.2 Program scale (studio-published metrics, 2026-08-24)#

Metric Value
Active streamers ≈260 (30-day)
Videos + streams per week ≈550
UGC views per 30 days ≈900,000

That is a genuinely healthy creator economy for an Early Access indie title, and it explains why video coverage is abundant while written coverage is thin — the community's effort is going into video, which is exactly the format that is least useful as machine-readable reference and least durable across patches.

7.3 Named creators#

Only three were spotlighted on the official creators page at read time (the spotlight rotates weekly, so this is a snapshot, not a ranking):

Creator Platform Featured piece Views
The Mighty Jingles YouTube "The Last Caretaker — Design by Committee" 15.9K
SlashingWolf YouTube "Imagine being the Last Machine on Earth…" 27.8K
BattleKing YouTube "Petrol Station Disaster" (Hindi live stream) 5.6K

Official first-party video is the highest-value creator-adjacent content: every update ships with an accompanying "Antti and Jack" developer showcase stream on youtube.com/@wearechannel37 (e.g. "Watch Antti and Jack play Update 5.0: New Horizons", 2026-06-25; "UPDATE 04: BELOW US — Antti and Jack Showcasing the New Content", 2026-05-14). For "what changed in this patch and why", these are the primary source in video form.

Long-running series exist (multi-language playlists, including at least one Polish "Wszystko co musisz wiedzieć" series and a "Blueprint Series"), and at least one creator's Update-5 coverage is deep into a 50+ episode run ("UPDATE 5 NEW HORIZONS! First Look at Project Eden! — The Last Caretaker EP51"). Individual creator identity beyond the spotlight three could not be resolved to a confident, currency-checked roster: YouTube watch pages carry no fetchable transcripts and the search budget was exhausted before a creator census could be completed. Listed as a gap.


8. Annotated guide index — the best written guides by topic#

Steam hosts 44 English guides across categories: Gameplay Basics (25), Walkthroughs (13), Crafting (12). The following were the featured set on 2026-08-24. Star ratings are Steam's community rating as displayed.

Topic Guide Author Rating Use it for Caveat
Getting started "New player tips and a more detailed explanation of basic mechanics" Soviman ★★★★ The default first-read for a fresh playthrough Publication date not visible in listing — date-check before trusting numbers
Human growth / professions "Ultimate Grow the right human for the right job Guide" turvarya ★★★★ The profession-matching system end to end turvarya is the community's most prolific guide author on this system
Human growth (constrained) "Grow All Professions without using Calcium and Vitamin D" turvarya — A resource-constrained variant route Optimisation guide — assumes you already know the system
Jobs / assignment "PECO Jobcentre" Shane ★★★★ Job-matching reference
Quests "Quests from Councils" turvarya — Council quest reference SPOILER — quest-content index
Ship / vessel "Range of the vessel or 'Store oil, not Diesel!'" Caldason — Boat fuel economy and range planning; the title carries the actual conclusion The single best ship-specific written guide found
Map / navigation "Online Map" [ЯtR] The-Killer ★★★★★ Pointer to the1killer.github.io/LastCaretakerMap/ Highest-rated guide on the board; same author as the map in §6.1
Comprehensive (RU) "Большой гайд по игре" Khagar ★★★★ The most complete single-document guide found in any language Russian only
Localization (UA) "Українізатор" bornfordeath — Community Ukrainian localization Tool, not a guide
— "DO NO PUBLISH (INCOMPLETE)" Reactor.UK — — 🔴 Abandoned draft, ignore

8.1 Web guides (outside Steam)#

Topic Resource Assessment
Update 5 orientation "Update 5 New Horizons Guide: Project Eden & New Tools (2026)" — thelastcaretakergame.org/blog/update-5-new-horizons-guide 🟡 Current-build by claim; single-source, unattributed. SPOILER — describes late-progression content
Project Eden opening "Project Eden Guide: First Roots & Recovery Grinder (2026)" — thelastcaretakergame.org/blog/project-eden-first-roots-guide 🟡 Same caveat. Covers the Recovery-Grinder → Oil → Stainless Steel → first Eden Frame chain. SPOILER
Skill tree "Complete Skill Tree Guide: All 21 Tiers Ranked (v0.5.0 Snapshot)" — thelastcaretakergame.org blog 🔴 Stale by its own title. The "(v0.5.0 Snapshot)" tag (read on the site index 2026-08-24) dates its 21-tier count to a pre-Update-5 build — it does not describe 0.8.0.612251. Use the wiki's 25 tiers; see §11
Update 5 routing whisperofthehouse.com/the-last-caretaker/new-horizons-guide ❓ Could not be assessed — HTTP 403 to this agent, abandoned. Search snippets show a "what to do first" route for returning players. SPOILER — the snippet names late-game destinations

Honest assessment of the written-guide layer: there is no single high-quality, current, English, end-to-end progression guide for build 0.8.0.612251. The best-in-class written material is system-specific (human growth, vessel range) and comes from two or three Steam authors. The web-guide layer that appears to fill the gap is unattributed and probably machine-generated. That is the corpus's opportunity.


9. Gaps in the community ecosystem#

What does not exist, ranked by how useful it would be to build. This is the actionable section for this project's own tooling track.

# Missing thing Evidence it is missing Value to build
1 A current, spoiler-tiered, end-to-end progression route for 0.8.0.612251 Wiki Guides category = 1 page; best Steam guides are single-system; the one web "route" guide is 403/unattributed 🔴 Highest. This is exactly docs/COMPREHENSION.md + the Field Manual's reason to exist
2 A maintained patch-notes archive Wiki Category:Patch Notes = 1 page (Update 03, March 2026) against 8 shipped updates/hotfixes. Steam discussion stickies are the only archive, and they are not structured 🔴 High — cheap to build, immediately useful for version-tagging every other doc
3 A skill-tree reference of record Wiki Skills category = 3 pages for a 25-tier system; the only alternative is a self-labelled v0.5.0 snapshot (21 tiers) that does not describe the current build 🔴 High — no current per-tier reference exists in any source
4 A vehicle / boat reference Wiki Vehicles category = 2 pages, for the system the game's own settings file treats as central (dedicated boat compass / anchor / speedometer HUD toggles, first- and third-person boat control modes — docs/ref/shadow-install.md §7) 🔴 High
5 A published save-format spec + parser No save editor or parser exists anywhere; the one importer is a closed SPA 🟠 Medium-high — enables a real progression tracker. Blocked until a save file exists locally (see docs/ref/shadow-install.md §6)
6 A machine-readable item/recipe dataset Wiki "Crafting Recipes" DB on the tools site is "Coming Soon"; wiki data is human-formatted 🟠 Medium-high. Path in: the wiki uses the Cargo extension (a "Pages with failing Cargo queries" category exists), and wiki.gg runs MediaWiki, so https://thelastcaretaker.wiki.gg/api.php should expose action=cargoquery for structured extraction — expected, UNVERIFIED, not probed
7 Stub remediation 312 of 594 articles are stubs (52.5%); 72 flagged "Unknown info"; 142 pages with broken file links 🟡 Medium — the wiki needs contributors more than it needs competitors
8 A datamined asset/content catalog Ground truth: 39,479 IoStore entries, unencrypted and unsigned, no UFS manifest shipped, no game PDB. No public datamine exists 🟡 Medium — technically wide open (FModel/retoc with UE 5.7 support), nobody has done it
9 A mod ecosystem No Nexus presence verified; no mod loader, no known mods. No anti-cheat, unsigned paks, loose editable web-minigame files 🟡 Medium — greenfield
10 Searchable dev-answer archive Discord announcements and dev replies are not search-indexed; anything settled in Discord is invisible to research 🟡 Medium
11 An English comprehensive guide The most complete single document found is Russian (Большой гайд по игре) 🟡 Medium
12 Any tool that survives a patch gracefully Every calculator hardcodes transcribed UI values; none publishes a version-pin per number ⚪ Structural — the argument for version-tagging every value in this corpus

10. Practical routing for future sessions#

Question type Go here first Then verify with
"What changed in the current build?" Steam discussions sticky (0.8.0.612115 + hotfixes) thelastcaretaker.com/news/
"Where is X located?" the1killer.github.io/LastCaretakerMap/ Wiki Locations page for that site
"What does this item/module/sample do?" Wiki item/module page (actively edited) In-game UI
"How do I grow the right human?" turvarya's Steam guides thelastcaretaker-tools.com/Calculator
"How far can the boat go?" Caldason, "Range of the vessel" In-game fuel readout
"What skill should I take?" ⚠️ Nothing reliable — the wiki has 3 skill pages (tier count 25 is current); the only ranked guide is a stale v0.5.0 snapshot In-game skill UI; this is a corpus gap to fill
"Is this a bug or me?" Steam General Discussions (sub-hour recency) Discord #bugs
"Story / lore question" Wiki Data Logs (52) + Memories (48) — SPOILER, gate before reading —
"Has a new patch dropped?" gameupdatenotifier.com/g/the-last-caretaker Steam announcements; ShadowPC appmanifest buildid

Re-verification trigger for this document: any change to the Steam buildid from 23962331, or any new post on thelastcaretaker.com/news/ after 2026-06-25. Given the 56-day patch gap, expect one soon.


11. Gaps & Unverified#

Could not be assessed (agent/site blocks — all abandoned per fetch policy, none retried):

Target Failure Consequence
reddit.com (all forms) Domain blocked to this agent r/TheLastCaretaker size, activity, moderation and top threads are entirely UNVERIFIED. Existence is confirmed only by official inbound links
steamdb.info HTTP 403 Build-id history not independently confirmed; the ShadowPC appmanifest substitutes for the current build only
pcgamingwiki.com HTTP 403 No independent confirmation of save paths / technical fixes; docs/ref/shadow-install.md is first-hand and supersedes it anyway
nexusmods.com HTTP 403 Mod-scene existence UNVERIFIED — "no mods found" is an absence of evidence, not evidence of absence
whisperofthehouse.com HTTP 403 Guide quality/authorship/currency UNVERIFIED
thelastcaretaker.fandom.com HTTP 402 "No Fandom wiki" is reported, not confirmed
steamcommunity.com/sharedfiles/filedetails/?id=3610752358 Rate-limited ("too many requests") The "Online Map" guide's view count, dates and full text were not read
thelastcaretaker-tools.com sub-pages Client-rendered SPA, no server HTML Calculator model, inputs, and Save-File-Import format/path are all UNVERIFIED
discord.com/invite/channel37 Invite page returned no member data Discord size is from a third-party listing (Deepcord), not from Discord itself

Source disagreements (both values reported, neither resolvable from outside the game):

Fact Value A Value B Status
Skill tiers 25 tiers — wiki main-page navigation (Tier 1 … Tier 25), re-read 2026-08-24 21 tiers — thelastcaretakergame.org blog, "Complete Skill Tree Guide: All 21 Tiers Ranked (v0.5.0 Snapshot)" 🟢 Resolved in favour of 25 (v0.8.0.612251). The 21-tier guide is self-labelled a v0.5.0 snapshot — a pre-Update-5 build — so this was never a live disagreement, just a stale source. The level cap moved 30→35 in Update 5.0, consistent with tiers having been added since v0.5.0. Still worth a one-time in-game count to be certain, but route players to 25
Wiki active editors 19 (Special:Statistics, 30-day) 20 (main-page banner) ⚪ Trivial; different sampling windows
Update 5.0 announcement date 2026-06-24 (Steam announcement, patch-notes thread) 2026-06-25 (official site news post) ⚪ Steam-first, site-next-day; both correct

Not covered / out of budget:

  • A creator census. Only the three rotating official spotlights could be named with confidence. YouTube watch pages carry no fetchable transcripts and the WebSearch budget was exhausted (200/200 session-wide) before a currency-checked creator roster could be built. Named series exist (Polish "Wszystko co musisz wiedzieć", a "Blueprint Series", a 50+ episode Update-5 playthrough) but their authors, subscriber scale and currency are unverified.
  • Per-guide publication and update dates for the 44 Steam guides — the listing view does not expose them and per-guide fetches were rate-limited. Every Steam guide in §8 must be date-checked before its numbers are trusted.
  • Epic Games Store community activity — not assessed; Epic has no comparable forum layer.
  • Discord internal structure (channel list, dev-response latency, pinned resources) — not indexable; requires a human in the server.
  • The demo version line. A separate demo build (0.7.5.610707) is still maintained and stickied. Its relationship to the retail line was not investigated; do not mix demo-era community content into retail guidance.
  • Non-English communities beyond the evidence of Russian, Ukrainian, Polish and Hindi content — no sizing done.
  • The wiki's MediaWiki/Cargo API (/api.php, action=cargoquery) was inferred from the Cargo-error category and standard wiki.gg architecture but was not probed. Confirm before designing any extraction tooling on it.

12. Sources#

All accessed 2026-08-24.

Official - https://thelastcaretaker.com/ — official site (social/channel roster) - https://thelastcaretaker.com/news/ — full news/update timeline - https://thelastcaretaker.com/creators/ — Creator Program, spotlights, program metrics - https://steamcommunity.com/app/1783560/announcements/ — Steam announcement feed - https://steamcommunity.com/app/1783560/discussions/ — forum sections, thread counts, stickies - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ — Update 5.0 New Horizons patch notes + Hotfix 1 & 2 versions and dates - https://steamcommunity.com/app/1783560/guides/ — guide counts, categories, featured guides

Wiki - https://thelastcaretaker.wiki.gg/wiki/The_Last_Caretaker_Wiki — main page, navigation, official links - https://thelastcaretaker.wiki.gg/wiki/Special:Statistics — page/edit/user statistics - https://thelastcaretaker.wiki.gg/wiki/Special:Categories?limit=200 — category coverage and stub counts - https://thelastcaretaker.wiki.gg/wiki/Special:RecentChanges?days=30&limit=100 — currency assessment, active editors - https://thelastcaretaker.wiki.gg/wiki/Category:Patch_Notes — patch-note coverage gap

Community & tools - https://www.deepcord.com/server/pghyaokle6 — Channel37 Discord member count, growth, creation date - https://discord.com/invite/channel37 — official Discord invite (member data not exposed) - https://the1killer.github.io/LastCaretakerMap/ — interactive map, v1.4.1 - https://github.com/The1Killer/LastCaretakerMap — map source, commits, licence, data schema - https://www.blueman.name/TLC/The_Last_Caretaker_ILM_en.html — BlueMan interactive locations map - https://thelastcaretaker-tools.com/ — TLC tools hub (calculator, map, save import) - https://thelastcaretaker-tools.com/Calculator — human growth calculator (SPA, limited) - https://thelastcaretaker-tools.com/SaveFileImport — save import feature (SPA, limited) - https://thelastcaretakergame.org/ — "TLC Tools" calculators, databases, guide blog

Search-derived (snippets used where a fetch was blocked or the budget was exhausted) - Steam guide "Online Map" — https://steamcommunity.com/sharedfiles/filedetails/?id=3610752358 (rate-limited; listing metadata used) - https://gameupdatenotifier.com/g/the-last-caretaker — patch notification service - https://vgjournal.net/games/the-last-caretaker/patches/ — third-party patch mirror - https://thelastcaretakergame.org/blog/update-5-new-horizons-guide and /blog/project-eden-first-roots-guide — Update 5 web guides - https://www.whisperofthehouse.com/the-last-caretaker/new-horizons-guide — blocked (403), snippet only - https://www.youtube.com/@wearechannel37 — official channel (Antti and Jack showcase streams) - https://x.com/WeAreChannel37/status/1983927207262134308 — creator-key call

First-hand (this project) - C:/last-caretaker/docs/ref/shadow-install.md v1.0.0 — build 0.8.0.612251, buildid 23962331, UE 5.7.4, save location, IoStore encryption/signing state, settings-derived system inventory

REF

The Last Caretaker -- ShadowPC Install Reference (ground truth)

Version anchorThe Last Caretaker Early Access 0.8.0.612251 (the game's own release string, from the live Sentry session), Steam buildid 23962331 (depot manifest 5149575974239303756), installed/updated 2026-08-24 08:43 local, engine Unreal Engine 5.7.4 (stock Epic build, UE5-CL-0 -- no custom-engine changelist). Inventoried 2026-08-24 by LASTCARETAKER S1 with the game running (reads only) -- this was Robert's literal first launch morning: LastPlayed flipped from 0 to 2026-08-24 09:10 local during the inventory.
confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

This is the local, first-hand inventory of Robert's installed copy on the ShadowPC. Everything here was read directly from the install, the Steam manifest, the live process list, the first-launch %LOCALAPPDATA% tree and the IoStore container headers -- it is the ground truth the web-researched corpus docs reconcile against (engine version, file layout, save locations, packaging). Saves appeared DURING the inventory session (Robert's first play session, still running at v1.0.1); section 6 carries the confirmed locations, naming, cadence and the fully decoded container format (zlib blocks -> GVAS v3).


1. Access recipe#

Item Value
Host ShadowPC, hostname SHADOW-PC, Windows 11 (10.0.26200.9168), Tailscale device shadow-pc
SSH ssh -i ~/.ssh/shadow_claude [email protected] (Windows OpenSSH, default shell cmd; run PowerShell via powershell -NoProfile -ExecutionPolicy Bypass -File <script> -- scp long scripts to C:/Users/Shadow/AppData/Local/Temp/, a long inline -Command hits spawn limits)
SCP scp -i ~/.ssh/shadow_claude [email protected]:"<remote path>" <local> (quote paths with spaces)
Remote user Shadow (C:\Users\Shadow; %LOCALAPPDATA% = C:\Users\Shadow\AppData\Local)
Steam account Steam3 id 157903116 (SteamID64 76561198118168844, the manifest's LastOwner)
Steam libraries C:\Program Files (x86)\Steam (client, userdata) and D:\SteamLibrary (game)
Shadow hardware (from Sentry event) GPU NVIDIA RTX A4500 (driver 565.90), CPU AMD EPYC 7543P (4 cores / 8 threads allotted), 28 GB RAM
Precedent C:\star-rupture\docs\ref\shadow-install.md section 1 (same access recipe)

Operating rules. Reads are always safe. Never write into the save directory while the game is running (VoyageSteam-Win64-Shipping.exe was resident at ~5.2 GB during this inventory). Edit a COPY, verify it parses, place it with the game closed. Snapshot convention: data/save-snapshots/<YYYY-MM-DD>/ once saves exist.


2. Install identity#

Field Value Source
Install path D:\SteamLibrary\steamapps\common\Voyage appmanifest installdir
Steam app id 1783560 (appmanifest_1783560.acf; copy in data/game-install/) appmanifest
Depot 1783561 (single depot) -- manifest 5149575974239303756, 16,977,453,147 bytes appmanifest
Shared depots 228989, 228990 (Steamworks common redistributables, app 228980) appmanifest
Size on disk 16,977,453,147 bytes (17.0 GB), only 135 files (heavily pak-consolidated) appmanifest + recursive count
Steam buildid 23962331 (TargetBuildID identical -- fully updated) appmanifest
Last updated 1787579010 = 2026-08-24 08:43:30 local (file mtimes 08:39-08:43) appmanifest
First launch LastPlayed 1787580603 = 2026-08-24 09:10:03 local -- was 0 at bootstrap; Robert's first session ran DURING this inventory (an earlier ~09:03 launch attempt created the save dir, the 09:10 process was live) appmanifest + process StartTime
Game version string Early Access - 0.8.0.612251 (environment Distribution) Sentry session.json (live run)
Engine Unreal Engine 5.7.4 -- FileVersionRaw 5.7.4.0 on shipping exe and CrashReportClient; Sentry event: Engine version 5.7.4-0; FileVersion "UE5-CL-0" = stock engine, no custom changelist (unlike StarRupture's custom build) exe VersionInfo + Sentry
Game module C++ module Voyage -- settings class [/Script/Voyage.VoyageGameUserSettings], exe VoyageSteam-Win64-Shipping.exe, Game name: VoyageSteam GameUserSettings.ini + Sentry
Publisher / copyright "Copyright Channel37, Inc. All Rights Reserved." exe VersionInfo
Language english (UserConfig + MountedConfig) appmanifest
Auto-update AutoUpdateBehavior 0 (Steam default: keep updated) appmanifest

Voyage is the project codename (install dir, exe, module, LocalAppData dir); the product name everywhere user-facing is The Last Caretaker ("LCT" in asset names, e.g. LCT_Splash_4k_60fps.mp4). VoyageSteam as the exe/module name implies a per-store target (an Epic build presumably ships VoyageEpic or similar); no EOS SDK is present in the Steam build (no EOSSDK dir under Engine\Binaries\ThirdParty -- unlike StarRupture).


3. Directory structure#

D:\SteamLibrary\steamapps\common\Voyage\            17.0 GB, 135 files
|-- Voyage.exe                               183 KB    BootstrapPackagedGame launcher (Epic's stub) -> Voyage\Binaries\Win64\
|-- Engine\                                  684 MB, 92 files
|   |-- Binaries\Win64\      CrashReportClient.exe (26.7 MB) + CrashReportClient.pdb (184 MB), EpicWebHelper.exe, tbb12.dll, tbbmalloc.dll (TBB 2021.13)
|   |-- Binaries\ThirdParty\ CEF3 (Chromium 128.0.6613.138), DbgHelp, MsQuic v220, NVIDIA Aftermath, Ogg/Vorbis, Steamworks v161, XAudio2_9
|   |-- Config\StagedBuild_Voyage.ini        (3 bytes, empty)
|   |-- Content\Renderer, Content\Slate, Content\SlateDebug
|   |-- Extras\Redist\  vc_redist
|   |-- Plugins\NNE\                         ONNX runtime (DirectML) -- DLSS/NNE stack
|   `-- Programs\CrashReportClient\
`-- Voyage\                                  16.3 GB, 42 files
    |-- Binaries\Win64\
    |   |-- VoyageSteam-Win64-Shipping.exe   189.2 MB   the game (Shipping config; NO .pdb shipped, unlike StarRupture)
    |   |-- tbb12.dll, tbbmalloc.dll
    |   |-- D3D12\x64\  D3D12Core.dll, d3d12SDKLayers.dll (Agility SDK)
    |   `-- DML\x64\    DirectML.dll
    |-- Content\
    |   |-- DataFiles\WebPages\Games\        peco-engine.js + Noto Sans/JP/SC fonts -- in-game CEF minigames (section 7)
    |   |-- Movies\    CompanySplash_4k_60fps.mp4, LCT_Splash_4k_60fps.mp4, Menubgvideo1080_30 / 4k60 / DEMO4k60.mp4, UI_Animation_Rotation.mp4
    |   `-- Paks\      global.utoc/.ucas (3.56 MB) + pakchunk0-Windows .pak/.utoc/.ucas + pakchunk0optional-Windows .pak/.utoc/.ucas
    `-- Plugins\
        |-- DLSS\           nvngx_dlss.dll + nvngx_dlssd.dll (DLSS + Ray Reconstruction)
        |-- FSR\            amd_fidelityfx_upscaler_dx12.dll + amd_fidelityfx_framegeneration_dx12.dll (signed FidelityFX SDK)
        |-- Sentry\         crashpad_handler.exe + crashpad_wer.dll
        |-- StreamlineCore\ sl.interposer/common/dlss_g/deepdvc/reflex/pcl + nvngx_dlssg + nvngx_deepdvc (frame gen, Reflex)
        `-- XeSS\           libxess.dll + libxess_fg.dll + libxell.dll (XeSS upscale + frame gen + XeLL)

3.1 Packaging facts (paks / IoStore) -- header-verified#

Fact Value
Format UE5 IoStore (.utoc/.ucas) + legacy .pak stubs; chunks: pakchunk0-Windows (15.25 GB ucas + 52.5 MB pak + 5.79 MB utoc) and pakchunk0optional-Windows (67.2 MB ucas -- optional/on-demand content) plus global (shaders)
TOC version 8 on both containers (144-byte FIoStoreTocHeader, magic verified)
pakchunk0 contents 39,479 entries, 186,606 compressed blocks x 256 KB, 1 compression method, directory index 1.66 MB, 1 partition
Encryption NONE -- encryption key GUID all zeros in the TOC header
Signing NONE -- container flags 0x09 = Compressed \| Indexed (Signed=4 bit clear); zero .sig files anywhere in the install
Container id 81e4dd3d9595e447 -- NOTE: identical to StarRupture's because FIoContainerId is a hash of the container filename pakchunk0-Windows, not a per-game identity
Header dumps data/game-install/derived/*.utoc.head512.bin (first 512 bytes of each TOC, re-verifiable)
UFS manifests NOT SHIPPED -- no Manifest_UFSFiles_Win64.txt / Manifest_NonUFSFiles_Win64.txt anywhere (unlike StarRupture), so there is no loose packaged-asset catalog; content enumeration requires opening the .utoc (FModel/retoc -- unencrypted, so this will Just Work)

Middleware / services roster (all first-hand): Steamworks SDK 1.61, CEF3 128.4.13 / Chromium 128.0.6613.138 (in-game web UI), MsQuic v220, NVIDIA Aftermath, Ogg/Vorbis, XAudio2.9, TBB 2021.13, D3D12 Agility SDK, DirectML + NNE ONNX runtime, DLSS (+ Ray Reconstruction nvngx_dlssd), Streamline (DLSS-G frame gen, DeepDVC, Reflex), AMD FidelityFX (upscaler + frame gen), Intel XeSS (+ XeSS-FG, XeLL), Sentry (crashpad; crash ingest at o4510329804029952.ingest.de.sentry.io per CrashReportClient.ini DataRouterUrl), GameAnalytics (ga_log.txt + ga.sqlite3 in Saved). No EOS SDK, no anti-cheat.


4. User data locations (first-launch tree, 2026-08-24)#

The game had been run twice when inventoried (09:03 attempt, 09:10 live session). Everything below appeared on first launch:

What Path Notes
Save games (WILL appear here) C:\Users\Shadow\AppData\Local\Voyage\Saved\SaveGames\76561198118168844\ Per-SteamID64 folder, created on first launch, containing only steam_autocloud.vdf ("accountid" "157903116") so far -- Steam Autocloud watches this folder. NO saves yet at inventory time.
Steam userdata for app C:\Program Files (x86)\Steam\userdata\157903116\1783560\ ABSENT -- this game does NOT use the userdata ... remote cloud path (StarRupture-style); Autocloud syncs the LocalAppData folder in place. remotecache.vdf should appear here after the first cloud sync (typically on exit).
Config C:\Users\Shadow\AppData\Local\Voyage\Saved\Config\Windows\GameUserSettings.ini Sections [/Script/Engine.GameUserSettings], [ScalabilityGroups], [/Script/Voyage.VoyageGameUserSettings] -- copy in data/game-install/config/ (see section 7 for the gameplay signals inside it)
Logs C:\Users\Shadow\AppData\Local\Voyage\Saved\Logs\ NO UE game log -- Shipping build has file logging disabled (cef3.log + one backup are the only logs; UE's own Voyage.log does not exist). Diagnosing via logs is NOT available on this game, unlike StarRupture.
Crash reporting C:\Users\Shadow\AppData\Local\Voyage\.sentry-native\ Live crashpad session dirs (<guid>.run/session.json carries the release string -- the version-anchor source); CrashReportClient session configs under Saved\Config\CrashReportClient\UECC-Windows-<guid>\
Telemetry Saved\ga_log.txt (0 B) + Saved<hash>\ga.sqlite3 GameAnalytics SDK
In-game browser cache Saved\webcache_6613\ Full CEF/Chromium profile (the 6613 = Chromium 128.0.6613); used by the in-game web pages (section 7)
Pipeline cache Saved\Voyage_PCD3D_SM6.upipelinecache Shader Model 6
Install-side Voyage\Saved\ ABSENT game never writes next to the install

Save-location verdict (the S2 question settled): saves will land in %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\ with Steam Autocloud sync -- not in Steam userdata\...\remote. Save FORMAT is unknown until the first file appears (UNVERIFIED; expected UE SaveGame .sav, possibly GVAS or custom -- refresh section 6 the moment one exists).


5. Content structure (what is knowable without a datamine)#

With no UFS manifests shipped and the UE log disabled, the packaged content tree is opaque from the outside -- 39,479 IoStore entries is the only count. First-hand content signals available today:

  • Loose web content: Voyage\Content\DataFiles\WebPages\Games\ -- peco-engine.js ("Shared engine for Peco Athletics games") + Noto Sans / JP / SC fonts. These are HTML5 minigames rendered by the embedded Chromium inside the game (retro 40x25 character-grid engine, green-phosphor palette, sprite runner, WAV SFX -- a QBasic-style "QX82" microengine). The per-game scripts live inside the paks; only the shared engine + fonts are loose. Copy: data/game-install/DataFiles/.
  • Movies: company + game splash ("LCT"), 3 menu-background videos (1080p30, 4K60, and a DEMO variant left over from the demo build), UI_Animation_Rotation.mp4.
  • Settings-key surface: the VoyageGameUserSettings CustomSettings blob enumerates real game systems first-hand (section 7).
  • Datamine path (future track): containers are unencrypted and unsigned -- FModel / retoc / UnrealPak on pakchunk0-Windows.utoc (UE 5.7 support required) will enumerate assets, .locres string tables, data tables. No game .pdb is shipped (189 MB stripped exe), so binary reversing is harder than StarRupture; asset-level datamining is unaffected.

6. Save system (v1.0.1: DECODED -- first saves appeared during Robert's first session, 2026-08-24)#

Fact Value Status
Location %LOCALAPPDATA%\Voyage\Saved\SaveGames\76561198118168844\ CONFIRMED
Naming <SteamID64>_<slot>.sav manual slots (slots 0-3 observed by 11:19; community reports 8 slots, 0-7) + <SteamID64>_AutoSave_0.sav (single rolling autosave) CONFIRMED first-hand (slot count 8 REPORTED)
Autosave backups %LOCALAPPDATA%\Voyage\Saved\SaveGameBackups\76561198118168844<name>_YYYY-MM-DD_HH_MM_SS.sav -- every autosave generation retained (11:29:13, 11:48:07, 11:58:08 observed) CONFIRMED
Autosave cadence AutoSaveInterval=10 = minutes (observed 10:59:46 -> 11:09:46 exactly 10m00s; backup gaps of 10-19 min suggest the timer defers/resets around other events) CONFIRMED
Cloud model Steam Autocloud on the SaveGames folder (steam_autocloud.vdf marker; userdata\157903116\1783560\remotecache.vdf expected after first sync) CONFIRMED mechanism, sync unobserved
Size ~650-745 KB per save (first-session era) observed
Snapshot data/save-snapshots/2026-08-24/ -- 4 manual slots + autosave + autocloud vdf, taken ~12:04 during the live session committed

6.1 Save format (decoded first-hand from _AutoSave_0.sav, 742,212 bytes)#

Container: a sequence of 78 self-contained compressed blocks. Each block = a 49-byte header (u32 0x9E2A83C1 UE PACKAGE_FILE_TAG + u32 0x22222222 v2 marker + u64 131072 chunk size + size-pair fields; compressed-size u64 readable at header offset +17) followed by one zlib stream (78 9c) inflating to exactly 131,072 bytes (last block short). Total: 742 KB -> 10,145,046 bytes (13.7x).

Payload: [u32 total_size][GVAS ...] -- a standard Unreal GVAS SaveGame archive, save-game version 3, engine version stamped 5.7.4 ("UE5" + 5.7.4 fields visible in the header, then the custom-version GUID table). This means existing community GVAS tooling (uesave, python gvas parsers) applies once pointed at the inflated payload.

# read a The Last Caretaker save -> GVAS payload
import zlib
d = open('76561198118168844_AutoSave_0.sav', 'rb').read()
out, off = bytearray(), 0
while off < len(d):
    comp = int.from_bytes(d[off+17:off+25], 'little')   # compressed size of this block's stream
    out += zlib.decompress(d[off+49:off+49+comp])       # 49-byte header per block
    off += 49 + comp
payload = bytes(out)                                     # [u32 size][GVAS v3, UE 5.7.4]
assert payload[4:8] == b'GVAS'

Writing is the inverse (deflate 131,072-byte chunks, emit the 49-byte header per block) but round-trip untested -- a copy-edit-verify test with the game closed is the save-editing track's first task. The GVAS property tree (what subsystems/state it carries) is the next decode target; it is the progression-tracker's data surface.


7. First-hand gameplay signals (from VoyageGameUserSettings CustomSettings)#

The settings blob written on first launch enumerates option keys that reveal shipped systems -- first-hand existence evidence, values are Robert's day-one defaults:

Signal Setting keys What it implies
Boat is central, with dedicated HUD bInterfaceBoatCompass, bInterfaceBoatAnctor [sic -- their typo], bInterfaceBoatSpeedometer, bInterfaceBoatCharacter, bUseFirstPersonBoatControls Boat compass / anchor / speedometer HUD widgets; boat has first- AND third-person control modes
Weapons / aimed tools exist ADSSensitivityMouse, VerticalADSSensitivityGamepad, bInterfaceHudCrosshair, bInterfaceHudHolster, bInterfaceHudHolsterKeybinds Aim-down-sights sensitivity + crosshair + holster HUD
Building system bConfirmBuild Build-confirm toggle
Quest/objective system bInterfaceHudQuests, bInterfaceHudLocators, bInterfaceWorldMarkers Quest HUD, locators, world markers
Crafting queue + action bar bInterfaceHudQueue, bInterfaceHudActionBar, bInterfaceHudActions Queued crafting, action bar
Cassette music VolumeMusicCassette (own volume channel) Collectible/playable cassette tapes distinct from score
Survival-loop ergonomics bAutoPickup, InteractHoldDuration=0.5, SprintMode, CrouchMode, bRemoveHeadBob Auto-pickup, hold-to-interact, first-person movement
Autosave AutoSaveInterval=10 Configurable autosave interval
Online-ish features flag bOnlineFeatures=True Some online feature set (telemetry/news/leaderboards? -- establish in research)
Units + accessibility bUseMetricUnitSystem, ColorBlindMode/Strength, bSubtitles, SubtitleFontSizeMul, UIScale, GamepadButtonStyle, ForceFeedbackScale Metric/imperial toggle, colorblind modes, controller support
UE 5.7 rendering flags bUseMegaLights=True, bUseRayTracing, bUseRayTraceReflections/Shadows/Lumen, upscalers DLSS/FSR/XeSS/NIS + frame gen + Reflex/AntiLag/XeLL, HDR MegaLights (UE 5.5+) ON by default; full RT + every vendor upscaler
Camera FOV=100, MotionBlurAmount=0.3, DisplayGamma=2.2 First-person defaults

Shadow auto-config at first launch: 2048x1152 windowed-fullscreen (FullscreenMode=1), all scalability groups 3 (Epic), DLSS Quality (UpscalingMethod=DLSS, DLSSQuality=2), frame gen off, 120 fps cap, benchmark CPU 192 / GPU 524.


8. Session timeline observed (first play morning)#

Time (local) Event
08:39-08:43 Steam finished downloading/finalizing build 23962331 (16.09 GB download; LastUpdated 08:43:30)
09:03 First launch attempt -- created Saved\SaveGames<id64>\, CrashReportClient session 1, CEF profile
~09:06-09:09 (bootstrap session ran the repo scaffold remotely in the same window)
09:09:55 cef3.log rotated -- run 1 ended
09:10:02 Run 2 launched (Voyage.exe stub -> VoyageSteam-Win64-Shipping.exe, ~5.2 GB resident, STILL RUNNING at inventory end) -- LastPlayed stamped

No saves had been written as of the last check (~09:16). Robert's first session is in progress; the corpus premise "fresh playthrough, spoiler discipline" stands.


9. Implications for the project tracks#

Track What this inventory gives it
Corpus (research swarm) Hard version anchor (EA 0.8.0.612251 / buildid 23962331 / UE 5.7.4 / 2026-08-24); researchers reconcile technical claims against this file; Voyage + VoyageSteam are productive search terms for technical topics (internal names -- never present as in-game names)
Playthrough companion Save location known in advance; snapshot protocol ready the moment the first save lands; settings-derived system list (section 7) seeds "what exists" before any web source
Save reading / progression tracker Blocked until first save file exists; location + cloud model already settled (LocalAppData + Autocloud, NOT userdata/remote)
Modding / datamine UE 5.7.4 stock engine, IoStore unencrypted + unsigned, single chunk + optional chunk, TOC v8; no game PDB (harder than StarRupture); FModel/retoc with UE5.7 mappings support is the door in; loose WebPages minigames are trivially moddable
Site (Field Manual) Art direction cues first-hand: drowned-world menu videos, green-phosphor terminal minigames, cassette-tape audio culture

10. Gaps & Unverified#

  • Save GVAS property tree: the container and GVAS identity are decoded (section 6.1) but the property/subsystem map inside is unexplored; write round-trip untested.
  • Manual slot count: 8 slots (0-7) is community-reported; only 0-3 observed first-hand so far.
  • Compression method name: 1 method in the pak TOC (Oodle is the UE5 default) -- name not extracted (lives deeper in the TOC than the 512-byte header dump); confirm via FModel when the datamine track starts.
  • pakchunk0optional-Windows contents (67 MB): likely on-demand/HD content -- UNVERIFIED.
  • bOnlineFeatures semantics unknown (what the flag gates).
  • Engine 5.7.4 is the VersionInfo truth; the in-game build string format (0.8.0.612251 -- what the 612251 encodes: date? CL?) is unmapped; the patch NAME for buildid 23962331 needs the web pass (SteamDB / Steam news).
  • Steam userdata cloud sync unobserved (first sync expected at first game exit).
  • Voyage.exe root stub was NOT running-process-verified as the Steam launch path (assumed standard BootstrapPackagedGame behavior; both processes were live).

Sources#

  • ShadowPC live filesystem, 2026-08-24 09:03-09:20 local (inventory scripts tlc_inventory.ps1 / tlc_inventory2.ps1, read-only; game running)
  • D:\SteamLibrary\steamapps\appmanifest_1783560.acf (copy: data/game-install/appmanifest_1783560.acf)
  • Exe VersionInfo: VoyageSteam-Win64-Shipping.exe, Voyage.exe, CrashReportClient.exe
  • IoStore TOC headers (first 512 bytes, parsed): data/game-install/derived/*.utoc.head512.bin
  • %LOCALAPPDATA%\Voyage\ first-launch tree: GameUserSettings.ini, CrashReportClient.ini, steam_autocloud.vdf, Sentry session.json + __sentry-event, cef3.log (copies in data/game-install/)
  • Voyage\Content\DataFiles\WebPages\Games\peco-engine.js (copy in data/game-install/DataFiles/)
  • StarRupture precedent: C:\star-rupture\docs\ref\shadow-install.md (access recipe, doc structure)
MOD

The Last Caretaker -- Modding Framework (v1.0.0)

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Status: v1.0.0, reviewed 2026-09-07. This is the one-stop entry point for the mod track. It routes from "I want mod X" to a technique, the assets that carry the data, the template that builds it, and the risk it carries after the next game patch. It condenses eighteen research documents and seventeen starter templates, all written 2026-09-07 against the same anchor build. Where a detail matters, follow the link -- the source docs carry the byte-level evidence and this draft only carries the conclusions. Cross-document disagreements the synthesis found are listed in §5.9 with the review's verdicts; what has been seen in-game is in §5.6 and in the installed-stack record, docs/mods/18-installed-mod-stack.md.

Anchor build (every number in this document): Update 5.5 "Deck Drop", game 0.8.5.650920, Steam buildid 25056839, exe VoyageSteam-Win64-Shipping.exe 198,655,048 B / FileVersion 5.8.1.0 / 2026-09-01; asset serialization 5.7-era (retoc 0.1.5 --version UE5_7 reads and writes it); IoStore TOC v8, Oodle, unencrypted, unsigned, no anti-cheat, no UE log in Shipping. Catalogue snapshot: Nexus game 8289, 176 mods / 1,045 files, 2026-09-07 07:54 UTC.


0. Orientation#

0.1 The four lanes#

Every one of the 176 catalogued mods, and every mod this project has shipped, is one of these:

Lane Mechanism Needs What it can reach What kills it
pak (~mods container) a *_P.{utoc,ucas,pak} Zen container overriding whole packages; the game mounts Voyage/Content/Paks/~mods/ itself nothing -- no loader any cooked data: DA_* values, Blueprint CDO / component-template defaults, material-instance parameters, texture blocks, audio properties, one Kismet literal at a time an asset-serialization change (2025-12-16); a class-layout drift on the classes it re-serialises; a later content patch to the same package (silently reverted)
UE4SS Lua (reflection) dwmapi.dll proxy + ue4ss/ next to the exe; Lua finds live UObjects by name and writes reflected properties or calls game functions Nexus #4 v1.3 (EngineVersionOverride 5.8) any reflected property on a CDO, a _GEN_VARIABLE template, a live instance or a loaded data asset; any UFUNCTION; hooks, keybinds, console commands, a UMG panel (#205's ModMenu) a renamed class/property (silent inside pcall); a UE4SS rebuild after an engine bump (#4 needed v1.3 for 5.8)
LogicMod / ModActor (additive BP) a cooked /Game/Mods/<Name>/ModActor spawned by UE4SS's BPModLoaderMod (from Paks/LogicMods/) or by DML (dml add <name>) the UE 5.8 editor to author it; UE4SS #4 or DML #77 to load it new actors, widgets, input actions, whole screens; the clone-and-reparent HUD pattern an engine-generation change; a renamed class it references
native ASI (AoB patch) a winhttp.dll-proxy .asi that signature-scans the exe and NOPs an instruction an ASI loader (LordGregory's three mods) hard-coded C++ behaviour: seed decay, flamethrower overheat, module durability decrement every exe rebuild ("AoBs changed" on nearly every patch); it version-gates itself and refuses

Two side lanes that touch no cooked asset and survive everything: Engine.ini cvars in %LOCALAPPDATA%\Voyage\Saved\Config\Windows\ (#122) and loose-file overwrite of Content/Movies/*.mp4 (#1; Steam's file verification reverts it). Save-game editing (savetool.py, §4.12) is a fifth thing that is not a mod at all.

0.2 The house position, in one paragraph#

Patch the live build's own bytes in place; never re-cook. The best-regarded current mods on Nexus (#8 Longer Cables, #145 Greater CraftingProximityDistance, #162 Long Range Scrap and Repair, #206 Electric Rifle scope fix, #169 Uber Rhino, #174 Gyrocopter fuel, #26 Bigger Tanks, #6 More Weight Capacity) are each one to three 4-byte words written into an otherwise vanilla package, and this project's templates reproduce nine of them byte-for-byte from the vanilla extraction (#8, #14, #3, #145, #162, #152, #186, #198's clone half, #2's values -- §5.6). When the value is a reflected property rather than a cooked default, write it from UE4SS Lua instead: that lane survived the 5.6 -> 5.7 migration that killed every pak on the site, and Nexus #171's own header says so ("survives game updates that would invalidate a cooked .pak"). Re-cooking a package in the editor is the last resort and a time machine: it ships the author's whole build of that asset and silently reverts every change Channel37 has made to it since (doc 06 §F.2, doc 11 §F, doc 16 §A.99).

0.3 Hard rules (binding for every session in this track)#

  1. The ShadowPC game install (D:\SteamLibrary\steamapps\common\Voyage) and its save folders are read-only for scripts. Extraction output goes only under C:\Users\Shadow\AppData\Local\Temp\tlc-mine\. No script writes into Paks\~mods; installing is a manual copy with the game closed. tlcmod.shadow enforces the scratch-path guard.
  2. Never WebFetch nexusmods.com (403). The GraphQL snapshot (data/nexus/thelastcaretaker-mods.json) and the downloaded files are the source of truth for mods; the API key in secrets/ is never printed.
  3. Every claim about what a mod does is backed by its files (asset diff, Lua source, ini text) or tagged [catalog-only]. Deductions are [inferred]; external sources [web]; bytes [file].
  4. Any change to tools/mods/tlcmod/ is validated by rebuilding the Matte Black EXO livery and the Enhancer Cap byte-identically (§5.8). Both shipped, both load on the live build, both are the regression suite.
  5. Snapshot the save folder before any install (%LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\ is the Steam Autocloud watch root -- a bad save syncs).
  6. Before a THIRD-PARTY pak is staged, compare every export's count, size and unversioned header against the live vanilla extraction: a differing export count is a dead-layout recook that crashes 0.8.5 at boot (§2.5, §2.7; Nexus #125 and #138, first-hand 2026-09-07). Stage triples in %TEMP%\tlc-mine\batch-<date>\, copy into ~mods only at a closed window (tasklist gate), verify SHA-256 after the copy, and change one container per launch.

0.4 The two version cliffs#

Date Event Effect on mods
2025-12-16 Update 01, UE 5.6 -> 5.7: asset serialization changed every cooked pak, LogicMod and .usmap from before it is archaeology (31 catalogue mods, status stale-pre-5.7). Lua mods kept running -- reflection does not care about serialization
2026-09-01 Update 5.5, exe reports UE 5.8.1 the native lanes broke (UE4SS rebuilt as #4 v1.3; the three .asi mods re-scanned AoBs). Asset serialization did not change: retoc --version UE5_7 still round-trips, and MatteBlackLivery_P (built UE5_7) is installed and running. But content moved: pre-5.5 paks still mount and now revert their packages to the older build (doc 01 §F.2 measured it on the tank assets), and the engine's MeshComponent/PrimitiveComponent/SceneComponent slot numbering shifted +3/+4/+8 (doc 06 §B.6). First-hand 2026-09-07 (doc 18): a pre-5.5 Blueprint recook whose export layout no longer matches the live class (#138's BP_Module_Fishing, 66 exports vs the live 69; #125's BP_FabricationPlacementComponent, all 21 function exports recompiled) does not merely revert -- it crashes the async loader 3-6 s after launch, before the menu; same-era data-asset value edits (#26, #69) and same-layout Blueprint patches load fine

The corollary the whole framework rests on: an engine minor bump is not automatically a mod apocalypse; a class-layout drift is. UVoyageItem gained properties at least three times (after Quality between Nov-2025 and Mar-2026; two more between Mar and Jul 2026 -- doc 08 §F.1, doc 14 §A.80), UVoyageEnhancer gained slot 14 with the 0.7.5 Equipment Handling enhancer (doc 13 §F.1), FVoyageWeaponDataStruct.ProjectileClass changed type from Object to SoftObject after 2026-05-28 (doc 08 §B7). Each of those silently broke mods whose Nexus date is inside the current EA cycle.

0.5 Reading order#

New to the track: this document §1 -> §2, then the technique core you need (§3), then the domain page (§4) and its template README. Deep dives: the numbered docs in docs/mods/. Tooling: tools/mods/README.md. What is mounted on the ShadowPC right now, how it was verified and how to roll it back: docs/mods/18-installed-mod-stack.md. Install ground truth: docs/ref/shadow-install.md. The pre-swarm overview docs/15-modding-technical-internals.md (2026-08-24) is partly superseded by everything below.


1. The decision tree#

1.1 First question: which lane?#

Is the change a NUMBER, a colour, a texture, a bool, an object reference already in a cooked asset?
    -> pak lane, in-place patch                                   (§3.1, §3.2, §3.4; domain templates §4)
       ...and the property is ABSENT from the cooked stream (equals its C++ default)?
    -> pak lane, unversioned-property INSERTION                   (§3.1 B.3; core-pak-data-assets slot_*,
                                                                    build_bp_patch.py insert_slot, build_enhancer_cap.py)
Is it a value you want to survive every future patch, or a reflected property with no cooked default?
    -> UE4SS Lua, CDO / template / instance write                 (§3.3; core-ue4ss-lua + every domain's ue4ss/ sidecar)
Is it BEHAVIOUR (a loop, a hotkey, spawning, physics, calling a game function, an in-game panel)?
    -> UE4SS Lua                                                  (§3.3)
Is it ONE literal inside one Blueprint function?
    -> pak lane, Kismet bytecode                                  (§3.4 B.3; build_bp_patch.py replace_bytes)
Is it new content: an actor, a widget, an input action, a mesh, a material, a texture at a new size, audio?
    -> the UE 5.8 editor (LogicMod / clone+reparent / cook)       (§3.4 D.5, §5.7)
Is it a hard-coded C++ constant with no reflected property and no asset?
    -> native ASI (out of scope for this toolchain; §3.5 B.1)
Is it a render/camera cvar?                                       -> Engine.ini (§3.5 B.6)
Is it a number in YOUR save?                                      -> savetool.py (§4.12)
Are two mods fighting over a package?                             -> modenv.py conflicts / build_modpack.py (§3.5, §4.12)

1.2 Goal -> technique -> data -> template -> difficulty -> fragility#

Difficulty: 🟢 minutes with a template · 🟡 an hour, needs an inspect pass · 🟠 a session, needs care · 🔴 needs the Unreal Editor or native tooling. Fragility after a game patch: ✅ none (config / reflection) · 🟢 low (in-place value with an expect guard; re-verify and rebuild) · 🟡 medium (header re-encode, bytecode, additive BP, clone+child) · 🔴 high (whole-package re-cook / re-serialise, map override, AoB).

Goal Technique Where the data lives Template Diff. Frag.
Change a capacity, weight, stack, craft time, per-point value, loot chance, weather figure in-place f32/i32/byte overwrite Data/Assets/**, Data/LootTables/**, Data/Weather/** -- one export, often a sub-object export (tank capacity = VoyagePropertyModuleResource, export 2 byte 3) core-pak-data-assets (by offset); storage-containers, power-cables, enhancers-progression, humans-seeds, world-enemies-weather (by name) 🟢 🟢
Change a nested weapon/ammo number (Attack.Damage, radius, ADSCameraOffset) typed walk, in-place Data/Assets/{Ammo,Weapon,WeaponData,Attachments} two structs deep weapons-ammo (weapon_props.py, dotted path) 🟡 🟢
Set a property the cooker skipped (MaxPoints, bAutoWeld, the medium box's MaxWeightLimit, SoundWave.Volume) unversioned-property insertion + SerialSize/SerialOffset/BulkDataStartOffset fix-ups same packages; the header must be re-encoded core-pak-data-assets slot_* (last export only); core-logicmods-blueprints insert_slot (any export, shifts later offsets -- reproduces #14); audio-music insert_property; build_enhancer_cap.py 🟡 🟡
Change the XP / skill / enhancer-point ladder in-place ints in a UDataTable Data/GameProgress/DT_VoyageCharacterLevels (35 rows x 4 ints) enhancers-progression --levels-* 🟢 🟢
Re-tier a skill (UnlockMethod Never->Tier, Requirement) 2 bytes in FVoyageSkillUnlock Data/Assets/Skill/**/DA_Skill_* enhancers-progression --skill; humans-seeds raw 🟢 🟢
Reweight an existing loot row in-place floats/ints Data/LootTables/**/DA_LT_* LootItems.Items[] humans-seeds loot_entry; world-enemies-weather set 🟢 🟢
Remove a loot row drop_array_entry (count -1, element cut, size fix-ups) same world-enemies-weather (reproduces #186 byte-for-byte) 🟡 🟡
Add a loot row / a recipe component / a map entry re-serialise the package (name table + imports grow) same none yet -- tlcmod.package has no name-table writer (§7.2); #167/#142/#192 did it in an editor or re-serialiser 🔴 🔴
Change a Blueprint CDO or component-template default (cable length, socket range, tool reach, engine multipliers, light cone, gyro fuel) size-neutral value in a cooked BP; f32 for C++ float, f64 for Blueprint-declared floats Blueprints/** -> Default__<Name>_C or <Component>_GEN_VARIABLE export core-logicmods-blueprints set_value; crafting-building-qol patch_bp_literal (by value); vehicles-boat build_mod --find; visuals-skins build_visual_mod (by name); power-cables (28 anchors) 🟢 🟢
Flip one literal in a Blueprint function (GetActionDuration = 1.0, grinder radius) Kismet bytecode replace_bytes + patch_i32 the function's own export core-logicmods-blueprints (reproduces #3 byte-for-byte) 🟠 🟡
Change Blueprint logic (drop a validity check, new branch, kill leeches with a lamp) editor re-cook Blueprints/** core-logicmods-blueprints/logicmod/README-editor.md (editor path); prefer a LogicMod that manipulates the game's actors instead 🔴 🔴
Recolour / retune a material-instance parameter (reticle brightness/colour, paint tint, damage) patch_mi (patch / un-mask / remove / retarget) MI_*, M_RDS_01 -- parameter records at the head of the .uexp core-pak-textures-materials mi job; mi_inspect.py 🟢 🟢
Repaint, darken, black out, flatten a texture (hull livery, interiors, ORM, a decal layer) uniform DXT block transform of the .ubulk (size-locked; .uasset/.uexp reused verbatim) AssetSets/Channel37/Large_Boat_Carpe/**, Characters/** virtual textures core-pak-textures-materials vt job; build_matte_black_livery.py 🟢 🟢
New texture at a new size, new mesh, new UMaterial, new audio editor cook (shader map travels inline for a new material) -- none; doc 02 §B.5-B.8 explains what #24/#96/#25 did 🔴 🔴
Replace a UI icon or a colour-grading LUT at the same size/format inline single-mip payload swap UI/Icons/**, UI/LUT_ColorGrading/RGBTable16x1_* none yet (doc 02 §B.6 gives the cook shape; a LUT writer is ~80 lines) 🟡 🟢
Change a UI data-asset number (marker line thickness, toast lifetime, crosshair image) value job at an unaligned offset from --inspect Data/Indicator/DA_Indicator_*, Data/UI/** ui-hud value (and slot for a leading slot only) 🟢 🟢
Retune the PECO terminal colour presets in-place value edits on a DataTable UI/Terminal/Presets/TerminalPresetsDataTable ui-hud (needs an --inspect pass to pin the row struct) 🟡 🟢
Hide / fade / rescale a live HUD widget UE4SS Lua live UserWidgets ui-hud/ue4ss/TLCHudToggle 🟢 ✅
Add a widget to a vanilla HUD, keep all vanilla behaviour clone (same-length rename) + a child Blueprint at the vanilla path UI/Game/HUD/BP_VoyageIngameBoatHud ui-hud clone job (proven == #198) + editor/README-editor.md for the child 🔴 🟡
Tune a value so it survives every patch (turbine output, cable length, light range) UE4SS CDO + _GEN_VARIABLE + instance write, snapshot-once live class defaults core-ue4ss-lua; power-cables/ue4ss/PowerTuning; visuals-skins/ue4ss-light; storage-containers/ue4ss/StorageTweak 🟡 ✅
Patch a data asset from Lua (#175 pattern; the Lua Enhancer Cap) LoadAsset + StaticFindObject + property write loaded DA_* objects weapons-ammo/ue4ss/WeaponTweak; doc 03 §B4 🟡 ✅
Behaviour: auto-loot, auto-deposit, mooring, bow thrusters, flight, save-anywhere UE4SS Lua calling game functions (CollectActor, TransferSimilarItems, SpawnActor/ConnectCable, AddForceAtLocation, RequestSaveGame) VoyageMiscBlueprintFunctionLibrary, VoyageBlueprintLibrary, VoyageGameStateSubsystem, pawns core-ue4ss-lua; vehicles-boat/ue4ss/BoatTweak; crafting-building-qol/ue4ss-alt 🟡 ✅
A new actor / screen / input action / tunable loop LogicMod ModActor (+ optional Lua sidecar, the #128 shape) /Game/Mods/<Name>/ModActor (namespace empty in vanilla) core-logicmods-blueprints/logicmod/ 🔴 🟡
Open the game's own dev menu; cheat verbs; console cvars UE4SS Lua (CheatManager + WidgetBlueprintLibrary:Create) UI/Game/HUD/BP_VoyageCheatWiget (755 KB, ~170 buttons), 137 Voyage.* names cheats-tools-saves/ue4ss/Mods/TLCCheatMenu, voyage-cvars.txt 🟢 ✅
Change a number in a save (Level, Points, STAT_*) GVAS leaf write (UE 5.5+ i32 Size + type-tree form) %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\*.sav cheats-tools-saves/savetool.py 🟢 🟢 (schema Version moves)
Merge several containers into one, with a collision report N legacy trees -> one _P container -- cheats-tools-saves/build_modpack.py 🟢 n/a
Motion blur, chromatic aberration, other cvars Engine.ini [SystemSettings] (only cvars that exist in the exe: 3 of #122's 7 do) user config doc 05 §B.6 🟢 ✅
Skip the splash movies loose .mp4 overwrite Content/Movies/ doc 07 §B.4 🟢 Steam verify reverts
Quiet or silence an emitter; mix volumes attenuation extents/falloff in place; SoundClass.Volume; SoundWave.Volume insert Audio/Shares/{Attenuations,SoundClasses}, Audio/SFX/**/SW_* audio-music (mute_attenuation; reproduces #166/#149) 🟢 🟢
Storms, waves, wind, fog, day/night set by property path; Ultra_Dynamic_Sky_Voyage doubles by raw offset Data/Weather/**, Blueprints/Ultra_Dynamic_Sky_Voyage world-enemies-weather 🟢 🟢
Enemy / swarm / NPC stats blocked: VoyageSwarmTemplate drifted (74 vs 78 slots), VoyageNPCData has a Map at slot 2 Data/SwarmTemplates/**, Data/NPCData/** world-enemies-weather after a schema re-derivation, or raw offsets 🟠 🟡
Seed decay, flamethrower overheat, durability decrement native AoB (.asi) the exe none (LordGregory's #11/#12/#95; §3.5 B.1) 🔴 🔴
Manage a loadout: destinations, conflicts, install order, rollback, post-update check modenv.py inspect/conflicts/plan/verify -- core-frameworks-install 🟢 n/a

1.3 The fragility ladder (most to least durable)#

Assembled from the per-domain rankings (docs 05 §D.1/F.3, 07 §F.11, 08 §F.7, 10 §F, 11 §F, 13 §F.3, 14 §F, 16 §F.5, 17 §F), which agree:

  1. Engine.ini cvars and loose files -- no cooked asset involved (loose files die to Steam verify, not to patches).
  2. UE4SS Lua by name -- survived both cliffs; breaks only on a rename, and then silently inside pcall. Ship Verbose logging.
  3. savetool.py -- survives anything that does not bump the save schema, and reports the schema so a bump is visible.
  4. Native ASI -- survives asset drift, dies on every exe rebuild, but version-gates itself and refuses rather than corrupting.
  5. In-place single-value pak patch with an expect guard -- offsets move, a walking/--find patcher finds them again in minutes; the recipe outlives the bytes.
  6. Unversioned insertion -- the re-encoded header embeds the whole class shape; re-derive from the live header each build.
  7. Kismet literal / clone+child / additive ModActor -- until the function, the parent or the referenced class changes.
  8. Whole-package re-serialise or editor re-cook -- dies on any class-layout change (loudly: a stale Blueprint recook crashes 0.8.5 at boot, doc 18) and reverts every unrelated value in the package on every content patch.
  9. Map override (Maps/Boats/TestBoat #144, Maps/Empty DML) -- reverts the most.
  10. A downloaded save -- stale the moment the uploader stops playing; #88 is a 5.6.1 save against a 5.8.1 game.

1.4 What is not reachable without the editor#

Blueprint graph shape (new nodes, branches, variables); new components, actors, widgets, input actions; a UMaterial or a material static switch (a compiled shader permutation that is not in the container); meshes; textures at a different size; audio payloads and MetaSound graphs; Niagara emitters; new packages that the asset manager must learn about; adding rows/imports without a serializer. Details: §5.7.


2. The pipeline#

Eight steps, the same for every pak mod; the Lua lane skips 1-4 and packs a folder instead. Every command below was run and recorded in the template READMEs on 2026-09-07.

2.0 Preconditions#

  • tools/mods/bin/retoc.exe (0.1.5) and, on the Shadow, C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe + oo2core_9_win64.dll.
  • The vanilla baseline already in the repo: data/mods/vanilla/raw/Voyage/Content/** (1,230 packages / 2,513 files -- every package any catalogued mod overrides) and data/mods/vanilla/global/scriptobjects.bin. Most jobs need no extraction at all.
  • The mapping files: Nexus #94 Voyage-5-7.usmap (2025-12-29, 58,762 names) at data/nexus-mods/94-mod-94/unpacked/UE 5.7 Mapping File-94-1-0-1767023901/, and the newer #141 Mappings.usmap (2026-07-24, +890 names, has VoyagePaintItem, VoyageEnhancer at 15 properties) at data/nexus-mods/141-mod-141/unpacked/TLC PAK Extractor …/. Both are naming aids, neither is 0.8.5-era (§5.3).
  • Game closed for steps 6-8. Save snapshot taken (scp -r -i ~/.ssh/shadow_claude '[email protected]:C:/Users/Shadow/AppData/Local/Voyage/Saved/SaveGames' data/save-snapshots/<date>).

2.1 Extract (ShadowPC, read-only)#

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f <NameSubstring> 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine<outdir>'"
exit
scp -r -i ~/.ssh/shadow_claude "[email protected]:C:/Users/Shadow/AppData/Local/Temp/tlc-mine/<outdir>/Voyage" data/mods/<slug>/raw/

or from Python: tlcmod.shadow.extract(name_filter, out_subdir) then shadow.fetch(remote, local) (shadow.extract_argv prints the paste-able line; put_script/run_script stage a .ps1 when quoting bites, with -ExecutionPolicy Bypass because the Shadow blocks unsigned -File runs).

🪤 Gotchas that cost time: to-legacy needs the whole Paks directory (script objects live in global.utoc; a single .utoc fails with "does not contain ScriptObjects"); -f is a case-sensitive substring on the container path, not a glob (Blueprints/Loudspeaker/ returned nothing -- the live folder is LoudSpeaker, doc 16 §F.1); the first invocation without --no-script-objects also writes scriptobjects.bin, which to-zen needs later; extraction is fast (72 attenuations in 227 ms, 262 UI assets in seconds). To convert a mod container back to legacy, put it in a folder beside copies of global.utoc/global.ucas + scriptobjects.bin -- and note that without the game's own pakchunk0-Windows.ucas present its import package names collapse to /Engine/UnknownPackage, which renumbers every FName in the .uexp (§5.1).

2.2 Inspect#

Name the slot, then find the bytes, then confirm against a value you can recognise from the game.

U='data/nexus-mods/94-mod-94/unpacked/UE 5.7 Mapping File-94-1-0-1767023901/Voyage-5-7.usmap'
python tools/mods/usmap_schema.py "$U" VoyageEnhancer                 # slot table for one class
python tools/mods/usmap_schema.py "$U" --slot VoyageEnhancer MaxPoints # -> 0

python templates/mods/core-pak-data-assets/build_mod.py --inspect Data/Assets/Modules/DA_Item_Module_LargeO2tank   # per-export slot map + every word as int/f32/f64
python templates/mods/core-logicmods-blueprints/build_bp_patch.py --recipe my.json                              # export map of a Blueprint (empty ops)
python templates/mods/crafting-building-qol/patch_bp_literal.py --scan <pkg> --find 1500 [--kind f64]           # locate a known number, prove it is UNIQUE
python templates/mods/vehicles-boat/build_mod.py --find 250 <pkg> --kind double                                 # same, paste-ready recipe entries
python templates/mods/weapons-ammo/build_weapon_mod.py --find <pkg> WeaponData.Attack.Damage                    # typed walk, dotted path
python templates/mods/visuals-skins/light_props.py <asset> SpotLight_GEN_VARIABLE [--diff <mod-asset>]         # component-template properties by name
python templates/mods/storage-containers/build_storage_mod.py --scan-all                                        # every storage value in the tree
python templates/mods/power-cables/build_power_mod.py --verify-anchors                                          # 28 anchors still where they were?
python templates/mods/audio-music/build_mod.py --inspect Audio/Shares/Attenuations/SAT_Module_Large
python templates/mods/world-enemies-weather/build_world_mod.py --inspect <pkg> [--export N --class <Class>]
python templates/mods/ui-hud/build_ui_mod.py --inspect Data/Indicator/DA_Indicator_Basic                       # unaligned 1-byte-stride scan
python templates/mods/enhancers-progression/build_progression.py --show Pressure                               # "4 trailing bytes OK" = schema check passed
python templates/mods/humans-seeds/build_humans_seeds.py --scan-memories | --scan-food | --scan-loot Boyo
python tools/mods/mi_inspect.py <asset-without-extension>                                                       # material-instance parameter records
python tools/mods/vt_stats.py                                                                                   # what the ORM channels hold

Reading a mod you want to reproduce: data/nexus-mods/<id>-mod-<id>/legacy/DIFF.md (146 mods) plus the pak_packages list in data/nexus-mods/inventory.json. Rule of thumb (doc 00 §1): equal sizes + a handful of differing words = a real value edit; unequal sizes or thousands of words = renumbering noise or a re-cook; "no vanilla counterpart" is usually a filename-hint artefact, not a new package (doc 01's correction). When a mod ships x2/x4/x10 variants, diff the variants against each other -- they share a name table, so the payload isolates exactly (doc 10 §D.5).

2.3 Patch#

Prefer, in order: a texture transform (byte-identical size, zero risk) > a material-instance parameter > an in-place value > an unversioned insertion > a Kismet literal > anything that re-serialises. Every template dry-runs by default and refuses to write unless expect matches the current bytes. The library calls behind them:

import sys, struct; sys.path.insert(0, "tools/mods")
from tlcmod import package, unversioned, material, vt, dxt, pack

# in-place value (size-neutral): locate the export, overwrite the bytes
ua = open(base + ".uasset", "rb").read(); ue = bytearray(open(base + ".uexp", "rb").read())
recs = package.export_map(ua, len(ue))                       # [(size_field_off, SerialSize, SerialOffset)]
start = recs[2][2] - len(ua)                                 # export 2 = VoyagePropertyModuleResource
assert struct.unpack_from("<f", ue, start + 3)[0] == 9000.0  # the expect guard
struct.pack_into("<f", ue, start + 3, 27000.0)

# insertion (a property equal to its default is ABSENT): re-encode the header, grow the export, fix sizes
size_off, ssize, soff = recs[-1]; st = soff - len(ua)        # last export only, for these two helpers
new, delta = unversioned.patch_slot(bytes(ue[st:st + ssize]), 0, struct.pack("<i", 150))
ue[st:st + ssize] = new
if delta: ua = bytearray(ua); package.fix_last_export_size(ua, size_off, ssize, len(ue), delta)
# mid-package insertion (later SerialOffsets shift): templates/mods/core-logicmods-blueprints/build_bp_patch.py resize_export()

# material instance: patch / un-mask / remove / retarget in one call
material.patch_mi("raw/.../M_RDS_01", "build/.../M_RDS_01", {"Brightness": 1.0})
material.patch_mi(src, dst, {"PaintDamage": -0.2512, "BaseColorAffectsVertexpainted": 1.0, "ORM": material.REMOVE_TEXTURE},
                  retarget=("T_Deco_DirtMask_M", "BoatDecoration_ExoBuilt_v01"))

# virtual texture: uniform block transform, size asserted identical; copy .uasset/.uexp verbatim
vt.transform_ubulk("raw/.../X.ubulk", "build/.../X.ubulk", "dxt1_darken", 8, 0.2, desat=1.0)
print(vt.preview("build/.../X", "work/preview.png"))

The five wire-format rules every patch obeys (docs 01 §C.4, 04 §B.0, tools README): export payload = [fragment words][zero mask][values][4-byte trailer]; fragment = SkipNum(7) | HasZero&lt;&lt;7 | IsLast&lt;&lt;8 | ValueNum&lt;&lt;9; a property equal to its default is skipped, a zero value is masked -- both absent, and patching "where it should be" corrupts the next field; derived-class slots first, then the super's; legacy export records are 96 B and not 4-byte aligned (scan, do not stride); any size change must be mirrored in SerialSize, every later SerialOffset, and the summary's BulkDataStartOffset. Blueprint-declared floats are doubles; C++ float properties are f32; a DIFF.md f32 reading like 3.98828 -> 5.61035 is the high half of a double.

2.4 Pack#

python <template>/build_*.py --write --pack           # every template: legacy tree -> <Name>_P.{utoc,ucas,pak}
python tools/mods/build_matte_black_livery.py --bases 0.2 --hull-orm 0,206,197 --pack
python tools/mods/build_enhancer_cap.py --cap 150 --pack

Under the hood pack.stage_scriptobjects(raw, build) then pack.to_zen(build, "pak/<Name>_P.utoc") = retoc to-zen --version UE5_7. The build tree must hold scriptobjects.bin at its root; builders v1.0.1+ stage the repo's vanilla copy when the source tree has none (never put it in a build tree that --write wipes -- doc 11 §D.4). Keep the _P suffix on any container that overrides a shipped package; a container that only adds /Game/Mods/... packages does not need it. Container bytes may differ in ordering between runs; build trees must not.

2.5 Stage and pre-flight#

cd templates/mods/core-frameworks-install
python modenv.py inspect  <staging dir or unpacked Nexus mod>    # classifies every file, prints its destination + naming lint
python modenv.py conflicts data/mods/*/pak <other pak dirs>       # packages claimed by more than one container, pairwise
python modenv.py verify --remote                                  # read-only ShadowPC preflight: buildid, Paks listing, UE4SS present?, saves, config
python modenv.py plan                                             # ordered install + rollback commands from loadout.json (prints, never copies)

tools/mods/bin/retoc.exe manifest data/mods/<slug>/pak/<Name>_P.utoc    # writes pakstore.json in the CWD -- run from scratch
# compare the chunk ids with data/datamine/raw/pakchunk0-file-index.txt.gz: a mismatch = wrong package path, the container loads and changes nothing
# THIRD-PARTY pak: convert it to legacy beside global.utoc + scriptobjects.bin and compare EVERY export's count, size and
# unversioned-header bytes against data/mods/vanilla/raw -- a differing export count = dead layout = boot crash (doc 18 §4)
# stage under C:\Users\Shadow\AppData\Local\Temp\tlc-mine\batch-<date>\ (safe while the game runs); keep a disabled\ folder beside it

For a Lua mod: python templates/mods/core-ue4ss-lua/check.py <Mods/YourMod> --stage "$TEMP/tlc-stage" (layout, Lua block balance, key names against UE4SS's own table, unknown globals, the two hygiene rules; nothing is staged if a check fails).

2.6 Install (game closed, save snapshotted, manual copy)#

Lane Destination Notes
pak <GAME>\Voyage\Content\Paks\~mods<Name>_P.{utoc,ucas,pak} all three files; the game scans Paks recursively, so a subfolder works (#167 ships one); ~mods is a UTF-16 literal in the exe, the override lever is _P (doc 05 §C.2)
UE4SS runtime <GAME>\Voyage\Binaries\Win64\dwmapi.dll + ue4ss\ (Nexus #4 v1.3, unzipped inside its wrapper folder so the proxy lands beside the exe) check [EngineVersionOverride] 5/8; set [General] EnableHotReloadSystem = 1 while developing
UE4SS mod ...\Win64\ue4ss\Mods<Name>\{enabled.txt, Scripts\main.lua, Scripts\config.lua} enabled.txt enables; mods.txt (Name : 1) orders
LogicMod <GAME>\Voyage\Content\Paks\LogicMods<Name>.{utoc,ucas,pak} -- no _P UE4SS's BPModLoaderMod (on by default in #4) or DML reads it
DML <GAME>\Voyage\Content\Paks\dml\ (#77), then dml add <name> in the ~~ console writes its own SG_DML save into SaveGames
Engine.ini %LOCALAPPDATA%\Voyage\Saved\Config\Windows\Engine.ini (create it; mark read-only) never hand-edit GameUserSettings.ini -- the game rewrites it

Framework first, content second: exe-dir -> ue4ss-root -> ue4ss-mod -> paks-loader -> paks-logicmods -> paks-mods -> config-windows (the order modenv.py plan emits). &lt;GAME> = D:\SteamLibrary\steamapps\common\Voyage. Do not confuse Voyage\Binaries\Win64\DML\ (Microsoft DirectML, shipped) with DmgModLoader.

House install discipline (doc 18 §3): the copy into ~mods is gated on tasklist showing no VoyageSteam* process, every file's SHA-256 is re-read after the copy, the newest save is snapshotted first, and containers go in one variable per launch -- a batch that crashes is bisected by moving triples into the disabled\ folder, never by deleting them.

2.7 Test#

Shipping writes no UE log. A pak that fails to mount or a package with a bad size fix-up is dropped silently: you see vanilla values, an item that never appears, or a load crash. So: change one thing at a time; verify the container's package list before installing (§2.5); look at the number in-game (the module HUD reads output/capacity per frame; a light's AttenuationRadius is a hard cut-off; reach/proximity can be paced; craft times timed; weather waits for the next preset change and spawners for a fresh area). If nothing changed, in order: _P missing -> trio incomplete -> wrong package path (retoc manifest) -> another _P container winning -> wrong export -> a second copy of the value elsewhere (a number often lives in both a DA_* and a BP_*, doc 09 §H.1, doc 12 §F.12) -> the value is computed in Blueprint. For a Lua mod the UE4SS console (Ctrl+O) and Voyage\Binaries\Win64\UE4SS.log are the only diagnostics; ship DryRun = true and read the snapshot line before arming it. Temporarily installing UE4SS is also the cheapest way to see package errors for a pak mod (doc 04 §D.6).

If the game crashes before the menu (3-6 s after launch, before any UI): read %LOCALAPPDATA%\Voyage\Saved\Crashes\UECC-*\CrashContext.runtime-xml -- ErrorMessage, SecondsSinceStart, the PCallStack (module+offset frames; identical offsets across dumps = deterministic) and the <Threads> entry with IsCrashed=true. EXCEPTION_ACCESS_VIOLATION reading 0x0 on FAsyncLoadingThread at SecondsSinceStart 0 = a package the engine loads at boot cooked against a dead class layout, not a container-format problem (all retoc containers share TOC v8). Name the culprit without launching: the export-count / header comparison of §2.5; then bisect by moving triples out of ~mods (game closed) into a disabled\ folder, one variable per launch. The minidump's UTF-16 ~mods/<name> strings only show the mount loop's position, not the culprit (doc 18 §4).

2.8 Roll back#

Delete only what you added: the three container files; the Lua mod folder (or its enabled.txt); the .asi; dwmapi.dll + ue4ss\ to remove UE4SS; Paks\dml\ for DML (its SG_DML save stays behind, harmless). Nothing shipped is ever modified by any lane except loose-file replacement, which Steam's Verify integrity restores (it never touches ~mods). Values revert on the next load. Save-safety caveats are in §5.4.

2.9 Regression (after any change to tools/mods/tlcmod/)#

python tools/mods/selftest_dxt.py
python tools/mods/build_matte_black_livery.py --bases 0.2 --hull-orm 0,206,197 --pack
python tools/mods/build_enhancer_cap.py --cap 150 --pack
python templates/mods/core-logicmods-blueprints/selftest.py          # #8 / #14 / #3 byte-identical
python templates/mods/visuals-skins/build_visual_mod.py --selftest   # MATCH against #2
# diff every file under data/mods/{matte-black-livery,enhancer-cap}/build against the pre-change snapshot: byte-identical or it is a bug

The v1.0.0 library extraction was validated exactly this way: all 27 livery build files and all 23 enhancer-cap files byte-for-byte equal, the 8 preview PNGs identical, container sizes matched (MatteBlackLivery_P.ucas 421,003,489 B / .utoc 79,638 B / .pak 347 B; EnhancerCap_P.ucas 11,549 B / .utoc 1,647 B / .pak 347 B).

2.10 The post-update drill (doc 05 §F.4)#

python templates/mods/core-frameworks-install/modenv.py verify --remote   # 1. new FileVersion / buildid / pakchunk0 mtime?
# 2. exe FileVersion changed -> UE4SS and every .asi are suspect until re-released
# 3. re-extract the vanilla packages your recipes read (whole Paks dir, -f substring) into data/mods/vanilla/raw
# 4. diff new raw vs old raw: same size + a few words = a value moved (re-find it); a different export count or
#    a new unversioned slot = re-derive the recipe (and expect the slot-count check to fail loudly)
# 5. re-run each builder (--verify-anchors / --scan / --show first), repack, conflicts, plan, reinstall
# 6. keep the old container under <mod>/pak/versions/<build>/ -- it is the only A/B

3. Technique cores#

One page per core document. Each is the summary; the document is the evidence.

3.1 Pak data-asset patching -- docs/mods/01-core-pak-data-assets.md (accepted 9) · template core-pak-data-assets#

What it is. Change a number inside a cooked DA_* data asset or DT_* table by overwriting its bytes in a ~mods container. 70 of 176 mods carry the fingerprint; 53 are pure value mods. Five techniques in ascending risk: B.1 in-place scalar overwrite (~85% of edits: .uexp length unchanged, one or two words differ); B.2 zero-masking (only #62 NoWaves: set HasZero, drop the bytes, export shrinks); B.3 insertion by schema slot (no Nexus mod in this category does it -- it is this project's Enhancer Cap, MaxPoints slot 0 +4 B on 11 assets, and the reason every Nexus enhancer mod multiplies the per-point step instead of raising the cap); B.4 array grow/shrink (loot tables: #186 -31 B, #161 +68 B, #142/#140/#153 regrown -- adding an item also grows the name table); B.5 full package rebuild (#192's recipes: imports 13 -> 21, names 27 -> 40 -- the route that shifts slots when done against a stale schema). Container-level trick: #153/#154/#155 ship a _9999_P duplicate to win the mount race; #20 ships pre-merged supersets of #19 instead.

Where the data is. Voyage/Content/Data/**: Assets/Enhancements/DA_Enhancer_Character_* (VoyageEnhancer, export 1; export 0 is a 6-byte BP_EnhancerInfoLogic_* stub), Assets/Modules/DA_Item_Module_* (VoyageItem + VoyagePropertyModuleResource sub-objects: the capacity/output is an 11-byte export [hdr 2][resource byte][f32] at export 2 byte 3 for stores and byte 5 for producers), Assets/{Items,Parts,Materials,Consumables, Equipment,Weapon,Attachments,Ammo,Cable,Cartridges,HumanGrow,Skill}, LootTables/** (VoyageLootItemTable slot 2 LootItems), Weather/** (VoyageWeatherPreset, VoyageWavesPreset), GameProgress/DT_VoyageCharacterLevels (35 rows x [XP, tier, skill pts, enhancer pts]), Tools/Abilities/.

Reference implementations. #19 (999 packages, 974 byte-size-identical, Weight -> 0, MaxStackCount -> 99999), #20 (craft time -> 1.0 across 228/369/807 packages), #16 (the only DataTable edit: enhancer points 700 -> 1,100, the file says 1,100 not the page's 1,000), #10/#6/#9/#105 (one float each; #105's containers use a filename hint that made the corpus DIFF call them "no vanilla counterpart"), #26/#184/#191 (nine tanks, same anchor, all pre-5.5 and all carrying the same stale VoyageItem deltas -- the revert hazard measured), #7 NoStorm (ten presets, Climate.Thunder/Precipitation/wave multipliers, wind kept), #62 (zero-mask), #206 (the only f64 edit: ADSCameraOffset.X 1.0 -> 1.13 / -2.0 -> -2.74), #167 (both techniques in one mod).

Wire-format facts settled here. Enums serialise two ways: 1 byte standalone, an 8-byte FName as a map key (EModuleResourceType::Electricity); a one-entry Map<Enum,Float> is 20 B with the float at +16; TMap = [i32 NumKeysToRemove][i32 Num][k,v]… (but see doc 08: no NumKeysToRemove word in the weapon structs -- reconcile, §5.9); TArray = [i32 Num][elements] and a struct element carries its own header; FText = flags + history byte + strings; FSoftObjectPath = FName + FName + FString; doubles are common.

The recipe. --inspect -> a {package, export, kind, offset, expect, value} entry (kind = float / double / int / uint / byte in place, slot_int / slot_float to insert, last export only) -> --dry-run -> --write --pack. Verified: the Pressure enhancer 0.1 -> 0.5 (= #10) in place, and MaxPoints inserted (export 194 -> 198 B) with both fix-ups following.

Pitfalls. A pak ships a whole package (no merge; eight mods claim each large tank); a stale pak reverts; the .usmap is stale for VoyageItem (>= 80 live slots vs 76 declared) and lacks VoyagePropertyModuleResource entirely; zero and default are different absences; expect is the only guard; failure is silent; not every mod does what it says (#38's DA_LT_Metal_Scraps is byte-identical to vanilla, #58 ships nine no-ops, #48 overrides two packages that no longer exist).

Open. The live VoyageItem slot layout is unsolved (a DFS found no walk landing on the 4-byte trailer); #101/#135's ammo numbers are unrecoverable by diff (re-serialised); the enhancer level -> value ladder is Kismet in BP_EnhancerInfoLogic_*. Ideas ranked there: 5.5-current tank capacities, selective weight, sane craft times, a storm dial, a loot-table linter, live-schema recovery, a conflict map, an enhancer rebalance pack.

3.2 Textures, materials, meshes & skins -- docs/mods/02-core-pak-textures-materials.md (accepted 8) · template core-pak-textures-materials#

What it is. Cooked art: virtual textures, material instances, whole materials, meshes, UI icons, Niagara, plus the audio assets the pak-texture-material fingerprint sweeps up. Eight techniques: B.1 replace a VT wholesale (editor re-cook; #104's ten hull skins are all exactly 37,953,808 B because tile layout depends only on dimensions + format; the only .uexp deltas are the texture GUID, four LayerFallbackColors and four chunk SHA-1s -- and the .uasset export record's ObjectFlags 3 -> 11 / +68 0 -> 1 pair is the fingerprint of an editor re-cook); B.2 transform a VT in place (the house technique: per-chunk 4-byte header + 136x136 bordered tiles in sparse Morton order; a uniform per-block DXT transform keeps the size exactly, so the game's own .uasset/.uexp are reused untouched -- and the chunk hashes are not checked at runtime, proven by the livery running with stale hashes); B.3 patch an MI parameter (#152: M_RDS_01.Brightness 32 -> 1, one float at .uexp+0x26; three levers: patch / un-mask / remove; static switches cannot be flipped); B.4 patch a non-material asset's values (#149 SC_VO_Quest.Volume 1.1 -> 2/3; #166's attenuation sphere to zero); B.5 ship a brand-new material (works because mod cooks carry an inline shader map -- DXBC in the .uexp -- while the game's own materials use a shared shader library); B.6 ship a new texture (small textures cook inline in the .uexp, no .ubulk; a replacement icon may change resolution freely); B.7 replace a mesh (editor; material binding lives in the import table; #24 dropped a physical-material import); B.8 replace audio (name-table entry 0 is the codec FName: PCM / RADA / BINKA; #87 renamed RADA -> WAV).

Where the data is. The boat: 11 texture zones under AssetSets/Channel37/Large_Boat_Carpe/Large_Boat/Textures/<zone>/ (each _BaseColor/_Normal/_OcclusionRoughnessMetallic, DXT1 VTs from 12288x4096 to 20480x16384) and 40 paint schemes under BoatCustomization/<Scheme>/ (eight packages each: three DXT5 decal VTs, a flag, three MIs, one deck Material). Known hull-MI parameters: BaseColor, ColorizationAmount, PaintDamage, BaseColorAffectsVertexpainted (a masked zero on EXO), DirtColor, ORM, and the static switches BoatName, DirtLayer, PaintLayer. Character: SKM_PlayerCharacter, 9 body M_* (plain materials, not patchable) and 11 MI_Player_Character_* (patchable), the scarf VT. UI: ~60 module/part icons in three cook shapes; 8 vanilla RGBTable16x1_* LUTs (256x16 BGRA8 -- an unwrapped 16^3 colour cube).

The template. One RECIPE block, job kinds mi (with optional import retarget) and vt; dry-run by default. Smoke test: the mi job reproduces #152's .uexp byte-identically (11,353 B) from vanilla in one patch_mi call; the vt kind validated on the livery extraction (BoatDecoration_ExoBuilt_v01 1,586,032 blocks, hull 4,744,224 blocks, size UNCHANGED).

Pitfalls. One package, one winner (#97 ships two conflicting containers in one archive and a third named pakchunk150-Windows with no _P); container filename metadata is cosmetic (IoStore resolves by package name); masked zeros -- overwriting one clobbers the ExpressionGUID and leaves the value at zero, the bug the livery carried v1.1.0 -> v1.3.2; DXT1 endpoint inversion punches transparent holes (fix_dxt1_modes repairs it losslessly; run selftest_dxt.py); engine bumps kill re-cooks first (#25, #87 pre-5.7).

Open. SoundWave has 0 slots in the mapping file (52+ live); the +68 export byte is inferred; vt.layout_for mis-locks on PaintBucket/Paint_ExoBuilt (1024x256, a locator bug); nothing run in-game for third-party mods. Ideas: matte black for the other 39 schemes (same eight-package pattern), interior brightness pack, flat-ORM finish pack, reticle set, attenuation "quiet boat" pack, icon set, the missing Icon_Module_Battery_Large, player-paint recolour, scarf set built our way.

3.3 UE4SS Lua runtime mods -- docs/mods/03-core-ue4ss-lua.md (accepted 8.5) · template core-ue4ss-lua#

What it is. UE4SS injects a Lua runtime into the shipping process; a mod finds live UObjects by name and writes reflected properties or calls UFUNCTIONs. 23 of 176 mods (17 pure Lua, 5 hybrids, plus #4 itself). The technique that survived the migration. Six moves, all in shipping mods: B1 write a live instance (FindAllOf("BP_ModuleCable_Petrol_C") -> .Bandwidth = 720000.0, #187); B2 write the CDO so future spawns inherit (StaticFindObject("/Game/…/BP_Foo.Default__BP_Foo_C"), #129/#171/#183); B3 write a component template (…BP_Foo_C:PointLight_GEN_VARIABLE, #171 -- the key to making a change stick across respawns); B4 load and patch a data asset (pcall(LoadAsset, pkg) then StaticFindObject(pkg.."."..name), #175 -- the Lua alternative to the cooked Enhancer Cap, strictly easier); B5 call a game function (player:CollectActor, TransferSimilarItems, SpawnActor+ConnectCable, AddForceAtLocation, RequestSaveGame, SetMovementMode(5,0); struct args are plain Lua tables); B6 read progression (PlayerState.PlayerGameProgress.Enhancers via TMap:ForEach -- the callback hands RemoteUnrealParam wrappers, :get() them); B7 bridge to a pak half (#128's ModActor + Lua sidecar; #143's JSON-file IPC).

Install anatomy. dwmapi.dll beside the exe, ue4ss/UE4SS.dll (20.5 MB) one level down, UE4SS-settings.ini ([EngineVersionOverride] 5/8; hot reload off by default; ExecuteInGameThread queues onto EngineTick), Mods/<Name>/Scripts/main.lua (mandatory), enabled.txt (presence enables) or mods.txt (Name : 1, ordered), Mods/shared/<Lib>/ for required libraries (UEHelpers; #205's 8,018-line MIT ModMenu). Built-ins on by default: ConsoleEnablerMod (Tilde/F10 console), ConsoleCommandsMod (set, dump_object, summon), CheatManagerEnablerMod, BPModLoaderMod, Keybinds -- Ctrl+Num6 = DumpUSMAP, the most valuable key in the table. The Lua API this DLL actually exports was probed from its string table (present: FindAllOf, StaticFindObject, LoadAsset, RegisterHook, RegisterKeyBind, ExecuteInGameThread, LoopAsync (return true stops), NotifyOnNewObject, RegisterConsoleCommandHandler, …; absent: GetMod, UnregisterKeyBind, a global FindFName).

House discipline (all enforced by the template and checked by check.py): config read from disk with io.open + load() (never require, which caches); config path from debug.getinfo(1,"S").source (the CWD is Binaries\Win64); every reflection call in pcall; every UObject touch inside ExecuteInGameThread (#108 does not -- a real defect the checker flags); snapshot once, compute from the snapshot (a heartbeat that multiplies in place compounds; snapshot from the CDO, not instances -- #129's own comment); generation counter so a restarted loop retires; retry with a cap then return true; key names validated against UE4SS's table (INS/DEL/OEM_COMMA, not INSERT); held keys via PlayerController:IsInputKeyDown({KeyName=FName("Q")}) polling (an Unreal FKey name -- a different vocabulary from Key.<NAME>); tag what you spawn, only destroy what you tagged (#172's rope-delete fix); Verbose logging so a user can tell "no effect" from "not found".

The template. Mods/TLCStarterMod/{enabled.txt, Scripts/main.lua, Scripts/config.lua} + check.py (--stage). Ships DryRun = true; F10 apply / F9 restore / three console commands / 2 s heartbeat; targets MaxWalkSprintSpeedMultiplier 1.35 -> 1.75 on the pawn's movement component. Cross-checked clean against #168 and #171; catches the planted faults in a synthetic bad mod.

Not reachable from Lua. Blueprint graph logic, new assets, static switches, Enhanced Input remapping (#204's header: needs cooked content), string tables, anything before the first UObject exists.

Open. UE4SS is not installed on the ShadowPC and nothing here has been run; #4's published DLL SHA-256 matches nothing in the v1.3 archive; the mapping file predates VoyagePropertyModuleResource; the pakchunk0 index (2026-08-25) predates the live build; vanilla values quoted are the authors' comments. Ideas: regenerate the .usmap on the live build (do this first), a TLCDump reflection explorer, a Lua Enhancer Cap, a generalised module tuner, cable pack v2, a durability switch, save-anywhere rebuilt, adopt ModMenu, a companion JSON bridge, a held-key helper library.

3.4 Blueprint LogicMods & pak Blueprint patches -- docs/mods/04-core-logicmods-blueprints.md (accepted 9) · template core-logicmods-blueprints#

The finding. Two thirds of what the catalogue calls a "Blueprint mod" is a number: the Blueprint asset is a container of default values and the mod changes one or two. Only a minority changes logic, and that splits into a handful of hand-edited Kismet bytecode bytes (#3, only) and genuine editor rebuilds that add exports. Exports that matter: <Name>_C (structural, nobody patches), Default__<Name>_C (the CDO: #8, #147, #162, #201, #115), <Component>_GEN_VARIABLE (component templates: #14, #145, #146, #154, #170), one export per function (bytecode: #3). Struct-typed values carry a nested fragment stream (#170's two floats hide inside ModuleModifierData).

Techniques. B.1 size-neutral overwrite (#8 MaxLength 2000 -> 200000 / MaxLengthBase 1000 -> 100000 f32; #145 1500 -> 40000 f32; #147 500 -> 5000 f64; #162 300 -> 2500 f64; #170 ProductionMultiplier x1.25/ConsumptionMultiplier x1.15 -- the shipped file says 1.15 -> 1.4375, not the catalogue's 1.3225); B.2 insertion (#14: the base box's weight limit is absent, inserted at slot 0 with the vanilla header 0C04 0405 becoming 0002 0B04 0405 and three fix-ups; 51 copies across #14 and #187 -- the existence proof for mid-package insertion); B.3 Kismet (#3: EX_LocalVariable + FFieldPath -> EX_DoubleConst 1.0, on-disk size 815 -> 807 at the second of the two int32s before the bytecode; same-length constant swaps are always safe, length changes only when nothing jumps past the edit; EX_True <-> EX_False is the cheapest behaviour mod imaginable); B.4 whole-package re-serialise (what most "recooks" really are: #106 and #164 by different authors are both 83,580 B and differ in 9 bytes -- the FModel -> UAssetGUI -> retoc flow bundled as #141); B.5 genuine editor rebuild (fingerprint: the export count changes -- #179 34 -> 38, #199 37 -> 49; or the package is new -- #13's 57, #165's ten BP_CodexPortable_*); B.6 the ModActor contract (read from BPModLoaderMod/main.lua: every *.pak in Paks/LogicMods/ -> /Game/Mods/<stem>/ModActor, class ModActor_C, PreBeginPlay/PostBeginPlay, load_order.txt; DML uses the same path plus ModAuthor/ModDescription/ ModVersion strings, so one cooked actor runs under both loaders).

The loaders. DML (#77) is a loader with no DLL: it overrides /Game/Maps/Empty (the menu map) to always-stream /Game/DmgModLoader/DMG, whose level script unlocks the console, swaps in a CheatManager subclass (CM_DMG: Action_AddMod, …) and persists its list in an SG_DML save. UE4SS #4 ships BPModLoaderMod : 1 enabled, so a LogicMod needs only #4.

The template. build_bp_patch.py (set_value, insert_slot, replace_bytes, patch_i32; a general resize_export() that shifts every later SerialOffset -- broader than tlcmod.package's two helpers and a graduation candidate), recipe.example.json (= #8), selftest.py (#8, #14, #3 reproduced byte-for-byte), and logicmod/ (the honest editor path: UE 5.8 on the Shadow's D:, a blank project, Content/Mods/<Name>/ModActor, a PrimaryAssetLabel with chunk 1, rename pakchunk1-Windows.*) with a #128-shaped Lua sidecar.

Pitfalls. f32 vs f64 (flip before doubting the value); skipped and masked properties; size fix-ups (miss one and the package is silently dropped -- no crash, no log); _P only for overrides; diff noise from unresolved imports; "recook" != editor; usmap drift on VoyageModuleComponent's low slots (only slot 22 verified); jump offsets; a Bool set to false is usually masked, so "false -> true" is an insertion. Collisions: BP_Base_Character six ways; BP_WallSocket_Electric (#147/#196/#187 write the byte-identical f64 window); BP_ModuleCable_Base (#187 repeats #8's pair); the engine cylinders six ways; BP_Inventory_PlayerBox five ways.

Open. The LogicMod half is uninstalled and unrun and the sidecar untested (the pak half has run: build_bp_patch.py's insert_slot + set_value built StorageProximity_P, mounted 2026-09-07 -- doc 18); the property behind #145/#146's float named by behaviour only. Ideas: Robert's personal balance pack (one container, one recipe, zero collisions), bp_find.py, recipe re-verification after a patch, day/night length of choice, configurable dismantle/repair/scrap durations, a night-worm switch (one EX_True/EX_False), a collision checker, minimap zoom revived, a Caretaker HUD panel, a hybrid tuning harness.

3.5 Frameworks, install, load order & patch survival -- docs/mods/05-core-frameworks-install-patch-survival.md (accepted 9) · template core-frameworks-install#

What it is. The ground the other four stand on: where a mod goes, which one wins, what has to be installed first, what an update breaks, how to get back to vanilla. Measured against the live install: exe 198,655,048 B / 5.8.1.0 / 2026-09-01, pakchunk0-Windows.ucas 15,682,710,160 B, global.* 2026-08-29.

The frameworks. #4 UE4SS (a repackaged RE-UE4SS GitHub-Actions build, signature-scan based; 12 mods declare it by id, two more want an experimental build); #77 DML (the pak-only loader, §3.4); #141 DarkHacks (GUI over retoc + FModel + UAssetGUI, plus the newer Mappings.usmap and a pre-5.5 mod database whose repacks revert Update 5.5 content); #94 the 5.7 mapping file; #11/#12/#95 the ASI lane (each .asi is itself a winhttp.dll proxy; the version ladder in its changelog is the brittleness); #127 MO2 plugin (virtualises ~mods only -- UE4SS is out of its reach); #122 Engine.ini (4 of 7 lines are not cvars in this build -- verified by a UTF-16 scan of the exe; bRemoveHeadBob in GameUserSettings.ini is the real head-bob toggle); #61 ReShade (broken as shipped: both passes write to offscreen targets); #78/#88 saves (5.7.1 and 5.6.1 against a 5.8.1 game).

Engine literals that govern this (UTF-16 in the exe): _P.pak present -- the patch-container suffix is engine behaviour; ~mods present as a bare name (the folder is known, the override lever is still _P, and discovery is the recursive Paks scan -- DML mounts from Paks/dml/); LogicMods, ue4ss, dwmapi, .usmap absent -- pure third-party convention; CheatManager, ClientRestart present; AllowCheats absent.

Load-order model. (1) recursive scan; (2) _P outranks pakchunk0; (3) between two _P containers there is no defined winner -- they tie and mount order decides; the scene's z-prefix and _9999_P naming is evidence of a belief in alphabetical order, [inferred] not measured, and modenv.py v1.1.0 says only "mount order decides"; the UE 100 * <numeric segment> rule is [web] and would misrank 14 of the corpus's 251 stems (digits before _P on this site are multiplier labels: MoreWeight_100_P); (4) 883 of 1,182 packages are claimed by more than one mod; (5) Lua and LogicMod orders are separate. The correct fix is to merge (build_modpack.py), not to race.

Mapping-file drift, measured. #94 (2025-12-29, 58,762 names, VoyageEnhancer 14 props, no VoyagePaintItem) vs #141 (2026-07-24, 59,652 names, VoyageEnhancer 15 props, VoyagePaintItem present). Neither is 0.8.5-era; that is why every builder verifies slot counts against real payloads.

Save format. 49-byte SerializeCompressed v2 records + zlib, payload [i32][GVAS v3]; live saves are engine 5.8.1 with 100 custom versions; the game migrated Robert's 5.7.4 save across the engine bump. Layout SaveGames<SteamID64><SteamID64>_<0-7>.sav + _AutoSave_0.sav; SaveGameBackups<SteamID64>\ keeps three per slot (local-time stamps) -- a second net, not a substitute for a snapshot.

The template. modenv.py v1.1.0: inspect (classifies payloads: container trios, UE4SS binaries/settings/ mod lists, .asi, .sav, .usmap, ReShade, inis, loose files -- with destinations and naming lint), conflicts (pairwise overlap, all _P rank 100; the house loadout + DML = 31 packages, 0 contested; #19 + #20 = 807 contested), plan (framework-first install order and a reverse-order rollback, printed never copied), verify --remote (read-only preflight through tlcmod.shadow.put_script). loadout.json is the declared loadout.

Open. The exact tie-break; the _P arithmetic; the build-string discrepancy (0.8.5.651027 in LordGregory's changelogs vs the installed 650920); UE4SS's version string; why DML splits into two containers; Vortex has no file evidence. Ideas: generate a 0.8.5 .usmap, adopt #141's mapping as a second source, a merge mode, a menu-map bootstrap template, an honest Engine.ini, a GVAS reader (now done: §4.12), a container fingerprint + modenv.py check, MO2 packaging of the house mods.


4. Domain quick references#

One page per domain doc. Each lists the asset families, the reference mods, the template and its verified run, the collisions, and the doc's own gap line. "Top" follows the domain doc's ranking, which deliberately re-judges tier inside the domain (doc 15 §A note).

4.1 Visuals, skins & paints -- docs/mods/06-visuals-skins.md (accepted 8) · templates/mods/visuals-skins#

Headline. Update 5.5 shifted MeshComponent/PrimitiveComponent/SceneComponent slots by +3/+4/+8, so every pre-5.5 visual pak that touches a mesh or transform misaddresses it; light classes sit above SceneComponent and did not shift, which is why the light mods still decode and why lights are the safest thing to patch.

Family Path Count Patchable?
Equipment lights Blueprints/Equipment/BP_Equipment_* (Headlight, Eclipse_, LightLancer_, Light_Nebular_V2_, NightVision, …) 8 ✅ Spot/PointLight_GEN_VARIABLE floats in place (Intensity and VolumetricScatteringIntensity are masked zeros -> insertion)
Placeable lamps Blueprints/Modules/Utility/Lights/ 7 ✅ same; #171 does it by reflection
Prop / world / vehicle lights Blueprints/Props/Lights/ (157), BP_JetSkiLight… (4) 161 ✅ -- never modded
Boat paint system BoatCustomization/<Scheme>/ x 40, MI_HullCustom_* x 37, player paints Characters/PlayerCharacter/PlayerPaints/<Scheme>/ x 37 ✅ MI params + VT blocks
Colour grading UI/LUT_ColorGrading/RGBTable16x1_* (8), Materials/PostProcessing/, M_UnderWater_PostProcess_*_Inst ✅ LUT swap / MI params
Water VFX VFX/Environment/Water/*Splash (6) 🔴 Niagara (editor)

Reference mods. #2 Better Flashlight (cone 20/35 -> 90/120, radius 1600 -> 4000, lamp moved +100 cm -- size-neutral values inside a whole re-cook), #116 (nine files = three payloads; only AttenuationRadius 1500 -> 2000/3000/4000 moves), #98 (zero draw, but cooked in January: reverts four headlights' cones/radii), #109 (removes a green fill light Channel37 added since), #120 (logic only, no light value changes), #171 (the model: CDO + template + bAutoWeld, one-shot), #201 vs #160 (the same drone in 5.5-era surgical vs pre-5.5 re-cook), #152 vs #118 (one float vs a re-cook of the same material), #104/#97 (VT replace at identical sizes), #122 (Engine.ini), #61 (ReShade), #1 (loose .mp4).

Template. light_props.py (names every property of any export with offsets; --diff), build_visual_mod.py (size-neutral in-place; --selftest MATCH against #2's three values), ue4ss-light/TLCVisualTweak (#171's pattern; passes check.py). Works around two tlcmod bugs (usmap.find_struct first-match on PointLightComponent; package.import_table early stop) -- §7.2.

Collisions. The four headlights (#2, #98, #116 on the Nebular); M_RDS_01 (#118, #152); the seven lamps (#120, #42, and #171 by reflection -- which wins after mounting regardless of order).

Gaps. Nothing run in-game; the +3/+4/+8 cause is inferred; BP CDO names for the drone unproven; ModuleConfigData/VoyageSkillUnlock absent from the usmap. Ideas: head-torch tuning pack (XS), lamp kit (Lua), reticle set, colour-grade pack (needs a LUT writer), Matte Black full set, player-paint recolour, a slot-shift verifier.

4.2 UI, HUD & terminal -- docs/mods/07-ui-hud.md (accepted 8.5) · templates/mods/ui-hud#

Headline. The only way to add to a vanilla HUD without re-implementing it is clone + reparent: a cooked package stores its own path exactly twice (summary byte 56 and a name-table entry with zeroed hashes), so a same-length rename is a pure byte substitution; the child Blueprint at the vanilla path still needs the editor. #198 (/Game/UI/Game/HUD/BP_VoyageIngameBoatHud -> /Game/Mods/Boat/BP_VoyageIngameBoatHud_O, 40 = 40 chars) and #197 (48 = 48) both do it.

Family Path Count Patchable?
HUD roots UI/Game/HUD/BP_VoyageIngame{Hud,BoatHud,Forklift…}, WBP_VoyageIngame{JetSki,Drone,GyroCopter} 54+ ⚠ CDO values only; tree = editor
Locator / compass / messages UI/Game/Locator/BP_MinimapWidget, UI/Game/World/WBP_CompassHUD, UI/Game/Message/* (11) ⚠
Admin menu UI/Game/Admin/BP_AdminWidget (hosts BP_VoyageCheatWiget_C, dev map, save widget, terminal app) open it, don't patch it
UI data assets Data/UI/DA_Floating_Text_* (MaxLifetime 5.0), Data/Indicator/DA_Indicator_* (26; LineThickness 6.0 at byte 142), Data/UI/Crosshair/DA_Crosshair_Widget_Data_* (one-import retarget), Data/UI/OverlayWidgets/DA_Widget_* (⚠ one slot ahead of the 5.7 usmap) 88 + 28 ✅ value
Terminal UI/Terminal/Presets/TerminalPresetsDataTable (six presets, one 666-byte export), materials (15), fonts (7) ✅ in place
Text 51 LocalizationStringTables/ST_* ✅ cooked data, no mod edits one

Reference mods. #21 Dev Menu (one ModActor: F1 -> Create the game's own BP_AdminWidget; DevMenu.utoc without _P, activated by dml add devmenu), #198, #197 (also the catalogue's only Enhanced-Input mod), #136 Compass (a two-node wrapper widget around the vanilla WBP_CompassHUD), #82 BigMap (the only vanilla-UMG re-cook, pre-5.7 dead), #13 PhotoMode (57 new packages, imports zero game packages), #143 (JSON-file IPC to TLC-Terminal), #1, #122, #70.

Template. build_ui_mod.py (clone / slot / value; --inspect with a 1-byte-stride scan because the value area is packed), ue4ss/TLCHudToggle (hide/fade/rescale any live widget; hud_list), editor/README-editor.md. Smoke test: the clone .uexp is identical to vanilla and to #198's _O; the packed Zen header is the same 23,371 B as #198's chunk. slot jobs are legal only for a leading slot (nothing serialised before it) -- the codec is width-agnostic and cannot step over a value of unknown size (§7.2).

Collisions. Only #82, #197, #198 override vanilla packages, on different ones; nothing conflicts today.

Gaps. #82's slot attribution unverified; VoyageOverlayWidgetData drift unexplained; the clone container never loaded in-game; fonts' TTF payload location; string-table serialization undecoded. Ideas: clean HUD (Lua, S), marker restyle (S), terminal presets (M), readable minimap (M), crosshair pack, notification tuning, boat HUD on foot (L), waypoints without the external app, HUD scale.

4.3 Weapons, ammo & combat -- docs/mods/08-weapons-ammo.md (accepted 9) · templates/mods/weapons-ammo#

Headline. Combat numbers sit two nested structs deep (UVoyageWeaponData -> Data -> Attack -> Damage), so they need a typed walker -- weapon_props.py -- and the walk is also the cook-dating tool: the live UVoyageItem gained a slot after Quality (LIVE_SHIFT), and FVoyageWeaponDataStruct.ProjectileClass / ProjectilePreviewMesh changed Object -> SoftObject after 2026-05-28 (OVERRIDE); a package that only decodes with the override cleared was cooked before that change. Six of eighteen mods are whole-asset re-cooks (§B7 anti-pattern) whose .uexp is 24-32 B short of live -- #101 and #135's ammo halves are very likely broken on 0.8.5.

Family Path Count
Ammo Data/Assets/Ammo/DA_Ammo_* (VoyageItemAmmo.WeaponData) 7
Weapons Data/Assets/Weapon/DA_Weapon_* (DesiredSlot 1 primary / 2 secondary / 3 tool) 19
Weapon data + explosions Data/Assets/Weapon/WeaponData/DA_WeaponData_* (incl. 9 NPC_*, 8 TanksDestroy/) 52
Attachments Data/Assets/Attachments/DA_Weapon_Attachment_* (MaxRounds, ADSCameraOffset) 18
Combat skills Data/Assets/Skill/Weapons/ 27
Weapon Blueprints Blueprints/Weapon/** (+ 6 BP_Weapon_Mod_*, 12 projectiles, 7 abilities) 45

Reference mods. #169 Uber Rhino (Damage 0.01 -> 5, radii 40 -> 600, DesiredSlot 1 -> 3 -- the quality-of-life edit the summary omits), #206 (two f64s inside Struct<Vector>), #53 (three pistols DesiredSlot 2 -> 1 + one byte in HolsterSlots[1].Type; the container name aAll_…_P forces an early mount), #175 (the reference Lua: retry + idempotence, two property paths by class), #152, #100 (MaxRounds x2/x10; Magazine_900_8 holds 12), #151 (the only EX_FloatConst literal: one byte at .uexp 22452), #135's grenades (genuine in-place: craft, weight, and a 50 -> 1 resource float), #95 (native AoB; targets v0.8.5.651027). Avoid #23/#40/#41 (2025 layout: "amputated" when read live), #101/#135 ammo, #112's sights (+77/+70 B re-cooks that also buff damage x3).

Template. build_weapon_mod.py --list / --find / --dry-run / --write / --pack by dotted path with expect; ue4ss/WeaponTweak (#175's shape, all multipliers 1.0). Vanilla table in doc §C4 (7.62 damage 5, velocity 25,000, range 200, craft 10 s x 30; Rhino 0.01, range 10,000).

Collisions. DA_Weapon_Attachment_Sight_RedDot (#57, #112, #206, #20); M_RDS_01 (#118 vs #152); DA_WeaponData_Petrol_Grinder (#151 vs #169); BP_Weapon_Petrol_Grinder (#151, #155, #194); every DA_Ammo_* (#19, #20, #101, #135, and #175 at runtime).

Gaps. CraftResourceRequirements / Components maps still mis-decode after CraftAmount; FTransform past Translation stops the walk; enum value names not recoverable from the v4 usmap; #112's DMG file and #194's underwater fix live in compiled graphs. Ideas: a scope-alignment pack done right (8 f64), NPC weapon rebalance (untouched), recoil tuning, ammo shape tuning, a UE4SS weapon workbench, quiet weapons, a holster editor, a grenade economy pass (blocked on the map decode), barrel attachments, explosive-object tuning.

4.4 Storage, containers, stacks & weight -- docs/mods/09-storage-containers.md (accepted-with-gaps 7.5) · templates/mods/storage-containers#

Headline. The same logical number lives in four shapes: a tank/battery capacity at export byte 3 of the VoyagePropertyModuleResource sub-object (even when the Electricity enum is zero-masked); a container weight limit on VoyageInventoryWeightLimitedComponent slot 0 (not serialised on the medium BP_Inventory_PlayerBox -- C++ default 100 kg [inferred]); the craft-from-storage radius at live chain slot 18 of the same export (1500 cm at .uexp 16111); item weight/stack at live UVoyageItem slots 28/26 behind maps and FText (typed walk mandatory). And every placed tank/battery/backpack carries a second capacity as an f64 inside VoyageModuleComponent.ConfigData -- which one the running game reads is the domain's open question.

Family Path Count
Module items with a VoyagePropertyModuleResource [0,1] export Data/Assets/Modules/ (9 large tanks, 2 XL, reserve, 7 portables, 3 batteries; ⚠ Dehumidifier is a false positive) 22
Consumable / single-use cells Data/Assets/Consumables/DA_Consumable_Battery*, Data/Assets/Modules/SingleUse/ 3 + 5
Placed storage Blueprints Blueprints/Modules/Storage/BP_Module_* 21
Player boxes / world containers Blueprints/Interactives/Containers/BP_Inventory_PlayerBox{,_Large,_Small,_Smart}, BP_Inventory_Container_* (incl. Fishing) 4 + ~20
Backpacks Data/Assets/Equipment/Back/DA_Equipment_Back_* (PlayerModuleExtraCapacity, f64) 6
Every item 788 DA_* reachable by #19

Reference mods. #187 (36 of 37 packages layout-identical; inserts MaxWeightLimit and raises ProximityDistance 1500 -> 15000; widest conflict surface in the catalogue), #19 (763 layout-identical, 25 insertions), #14 (50 containers; 3 of 4 boxes one-word patches, the medium box inserted in all 50 -- not a re-cook), #146 (one word, 200 -> 20000, designed to coexist with #145), #26/#184/#191 (the nine tanks; #191's portables are stale re-cooks), #6, #138/#75 (net 30 -> 150/1500; #75 inserts bAllowBeyondWeightLimit and sets 1e9; both roll BP_Module_Fishing back), #102 (backpacks x10 but slots one short of live), #123 (Lua hot deposit), #165 (new BP_CodexPortable_* items). Avoid #15/#55/#76 (wholesale re-cooks), #43.

Template. build_storage_mod.py --scan / --scan-all / --dry-run / --write / --pack over eight named locators (module_resource, container_max_weight, container_proximity, module_capacity, item_weight, item_stack, item_maxcount, enhancer_weight); ue4ss/StorageTweak (absolute targets, reaches the medium box). Verified: .uexp 986 and 16111 are exactly the bytes #14/#146 and #107/#145/#187 patch; the insertion case aborts (last-export only) and points at the three alternatives.

Collisions. BP_Inventory_PlayerBox_Large (#14, #15, #146, #187); the nine tanks (#26, #184, #191, #187 + the sweeps); BP_Inventory_Container_Fishing (#75, #138, #187); ProximityDistance (#107, #145, #187).

Gaps. BP f64 vs DA f32 -- which wins (a two-container experiment settles it); FModuleConfigData's live layout (offset measured, name inferred); ProximityDistance's live slot inferred; Weight's C++ default unknown for the 25 skipped assets; #158's values unrecoverable; Capacity (slot count) never touched by any mod. Ideas: generalise insertion to any export (the highest-value tlcmod addition -- build_bp_patch.py already ships it, §7.2, and it built the house StorageProximity_P on 2026-09-07: medium box MaxWeightLimit inserted at slot 0, header 0c040405 -> 00020b040405, export 22 -> 28 B, mounted on the live build -- doc 18), one tank ladder container, a shipped StorageTweak, a weight-realism preset, nearby-deposit v2, a conflict linter, the BP-vs-DA experiment, a socket-layout study.

4.5 Power, cables, batteries & generators -- docs/mods/10-power-cables.md (accepted 9) · templates/mods/power-cables#

Headline. The most productive anchor in the game: export 2, byte 3 (stores) or byte 5 (producers) of every DA_Item_Module_*. Plus the domain's f64 trap (Range on BP_WallSocket_Electric and every battery mirror are Blueprint doubles) and its dual bookkeeping (battery capacity in the DA and the BP CDO -- #34 and #187 patch both). 36 mods spanning every technique, including the catalogue's only native .asi (#11 NOPs the subss that decrements module durability, and by patching the shared path reaches every module [inferred]).

Family Path Count
Cable Blueprints / data assets Blueprints/Cables/BP_ModuleCable_* (19), Data/Assets/Cable/DA_Cable_* (22) 41
Generators Blueprints/Modules/Generators/ (3 turbines, 4 solar, generators, distillation, dehumidifier, purifier) 18
Wireless sockets Blueprints/Modules/Utility/Wireless/BP_WallSocket_* 9
Batteries Blueprints/Modules/Storage/BP_Module_Battery* (3); Data/Assets/Modules/ power items (18; HydroTurbine is a stub with no BP)
Socket data Data/Assets/ModuleSockets/DA_Socket_* 20
Enhancers DA_Enhancer_Character_{Battery,Power_Management} 2

Vanilla (5.5). Cable MaxLength 2000 / MaxLengthBase 1000 uu; electric bandwidth 1,000,000 W, hoses 72,000 L/h, data cable 1e9; socket Range 500 (f64); solar 3,000/6,000/10,000 W; wind 2,500/5,000/10,000 W; decay ModuleDurabilityWorkloadDamage 0.001 (serialised only on the Whisper); batteries 1,000/6,000/20,000 Wh (the 0.8.0 datamine read 18,000 for the large -- values move between updates); internal battery 20 Wh/point, charge 200,000 in / 100,000 out; charge injector -0.2, conversion 20.

Reference mods. #119 (12 files = 4 decay x 3 power; decay isolated by diffing the mod's variants), #8, #196/ #147 (the same f64 at export 1 byte 8; #196 carries 8 inert vanilla-identical assets), #69, #129 (CDO snapshot rule; writes a non-existent CableSnapLength -- the real property is SnapThreshold slot 27), #130/#131 (VoyagePropertyModuleResource by reflection), #171, #11, #159 Typhoon ports (an insertion in the wild: Port.ModuleSocketIOData.Type = ST_Any, +5 B, one fragment added), #105/#44 (same float; #44's header drifted), #106 (BP_Base_Character charge rates by variant diff), #34, #187, #56 (23 assets; nerfs the data cable), #155 (generator inputs 5000 -> 5), #179/#199 (SCS-node additions -- editor), #202.

Template. anchors.json (28 verified anchors -- the domain map in machine form), build_power_mod.py --targets / --verify-anchors / --inspect / --dry-run / --write / --pack (in-place kinds + slot_*), ue4ss/PowerTuning (ships inert; not lint-checked). Verified: turbine_decay 0.001 -> 0 = #119's file, four bytes, .uasset untouched; the expect guard aborts on a wrong expectation.

Collisions. BP_ModuleCable_Base (#8, #111, #187); BP_WallSocket_Electric (#147, #196, #187); BP_Module_WindTurbine_Large (#65, #99, #159 -- #65 blocks the 5.5 ports fix); _Small (#52, #65, #119); BP_Module_Battery* (#34, #187, #199, #165); BP_Base_Character six ways; headlights (#2, #98).

Gaps. Seven mods' values unrecoverable by diff (single-variant re-cooks; fix = re-convert beside the game's pakchunk0-Windows.ucas); #65's three floats unidentified; VoyagePropertyModuleResource absent from the usmap; units unverified; #11's blast radius untested. Ideas: no-decay for all three tiers by insertion (Cyclone/Typhoon leave the slot at default), a 5.5-rebuilt power rebalance, the SnapThreshold fix, a sane socket range, a .usmap-driven anchor auto-locator (the highest-leverage tooling item in the mod track), Cyclone port chaining, a runtime power-grid HUD.

4.6 Boat, jet ski, gyro & drone -- docs/mods/11-vehicles-boat.md (accepted 9) · templates/mods/vehicles-boat#

Headline. A pak mod here is almost always one float: engine cylinders keep thrust and fuel in VoyageModuleComponent.ModuleModifierData {ProductionMultiplier, ConsumptionMultiplier} (f32) on the ModuleComponent template; gyro/jet ski/drone keep theirs as Blueprint variables on Default__BP_*_C (gyro and jet ski f64, drone f32). Mod #174's entire payload is one byte (PetrolConsumption 250 -> 125 at CDO +46). There is no "skimmer": the personal watercraft is BP_JetSki_Possessable.

Family Path Notes
Engine cylinders Blueprints/Modules/Utility/Boat/BP_Module_{Diesel,Electric,Petrol}_Engine_Cylinder{,_Booster,_SuperBooster,_Eco,_CheatBooster} (15) full vanilla offset table in doc §B1; Eco skips ProductionMultiplier; petrol base has no slot 22; _CheatBooster cylinders (2.0 thrust at 0.1 fuel) ship in retail
Vehicles Blueprints/Vehicles/BP_{GyroCopter_Possessable,JetSki_Possessable,Forklift_Possesable,CameraDrone,CameraDronePlus} CDO doubles named by #183's config (gyro: MaxSteering +30, PetrolPower +38, PetrolConsumption +46, PropellerLift +86, LiftReductionByHeight +94 …)
Anchor / mooring / fishing BP_Module_Anchor(_New), Blueprints/Cables/BP_ModuleCable_Mooring, BP_Module_Fishing, BP_Inventory_Container_Fishing (net MaxWeightLimit 30.0 at .uexp 439)
Boat hull / level / HUD / input BP_Boat_Barge, Maps/Boats/TestBoat (the only boat map), UI/Game/HUD/BP_VoyageIngameBoatHud, Game/Input/Vehicle/IMC_Forklift_Keyboard 🔴 map/HUD/graph = editor
Livery AssetSets/Channel37/Large_Boat_Carpe/** §3.2

Reference mods. #170 (six cylinders, Production x1.25, Consumption x1.15, size-identical), #204 Bow Thrusters (the physics Lua: IsInputKeyDown polling, AddForceAtLocation at a bow offset; no effect while anchored), #174, #201 (four surgical drone words; page claims vs bytes differ), #180 (jet-ski thrust 1e6 -> 350000 f64 + DA_Item_Module_JetSki +39 400 -> 1000), #205 Player Flight, #198/#197 (copy-original + thin child), #187 (the only current-5.5 net edit, one word, no BP_Module_Fishing), #172 Hands-Free Mooring (SpawnActor + ConnectCable, re-moors after load because ropes are not saved), #183 (nine gyro doubles documented with vanilla values), #155's EfficientGyro (petrol consumption ÷1000). Avoid #144 (replaces the boat map), #37/#39 (pre-5.7; #39 writes Pressure 999 into the save), #160 (author says dead on 5.5).

Template. build_mod.py --inspect / --find <value> <pkg> [--kind] / --dry-run / --write / --pack (exports addressed by name -- indices move; builder v1.0.1 stages scriptobjects.bin itself), recipe.json (one active + six disabled edits), ue4ss/BoatTweak (#204's shape; ThrustFKeyName on purpose). Verified: --find 1.3 on the electric super booster -> offsets 20/24; --write 1.3/1.3 -> 1.6/1.4, sizes unchanged.

Collisions. Diesel/electric cylinders (#37, #84, #133, #154, #170); petrol (#84, #155); the fishing pair (#75, #138, #187); BP_CameraDrone (#160, #201); BP_GyroCopter_Possessable (#132, #174).

Gaps. Drone offsets named by inference; jet-ski +28 unnamed; #73/#74 unrecoverable (full re-cooks); #138's speed/drag variants in the graph -- and #138 itself crashes 0.8.5 at boot (its BP_Module_Fishing is a dead-layout cook; the house FishNet150_P, one float on the live container built with this template, is verified in-game 2026-09-07, doc 18); the thrust formula in C++. Ideas: engine tuning kit (all 15 cylinders; petrol base needs one insertion), gyro tuning kit (9 doubles as a pak), longer vehicle leash, bow thrusters finished, auto-dock, a standalone net capacity (30 min -- #187 already makes the edit), anchor speed, a mooring rope that holds (VoyageCableComponent floats), matte-black jet ski/gyro, a km/h HUD (editor).

4.7 Crafting, building & quality of life -- docs/mods/12-crafting-building-qol.md (accepted-with-gaps 7.5) · templates/mods/crafting-building-qol#

Headline. The category's headline numbers are literals inside compiled Blueprints with no schema to walk, so the builder works by value: find the number you know from the game (3 m = 300, 15 m = 1500, 5 m = 500), prove it is unique in the package, verify expect, overwrite 2-3 bytes. f32 vs f64 is the whole game (LWC made the Blueprint float pin a double). The template reproduces #145 and #162 byte-identically.

Package Literal Mods
Blueprints/Interactives/Containers/BP_Inventory_PlayerBox crafting pull f32 1500 at 0x3eef (16111) #14 #15 #107 #145 #187
Blueprints/Equipment/ToolAbilities/BP_ToolAbility_Maintenance_Base reach f64 300 at 0x6ad #162
…/BP_ToolAbility_Maintenance_Dismantle / _Repair GetActionDuration (Kismet) #3
Blueprints/Fabrication/BP_FabricationPlacementComponent, BP_CraftingLocationGenerator_* placement f64 500 #125 #187
Blueprints/BP_Base_Character reach / loot / pickup / jump (re-cooks only) #49 #51 #72 #81 #106 #164
Data/Assets/** craft times VoyageItem.CraftTime f32 (offset differs per asset: packed by presence) #20 #56 #58 #59 #79 #178 #135
Data/Assets/Enhancements/DA_Enhancer_Character_Scrapper, Data/Tools/Abilities/DA_ToolAbility_Data_* ActionTimeMulAdjustment 0.995, ActivationTime 1.0 #163

Reference mods. #145, #162, #3 (431 endorsements; a genuine recompile, 4,939 differing words -- doing it the hard way; #163 gets most of the effect in 4 bytes), #20 (three variants; hand-crafting is base x 3 and food is water-throughput-limited [catalog-only]), #168 (the best-engineered Lua: NotifyOnNewObject, scan budget, LOS trace, CollectActor), #128 (LogicMod + Lua sidecar), #123 (TransferSimilarItems), #163, #125 (the one mod that must be a re-cook -- and, being a 0.8-era cook, it crashes 0.8.5 at boot, first-hand 2026-09-07; no value-patch equivalent exists, doc 18), #187, #192 (adds imports), #85 (two bytes on the rack skill -- UnlockMethod and Requirement, doc 14's correction), #153 (the _P lesson), #38 (ships two weather presets as collateral).

Template. patch_bp_literal.py --scan &lt;pkg> --find &lt;n> [--kind] / --dry-run / --write / --pack / --sweep "&lt;glob>" --find --set (bulk; packs whatever is staged -- clear build/ between runs), ue4ss-alt/TLCCraftSpeed (VoyageFabricatorComponent.CraftSpeed/BuildSpeed, dry-run, snapshot keyed by GetFullName() because FindAllOf re-creates userdata every call).

Gaps. VoyageItem scalar slot names unresolved (usmap 75 vs live 80); CraftSpeed/BuildSpeed vanilla unknown; #56/#58's secondary fields by position only; recooked Blueprints not decompiled; a 200-800-package sweep untried; #145's "~mods doesn't work" claim contradicts this project's first-hand mount. Ideas: craft speed by reflection (replaces #20), a Reach Pack (five verified literals in one zzzReachPack_P), auto-deposit + auto-loot in one mod, quick-save rebuilt, a fresh .usmap via DumpUSMAP, a recipe editor (needs an import-table writer), a conflict linter, bAllowTiltedBuilding probe, a data-asset-only dismantle/repair pack.

4.8 Enhancers, skills & progression -- docs/mods/13-enhancers-progression.md (accepted 9) · templates/mods/enhancers-progression#

Headline. Six of nineteen mods were cooked against an older UVoyageEnhancer layout and put their Name/Description texts into the wrong properties on the live build (the slot-14 drift: slot 14 EquipmentAnimPlayRateAdjustment arrived with the 0.7.5 Equipment Handling enhancer; ≤0.6 headers are two slots short (#39, #44), 0.6-0.7.5 headers one short (#66, #67, #92, #93), Dmgvol's May-2026 builds and later are correct). The ten-second check: compare the header bytes and slot count with vanilla (020409020205 18 = safe; …0105 17 = stale). The float edit still lands; the text does not.

Asset Class What Patchable
Data/Assets/Enhancements/DA_Enhancer_Character_* (11) VoyageEnhancer, export 1 (last) MaxPoints slot 0 (default 100, serialised by nobody), per-point maps at slots 3-7, 8-12 floats, 14 EquipmentAnimPlayRateAdjustment, 16/17 texts ✅ in place; insertion safe (last export)
Data/GameProgress/DT_VoyageCharacterLevels DataTable 35 rows x 4 ints; totals 99,000 XP / 305 skill / 700 enhancer (1,100 needed to max all eleven) ✅ ints; a 0 needs the zero mask
DT_VoyageCharacterSecurityLevels 5 rows untouched by any mod ✅
Data/Assets/Skill/**/DA_Skill_* (200) VoyageSkill Unlock {UnlockMethod u8 (2 Tier, 3 Never), Cost, Requirement}, Items[]; 156 Tier / 44 Never ✅
Blueprints/Modules/Enhancers/BP_Module_Enhancer_* (9) BP CDO MaxUses (10/25/20/4/1/2), FabricationUseChargeChance (1.0/0.5/0.75) -- doubles ⚠ in place by shape-scan
Data/Enhancers/InfoLogic/BP_EnhancerInfoLogic_* (11) Kismet the level -> value ladder 🔴

Reference mods. #16 (700 -> 1,100, 26 of 35 rows; levels 5-10 reduced), Dmgvol's #6/#9/#10 (headers byte-identical to vanilla; #9's "NoMax" 0.009 avoids the 100%-optimisation softlock), #105, #163 (both ActionTimeMulAdjustment keys), #45 (Items grows [-8] -> [-8,-11] + a new icon), #114 (chance -> 0), #115 (MaxUses x2/5/10, all verified), #173 (the runtime enhancer-level read), #108 (a cautionary 27 lines). Avoid #39, #44, #64, #66, #67, #92, #93, #48.

Template. build_progression.py --list / --show &lt;Enhancer> / --enhancer X --per-point V --max-points N / --levels-{enhancer-points,skill-points,xp} xN / --skill S --tier T / --write / --pack (schema-driven, by name; "4 trailing bytes OK" is the layout check; --write deletes --out first), ue4ss/ (#173's map walk). Verified: --enhancer Pressure --per-point 0.5 --max-points 150 = #10 + the Enhancer Cap exactly.

Collisions. DA_Enhancer_Character_Pressure (#10, #39); _Battery (#44, #105); the enhancer BPs (#64, #114, #115).

Gaps. No in-game check of the text-slot conclusion (install #67 alone and look); slot 14's owner; the ladder arithmetic; GetSkillCountForEnhancer on 0.8.5; lowering a cap mid-save untested. Ideas: Enhancer Cap, shipped with matching points (11 x 150 = 1,650) -- built and verified in-game 2026-09-07 as EnhancerCap_P v1.2.0 (cap 150 on all eleven + DT_VoyageCharacterLevels rows 33-35 = 159/158/158; the enhancer screen reads 100/150 and points spend past 100; the level-33 grant awaits the level-up -- doc 18), a data-side rebalance, levelling pace, correct rebuilds of the four MoDDuck mods, security-clearance retune, module charges without a re-cook, an audited Never-skill unlocker, an enhancer HUD reader, a ladder-curve mod (Kismet).

4.9 Humans, seeds, memories & growth -- docs/mods/14-humans-seeds.md (accepted 9) · templates/mods/humans-seeds#

Headline. The domain has one number that matters and it is not where anyone guesses: UVoyageItem::PropertyModifiers (live slot 62) is a Map<VoyageHumanProperty*, {f32 ValueMax, u8 Type}> and ValueMax is "how much this memory teaches a human". Four mods multiply it; two of them (#68, #80) were cooked against an older UVoyageItem layout (73/78 slots vs live 79/80) and land every value on the wrong property -- #80 is stale despite 77 endorsements and a March-2026 date, a correction to the library's rating. Human-seed decay is not in any asset (DA_HumanSeed has no lifetime field); only #12's AoB patch reaches it.

Family Path Count Patchable
Memories Data/Assets/HumanGrow/Memories/ (28 root + 2 teddies + 13 Drawings/ + 19 Notused/, 57 with a map / 121 entries) 57 ✅ values
Cartridges Data/Assets/Cartridges/ (20 of 21 mapped; 14 tracker-music ones also carry a ModTrackerAsset at slot 82) 21 ✅
Growth food Data/Assets/HumanGrow/Food/DA_Food_* (CraftTime live slot 35 at 0x28/0x29, exceptions at 0x2c/0x27) 15 ✅
Human properties / traits / rewards Traits/HumanProperties/ (16: MinimumValue, MaximumValue, DiminishingReturnsPow), 64 trait assets, 6 DA_HumanReward_*, 25 rocket-reward loot tables ✅ unexplored
Buoy / ocean loot Data/LootTables/OceanTrashTables/ (10 buoy + 4 ocean) 14 ✅ values; ❌ new rows
Lazarus / pod / rocket / committee BPs Blueprints/Modules/Utility/HumanGrowing/, Blueprints/Rocket/**, Data/Humans/** ⚠ literal / insert only

Reference mods. #12 (the .asi; 70 exports, targets 0.8.5.651027, no config), #167 (39 values x2 in place + 39 rows appended at 3% to ten buoy tables -- adds to vanilla instead of replacing; ships in a ~mods subfolder), #150 (the cleanest two-file diff in the catalogue: one byte inserted for bAutoWeld in a BP CDO -- the Enhancer Cap technique on a Blueprint), #85 (two bytes on the rack skill; five heavy re-cooks and a 262 KB icon alongside), #181 (current headers, x10, but breaks StarChildMemory's localisation), #178/#79 (flat 2 s vs ÷10; #79's headers are stale), #142/#153/#161 (re-serialised tables). Vanilla memory values are tabulated in doc §C3 (AshNotebook all ten @100; PigHorn Communication 100; cartridges 20/25/25/20).

Template. build_humans_seeds.py --scan-memories / --scan-food / --scan-loot / --dry-run / --write / --pack with ops memory_value, memory_scale, food_craft_time, stack_size, loot_entry, raw (structural: maps and rows addressed by name; refuses the 57 stale #80 packages because slot 62 is absent). Verified: one line covers 57 packages / 121 entries; all six ops -> 74 packages / 183 edits, size-neutral.

Collisions. DA_Memory_* (#167, #181, #19, #20; #80 stale); DA_Food_* (#79, #178, #20); DA_LT_Boyo* (#142, #167); DA_LT_Ocean* (#140, #153); BP_Module_Human_Pod (#85, #150).

Gaps. Live slots 59/61 unidentified; the 4-byte tail's meaning; EVoyageHumanPropertyModifierType's other values (a multiply type would beat x10); #85's one mystery byte; whether #85's BP re-cooks are load-bearing. Ideas: Memory Balance (15 min), cook-time balance, Lazarus Rack properly (two bytes, no re-cooks), human-property tuning, rocket-reward rebalance, seed decay via UE4SS (may be impossible), committee/launch tuning, a name-table + array writer (the one real toolchain gap).

4.10 World, enemies & weather -- docs/mods/15-world-enemies-weather.md (accepted 8.5) · templates/mods/world-enemies-weather#

Headline. Weather is two-stage (preset multipliers x waves-preset amplitudes; #7 flattens the multipliers, #62 the sources -- doing both multiplies), wind is power (Wind.SpeedInKm feeds the turbines; #7 keeps Storm at 40), and nothing applies instantly. The mapping file is verified right for VoyageWeatherPreset, VoyageWavesPreset, VoyageLootItemTable, BuoyancyComponent; verified DRIFTED for VoyageSwarmTemplate on 0.8.5 (74 live slot states vs 78 flat -- the walk derails after bDisableModulesOnContact); unverified for VoyageNPCData (a Map at slot 2 blocks the walk before any scalar); broken in the reader for PointLightComponent/SceneComponent.

Family Path Count Touched by
Weather presets (+5 wind presets) Data/Weather/WeatherPresets/DA_WeatherPreset_* (Climate{…Precipitation, Thunder, CloudCoverage, FogDensity}, Wind{Direction, SpeedInKm}, WaveProperties[]) 21 + 5 #7, #38 (11 never)
Waves presets Data/Weather/WavesPresets/DA_WavesPreset_* (13-slot WaveProperties) 5 #62, #54
Swarm templates Data/SwarmTemplates/DA_SwarmTemplate_* (extracted, in scratch, not yet in vanilla/raw) 16 none
NPC data Data/NPCData/DA_NPC_* 14 none
Enemy / swarm loot Data/LootTables/ItemTables/{Enemy,Swarm}/DA_LT_* 19 + 17 #186
Sky / spawners / swarm runtime / behaviour trees / buoyancy Blueprints/Ultra_Dynamic_Sky_Voyage (day/night 20/6 min, dawn/dusk 500/2300 on a 0-2400 clock), Blueprints/AI/Spawning/*, Blueprints/AI/Swarm/*, BT_NPC_* (20), Blueprints/BP_BuoyancyComponent (in-place patchable) #126, #103, #176, #39

Reference mods. #7 (ten presets in place; full before/after table in doc §B.1), #62 (three re-serialised with the zero mask, two in place), #116 (three payloads, not nine), #103 (spawner re-cook; export count unchanged), #126 (24 h / longer-days verified; the LongerNights file ships vanilla lengths -- advertised != shipped), #120, #176 (a rebuilt behaviour tree: a 20-step oil staircase), #186 (array-element deletion; the template reproduces it byte-identically), #38 (accidental weather collateral: two presets with the Climate struct absent). #171's reflection write overrides #120 on Standing_Light_03 regardless of mount order.

Template. build_world_mod.py --inspect [--export N --class C] / --dry-run / --write / --pack with set (by property path, class slots first then the super chain) and drop_array_entry (single-export packages), blueprint-notes.md (the honest editor path per package). Read the -- walk stopped: line; a Map stops the walk; a plausible dump can still be wrong past the drift point.

Collisions. DA_WeatherPreset_Storm/_NoLightning (#7 vs #38); Crosswaves/Directional (#62 vs #54); the Nebular headlight (#116, #2, #98); the lamps (#120, #42, #171).

Gaps. Nothing run in-game; #116's and #126's property naming inferred; DA_NPC_*, Enemy/DA_LT_*, EggSackSwarmSpawnInfo and 11 presets unread; #120's kill mechanism undecoded. Ideas (in order): re-derive the VoyageSwarmTemplate layout (the prerequisite), light-kills-leeches the data way (blocked on it), a swarm difficulty dial (head-of-export values only), a weather director, wind-only turbine tuning, shark/whale HP (needs a Map decoder), enemy loot rebalance, fix #126's LongerNights, nebula range without the bloat, buoyancy sanity, a domain conflict checker.

4.11 Audio, music & silence -- docs/mods/16-audio-music.md (accepted 8.5) · templates/mods/audio-music#

Headline. No middleware (XAudio2 + stock UE audio), so every asset is a plain engine class and byte patching works. Six mods (3.4% of the catalogue), all removing or scaling; nothing adds a sound; the game's built-in tracker player (/Script/ModTracker, 14 embedded .mod/.xm songs surfaced by DA_Cartridge_Mod_* items, played on the "Data Recovery Deck") and the cassette stack (two labels, one track) are untouched by anyone. The technique to copy is #166: collapse an emitter's attenuation sphere (AttenuationShapeExtents -> (0,0,0), FalloffDistance -> 1) instead of touching a sample.

Family Class Live count Patchable
Audio/SFX/**/SW_* USoundWave (name-table entry 0 = codec PCM/RADA/BINKA; Volume slot 20 absent everywhere) 2,800 ✅ props (insert Volume); payload = editor
Audio/**/MTS_*, MTSP_* UMetaSoundSource / patch (16 KB opaque graph) 199 + 10 ❌ graph
Audio/**/CUE_* USoundCue (VolumeMultiplier plain) 232 ✅ (unopened)
Audio/Shares/SoundClasses/SC_* USoundClass -- the mix tree (doc §C.2); five serialise Volume 24 ✅ in place / insert
Audio/Shares/Attenuations/SAT_* USoundAttenuation (radius/falloff table in doc §C.4; SAT_Module_* are shared) 72 ✅
Audio/Shares/Mix/, Effects/, Concurrencies/, AudioBuses/ submixes, presets, reverbs, concurrency 79 + … ✅ (unexplored)
Data/Audio/DA_Music_* UVoyageMusicData (SoundAsset, BPM, NumBeats; three are fully defaulted 7-byte payloads -- "no music" is a modelled state) 8 ✅
Audio/Music/Mod/Songs/*, Casette/*, Blueprints/LoudSpeaker/* UModTrackerAsset, cassette wave + UConstantQNRT, playlist struct (Multiplier double) 14 / 3 / 6 ⚠ clone / in place

Reference mods. #149 (SC_VO_Quest.Volume 1.1 -> 2/3 in place, plus an undocumented un-mask of MinVolumeThreshold -- the +3 B), #166, #99 (whole-BP re-cook to swap one MetaSound import; reverts eight months of turbine BP), #25 (one silent BINKA clip imported twice), #87 (RADA -> WAV rename; class-layout drift fingerprint on USoundBase), #36 (deprecated; Multiplier 1.0 -> 0.0 is the data-only edit worth redoing).

Template. build_mod.py --inspect / --dry-run / --write / --pack with audio_schema.py (typed slot tables for SoundClass / SoundAttenuation / SoundWave, refuses to guess past a variable-width property); the canned mute_attenuation; insert_property() (last export, flat schema, no zero mask, never an exact 0.0). Verified: SC_VO_Quest 1.1 -> 1.6 + a muted hull impact; chunk ids match the game's; SoundWave.Volume inserted (+6 B).

Gaps. Nothing heard in-game; #87's mechanism inferred; Multiplier semantics; which USoundBase property 5.8 inserted; MetaSound format; USoundCue unopened; whether a wave Volume is honoured through a MetaSound. Ideas: a machinery volume dial, the turbine silencer done right (~600 B), quiet loudspeaker 2026, a master mix pack, cassette B's own track, louder VO rebuilt, a custom tracker cartridge (the highest ceiling), no combat music, underwater/terminal filter tweaks.

4.12 Cheats, dev tools, saves & mod packs -- docs/mods/17-cheats-tools-saves.md (accepted-with-gaps 7.5) · templates/mods/cheats-tools-saves#

Headline. Almost nothing here is authored: Channel37 shipped a 754,934-byte developer menu (/Game/UI/Game/HUD/BP_VoyageCheatWiget, ~170 buttons across 40 submenus -- max enhancers, unlock skills, spawn, weather, teleports, saves, achievements, Voyage.Committee.* console buttons), an empty BP_VoyageCheatManager over the native class, and 137 Voyage.* console names in the exe (Voyage.Immortal, Voyage.Survival.Environment.Simulate, Voyage.ModuleSubsystem.SpeedMultiplier, Voyage.AutoSave.IntervalOverride, Voyage.SkipOpeningSequence, …; existence [file], semantics [inferred]). Nexus #21 (223 endorsements) is one Blueprint that presses F1 and calls Create on that widget; #78's "maxed" save is what the menu's buttons produce.

Thing Where Reach
The dev menu and its sub-widgets UI/Game/HUD/BP_VoyageCheat*, UI/Dialog/BP_Dialog_Cheat_Maps, UI/ContextMenu/Actions/BP_CMA_Cheat_* open it (Lua or ModActor); a new button = editor
Cheat verbs native VoyageCheatManager (0 usmap properties) + engine UCheatManager (God, Fly, Ghost, Summon, Slomo) console, once CheatManagerEnablerMod installs one; which CheatClass this build ships is the open question
Console ConsoleEnablerMod (Tilde/F10); ConsoleCommandsMod's set <Class> <Prop> <Value> writes every live instance by reflection -- a one-line test channel before any pak or Lua
Cheat-tier content in retail BP_Module_*_Engine_Cylinder_CheatBooster, DA_Item_*EngineCylinder_CheatBooster, PDA_CheatWeatherPreset, DA_WeatherPreset_Cheat_Default a pak that only makes them craftable needs no value edits
Saves SaveGames<SteamID64><SteamID64>_<slot>.sav: 49-byte block header + zlib; [i32][GVAS v3]; body in the UE 5.5+ FPropertyTypeName form (i32 Size, a type tree -- off-the-shelf GVAS parsers desync on record 1); VoyageSaveGame 8 slots; GameProgress 21 slots (17 written at Version 27, 20 at 29; WorldTimeSeconds dropped, four maps added); PersistentPlayerData (Level, SecurityLevel, exp, LevelCapExp); Enhancers map of Points; PersistentWorldActor.ByteData is an opaque blob = 99% of the file ✅ numeric leaves; ❌ strings (every enclosing Size), ❌ ByteData
Mapping files #94 vs #141 (§3.5) tooling only
Modpacks #141's CreatorTLCDB.tlcmodinfo (TLCMPI2\0, opaque; targets 0.8.0.612251); #187 is the proof that one container beats N build_modpack.py

Template. savetool.py v1.0.1 (info / tree / get / set / unpack / pack / verify; never overwrites the input; round-trips three save generations; set Level 25 = @payload+2715), ue4ss/Mods/TLCCheatMenu (installs a CheatManager, LoadAssets the widget, Creates it -- no DML, no pak, and its first dry run logs the resolved CheatClass), build_modpack.py (N legacy trees -> one _P container with a collision report and manifest.txt; third-party legacy/ trees converted without global.utoc must not be repacked), voyage-cvars.txt (the 137 names).

Gaps. CheatClass; the exec-function names; which cvars are live in Shipping; the live 0.8.5 save Version (29 is the floor); ByteData; no edited save loaded by the game yet; dml add semantics. Ideas: a progression tracker from saves (the companion project's natural feature -- docs/ref/shadow-install.md §9 listed it as blocked; it no longer is), fold savetool.py into tlcmod.save, a TLCDevConsole panel over the cvars via ModMenu, a save-schema regression watcher, a console-command verification pass, savetool.py insert, a --vanilla diff mode for modpacks, an honest "clean cheat start" from Robert's own save, the MO2 plugin fixed, a CheatBooster unlock pak.


5. Methodology#

5.1 Files first -- how a mod is reverse-engineered here#

  1. Manifest before description. retoc manifest over the mod's .utoc gives pak_packages -- exactly which packages it overrides. That, not the Nexus text, sets the technique (doc 00 §1). It also recovers the real packagestoreentry.packagename behind a filename hint (../../../Bigger_Internal_Battery_x3_P.uasset is DA_Enhancer_Character_Battery), which turned "no vanilla counterpart" into real diffs for #105, #38, #46, #148, #158, #161, #186, #192, #202 (doc 01's correction to the shared DIFF.md caveat).
  2. Convert and diff against the live vanilla extraction (data/mods/vanilla/raw, Update 5.5). Equal sizes + a handful of words = a value edit, read the floats; unequal sizes = a re-serialise or re-cook -- compare export counts and sizes (which survive the conversion), not name lists (which do not: unresolved imports collapse to /Engine/UnknownPackage and renumber every FName). A big word count is usually not new logic (#154's "three changes" are a uniform -1 on FName indices plus one real edit).
  3. Isolate the payload. Diff a mod's own variants against each other (shared name table); or anchor by length shift (the mod's .uexp is a fixed number of bytes longer, find the vanilla value and add the delta -- #119's decay at 0x2B18 vs 0x2C8C, delta 372 = the name-table growth).
  4. Decode with the class schema, then distrust it. Name the slot from the usmap, walk the payload, and accept the walk only if it lands exactly on the 4-byte trailer (--show's "4 trailing bytes OK"; doc 01 §H.1's DFS acceptance test). A walk that names its first twenty properties plausibly can still be wrong further down (DA_SwarmTemplate_Night).
  5. Date the cook. Slot count vs vanilla (unversioned.read_slots); the OVERRIDE walk (doc 08); the ObjectFlags 3 -> 11 / +68 pair on a re-cooked texture (doc 02); the .uexp size delta against live (-32 B on the ammo assets, -2 B on the 2025 weapons). A Nexus date inside the EA cycle proves nothing (#80, 2026-03-22, is two slots stale).
  6. Read the Lua and the ini, not the page. Property names, class paths, key binds and default constants come from main.lua/config.lua (23 mods); the authors' own comments are the best source of vanilla values the project has for the runtime side -- and are tagged as such.
  7. Reproduce it. The template's job is to rebuild the shipping file from vanilla; byte-identity (or value-identity where the reference is a re-cook) is the proof (§5.6).
  8. Note what it does not do. Byte-identical-to-vanilla packages in a container (#38, #58, #196), advertised variants that collapse to one payload (#116), a variant that ships vanilla numbers (#126 LongerNights), an .uexp that grew for an undocumented second edit (#149).

5.2 Evidence tags (binding)#

Tag Means Example
[file] read out of the mod's or the game's own bytes, source or ini M_RDS_01.Brightness 32.0 -> 1.0 at .uexp+0x26
[catalog-only] only the Nexus description / changelog supports it "the brighter files kill night worms" (#116)
[inferred] reasoned from file evidence, stated as such the tank exports' 200/300/400 deltas are the old build's values
[web] an external source UE4SS LoopAsync return semantics

The doc-quality gate treats an untagged behavioural claim as a defect. "Effect" statements are asset-level until someone launches the game (§5.6).

5.3 Version discipline#

  • Anchor every number to the build it was read on (0.8.5.650920 / 25056839) and record the vanilla value as expect in every recipe -- a mismatch aborts the build instead of corrupting the asset. The catalogue's own precedent: #26 has separate reissues for 0.5, 0.6, 0.6.5, 0.7, 0.7.5, 0.8; #53 has nine archived versions.
  • Never carry a remembered number across a patch. Battery capacities read 18,000 in the 0.8.0 datamine and 20,000 on 5.5; --verify-anchors / --scan / --show exist for this.
  • Treat the mapping file as a naming aid. Voyage-5-7.usmap is exact for VoyageEnhancer (slots 0-13), VoyageWeatherPreset, VoyageWavesPreset, VoyageLootItemTable, VoyageFloatingTextData, VoyageIndicatorData, VoyageWidgetComponentData, BuoyancyComponent, SoundClass/SoundAttenuation; drifted for VoyageItem (+1 after slot 8, more after CraftAmount; PropertyModifiers at 62 not 64), VoyageBaseInventoryComponent (+3), VoyageModuleComponent's low slots, VoyageOverlayWidgetData (+1), USoundBase (+1), VoyageSwarmTemplate (-4), the engine MeshComponent/PrimitiveComponent/SceneComponent chain (+3/+4/+8); absent for VoyagePropertyModuleResource*, VoyagePropertyDescription, ModuleConfigData's live nesting, ModTrackerAsset, VoyageCartridgeItem, the camera-drone pawn; broken in the reader for PointLightComponent/SceneComponent (v4 enum-block desync). Prefer #141's newer file for new work; the real fix is a DumpUSMAP on the live build (§7.1).
  • Build-string discrepancy. LordGregory's 2026-09-03 changelogs and the .asi targets cite v0.8.5.651027; the installed build is 0.8.5.650920 with an exe dated 2026-09-01. Either a hotfix exists or the fields differ. Unresolved; modenv.py verify --remote reports the live numbers.

5.4 Save safety#

  • Snapshot SaveGames<SteamID64>\ before any install or dev-menu use; it is the Steam Autocloud watch root. SaveGameBackups<SteamID64>\ (three per slot, local-time names) is the game's own second net.
  • Removing a value mod is safe: capacities, craft times, weapon numbers, audio and weather are read from assets at load; only fill levels are in the save (an over-full tank clamps on its next tick [inferred]).
  • Removing an item- or actor-adding mod after playing with it is not: the save holds references to classes that no longer resolve (community consensus from the migration thread, [catalog-only]).
  • Enhancer per-point edits land in the save through spent points: #39's Pressure 999 is applied to the character; lowering a cap below spent points is untested territory -- raise caps, do not lower them mid-run.
  • Reflection writes never reach the save, but world-state changes they cause do (a spawned rope is transient; a dev-menu "max enhancers" persists on the next autosave). RequestSaveGame is asynchronous -- wait before closing.
  • DML writes its own SG_DML save; an edited .sav must keep the file name <SteamID64>_<slot>.sav (the in-payload SlotName carries the author's id and the game evidently does not care).
  • A downloaded save is a version bet: the game validates (EVoygeSaveGameValidationResult), the schema moved between Version 27 and 29, and the live Version is unknown.

5.5 The rebuild-after-update rule#

A pak ships a whole package frozen at build time. After any game update, every recipe is re-run against a fresh extraction (never carried forward): verify --remote -> re-extract -> diff raw vs raw -> re-locate (--verify-anchors, --scan, --find, --show) -> rebuild -> conflicts -> plan -> reinstall, keeping the previous container under pak/versions/<build>/ (§2.10). Put the game version in the container's file description, as #103/#116/#146/#3 do. The house builders are validated by the byte-identical regression before any post-update rebuild is trusted. For a Lua mod: update UE4SS first, check [EngineVersionOverride], read UE4SS.log for not found lines.

5.6 Testing protocol -- what "verified" means in this track#

Three levels, and every claim says which one it reached:

Level Evidence Status across the track
Byte-level the template rebuilds a shipping mod's payload from vanilla; sizes, slot maps and chunk ids match ✅ done for #8, #14, #3 (BP patcher selftest), #145, #162 (literal patcher), #152 (patch_mi), #186 (drop_array_entry), #198's clone half (+ Zen header size and import list), #10 + the Enhancer Cap, #119's decay edit, #2's three values (--selftest MATCH); the two house mods byte-identical after the library extraction
Static / offline dry runs, expect guards, check.py on every Lua skeleton (all pass; #108 correctly flagged), retoc manifest chunk ids, save round-trips (savetool.py verify on three generations) ✅ done for all 17 templates
In-game the number moved on screen; the widget rendered; the sound went quiet ✅ pak lane, partial (2026-09-07, doc 18): the game boots with 15 containers in ~mods -- ten third-party paks (#26, #3, #162, #69, #159, #170, #167, #206, #169, #198) and five house containers. Read on screen: the Matte Black livery renders (stale chunk hashes ignored); EnhancerCap_P shows 100/150 and spends past 100 (unversioned insertion in a last export + a DT_* row edit, live); LongerCables10x_P 200 m segments (CDO value patch); FishNet150_P works (the vehicles-boat template's output); Nexus #14's x10 boxes rendered x10 (a mid-package insertion in the wild); StorageProximity_P (build_bp_patch.py insert_slot + set_value) is mounted, its numbers not yet read. Negative results: #125 and #138 crash the loader at boot (dead-layout recooks). Robert's 5.7.4 save migrated to 5.8.1. ❌ still: UE4SS and DML are not installed on the ShadowPC (Binaries\Win64 holds only D3D12, DML (DirectML), tbb12.dll, tbbmalloc.dll, the exe) -- no Lua mod, no LogicMod and none of the other template containers has run

The first pak-lane play session happened on 2026-09-07 (doc 18); the Lua and LogicMod lanes remain unrun, and §7.3 lists what the next session should try, in order of information per minute.

5.7 What needs the Unreal Editor (UE 5.8, installed to the Shadow's D:; 305 GB free)#

Blueprint graph shape and logic (#3's recompile, #125's dropped checks, #120's leech kill, #194's underwater check, #112's DMG file); new components / SCS nodes (#179, #199), actors, widgets, ModActors (#21, #13, #117, #136, #128, #143, #197, #198), input actions (#197); a child Blueprint for the clone+reparent pattern; a new UMaterial (its shader map cooks inline -- #24, #96, #13), a mesh, a texture at a different size or format; audio payloads (RIFF header + codec stream + format FName + GUID -- #25), MetaSound graphs, Niagara (#124); a whole map (#144, DML's Maps/Empty); adding rows, imports or map entries until tlcmod.package grows a name-table writer (#192, #167, #142, #161; #45's Items growth is the smallest such case). Everything else in this document is bytes. The editor path is written up in templates/mods/core-logicmods-blueprints/logicmod/README-editor.md and templates/mods/ui-hud/editor/README-editor.md (a /Script/Voyage stub module, the parent placeholder, the PrimaryAssetLabel chunk cook, the pakchunk1 -> <Name> rename).

5.8 Library discipline#

tools/mods/tlcmod v1.0.0 (nine modules: dxt, unversioned, package, material, vt, usmap, pack, shadow, nexus) was extracted verbatim from the two shipping builders and is validated by rebuilding both byte-identically (§2.9). Domain templates import it and add no code to it (weapons-ammo's own words); the walkers, locators and insertion generalisations they carry are graduation candidates, not forks (§7.2). Every template is dry-run by default, refuses without expect, refuses a slot job behind a serialised value, refuses a mid-package insertion where it cannot shift later offsets (and points at build_bp_patch.py insert_slot, which can), and never writes into the game. Since the extraction the house has shipped three more containers from the templates without touching the library: LongerCables10x_P (tools/mods/build_longer_cables.py v1.0.0), FishNet150_P (the vehicles-boat recipe) and StorageProximity_P (the core-logicmods-blueprints recipe) -- recipes under tools/mods/recipes/; build_enhancer_cap.py v1.2.0 added --level L=PTS (in-place DT_VoyageCharacterLevels rows) with the build tree still byte-identical for the v1.1.0 recipe.

5.9 Cross-document reconciliations the review should settle#

Found while synthesising; each is stated in one document and contradicted or refined in another.

# Topic Doc A says Doc B says Suggested resolution
1 #80 MemoriesX10 00: strong / probably-current (57 assets, 52 surgical) 14: stale schema, 57/57 packages one class revision behind -- avoid adopt 14 (slot-count evidence); annotate 00 §2 and §3
2 #206's edit 00: f32 1.875 -> 1.89125 01/08: f64 1.0 -> 1.13 / -2.0 -> -2.74 inside Struct<Vector> the f32 reading is the tail of a double; fix 00
3 #16's points 00 and 17: 700 -> 1000 (catalogue) 01/13: 700 -> 1,100 (file; 26 rows decoded; 1,100 = 11 x 100) file wins; tag the 1,000 [catalog-only]
4 #170's multipliers 00: 1.15 -> 1.3225 04/11: 1.15 -> 1.4375 (x1.25), consumption x1.15 the shipped file says 1.4375; fix 00
5 #85's skill edit 12: Cost 30 -> 7 14: by FVoyageSkillUnlock order it is Requirement 30 -> 7; Cost stays 4 adopt 14
6 #14 Larger Storage 00: "max weight raised" (unspecified); 09 v1.0.0 called it a recook 09 v1.0.1 / 04: the medium box is inserted in all 50 containers; only #15 recooks settled in 09/04; 00's row is fine, note the technique
7 #138's drag cut 00: "the 1500 kg files also cutting net drag 10x" 11: all six files share the same 100 -> 10 change; not supported adopt 11
8 Minimap path 00: UILocator/BP_MinimapWidget 04/07: /Game/UI/Game/Locator/BP_MinimapWidget (index) fix 00
9 Load order 08/09/12/17 and several templates: "~mods mounts alphabetically", "later name wins" 05 v1.1.0: between two _P containers the winner is undefined; alphabetical is the scene's belief, [inferred] adopt 05's wording everywhere; keep the z-prefix as advice, not a rule
10 ~mods in the exe 05 v1.0.0: absent 05 v1.1.0: present as a bare UTF-16 literal at byte 163,414,560 settled in v1.1.0
11 Mid-package insertion in tlcmod 09/10/16 and their templates: "only the last export can grow" 04's build_bp_patch.py ships resize_export() that shifts every later SerialOffset and reproduces #14 byte-for-byte it exists; graduate it into tlcmod.package (§7.2) and update the three templates' refusal messages to point at it
12 TMap wire format 01 §C.4: [i32 NumKeysToRemove][i32 Num]…; 13 §B1 agrees (float at +16 of a one-entry map) 08 §D2: "no NumKeysToRemove word in this build" for Array<T>/Map<K,V> probably both right for different containers (the enhancer maps do carry the leading 0); confirm on one VoyageItem map with the walker
13 #145's install advice 12: author says ~mods "isn't working", use Paks\Mods first-hand: this project's containers mount from ~mods on the same build first-hand wins; keep as a [catalog-only] curiosity
14 #101/#135 ammo halves 00/01: "probably-current, recooked" 08 v1.1.0: older-layout re-cooks, -32 B, very likely broken on 0.8.5 adopt 08
15 VoyageSwarmTemplate 15 v1.0.0 claimed verified 15 v1.0.1: retracted, verified drifted settled
16 Builder versions KNOWN FACTS: livery v1.3.4, enhancer cap v1.0.0 tools/mods/README.md and the file headers: v1.4.0 / v1.1.0 (the library-extraction bumps) the headers are current
17 crafting-building-qol/pakstore.json -- a stray retoc manifest artefact sits in the template directory (its own README warns manifest writes to the CWD) delete it before the template index is committed

Review verdicts (v1.0.0, 2026-09-07): rows 1-8, 14, 16 and 17 applied (doc 00 v1.0.1, doc 12 v1.0.2, doc 17 v1.0.2, the builder headers, the stray file deleted); row 9 applied to docs 00 / 08 / 09 and the storage and data-asset template READMEs -- the z-prefix stays as advice, the tie-break stays undefined, and the house answer is one merged container (StorageProximity_P); row 11: resize_export was used in anger the same day (StorageProximity_P), the three refusal messages now point at build_bp_patch.py insert_slot, and graduation into tlcmod.package stays on the go-gated backlog (§7.2); row 12 stays open -- UE's FMapProperty::SerializeItem writes NumKeysToRemove unconditionally [web], so doc 08's observation most likely concerns arrays; confirm on one VoyageItem map when the walker exists; row 13 is a [catalog-only] curiosity (doc 12 §B already says so); rows 10 and 15 were settled in the docs themselves. New since the draft, folded into §0.4 / §2.5 / §2.7 / §5.6: the two dead-layout recooks that crash at boot (#125, #138) and the crash-triage recipe.


6. Library index#

Seventeen templates under templates/mods/, five core and twelve domain. Every one dry-runs by default, imports tlcmod by walking up to tools/mods/, and records its verified run in its README. templates/mods/README.md is the machine-facing index of the same list.

Template One line Verified against
core-pak-data-assets offset-driven DA_* value patch + slot_* insertion (last export); the general form every domain template specialises Pressure 0.1 -> 0.5 (= #10) + MaxPoints inserted
core-pak-textures-materials mi (material-instance parameter patch/un-mask/remove/retarget) and vt (size-locked DXT block transform) jobs #152 byte-identical; livery textures size UNCHANGED
core-ue4ss-lua the reflection skeleton (disk config, snapshot, guarded write, restore, heartbeat, keybinds, console commands) + check.py --stage pre-flight clean on #168/#171, flags #108, catches a synthetic bad mod
core-logicmods-blueprints build_bp_patch.py (set_value, insert_slot, replace_bytes, patch_i32, general resize_export) + the honest LogicMod/ModActor editor scaffold with a #128-shaped Lua sidecar selftest.py: #8, #14, #3 byte-for-byte
core-frameworks-install modenv.py inspect / conflicts / plan / verify + loadout.json: destinations, naming lint, package overlap, ordered install + rollback, read-only ShadowPC preflight recorded runs on #128, #4, #31, the house loadout, #6+#153, #19+#20
visuals-skins light_props.py (name any export's properties, --diff) + build_visual_mod.py (in-place light/visual values) + ue4ss-light/TLCVisualTweak (#171's pattern) --selftest MATCH vs #2
ui-hud build_ui_mod.py (clone same-length rename, value, leading-slot) + ue4ss/TLCHudToggle + editor/README-editor.md clone .uexp == vanilla == #198's _O; Zen header 23,371 B == #198
weapons-ammo weapon_props.py typed walker (LIVE_SHIFT, OVERRIDE) + build_weapon_mod.py by dotted path + ue4ss/WeaponTweak (#175's shape) dry runs on Rhino/7.62; --find DesiredSlot
storage-containers eight named locators (storage_targets.py) + build_storage_mod.py --scan/--scan-all + ue4ss/StorageTweak (absolute targets) .uexp 986 / 16111 = the bytes #14/#146/#107/#145/#187 patch
power-cables anchors.json (28 verified anchors) + build_power_mod.py --verify-anchors + ue4ss/PowerTuning (ships inert) turbine_decay 0.001 -> 0 = #119's file
vehicles-boat build_mod.py --inspect / --find <value> --kind addressing exports by name + ue4ss/BoatTweak (#204's shape) --find 1.3 -> offsets 20/24; --find 250 --kind double -> one hit
crafting-building-qol patch_bp_literal.py --scan --find (unique-literal proof) + --sweep bulk + ue4ss-alt/TLCCraftSpeed #145 and #162 byte-identical
enhancers-progression build_progression.py schema-driven by name: per-point ladder, MaxPoints, level table, skill gate + ue4ss/ (#173's map walk) #10 + Enhancer Cap; #48's skill edit
humans-seeds build_humans_seeds.py structural ops over PropertyModifiers, food CraftTime/stack, loot rows, raw 57 packages / 121 entries in one line; 74 pkg / 183 edits size-neutral
world-enemies-weather build_world_mod.py set by property path + drop_array_entry + blueprint-notes.md #186 byte-identical (md5 ca736f59…)
audio-music audio_schema.py typed tables + build_mod.py (mute_attenuation, insert_property) #149/#166 shapes; chunk ids == the game's; SoundWave.Volume inserted
cheats-tools-saves savetool.py (GVAS 5.5+ reader/writer) + ue4ss/Mods/TLCCheatMenu + build_modpack.py + voyage-cvars.txt three save generations round-trip; 4 collisions reported on #155

The toolchain proper (tools/mods/): tlcmod/ (v1.0.0, nine modules -- API table in tools/mods/README.md), build_matte_black_livery.py v1.4.0, build_enhancer_cap.py v1.2.0 (--level L=PTS grants the points to fill the cap), build_longer_cables.py v1.0.0, recipes/ (fishnet-150.json, storage-proximity.json -- the house containers built with the vehicles-boat and core-logicmods-blueprints templates), mi_inspect.py, vt_stats.py, selftest_dxt.py, usmap_schema.py, bin/retoc.exe 0.1.5. Adjacent: tools/nexus_download.py, tools/nexus_catalog.py, tools/diff_index.py, data/mods/vanilla/README.md.


7. Open questions and next work#

7.1 The gaps that recur across every document#

# Gap Where it bites The one action that closes it
1 The Lua and LogicMod lanes have not been run in-game (UE4SS and DML are not on the ShadowPC). The pak lane has: five house containers and ten third-party paks mounted 2026-09-07, four house effects read on screen, two dead-layout recooks proven to crash at boot (doc 18) 03, 04, 07, 17 for the Lua / LogicMod claims; every domain's effect claims for template outputs not yet mounted the first Lua session (§7.3 items 1-3) -- gated on installing UE4SS, which Robert has declined for now
2 The mapping file is stale and incomplete (5.7-era #94; #141 is newer but still 0.8.0-era); every domain hit a drifted or absent class 01, 03, 04, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15, 16, 17 install #4, load a save, Ctrl+Num6 DumpUSMAP (+ Ctrl+Num5 DumpJMAP), land the file in the repo, make usmap_schema.py / tlcmod.usmap read it first
3 The live UVoyageItem layout is unsolved past CraftAmount (CraftResourceRequirements, Components, slots 59/61); recipe mods are blocked on it 01, 08, 09, 12, 14 falls out of #2; interim: decode one small DA_Item_* whose recipe is known from the UI
4 tlcmod has no typed value walker, so the slot lever reaches only a leading slot; five templates carry their own walkers/locators 07 (explicitly), 08, 09, 15, 16, 06 consolidate weapon_props.py, audio_schema.py, light_props.py, build_world_mod.py's walk and storage_targets.py into tlcmod.walk with a Map decoder
5 Mid-package insertion is refused by three templates (their messages now point at build_bp_patch.py insert_slot, which built StorageProximity_P on 2026-09-07) 09, 10, 16 graduate it into tlcmod.package; regression = the two house mods + selftest.py
6 No name-table / import-table writer -- adding a loot row, a recipe component, a map entry, a second cassette track needs a re-serialiser 01, 12, 14, 16 a tlcmod.package writer; #45's Items growth is the smallest test case
7 Container conflicts are undetected at install time and 883 of 1,182 packages are contested; the tie-break between two _P containers is undefined 00, 05, 09, 12, 15 modenv.py conflicts + build_modpack.py exist; add a modenv.py check on the live ~mods and stop racing names
8 Which copy wins: BP f64 mirror or DA f32 (batteries, tanks; distillation rate; craft time vs CraftSpeed) 09, 10, 12 one two-container experiment in-game
9 VoyageSwarmTemplate and VoyageNPCData are unreachable by name 15 re-derive from the extracted 16 templates; write the Map decoder (#4)
10 Build-string discrepancy 650920 vs 651027; UE4SS DLL hash mismatch; the live save Version 05, 03, 17 verify --remote after the next Steam update; recompute the hash against a fresh #4 download; one launch + one save + savetool.py info
11 Three tlcmod bugs worked around, not fixed: usmap.find_struct first-match (bogus 17,408-slot PointLightComponent), package.import_table early stop on non-/Script/ class packages, vt.layout_for mis-lock on small textures 06, 02 fix in place, guarded by the regression (§2.9)
12 No Kismet disassembler -- what #3, #72, #107, #125, #139, #164, #120, #194 changed is known by size only 04, 12, 15 out of scope for now; the EX_* table in doc 04 §B.3 is the seed

7.2 Tooling backlog, ranked by leverage#

Status 2026-09-07: ON HOLD (weekly-usage budget) -- every item below resumes only on Robert's explicit go. Item 1 needs UE4SS on the ShadowPC, which he has declined for now; a house BuildAnywhere (a Kismet patch skipping the CanPlace gate in BP_FabricationPlacementComponent's Fabricate / Ubergraph, ~a day, no disassembler yet) is parked with it -- "build farther" alone was judged useless.

  1. DumpUSMAP on the live build (half a session, mostly waiting; unblocks 2, 3, 9).
  2. tlcmod.walk: one typed unversioned walker with Map/Array/Struct/Text/SoftObject readers, seeded from the five template walkers; then slot jobs anywhere, and doc 10's .usmap-driven anchor auto-locator becomes a lookup.
  3. tlcmod.package.resize_export (from build_bp_patch.py) so every template inserts anywhere.
  4. tlcmod.package name-table + import-table writer (rows, components, retargets to new packages).
  5. tlcmod.save from savetool.py, then the save-derived progression tracker for caretaker.salvo.host.
  6. modenv.py check (live ~mods vs loadout.json, container build-anchor fingerprints) and a merge mode.
  7. The three bug fixes in 7.1 #11; a slot-shift verifier (pre- vs post-5.5 numbering) for any incoming pak.
  8. A LUT writer (~80 lines) and an icon rewriter for core-pak-textures-materials.
  9. Adopt #205's MIT ModMenu as shared/ for house Lua mods; a shared/TLCInput held-key helper.
  10. A Kismet disassembler, eventually.

7.3 The first in-game session -- what to try, in order of information per minute#

  1. modenv.py plan with UE4SS #4 enabled; install it (game closed, save snapshotted); launch; confirm the console and UE4SS.log. Ctrl+Num6 -> a 0.8.5 .usmap. (Closes 7.1 #2.)
  2. TLCCheatMenu dry run: read the resolved CheatClass and widget class (17 §H.1); arm it; open the dev menu.
  3. TLCStarterMod F10: snapshot MaxWalkSprintSpeedMultiplier (is it 1.35?); the set console command as a one-line test of any reflected property.
  4. Mount one template container at a time and read the number: MyStorageMod_P (water tank 4,000 on the module HUD), MyPowerMod_P (turbine decay), MyQoLMod_P (pace the crafting pull), MyAudioMod_P (hull impacts silent), MyUiMod_P (does the clone even mount). Each answers "does this technique load on 0.8.5".
  5. Install #67 alone and look at the Vitality entry in Skills & enhancers (13 §H.1: the slot-14 text test).
  6. The BP-vs-DA capacity experiment (09 §G.7): two one-line containers, one number on screen.
  7. savetool.py set on a copied slot, load it (17 §H.6); then savetool.py info on a save written by 0.8.5 (17 §H.4).
  8. Type the cheat-relevant Voyage.* cvars and record the replies (17 §G.5).

Done on 2026-09-07 (pak lane, doc 18): item 4's question -- does this technique load on 0.8.5? -- is answered yes for in-place CDO / component-template values (LongerCables10x_P, FishNet150_P), for unversioned insertion in a last export plus a DT_* row edit (EnhancerCap_P v1.2.0) and for a mid-package insertion (StorageProximity_P mounted, its numbers pending), and no for 0.8-era Blueprint recooks (#125, #138 crash at boot). Items 1-3 and 5-8 remain, and 1-3 are gated on UE4SS.


8. Sources#

This draft cites nothing that is not in one of the following, all in this repository:

  • docs/mods/00-mod-library.md (v1.0.1) and 01-05 (core techniques), 06-17 (domains), each with its own §I sources; their acceptance grades and gap lists are quoted from the swarm's verifier output.
  • docs/mods/18-installed-mod-stack.md (v1.0.0) -- the first-hand install, crash bisect and in-game reads of 2026-09-07.
  • templates/mods/*/README.md (17), with recorded runs dated 2026-09-07.
  • tools/mods/README.md (v1.0.0), tools/mods/tlcmod/__init__.py (v1.0.0), the builder headers (build_matte_black_livery.py v1.4.0, build_enhancer_cap.py v1.1.0).
  • docs/plans/mod-plan.md (v1.0.0, the livery track), docs/ref/shadow-install.md, docs/15-modding-technical-internals.md (2026-08-24, partly superseded).
  • data/nexus/thelastcaretaker-mods.{json,md} (snapshot 2026-09-07), data/nexus-mods/inventory.{json,md}, data/nexus-mods/<id>-mod-<id>/{unpacked,legacy,legacy/DIFF.md}, data/mods/vanilla/raw/**, data/mods/vanilla/global/scriptobjects.bin, data/datamine/raw/pakchunk0-file-index.txt.gz.
  • No web source and no nexusmods.com page was consulted for this synthesis.
M18

The Last Caretaker -- Installed Mod Stack (2026-09-07)

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Anchor build: Update 5.5 "Deck Drop", 0.8.5.650920, Steam buildid 25056839, engine reported 5.8.1, 5.7-era asset serialization. Install: D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks\~mods\ on the ShadowPC (no loader, no UE4SS, no DML). Save state at install: level 32 of 35 with 75 unspent enhancer points; pre-install snapshots data/save-snapshots/2026-09-07/pre-batch_L32_*.sav (AutoSave_0 07:14 + slot 1 06:34, committed).

This is the operational record of the playthrough batch: what is mounted, what was removed and why, how each container was verified, and how to roll any of it back. The research corpus behind the techniques is docs/mods/00-17 and docs/mods/MODDING-FRAMEWORK.md; the house builders are tools/mods/ (recipes under tools/mods/recipes/). Every number in the rest of the corpus is vanilla unless a doc says otherwise -- this stack changes several of them (cables 200 m, boxes x10 with a 400 m crafting pull, a 150 kg net, tanks and solar x4, enhancer caps 150).


1. What is mounted (15 containers)#

ucas sizes and the first 16 hex digits of SHA-256 are the values recorded at staging (data/mods/playthrough-batch/MANIFEST.md, gitignored) and verified after the copy into ~mods. retoc does not pack deterministically, so a local rebuild of a house container hashes differently from the installed copy -- compare build trees, never .ucas hashes (MODDING-FRAMEWORK.md §2.4).

1.1 House containers (5)#

Container Built by Packages ucas bytes sha256 (16) What it changes In-game status
MatteBlackLivery_P (livery v1.3.4) tools/mods/build_matte_black_livery.py v1.4.0 (--bases 0.2 --hull-orm 0,206,197 --pack) 9 421,003,489 CF6E0176157CBBE1 (installed 2026-09-05 09:20) The EXO Standard paint with every decoration cleared, a solid matte-black deck layer, a black flag, the hull material instance patched to Dead Mark's parameters (PaintDamage -0.2512, BaseColorAffectsVertexpainted un-masked to 1.0, BaseColor 0,0,0), the hull's ORM map shipped flat at the tower's texel (occlusion 0 / roughness 0.81 / metallic ~0.77), the corridor / cabin / bridge base colours darkened to exact-neutral 20 % v1.3.3 accepted (colour right, blotches gone); v1.3.4 hull-vs-tower verdict PENDING since 2026-09-05. If the hull now reads too black / featureless, the lever is the flat ORM's metallic channel (--hull-orm 0,206,0 = dielectric matte, or 0,206,40), one rebuild + one closed window each
EnhancerCap_P v1.2.0 tools/mods/build_enhancer_cap.py v1.2.0 (--cap 150 --level 33=159 --level 34=158 --level 35=158 --pack) 12 13,414 43751c953b49b591 MaxPoints = 150 inserted at slot 0 of all eleven DA_Enhancer_Character_* (a property equal to its C++ default is absent from the cooked stream); DT_VoyageCharacterLevels rows 33 / 34 / 35 GrantedEnhancerPoints rewritten in place to 159 / 158 / 158, so a level-32 save that has earned ~1,175 points reaches 11 x 150 = 1,650 at the cap VERIFIED (Robert, 13:1x): the enhancer screen reads 100/150, a point spends past 100 and the display updates (Haul Mastery bought); the InfoLogic text is intact. The level-33 grant (+159) is untested until the next level-up
LongerCables10x_P v1.0.0 tools/mods/build_longer_cables.py v1.0.0 (--pack) 1 6,249 66a78f2306e9d3dc BP_ModuleCable_Base class defaults MaxLength 2000 -> 20000 and MaxLengthBase 1000 -> 10000 uu, re-patched on the live 5.5 asset (Nexus #8 ships x100 as a whole-package copy) VERIFIED: a segment reaches ~200 m
FishNet150_P templates/mods/vehicles-boat/build_mod.py --recipe tools/mods/recipes/fishnet-150.json --write --pack 1 3,772 139045b079bd404e (local rebuild; the installed copy's hash was not recorded) BP_Inventory_Container_Fishing -> VoyageInventoryWeightLimited_GEN_VARIABLE.MaxWeightLimit 30 -> 150 f32 on the live container -- Nexus #138's effect without its dead BP_Module_Fishing VERIFIED ("works")
StorageProximity_P templates/mods/core-logicmods-blueprints/build_bp_patch.py --recipe tools/mods/recipes/storage-proximity.json --apply --pack 4 49,633 24f813a981c5fc94 (local rebuild; installed copy's hash not recorded) On the live 5.5 boxes: medium BP_Inventory_PlayerBox -- MaxWeightLimit inserted at slot 0 = 1,000 (class default 100; export 22 -> 28 B, header 0c040405 -> 00020b040405) and ProximityDistance 1500 -> 40000 (15 m -> 400 m crafting pull, inherited by the three child boxes); _Large 200 -> 2000, _Small 50 -> 500, _Smart 200 -> 2000 in place. Replaces Nexus #14 x10 and #145, which collide on the medium box PENDING (installed 14:50, game closed): read a large box's limit (expect 2,000 kg; medium 1,000 / small 500 / smart 2,000) and craft from ~400 m of a box

1.2 Nexus containers (10)#

Renamed at staging from the Nexus archive names; file = the Nexus file id (data/nexus-mods/<id>-mod-<id>/, gitignored); packages from data/nexus-mods/inventory.json.

Container Nexus File Version Packages ucas bytes sha256 (16) What it changes (file evidence, doc 00) In-game status
BiggerTanks_4x_P #26 Bigger Tanks 834 "for 0.8" v1.0 9 28,932 c95eddd23d2d6ade the nine DA_Item_Module_*Tank capacities x4 (2000 -> 8000, 6000 -> 24000, 9000 -> 36000), all surgical mounted, boots; capacities not yet read (a data-asset edit from the 0.8 era -- same layout, loads)
FastDismantle_P #3 1 Second Dismantle 1090 v0.9 (5.5 rebuild) 1 43,896 f8d027aeb79187e1 BP_ToolAbility_Maintenance_Dismantle recooked: every dismantle takes 1 s (a Kismet literal) mounted, boots; effect not yet timed
LongRangeScrappernRepair_P #162 Long Range Scrap and Repair 1082 1.3 1 70,603 7f6ed87f715d8c2b BP_ToolAbility_Maintenance_Base reach 300 -> 2500 f64 (25 m) mounted, boots; reach not yet paced
BiggerSolarPanels_4x_P #69 Bigger Solar Panel Output 848 "for 0.8" v0.10 3 8,515 c0c6def1528ad553 the three solar DA_Item_Module_*SolarPanel outputs x4 (10000 -> 40000 W on the LumiMax) mounted, boots; output not yet read (the module HUD shows it per frame)
TyphoonChaining_P #159 Typhoon ports fix 1047 1.1 (5.5) 1 12,310 1828d3a9f08b155b BP_Module_WindTurbine_Large: Port.ModuleSocketIOData.Type = ST_Any inserted (+5 B) so Typhoons chain into each other mounted, boots; chaining not yet tried
BetterEngineBoosters_P #170 Engine Boosters Enhanced 1079 1.1 6 38,773 3f41733f4035b3d6 the six diesel / electric cylinders: ProductionMultiplier x1.25, ConsumptionMultiplier x1.15 mounted, boots; speed not yet measured
BuoyMemories_P #167 Buoy Memories 1077 1.2 49 126,558 7430dc976f3def19 39 memory / cartridge values x2 in place + memory rows appended at 3 % to ten buoy loot tables mounted, boots; note for the cookbook: every memory now teaches double -- doc 23's recipes are vanilla values, so a recipe fed as printed overshoots (halve the memories, or feed one at a time against the prediction panel)
ScopeFix_P #206 Electric Rifle scope fix - Update 5.5 1093 1 2 4,714 2be2ba49ee6aad09 DA_Weapon_Attachment_Sight_RedDot + DA_Weapon_ElectricRifle: the ADSCameraOffset doubles 1.0 -> 1.13 / -2.0 -> -2.74 mounted, boots; alignment not yet checked
RhinoDismantler_P #169 Uber Rhino 1078 1.3 2 3,999 18042c6a9a67158e DA_Weapon_Petrol_Grinder + DA_WeaponData_Petrol_Grinder: damage 0.01 -> 5, radii 40 -> 600, DesiredSlot 1 -> 3 mounted, boots; effect not yet tried
BoatHUDTotalResources_P #198 Boat HUD Total Resources - Update 5.5 1070 1 4 53,229 1bfe0798dfef2639 BP_VoyageIngameBoatHud replaced by a 5-export child at the vanilla path + an _O clone of the original + two WBP_BoatHUDTotal*Value widgets (the clone-and-reparent pattern, doc 07 §B1) mounted, boots; the total-diesel / total-electricity readouts not yet confirmed on the boat HUD

Pairwise package overlap among the fifteen: none (checked from inventory.json pak_packages before staging). The livery's nine packages, the Enhancer Cap's twelve, the cables' one, the net's one and the boxes' four touch nothing the Nexus containers touch.


2. What was removed, and why#

The batch was staged with 18 containers; three are parked in the disabled\ folder on the Shadow (never deleted, so the bisect can be re-run):

Container Nexus File ucas bytes sha256 (16) Why it is out
BuildAnywhere_P #125 BuildAnywhere 850 "for 0.8" 54,389 a4ee3b8bdc02d794 Confirmed boot crasher (four launches, identical PCallStack; the fourth with this container alone). A whole 0.8-era cook of BP_FabricationPlacementComponent -- all 21 function exports differ from live; its export and slot counts match, so the static header test does not flag it, the loader does. Its native parent VoyageLocationFabricatorPlacementComponent exposes one property (CurrentItem); CanPlace, MaxPlacementDistance, MinimumZAllowed and every check live in the Blueprint graphs (CalculateLocalMinimumZ, UpdateBottomVertex, GenerateAndSetLocation, Ubergraph), so no value-patch equivalent exists. Options recorded: (a) a MaxPlacementDistance 500 -> 5000 f64 CDO patch = "build farther" only (Robert: useless); (b) a Kismet patch skipping the CanPlace gate in Fabricate / Ubergraph = the real thing, ~a day, no disassembler yet; (c) UE4SS Lua -- declined for now. Suggested: ask Dmgvol on Nexus for a 5.5 rebuild
FishNet_150kg_X0_P #138 Big Fishing Net 150KG 882 (X0 = vanilla speed) 57,713 bdb0d6988c43135b Dead-layout recook: its BP_Module_Fishing has 66 exports against the live 69, and its net container 143 slots against 147 -- the static test names it without a launch, and it was in the crashing set of the bisect (removed with #125 in round 2, after which the game loaded). The author admits having no tools to rebuild. Replaced by FishNet150_P (the one float on the live container)
zLarger_Storage_x10_P #14 Larger Storage Containers 1060 53,521 52b7ed910e9fbe30 Not broken -- it loaded and the boxes rendered x10 (verified). Parked because it and #145 both ship the whole BP_Inventory_PlayerBox package and two _P containers on one package tie with an undefined winner; StorageProximity_P carries both edits on the live asset in one container

Also dropped at selection: Hands-Free Mooring (#172) -- the only pick that needed UE4SS, which is not installed; Longer Cables (#8) -- replaced by the house x10 (Nexus ships x100 only).


3. Where everything lives on the ShadowPC#

What Path
Mounted containers D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks\~mods\ (15 x .pak + .utoc + .ucas)
Batch staging (safe while the game runs) C:\Users\Shadow\AppData\Local\Temp\tlc-mine\batch-2026-09-07\ -- all 45 original files (598,802 B) + FishNet150_P + StorageProximity_P
Disabled containers C:\Users\Shadow\AppData\Local\Temp\tlc-mine\batch-2026-09-07\disabled\ -- BuildAnywhere_P, FishNet_150kg_X0_P, zLarger_Storage_x10_P
Livery staging / backups Temp\tlc-mine\mod\ (the current livery build), Temp\tlc-mine\mod-backups\v1.2.0\ (the accepted v1.2.0 look, sha 2DDD1C69...F88A -- the only copy)
Enhancer Cap staging Temp\tlc-mine\mod-enhancer\ (the v1.0.0 build; the installed v1.2.0 came through the batch dir)
Tools on the Shadow Temp\tlc-mine\tools\retoc.exe + oo2core_9_win64.dll
Crash artefacts %LOCALAPPDATA%\Voyage\Saved\Crashes\UECC-*\CrashContext.runtime-xml (+ minidumps); copies of the 2026-09-07 dumps (4 contexts, 2 minidumps) sit in the S4 session scratchpad, not in the repo
Saves %LOCALAPPDATA%\Voyage\Saved\SaveGames\76561198118168844\ (Steam Autocloud watch root -- a bad save syncs); backups in SaveGameBackups\
Local versions data/mods/<mod>/pak/ (livery under pak/versions/v1.3.0..v1.3.4; v1.2.0 exists only on the Shadow); data/mods/playthrough-batch/stage/ + MANIFEST.md (gitignored)

Install discipline (durable #44): stage the triples in the batch folder; copy into ~mods only when tasklist shows no VoyageSteam* process; re-read every file's SHA-256 after the copy; snapshot the newest save first; one variable per launch when anything is new. Enhancer-value mods are never stacked on top of EnhancerCap_P (same eleven assets) -- bake them into its recipe instead.


4. Crash triage and the bisect (the recipe that found #125 and #138)#

Shipping builds write no UE log. What they do write is %LOCALAPPDATA%\Voyage\Saved\Crashes\UECC-<guid>\CrashContext.runtime-xml:

  1. Read ErrorMessage, SecondsSinceStart, PCallStack (module + offset frames) and the <Threads> entry with IsCrashed="true". Identical offsets across dumps = deterministic.
  2. The signature seen 2026-09-07: EXCEPTION_ACCESS_VIOLATION reading address 0x0 on FAsyncLoadingThread, SecondsSinceStart 0, 3-6 s after launch, before the menu; frames VoyageSteam-Win64-Shipping + 15833c8 / 1572805 / 156f3c9 / 156ed1f / 169da44 / 169c2e0, the same in all three dumps. Meaning: a package the engine loads at boot was cooked against a class layout that no longer exists -- not a container-format problem (all sixteen containers share TOC v8 and retoc's container header).
  3. Name the culprit without launching: convert each container to legacy beside global.utoc + scriptobjects.bin and compare every package's export count, per-export size and unversioned-header bytes against the live vanilla extraction (data/mods/vanilla/raw). A differing export count or slot count (#138: 66 vs 69 exports, 143 vs 147 slots) is a dead layout. Same counts with recompiled function bodies (#125) pass the test and still crash -- so the test is necessary, not sufficient.
  4. Bisect: with the game closed, move triples out of ~mods into the disabled\ folder, one variable per launch. The 2026-09-07 run: launches 1-3 crashed with all 16; round 1 pulled the two house containers (still crashed); round 2 pulled #125 + #138 (loaded); launch 4 re-added #125 alone (crashed, identical stack) -- #125 confirmed, #138 held by the static test.
  5. The minidump's UTF-16 ~mods/<name> strings show only where the mount loop was, not the culprit.

What loads fine from the same era: same-size data-asset value edits (#26, #69 "for 0.8") and Blueprint patches whose export layout matches live (#3's 5.5 rebuild, #162, #159, #170, #167, #198, #14).


5. Rollback#

  • One container: delete its three files from ~mods (game closed). Nothing in the install is modified by any of them; values revert on the next load.
  • Everything: delete or rename the ~mods folder. Steam's Verify integrity never touches ~mods and is not needed.
  • The livery to the accepted v1.2.0 look: copy Temp\tlc-mine\mod-backups\v1.2.0\* over the three MatteBlackLivery_P.* files (closed window only).
  • The save: levels spent above 100 stay in the save after EnhancerCap_P is removed -- the game then reads them against the default cap of 100 (display untested; raise caps, never lower them mid-run). Full rollback = restore a data/save-snapshots/2026-09-07/pre-batch_L32_*.sav copy into the SaveGames folder with the game closed.

6. Verification checklist (what is still to be read on screen)#

In the order doc 13 §D6 suggests, with the 2026-09-07 results:

# Check Result
1 Skills & enhancers screen: names and descriptions render ✅
2 Spend a point past 100 (cap reads x/150) ✅ 100/150, spend works
3 Tooltip per-point value unchanged (Battery +20 Wh/level) ✅ (no side effect seen)
4 At level 33 "points available" jumps by 159 ⬜ pending the level-up
5 A cable segment reaches ~200 m ✅
6 Boxes x10 (large 2,000 / medium 1,000 / small 500 / smart 2,000 kg), crafting pulls from ~400 m ⬜ pending (StorageProximity_P; #14's x10 was ✅ before the swap)
7 Tanks x4, solar x4 on the module HUD ⬜ unread
8 Boat HUD shows total diesel / electricity ⬜ unread
9 150 kg net ✅
10 Livery v1.3.4: hull finish matches the tower zone ⬜ verdict pending
11 1 s dismantle, 25 m scrap / repair reach, Typhoon chaining, engine boost, Rhino AoE, scope alignment, buoy memories ⬜ unread

7. After the next game patch#

Every pak here ships a whole package frozen at build time. On a new Steam buildid: (1) modenv.py verify --remote (read-only preflight); (2) re-extract the vanilla packages the house recipes read into data/mods/vanilla/raw; (3) diff old raw vs new raw -- same size and a few words = a value moved, a different export count or a new unversioned slot = re-derive the recipe; (4) rebuild the five house containers (build_*.py / the two recipes), pack, modenv.py conflicts, reinstall at a closed window, keeping the old containers under pak/versions/<build>/; (5) treat every Nexus container as suspect until its author reissues it or the export-count test passes against the new vanilla -- a stale Blueprint recook now crashes at boot rather than silently reverting. Full drill: MODDING-FRAMEWORK.md §2.10 and §5.5.


Sources#

  • First-hand: the ShadowPC install and ~mods listing, the crash contexts, the bisect and Robert's in-game reads of 2026-09-07 (praxium scratch #1981-#1983); durable lessons #41 (crash triage), #42 (retoc non-determinism), #44 (install rules).
  • data/mods/playthrough-batch/MANIFEST.md (staged sizes and hashes), data/nexus-mods/inventory.json (package lists), tools/mods/recipes/*.json, tools/mods/build_*.py headers.
  • docs/mods/00-mod-library.md v1.0.1, 04, 07, 09, 10, 11, 12, 13, 14 for the per-mod file evidence.
M00

The Last Caretaker -- Mod Library (all 176 Nexus mods, classified)

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Author: Salvo Praxis (w/ AI pair programming partner Claude Code by Anthropic) Version: 1.0.1 (2026-09-07 review, per MODDING-FRAMEWORK.md §5.9: #80 downgraded to avoid [stale UVoyageItem layout, doc 14]; #206's edit is two doubles; #16 raises the budget to 1,100 in the file; #170's base multiplier is 1.4375; #138's drag change is common to all six files; the minimap path; load order between _P containers is undefined, not alphabetical; #101/#135's ammo halves are older-layout re-cooks; #125 and #138 crash the 5.5 build at boot -- first-hand, 18-installed-mod-stack.md) | Date: 2026-09-07 Catalogue snapshot: 2026-09-07 07:54 UTC (Nexus game id 8289) -- 176 mods, 1,045 files, 283 live files downloaded and unpacked, 0 unpack failures Live game: Update 5.5 "Deck Drop", 0.8.5.650920, Steam buildid 25056839, engine reported 5.8.1 (5.7-era asset serialization)


1. Method note#

Where every claim comes from#

Evidence class Source What it can prove
Container manifest retoc manifest over each mod .utoc -> pak_packages in data/nexus-mods/inventory.json Exactly which packages a mod overrides. This, not the mod description, is what sets the technique column.
Asset diff data/nexus-mods/<id>-mod-<id>/legacy/DIFF.md (146 of 176 mods) -- mod legacy assets vs vanilla legacy assets extracted from the live install Which assets differ, how many 4-byte words differ, and for surgical edits the before -> after float values
Lua source ue4ss/Mods/<Name>/Scripts/*.lua under .../unpacked/ (23 mods) The literal property names, class paths, key binds and default constants a script writes
Loose files .asi PE images, .fx shaders, .ini, .sav, .usmap, .exe in the unpacked archives Install destination and mechanism
[catalog-only] The Nexus description or file/changelog text, with nothing in the files that confirms it Marked inline wherever used

Every "what it changes" cell below names an asset, a script, or a measured value. Where a DIFF is quoted as a->b, those are literal f32 values read out of the .uexp payload.

Reading a DIFF word count#

Mod containers are converted to legacy next to global.utoc only, so retoc cannot resolve the mod package's import IDs: imported package names collapse to /Engine/UnknownPackage, which shortens the mod-side name table and renumbers the FName indices inside the .uexp. Consequence:

  • equal mod/vanilla size + a handful of differing words = a real, surgical value edit (typical of DA_* data assets with few imports);
  • unequal sizes or thousands of differing words = name-table renumbering noise (typical of Blueprints -- "recooked", the mod ships a whole rebuilt package);
  • "no vanilla counterpart" = the package was rebuilt or is genuinely new (mod-added content such as /Game/Mods/...).

So DIFF: 1 differing word, f32 1->100 is a fact about the payload; "5 exports differ, none surgical" only means the whole Blueprint was recooked, not that more was changed.

The two version cliffs#

  1. 2025-12-16 -- the UE 5.6 -> 5.7 migration (game Update 01 "Last Humans"). Every cooked mod built before this date is archaeology: the asset serialization changed underneath it. Anything whose files ALL predate 2025-12-16 is classified stale-pre-5.7 (31 mods).
  2. 2026-08-28 -- Update 5.5 "Deck Drop" (0.8.5.650920, engine reported 5.8.1). This did not invalidate the container format -- this project's own livery container, packed with retoc to-zen --version UE5_7, loads on the live build first-hand. What it did change is the content: a stale pak still loads, but it reverts its packages to the older build's version, silently undoing whatever the patch changed in them (and crashing if a class layout drifted). That is why early September saw a visible rebuild wave -- LordGregory's files literally say "I didn't check what, if anything, I changed, I just rebuilt it with freshly extracted files."

Status values used below

Status Rule Count
current-5.5 a live file dated on/after 2026-08-28, or a file description / changelog naming 5.5 / 0.8.5 / UE5.8 37
probably-current newest file after 2025-12-16 and nothing contradicting it -- loads, but a pak in this bucket is content-frozen at its build date 106 (v1.0.1: #125 and #138 moved to broken)
stale-pre-5.7 every file predates 2025-12-16 31
broken positive evidence of failure 2 (v1.0.1: #125 BuildAnywhere and #138 Big Fishing Net crash 0.8.5.650920 at boot -- dead-layout Blueprint recooks, first-hand 2026-09-07, bisected one container per launch; 18-installed-mod-stack.md §2)
unclear evidence insufficient 0

Exposure is not uniform inside probably-current. ue4ss-lua and asi-plugin mods override no asset at all -- they write live properties or machine code -- so they ride content changes far better than a cooked pak. Two authors say so in their own source: #171's header ("survives game updates that would invalidate a cooked .pak -- unversioned-property schema drift") and #175's summary ("uses UE4SS to avoid breaking with game updates"). ini-config (#122) and reshade (#61) are likewise version-independent, and loose-file-replace (#1) replaces .mp4 files that no cook touches.

Tier, relative to this catalogue#

Median mod: 28 endorsements / 1,048 downloads. p75 = 63 / 2,360. p90 = 151 / 7,366. Top of catalogue = 431 / 16,586 (#3).

Tier Meaning Count
top top-decile standing and current on 5.5, or infrastructure other mods depend on 7
strong above p75 standing, or below it but current-5.5 and doing something nothing else does 47
niche around the median, or high-standing but very narrow 72
weak thin, low standing, or superseded by a maintained equivalent 35
avoid author-marked deprecated, save-risky, or a stale override of an asset the game has since changed 15

Two labels beyond the supplied taxonomy#

asi-plugin (3 mods: #11, #12, #95) -- an MZ/PE x64 image AoB-patching the shipping exe, loaded by an ASI loader; and loose-file-replace (1 mod: #1) -- assets dropped straight into the shipped game tree with no pak. The file evidence fits none of the listed techniques, so they are named rather than forced.


2. Master library#

176 mods, sorted by primary domain then endorsements. End. = endorsements, DL = unique downloads at snapshot. Requires lists real requirements only -- LordGregory's joke requirement "THE ABILITY TO READ" (declared on 13 mods) is dropped.

# Mod Author Ver Updated End. DL Domains Technique Status Tier What it changes (file evidence) Requires
2 Better Flashlight Dmgvol v0.7 2026-07-07 191 6439 visuals-skins pak-blueprint probably-current strong Recooks all four headlight Blueprints (BP_Equipment_Headlight, _Eclipse_, _LightLancer_, _Light_Nebular_V2_) for a brighter/wider cone; the OffsetFlashlight file only moves the light source forward (DIFF: 5 .uexp exports differ, none surgical -- whole-BP recook). --
116 Bigger better nebula daveaust 0.8.0.612115 2026-06-27 77 4103 visuals-skins + world-enemies-weather pak-blueprint probably-current strong BP_Equipment_Light_Nebular_V2_Headlight in nine falloff/intensity combinations (2X-4X range crossed with 1X-10X brightness); the brighter files are marketed as worm-killers. Conflicts with #2 and #98. --
104 10 Boat Skins Dmgvol v0.5 2026-01-09 61 3104 visuals-skins + vehicles-boat pak-texture-material probably-current strong Ten alternate hull liveries, each a separate file replacing the SAME package AssetSets/Channel37/Large_Boat_Carpe/Large_Boat/Textures/Hull/Hull_aiStandardSurface8SG_BaseColor -- install exactly one. The direct precedent for this project's own Matte Black EXO livery. --
24 Battery skin Dmgvol v0.6 2026-01-24 21 467 visuals-skins pak-texture-material probably-current niche Replaces M_Battery + T_battery_{BaseColor,AO,Metallic,Roughness} and the three SM_ConsumableBattery_* meshes with a Duracell look (DIFF: 9 assets differ, 14 mod-added). --
124 NoBigSplash MODDUCK 1 2026-03-23 19 503 visuals-skins pak-texture-material probably-current niche Five VFX/Environment/Water/*Splash systems (Boat, JetSki, Motor, Object, ObjectSkeletal) replaced with small ones. --
152 Red dot sight reticle glow fixed UARamiel 0.1 2026-09-01 19 455 visuals-skins + weapons-ammo pak-texture-material current-5.5 niche Rebuilds External/FPS_Weapon_Bundle/Weapons/Materials/RDS/M_RDS_01 to kill the red-dot reticle bloom. Conflicts with #118 on the same material. --
171 Ultra 360 Standing Light TakeyaSaito 2.0 2026-07-06 19 1078 visuals-skins + power-cables ue4ss-lua probably-current strong A former .pak mod rewritten as pure reflection: patches BP_Module_Standing_Light_03 CDO and component templates once at startup (LightIntensity = 2.5725, 100 m range, hex colour, bAutoWeld). Its own header states the reason -- "survives game updates that would invalidate a cooked .pak (unversioned-property schema drift)" -- the best in-catalogue argument for the Lua route. --
109 Slightly Useful Night-Vision DrStalker 0.6.1.606677 2026-01-16 16 399 visuals-skins pak-blueprint probably-current niche BP_Equipment_NightVision recooked for a usable night-vision image. --
61 Clear Caretaker CaptCannabil 1.0.0 2025-11-26 9 278 visuals-skins reshade stale-pre-5.7 niche A two-stage ReShade preset (.fx/.fxh under reshade-shaders/) for sharpening and temporal stability. Post-process only -- it touches no game asset, so its pre-5.7 date says nothing about whether it runs. ReShade
97 4 Scarf Skins Dmgvol v0.5 2026-01-04 4 174 visuals-skins pak-texture-material probably-current niche Four alternate Scarf_Texture_Material_001_BaseColor textures, one per file -- all four override the same package, so exactly one may be installed. --
96 Play as CJ Dmgvol v0.5 2026-01-03 2 89 visuals-skins pak-texture-material probably-current weak Replaces SKM_PlayerCharacter and four M_CJ_*/T_CJ_* material+texture pairs under Characters/Mechanical_Light_01_A/ -- a full player-model swap (DIFF: 20 of 22 assets mod-added). --
118 HoloScopeColorYGB MoDDuck 1.0 2026-02-15 2 77 visuals-skins + weapons-ammo pak-blueprint, pak-texture-material probably-current weak Recolours the holo reticle via BP_Weapon_Scope_Laser + External/FPS_Weapon_Bundle/.../M_RDS_01 in yellow/green/blue variants. Conflicts with #152 on M_RDS_01. --
82 BigMap Dmgvol 1.0 2025-12-07 29 990 ui-hud pak-blueprint stale-pre-5.7 weak UI/Game/Locator/BP_MinimapWidget (the index path; v1.0.0 printed UILocator/) recooked so the minimap zooms in and out. The only minimap mod in the catalogue -- and it predates the 5.7 migration. --
1 No-Intro (Skip Startup - Splash Videos) Gametism 0.1 2025-10-14 28 830 ui-hud + visuals-skins loose-file-replace stale-pre-5.7 niche Overwrites the two startup movies Content/Movies/CompanySplash_4k_60fps.mp4 and LCT_Splash_4k_60fps.mp4 -- loose files in the shipped tree, no pak, so the technique is engine-version-independent even though every file predates the 5.7 migration. --
136 Compass dmgvol 1 2026-06-03 17 584 ui-hud pak-blueprint probably-current niche Adds /Game/Mods/Compass/{ModActor,WBP_CompassCustom} (all mod-added packages) to pin the compass to the top of the screen. --
13 PhotoMode Mod Dmgvol v0.6 2026-01-24 8 132 ui-hud + visuals-skins pak-blueprint, pak-texture-material probably-current weak Adds 57 brand-new packages under /Game/Mods/PhotoMode/ -- DMG_Camera BP, WBP_* widgets, 17 LUT_PhotoMode_* colour LUTs, 8 border MI_/T_ assets (DIFF: 114 assets, ALL 'no vanilla counterpart' -- it overrides nothing). Built for game v0.6.1.x and loaded through DML. DML #77 (mod page) / UE4SS #4 (Nexus field)
198 Boat HUD Total Resources - Update 5.5 ihsoft 1 2026-09-03 7 262 ui-hud + vehicles-boat pak-blueprint current-5.5 niche Patches UIHUD/BP_VoyageIngameBoatHud and adds WBP_BoatHUDTotalDieselValue / WBP_BoatHUDTotalElectricityValue -- the only HUD-extension mod that is current on 5.5. --
122 Head Bob and Camera Physics Fix (Inertia) DarkDominion 1.0.1 2026-03-23 4 326 ui-hud + visuals-skins ini-config probably-current niche An Engine.ini dropped into %LOCALAPPDATA%/Voyage/Saved/Config/Windows/ that disables head bob and camera inertia/sway. Config-only, so it is immune to asset-schema drift -- mark the file read-only or the game rewrites it. --
143 TLC-Terminal Waypoint dmgvol 2 2026-06-18 2 234 ui-hud logicmod-bp, ue4ss-lua, pak-blueprint, pak-texture-material probably-current weak Adds /Game/Mods/TerminalWaypoint/{BP_Waypoint,BP_Waypoint2,ModActor,WBP_Waypoint,T_Waypoint*} and a 405-line main.lua that polls a JSON file every 5 s (Request_1/2, IsWaypointActive_1/2) to spawn or destroy waypoint actors and writes player/boat position back -- file-based IPC with the external TLC-Terminal map app. TLC-Terminal (external app), UE4SS
53 All Secondary Weapons as Primary - Equip Any Weapon in Either Slot LordGregory 1.9 2026-09-03 114 4821 weapons-ammo pak-blueprint, pak-data-asset current-5.5 strong Flips the slot enum in DA_Weapon_BoltGun_Pistol, DA_Weapon_ElectricPistol, DA_Weapon_FlamethrowerPistol (exactly 1 word each) and patches BP_FirstPersonCharacter_New (3 words) so slot 2 accepts primaries -- a textbook surgical multi-asset edit. "Update for game v0.8.5.651027." --
100 AmmoReloadX10 MoDDuck 0.6 2026-03-22 70 1959 weapons-ammo pak-data-asset probably-current niche Five DA_Weapon_Attachment_Magazine_* assets at x2 / x10 capacity (DIFF: all 10 exports surgical, 2-4 words). --
101 AmmoFAStCraft_DmgX2CountX2 MoDDuck 1.0 2026-03-22 43 1714 weapons-ammo pak-data-asset probably-current niche The seven DA_Ammo_* assets: craft time down, damage x2/x10, count x2 (DIFF: 7 exports differ, recooked). Very likely broken on 0.8.5 -- an older-layout re-cook whose .uexp is 32 B short of live (doc 08 v1.1.0). --
57 Scope Fix SourCandyLime V1.0 2025-11-22 39 787 weapons-ammo ue4ss-lua, pak-data-asset stale-pre-5.7 weak main.lua StaticFindObjects DA_Weapon_ElectricRifle and DA_Weapon_Attachment_Sight_RedDot and writes offsets (ELECTRICRIFLEVAL = -2.74, REDDOTVAL = 1.13); a pak variant edits the same two assets. Superseded by #206, which patches the same pair on 5.5. UE4SS for TheLastCaretaker #4 (Lua file only)
89 AttachmentFlashlight MoDDuck 1.0 2026-02-15 39 1038 weapons-ammo + visuals-skins pak-data-asset probably-current niche DA_Skill_Attachment_Flashlight -- a single differing word on the weapon-flashlight attachment unlock. --
112 ScopeRifleFIX MoDDuck 1.0 2026-03-23 29 1182 weapons-ammo pak-blueprint, pak-data-asset probably-current niche BP_Weapon_Electric_Rifle + its two modifier BPs and the Optical/RedDot sight data assets, realigned; the OPTIONAL file raises electric-rifle damage. Overlaps #57, #206 and #152. --
23 Flamethrower as a Secondary Weapon (Deprecated) LordGregory 1.0 2025-11-14 26 696 weapons-ammo pak-data-asset stale-pre-5.7 avoid Flips the slot classification in DA_Weapon_Flamethrower. Author-titled "(Deprecated)"; single file from 2025-11-14, superseded by #53. --
175 Ammo Damage and Craft Boost TakeyaSaito 1.1 2026-08-06 23 810 weapons-ammo ue4ss-lua probably-current strong Reflection mod that walks the ammo data assets and multiplies WeaponData.Attack damage and CraftAmount, plus Data.Attack on DA_WeaponData_Electric_{Arches,Rifle} for the ammo-less electric weapons (config.lua: DamageMultiplier, CraftAmountMultiplier, ElectricWeaponDamageMultiplier). Author's stated reason: "uses UE4SS to avoid breaking with game updates". UE4SS
41 Sniper as a Secondary Weapon (Deprecated) LordGregory 1.0 2025-11-19 18 341 weapons-ammo pak-data-asset stale-pre-5.7 avoid Slot flip in DA_Weapon_BoltGun_Sniper. Author-titled "(Deprecated)"; superseded by #53. --
169 Uber Rhino TakeyaSaito 1.3 2026-09-04 17 1051 weapons-ammo pak-data-asset current-5.5 strong DA_Weapon_Petrol_Grinder (1-word) plus DA_WeaponData_Petrol_Grinder (4-word) surgical edits for a wide AoE and faster grind. Current file 2026-09-04. Conflicts with #151/#155/#194. --
40 Electric Rifle as a Secondary Weapon (Deprecated) LordGregory 1.0 2025-11-19 16 285 weapons-ammo pak-data-asset stale-pre-5.7 avoid Slot flip in DA_Weapon_ElectricRifle. Author-titled "(Deprecated)"; superseded by #53. --
95 No Flamethrower Overheat LordGregory 1.2.0 2026-09-03 11 476 weapons-ammo asi-plugin current-5.5 niche No_Flamethrower_Overheat.asi -- native AoB patch removing the flamethrower heat cap. "Update for game v0.8.5.651027. AoBs changed." an ASI loader (e.g. Ultimate ASI Loader)
151 Petrol Grinder Bigger range Patbeartje 1 2026-07-04 8 235 weapons-ammo pak-blueprint, pak-data-asset probably-current weak BP_Weapon_Petrol_Grinder + DA_WeaponData_Petrol_Grinder at 60/100/200 cm radius (plus a damage variant). Conflicts with #155, #169 and #194 on the grinder. --
194 Rhino usable in the water. UARamiel 1 2026-08-04 4 176 weapons-ammo pak-blueprint probably-current weak BP_Weapon_Petrol_Grinder rebuilt so the Rhino works underwater (faster shark disassembly). Conflicts with #151/#155/#169. --
135 InstaGrenadeAmmo ti14 1 2026-05-28 2 285 weapons-ammo + crafting-building-qol pak-data-asset probably-current weak Seven DA_Ammo_* and eight DA_Weapon_Grenade* assets: craft time to 1 s and petrol per grenade 1 -> 0.5 L (DIFF floats 50->1, 100->2, 0.5->1). The grenade edits are genuine in-place patches; the ammo half is an older-layout re-cook (-32 B) and very likely broken on 0.8.5 (doc 08 v1.1.0). --
206 Electric Rifle scope fix - Update 5.5 ihsoft 1 2026-09-07 0 4 weapons-ammo pak-data-asset current-5.5 strong DA_Weapon_Attachment_Sight_RedDot and DA_Weapon_ElectricRifle each patched in 3 words -- the ADSCameraOffset doubles 1.0 -> 1.13 / -2.0 -> -2.74 inside a Struct<Vector> (docs 01/08; v1.0.0's f32 1.875 -> 1.89125 was the tail of a double) -- for long-range alignment. Mounted on 5.5 first-hand 2026-09-07 (ScopeFix_P; the game boots with it). Uploaded 2026-09-07 -- the current replacement for #57 and #112. --
26 Bigger Tanks Dmgvol v1.0 2026-07-22 344 14605 storage-containers pak-data-asset probably-current strong Nine DA_Item_Module_*Tank capacities x2/x4: 2000->4000/8000, 6000->12000/24000, 9000->18000/36000 (DIFF: all 18 exports surgical). --
15 Bigger Containers Dmgvol v1.0 2026-06-26 320 14224 storage-containers pak-blueprint probably-current strong Full recook of BP_Inventory_PlayerBox{,_Large,_Small} at x2 and x4 capacity (DIFF: 6 .uexp differ, no surgical words -- recooked, not byte-patched). Last built for game 0.8. --
19 Item Weight and Stack Size Changes LordGregory 1.10 2026-09-03 217 11354 storage-containers pak-data-asset current-5.5 top 788 DA_* item assets rewritten -- weight zeroed and stack sizes raised (DIFF: 999 exports differ, 974 of them in <=8 words; e.g. 10000->0, 1000->0, 200->0). The widest data-asset footprint in the catalogue. --
14 Larger Storage Containers - Store More Weight (Also x2-x50 Multipliers) LordGregory 1.9 2026-09-03 186 8520 storage-containers pak-blueprint current-5.5 strong BP_Inventory_PlayerBox{,_Large,_Small,_Smart} max weight raised -- three boxes are one-word patches, the medium box's MaxWeightLimit is absent from vanilla and INSERTED (header re-encode + three size fix-ups) in all 50 containers (doc 04 §B.2, doc 09 v1.0.1); the multiplier pack ships 50 containers stepping 200 -> 400, 600, 800 ... 2600+ kg (DIFF floats). "Update for game v0.8.5.651027." First-hand 2026-09-07: the x10 file loads on 5.5 and the boxes read x10; then replaced by the house StorageProximity_P (#14 x10 + #145 on the live asset, one container -- doc 18). --
102 OniBackpacksX10 MoDDuck 1.0 2026-03-22 68 3368 storage-containers + power-cables pak-data-asset probably-current niche All six DA_Equipment_Back_{Battery,Petrol}_{Small,Medium,Large} backpacks x10 (DIFF floats 3.39->4.48, 4.48->6.11 on the packed capacity words). Supersedes #43. --
43 Bigger Battery Backpack V1V0La 1.0 2025-11-19 57 1654 storage-containers + power-cables pak-data-asset stale-pre-5.7 weak DA_Equipment_Back_Battery_{Small,Medium,Large} capacity x10 (DIFF: 3 exports differ, recooked). Superseded by #102, which covers the petrol backpacks too. --
76 Just Canisters Rebalance MoDDuck 1.0 2026-02-15 43 1446 storage-containers pak-blueprint, pak-data-asset, pak-texture-material probably-current niche 34 packages: the 19 BP_Module_* storage Blueprints, 13 DA_Item_Module_* portables and 2 icons, rebalanced together (DIFF: DA_Item_Module_Lightning_Rod and its skill asset are the only surgical edits). --
55 (deprecated)10 times all storage except boxes sushi 1.0.0 2025-11-22 40 1453 storage-containers pak-blueprint stale-pre-5.7 avoid 19 BP_Module_* storage Blueprints at 10x. Author-titled "(deprecated)"; overlaps #26 / #76 / #184 / #187. --
146 Bigger LargeContainer (compatible with Greater CraftingProximityDistance) strangemind87 4 2026-09-04 35 2026 storage-containers pak-blueprint current-5.5 strong BP_Inventory_PlayerBox_Large capacity to 20000 kg (1-word surgical edit), split from #145 so the two can be used together. "For Build 0.8.5.651027 HOTFIX 1". --
165 Portable Tanks and Battery rashchuk 0.8.0.612251.80 2026-07-21 21 1285 storage-containers pak-blueprint, pak-data-asset probably-current niche Adds ten NEW BP_CodexPortable_* packages (small battery plus eight portable tanks) with matching DA_Item_Module_Portable* assets at 2000 capacity, and patches BP_FirstPersonCharacter_New to carry them (DIFF: 20 of 40 assets are mod-added). One of only two mods that add genuinely new items. --
158 Lighter biomass. UARamiel 1.1 2026-07-07 16 695 storage-containers pak-data-asset probably-current niche Six DA_Material_Bio_* weights cut, with diesel/petrol generator demand rebalanced to match (DIFF: 28 assets, all rebuilt packages). --
184 Altered Tanks By Jablo Jablo 1.0.0 2026-07-14 13 461 storage-containers pak-data-asset probably-current niche The nine large DA_Item_Module_*Tank assets x10: 2000->20000, 6000->60000, 9000->90000 (DIFF: all 9 exports surgical). Same nine assets as #26 and #191 -- pick one. --
191 Realistic Tank Capacity LandoChronus 1 2026-07-19 7 419 storage-containers pak-data-asset probably-current niche 13 tank assets resized by physical volume rather than uniformly -- some go DOWN (6000->1000 on the small CO2 tank) while others rise (2000->7600, 9000->30000). The only realism-minded tank mod; conflicts with #26/#184/#187. --
69 Bigger Solar Panel Output Dmgvol v0.10 2026-06-26 267 12374 power-cables pak-data-asset probably-current strong Three DA_Item_Module_*SolarPanel outputs 10000 -> 20000 / 40000 / 100000 W (DIFF: all 9 exports surgical, 1-2 words). --
34 Bigger Batteries Dmgvol v0.9 2026-06-26 257 10764 power-cables pak-blueprint, pak-data-asset, pak-texture-material probably-current strong BP_Module_Battery{,Large,Small} plus DA_Item_Module_{Large,Medium,Portable}Battery at x2/x4 (DIFF floats 6000->12000 / 6000->24000), and ships Icon_Module_Battery_Large. --
8 Longer Cables (Longer Wires - Tubes - Etc.) LordGregory 1.8 2026-09-03 203 9565 power-cables pak-blueprint current-5.5 top BP_ModuleCable_Base max length 1000 -> 100000 -- a single surgical 2-word edit turning 10 m of cable run into 1 km. File: "Update for game v0.8.5.651027". --
105 Bigger Internal Battery Ashayazu v0.6.5.607921 2026-06-24 146 7585 power-cables + enhancers-progression pak-data-asset probably-current strong DA_Enhancer_Character_Battery at x3 / x5 / x10 / x100 (DIFF: 8 assets, all 'no vanilla counterpart' -- rebuilt packages). Same asset as #44, maintained four builds later. --
119 Better turbines - Reduced or no decay and optional power increases davoaust 0.8.0.612115 2026-06-26 139 7911 power-cables pak-blueprint, pak-data-asset probably-current strong 12 files crossing decay (0x/2x/4x/8x reduction) with power (1x/2x/5x) over BP_Module_WindTurbine_Small and the three DA_Item_Module_WindTurbine* assets (DIFF: 24 of 36 exports surgical). The most thorough turbine mod in pak form. --
106 Fast Self Charge Ashayazu V0.6.0.606479 2026-06-24 111 5992 power-cables pak-blueprint probably-current strong BP_Base_Character recooked so internal-battery in/out tops out near 1 MW (x3 / x5 / max / max-with-normal-discharge files). Conflicts with the BP_Base_Character family. --
11 No Solar or Turbine Degradation LordGregory 1.5.0 2026-09-03 110 4535 power-cables asi-plugin current-5.5 strong No_Solar_Turbine_Degradation.asi -- a native x64 PE image AoB-patching the durability-decay path in the shipping exe. No pak and no asset override, so content changes cannot break it, but a moved AoB can. Changelog: "Update for game v0.8.5.651027. AoBs changed." an ASI loader (e.g. Ultimate ASI Loader)
65 Improved Wind Turbines Mons_78 1.0.0 2025-11-30 93 3826 power-cables pak-blueprint stale-pre-5.7 weak BP_Module_WindTurbine_{Small,Medium_New,Large} at 2x (MAIN) / 4x (OPTIONAL) output. Superseded by #119 (pak) and #130 (UE4SS); conflicts with #99 and #159 on the Typhoon. --
49 More Internal Battery Capacity V1V0La 1.0 2025-11-20 72 2083 power-cables pak-blueprint stale-pre-5.7 weak BP_Base_Character recooked for 10x internal battery + charge rate. Superseded by #106; conflicts with every other BP_Base_Character mod (#51/#72/#81/#106/#164). --
33 Bigger Consumable Batteries Dmgvol v0.8 2026-06-26 71 2066 power-cables pak-data-asset probably-current niche DA_Consumable_Battery, _BatteryMedium, _BatteryLarge charge x4 (DIFF: 3 exports differ, recooked rather than word-patched). --
56 MoreCable xTz2 1.0.8 2026-07-07 66 2515 power-cables + crafting-building-qol pak-data-asset probably-current niche 23 DA_Cable_* / DA_Module_WallSocket_* assets -- craft time 2.5 -> 0.1 s, per-craft amounts 5 -> 1, one bandwidth value 1e9 -> 1e6 (DIFF: all 21 exports surgical). --
111 FastTransferFuelGasLiquid MoDDuck 1.0 2026-03-22 66 2957 power-cables pak-blueprint probably-current niche Six BP_ModuleCable_* Blueprints (base, data, electric, oxygen, petrol, water) at x2 / x100 transfer rate. Conflicts with #8 and #187 on BP_ModuleCable_Base. --
147 Longer Wireless Cables (Longer Sockets - Extenders - Etc.) Synthlight 1.1 2026-09-03 57 2360 power-cables pak-blueprint current-5.5 strong BP_WallSocket_Electric wireless pairing range x10 (2-word surgical edit). "Update for game v0.8.5.651027." Conflicts with #196 and #187 on the same Blueprint. --
63 Single Use Batteries by x10 MoDDuck 1.0 2026-03-22 44 1938 power-cables pak-blueprint probably-current niche The five BP_SUModule_* single-use modules (battery, diesel, fresh water, oxygen, petrol) at 10x charge (DIFF: 6 exports differ, recooked). --
98 Remove Flashlight Power Use DrStalker 0.6.0.606504 2026-01-05 41 1439 power-cables + visuals-skins pak-blueprint probably-current niche The same four BP_Equipment_*Headlight Blueprints as #2, recooked with zero power draw (plus an Eclipse variant that also offsets the beam). Direct conflict with #2 and #116. --
52 (deprecated)wisper power and durability increase sushi 1.0.0 2025-11-21 38 966 power-cables pak-blueprint stale-pre-5.7 avoid BP_Module_WindTurbine_Small (Whisper) output/durability recooked. Author-titled "(deprecated)"; superseded by #119 and #130. --
129 Better Cables (UE4SS) skylife2326 1 2026-05-22 26 1623 power-cables ue4ss-lua probably-current strong Reflection-only cable buff: config.lua sets per-type throughput multipliers (Electric/Petrol/Oxygen/Water/Data = 3.0) and a length multiplier over stock MaxLengthBase = 2000; main.lua writes MaxLength, MaxLengthBase AND CableSnapLength on both the per-class CDO and live instances so long suspended cables stop popping out of sockets. No asset override -- untouched by the 5.5 rebuild wave. --
159 Typhoon ports fix UARamiel 1.0 2026-08-31 23 770 power-cables pak-blueprint current-5.5 strong BP_Module_WindTurbine_Large rebuilt so Typhoon turbines can chain into each other. Changelog: "patched for Update 5.5". Conflicts with #65 and #99 on the same Blueprint. --
130 Better Turbines (UE4SS) skylife2326 1 2026-05-13 22 1229 power-cables ue4ss-lua probably-current strong Writes Value on each turbine item's VoyagePropertyModuleResource (PowerMultipliers WindSmall/Medium/Large = 5) and zeroes ModuleDurabilityWorkloadDamage on every turbine instance so they never decay -- the effect of #119 plus #11 with no pak and no ASI. --
131 Better Solar Panels (UE4SS) skylife2326 1 2026-05-13 22 995 power-cables ue4ss-lua probably-current strong Writes Value/MaxValue on the three solar item assets' VoyagePropertyModuleResource (Tier1/2/3 = 5), mapping DA_Item_Module_GroundSolarPanel / PoleSolarPanel / PoleSolarPaneltier3. Pak-free equivalent of #69. --
42 (deprecated)decrease the energy bill sushi 1.0.0 2025-11-21 19 701 power-cables pak-blueprint stale-pre-5.7 avoid Five BP_Module_*_Light Blueprints recooked for lower power draw. Author-titled "(deprecated)"; overlaps #120 on four of the five. --
196 Longer Socket Range foestauf 1.1 2026-08-31 14 913 power-cables pak-blueprint, pak-data-asset, pak-texture-material current-5.5 strong BP_WallSocket_Electric pairing range 5x/10x (2-word surgical edit) with DA_Module_WallSocket_Electric, the connection material and the socket frame mesh shipped alongside -- 8 of 18 assets are byte-identical to vanilla, i.e. carried, not changed. Changelog: "rebuilt for game 0.8.5.650920 (UE 5.8)". --
179 Additional sockets for fuel tanks UARamiel 1.0 2026-09-01 12 636 power-cables + storage-containers pak-blueprint current-5.5 strong The four bulk BP_Module_{Diesel,Petrol}_{,ExtraLarge_}Container Blueprints rebuilt with two extra hose sockets on the back face. v1.2 dated 2026-09-01. --
199 More sockets for Large battery UARamiel 1 2026-09-06 2 198 power-cables pak-blueprint current-5.5 niche BP_Module_BatteryLarge rebuilt to restore the pre-5.5 socket layout (two files: original layout and a 12-port alternative, with extra charge indicators). Dated 2026-09-06. --
202 Less energy cost for Charge Injector UARamiel 1 2026-09-06 0 31 power-cables pak-data-asset current-5.5 niche DA_Consumable_ChargeInjector rebuilt for lower energy cost per use. The newest data-asset mod in the catalogue (2026-09-06), no endorsements yet. --
75 Rapid fishing and raising net MoDDuck 2.0 2026-03-26 138 6163 vehicles-boat + storage-containers pak-blueprint probably-current strong BP_Inventory_Container_Fishing + BP_Module_Fishing recooked for a 150 kg net and faster hauling. Direct overlap with #138 and #187. --
138 Big Fishing Net 150KG NecoAngelus84 4 2026-06-27 89 4888 vehicles-boat + storage-containers pak-blueprint broken (5.5) avoid BP_Inventory_Container_Fishing + BP_Module_Fishing in six files: net capacity 150 kg or 1500 kg crossed with 0x/5x/10x fishing speed; every file carries the same 100 -> 10 drag change (doc 11 -- not a 1500-kg-only extra). Filenames were renamed to control Unreal's load priority. Conflicts with #75 and #187. Crashes 0.8.5 at boot (first-hand 2026-09-07): its BP_Module_Fishing is a pre-5.5 cook (66 exports vs the live 69) and kills the async loader before the menu; the house FishNet150_P re-patches the one float on the live container instead (doc 18). --
84 Rebalance Engine Plus New items EcoEngineCylinder MoDDuck 1.0 2026-03-22 80 3063 vehicles-boat pak-blueprint, pak-data-asset probably-current strong All 12 BP_Module_*_Engine_Cylinder_* plus the three ECO cylinder skill assets: booster multiplier 1.3 -> 2.3 (REBALANS) or -> 1.55 (REBNorm), fuel factor 0.9 -> 0.3, and an Eco cylinder unlock (DIFF floats). --
74 Mooring MoDDuck 1.0 2026-03-22 70 1956 vehicles-boat pak-blueprint probably-current niche BP_ModuleCable_Mooring recooked so mooring ropes stop detaching. --
73 Fast Anchor MoDDuck 1.0 2026-03-26 49 2058 vehicles-boat pak-blueprint probably-current niche BP_Module_Anchor + BP_Module_Anchor_New recooked for near-instant anchor drop and raise. --
37 (deprecated)superspeed booster boat sushi 1.0.0 2025-11-21 47 1889 vehicles-boat pak-blueprint stale-pre-5.7 avoid BP_Module_{Diesel,Electric}_Engine_Cylinder_SuperBooster recooked for 2x base effect. Author-titled "(deprecated)"; superseded by #170 and #133. --
170 Engine Boosters Enhanced TakeyaSaito 1.1 2026-09-04 42 2328 vehicles-boat pak-blueprint current-5.5 strong All six diesel/electric engine cylinders: ProductionMultiplier x1.25 (base 1.15 -> 1.4375, booster 1.3 -> 1.625) and ConsumptionMultiplier x1.15 (1.3 -> 1.495) -- fuel burn raised less than speed (DIFF: all 6 exports surgical; the shipped file reads 1.4375, docs 04/11 -- v1.0.0 printed 1.3225). Current file 2026-09-04 -- the maintained engine mod. Mounted on 5.5 first-hand 2026-09-07 (BetterEngineBoosters_P; the game boots with it). --
144 Boat redesigned NecoAngelus84 5 2026-07-01 36 2316 vehicles-boat + visuals-skins pak-blueprint, pak-texture-material probably-current niche Eight layout variants that replace the boat level itself (Maps/Boats/TestBoat) plus four AssetSets/LargeBoat/Meshes/SM_* light and box meshes, moving recycler, fabricator, engines and pump between rooms. Replacing a MAP is the highest-risk override in the catalogue -- it reverts every level change the game ships. --
133 Speedy boat FistyFester 1 2026-05-24 34 2196 vehicles-boat pak-blueprint probably-current niche BP_Module_Electric_Engine_Cylinder, _Electric_..._SuperBooster and _Diesel_..._SuperBooster rebuilt for higher top speed (with a variant at 50% diesel consumption). Conflicts with #37/#84/#154/#170. --
132 Gyrocopter reduced fuel consumption. FistyFester 1 2026-05-17 31 1556 vehicles-boat pak-blueprint probably-current niche BP_GyroCopter_Possessable rebuilt for 50% fuel burn (DIFF: 2 assets, no vanilla counterpart). Same asset as #174, which is the maintained one. --
174 Gyrocopter lower fuel consumption UARamiel 1 2026-08-31 27 975 vehicles-boat pak-blueprint current-5.5 strong BP_GyroCopter_Possessable rebuilt for half fuel burn; v2 dated 2026-08-31, after the 5.5 drop. Same asset as #132 -- pick one. --
160 Better photo drone UARamiel 1.1 2026-07-05 24 650 vehicles-boat + visuals-skins pak-blueprint probably-current niche BP_CameraDrone rebuilt for 5x battery, 5x range, 2x speed and a brighter light. Same asset as #201, which is the 5.5-era rebuild. --
172 Hands-Free Mooring TakeyaSaito 1 2026-07-13 22 960 vehicles-boat ue4ss-lua probably-current strong 782-line main.lua plus config (MoorKey = Y, MoorRadius = 2500.0, MaxRopes = 2, AttachToCreatures, RemoorAfterLoad): finds free mooring sockets via VoyageMiscBlueprintFunctionLibrary / VoyageGameUtils and attaches ropes from the wheel, re-mooring after a save load. --
154 Stronger Electric Super Booster Miseru 1 2026-07-03 12 676 vehicles-boat pak-blueprint probably-current weak BP_Module_Electric_Engine_Cylinder_SuperBooster multiplier 1.3 -> 1.6 (4-word surgical edit); the second file is the same edit at load priority 9999. Conflicts with #37/#84/#133/#170. --
117 Boat Teleporter Dmgvol v0.5 2026-01-24 9 502 vehicles-boat + cheats-tools-saves pak-blueprint probably-current weak Adds /Game/Mods/BoatTeleporter/{ModActor,WBP_BoatAlert} (DIFF: 4 assets, all mod-added) -- a DML-spawned actor that relocates a stuck boat. DML - DmgModLoader #77
183 GyroCopterBoost Shamon 1.0 2026-07-12 6 192 vehicles-boat ue4ss-lua probably-current niche Russian-commented Lua that snapshots and rewrites the gyrocopter's engine properties once the pawn loads (TargetPower 100 -> 200, fuel burn down from 250, lift and aerodynamics). --
180 More controllable Jetski UARamiel 1 2026-09-01 4 332 vehicles-boat pak-blueprint, pak-data-asset current-5.5 niche BP_JetSki_Possessable + DA_Item_Module_JetSki rebuilt so the jet ski stops launching into the air. Changelog: "patched for update 5.5". --
201 Photo drone extended 1.0 Zemlyan 1.0 2026-09-04 4 150 vehicles-boat + visuals-skins pak-blueprint current-5.5 niche BP_CameraDrone -- a 5-word surgical edit: range 5000 -> 25000, battery 20000 -> 40000, movement force 3.79 -> 5.23, light 0 -> 2. The 5.5-era counterpart to #160. --
177 GyroCopterDock Shamon 1.3 2026-07-12 1 294 vehicles-boat ue4ss-lua probably-current niche 1283-line Russian-commented main.lua (author credits DeepSeek): auto-moors and teleports gyrocopter and boat, with a watchdog; config.lua MoorRadius = 2000.0, MaxRopes = 2, AttachToCreatures = true. Overlaps #172. UE4SS for TheLastCaretaker #4
197 DonkLift-320 Keyboard Control - Update 5.5 ihsoft 2 2026-09-03 0 69 vehicles-boat + ui-hud pak-blueprint current-5.5 niche The only input-asset mod in the catalogue: replaces Game/Input/Vehicle/IMC_Forklift_Keyboard and BP_Forklift_Possesable, and adds IAV_DonkLiftBrake / IAV_DonkLiftCenterSteering input actions plus a ModActor, for gradual W/S/A/D forklift control with HUD hints. Title says "Update 5.5". --
204 Bow Thrusters (UE4SS) CodeManMike 1 2026-09-06 0 46 vehicles-boat ue4ss-lua current-5.5 niche 168-line main.lua that applies a lateral impulse at a bow offset on VoyageBoatPawn while a key is held (ForwardOffset = 1700.0, DepthOffset = -150.0, ForceMagnitude = 5e7, TickMs = 50) -- physics bow thrusters for docking. Dated 2026-09-06. UE4SS for TheLastCaretaker #4
3 1 Second Dismantle Dmgvol v0.9 2026-09-06 431 16586 crafting-building-qol pak-blueprint current-5.5 top Recooks BP_ToolAbility_Maintenance_Dismantle so every dismantle takes 1 s (DIFF: both .uasset+.uexp differ, full recook). File note: "Updated for game version v0.8.5.x (game update v5.5)". --
20 Crafting Speed Changes - Craft Everything in 1 Second LordGregory 1.9 2026-09-03 132 6343 crafting-building-qol pak-data-asset current-5.5 strong 807 DA_* assets, every craft time forced to 1 s (DIFF floats 60->1, 30->1, 10->1, 8->1, 2.5->1 across 1379 surgical exports). Optional files bundle #19's weight/stack changes. --
90 DistillationTowerPetrolPlasticX10 MoDDuck 1.0 2026-03-25 70 2736 crafting-building-qol pak-blueprint probably-current niche BP_Module_DistillationTower recooked for 10x petrol and plastic throughput. Overlaps #148 (balanced version) and #187. --
72 Reach and PickUp Plus MoDDuck 0.6 2026-03-22 63 2209 crafting-building-qol pak-blueprint probably-current niche BP_Base_Character recooked for longer reach and pickup radius. Conflicts with the whole BP_Base_Character family (#49/#51/#81/#106/#164). --
107 BoxProximityRangeX10 MoDDuck 1.0 2026-03-22 59 3877 crafting-building-qol pak-blueprint probably-current niche BP_Inventory_PlayerBox crafting-pull radius x2 / x10 / x100. Superseded by #145 -- the same asset rebuilt for 0.8.5.651027. --
81 AiRJordan MoDDuck 1.0 2026-03-22 48 1135 crafting-building-qol pak-blueprint probably-current niche BP_Base_Character jump height x2. Conflicts with the BP_Base_Character family. --
125 BuildAnywhere Dmgvol v0.7 2026-06-26 44 2417 crafting-building-qol pak-blueprint broken (5.5) avoid BP_FabricationPlacementComponent recooked to drop the placement validity checks -- build on anything, including mid-air. Crashes 0.8.5 at boot (first-hand 2026-09-07): a whole 0.8-era cook of a Blueprint whose checks are graph logic (all 21 function exports differ); four launches, the identical FAsyncLoadingThread access violation. No value-patch equivalent exists -- wait for the author's 5.5 rebuild (doc 18). --
51 (deprecated)ultra reach sushi 1.0.0 2025-11-21 38 1122 crafting-building-qol pak-blueprint stale-pre-5.7 avoid BP_Base_Character reach x10/x100. Author-titled "(deprecated)"; superseded by #72 and #164. --
59 InstaParts xTz2 1.0.6 2026-07-07 37 1661 crafting-building-qol + storage-containers pak-data-asset probably-current niche 31 DA_Part_* / DA_Grenade_Ignition_* assets -- craft 10 -> 0.1 s, weight 50 -> 0.1, stacks raised (DIFF surgical on the two Rollerbaby loot assets). --
145 Greater CraftingProximityDistance (an updated BoxProximityRange) strangemind87 4 2026-09-04 37 2475 crafting-building-qol pak-blueprint current-5.5 strong BP_Inventory_PlayerBox crafting-pull distance 1500 -> 40000 -- a 1-word surgical edit; file titled "Strange Proximity For Build 0.8.5.651027 HOTFIX 1". Supersedes #107 and pairs deliberately with #146. --
128 Automatic Pickup (UE4SS) skylife2326 1 2026-08-02 34 2021 crafting-building-qol logicmod-bp, ue4ss-lua probably-current strong A LogicMods pak adding /Game/Mods/BetterPickup/ModActor (holding bReady plus VacuumRadius, VacuumIntervalSec, GracePeriodSec) and a Lua sidecar that writes those fields on the spawned actor and binds Shift+F5..F9 to toggle/cycle/save (config.lua: VacuumRadius = 1000.0, VacuumIntervalSec = 0.05, GracePeriodSec = 3.5). The cleanest pak+Lua hybrid in the catalogue. UE4SS #4 (LogicMod loader)
168 Fully Automatic Looting TakeyaSaito 1.5 2026-07-03 31 1616 crafting-building-qol ue4ss-lua probably-current strong 373-line main.lua with a documented config.lua: LootRadius = 2000.0 cm, TickMs, ScanBudget = 48, ToggleKey = F11, RequireLineOfSight, with a scan budget and pruning cursor added to fix the large-base crash named in the 1.5 changelog. UE4SS for TheLastCaretaker #4
148 Balanced Oil Distillation. UARamiel 1 2026-06-26 30 1303 crafting-building-qol pak-data-asset probably-current niche DA_Item_Module_DistillationTower rebuilt for 36000 L/h of both diesel and petrol (one file keeps plastic, one disables it). --
58 InstaModules xTz2 1.0.5 2026-07-07 29 1326 crafting-building-qol pak-data-asset probably-current niche 98 DA_Item_Module_* craft times to ~0.1 s (DIFF floats 50.6->0.1, 425.2->0.1, 47->0.1, 5.1->0.1). --
123 TLC Nearby Deposit Elkrisho 1.0.0 2026-03-23 25 933 crafting-building-qol + storage-containers ue4ss-lua probably-current niche main.lua (555 lines) scans player boxes within HOT_DEPOSIT_RADIUS = 5000.0 and deposits matching stacks on a hotkey, with an 8 s box cache and a 0.35 s press cooldown (config.lua). UE4SS for TheLastCaretaker #4
47 (deprecated)auto collect sushi 1.0.0 2025-11-19 24 1464 crafting-building-qol pak-blueprint stale-pre-5.7 avoid BP_Physical_Inventory_Output + BP_Physical_Recycler_Factory rebuilt for auto-collection. Author-titled "(deprecated)". UE4SS for TheLastCaretaker #4
35 Swim Boost kelvin101 1.0.0 2025-11-18 23 656 crafting-building-qol ue4ss-lua stale-pre-5.7 weak main.lua scales the swim-sprint multiplier off the Pressure enhancer (PRESSURE_ENHANCER_ENUM = 1, DEPTH_PER_POINT_MULT = 0.3, clamped 1.0-20.0x) on a 100 ms loop. UE4SS for TheLastCaretaker #4
162 Long Range Scrap and Repair TakeyaSaito 1.2 2026-09-05 21 855 crafting-building-qol pak-blueprint current-5.5 strong BP_ToolAbility_Maintenance_Base scrap and repair reach to 25 m -- a single-word surgical edit, current file dated 2026-09-05 (the freshest pak edit in the catalogue). --
31 Quick Save Anywhere without Backup Station Jai 1.0.1 2025-11-16 20 818 crafting-building-qol ue4ss-lua, ini-config stale-pre-5.7 weak main.lua finds VoyageGameStateSubsystem + /Script/Voyage.VoyageSaveGame and binds F5 to commit a save anywhere (RegisterKeyBind(Key.F5, OnF5)); slot and key come from a mod-local ini. UE4SS for TheLastCaretaker #4
164 Long Range Interact and Loot TakeyaSaito 1.0 2026-07-07 17 824 crafting-building-qol pak-blueprint probably-current niche BP_Base_Character interact and loot range to 25 m. Conflicts with the BP_Base_Character family (#49/#51/#72/#81/#106). --
140 FishNet Loot Rebalanced NecoAngelus84 3 2026-06-04 16 895 crafting-building-qol pak-data-asset probably-current niche Three DA_LT_Ocean* fishing-net loot tables reweighted toward better scrap, plus light and dark biomass. Head-on conflict with #153, which rewrites the same three tables. --
46 Recycling Rebalanced ErikV70 1.0.0 2025-11-30 15 533 crafting-building-qol pak-data-asset stale-pre-5.7 weak Eight DA_LT_*_Materials recycler loot tables rebalanced (less copper/plastic/polyurethane/gold). DIFF: all 16 assets 'no vanilla counterpart' -- rebuilt, not patched. --
153 End game fishing loot Miseru 1 2026-07-03 12 986 crafting-building-qol + humans-seeds pak-data-asset probably-current weak Four DA_LT_Ocean* tables rewritten toward memories, tree seeds and a human seed; ships a duplicate container at load priority 9999 to win conflicts by force. Head-on conflict with #140. --
5 SpeedBoost ales s 1 2025-11-09 11 305 crafting-building-qol + cheats-tools-saves ue4ss-lua stale-pre-5.7 weak main.lua grabs FindFirstOf("Character") and scales movement off baseSpeed = 600.0 with the arrow keys (speedIncrement 1.0, maxSpeed 10.0, minSpeed 0.5, Home resets). Spanish-commented, one file, never updated. UE4SS (implied)
139 WaterPump 40k NecoAngelus84 1 2026-05-31 8 441 crafting-building-qol pak-blueprint probably-current weak BP_Module_WaterExtractionPump recooked to 40k output so one pump feeds four purifiers. --
38 Less Copper ErikV70 1.0.0 2025-11-18 7 262 crafting-building-qol pak-data-asset stale-pre-5.7 avoid Strips copper from DA_LT_Metal_Materials / DA_LT_Metal_Scraps -- but the container ALSO carries DA_WeatherPreset_Storm and _Storm_NoLightning, unrelated collateral packages that will fight #7 NoStorm. All 8 assets show 'no vanilla counterpart'. --
187 Caretaker QoL Bundle CodeManMike 2 2026-09-06 5 907 crafting-building-qol + storage-containers + power-cables pak-blueprint, pak-data-asset, ue4ss-lua current-5.5 niche 37 packages in one container -- containers, batteries, tanks (6000->24000, 2000->8000), cable base length 1000->100000, fabricator/crafting-location BPs and the wall socket -- plus a Lua sidecar pinning fuel-hose bandwidth to 720000.0 L/h and distillation to 90.0 (fixed targets so reloads do not re-multiply). 36 of 37 exports surgical. Current (2026-09-06) but the single widest conflict surface in the catalogue. UE4SS for TheLastCaretaker #4
192 Build with raw materials. UARamiel 1 2026-09-02 3 357 crafting-building-qol pak-data-asset current-5.5 niche 56 DA_Item_* / DA_Building_* recipes rewritten to consume raw materials instead of crafted parts (DIFF: 224 assets, all rebuilt packages). Two files, one with and one without the Balanced Oil Distillation change. Dated 2026-09-02. --
6 More Weight Capacity Dmgvol v0.7 2026-05-17 418 16376 enhancers-progression + storage-containers pak-data-asset probably-current strong One float in DA_Enhancer_Character_HaulMastery: kg per Haul Mastery point 1 -> 5 / 10 / 100 (DIFF: exactly 1 differing 4-byte word per file, f32 1->5, 1->10, 1->100) -- the cleanest surgical data-asset edit in the catalogue. --
10 More Pressure Capacity Dmgvol v0.7 2026-05-18 260 8039 enhancers-progression pak-data-asset probably-current strong DA_Enhancer_Character_Pressure depth per point 0.1 -> 0.5 (5x) and -> 1.0 (10x) (DIFF: 2 differing words per file). --
9 More Power Management Dmgvol v0.9 2026-05-18 235 8044 enhancers-progression + power-cables pak-data-asset probably-current strong DA_Enhancer_Character_Power_Management per-point efficiency 0.005 -> 0.01 (x3 file) or -> 0.009 (NoMax file, so it never reaches 100%) -- surgical 1-2 word edits. --
16 Enough Enhancement and-or Skill Points to Max Skills at Level Cap LordGregory 1.8 2026-09-03 230 10557 enhancers-progression pak-data-asset current-5.5 top The DT_VoyageCharacterLevels data table: total enhancement points 700 -> 1,100 in the file (26 of 35 rows decoded, docs 01/13; the page says 1,000 [catalog-only]) (+50 skill points in the OPTIONAL file), enough to max all eleven stats at the level cap. The house EnhancerCap_P v1.2.0 applies the same technique to rows 33-35 to fund its 150 cap (doc 18). "Update for game v0.8.5.651027." --
45 Unlock Large Battery Dmgvol v0.9 2026-06-26 151 7366 enhancers-progression + power-cables pak-data-asset, pak-texture-material probably-current strong DA_Skill_Engineering_Medium_Battery unlock list extended to cover the large battery, and ships Icon_Module_Battery_Large so the item has an icon. --
114 Unlimited Enhancers daveaust 0.8.0.612115 2026-06-26 91 5130 enhancers-progression pak-blueprint probably-current strong BP_Module_Enhancer_{Base,Entanglement_Lens,Quantum_Duplicator} recooked with charge-consumption chance 0 -- unlimited charges with no UE4SS. Conflicts with #64 and #115. --
64 Better Fabricator Enhancements Mons78 1.0.0 2025-11-28 72 1863 enhancers-progression pak-blueprint stale-pre-5.7 weak All nine BP_Module_Enhancer_* fabricator enhancers set to 999 charges (DIFF: 9 exports differ). Superseded by #114 / #115, which target the same Blueprints on a 0.8.0 build. --
66 Hydraulic Arms MoDDuck 1.5 2025-12-29 69 2386 enhancers-progression pak-data-asset probably-current niche DA_Enhancer_Character_Improved_Hydraulics per-point lift 1.01 -> 1.015 (DIFF: 4-word surgical edit). --
67 VITALITY x 100 MoDDuck 3 2026-03-22 62 2384 enhancers-progression pak-data-asset probably-current niche DA_Enhancer_Character_Vitality HP per point 1 -> 10 and 1 -> 100 (DIFF: exactly 2 differing words, f32 1->10 / 1->100). --
93 ShockAbsorberX10 MoDDuck 0.6 2026-03-24 50 1473 enhancers-progression pak-data-asset probably-current niche DA_Enhancer_Character_ShockAbsorber per-point 0.5 -> 5 (DIFF: one surgical float). --
115 Enhancer Rebalance daveaust 0.8.0.612115 2026-06-27 46 1484 enhancers-progression pak-blueprint probably-current niche All six BP_Module_Enhancer_* at 2x / 5x / 10x uses (DIFF: 9 of 18 exports surgical, e.g. 0->2 on the use-count word). Conflicts with #64 and #114. --
92 FieldMedicX10 MoDDuck 0.6 2025-12-29 40 910 enhancers-progression pak-data-asset probably-current niche DA_Enhancer_Character_FieldMedic per-point heal 2.5 -> 25 (DIFF: one surgical float). --
44 Larger Internal Battery Enhancement V1V0La 1.0 2025-11-19 31 963 enhancers-progression + power-cables pak-data-asset stale-pre-5.7 weak DA_Enhancer_Character_Battery per-point capacity 20 -> 60 Wh (DIFF: one surgical float 20->60). Superseded by #105 -- same asset, x3/x5/x10/x100, maintained to build 0.8.0. --
163 Faster Scrapper and Repairer TakeyaSaito 1.4 2026-07-07 30 1825 enhancers-progression + crafting-building-qol pak-data-asset probably-current niche DA_Enhancer_Character_Scrapper per-point 0.995 -> 0.987 (75% time cut at 100 points instead of 50%) and DA_ToolAbility_Data_Maintenance_Dismantle 1 -> 0.1 (DIFF: both surgical). --
48 (deprecated)unlock new stuff sushi 1.0.0 2025-11-21 21 898 enhancers-progression pak-data-asset stale-pre-5.7 avoid Three DA_Skill_Engineering_* unlocks (large CO2 tank, small lightning rod, portable CO2 tank) opened early. Author-titled "(deprecated)". --
108 Infinite Enhancer Modules LordGregory 1.0 2026-01-13 14 565 enhancers-progression ue4ss-lua probably-current weak 27-line main.lua that walks BP_Module_Enhancer_Base_C instances and refills charges; the author notes the count still ticks down visually because no UI update fires. UE4SS for TheLastCaretaker #4
173 Run Faster Jump Higher TakeyaSaito 1 2026-07-04 13 299 enhancers-progression + crafting-building-qol ue4ss-lua probably-current niche Reads the Improved Hydraulics level each second and writes MaxWalkSprintSpeedMultiplier = 1.35 * (1 + level*0.01) and jump 440.0 * mult, re-applying after respawn (config.lua: PctPerLevel, MaxLevel = 100, AffectRunSpeed, AffectJump). UE4SS for TheLastCaretaker #4
12 Disable Human Seed Decay Timer LordGregory 1.4.0 2026-09-03 96 3266 humans-seeds asi-plugin current-5.5 strong Disable_Human_Seed_Decay_Timer.asi -- machine-code AoB patch that stops the seed decay countdown; same loader/AoB caveats as #11. Changelog: "Update for game v0.8.5.651027". an ASI loader (e.g. Ultimate ASI Loader)
80 MemoriesX10 MoDDuck 1.0 2026-03-22 77 2596 humans-seeds pak-data-asset probably-current avoid (v1.0.1) 57 DA_Memory_* / DA_ItemLoot_Teddy_* values x10 (DIFF floats 10->100, 30->300, 75->750; 52 of 57 exports surgical). Stale schema (doc 14): all 57 packages were cooked one UVoyageItem revision behind the live build (73/78 slots vs 79/80), so every value lands on the wrong property on 0.8.5 despite the March date and the 77 endorsements. Use #181 (current headers) or #167 instead. --
79 FoodFastX10 MoDDuck 1.0 2026-02-15 52 1891 humans-seeds pak-data-asset probably-current niche 15 DA_Food_* grow times cut ~10x (DIFF floats 360->30, 300->30, 120->12, 50->5). Same assets as #178 Fast Cook. --
85 LazarusRack MoDDuck 1.0 2026-03-25 33 1208 humans-seeds + crafting-building-qol pak-blueprint, pak-data-asset, pak-texture-material probably-current niche Makes the Lazarus Rack learnable and placeable: BP_Module_Lazarus_Rack, its two container BPs, BP_Module_Human_Pod, DA_Skill_Engineering_Lazarus_Rack (2-word surgical edit) and Icon_Lazarus_Rack. --
167 Buoy Memories TakeyaSaito 1.2 2026-09-04 31 1044 humans-seeds pak-data-asset current-5.5 strong 49 assets: memory values doubled (10->20, 5->10, 3->6) across 39 DA_Memory_*/DA_Cartridge_*, and memory entries added at 3% to 10 buoy DA_LT_* tables (48 of 49 exports surgical). Current file 2026-09-04. --
142 Blue_Buoy_Memory-Loot NecoAngelus84 3 2026-06-12 22 937 humans-seeds pak-data-asset probably-current niche Three DA_LT_Boyo_* buoy loot tables (consumable batteries, electric cables, single-use batteries) reweighted to drop every memory type. Overlaps #167. --
150 Sticky Lazarus pod UARamiel 1.0 2026-09-03 14 522 humans-seeds + crafting-building-qol pak-blueprint current-5.5 niche BP_Module_Human_Pod rebuilt with auto-weld so Lazarus pods stick to flat surfaces. Changelog: "patched for 5.5 update". Conflicts with #85 on the same Blueprint. --
161 Calcium and Vitamin D from Bioflesh UARamiel 0.1 2026-06-29 13 676 humans-seeds pak-data-asset probably-current weak Adds calcium and vitamin D entries to DA_LT_FleshBio (rebuilt package). --
68 Bowling pin 100 MoDDuck 0.6 2026-01-15 10 225 humans-seeds pak-data-asset probably-current weak DA_Memory_BowlingPin value x100 -- one asset. Subsumed by #80 / #181 / #167. --
181 Memories X10 germinus 1 2026-07-09 9 717 humans-seeds pak-data-asset probably-current weak 37 DA_Memory_* values x10 (DIFF floats 10->100, 5->50; 33 of 37 exports surgical). Cooked against the current UVoyageItem layout (#80's is one revision stale -- doc 14), so this is the x10 that actually lands on 0.8.5; it breaks StarChildMemory's localisation. Never install both. --
178 Fast Cook germinus 1 2026-07-09 3 361 humans-seeds pak-data-asset probably-current weak 14 DA_Food_* cook times flattened to 2 s (DIFF floats 360->2, 300->2, 120->2, 50->2). Same assets as #79, which scales rather than flattens. --
7 NoStorm Dmgvol v0.9 2026-06-29 186 6050 world-enemies-weather pak-data-asset probably-current strong 10 DA_WeatherPreset_* assets flattened: lightning 0.01->0, rain 0.35->0.1, wind/wave scalars 100->0, 35->0, 0.85->0.3 (DIFF: 7 of 10 exports differ in <=8 words). --
62 NoWaves xTz 1.0.4 2026-06-03 85 2692 world-enemies-weather pak-data-asset probably-current niche Five DA_WavesPreset_*: amplitudes 7000->0 and 9000->0, steepness 1->0, direction 33->180 (DIFF floats). --
103 No Nightly Worms (0.6.0) DrStalker 0.6.0.606504 2026-01-08 45 1511 world-enemies-weather pak-blueprint probably-current niche BP_Night_Swarm_Spawner recooked so the night worms never spawn. --
126 AdjustedTime LordSuppe 1.1 2026-05-23 31 1411 world-enemies-weather pak-blueprint probably-current niche Blueprints/Ultra_Dynamic_Sky_Voyage recooked in three variants: 24 h realtime, longer days (23/3) and longer nights (17/9) against the vanilla 20/6 minute cycle. --
120 StandingLightKill MoDDuck 1.0 2026-03-24 26 1358 world-enemies-weather + visuals-skins pak-blueprint probably-current niche Seven BP_Module_*Light Blueprints recooked so standing lamps kill leeches, go into the inventory and auto-weld. Conflicts with #42 and (in effect) #171. --
39 (deprecated)no more floaty sushi 1.0.0 2025-11-21 9 266 world-enemies-weather + vehicles-boat pak-blueprint, pak-data-asset stale-pre-5.7 avoid BP_BuoyancyComponent recook + DA_Enhancer_Character_Pressure depth 0.1 -> 999 (DIFF floats). Author-titled "(deprecated)"; the 999 depth value is a save-risk cheat. --
176 Semi Dynamic Whale NecoAngelus84 1 2026-07-06 7 274 world-enemies-weather pak-blueprint probably-current weak BT_NPC_Whale behaviour tree + BP_NPC_Whale recooked so whale oil production scales instead of being flat (10k and 100k variants). --
54 (deprecated)you like storms sushi 1.0.0 2025-11-21 3 185 world-enemies-weather pak-data-asset stale-pre-5.7 avoid DA_WavesPreset_Crosswaves / _Directional amplitudes 4096->7000, 5000->15000 for bigger seas. Author-titled "(deprecated)". --
186 No Broken Nematodes UARamiel 1 2026-07-16 1 114 world-enemies-weather pak-data-asset probably-current weak DA_LT_Swarm_Night_Body rebuilt so the night swarm stops dropping Broken Nocturne Nematodes. --
25 Silent Wind Turbines Dmgvol v0.5 2025-11-14 58 1149 audio-music pak-texture-material stale-pre-5.7 weak Replaces the two looping SoundWaves SW_Sys_Generator_Wind_{Large,Small}_Run_01 with silent audio (DIFF: both exports differ). --
149 Louder Quest Vocals NecoAngelus84 1 2026-06-27 17 338 audio-music pak-texture-material probably-current niche The SC_VO_Quest SoundClass volume 1.1 -> 2 (x2 file) and 1.1 -> 3 (x3 file) -- a 6-word surgical edit on a SoundClass, the only audio-mix mod in the catalogue. --
99 Whispering Typhoons (quiet wind turbines) DrStalker 0.6.0.606504 2026-01-17 13 411 audio-music + power-cables pak-blueprint probably-current weak BP_Module_WindTurbine_Large recooked to play the Whisper sound instead of the Typhoon loop. Conflicts with #65 and #159 on the same Blueprint. --
87 NoClapSound MoDDuck 1.0 2025-12-09 11 181 audio-music pak-texture-material stale-pre-5.7 weak 16 SW_Sys_Container_Gen_*_{Open,Close}_* SoundWaves silenced -- but DIFF shows the 8 Close waves are byte-identical to vanilla, so half the pack is a no-op; only the 8 Open waves carry a 1-word edit. --
166 No hull impact sound RamieruThe5th 1.0 2026-06-30 4 115 audio-music pak-texture-material probably-current weak Rebuilds the attenuation asset Audio/Shares/Attenuations/SAT_Physics_Impact_Boat so biomass stops thudding on the hull. --
36 (deprecated)stop talking speaker guy sushi 1.0.0 2025-11-21 3 239 audio-music pak-blueprint, pak-data-asset stale-pre-5.7 avoid Replaces BP_LoudspeakerActor + the four DA_Message_* playlist entries so the loudspeaker stops talking (DIFF: 12 assets, all 'no vanilla counterpart' -- rebuilt packages). Author-titled "(deprecated)". --
4 UE4SS for TheLastCaretaker UE4SS-RE v1.3 2026-09-06 231 13998 cheats-tools-saves framework, ue4ss-lua current-5.5 top The Lua/BP mod loader itself: dwmapi.dll proxy + ue4ss/ tree next to the exe with 10 bundled Lua mods (CheatManagerEnablerMod/main.lua hooks PlayerController:ClientRestart and enables /Script/Engine.CheatManager; ConsoleCommandsMod ships dump_object.lua, set.lua, summon_unloaded_assets.lua; ConsoleEnablerMod, BPModLoaderMod). File: "Complete plug-n-play UE4SS for TLC (v0.8.5.X - UE5.8)". --
21 Dev Menu Dmgvol v0.6 2026-09-06 223 15893 cheats-tools-saves + ui-hud pak-blueprint current-5.5 top Ships one new package /Game/Mods/DevMenu/ModActor (DIFF: 2 assets, no vanilla counterpart) that DML spawns; dml add devmenu opens the shipped developer menu. "Updated UE5.8 (game version 0.8.5.X)." DML - DmgModLoader #77
77 DML - DmgModLoader Dmgvol v0.6 2026-09-06 159 13135 cheats-tools-saves framework, pak-blueprint, pak-texture-material current-5.5 top The Blueprint mod loader: ships /Game/DmgModLoader/{BFL_DMG, CM_DMG, DMG, SG_DML, S_Command, WBP_DML, BP_Spectator} + Maps/Empty as a ~mods container (DIFF: 20 of 22 assets are mod-added). v0.6: "Updated to UE5.8 (Game update 5.5). Added: Auto mod load". Two catalogue mods declare it as a requirement. --
141 DarkHacks 'ModPack Creator' and 'PAK Extractor' - (select mods-change values-repack) xDarkHackx 13-Hotfix-1 2026-08-09 45 2236 cheats-tools-saves tool, framework probably-current strong Two Windows executables plus a CreatorTLCDB.tlcmodinfo database: pick mods, edit their values and repack a single ~mods container; the companion PAK Extractor wraps retoc so modders can unpack without the console. The database predates Update 5.5, so repacks inherit pre-5.5 asset copies. --
78 New Start - Maxed Out Germinus 1.0 2025-12-18 18 805 cheats-tools-saves save-game probably-current weak A .sav dropped into %LOCALAPPDATA%/Voyage/Saved/SaveGames/ with everything maxed. Authored on a 2025-12 build -- three game updates behind the live save format. --
94 UE 5.7 Mapping File JoewAlabel 1.0 2025-12-29 15 404 cheats-tools-saves framework probably-current strong Voyage-5-7.usmap (usmap v4, zstd) -- the property-name mapping FModel and retoc need to read unversioned properties. This project's own builders consume exactly this file; class layouts may have drifted since 5.7, so slot counts must be verified against real payloads. --
155 Cheat generators Miseru 1 2026-07-03 10 1857 cheats-tools-saves + power-cables pak-blueprint, pak-data-asset probably-current niche Six cheat packages over 10 assets: generator input 5000 -> 5 and consumption 2 -> 0 on DA_Item_Module_{Diesel,Electric,Portable*}Generator and DA_Item_Module_Dumpster, plus petrol-cylinder efficiency 1.25 -> 0.00125 (DIFF floats). Self-labelled unbalanced. --
88 A Lazarus Save Game Mo 0.5.0.581999 2025-12-09 8 467 cheats-tools-saves save-game stale-pre-5.7 avoid A .sav captured on build 0.5.0.581999 -- four game updates behind the live 0.8.5 save format. --
127 Mod Organizer 2 Support for The Last Caretaker (Basic Game Plugin) Kronprinz77 1 2026-03-30 7 321 cheats-tools-saves tool probably-current niche A Mod Organizer 2 basic-game plugin that teaches MO2 the Voyage install layout. External tool -- nothing is installed into the game. Mod Organizer 2
70 T1K TLC Log Dumper The1Killer 1.0 2025-11-30 1 34 cheats-tools-saves + ui-hud ue4ss-lua stale-pre-5.7 weak Two Lua files (jsonshim.lua + main.lua) that walk the Voyage log fragments and dump them to JSON on F3. A data-mining tool, not a gameplay mod. UE4SS for TheLastCaretaker #4
205 Player Flight BrendanoElTaco 0.2.0-beta.1 2026-09-07 0 6 cheats-tools-saves + crafting-building-qol ue4ss-lua current-5.5 niche Switches the pawn's movement mode to MOVE_FLYING with MaxFlySpeed = flySpeed (default 1200) and restores it on toggle; ships an 8018-line shared ModMenu.lua config/menu library (F7 panel, persistent keybinds) that other Lua mods could reuse. Uploaded 2026-09-07 -- the newest mod in the catalogue. a UE 5.8-compatible UE4SS build
---

3. Best of each domain#

visuals-skins#

# Mod Why
2 Better Flashlight 191 endorsements, the highest in the domain; four headlight BPs recooked, and the separate Offset file solves the "light shines on your own held item" problem without touching intensity.
116 Bigger better nebula Nine falloff/intensity permutations of BP_Equipment_Light_Nebular_V2_Headlight; the only mod that lets you tune light range independently of brightness.
104 10 Boat Skins The only hull-livery mod, and the exact technique this project reimplements: one texture package (Hull_aiStandardSurface8SG_BaseColor), one file per livery.
171 Ultra 360 Standing Light The domain's only reflection-based entry -- 100 m warm/cool pole light with bAutoWeld, immune to pak invalidation.
152 Red dot sight reticle glow fixed current-5.5, one material, fixes a real optical annoyance.

ui-hud#

# Mod Why
21 Dev Menu 223 endorsements, current-5.5, one mod-added package; the fastest route to the game's own developer UI.
198 Boat HUD Total Resources - Update 5.5 The only HUD-extension mod current on 5.5: patches BP_VoyageIngameBoatHud and adds two value widgets.
136 Compass Clean mod-added WBP_CompassCustom; no vanilla package touched, so it composes with everything.
122 Head Bob and Camera Physics Fix Engine.ini only -- zero asset risk, and the only camera-comfort option in the catalogue.
13 PhotoMode Mod 57 mod-added packages including 17 LUTs and a free camera. Built for 0.6.1 -- the most valuable stale mod here.

weapons-ammo#

# Mod Why
53 All Secondary Weapons as Primary 114 endorsements, current-5.5, and a model surgical edit: one word per weapon asset plus three in the character BP.
175 Ammo Damage and Craft Boost Reflection-based and configurable, including the two ammo-less electric weapons whose damage lives on DA_WeaponData_Electric_*.
206 Electric Rifle scope fix - Update 5.5 The current replacement for #57 and #112 -- same two assets, 3-word edits, uploaded 2026-09-07.
169 Uber Rhino current-5.5, surgical, and the grinder is the tool you use most in salvage loops.
100 AmmoReloadX10 70 endorsements; five magazine assets, all-surgical edits, x2 and x10 variants.

storage-containers#

# Mod Why
26 Bigger Tanks 344 endorsements, all 18 exports surgical, x2 and x4 -- the least invasive way to fix tank capacity.
19 Item Weight and Stack Size Changes current-5.5 and 788 assets; the single biggest quality-of-life lever in the game, and the biggest conflict surface.
146 Bigger LargeContainer current-5.5, one asset, one word, deliberately built to coexist with #145.
14 Larger Storage Containers current-5.5 with a 50-file multiplier ladder from x2 to x50.
165 Portable Tanks and Battery One of only two mods that add genuinely NEW items (ten BP_CodexPortable_* packages) rather than editing existing ones.

power-cables#

# Mod Why
8 Longer Cables 203 endorsements, current-5.5, one surgical word (1000 -> 100000). The reference example of "smallest possible edit, biggest possible effect".
69 Bigger Solar Panel Output 267 endorsements, three assets, all-surgical, three output tiers.
129 / 130 / 131 Better Cables / Turbines / Solar Panels (UE4SS) The pak-free trio: VoyagePropertyModuleResource writes, ModuleDurabilityWorkloadDamage zeroed, and #129 alone handles CableSnapLength so long cables stop popping out of sockets.
119 Better turbines 12 files crossing decay reduction with power multipliers -- the most granular pak turbine mod.
147 / 196 Longer Wireless Cables / Longer Socket Range Both current-5.5 on BP_WallSocket_Electric; #196 also carries the socket material and mesh. Pick one.

vehicles-boat#

# Mod Why
170 Engine Boosters Enhanced current-5.5, all six cylinders, all-surgical, and it raises fuel burn less than speed instead of just cheating.
138 Big Fishing Net 150KG 89 endorsements; six capacity x speed permutations, and the author renamed files to control Unreal's load priority.
172 Hands-Free Mooring 782 lines of Lua that actually understand the mooring socket model -- moors from the wheel and re-moors after a save load.
174 Gyrocopter lower fuel consumption current-5.5 (2026-08-31) on BP_GyroCopter_Possessable; supersedes #132.
84 Rebalance Engine Plus New items EcoEngineCylinder The widest engine rework (12 cylinder BPs + 3 ECO skill unlocks) with a "normal" variant for people who do not want 2.3x.

crafting-building-qol#

# Mod Why
3 1 Second Dismantle The catalogue's #1 mod on both axes (431 / 16,586), current-5.5, one package.
145 Greater CraftingProximityDistance current-5.5, one surgical word (1500 -> 40000), and it turns the whole Lazarus Facility into one crafting bench.
162 Long Range Scrap and Repair Freshest pak edit in the catalogue (2026-09-05); one word on BP_ToolAbility_Maintenance_Base.
168 Fully Automatic Looting The best-engineered Lua mod here: scan budget, pruning cursor, line-of-sight option, and a crash fix in its own changelog.
128 Automatic Pickup (UE4SS) The cleanest pak+Lua hybrid -- a LogicMod actor holding the tunables and a Lua sidecar that writes and persists them from hotkeys.

enhancers-progression#

# Mod Why
6 More Weight Capacity 418 endorsements and a one-word payload -- the model for every "enhancer value" mod.
16 Enough Enhancement / Skill Points current-5.5; the only mod that touches DT_VoyageCharacterLevels, i.e. the point budget rather than a per-point value.
10 More Pressure Capacity 260 endorsements, two-word edits, 5x and 10x.
114 Unlimited Enhancers Unlimited enhancer charges with no UE4SS -- consumption chance set to 0 in three BPs.
9 More Power Management The "NoMax" variant is unusually thoughtful: 0.9% per point so you approach but never reach free power.

humans-seeds#

# Mod Why
12 Disable Human Seed Decay Timer 96 endorsements, current-5.5 AoB patch; removes the single most stressful timer in the game without touching an asset.
167 Buoy Memories current-5.5; adds memories at 3% to ten buoy tables AND doubles memory value, 48 of 49 exports surgical.
181 Memories X10 The x10 memory-value mod cooked against the live UVoyageItem layout; #80's 57 packages are one revision stale and misapply every value (doc 14).
79 FoodFastX10 Scales the 15 DA_Food_* grow times by ~10x rather than flattening them (contrast #178).
142 Blue_Buoy_Memory-Loot Narrow and surgical: three buoy tables reweighted to drop every memory type.

world-enemies-weather#

# Mod Why
7 NoStorm 186 endorsements; ten weather presets flattened with measured values, and it is also a genuine performance mod.
62 NoWaves The sea-state counterpart to #7 -- amplitudes to 0 without touching weather.
116 Bigger better nebula Doubles as a worm-control mod: the brighter files kill the night swarm.
103 No Nightly Worms One package (BP_Night_Swarm_Spawner) -- the surgical answer to the same problem.
126 AdjustedTime The only day/night-cycle mod: 24 h realtime, longer days or longer nights against the vanilla 20/6 minutes.

audio-music#

# Mod Why
149 Louder Quest Vocals The only audio-mix mod: a 6-word surgical edit on the SC_VO_Quest SoundClass (1.1 -> 2 / -> 3).
99 Whispering Typhoons Swaps the Typhoon loop for the Whisper sound via the turbine BP rather than replacing a SoundWave.
166 No hull impact sound Rebuilds one attenuation asset; the least invasive silencer here.
25 Silent Wind Turbines 58 endorsements -- the domain's most popular mod, but stale-pre-5.7.
87 NoClapSound Included as a caution: DIFF shows 8 of its 16 SoundWaves are byte-identical to vanilla, so half the pack does nothing.

cheats-tools-saves#

# Mod Why
4 UE4SS for TheLastCaretaker current-5.5 (UE5.8 build), 14 catalogue mods depend on it. Nothing else in the Lua half of the ecosystem runs without it.
77 DML - DmgModLoader current-5.5; loads Blueprint mods from ~mods with no DLL hook, and v0.6 auto-discovers them.
21 Dev Menu The payoff for having DML installed.
141 DarkHacks ModPack Creator + PAK Extractor The only mod-authoring toolchain on Nexus: pick mods, edit values, repack one container; the extractor wraps retoc.
94 UE 5.7 Mapping File Voyage-5-7.usmap -- the mapping file FModel and retoc need. This project's own builders consume it.

4. Same-asset conflict map#

Two containers in ~mods that carry the same package do not merge -- one wins by mount order, and between two _P containers that order is undefined (doc 05 §C.3): the deliberately renamed or LoadPriority9999 files that #138, #153 and #154 ship are the scene's belief in alphabetical mounting, [inferred] not measured. The reliable fix is one merged container (this project's StorageProximity_P = #14 x10 + #145 on the live asset, tools/mods/recipes/). 883 of the 1,182 distinct packages in the catalogue are claimed by more than one mod. These are the collisions that matter in practice.

The eight-way pile-ups (large data-asset sweeps)#

Three mods override enormous swathes of Data/Assets and therefore collide with almost every data-asset mod in the catalogue:

Mod Packages Effect
#20 Crafting Speed Changes 807 collides with every DA_* mod below
#19 Item Weight and Stack Size 788 same
#192 Build with raw materials 56 recipes only, but they are the same assets
#58 InstaModules 98 all DA_Item_Module_*

Blueprint collisions (the ones that silently revert each other)#

Package Mods Note
Blueprints/BP_Base_Character #49, #51, #72, #81, #106, #164 Six mods, one Blueprint: internal battery, reach x100, reach+pickup, jump, self-charge, interact range. Exactly one may be installed. No merged build exists.
Blueprints/Interactives/Containers/BP_Inventory_PlayerBox #14, #15, #107, #145, #187 Capacity mods vs the crafting-proximity mods. #145 + #146 is the only pair explicitly designed to coexist (different packages).
.../BP_Inventory_PlayerBox_Large #14, #15, #146, #187
.../BP_Inventory_Container_Fishing + BP_Module_Fishing #75, #138, #187 Three fishing-net mods, same two packages.
Blueprints/Modules/Enhancers/BP_Module_Enhancer_Base #64, #114, #115 Charge count vs consumption chance -- mutually exclusive approaches to the same Blueprint.
Blueprints/Modules/Generators/BP_Module_WindTurbine_Large #65, #99, #159 Power buff vs sound swap vs the 5.5 ports fix. Only #159 is current-5.5; picking either other mod loses the ports fix.
Blueprints/Modules/Generators/BP_Module_WindTurbine_Small #52, #65, #119
BP_Module_Electric_Engine_Cylinder_SuperBooster #37, #84, #133, #154, #170 Five boat-speed mods on one cylinder BP; #170 is the maintained one.
Blueprints/Equipment/BP_Equipment_*Headlight (x4) #2, #98 (+ #116 on the Nebular) Brightness vs zero power draw -- you cannot have both without a merged build.
Blueprints/Modules/Utility/Wireless/BP_WallSocket_Electric #147, #187, #196 Two current-5.5 socket-range mods (#147, #196) plus the QoL bundle.
Blueprints/Cables/BP_ModuleCable_Base #8, #111, #187 Length vs transfer rate vs bundle.
Blueprints/Weapon/BP_Weapon_Petrol_Grinder #151, #155, #194 (+ #169 on the data assets) Four grinder mods, overlapping packages.
Blueprints/Vehicles/BP_CameraDrone #160, #201 #201 is the 5.5 rebuild.
Blueprints/Vehicles/BP_GyroCopter_Possessable #132, #174 #174 is the 5.5 rebuild.
Blueprints/Modules/Utility/HumanGrowing/BP_Module_Human_Pod #85, #150 Lazarus rack unlock vs pod auto-weld.
Blueprints/Modules/Utility/Lights/BP_Module_Standing_Light* #42, #120 And #171 changes the same lights by reflection, so it composes with neither cleanly -- it writes over whichever pak won.
Maps/Boats/TestBoat #144 (alone) Nobody else replaces a level, and #144 replacing it means the mod reverts every boat-level change shipped after 2026-07-01.

Data-asset collisions worth knowing#

Package group Mods Note
DA_Item_Module_*Tank (9 large tanks) #19, #20, #26, #58, #184, #187, #191, #192 Eight-way. #26 (x2/x4), #184 (x10) and #191 (realistic, some smaller) are mutually exclusive intents.
DA_Memory_* (up to 57 assets) #19, #20, #68, #80, #167, #181 #80 and #181 are the same edit at different breadth -- never both. #167 adds loot-table entries on top.
DA_LT_Ocean* fishing tables #140, #153 Head-on: two different rebalances of the same four tables. #153 ships a priority-9999 copy to win.
DA_Weapon_Attachment_Sight_RedDot + DA_Weapon_ElectricRifle #20, #57, #112, #206 #206 (2026-09-07) supersedes #57 and #112.
DA_Enhancer_Character_Battery #44, #105 #105 is the maintained one.
DA_Enhancer_Character_Pressure #10, #39 #39 sets depth to 999 -- do not stack.
DA_Ammo_* (7 assets) #19, #20, #101, #135 Plus #175, which writes the same values by reflection after any pak has loaded, so it wins by default.
DA_Equipment_Back_* backpacks #19, #20, #43, #102 #102 supersedes #43.
DA_Item_Module_*SolarPanel #19, #20, #58, #69, #192 And #131 overwrites all of them at runtime.
External/.../M_RDS_01 #118, #152 Reticle colour vs reticle glow -- one material.

The load-order escape hatch, as used in the catalogue#

Three authors ship duplicate containers whose only difference is a name chosen to sort last -- #153 LoadPriority9999fn, #154 LoadPriority9999seb, #155 LoadPriority9999, and #138's changelog "Changed the Filename to match Unreals loading Priority". That is the community's entire conflict-resolution mechanism: there is no merge tool, only a rename -- and the rename is a bet on an order the engine does not define (doc 05 §C.3). A UE4SS/Lua mod sidesteps it completely, because reflection writes land after every pak has loaded.


5. Frameworks and requirements#

# Framework Technique Status Depended on by
4 UE4SS for TheLastCaretaker framework + 10 bundled ue4ss-lua mods current-5.5 (UE5.8 build, 2026-09-06) 14 catalogue mods declare it; every ue4ss-lua mod needs it whether declared or not
77 DML - DmgModLoader framework (~mods container) current-5.5 (UE5.8, 2026-09-06) 2 declared (#21 Dev Menu, #117 Boat Teleporter); #13 PhotoMode's own page also instructs dml add photomode
94 UE 5.7 Mapping File framework (Voyage-5-7.usmap, usmap v4 / zstd) probably-current Not a runtime dependency -- a tooling input for FModel / retoc. This project's builders use it.
141 DarkHacks ModPack Creator + PAK Extractor tool + framework (.tlcmodinfo DB) probably-current (2026-08-09, pre-5.5 DB) Standalone authoring toolchain
127 Mod Organizer 2 Support tool probably-current MO2 users only

External (non-Nexus) prerequisites declared by mods: an ASI loader such as Ultimate ASI Loader (#11, #12, #95), ReShade (#61), Mod Organizer 2 (#127), the TLC-Terminal desktop app (#143), and "a UE 5.8-compatible UE4SS build" (#205, which points at an experimental UE4SS rather than #4).

Not a requirement: "THE ABILITY TO READ" / "knowledge of how to read" is declared as a Nexus requirement by LordGregory and sushi on thirteen mods (#8, #11, #12, #14, #16, #19, #20, #23, #40, #41, #53, #54, #147). It is a joke and is dropped from the Requires column.

Install destinations across the catalogue: ~mods 143 mods, ue4ss/Mods/*/Scripts 23, ue4ss/Mods 17, Win64 (.asi) 3, SaveGames 2, LogicMods 2, external tool 2, reference .usmap 2, Content/Movies 1, Saved/Config/Windows 1, reshade-shaders 1.


6. Stale, broken and avoid#

Two mods are provably broken on 0.8.5 (v1.0.1): #125 BuildAnywhere and #138 Big Fishing Net crash the async loader at boot -- 0.8-era Blueprint recooks whose export layouts no longer match the live classes (first-hand 2026-09-07, bisected one container per launch; 18-installed-mod-stack.md §2). The container format itself still loads (this project's own 5.7-packed livery runs on 0.8.5.650920), so everything else below is unmaintained-and-risky, not dead.

Author-declared deprecated (13 mods -- do not install)#

sushi retitled ten of their own mods (deprecated) and LordGregory retitled three (Deprecated). All thirteen predate the 5.7 migration:

# Mod Superseded by
36 (deprecated)stop talking speaker guy --
37 (deprecated)superspeed booster boat #170, #133
39 (deprecated)no more floaty -- (sets Pressure depth to 999)
42 (deprecated)decrease the energy bill #120 (different intent)
47 (deprecated)auto collect #128, #168
48 (deprecated)unlock new stuff --
51 (deprecated)ultra reach #72, #164
52 (deprecated)wisper power and durability increase #119, #130
54 (deprecated)you like storms --
55 (deprecated)10 times all storage except boxes #26, #76, #184
23 / 40 / 41 Flamethrower / Electric Rifle / Sniper as a Secondary (Deprecated) #53 does all three, current-5.5

Avoid for a specific, evidenced reason#

# Mod Reason
88 A Lazarus Save Game Save from build 0.5.0.581999 -- four game updates behind the live save format.
38 Less Copper Its container carries DA_WeatherPreset_Storm and _Storm_NoLightning as unrelated collateral, so installing a copper mod silently reverts your weather.
39 (deprecated)no more floaty Writes 0.1 -> 999 into DA_Enhancer_Character_Pressure; that value ends up in your save.

Superseded -- the maintained equivalent exists#

Retire Keep Why
#44 Larger Internal Battery Enhancement #105 Bigger Internal Battery Same asset, four builds newer, four multiplier tiers.
#43 Bigger Battery Backpack #102 OniBackpacksX10 Same three assets plus the petrol backpacks.
#49 More Internal Battery Capacity #106 Fast Self Charge Same Blueprint, maintained to 0.8.0.
#57 Scope Fix / #112 ScopeRifleFIX #206 Electric Rifle scope fix Same two data assets, uploaded 2026-09-07.
#64 Better Fabricator Enhancements #114 or #115 Same Blueprints on a 0.8.0 build.
#65 Improved Wind Turbines #119 (pak) or #130 (Lua) And #65 blocks #159's 5.5 Typhoon ports fix.
#107 BoxProximityRangeX10 #145 Greater CraftingProximityDistance Same asset, rebuilt for 0.8.5.651027.
#132 Gyrocopter reduced fuel #174 Gyrocopter lower fuel consumption Same asset, rebuilt after 5.5.
#160 Better photo drone #201 Photo drone extended Same asset, 5.5-era, and the DIFF is surgical.
#80 MemoriesX10 #181 Memories X10 (or #167) #80's 57 packages are cooked one UVoyageItem revision behind the live build and misapply every value (doc 14); #181's headers are current.
#178 Fast Cook #79 FoodFastX10 #178 flattens every food to 2 s; #79 scales by 10x. Preference, but #79 is the less destructive edit.

Stale but still fine, because the technique is version-independent#

#1 No-Intro (.mp4 overwrite), #61 Clear Caretaker (ReShade post-process), #122 Head Bob fix (Engine.ini). Their pre-cutoff dates say nothing about whether they run.

Stale and genuinely missed#

#82 BigMap (the only minimap mod), #13 PhotoMode (0.6.1-era, 57 mod-added packages), #25 Silent Wind Turbines (58 endorsements, the most popular audio mod). All three are worth rebuilding rather than replacing.


7. Coverage -- what does not exist yet#

Probes over the 1,182 distinct packages the whole catalogue touches, plus the 23 Lua trees. Each gap below is a candidate first mod for this project.

Gap Evidence Why it is a good first target
Nothing uses the game's own mod-music tracker Zero packages under Audio/Music, zero ModTracker/Cassette references anywhere in 176 mods The game ships a mod-music feature (Audio/Music/Mod, BP_ModTrackerPlayerWidget) and not one mod uses it. It is a first-party extension point with no pak conflict surface at all.
No character / EXO livery beyond two novelty skins Characters/ appears in exactly two mods: #96 (CJ model swap) and #97 (4 scarf BaseColor textures) This project's Matte Black EXO livery is already ahead of the entire catalogue: nobody has touched EXO materials, ORM, or the deck/interior layers.
No hull livery beyond one BaseColor package #104's ten liveries all replace the single package Hull_aiStandardSurface8SG_BaseColor Nobody ships ORM/roughness/normal work or a multi-layer paint; the virtual-texture block transform this project uses is unrepresented on Nexus.
No unversioned-property INSERTION Every pak-data-asset mod's DIFF is either a same-size value patch or a fully rebuilt package Adding a property that is absent from the vanilla stream (this project's Enhancer Cap MaxPoints technique, with export-size fix-ups) is a capability nobody else in this catalogue demonstrates.
No enhancer cap mod #6/#9/#10/#66/#67/#92/#93 all change per-point VALUES; #16 changes the total point BUDGET The per-enhancer MaxPoints slot is untouched by all 176 mods. (This project's EnhancerCap_P inserts it -- verified in-game 2026-09-07, doc 18.)
Only one HUD widget mod is current #198 alone; #82 minimap is stale, #13 photo mode is 0.6.1-era, #136 compass is a single widget UIHUD/BP_VoyageIngameBoatHud + WBP_* is proven-workable ground (#198 shows the pattern) and almost unoccupied.
No PECO terminal app PECOTerminal appears only as a DA_Item_Module_PECOTerminal craft-cost edit (#19/#20/#58); #143 is an external-app waypoint bridge Nobody has added an in-game terminal app.
No icon pack, font, notification or localization mod 3 icon packages total (all one-off battery/rack icons); zero Font/Localization packages An icon or font pass is entirely open ground.
No mod-manager packaging beyond one MO2 plugin #127 only; no Vortex extension, no .tlcmodinfo-style manifest standard outside #141
Nothing targets sharks or leeches Leech = 0 packages; Shark only appears as loot-table entries in #19/#20/#80. Enemy mods = #103 (worms) and #176 (whale) only The two enemies you actually fight have no dedicated mod.
No merged/compatibility builds 883 of 1,182 packages are multi-claimed, and the only conflict tool in the catalogue is a filename rename A curated, non-overlapping "known-good stack" for 5.5 does not exist anywhere.
No lightning-rod / storm-content mod for the Ocean update Lightning_Rod appears only as craft-cost edits (#19/#20/#58/#76) and one deprecated unlock (#48) New-feature ground with no incumbent.

The two techniques worth copying#

  1. Surgical one-word data-asset edits. #6, #8, #145, #146, #162 and #206 each change one to three 4-byte words in one package. They are trivially rebuildable per game build, they conflict with almost nothing, and their DIFFs are self-documenting. This is exactly the shape of this project's own builders.
  2. Reflection instead of cooking. #129, #130, #131, #168, #171, #172, #175 write live properties through UE4SS and override no asset, so they survived 5.5 untouched -- and #171's own source header states that as the design reason. For anything that is a value rather than a shape, the Lua route is strictly more durable than a pak.

8. Provenance#

  • Catalogue: data/nexus/thelastcaretaker-mods.json + .md (snapshot 2026-09-07 07:54 UTC).
  • Inventory and technique fingerprints: data/nexus-mods/inventory.json + inventory.md.
  • Downloads: data/nexus-mods/<id>-mod-<id>/ (archives), .../unpacked/, .../legacy/.
  • Asset diffs: data/nexus-mods/<id>-mod-<id>/legacy/DIFF.md (146 mods).
  • Vanilla baselines: data/mods/vanilla/raw/Voyage/Content/..., extracted from the live install at build 0.8.5.650920.
  • No nexusmods.com web page was fetched; the snapshot and the downloaded files are the only sources for mod content.
  • v1.0.1 first-hand results: docs/mods/18-installed-mod-stack.md (the 2026-09-07 install batch, its crash bisect and the in-game reads).
M01

01 -- Core technique: pak **data-asset** patching (value mods)

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Scope: every catalogued mod that ships a cooked DA_* data asset (or a DT_* data table) in a ~mods container in order to change a number -- capacities, weights, stack sizes, craft times, enhancer per-point values, loot chances, weather and wave figures, recipe components, weapon stats. 70 of the 176 Nexus mods carry the pak-data-asset fingerprint; this document covers the 53 that are wholly or mainly value edits (the mixed pak-blueprint ones live in doc 04, the art ones in doc 02).

Evidence rule. Every before → after pair below was read out of the mod's own .uexp bytes and diffed against the same package extracted from the live install (Update 5.5 "Deck Drop", 0.8.5.650920, buildid 25056839, retoc --version UE5_7). Vanilla baseline: data/mods/vanilla/raw/. Claims that only the Nexus description supports are tagged [catalog-only]; deductions are tagged [inferred]; everything else is [file].

A correction to the shared DIFF.md caveat. retoc to-legacy names its output after the container's stored filename hint, not after the package name. Mods whose author cooked in a differently-rooted UE project therefore land outside Voyage/Content/ and were logged as "no vanilla counterpart -- rebuilt package". They are nothing of the kind: retoc manifest shows the real packagestoreentry.packagename. Example -- #105 ships ../../../Bigger_Internal_Battery_x3_P.uasset for package /Game/Data/Assets/Enhancements/DA_Enhancer_Character_Battery. Re-resolving through the manifest turned "0 comparable assets" into real diffs for #105, #38, #46, #148, #158, #161, #186, #192, #202 and others. Doc 00's rule of thumb still holds for word counts; its "no vanilla counterpart" bucket does not.


A. Library#

Ranked by how much this project can learn from them (⭐ = reference implementation). 👍 = endorsements, ⬇ = downloads, at the 2026-09-07 snapshot.

# Name Author Ver Updated 👍 ⬇ Technique Status Tier What it changes Files
⭐ 19 Item Weight and Stack Size Changes LordGregory 1.10 2026-09-03 217 11 354 in-place f32/i32 over 999 packages current-5.5 top Weight → 0 and MaxStackCount 100 → 99 999 across 13 item classes 2 (main + stack-only)
⭐ 20 Craft Everything in 1 Second LordGregory 1.9 2026-09-03 132 6 343 in-place f32, 1 404 assets current-5.5 strong every CraftTime → 1.0 (60/30/20/15/10/5/2.5 → 1) 3 (nested supersets)
⭐ 16 Enough Enhancement / Skill Points LordGregory 1.8 2026-09-03 230 10 557 DataTable row ints current-5.5 top DT_VoyageCharacterLevels enhancement column 700 → 1 100; optional +50 skill 2
⭐ 10 More Pressure Capacity Dmgvol v0.7 2026-05-18 260 8 039 1 f32 inside a Map<Enum,Float> probably-current strong CharacterResistancesIncrease[PressureResistance] 0.1 → 0.5 / 1.0 2
⭐ 26 Bigger Tanks Dmgvol v1.0 2026-07-22 344 14 605 1 f32 in a VoyagePropertyModuleResource sub-object probably-current strong nine tanks ×2 / ×4 (2000→4000/8000, 6000→12000/24000, 9000→18000/36000, 12000→24000/48000) 2
⭐ 69 Bigger Solar Panel Output Dmgvol v0.10 2026-06-26 267 12 374 same, at byte 5 probably-current strong 3000→6000/12000/30000, 6000→…/60000, 10000→…/100000 W 3
⭐ 7 NoStorm Dmgvol v0.9 2026-06-29 186 6 050 struct fields in VoyageWeatherPreset probably-current strong Climate.Precipitation/Thunder/CloudCoverage/FogDensity + wave multipliers, 10 presets 1
⭐ 62 NoWaves xTz 1.0.4 2026-06-03 85 2 692 zero-mask re-encode + in-place zeroing probably-current niche WaveProperties amplitudes/steepness → 0, direction → 180, 5 presets 1
⭐ 105 Bigger Internal Battery Ashayazu 1.0.4.2 2026-06-24 146 7 585 1 f32 (filename-hint container) probably-current strong CharacterModuleResourceMaxIncrease[Electricity] 20 → 60/100/200/2000 Wh/pt 4
⭐ 206 Electric Rifle scope fix -- Update 5.5 ihsoft 1 2026-09-07 0 4 2 f64 in place current-5.5 strong RedDot 1.0 → 1.13; ElectricRifle -2.0 → -2.74 1
6 More Weight Capacity Dmgvol v0.7 2026-05-17 418 16 376 1 f32 probably-current strong InventoryWeightCapacityIncrease 1 → 5 / 10 / 100 kg/pt 3
9 More Power Management Dmgvol v0.9 2026-05-18 235 8 044 1 f32 in a map probably-current strong CharacterModuleConsumptionOptimization[Electricity] 0.005 → 0.01 / 0.009 2
167 Buoy Memories TakeyaSaito 1.2 2026-09-04 31 1 044 39 in-place ×2 + 10 loot tables regrown current-5.5 strong memory/cartridge values ×2; memory entries added to 10 buoy tables 1
169 Uber Rhino TakeyaSaito 1.3 2026-09-04 17 1 051 1 byte + 3 f32 current-5.5 strong DA_WeaponData_Petrol_Grinder 0.01 → 5, 40 → 600 ×2 1 (+5 archived)
163 Faster Scrapper and Repairer TakeyaSaito 1.4 2026-07-07 30 1 825 3 f32 probably-current niche Scrapper 0.995 → 0.987 ×2; DA_ToolAbility_Data_Maintenance_Dismantle 1 → 0.1 1
80 MemoriesX10 MoDDuck 1.0 2026-03-22 77 2 596 53 in-place ×10 probably-current strong 57 DA_Memory_* / DA_ItemLoot_Teddy_* values ×10 1
184 Altered Tanks By Jablo Jablo 1.0.0 2026-07-14 13 461 same anchor as #26 probably-current niche the nine tanks ×10 (2000→20000 … 12000→120000) 1
191 Realistic Tank Capacity LandoChronus 1 2026-07-19 7 419 same anchor, 8 in place + 5 regrown probably-current niche volume-realistic: 6000→1000, 2000→7600/5600/5000, 9000→30000, 12000→3500 1
56 MoreCable xTz2 1.0.8 2026-07-07 66 2 515 21 in-place f32/i32 probably-current niche cable craft 2.5 → 0.1, amount 5 → 1, stacks 50 → 1000, one bandwidth 1e9 → 1e6 1
58 InstaModules xTz2 1.0.5 2026-07-07 29 1 326 78 in place, 11 regrown, 9 no-ops probably-current niche 98 DA_Item_Module_* craft times → 0.1 / 1 1
59 InstaParts xTz2 1.0.6 2026-07-07 37 1 661 29 of 31 re-serialised probably-current niche parts: stack 100 → 1000, weight 4/2.5 → 0.1, craft 5 → 1 1
79 FoodFastX10 MoDDuck 1.0 2026-02-15 52 1 891 15 in place probably-current niche grow times /10 (360→30, 300→30, 120→12, 50→5, 60→6, 30→3, 20→2) 1
178 Fast Cook germinus 1 2026-07-09 3 361 14 in place probably-current weak same field flattened to 2 s -- and MaxStackCount 100 → 99 999 / 999 999 1
181 Memories X10 germinus 1 2026-07-09 9 717 33 in place, 4 regrown probably-current weak narrower #80 -- plus MaxStackCount 100 → 99 999 on 29 assets 1
100 AmmoReloadX10 MoDDuck 0.6 2026-03-22 70 1 959 i32 in place probably-current niche magazine capacity ×2 / ×10 (5→50, 30→300, 20→200, 12→120) 2
102 OniBackpacksX10 MoDDuck 1.0 2026-03-22 68 3 368 f64 in VoyageModuleComponent probably-current niche six backpacks ×10 (1000→10000, 500→5000, 250→2500 …) 3 (×5 variant re-serialised)
135 InstaGrenadeAmmo ti14 1 2026-05-28 2 285 8 in place, 7 regrown probably-current weak grenade craft 20/30 → 0.1, petrol 0.5 → 1, 2 → 10, 60 → 20 1
148 Balanced Oil Distillation UARamiel 1 2026-06-26 30 1 303 2-4 f32 in a conversion sub-object probably-current niche distillation output 3.6 → 36 and 10 → 36; plastic variant zeroes the third 2
202 Less energy cost for Charge Injector UARamiel 1 2026-09-06 0 31 2 f32 current-5.5 niche item -0.2 → -0.04; conversion 20 → 2 1
192 Build with raw materials UARamiel 1 2026-09-02 3 357 package rebuild (imports + names grown) current-5.5 niche 56 recipes: Components map re-pointed at raw materials; craft 5 → 1, power 5 → 20 2
158 Lighter biomass UARamiel 1.1 2026-07-07 16 695 5 in place, 9 regrown probably-current niche six DA_Material_Bio_* weights + generator demand 2
161 Calcium and Vitamin D from Bioflesh UARamiel 0.1 2026-06-29 13 676 loot-array grow 3 → 5 probably-current weak DA_LT_FleshBio gains two entries at 0.4 chance, count 3 1
186 No Broken Nematodes UARamiel 1 2026-07-16 1 114 loot-array shrink 3 → 2 probably-current weak DA_LT_Swarm_Night_Body loses the 0.1-chance entry (−31 B) 1
142 Blue_Buoy_Memory-Loot NecoAngelus84 3 2026-06-12 22 937 loot-array grow 1 → 6+ probably-current niche three DA_LT_Boyo_* reweighted to memories (0.05, 0.1, 0.35) 1
140 FishNet Loot Rebalanced NecoAngelus84 3 2026-06-04 16 895 loot-array grow probably-current niche DA_LT_OceanBio 122 → 192 B, _DeadSwarm, _Fishing_Spots 1
153 End game fishing loot Miseru 1 2026-07-03 12 986 loot-array grow + priority container probably-current weak four DA_LT_Ocean* rewritten; ships a duplicate LoadPriority9999fn container 2
46 Recycling Rebalanced ErikV70 1.0.0 2025-11-30 15 533 4 shrink + 3 in place stale pre-5.7 weak eight DA_LT_*_Materials: copper entries removed, tech table reweighted 1
38 Less Copper ErikV70 1.0.0 2025-11-18 7 262 2 f32 in place stale pre-5.7 weak DA_LT_Metal_Materials copper SpawnChance 0.5→0, SpawnCount 1→0; ⚠ 2 weather presets as collateral; _Metal_Scraps byte-identical to vanilla 1
33 Bigger Consumable Batteries Dmgvol v0.8 2026-06-26 71 2 066 re-serialised, sub-objects dropped probably-current niche charge 25 → 100 (×4) in three consumables; exports 3 → 1 1
101 AmmoFAStCraft_DmgX2CountX2 MoDDuck 1.0 2026-03-22 43 1 714 full re-serialise (7 assets) probably-current niche ammo craft/damage/count -- values not recoverable by diff 1
67 VITALITY x 100 MoDDuck 3 2026-03-22 62 2 384 1 f32 + slot shift probably-current niche SurvivalAttributeMaxIncrease[Health] 1 → 10 / 100 2
92 FieldMedicX10 MoDDuck 0.6 2025-12-29 40 910 1 f32 + slot shift probably-current niche CharacterSocketBandwidthBonus[Electricity] 2.5 → 25 1
93 ShockAbsorberX10 MoDDuck 0.6 2026-03-24 50 1 473 1 f32 + slot shift probably-current niche CharacterResistancesIncrease[FallDamage] 0.5 → 5 1
66 Hydraulic Arms MoDDuck 1.5 2025-12-29 69 2 386 2 f32 + slot shift probably-current niche LiftWeightMultiplier 1.01→1.015 and LiftConsumptionMultiplier 0.99→0.985 1
89 AttachmentFlashlight MoDDuck 1.0 2026-02-15 39 1 038 2 bytes probably-current niche DA_Skill_Attachment_Flashlight: 3 → 2 and 50 → 8 1
68 Bowling pin 100 MoDDuck 0.6 2026-01-15 10 225 re-serialised (206 → 207 B) probably-current weak one DA_Memory_BowlingPin value 1
44 Larger Internal Battery Enhancement V1V0La 1.0 2025-11-19 31 963 1 f32 stale pre-5.7 weak 20 → 60 Wh/pt -- superseded by #105 1
43 Bigger Battery Backpack V1V0La 1.0 2025-11-19 57 1 654 re-serialised f64 sub-object stale pre-5.7 weak 250 → 2500 -- ⚠ writes slots 6/7 where the live class uses 7/8. Superseded by #102 1
54 (deprecated) you like storms sushi 1.0.0 2025-11-21 3 185 2-4 f32 in place stale pre-5.7 weak MaxWavelength 4096→7000 / 5000→15000, MaxAmplitude 20→150 / 32→260 1
48 (deprecated) unlock new stuff sushi 1.0.0 2025-11-21 21 898 2 bytes + 1 f32 stale pre-5.7 avoid DA_Skill_Engineering_Lightning_Rod_Small 3→2, 30→5; 2 of its 3 packages no longer exist 1
23 Flamethrower as a Secondary (Deprecated) LordGregory 1.0 2025-11-14 26 696 1 byte + 1 f32, re-serialised stale pre-5.7 avoid slot enum 1 → 2, 6.0 → 20.0; slot map shifted vs live 1
40 Electric Rifle as a Secondary (Deprecated) LordGregory 1.0 2025-11-19 16 285 same stale pre-5.7 avoid superseded by #53 1
41 Sniper as a Secondary (Deprecated) LordGregory 1.0 2025-11-19 18 341 same stale pre-5.7 avoid superseded by #53 1

Adjacent, listed for completeness (mixed technique, covered in other docs): #45 Unlock Large Battery re-serialises DA_Skill_Engineering_Medium_Battery and ships a UI icon that does not exist in vanilla; #34, #76, #84, #85, #119, #155, #165, #187, #196, #151, #180, #53, #57, #112, #36, #39 all pair a data-asset edit with a Blueprint or texture.

Notable mods, one paragraph each#

#19 -- Item Weight and Stack Size Changes [file] The largest surgical edit in the catalogue: 999 packages over two containers (788 "weight and stack", 211 "stack only"), of which 974 are byte-size-identical to vanilla and differ in one or two 4-byte words. Two fields: a f32 weight overwritten with 0.0 (measured vanilla values include 0.8, 0.1, 0.3, 0.5, 0.7, 1.5, 2, 5, 5.2, 10, 20, 25, 40, 50, 60, 75, 80, 85, 100, 200, 1000, 10 000) and an i32 MaxStackCount overwritten with 99 999 (0x0001869F) in 252 assets -- also from 5, 10, 20, 50. It reaches 13 item classes (VoyageItem 605 words, VoyageItemPart 161, VoyageItemMaterial 78, VoyageCartridgeItem 63, VoyageItemEquipment 41, VoyagePaintItem 40, VoyageItemCable 30, VoyageItemHandEquipment 29, VoyageItemSeed 26, VoyageItemConsumable 12, VoyageItemAmmo 7, VoyageItemWeaponAttachment 2, VoyageNPCData 1). [catalog-only] the author deliberately leaves handheld weapons and raw bio-matter alone -- weapon weight drives aim "heft" (0 breaks aiming entirely) and organics→diesel conversion is computed by weight at 10:1.

#20 -- Craft Everything in 1 Second [file] Same author, same machine: three nested containers (228 / 369 / 807 packages) so the buyer picks whether to also take #19's weight and stack edits. The craft-time f32 is overwritten with 1.0 from 60 (33×), 30 (96×), 20 (87×), 15 (87×), 10 (144×), 5 (100×), 2.5 (48×) and 2 (39×). 25 of 1 404 assets are re-serialised rather than patched; the rest are byte-size-identical.

#16 -- Enough Enhancement and/or Skill Points [file] The only mod in the catalogue that edits a UDataTable, and the cleanest worked example of that format. DT_VoyageCharacterLevels holds 35 rows of VoyageGameProgressLevelRow, each row FName + a 4-i32 struct that decodes as [XPRequired, Level, SkillPoints, EnhancementPoints]. Fully decoded (vanilla → main → optional):

Rows XP Level Skill pts Enhancement pts (vanilla → mod)
1 200 1 0 0 → 0
2-4 350-650 2-4 3/3/4 10 → 10
5 800 5 5 15 → 10
6-9 950-1400 6-9 6-9 15 → 12
10 1550 10 10 20 → 12
11-15 1700-2300 11-15 10 20 → 20
16-20 2450-3050 16-20 10 20 → 30
21-25 3200-3800 21-25 10 25 → 40
26-30 4000-4800 26-30 10 (30: 10 → 60 in the optional file) 25 → 50
31-35 5000-5800 31-35 10 25 → 60

Column totals: enhancement 700 → 1 100, skill 305 → 305 (main) / 355 (optional). Those match the Nexus description's arithmetic exactly, which is the strongest possible cross-check on the row decode. Note the mod lowers levels 5-10 -- the author says so in capitals.

#26 / #184 / #191 -- the three tank mods [file] All three hit the same anchor: the tank's capacity is not on the VoyageItem at all but on a VoyagePropertyModuleResource sub-object export, whose entire payload is [2-byte unversioned header][1-byte resource enum][f32 amount] -- so the number sits at export-relative byte 3, every time, in every tank. Vanilla: water/salt water/oil/petrol/diesel large 2000, CO₂ small and methane and O₂-ish 6000, large O₂ 9000, large CO₂ 12 000. #26 doubles/quadruples, #184 ×10, #191 rescales by physical volume (6000 → 1000 for the small CO₂ tank, 2000 → 7600 / 5600 / 5000, 9000 → 30 000, 12 000 → 3500). ⚠ All three also carry the same unintended deltas on the parent VoyageItem export (2 → 1, 4 → 6, 200 → 300, 300 → 400, 400 → 500, 400 → 300) -- and so does #58, from a fourth author. [inferred] those are not edits: they are the older build's values for fields the 5.5 patch changed, frozen into paks built in July 2026. Installing any of them silently reverts those fields. This is the revert hazard of §F.2, measured.

#7 -- NoStorm [file] Ten DA_WeatherPreset_* packages, all patched in place. VoyageWeatherPreset is WeatherMask (Byte), Climate (VoyageWorldClimate), Wind (VoyageWorldWind), WaveProperties (Array<VoyageWaveInfo>). On DA_WeatherPreset_High_Waves the walker reads vanilla Climate {MaxTemp 15, MinTemp 10, Temperature 12, Precipitation 100, Thunder 10, CloudCoverage 1}, Wind {SpeedInKm 20}, WaveProperties [{LengthMultiplier 1.5, HeightMultiplier 3.0, SteepnessMultiplier 1.0, WavePreset → DA_WavesPreset_Crosswaves…}]. The mod writes Precipitation 100 → 0, Thunder 10 → 0, CloudCoverage 1 → 0.5, then crushes the wave multipliers (1.5 → 0.333, 3 → 0.333, and across the other presets 2 → 0.333, 2.5 → 0.5, 4 → 0.5, 5 → 0.5, 5.5 → 0.5, 7 → 0.5, 7.5 → 0.5). Thunder is also zeroed on _Default (0.01 → 0), and _Fog gets 0.85 → 0.3 and 0.4 → 0. Wind is untouched -- exactly what the description promises ("keeps the 40 units wind speed for high turbine energy generation").

#62 -- NoWaves [file] The only mod in the catalogue that uses the zero mask as an editing tool, and worth studying for it. On DA_WavesPreset_Crosswaves_Sunny it patches eleven floats in place (NumWaves 32→0, Randomness 0.5→0, MinWavelength 100→0, MaxWavelength 8192→0, WavelengthFalloff 1.75→0, MinAmplitude 1e-4→0, MaxAmplitude 20→0, AmplitudeFalloff 1.5→0, DirectionAngularSpreadDeg 120→180, SmallWaveSteepness 0.25→0, LargeWaveSteepness 2→0). On _Crosswaves, _Directional and _Calm it instead re-encodes the struct header with the HasZero bit set on every fragment and drops the zeroed values out of the stream entirely: fragments 02 06 01 04 01 09 → 82 06 81 04 81 09 plus a 2-byte mask de 01, and the export shrinks 112 → 86 B. Both routes produce the same values; only the second changes the byte size.

#206 -- Electric Rifle scope fix [file] The newest data-asset mod in the catalogue (uploaded the morning of this snapshot) and the only one that edits f64. DA_Weapon_Attachment_Sight_RedDot export 1 byte 36: 00 00 00 00 00 00 F0 3F (1.0) → 14 AE 47 E1 7A 14 F2 3F (1.13). DA_Weapon_ElectricRifle export 0 byte 54: 00 00 00 00 00 00 00 C0 (-2.0) → EC 51 B8 1E 85 EB 05 C0 (-2.74). Both packages keep their byte size. ⚠ Read as f32, the upper half of each pair looks like 1.875 → 1.89125 and -2.0 → -2.0925 -- an artefact of splitting a double; the f64 reading is the real edit. The earlier attempts at the same fix (#57, #112) predate 5.5. This is the model to copy for any offset/alignment tweak.

#105 -- Bigger Internal Battery [file] The maintained version of #44: one f32 at export 1 byte 32 of DA_Enhancer_Character_Battery (CharacterModuleResourceMaxIncrease[Electricity]), 20 → 60 / 100 / 200 / 2000 in four separate containers. Its file hint is ../../../Bigger_Internal_Battery_x<N>_P.uasset, which is what made it look like a rebuilt package in the corpus-wide DIFF pass; the container's packagename is the normal enhancer path.

#167 -- Buoy Memories [file] The best example of both techniques in one mod. 39 packages are patched in place -- memory and cartridge values doubled (5→10 ×20, 10→20 ×11, 100→200 ×9, 3→6 ×7, 20→40 ×6, 1→2 ×5, 8→16, 7→14, 50→100, 2→4, 4→8) -- while 10 buoy DA_LT_* loot tables are re-serialised with extra array entries, which is the only way to add drops. [catalog-only] the description says the added memories sit at 3 %.

#38 -- Less Copper [file] A two-word edit that shows the loot format: DA_LT_Metal_Materials holds two VoyageLootItem entries; the mod sets the second's SpawnChance 0.5 → 0 and SpawnCount 1 → 0, in place, no size change. Two caveats worth knowing before installing it: DA_LT_Metal_Scraps in the same container is byte-identical to vanilla (it does nothing), and the container also carries DA_WeatherPreset_Storm and _Storm_NoLightning -- re-serialised, so it will fight #7.

#186 / #161 -- the two smallest loot edits [file] #186 removes one array element from DA_LT_Swarm_Night_Body (3 entries → 2, export 118 → 87 B, the dropped entry being the SpawnChance 0.1 one); #161 adds two to DA_LT_FleshBio (3 → 5, 124 → 192 B, both new entries SpawnChance 0.4, SpawnCount 3). Together they are the reference for growing and shrinking a TArray inside a cooked export.

#192 -- Build with raw materials [file] The one true package rebuild in this category, and a good illustration of its cost. On DA_Item_Farming_Bed the Components map goes from 2 entries to 4 and its keys point at new objects, so the import table grows 13 → 21 and the name table 27 → 40; .uexp 277 → 293 B, .uasset 1744 → 2420 B. CraftTime 5 → 1 and CraftElectricityCost 5 → 20 come along in the same edit. You cannot do this with a byte patch -- new components need new imports.

#33 -- Bigger Consumable Batteries [file] 25 → 100 (×4) on two floats inside each of three DA_Consumable_* packages -- but the rebuild dropped the VoyagePropertyModuleResource and VoyagePropertyModuleResources sub-object exports (3 exports → 1) and two property slots with them. It works well enough to have 2 066 downloads, but it is a rebuild against a different class snapshot, not a value patch. [inferred] any behaviour that reads the module-resource sub-object is lost.

#66 / #67 / #92 / #93 -- MoDDuck's enhancer set [file] Four one-float mods (LiftWeightMultiplier 1.01→1.015 and LiftConsumptionMultiplier 0.99→0.985; SurvivalAttributeMaxIncrease[Health] 1→10/100; CharacterSocketBandwidthBonus[Electricity] 2.5→25; CharacterResistancesIncrease[FallDamage] 0.5→5). All four also move the two trailing FText slots down by one (vanilla writes them at absolute slots 16/17, these write 15/16) -- their editor re-encoded the header against a class layout with one property fewer than the live build. [inferred] the payload floats are read correctly either way, but the display strings land in the neighbouring slots. Worth a glance in-game if you install them.

#23 / #40 / #41 -- the "as a secondary weapon" trio [file] The mechanism is a single byte: DA_Weapon_Flamethrower's slot classification goes 01 → 02, and a f32 6.0 → 20.0 rides along. The problem is everything else: the re-serialised export writes its tail slots at 37/39/46/47/50/51/ 64/66/81/82 where the live build uses 38/40/47/48/52/58/71/73/90/91. Author-titled (Deprecated), superseded by #53. Do not install.

#48 -- (deprecated) unlock new stuff [file] DA_Skill_Engineering_Lightning_Rod_Small gets two byte-level edits (3 → 2 and 30 → 5, plausibly tier and cost). The interesting part is the other two packages in the container: DA_Skill_Engineering_Large_Carbon… and …Portable_Ca… have no counterpart in the live build even after manifest resolution -- Channel37 renamed or removed them. That is what a genuinely dead pak looks like.


B. How they do it#

Five techniques, in ascending order of risk. All five are visible in the corpus.

B.1 In-place scalar overwrite (the default -- ~85 % of the edits here)#

Find the value's byte offset inside an export, write a new f32 / f64 / i32 / byte of the same width. Nothing else moves: the export keeps its SerialSize, the summary keeps its BulkDataStartOffset, the name and import tables are untouched. The whole corpus's evidence for this is that mod and vanilla .uexp lengths match and one or two 4-byte words differ.

Mod Package Export Byte Vanilla → mod Field
#10 DA_Enhancer_Character_Pressure 1 32 0.1 → 0.5 / 1.0 CharacterResistancesIncrease[PressureResistance]
#6 DA_Enhancer_Character_HaulMastery 1 16 1 → 5 / 10 / 100 InventoryWeightCapacityIncrease
#9 DA_Enhancer_Character_Power_Management 1 32 0.005 → 0.01 / 0.009 CharacterModuleConsumptionOptimization[Electricity]
#105 / #44 DA_Enhancer_Character_Battery 1 32 20 → 60 / 100 / 200 / 2000 CharacterModuleResourceMaxIncrease[Electricity]
#67 DA_Enhancer_Character_Vitality 1 26 1 → 10 / 100 SurvivalAttributeMaxIncrease[Health]
#92 DA_Enhancer_Character_FieldMedic 1 34 2.5 → 25 CharacterSocketBandwidthBonus[Electricity]
#93 DA_Enhancer_Character_ShockAbsorber 1 34 0.5 → 5 CharacterResistancesIncrease[FallDamage]
#66 DA_Enhancer_Character_Improved_Hydraulics 1 16 / 20 1.01 → 1.015, 0.99 → 0.985 LiftWeightMultiplier, LiftConsumptionMultiplier
#163 DA_Enhancer_Character_Scrapper 1 30 / 42 0.995 → 0.987 (both) two scrapper multipliers
#163 DA_ToolAbility_Data_Maintenance_Dismantle 0 9 1 → 0.1 VoyageEquipmentAbilityData.Data
#26 / #184 / #191 DA_Item_Module_*Tank 2 3 2000/6000/9000/12000 → … VoyagePropertyModuleResource.Amount
#69 DA_Item_Module_*SolarPanel 2 5 3000/6000/10000 → ×2/×4/×10 same class, production instead of storage
#148 DA_Item_Module_DistillationTower 2 104 / 116 / 128 3.6 → 36, 10 → 36, 0.1 → 0 …ResourceConversion output map values (the third is plastic)
#202 DA_Consumable_ChargeInjector 0 / 1 140 / 70 -0.2 → -0.04, 20 → 2 item effect; conversion cost
#169 DA_WeaponData_Petrol_Grinder 4 31 / 39 / 43 0.01 → 5, 40 → 600 ×2 grinder AoE + speed
#206 DA_Weapon_Attachment_Sight_RedDot 1 36 (f64) 1.0 → 1.13 scope alignment
#206 DA_Weapon_ElectricRifle 0 54 (f64) -2.0 → -2.74 aim offset
#102 DA_Equipment_Back_* 2 (f64) 1000→10000, 500→5000, 250→2500 VoyageModuleComponent capacity
#100 DA_Weapon_Attachment_Magazine_* 0 28-30 + 227 (i32) 5→50, 30→300, 20→200, 12→120 magazine capacity
#38 DA_LT_Metal_Materials 0 65 / 69 0.5 → 0, 1 → 0 VoyageLootItem.SpawnChance/.SpawnCount
#19 999 item packages 0-2 varies weight → 0, MaxStackCount 100 → 99 999 VoyageItem*
#20 1 404 item packages 0-2 varies craft time → 1.0 VoyageItem*

Note the sub-object pattern. For modules the number you want is usually not in export 0. A tank's .uexp holds VoyageItem (the item), VoyagePropertyDescription (string-table text refs), VoyagePropertyModuleResource ({resource byte, amount f32}, 11 B total) and VoyagePropertyModuleResources (an Array<Object> pointing at the former, 14 B). The 11-byte sub-object is the entire storage stat.

B.2 Zero-masking (shrinks the export, same visible values)#

The unversioned header can say "this property is zero" instead of serialising four zero bytes: set the fragment's HasZero bit (0x80), append/extend the zero mask, drop the value from the stream. Only #62 does this, on DA_WavesPreset_Crosswaves:

vanilla  header 02 06 01 04 01 09          -> 9 values follow, export 112 B
mod      header 82 06 81 04 81 09 + de 01  -> 2 values follow, export  86 B

Mask 0x01DE = 0 1 1 1 1 0 1 1 1: Randomness and DirectionAngularSpreadDeg still carry values (0.001 and 180), the other seven are zero-and-absent. Reading it back yields the same numbers as writing literal 0.0; the export just got 26 bytes smaller, so SerialSize and BulkDataStartOffset had to follow.

B.3 Property insertion by schema slot (grows the export)#

A property equal to its C++ default is not serialised at all, so it cannot be overwritten -- it has to be inserted: re-encode the fragment stream with that slot marked present, put the value at the front of the value area, and fix up the export's SerialSize and the summary's BulkDataStartOffset. No Nexus mod in this category does this -- it is this project's own technique (tools/mods/build_enhancer_cap.py, UVoyageEnhancer.MaxPoints slot 0, default 100, +4 B per asset across 11 enhancers), and the template in §E ships it as a switchable example. It is the only route to a value the cooker skipped, and it is why the Nexus authors all multiply the per-point step instead of raising the level cap.

B.4 Array grow / shrink inside an export#

Loot tables are an Array<Struct<VoyageLootItem>>; adding or removing a drop means changing the i32 element count and inserting/removing 34-byte elements (element = 2-byte header + SoftObject [FName + FName + FString] + f32 SpawnChance + i32 SpawnCount + i32 SpawnCountMinimum, minus whatever the zero mask elides). Adding an item that is not already referenced also needs new entries in the package name table, which is why the .uasset grows too.

Mod Package Entries .uexp .uasset
#186 DA_LT_Swarm_Night_Body 3 → 2 122 → 91 1044 → 1052
#161 DA_LT_FleshBio 3 → 5 128 → 196 1120 → 1363
#142 DA_LT_Boyo_Electric_Cables 1 → 6 60 → 212 851 → 1985
#142 DA_LT_Boyo_Consumable_Batteries — 128 → 1318 1076 → 5507
#140 DA_LT_OceanBio — 122 → 192 1013 → 1226
#153 DA_LT_OceanTrash_Fishing_Spots — 401 → 632 / 700 1836 → 3325 / 3467
#46 DA_LT_Aluminium_Materials — 112 → 50 unchanged

B.5 Full package rebuild (imports and names change)#

When the edit needs objects the package does not already reference -- new recipe components, a new loot item class, a different mesh -- the whole package is re-cooked or re-serialised. Signature: .uasset grows by hundreds of bytes while .uexp moves by a handful. #192 (13 → 21 imports, 27 → 40 names), #101 and #135 (ammo, .uasset +419 B), #33, #43, #59, #68, #158, #178 partial, #181 partial. This is the highest-risk route: the re-serialiser writes its idea of the class layout, which is how #23/#40/#41 and #43 ended up with shifted slot indices (§F.3).

B.6 Container-level tricks#

#153 ships a second container named LoadPriority9999fn whose description says outright: "You don't need this, if you don't have conflicting mods… this version will break your existing conflicting mod and start working." Mounting order is the only conflict resolution the game offers -- there is no per-property merge, the last container to mount replaces the whole package. #20 solves the same problem the honest way, by shipping pre-merged supersets of #19.


C. The domain map#

C.1 Asset families (all paths under Voyage/Content/Data/)#

Folder Naming Class(es) Carries Patchable?
Assets/Enhancements/ DA_Enhancer_Character_* VoyageEnhancer per-point stat step, icon, sort order, info-logic BP ✅ data
Assets/Modules/ DA_Item_Module_*, DA_Item_SUModule_* VoyageItem + VoyageProperty* sub-objects capacity, production, conversion, craft cost ✅ data
Assets/Modules/BoatExtensions/ DA_Item_BoatExtension_* VoyageItem boat modules ✅ data
Assets/Items/, Assets/Buildings/, Assets/Farming/ DA_Item_*, DA_Building_* VoyageItem weight, stack, craft, components ✅ data
Assets/Parts/ DA_Part_*, DA_Grenade_Ignition_*, DA_ItemLoot_* VoyageItemPart, VoyageItem weight, stack, craft ✅ data
Assets/Materials/, Assets/MaterialsFood/ DA_Material_*, DA_Material_Bio_* VoyageItemMaterial weight, stack, loot tables ✅ data
Assets/Consumables/ DA_Consumable_* VoyageItemConsumable (+ conversion sub-object) charge, effect, cost ✅ data
Assets/Equipment/Back/ DA_Equipment_Back_{Battery,Petrol}_{Small,Medium,Large} VoyageItemEquipment + VoyageModuleComponent backpack capacity (f64) ✅ data
Assets/Weapon/ DA_Weapon_* VoyageItemHandEquipment slot class, offsets (f64), petrol use ✅ data
Assets/Weapon/WeaponData/ DA_WeaponData_*, DA_Module_*_Explosion VoyageWeaponData damage, range, AoE, rate ✅ data
Assets/Attachments/ DA_Weapon_Attachment_* VoyageItemWeaponAttachment, VoyageItemWeaponMagazine magazine size, sight alignment ✅ data
Assets/Ammo/ DA_Ammo_* VoyageItemAmmo weight, craft, count ✅ data
Assets/Cable/ DA_Cable_*, DA_Module_WallSocket_*, DA_Mooring_* VoyageItemCable, VoyageItem craft, amount, bandwidth ✅ data
Assets/Cartridges/ DA_Cartridge_* VoyageCartridgeItem memory value ✅ data
Assets/HumanGrow/Memories/ DA_Memory_*, DA_ItemLoot_Teddy_* VoyageItem memory value, stack ✅ data
Assets/HumanGrow/Food/ DA_Food_* VoyageItem grow/cook time, stack ✅ data
Assets/Skill/** DA_Skill_* VoyageSkill tier, point cost, unlock ✅ data
Assets/Pigments/, Assets/Items/Paints/ DA_Paint_* VoyagePaintItem weight, stack ✅ data
Assets/Trash/, Assets/Props/, Assets/Loot/ DA_* VoyageItem loot props ✅ data
LootTables/** DA_LT_* VoyageLootItemTable drop item, chance, count ✅ data
Weather/WeatherPresets/ DA_WeatherPreset_* VoyageWeatherPreset climate, wind, wave multipliers ✅ data
Weather/WavesPresets/ DA_WavesPreset_* VoyageWavesPreset wavelength, amplitude, steepness ✅ data
Tools/Abilities/ DA_ToolAbility_Data_* VoyageEquipmentAbilityData ability duration/cost ✅ data
GameProgress/ DT_VoyageCharacterLevels DataTable (VoyageGameProgressLevelRow) XP curve, skill and enhancement points ✅ data table
NPCData/ DA_NPC* VoyageNPCData NPC stats ✅ data
/Game/Data/Enhancers/InfoLogic/ BP_EnhancerInfoLogic_* BlueprintGeneratedClass the level → value ladder (Kismet bytecode) ❌ Blueprint (doc 04)
/Game/Blueprints/** BP_* BlueprintGeneratedClass all behaviour ❌ Blueprint (doc 04)
/Game/LocalizationStringTables/ ST_* StringTable display text ✅ but not a value mod

Data vs code. Everything named DA_* / DT_* above is a UDataAsset/UDataTable you can patch byte-wise. The behaviour -- how a craft time becomes a progress bar, how enhancer points become a stat curve -- lives in Blueprint bytecode and C++. The earlier datamine pass hit exactly that wall (enhancers-mined.json: "per-level enhancer VALUES are not static asset data … computed in Kismet bytecode"). What the data asset holds is the per-point step; that is why every enhancer mod in this category multiplies a step instead of editing a curve.

C.2 The classes, and what a patcher needs to know about each#

Class Super Where the payload is Notes
VoyageEnhancer VoyageBaseDataAsset export 1 (export 0 is a 6-byte BP_EnhancerInfoLogic_* instance) the mapping file is accurate here; slots below
VoyageItem (+ VoyageItem* subclasses) VoyageItemBase → VoyageBaseDataAsset export 0 or 1 ≥ 80 live slots vs 76 in the 5.7 usmap -- decode, do not assume
VoyagePropertyModuleResource — its own export [hdr 2][resource byte][amount f32], 11 B. Not in the usmap.
VoyagePropertyModuleResources — its own export Array<Object> → the above, 14 B
VoyagePropertyModuleResourceConversion — its own export string-table ref + input map + output map (Map<FName,f32>)
VoyagePropertyDescription — its own export string-table keys + FText
VoyageModuleComponent — its own export capacities as f64
VoyageWeatherPreset VoyagePreset export 0 WeatherMask, Climate, Wind, WaveProperties[]
VoyageWavesPreset VoyagePreset export 0 one WaveProperties struct
VoyageLootItemTable DataAsset export 0 slot 2 LootItems → Items[], SpawnCountMinimum/Maximum
VoyageWeaponData — a later export (4 on the grinder) damage/AoE/rate floats
VoyageSkill — export 0 tier + cost bytes near the top of the value area
VoyageEquipmentAbilityData VoyageAbilityData export 0 slot 0 Data struct
DataTable — export 0 [hdr][RowStruct obj][i32 0][i32 NumRows][rows]

C.3 Verified property slots (from the 5.7 mapping file, confirmed against live payloads)#

VoyageEnhancer -- the one class where the usmap and the live build agree on every payload slot:

Slot Property Type Vanilla example
0 MaxPoints Int default 100, never serialised
1 SortOrder Int 1
2 Icon Object IconPressure
3 SurvivalAttributeMaxIncrease Map<Enum,Float> {Health: 1.0} (Vitality)
4 CharacterModuleResourceMaxIncrease Map<Enum,Float> {Electricity: 20.0} (Battery)
5 CharacterModuleConsumptionOptimization Map<Enum,Float> {Electricity: 0.005} (Power Mgmt)
6 CharacterSocketBandwidthBonus Map<Enum,Float> {Electricity: 2.5} (Field Medic)
7 CharacterResistancesIncrease Map<Enum,Float> {PressureResistance: 0.1}, {FallDamage: 0.5}
8 InventoryWeightCapacityIncrease Float 1.0 (Haul Mastery)
9 / 10 LiftWeightMultiplier / LiftConsumptionMultiplier Float 1.01 / 0.99 (Hydraulics)
11 / 12 ActionTimeMulAdjustment / ActionConsumptionMulAdjustment Map<Enum,Float> Scrapper: 0.995
13 EnhancerInfoLogic Object → export 0
15-17 Type / Name / Description (super) PrimaryAssetType / FText / FText live build writes the two texts at 16/17

WaveProperties (used by VoyageWavesPreset.WaveProperties and VoyageWeatherPreset): 0 NumWaves(i32), 1 Seed(i32), 2 Randomness, 3 MinWavelength, 4 MaxWavelength, 5 WavelengthFalloff, 6 MinAmplitude, 7 MaxAmplitude, 8 AmplitudeFalloff, 9 DirectionAngularSpreadDeg, 10 SmallWaveSteepness, 11 LargeWaveSteepness, 12 SteepnessFalloff -- all f32. VoyageWorldClimate: MaxTemp, MinTemp, Temperature, Precipitation, Thunder, CloudCoverage, FogDensity. VoyageWorldWind: Direction, SpeedInKm. VoyageWaveInfo: LengthMultiplier, HeightMultiplier, SteepnessMultiplier, WavePreset(SoftObject). VoyageLootItem: ItemType(SoftObject), SpawnChance(f32), SpawnCount(i32), SpawnCountMinimum(i32).

VoyageItem slots that this corpus confirms by value (usmap names; live indices drift upward after ~slot 28, so treat the index as indicative and the order as reliable): Icon(Object), Category(1-byte enum), CategoryAsset(Object), Quality(1-byte enum), bIsRecyclable(bool), bCanGainLootExp(bool), MaxStackCount(i32), Weight(f32), Buoyancy(f32), Tag(FName), CraftTime(f32), CraftElectricityCost(f32), CraftFilter(byte), Components(Map<Object,i32>), Dismantle*/Repair* floats, LootItemTables/ItemTables, DroppedMesh(SoftObject).

C.4 Wire-format rules confirmed on this build#

  • Export payload = [fragment words][zero mask][values][4-byte trailer]. Every export ends with a 4-byte trailer (observed 00 00 00 00); a typed walk that lands exactly on size − 4 is a correct decode. (The earlier datamine pass used the same acceptance test.)
  • Fragment word = SkipNum(0-6) | HasZero(7) | IsLast(8) | ValueNum(9-15).
  • Enums serialise two different ways. A standalone byte-enum property (Category, Quality, VoyagePropertyModuleResource's resource) is 1 byte. The same enum used as a map key is an 8-byte FName whose text is the fully-qualified value name in the package name table (EVoyagePlayerEnhancerType::PressureResistance, EModuleResourceType::Electricity). The usmap writes Enum<E:Byte> for both, so you must decode to tell.
  • TMap = [i32 NumKeysToRemove = 0][i32 Num][key, value]….
  • TArray = [i32 Num][elements]; a struct element carries its own unversioned header.
  • FText = [u32 Flags][i8 HistoryType] then, for history 0 (Base), three FStrings (namespace -- usually empty, a 32-hex-char key, the source string).
  • FSoftObjectPath = FName + FName + FString (16 B + at least 4).
  • Object = FPackageIndex i32: negative → import −i−1, positive → export i−1.
  • Doubles are common (VoyageModuleComponent capacities, weapon offsets). Always check the f64 reading when an f32 reading looks like noise.
  • Legacy export records are 96 B, not 4-byte aligned; SerialSize sits at record + 28.

D. Recipe -- building a new value mod with this toolchain#

1. Get the package. Either from the repo's baseline (data/mods/vanilla/raw, 2 513 packages) or read-only from the ShadowPC:

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f Data/Assets/Modules/DA_Item_Module_LargeO2tank 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\mymod'"

then scp -r the Voyage tree home. 🪤 to-legacy needs the whole Paks directory; -f is a substring match on the container path.

2. Find the number.

python templates/mods/core-pak-data-assets/build_mod.py --inspect Data/Assets/Modules/DA_Item_Module_LargeO2tank

which prints, per export, the slot map and every word as int / f32 / f64. Look for a value you know from the game; confirm it by checking a sibling asset (a 9 000 where the water tank has 2 000). For classes the mapping file covers, name the slot instead of guessing:

python tools/mods/usmap_schema.py "data/nexus-mods/94-mod-94/unpacked/UE 5.7 Mapping File-94-1-0-1767023901/Voyage-5-7.usmap" VoyageEnhancer
python tools/mods/usmap_schema.py "<usmap>" --slot VoyageEnhancer MaxPoints      # -> slot 0

3. Patch. In place, using the library:

import struct, sys
sys.path.insert(0, "tools/mods")
from tlcmod import package

base = "data/mods/vanilla/raw/Voyage/Content/Data/Assets/Modules/DA_Item_Module_LargeO2tank"
ua = open(base + ".uasset", "rb").read()
ue = bytearray(open(base + ".uexp", "rb").read())
recs = package.export_map(ua, len(ue))              # [(size_field_off, SerialSize, SerialOffset)]
start = recs[2][2] - len(ua)                        # export 2 = VoyagePropertyModuleResource
assert struct.unpack_from("<f", ue, start + 3)[0] == 9000.0
struct.pack_into("<f", ue, start + 3, 27000.0)      # amount, byte 3 of that export

Or, when the property is absent because it equals its default, insert it and fix the sizes:

from tlcmod import unversioned
size_off, ssize, soff = recs[-1]                    # last export only
st  = soff - len(ua)
new, delta = unversioned.patch_slot(bytes(ue[st:st + ssize]), 0, struct.pack("<i", 150))
ue[st:st + ssize] = new
if delta:
    ua = bytearray(ua)
    package.fix_last_export_size(ua, size_off, ssize, len(ue), delta)

4. Pack.

python tools/mods/... # or the template:
python templates/mods/core-pak-data-assets/build_mod.py --write --pack
# -> <Name>_P.utoc + .ucas + .pak

The build tree must contain scriptobjects.bin at its root (copy data/mods/vanilla/global/scriptobjects.bin) or to-zen has no script-object table.

5. Install -- game closed, save snapshotted: copy the three files into Voyage\Content\Paks\~mods\. Keep the _P suffix. No loader is needed.

6. Test. Shipping writes no UE log, so failure is silent. Check the number in-game; if it did not move, the usual causes are (a) wrong export, (b) a second copy of the value elsewhere in the package, (c) the value is computed in Blueprint from a different field.

7. Roll back -- delete the three files. Nothing in the install was modified. Saves are unaffected (every author in the catalogue says so and nothing contradicts it).


E. The template#

C:/last-caretaker/templates/mods/core-pak-data-assets/

File What it is
README.md fill-in guide: extract → --inspect → recipe → build → install → roll back, plus the gotchas
recipe.json the file you edit -- a list of {package, export, kind, offset, expect, value} entries
build_mod.py the builder on top of tlcmod: --inspect, --dry-run, --write, --pack

kind is float / double / int / uint / byte for an in-place overwrite (size-neutral, preferred) or slot_int / slot_float to set a property by unversioned schema slot, inserting it when the cooker skipped it and fixing up SerialSize + BulkDataStartOffset (last export only). expect is the vanilla value and is verified before every write, so a game patch that moves the field aborts the build instead of corrupting the asset.

Ran it, 2026-09-07. Unmodified against data/mods/vanilla/raw:

recipe: PLACEHOLDER value mod -- deeper diving (Pressure enhancer)
Data/Assets/Enhancements/DA_Enhancer_Character_Pressure  (2 export(s))
  export 1 byte 32    float  0.10000000149011612 -> 0.5   (in place, size unchanged)
1 package(s), 1 edit(s) -- DRY RUN, nothing written

--write produced .uasset 1393 B / .uexp 204 B (both unchanged) reading 0.5, and retoc to-zen --version UE5_7 packed MyValueMod_P.utoc 496 B + .ucas 1 091 B + .pak 347 B. Enabling the second, disabled recipe entry as well exercised the insertion path: export 1 slot 0 slot_int was 'skip' -> 150 (+4 B, SerialSize + BulkDataStartOffset fixed up), export 194 → 198 B, and re-parsing the result read back MaxPoints 150, SortOrder 1, PressureResistance 0.5. (Test output went to the scratchpad; nothing was written to the game.)


F. Pitfalls, version notes and patch survival#

F.1 A pak ships a whole package, not a diff. There is no per-property merge. Two mods that touch the same package fight and the loser's edits vanish entirely -- check pak_packages in data/nexus-mods/inventory.json before shipping. Known live collisions inside this category: #19/#20 vs everything item-shaped (#56, #58, #59, #79, #178, #80, #181, #167); #26 vs #184 vs #191 (identical nine tanks); #7 vs #38 (weather presets); #140 vs #153 (three ocean tables); #80 vs #181 vs #68 vs #167 (memories); #44 vs #105 (battery enhancer); #43 vs #102 (backpacks).

F.2 A stale pak silently reverts its packages. Because the container carries the whole asset as it was at build time, a later game patch's changes to any other field in that asset are undone. This is measurable here: #26, #58, #184 and #191 -- four authors, all built July 2026, all pre-Update-5.5 -- carry the same set of extra deltas on the tank VoyageItem exports (2 → 1, 4 → 6, 200 → 300, 300 → 400, 400 → 500, 400 → 300). [inferred] those are the old build's values for fields Channel37 changed in 5.5. Rebuild from a fresh extraction after every update; the maintained mods say so in their own changelogs (#19/#20: "I didn't check what, if anything, I changed, I just rebuilt it with freshly extracted files.").

F.3 The .usmap is stale, and re-serialising against it shifts slots. The community UE 5.7 Mapping File (Nexus #94) does not describe the live 5.8.1 build:

  • VoyageItem serialises up to slot 79 (≥ 80 slots) where the mapping file declares 76 across the whole VoyageItem → VoyageItemBase → VoyageBaseDataAsset → DataAsset chain;
  • VoyagePropertyModuleResource, VoyagePropertyModuleResources, VoyagePropertyDescription, VoyagePropertyModuleResourceConversion and VoyageItemProperty are absent from it entirely (their names are not even in its name table);
  • consequences in the corpus: #66/#67/#92/#93 write the enhancer's two FText slots one index low (15/16 vs the live 16/17); #23/#40/#41 write ten tail slots 1-7 indices low; #43 writes its VoyageModuleComponent at slots 6/7 where the live build uses 7/8.

Byte-patching an existing value never touches the schema and is immune to all of this. That is the whole argument for §B.1 over §B.5.

F.4 Zero and default are different. A property equal to its C++ default is skipped; a property whose value is zero may be masked. Neither is present in the byte stream, so "the number I want isn't in the dump" usually means one of those two -- not that you are looking in the wrong export. Writing four bytes where a masked value "should" be corrupts the next field.

F.5 Verify the old value. Offsets move between builds. Every patch should assert the vanilla value first; the template refuses to write otherwise.

F.6 Failure is silent. Shipping produces no UE log. A bad SerialSize or a desynced header yields a package the game quietly drops (you see vanilla values), an item that never appears, or a load crash. Re-parse your own output before packing -- both project builders do.

F.7 Not every mod does what it says. #38's DA_LT_Metal_Scraps is byte-identical to vanilla; #58 ships 9 packages identical to vanilla out of 98; #48 ships two packages whose paths no longer exist in the live build. Check the diff, not the description.

F.8 The 2025-12-16 cliff. The UE 5.6 → 5.7 migration changed asset serialization. Ten mods here (#23 #38 #40 #41 #43 #44 #46 #48 #54) predate it entirely and are archaeology; the corpus's own class-drift evidence (F.3) shows how they fail rather than that they crash.


G. Ideas this project could build#

Ranked by value ÷ effort. All are §B.1 or §B.3 -- nothing here needs the editor.

Idea What it changes Effort Notes
Enhancer Cap (already built ⭐) MaxPoints 100 → 150 on 11 enhancers done the only §B.3 mod in existence for this game; nothing on Nexus raises the cap
5.5-current tank capacities the nine VoyagePropertyModuleResource.Amount floats, rebuilt from the current extraction 1 h #26/#184/#191 are all pre-5.5 and revert other fields (F.2). A clean rebuild is a genuine gap.
Selective weight mod weight → 0 for materials and parts only, leaving weapons and bio-matter alone 2 h #19 already does this, but it is all-or-nothing per container; a "materials only" variant would compose better with #158
Sane craft times craft time ÷ 4 instead of → 1 2 h one multiply over the same anchors #20 uses; keeps the pacing while removing the tedium
Storm intensity dial Climate.Thunder / Precipitation / wave multipliers scaled by a factor, not zeroed 2 h #7 and #62 are on/off; a 0.5× build is trivial with the field map in §C.3 and nobody ships one
Loot-table linter tool, not a mod: dump every DA_LT_* as {item, chance, count} and diff two containers 3 h would have found #38's dead _Metal_Scraps and #58's nine no-ops instantly; feeds §F.7
Live-schema recovery solve the real VoyageItem slot layout from the corpus (see §H) 4-6 h unlocks naming every field in 999 packages instead of decoding per asset; the single highest-leverage piece of tooling left
Conflict map tool: package → mods overriding it, from inventory.json 1 h direct answer to F.1 for anyone stacking mods
Enhancer rebalance pack per-point steps tuned as a set instead of one mod per stat 2 h #6/#9/#10/#44/#66/#67/#92/#93/#105/#163 are ten containers that all fight nothing but each other; one container would be cleaner

H. Gaps and unverified#

  1. The live VoyageItem slot layout is not solved. A depth-first search over "which mapping-file property does each present slot correspond to", accepting only walks that land exactly on the 4-byte trailer, found no solution with shifts up to 8 -- so at least one of my type models is still wrong for that class (candidates: Struct<VoyageLootItemTables>, Map<Str,Struct<…>>, Bool width in some position, or a live property whose type changed). Everything in §C.3 for VoyageItem is therefore order-confirmed and value-confirmed but index-approximate. The fix is either a dumped .usmap from the live build or an exhaustive DFS with a corrected type table.
  2. #101 (AmmoFAStCraft) and #135's ammo half are fully re-serialised; the diff can prove which packages changed but not the before → after numbers. [catalog-only] damage ×2/×10, count ×2.
  3. #140, #142, #153, #46, #158, #33, #68, #45, #59 (partly) are re-serialised too: entry counts and byte sizes are measured above, individual added item identities are not enumerated (they are FNames in a table that also changed).
  4. Semantics of a few edited fields are inferred, not proven: #89's 3 → 2 / 50 → 8 and #48's 3 → 2 / 30 → 5 are read as skill tier + point cost; #23's byte 1 → 2 as the weapon slot class; #26's incidental 200/300/400 floats are unidentified (F.2 says they are stale rather than intentional, which is a separate claim from what they are).
  5. In-game verification is nil. Nothing here has been observed in a running game -- Robert has not installed any of these mods. Every "effect" statement is an asset-level claim.
  6. The catalogue's pak-data-asset count is 70; this doc covers 53 plus #45. The other 16 are mixed-technique mods that belong to docs 02 and 04, and are listed by id in §A.
  7. Enhancer maps are per-point steps; the ladder is Blueprint. How 0.1 becomes "1 m of dive depth per point" is Kismet bytecode this pass did not disassemble (the 10× discrepancy between #10's description and the asset value is real and unexplained -- [inferred] 0.1 bar ≈ 1 m of water).

I. Sources#

Files (first-hand, all under C:/last-caretaker/)

  • data/nexus-mods/<id>-mod-<id>/legacy/** -- every mod's converted assets (the primary evidence)
  • data/nexus-mods/<id>-mod-<id>/unpacked/**/*.utoc -- read with retoc manifest to recover the true packagestoreentry.packagename behind each filename hint
  • data/mods/vanilla/raw/Voyage/Content/** -- 2 513 vanilla packages from Update 5.5 (the baseline)
  • data/mods/vanilla/README.md -- how the baseline was produced; tools/diff_index.py
  • data/nexus-mods/inventory.json / inventory.md -- technique fingerprints, pak_packages
  • data/nexus/thelastcaretaker-mods.json -- catalogue snapshot 2026-09-07 (names, versions, descriptions, file changelogs -- source of every [catalog-only] claim)
  • data/nexus-mods/94-mod-94/unpacked/UE 5.7 Mapping File-94-1-0-1767023901/Voyage-5-7.usmap
  • data/datamine/parsed/enhancers-mined.json, modules-mined.json -- the earlier pass's "exact-consumption DFS" method note and its calibrated module anchors
  • tools/mods/tlcmod/{unversioned,package,usmap,pack}.py, tools/mods/build_enhancer_cap.py, tools/mods/usmap_schema.py, tools/mods/README.md
  • docs/15-modding-technical-internals.md, docs/ref/shadow-install.md, docs/plans/mod-plan.md, docs/mods/00-mod-library.md

Tools

  • tools/mods/bin/retoc.exe 0.1.5 -- trumank/retoc, the IoStore ↔ legacy converter (to-legacy, to-zen, manifest); predecessor Archengius/ZenTools is deprecated in its favour

Web (background only -- nothing above depends on it)

M02

02 -- Core technique: textures, materials, meshes & skins

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Scope: every catalogued mod that ships a cooked art asset in a ~mods container -- textures, material instances, whole materials, static and skeletal meshes, UI icons, Niagara systems, and the audio assets that the inventory's pak-texture-material fingerprint sweeps up with them.

Evidence rule. Everything below is read off the mods' own bytes and off vanilla assets extracted from the live install (Update 5.5 "Deck Drop", 0.8.5.650920, buildid 25056839). Claims that only the Nexus description supports are tagged [catalog-only]; deductions are tagged [inferred].


A. Library#

Ranked by how much this project can learn from them (⭐ = reference implementation).

# Name Author Ver Updated 👍 ⬇ Technique Status Tier What it changes Files
⭐ 104 10 Boat Skins Dmgvol v0.5 2026-01-11 61 3104 VT texture replace (editor re-cook) probably-current strong Hull_aiStandardSurface8SG_BaseColor -- one 12288×4096 DXT1 virtual texture, ten alternate paints 10 (+1 stale Goldline_Glow for 0.7.5)
⭐ 152 Red dot sight reticle glow fixed UARamiel 0.1 2026-09-01 19 455 MI scalar parameter current-5.5 strong M_RDS_01.Brightness 32.0 → 1.0 1
⭐ 24 Battery skin Dmgvol v0.6 2026-01-24 21 467 mesh + new material + new textures probably-current strong 3 SM_ConsumableBattery_* meshes swapped; adds M_Battery + 4 T_battery_* 1 (+1 stale v0.5)
96 Play as CJ Dmgvol v0.5 2026-01-03 2 89 skeletal-mesh replace probably-current strong SKM_PlayerCharacter + 4 M_CJ_* / T_CJ_* pairs 1
97 4 Scarf Skins Dmgvol v0.5 2026-01-04 4 174 VT texture replace probably-current niche Scarf_Texture_Material_001_BaseColor (4096×4096 DXT1) 4 (⚠ packaging bugs)
118 HoloScopeColorYGB MoDDuck 1.0 / 2.1 2026-02-15 2 77 material re-cook + BP probably-current niche M_RDS_01 rebuilt (12,753 B vs 11,353) + BP_Weapon_Scope_Laser 3 colours
124 NoBigSplash MODDUCK 1 2026-03-23 19 503 Niagara system re-cook probably-current niche 5 VFX/Environment/Water/*Splash systems 1
149 Louder Quest Vocals NecoAngelus84 1 2026-06-27 17 338 SoundClass value probably-current niche SC_VO_Quest properties.Volume 1.1 → 2.0 / 3.0 2
166 No hull impact sound RamieruThe5th 1.0 2026-06-30 4 115 SoundAttenuation values probably-current niche SAT_Physics_Impact_Boat radii crushed to ~0 1
25 Silent Wind Turbines Dmgvol v0.5 2025-11-14 58 1149 SoundWave replace (PCM → BINKA) stale pre-5.7 weak 2 SW_Sys_Generator_Wind_*_Run_01 1
87 NoClapSound MoDDuck 1.0 2025-12-09 11 181 cooked-asset property/name edit stale pre-5.7 weak 16 SW_Sys_Container_Gen_* -- audio payload untouched 1
144 Boat redesigned NecoAngelus84 5 2026-07-01 36 2316 mesh + map re-cook probably-current context 4 SM_*Boat meshes + Maps/Boats/TestBoat 8 variants
13 PhotoMode Mod Dmgvol v0.6 2026-01-24 8 132 new textures + MIs in a mod namespace probably-current context 10 border textures + 7 MIs + M_DepthTexture under /Game/Mods/PhotoMode/ 2 (needs UE4SS)
34 / 45 / 76 / 85 battery & rack unlocks Dmgvol / MoDDuck — 2026 — — UI icon ship/replace current context Icon_Module_Battery_Large (does not exist in vanilla), Icon_Lazarus_Rack 256²→512² —

Not my category but adjacent: #143 TLC-Terminal Waypoint ships two T_Waypoint* textures, #77 DML ships T_AICON, #196 ships M_WallSocketConnection.

Notable mods, one paragraph each#

#104 -- 10 Boat Skins [file] Ten separate containers, every one of them carrying the same package /Game/AssetSets/Channel37/Large_Boat_Carpe/Large_Boat/Textures/Hull/Hull_aiStandardSurface8SG_BaseColor. The asset is a 12288×4096 DXT1 streaming virtual texture: .uasset 1,051 B, .uexp 1,029 B, .ubulk 37,953,808 B in 4 chunks. Every skin's .ubulk is exactly 37,953,808 B and the .uexp tile-offset table is byte-identical to vanilla -- because a re-cook at the same dimensions and format always produces the same sparse tile layout, and raw DXT tiles have content-independent size. Only three things move in the .uexp: the 16-byte texture GUID at 0x0C, the four FLinearColor layer fallback colours right after the second PF_DXT1 string, and the four 20-byte SHA-1 chunk hashes. In the .uasset exactly two bytes move (see §B.1). Install exactly one. [catalog-only] the 11th Nexus file BoatSkin_Goldline_Glow_P is flagged "for 0.7.5 only" and was not downloaded.

#152 -- Red dot sight reticle glow fixed [file] The cleanest edit in the whole catalogue: one float. M_RDS_01 is a MaterialInstanceConstant whose first parameter record is Brightness; its value sits at .uexp offset 0x26 and goes 32.0 → 1.0. .uexp length is unchanged (11,353 B) so no export-size fix-up was needed. This project's tlcmod reproduces the mod's .uexp byte-for-byte from the vanilla asset with a single material.patch_mi(src, dst, {"Brightness": 1.0}) call (verified 2026-09-07). Caveat: the container records the package's filename as ../../../M_RDS_01.uasset -- the Voyage/Content/... path is missing -- and it still works, because IoStore resolves by package name, which is correct.

#24 -- Battery skin [file] The only true mesh + material + texture package in the catalogue. It replaces the three vanilla static meshes and points them at a new material it also ships:

Asset vanilla .uexp / .ubulk mod .uexp / .ubulk
SM_ConsumableBattery_Large 952,891 / 144,595 69,980 / 11,320
SM_ConsumableBattery_Medium 861,063 / 129,648 71,768 / 11,272
SM_ConsumableBattery_Small 710,435 / 92,932 73,556 / 11,248

The mesh's material-slot FName changes Trims → battery_001 (the FBX slot name), the material import changes MM_Consumable_Battery → M_Battery, and the vanilla import of the physical material PM_Metal_Solid_Small_Voyage is dropped -- so footstep/impact physical-material behaviour for the dropped battery is lost. M_Battery is a full UMaterial (not an instance) with four Texture2D imports; T_battery_{BaseColor,AO,Metallic,Roughness} are 512×512 PF_DXT1 classic streaming textures with a 172,032-byte mip chain each in .ubulk. [catalog-only] the description credits a Sketchfab model.

#96 -- Play as CJ [file] A skeletal-mesh swap. SKM_PlayerCharacter goes 12,801/5,611,520 B → 9,398/2,486,989 B, name table 390 → 294 entries. Bone names (pelvis, spine_01..05, spine_04_latissimus_l, …) are identical to vanilla, i.e. the author retargeted CJ onto the game's existing skeleton rather than shipping a new one. Material slots drop the seven MI_Player_Character_* instances for four mod-added M_CJ_* materials but keep MI_Player_Character_Scarf in the name table -- so the scarf skins of #97 still apply. [inferred] the three imports our local conversion collapsed to /Engine/UnknownPackage are the vanilla SK_Mannequin skeleton, the SKM_PlayerCharacter_PhysicsAsset and the scarf MI; the local conversion cannot resolve them because the game's own containers were absent.

#97 -- 4 Scarf Skins [file] Same shape as #104 on a 4096×4096 DXT1 VT (.ubulk 12,688,272 B, 4 chunks). Layer fallback colours: vanilla 0.202/0.050/0.009, skins 0.479/0.191/0.018, 0.546/0.125/0.034, 0.597/0.130/0.022, 0.147/0.068/0.028. Two packaging bugs: the ScarfSkin1 archive contains both ScarfSkin1_P and ScarfSkin4_P containers (both override the same package -- install "skin 1" and you may well get skin 4), and the ScarfSkin3 archive ships its containers named pakchunk150-Windows.{utoc,ucas,pak} with no _P suffix.

#149 -- Louder Quest Vocals [file] A six-word edit. SC_VO_Quest is a USoundClass; slot 0 of its inlined FSoundClassProperties is Volume, a float at .uexp offset 8: 1.1 → 2.0 (x2 file) or 3.0 (x3 file). The mod's .uexp is 3 B longer than vanilla's because the editor re-save wrote out a value the cook had left in the zero mask inside PassiveSoundMixModifiers -- a second live example of the masked-zero mechanic.

#166 -- No hull impact sound [file] Not a wave replacement -- it shrinks the attenuation sphere to nothing. SAT_Physics_Impact_Boat's .uexp is the same 83 B in both, with the same slot map, so this is a pure value patch (fully decoded in §B.4). Container filename metadata is flattened the same way as #152.

#25 -- Silent Wind Turbines [file] Replaces two looping SoundWaves. Vanilla cooks them as PCM (SW_Sys_Generator_Wind_Large_Run_01.ubulk = 12,665,520 B); the mod's are BINKA (Bink Audio, magic SEEK) at 132,845 B -- and the large and small replacements are the same file (md5 identical), i.e. one silent source wav imported twice. Proof that a mod may cook audio in a different codec from the game. Dated 2025-11-14 -- before the 5.6→5.7 migration; treat as archaeology.

#87 -- NoClapSound [file] Correction to the intake note: all sixteen .ubulk audio payloads are byte-identical to vanilla, not eight. Nothing was re-recorded. What changed is (a) the cooked-format FName in every .uasset: RADA → WAV (that is the whole −1-byte .uasset delta), and (b) the .uexp unversioned property stream -- for the Medium_Close_* family an 8-byte value disappears and two byte-values flip 00→01 and 03→01 (282 → 274 B); for Small_Open_* only one fragment word changes so the last value moves from slot 51 to slot 50 with identical value bytes. [inferred] this is a direct cooked-asset property edit with a tool whose USoundWave class layout is one property off from the shipped build, and the silencing works by declaring RAD Audio bytes as WAV so the decoder finds nothing. Dated 2025-12-09, pre-5.7. The description also tells users to install into Paks\LogicMods, which is wrong for a plain asset-override container. [catalog-only]

#118 / #124 / #144 / #13 [file] Four full editor re-cooks. #118 rebuilds M_RDS_01 at a different size (12,753 B vs vanilla 11,353) and edits BP_Weapon_Scope_Laser -- it overlaps #152 on the same package, so the two conflict. #124 re-cooks the five water Niagara systems (BoatSplash, JetSkiSplash, MotorSplash, ObjectSplash, ObjectSplashSkeletal), all slightly larger than vanilla. #144 re-cooks four SM_*Boat static meshes plus Maps/Boats/TestBoat in eight layout variants. #13 PhotoMode is the best example of shipping brand-new art in your own namespace: ten T_Border_* textures plus seven MI_* and one M_DepthTexture under /Game/Mods/PhotoMode/, nothing overridden.


B. How they do it#

B.1 Replace a virtual texture wholesale (editor re-cook) -- #104, #97#

The mod ships all three files (.uasset + .uexp + .ubulk) of one Texture2D. Because both the dimensions and the pixel format are unchanged, every byte count is unchanged, which is why ten different liveries all weigh exactly 37,953,808 B.

What actually differs in the .uexp (vanilla vs BoatSkin_TLC_P, offsets are within the 1,029-byte file):

Offset Length Meaning Vanilla Mod
0x0C 16 texture GUID (FGuid) 0d340228 12ae4b40 94c6d7c4 4b95a3f7 0b1b9a07 cec1ef43 a6d76fc1 79ae7c37
0x351 12 LayerFallbackColors RGB (float×3, right after the 2nd PF_DXT1) 0.0546 0.0141 0.0120 0.0634 0.1079 0.1957
0x35D 4 fallback alpha 0.7510 0.7510 (never changes)
0x365,0x38A,0x3AF,0x3D4 20 each SHA-1 hash of each VT chunk 4 hashes 4 new hashes

Everything else -- the mip→chunk table, the sparse tile-offset table, the per-chunk sizes (28,409,860 / 7,102,468 / 1,775,620 / 665,860) -- is identical.

In the .uasset exactly two bytes move, both inside the single 96-byte export record that starts at offset 751:

Record offset Field Vanilla Mod
+24 ObjectFlags 0x03 (RF_Public\|RF_Standalone) 0x0B (adds RF_Transactional 0x08)
+68 a uint32 bool [inferred] bIsAsset/bGeneratePublicHash 0 1

That two-byte pair is a reliable fingerprint of "made by importing into the Unreal Editor and re-cooking" -- it shows up in #104 and #97 and nowhere in a value-patched asset.

The layer fallback colour is a free readout of what a skin looks like -- it is the average colour the VT system shows before a page is resident:

Skin R G B
vanilla EXO 0.055 0.014 0.012
Asiimov 0.223 0.143 0.132
Blue 0.022 0.078 0.291
Camo 0.048 0.043 0.032
Goldline 0.185 0.088 0.027
Green 0.017 0.115 0.052
Hex 0.075 0.074 0.075
Orange 0.268 0.081 0.024
RedSharp 0.270 0.118 0.118
Shark 0.081 0.071 0.058
TLC 0.063 0.108 0.196

⚠️ The four chunk SHA-1s in the vanilla .uexp do not match a .ubulk we transformed in place -- and the game does not care. This project's Matte Black EXO livery reuses the vanilla .uexp untouched over a rewritten .ubulk and renders correctly in game, so the chunk hashes are cook-time integrity data, not a runtime check [file].

B.2 Transform a virtual texture in place (no editor) -- the house technique#

The alternative to §B.1, and the only one available without the Unreal Editor. A .ubulk is, per chunk, a 4-byte header then 136×136 bordered tiles in sparse Morton order; a uniform per-block transform over everything after each chunk header keeps block count, format and byte size exactly the same, so the game's own .uasset/.uexp are copied verbatim. tlcmod.vt.transform_ubulk asserts the output length against the input and refuses to write otherwise. Verified transforms (tlcmod.dxt): dxt1_black, dxt1_flat(R,G,B), dxt1_darken(factor, desat), dxt5_alpha0, dxt5_clear, dxt5_black_opaque, dxt5_opaque_colour(R,G,B). DXT1 block-mode repair (fix_dxt1_modes) is mandatory after any endpoint change or darkening punches transparent holes in walls.

B.3 Patch a material-instance parameter -- #152 (and #118 the hard way)#

A cooked MaterialInstanceConstant carries its overrides as unversioned array elements at the very start of the .uexp, each [fragment][ParameterInfo fragment][FName idx+num][Association u8=2][Index i32=-1] [value][ExpressionGUID 16 B]; the compiled shader-map blob follows and must not be touched. For M_RDS_01:

0x14  01 03 00 00 00 00 07 00 07 00 00 00 00   array count / fragments / FName idx 0 = "Brightness"
0x20  00 02 ff ff ff ff                        number 0, Association 2, Index -1
0x26  00 00 00 42   -> 00 00 80 3f             VALUE  32.0 -> 1.0
0x2A  75 89 54 7f 08 dd ef 47 ...              ExpressionGUID

M_RDS_01's four global parameters are Brightness, Color, Red_Dot_Depth, RefractionDepthBias; its parent is M_RDS_Master and it samples T_RDS_01. #118 achieves a colour change on the same package by re-cooking the instance instead (12,753 B), which is why it conflicts with #152.

Three levers exist (tlcmod.material): patch a present value in place (size-neutral), un-mask a cooker-masked zero (inserts the bytes, grows the export -- the .uasset SerialSize and BulkDataStartOffset follow), remove a record so the parent's default applies again. A static switch cannot be flipped: it selects a compiled shader permutation that is not in the container.

B.4 Patch data values inside a non-material asset -- #149, #166#

Same unversioned-property machinery, no material involved. Fully decoded:

SC_VO_Quest (USoundClass, outer slots [properties, ChildClasses(skip), PassiveSoundMixModifiers, ParentClass]; inner FSoundClassProperties slot 0 = Volume):

.uexp offset Property Vanilla x2 file x3 file
8 properties.Volume 1.1 2.0 3.0

SAT_Physics_Impact_Boat (USoundAttenuation → FSoundAttenuationSettings, slots 0-59, then FBaseAttenuationSettings at 60-69; value slots present: 5, 26, 43, 46, 47, 48, 49, 60, 62, 63, 64, 66):

Slot Property Vanilla Mod
26 StereoSpread 100.0 1.0
48 ReverbDistanceMin 100.0 1.0
49 ReverbDistanceMax 5000.0 10.0
64 AttenuationShapeExtents (FVector, 3× double) (200, 0, 0) (0, 0, 0)
66 FalloffDistance 20000.0 1.0
5, 43, 46, 47, 60, 62, 63 bEnableOcclusion, OcclusionLowPassFilterFrequency 250, ReverbWetLevelMin 0.2, ReverbWetLevelMax 1.0, DistanceAlgorithm 4, FalloffMode 1, dBAttenuationAtMax −59 unchanged unchanged

The audible sphere collapses to radius 0 with 1 unit of falloff. Size-identical, slot-map-identical: this is the ideal shape for an in-place patch with tlcmod.

B.5 Ship a brand-new material -- #24, #96, #13#

The finding that makes this possible at all:

Package .uexp size DXBC occurrences
vanilla MM_Consumable_Battery 9,588 0
vanilla M_RDS_01 (an instance) 11,353 0
mod #24 M_Battery 160,359 many (DXBC, dx.version, llvm.ident, RayTracingDynamicGeometryConverterCS)
mod #96 M_CJ_Head 85,090 13
mod #13 M_DepthTexture 40,152 9

The shipped game cooks with a shared shader library, so its own materials carry no bytecode. Mods that add a UMaterial cook with an inline shader map, so the compiled DXBC/DXIL travels inside the package's .uexp. retoc manifest on #24's container lists 8 package entries and 7 bulk chunks and no shader-library chunk at all -- confirming there is nothing else for the game to load. That is why a brand-new material works in a ~mods container without touching the game's shader archive [file].

B.6 Ship a brand-new texture -- #13, #143, #77, and every UI icon#

Small, non-streaming textures cook entirely inline in the .uexp with a single mip and no .ubulk:

Asset Format Size .uexp .ubulk
mod #13 T_Blackbars PF_DXT5 1920×1080 2,073,744 (= 2,073,600 + 144) none
mod #13 T_Border_Caution PF_DXT5 4096×2160 8,847,504 none
mod #143 T_Waypoint PF_B8G8R8A8 225×225 202,648 none
mod #77 T_AICON PF_DXT5 64×64 5,718 none
vanilla Icon_Module_Battery_Medium PF_B8G8R8A8 256×256 262,292 none
vanilla Icon_Lazarus_Rack PF_DXT5 256×256 65,677 none
vanilla MassiveDieselContainer PF_DXT5 256×256 5,754 81,920 (mip chain)

Mod #85 replaces Icon_Lazarus_Rack with a 512×512 DXT5 inline texture (262,285 B) -- proof that a replacement icon may change resolution freely, because nothing else in the package references its size. Mods #34/#45/#76 ship /Game/UI/Icons/Modules/Icon_Module_Battery_Large, which does not exist in the shipped game (verified against the pakchunk0 file index) -- the large battery has no vanilla icon.

B.7 Replace a mesh -- #24, #96, #144#

A mesh swap is an editor job (there is no in-place vertex surgery here). What the diff teaches:

  • The material binding lives in the mesh's import table; changing it is what makes the new material apply. Keep every other import (physical materials, sockets) or you silently drop behaviour -- #24 dropped PM_Metal_Solid_Small_Voyage.
  • A skeletal mesh keeps working if it is built against the game's own skeleton: #96's bone names match vanilla exactly (SK_Mannequin lineage), and the mod keeps the vanilla physics asset.
  • Material-slot FNames come from the source FBX (Trims → battery_001); anything that looks slots up by name will not find them.

B.8 Replace audio -- #25, #87#

SoundWave payloads are the .ubulk; the codec name is an FName in the .uasset name table (vanilla: PCM for the big loops, RADA for short one-shots). #25 ships BINKA; #87 renames RADA to WAV while leaving the RAD payload in place. Both work as overrides; only #25 actually replaced audio.


C. The domain map#

C.1 Classes and where they can be edited#

Class Where it lives Data-patchable in place? Notes
Texture2D (virtual) .uasset + .uexp (header, mip→chunk, sparse tile table, fallback colours, chunk SHA-1s) + .ubulk (tiles) ✅ .ubulk block transforms (size-locked) resolution / format change needs an editor re-cook
Texture2D (streaming, classic) .uexp header + .ubulk mip chain ✅ same block transforms (no tile borders) T_battery_*, MassiveDieselContainer
Texture2D (inline, single mip) everything in .uexp ✅ raw pixel edit every UI icon; mod-added textures
MaterialInstanceConstant parameter records at the head of .uexp, shader map after ✅ scalars, vectors, texture overrides ❌ static switches (compiled permutations)
Material .uexp (expression graph + inline shader bytecode in mod cooks) ⚠️ only by re-cook see §B.5
StaticMesh / SkeletalMesh .uexp render data + .ubulk ❌ editor + FBX; material slots via the import table
NiagaraSystem .uexp ⚠️ theoretically; nobody has #124 re-cooks
SoundWave .uasset codec FName + .ubulk payload ✅ codec name; payload = replace usmap has 0 slots for SoundWave -- see §H
SoundClass .uexp, FSoundClassProperties inlined at slot 0 ✅ Volume = slot 0
SoundAttenuation .uexp, FSoundAttenuationSettings at slot 0 ✅ 60 own slots + 10 from FBaseAttenuationSettings

C.2 The boat -- 11 texture zones (.../Large_Boat_Carpe/Large_Boat/Textures/<zone>/)#

Every zone ships <name>_BaseColor, <name>_Normal, <name>_OcclusionRoughnessMetallic. All are DXT1 virtual textures. Hull/ additionally has BoatName.

Zone Base texture stem Size .ubulk Chunks
Lwr_Int (below deck) Lwr_Int_aiStandardSurface11SG 20480×16384 214,738,584 6
Cockpit (glass bridge) Cockpit_aiStandardSurface16SG 24576×4096 75,852,116 5
Tower Tower_aiStandardSurface6SG 24576×4096 75,852,116 5
Upr_Desk (deck + interior floors) Upr_Deck_aiStandardSurface7SG 12288×8192 75,824,372 5
Hull Hull_aiStandardSurface8SG 12288×4096 37,953,808 4
Upr_Int (cabin) Upr_Int_aiStandardSurface14SG 12288×4096 37,953,808 4
Upr_Stairs, Lwr_Stairs, Console, Gear, Props_Cockpit *_BaseColor/Normal/ORM — — —

C.3 The boat -- 40 paint schemes (.../Large_Boat/BoatCustomization/<Scheme>/)#

ArtStudioBoat, Canada, Catalonia, Circus, ColorOnly, Dinonite, Dragon, Electric, ExoBuilt, Flames, Flower, Fossil, France, FutureNow, Gaudi, Holland, Italy, Jungle, Kids, Lifeguard, Mermaid, Moses, Octopus, Octopus2, OldTimey, PaintBucket, Pirate, Psychodelia, Puzzle, Razzle, Rebel, RedDragon, RustGraffiti, Sandman, Skull, Skull2, Suomi, Undersea, Viking, WallArt -- plus loose M_CustomPaint, M_DeckCustom, emptydecal.

Each scheme is the same eight packages:

Package pattern Class Role
BoatDecoration_<S> Texture2D DXT5 VT 8192×2048 hull decal layer (alpha = where paint shows)
BoatDecoration_cockpit_<S> Texture2D DXT5 VT 2048×1024 tower decal layer
BoatDeck_<S> / BoatDecoration_<S>_Deck Texture2D DXT5 VT 4096×4096 deck decal layer
BoatFlag_<S> Texture2D DXT1 VT 1024×512 the flag
MI_HullCustom_<S> MaterialInstanceConstant hull paint parameters
MI_CockpitCustom_<S> MaterialInstanceConstant tower paint parameters
MI_BoatFlag_<S> MaterialInstanceConstant flag
M_Deck_<S> Material deck

Known hull-instance parameters (read first-hand off MI_HullCustom_ExoBuilt vs _Skull vs _Skull2): BaseColor (vector), ColorizationAmount (paint tint strength, 1 = fully tinted), PaintDamage (negative = pristine), BaseColorAffectsVertexpainted (ships as a masked zero on EXO), DirtColor, ORM (texture override), and the static switches BoatName, DirtLayer, PaintLayer (not flippable).

C.4 Character and UI#

Path Contents
/Game/Characters/Mechanical_Light_01_A/ SKM_PlayerCharacter, SKM_PlayerCharacter_PhysicsAsset, 11 M_Mechanical_Light_01_A_* / M_Head_Player_Robot* materials, backpack meshes
/Game/Characters/PlayerCharacter/Materials/ MI_Player_Character_{Arms,Hands,Head,LCD,Legs,Scarf,Eyes1_Inst}
/Game/Characters/PlayerCharacter/Textures/ Scarf_Texture_Material_001_BaseColor (4096², DXT1 VT)
/Game/UI/Icons/Modules/, /Parts/ ~60 icons, three cook shapes (§B.6)
/Game/VFX/Environment/Water/ BoatSplash, JetSkiSplash, MotorSplash, ObjectSplash, ObjectSplashSkeletal
/Game/Audio/Shares/{SoundClasses,Mix,Attenuations}/ SC_VO_Quest, SC_VO, SCM_VO_Ducking, MIX_VO, SAT_Physics_Impact_Boat

D. Recipe -- building one of these with our toolchain#

1. Extract (read-only, ShadowPC)#

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f Hull_aiStandardSurface8SG 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\hull'"

then scp -r the Voyage tree plus scriptobjects.bin into data/mods/<slug>/raw/. to-legacy needs the whole Paks directory (script objects live in global.utoc).

2. Find out what you can change#

python tools/mods/mi_inspect.py <asset-without-extension>          # every parameter record + a guess at its value
python tools/mods/vt_stats.py                                      # what the ORM channels really hold
python tools/mods/usmap_schema.py <Voyage-5-7.usmap> SoundClassProperties   # slot -> name for non-material assets

3. Pick the cheapest lever that works#

Want Lever Risk
recolour / retune something an artist exposed MI scalar / vector patch 🟢 lowest -- size-neutral
kill a decal, darken a room, flatten an ORM map .ubulk block transform 🟢 low -- size asserted
unset a texture override material.REMOVE_TEXTURE 🟡 export shrinks; fix-ups are automatic
turn on a parameter the cook masked to zero un-mask (auto in patch_mi) 🟡 export grows
new art at a new resolution, new mesh, new material Unreal Editor + cook 🔴 needs a project, and it is what breaks on engine bumps

4. Build#

from tlcmod import material, vt, dxt, pack
material.patch_mi("raw/.../M_RDS_01", "build/.../M_RDS_01", {"Brightness": 1.0})
vt.transform_ubulk("raw/.../BoatDecoration_ExoBuilt_v01.ubulk",
                   "build/.../BoatDecoration_ExoBuilt_v01.ubulk", "dxt5_clear", 16)
print(vt.preview("build/.../BoatDecoration_ExoBuilt_v01", "work/preview.png"))

For a texture job also copy the .uasset/.uexp across verbatim -- that is the whole point.

5. Pack#

pack.stage_scriptobjects("data/mods/<slug>/raw", "data/mods/<slug>/build")
pack.to_zen("data/mods/<slug>/build", "data/mods/<slug>/pak/MyMod_P.utoc")

Keep the _P suffix. Three files come out: .utoc, .ucas, .pak.

6. Install / test / rollback#

Close the game, copy all three into Voyage\Content\Paks\~mods\, launch. To roll back, delete the three files -- the install itself was never modified. Steam's Verify integrity leaves ~mods\ alone.

7. Regression (mandatory after any tlcmod change)#

python tools/mods/selftest_dxt.py
python tools/mods/build_matte_black_livery.py --bases 0.2 --hull-orm 0,206,197 --pack
python tools/mods/build_enhancer_cap.py --cap 150 --pack

Both build trees must come out byte-identical to the pre-change snapshot.


E. Template#

C:/last-caretaker/templates/mods/core-pak-textures-materials/

File Purpose
build_mod.py the builder. A RECIPE block (MOD_NAME, MOD_SLUG, JOBS) is the only part you edit; the runner below it is generic. Job kinds mi (material-instance parameter patch, optional import retarget) and vt (virtual-texture block transform). Dry-run by default: it prints the current value of each parameter, whether the cooker masked it, and the texture's size / format / chunk layout, and refuses to pack if anything is missing. --build writes, --pack runs retoc to-zen.
README.md fill-in guide, install/rollback table, gotchas, and the recorded smoke-test output

Smoke test (run 2026-09-07, recorded in the template README). The shipped placeholder recipe is the real #152 edit (M_RDS_01.Brightness 32.0 → 1.0). Dry run reports Brightness @25 now [f32 32 …] present -> 1.0; --build writes an .uexp that is byte-identical (11,353 B) to the one inside Nexus mod #152's container. The vt job kind was validated the same day against the livery extraction (BoatDecoration_ExoBuilt_v01 8192×2048 DXT5, 1,586,032 blocks; Hull_..._BaseColor 12288×4096 DXT1, 4,744,224 blocks; both "size UNCHANGED"). ✅


F. Pitfalls, version notes, patch survival#

🪤 Detail
One package, one winner Ten boat skins all claim the same package. Two containers overriding it = last mounted wins. #97 ships two conflicting containers inside one archive.
_P suffix #97's third file ships as pakchunk150-Windows.*. It mounts, but it will collide with any other mod using that name. Always <Name>_P.
Container filename metadata is cosmetic #152 and #166 record ../../../M_RDS_01.uasset with no Voyage/Content path and still work: IoStore resolves by package name. Do not "fix" a mod because its manifest path looks wrong.
to-legacy on a mod container lies about imports Unresolved package imports become /Engine/UnknownPackage / UnknownExport, which shortens the name table and renumbers every FName in the .uexp. A big "words differ" count can be pure artefact. Convert next to copies of global.utoc/global.ucas + scriptobjects.bin.
Static switches are inert Writing the value byte of a switch does nothing; the other permutation is not in the container.
Masked zeros A parameter the cooker left at zero has no value bytes. Overwriting "it" clobbers the ExpressionGUID and leaves the value at zero -- exactly the bug this project's livery carried from v1.1.0 to v1.3.2. Use patch_mi, which inserts.
Size changes must propagate Export SerialSize and the summary's BulkDataStartOffset. tlcmod.package has both fix-ups; hand edits do not.
DXT1 mode inversion Darkening can invert or tie a block's endpoints, flipping it to 3-colour mode and punching transparent holes. fix_dxt1_modes repairs it losslessly; run selftest_dxt.py after touching the transforms.
Engine bumps kill re-cooks first Everything dated before 2025-12-16 (the 5.6→5.7 migration) is archaeology -- #25 (2025-11-14) and #87 (2025-12-09) are in that bucket. A value patch survives a patch far better than a re-cook, because it only needs the property layout to hold, not a shader map.
Class-layout drift #87 is a live example of a tool with a stale USoundWave layout writing a property into the wrong slot. Always verify slot counts against a real payload before trusting the mapping file.
Re-verify after every game patch If the vanilla asset changed size, a value-patch recipe must be rebuilt from the new extraction, never carried forward.

G. Ideas this project could build#

Coverage gaps, cheapest first. Effort is for someone already holding this toolchain.

Idea Technique Effort Notes
Matte black for the other 39 paint schemes .ubulk transforms + MI_HullCustom_<S> patch, parameterised by scheme name 🟢 2 h the livery builder already does ExoBuilt; the eight-package pattern is identical for every scheme (§C.3)
Interior lighting/brightness pack (dark, neutral, bright) dxt1_darken on the 11 zone base colours, one container per level 🟢 2 h zones and sizes in §C.2; deck base doubles as interior floor -- read the v1.3.x lessons first
Flat-ORM finish pack (matte / satin / gloss) dxt1_flat on *_OcclusionRoughnessMetallic 🟢 2 h nobody in the catalogue has touched an ORM map
Reticle brightness slider set (0.5 / 1 / 2 / 4) M_RDS_01.Brightness, four containers 🟢 30 min supersedes #152 and #118 with an honest set; template does it as-is
Attenuation pack ("quiet boat": impacts, turbines, containers) value patches like #166 on SAT_* assets 🟢 3 h strictly better than #25/#87 -- no re-cook, so it survives patches
Icon set replacement (readable, colour-blind-safe module icons) inline single-mip PF_B8G8R8A8 / DXT5 rewrite, no editor 🟡 1 day §B.6 gives the exact cook shape; ~60 icons
Restore the missing Icon_Module_Battery_Large as a standalone ship one inline icon 🟢 1 h three mods each bundle their own copy today
Scarf skin set built our way .ubulk transform instead of a re-cook 🟡 half day fixes #97's double-container bug and needs no editor
Player-model recolour (MI_Player_Character_* parameter sweep) mi_inspect diff, then parameter patches 🟡 1 day nobody has touched the 7 player MIs; unknown parameter set
Splash / VFX scaling without a re-cook Niagara .uexp value patch 🔴 unknown would need the Niagara property layout worked out first

H. Gaps & unverified#

  1. USoundWave cannot be named. Voyage-5-7.usmap declares SoundWave with 0 properties, but a cooked SoundWave export uses at least 52 slots. The #87 byte changes therefore stay unnamed. Needs a 5.8-era mapping file, or slot inference from several waves.
  2. The +68 export-record byte in a re-cooked texture (0 → 1) is [inferred] bIsAsset or bGeneratePublicHash; not confirmed against engine source.
  3. vt.layout_for fails on BoatCustomization/PaintBucket/Paint_ExoBuilt (1024×256 DXT1, 258,948 B): the tile-offset-table anchor search locks onto the wrong (gridW, gridH) pair. Arithmetic says 28 tiles across three levels, which fits, so it is a locator bug, not a format surprise. Small textures with an ambiguous grid pair need a better anchor.
  4. Whether #87 actually silences anything in game is unverified -- the audio payloads are untouched and the silencing hypothesis (codec name mislabel) has not been tested on the live build.
  5. No in-game screenshot verification was done for any third-party mod in this pass; all statements are about file content.
  6. #118's .uexp was not decoded against vanilla (different size, full re-cook); only its conflict with #152 is established.
  7. Nanite status of the vanilla vs mod-#24 meshes was not determined; the 10× size drop is reported without attributing it.
  8. retoc container byte-ordering may differ run to run; only build trees are treated as reproducible.

I. Sources#

Files (first-hand)#

  • C:/last-caretaker/data/nexus-mods/{24,25,87,96,97,104,118,124,144,149,152,166,13,34,45,76,77,85,143}-mod-*/ -- archives, unpacked/, legacy/, legacy/DIFF.md
  • C:/last-caretaker/data/nexus-mods/inventory.json -- technique fingerprints, per-container package lists
  • C:/last-caretaker/data/mods/vanilla/raw/Voyage/Content/... -- vanilla counterparts (1,230 packages)
  • C:/last-caretaker/data/mods/matte-black-livery/raw/... -- the boat texture extraction
  • C:/last-caretaker/data/datamine/raw/pakchunk0-file-index.txt.gz -- container file index (paint schemes, texture zones, icon census)
  • C:/last-caretaker/data/nexus-mods/94-mod-94/unpacked/.../Voyage-5-7.usmap -- class property slots
  • C:/last-caretaker/data/nexus/thelastcaretaker-mods.json -- catalogue snapshot 2026-09-07 (metadata, [catalog-only] claims)
  • C:/last-caretaker/tools/mods/ -- README.md, tlcmod/{vt,dxt,material,package,unversioned,usmap,pack}.py, build_matte_black_livery.py, build_enhancer_cap.py, mi_inspect.py, usmap_schema.py
  • C:/last-caretaker/tools/mods/bin/retoc.exe -- manifest / unpack / to-legacy
  • C:/last-caretaker/templates/mods/core-pak-textures-materials/ -- the template, and its recorded smoke test

Project docs#

  • C:/last-caretaker/docs/15-modding-technical-internals.md (2026-08-24; partly superseded by the first-hand work above)
  • C:/last-caretaker/docs/ref/shadow-install.md, C:/last-caretaker/docs/plans/mod-plan.md

Web#

  • <https://dev.epicgames.com/documentation/unreal-engine/API/Runtime/Core/FSHAHash> and <https://docs.unrealengine.com/5.0/en-US/API/Runtime/Engine/Engine/FTexturePlatformData/VTData/> -- consulted for FVirtualTextureBuiltData / FSHAHash; neither documents runtime chunk-hash validation, so the "hashes are not checked at runtime" claim rests on this project's own in-game evidence, not on the docs.
M03

Core technique: UE4SS Lua runtime mods

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Confidence tags: [file] read out of the downloaded files / the game's own bytes · [catalog-only] only the Nexus snapshot supports it · [web] external source · [inferred] reasoned from the two.

The one modding technique on this site that survived the engine migration. UE4SS injects a Lua runtime into the shipping process; a Lua mod finds live UObjects by name and writes reflected properties on them. Nothing is cooked, nothing is serialized, so the unversioned-property schema drift that killed every pre-2025-12-16 pak mod does not touch it. Nexus #171's own header says it out loud: "survives game updates that would invalidate a cooked .pak (unversioned-property schema drift)" [file].

23 of the 176 mods in the catalogue use it -- 17 pure Lua, 5 as the Lua half of a pak/LogicMod/ini combination (#31, #57, #128, #143, #187), plus #4 itself [file: inventory.json technique_counts].


A. Library#

Ranked by "is it a model to copy", not by downloads. All rows from data/nexus-mods/inventory.json + the unpacked files [file]; endorsements/downloads from the 2026-09-07 catalogue snapshot [catalog-only].

id name author ver updated 👍 ⬇ technique status tier what it changes files
4 UE4SS for TheLastCaretaker UE4SS-RE v1.3 2026-09-06 231 13 998 framework ✅ current-5.5 🎯 the dependency nothing -- it is the runtime dwmapi.dll + ue4ss/ (20.5 MB UE4SS.dll, 8 built-in mods, UE4SS-settings.ini)
171 Ultra 360 Standing Light TakeyaSaito 2.0 2026-07-06 19 1 078 ue4ss-lua ✅ probably-current 🏆 strong BP_Module_Standing_Light_03 CDO + PointLight_GEN_VARIABLE template: intensity, 100 m radius, falloff, colour; bAutoWeld on the base collision template config.lua 1.9 KB, main.lua 9.3 KB, enabled.txt
168 Fully Automatic Looting TakeyaSaito 1.5 2026-07-03 31 1 616 ue4ss-lua ✅ probably-current 🏆 strong nothing persistent -- calls player:CollectActor(pile) on VoyageDynamicMeshActors in radius config.lua 3.0 KB, main.lua 12 KB, enabled.txt
129 Better Cables (UE4SS) skylife2326 1 (file v2) 2026-05-22 26 1 623 ue4ss-lua ✅ probably-current 🏆 strong 6 cable BP classes: Bandwidth/ResourceBandwidthInput/Output ×3, and MaxLength/MaxLengthBase/CableSnapLength ×100 on CDO and instances config.lua, main.lua, enabled.txt (0 B)
175 Ammo Damage and Craft Boost TakeyaSaito 1.1 (file 1.2) 2026-08-06 23 810 ue4ss-lua ✅ probably-current 🏆 strong 7 DA_Ammo_*: WeaponData.Attack.Damage ×2, CraftAmount ×2; 2 DA_WeaponData_Electric_*: Data.Attack.Damage ×2 (+ DurationAttack.Damage) config.lua, main.lua, enabled.txt
130 Better Turbines (UE4SS) skylife2326 1 2026-05-13 22 1 229 ue4ss-lua ✅ probably-current 🏆 strong VoyagePropertyModuleResource.Value/MaxValue ×5 on the 3 wind-turbine items; ModuleDurabilityWorkloadDamage = 0 on every turbine's ModuleComponent config.lua, main.lua, enabled.txt
131 Better Solar Panels (UE4SS) skylife2326 1 2026-05-13 22 995 ue4ss-lua ✅ probably-current 🏆 strong same shape as 130, 3 solar item assets ×5 config.lua, main.lua, enabled.txt
172 Hands-Free Mooring TakeyaSaito 1 (file 1.2 + optional fix) 2026-07-13 22 960 ue4ss-lua ✅ probably-current 🏆 strong spawns BP_ModuleCable_Mooring actors and calls ConnectCable between ship and shore/creature sockets; re-moors after save load config.lua, main.lua 782/801 lines, enabled.txt; the rope delete fix is an OPTIONAL replacement main.lua
205 Player Flight BrendanoElTaco 0.2.0-beta.1 2026-09-07 0 6 ue4ss-lua ✅ current-5.5 🏆 strong (for its library) movement:SetMovementMode(MOVE_FLYING,0) + MaxFlySpeed; ships ModMenu, a 248 KB UMG in-game settings menu library main.lua 12.9 KB, shared/ModMenu/ModMenu.lua 8 018 lines, enabled.txt
204 Bow Thrusters (UE4SS) CodeManMike 1 2026-09-06 0 46 ue4ss-lua ✅ current-5.5 🥈 niche no property writes -- RootComponent:AddForceAtLocation() on VoyageBoatPawn while a key is held main.lua 168 lines, enabled.txt
123 TLC Nearby Deposit Elkrisho 1.0.0 2026-03-23 25 933 ue4ss-lua ✅ probably-current 🥈 niche no property writes -- calls VoyageMiscBlueprintFunctionLibrary:TransferSimilarItems(playerInv, boxInv) per nearby box scripts/config.lua, scripts/main.lua 555 lines
173 Run Faster Jump Higher TakeyaSaito 1 2026-07-04 13 299 ue4ss-lua ✅ probably-current 🥈 niche MaxWalkSprintSpeedMultiplier = 1.35 × (1 + lvl/100), JumpZVelocity = 440 × mult, driven by the Improved Hydraulics enhancer level config.lua, main.lua, enabled.txt
187 Caretaker QoL Bundle (Lua half) CodeManMike 2 2026-09-06 5 907 hybrid pak + ue4ss-lua ✅ current-5.5 🥈 niche BP_ModuleCable_Petrol_C.Bandwidth = 720000, BP_Module_DistillationTower_C.RatePerSecond = 90 on live instances (fixed targets, not multipliers) OilRigTuning/Scripts/main.lua 33 lines + 37 cooked packages
128 Automatic Pickup (UE4SS) skylife2326 1 2026-08-02 34 2 021 hybrid LogicMod + ue4ss-lua ✅ probably-current 🥈 niche writes bReady/VacuumRadius/VacuumIntervalSec/GracePeriodSec onto the LogicMod's spawned ModActor_C; Shift+F5..F9 hotkeys, saves config back to disk Sky_BetterPickupConfig/Scripts/{main,config}.lua + 1 LogicMods pak
177 GyroCopterDock Shamon 1.3 2026-07-12 1 294 ue4ss-lua ✅ probably-current 🥈 niche mooring (same SpawnActor+ConnectCable route as 172) plus K2_TeleportTo for gyro/jetski; overlaps 172 config.lua, main.lua 1 283 lines, enabled.txt
183 GyroCopterBoost Shamon 1.0 2026-07-12 6 192 ue4ss-lua ✅ probably-current 🥈 niche 9 properties on BP_GyroCopter_Possessable_C CDO: PetrolPower 100→200, PetrolConsumption 250→1.5, PropellerLift 75→100, MaxSteering 10→20, SteeringForce −5→−10, UprightTorque 5→10, … config.lua, main.lua 142 lines, enabled.txt
143 TLC-Terminal Waypoint (Lua half) dmgvol 2 2026-06-18 2 234 hybrid LogicMod + ue4ss-lua ✅ probably-current 🥈 niche JSON file bridge: writes player/boat position out, reads waypoint requests in, spawns/destroys the pak's BP_Waypoint_C TerminalWaypoint/Scripts/main.lua + 6 cooked packages
108 Infinite Enhancer Modules LordGregory 1.0 2026-01-13 14 565 ue4ss-lua ⚠️ probably-current, defective 🥉 weak BP_Module_Enhancer_Base_C.CurrentUses = 0 every 100 ms main.lua 1 001 B, enabled.txt (0 B)
57 Scope Fix (Lua half) SourCandyLime V1.0 2025-11-22 39 787 hybrid pak + ue4ss-lua ⚠️ stale-pre-5.7 🥉 weak ADSCameraOffset on DA_Weapon_ElectricRifle (−2.74) and DA_Weapon_Attachment_Sight_RedDot (1.13) ScopeFix/Scripts/main.lua + 2 cooked data assets
31 Quick Save Anywhere Jai 1.0.1 2025-11-16 20 818 ue4ss-lua + ini ⚠️ stale-pre-5.7 🥉 weak no writes -- calls VoyageGameStateSubsystem:RequestSaveGame(slot) on F5 scripts/main.lua, config.ini
35 Swim Boost kelvin101 1.0.0 2025-11-18 23 656 ue4ss-lua ⚠️ stale-pre-5.7, buggy 🥉 weak MaxSwimSprintSpeedMultiplier = base × clamp((1+points)×0.3, 1, 20) while swimming main.lua, no enabled.txt
70 T1K TLC Log Dumper The1Killer 1.0 2025-11-30 1 34 ue4ss-lua ⚠️ stale-pre-5.7 🥉 weak (but a useful tool) nothing -- F3 dumps VoyageLogData + VoyageLogFragment to voyage_logs_dump.json main.lua, jsonshim.lua
5 SpeedBoost ales s 1 2025-11-09 11 305 ue4ss-lua ⚠️ stale-pre-5.7, crude 🥉 weak CustomTimeDilation, MaxWalkSpeed = 600 × mult, acceleration/friction on the generic Character main.lua 3 026 B

On "stale-pre-5.7": for a pak mod that label means broken. For a Lua mod it means only undated -- a reflection mod breaks when a class or property is renamed, not when serialization changes. [inferred] #31, #35, #57 and #70 target names that still exist in the live build's mapping data and container index, so they most likely still run; #5 is crude rather than broken.

Notable mods, one paragraph each#

#4 UE4SS for TheLastCaretaker (the dependency). Not a mod -- the runtime everything here needs, and 14 other catalogue mods list it as a requirement [catalog-only]. The zip extracts straight into Voyage\Binaries\Win64\, giving dwmapi.dll (the proxy DLL Windows loads for you) next to VoyageSteam-Win64-Shipping.exe plus an ue4ss\ folder holding UE4SS.dll (20 567 040 B), UE4SS-settings.ini, and Mods\ with eight built-ins [file]. The DLL is built from the RE-UE4SS repo (its string table carries D:\a\RE-UE4SS\RE-UE4SS\deps\first\patternsleuth\… build paths) [file]; the mod page names the exact build as UE4SS_v3.0.1-1125-g527a483b (2026-09-05), commit 527a483 [catalog-only]. Caveat: the page publishes sha256:4f9762f8…48f7 for the DLL, but the file in the downloaded v1.3 zip hashes to 91d5444f41d19d0bb502f0fbdc15d76421e20359e898caa39e41e134c8f87958 [file] -- the published hash matches nothing in the archive (see §H).

#171 Ultra 360 Standing Light is the reference implementation of the whole technique, and the most instructive file in the category. It was a .pak mod that got rewritten as pure reflection because the pak kept dying to updates. It patches class defaults, not instances: LightIntensity, LightAttenuationRadius and Color on …BP_Module_Standing_Light_03.Default__BP_Module_Standing_Light_03_C, plus bUseInverseSquaredFalloff / LightFalloffExponent / AttenuationRadius / LightColor on the component template …BP_Module_Standing_Light_03_C:PointLight_GEN_VARIABLE, plus bAutoWeld on …BP_Module_Standing_Light_Base_C:VoyageDynamicCollision_GEN_VARIABLE [file]. Because save-loaded lights re-derive their settings from class defaults, patching the CDO once at startup covers everything; a single sweep catches lights that spawned in the first seconds, and then the loop terminates -- Finished = true, no recurring work. It also does the sRGB→linear conversion by hand because the BP variable wants linear and the PointLight template wants raw sRGB bytes [file].

#168 Fully Automatic Looting is the most engineered gameplay mod in the category and the only one that treats performance as a design constraint (its changelog history runs to 1.5 after a large-base crash [catalog-only]). It keeps a pile cache fed by NotifyOnNewObject("/Script/Voyage.VoyageDynamicMeshActor", cb) with a FindAllOf refresh fallback, prunes at most ScanBudget entries per tick with a rolling cursor, does a two-height KismetSystemLibrary:LineTraceSingle LOS check, and finally calls player:CollectActor(pile) [file]. It also demonstrates the disk-reload config pattern (io.open + load(), candidate paths derived from debug.getinfo(1,"S").source), a LoopGen generation counter so a restarted loop retires the old one, and audio feedback via LoadAsset + GameplayStatics:PlaySound2D on two /Game/External/SCIFI_UI_SFX/UICue/… cues [file].

#129 Better Cables is the clearest statement of the CDO-vs-instance problem. Its comments spell out the trap: "Per-instance snapshotting would compound -- instances loaded after the CDO write inherit the already-multiplied value" [file]. So length is snapshotted once per class off the CDO and every write (CDO and instance) is computed from that snapshot; throughput is snapshotted per instance because the CDO path never touches it. It writes CableSnapLength alongside MaxLength/MaxLengthBase because the snap threshold is what makes over-long cables pop out of sockets [file]. Shipped config.lua defaults: throughput ×3 on all six buckets, MaxLengthMultiplier = 100.0 (stock MaxLengthBase 2000 cm → 200 000 cm = 2 km) and a 250 ms scan so a placement-preview cable gets the longer cap before the click lands [file].

#130 / #131 Better Turbines / Solar Panels are the same mod twice and the model for "tune a module family". Neither touches a Blueprint: they iterate FindAllOf("VoyagePropertyModuleResource"), keep only records whose Type == 0 (EModuleResourceType::Electricity), map the record's GetFullName() back to a tier by substring (windturbine_small / windturbinemedium / windturbine; polesolarpaneltier3 / groundsolarpanel / polesolarpanel), then write Value and MaxValue from a per-record snapshot [file]. #130 adds the durability half: ModuleComponent.ModuleDurabilityWorkloadDamage = 0 on every live turbine, which is VoyageModuleComponent schema slot 55, type Float in the 5.7 mapping file [file].

#175 Ammo Damage and Craft Boost is the reference for "patch a data asset from Lua" and it is exactly the alternative to Robert's own cooked Enhancer-Cap technique. Nine pcall(LoadAsset, pkg) → StaticFindObject(pkg.."."..name) targets, a Done[path] set so retries cannot double-apply, and a scale helper that also scales Attack.DurationAttack.Damage so the shock/burn DoT keeps pace [file]. It documents the one non-obvious split: ammo assets carry damage at WeaponData.Attack.Damage, while the two ammo-less electric weapons carry it at Data.Attack.Damage on a separate DA_WeaponData_Electric_* asset [file].

#172 Hands-Free Mooring is the only mod here that creates game objects rather than tuning them: VoyageMiscBlueprintFunctionLibrary:SpawnActor(contextObj, class, transform) with an FTransform passed as a plain Lua table, then :ConnectCable(cable, socket, target) [file]. It builds four caches (female sockets, male sockets, sharks, known ropes) warmed by NotifyOnNewObject on eight BP class paths (four socket/cable classes, three shark classes, the player character), resolves each actor's socket through actor.VoyageModuleSocketView and a weak-pointer :get(), and re-moors on a delay after save load because the ropes it ties are not stored in the save file [file]. The OPTIONAL "rope delete fix" file adds a mine flag to KnownRopes so the cleanup pass only destroys ropes this mod spawned -- the diff is 20 lines and is the honest fix for "my mod deleted the player's own ropes" [file].

#205 Player Flight matters less for the flight (SetMovementMode(MOVE_FLYING, 0), MaxFlySpeed = 1200, K2_SetActorLocation for rise/lower) than for what it ships beside it: ModMenu, a bundled 8 018-line UMG menu framework installed to ue4ss/Mods/shared/ModMenu/ModMenu.lua and consumed with require("ModMenu.ModMenu") [file]. It builds a real in-game panel out of StaticConstructObject("/Script/UMG.Button" | .TextBlock | .ScrollBox | .CanvasPanel | .WidgetTree | .UserWidget, outer, FName(name)), adds it with hud:AddToViewport(z), drives input through WidgetBlueprintLibrary:SetInputMode_GameAndUIEx / SetInputMode_GameOnly + pc.bShowMouseCursor, polls IsPressed()/IsHovered() for clicks (UMG delegates are not bindable from Lua), and hooks RegisterHook("/Script/Engine.PlayerController:ClientRestart", …) to rebuild after a level load [file]. Its ConfigManager persists JSON to Mods/<ModId>/config.json [file]. Any future mod of ours that wants a settings panel should reuse this rather than rebuild it.

#204 Bow Thrusters is the only physics mod and the only one that solves the held-key problem properly. Its header records three rejected control models before landing on: skip UE4SS's press-only key events entirely and poll PlayerController:IsInputKeyDown({ KeyName = FName("LeftBracket") }) every 50 ms from a self-rescheduling ExecuteWithDelay chain [file]. Force is a genuine RootComponent:AddForceAtLocation(Force, Location, FName("")) at a bow offset (ForwardOffset 1700 cm, DepthOffset −150 cm, ForceMagnitude 5e7 after being cut from 2.5e8) on VoyageBoatPawn, so buoyancy reacts for free. It also records a negative result worth keeping: no effect while anchored -- the anchor system constrains the hull independently of applied force [file]. And its header states the hard limit of the whole technique: in-game key remapping needs new Enhanced Input assets cooked into a pak, which Lua cannot create [file].

#108 Infinite Enhancer Modules is 27 lines and is the category's cautionary tale. It does FindAllOf("BP_Module_Enhancer_Base_C") and sets enhancer.CurrentUses = 0 on a 100 ms LoopAsync -- without ExecuteInGameThread, so it walks and mutates the object graph from a UE4SS worker thread every tenth of a second [file]. It also leaves DEBUG = true, which means the un-pcalled path is the live one. Our own pre-flight checker flags it (§E).

#5 SpeedBoost / #35 Swim Boost are early-days mods kept here for what they teach. #5 sets CustomTimeDilation (which speeds the animation, not just the movement) and writes MaxWalkSpeed = 600 × mult on the generic Character -- but this game's sprint is a multiplier (MaxWalkSprintSpeedMultiplier), so it is aiming at the wrong knob, and its two print blocks disagree about whether the keys are arrows or numpad [file]. #35 is better built (weak-keyed cache, restore-on-stop, one-shot error latch) but ships a formula bug: the comment promises 1.0 + points × 0.3 and the code computes (1.0 + points) × 0.3, with a points == 0 → 25 fallback, so the shipped behaviour is a flat ≈7.8× swim sprint [file].


B. How they do it -- per technique#

Every Lua mod in the catalogue is one or more of six moves.

B1. Write a property on a live instance#

FindAllOf("<Class>_C") → filter → assign. The whole of #187:

for _, cable in ipairs(FindAllOf("BP_ModuleCable_Petrol_C") or {}) do
    if cable:IsValid() and cable.Bandwidth ~= 720000.0 then cable.Bandwidth = 720000.0 end
end
mod class property before → after
187 BP_ModuleCable_Petrol_C Bandwidth vanilla → 720000.0 L/h (fixed target, ~10× per author) [file]
187 BP_Module_DistillationTower_C RatePerSecond vanilla → 90.0 (~3×) [file]
129 6× BP_ModuleCable_*_C Bandwidth, ResourceBandwidthInput, ResourceBandwidthOutput snapshot × 3.0 [file]
129 6× BP_ModuleCable_*_C MaxLength, MaxLengthBase, CableSnapLength CDO snapshot × 100.0 (MaxLengthBase 2000 → 200000 cm) [file]
130 3× turbine BPs → .ModuleComponent ModuleDurabilityWorkloadDamage 0.001 → 0.0 [file]
130/131 VoyagePropertyModuleResource (Type==0) Value, MaxValue snapshot × 5 [file]
108 BP_Module_Enhancer_Base_C CurrentUses n → 0, every 100 ms [file]
173 pawn .CharacterMovement MaxWalkSprintSpeedMultiplier 1.35 → 1.35 × (1 + lvl × 0.01) [file]
173 pawn .CharacterMovement JumpZVelocity 440.0 → 440 × mult [file]
35 pawn .CharacterMovement MaxSwimSprintSpeedMultiplier base → base × clamp((1+pts)×0.3, 1, 20) [file]
5 Character / .CharacterMovement CustomTimeDilation, MaxWalkSpeed, MaxAcceleration, BrakingDecelerationWalking, GroundFriction ×mult off constants 600/2048/2048/8 [file]
205 pawn .CharacterMovement MovementMode → MOVE_FLYING (5), MaxFlySpeed saved → 1200 [file]
128 ModActor_C (from the LogicMod pak) bReady, VacuumRadius, VacuumIntervalSec, GracePeriodSec → 1000.0 / 0.05 / 3.5 [file]

B2. Write the class default (CDO) so future spawns inherit it#

Two spellings, both in use:

local cdo = StaticFindObject("/Game/…/BP_Foo.Default__BP_Foo_C")          -- #129, #171
local cdo = StaticFindObject("/Game/…/BP_Foo.BP_Foo_C"):GetDefaultObject() -- #183

and, for a native library singleton, StaticFindObject("/Script/Voyage.Default__VoyageMiscBlueprintFunctionLibrary") (#123 additionally calls :GetCDO() on it as a fallback) [file].

#183 writes nine properties on the gyrocopter CDO, with the vanilla values recorded in its own config comments [file]:

property vanilla shipped
PetrolPower 100.0 200
PetrolConsumption 250.0 1.5
CarbonDioxideProduction 100.0 100
PhysicalEnergyProduction 1e8 1e8
PropellerLift 75.0 100
MaxSteering 10.0 20
SteeringForce −5.0 −10
UprightTorque 5.0 10
LiftReductionByHeight 0.00002 0.00002

B3. Write a component template (the _GEN_VARIABLE objects)#

Blueprint component defaults are separate objects named <ClassPath>_C:<ComponentName>_GEN_VARIABLE. #171 is the only mod that uses this, and it is the key to making a change stick across respawns [file]:

/Game/Blueprints/Modules/Utility/Lights/BP_Module_Standing_Light_03.BP_Module_Standing_Light_03_C:PointLight_GEN_VARIABLE
/Game/Blueprints/Modules/Utility/Lights/BP_Module_Standing_Light_Base.BP_Module_Standing_Light_Base_C:VoyageDynamicCollision_GEN_VARIABLE
object property vanilla shipped
CDO LightIntensity 4000 lumens (inverse-squared) 2.5725 (exponent falloff)
CDO LightAttenuationRadius — 10 000 cm (100 m)
CDO Color (FLinearColor) bluish #FFD4A7 sRGB→linear
PointLight_GEN_VARIABLE bUseInverseSquaredFalloff true false
PointLight_GEN_VARIABLE LightFalloffExponent — 2.0
PointLight_GEN_VARIABLE AttenuationRadius, LightColor (sRGB bytes B,G,R,A) — 10 000, FFD4A7FF
VoyageDynamicCollision_GEN_VARIABLE bAutoWeld false true

B4. Load and patch a data asset#

The Lua equivalent of Robert's cooked Enhancer-Cap patch, and strictly easier:

pcall(LoadAsset, "/Game/Data/Assets/Ammo/DA_Ammo_Tracer")
local da = StaticFindObject("/Game/Data/Assets/Ammo/DA_Ammo_Tracer.DA_Ammo_Tracer")
da.WeaponData.Attack.Damage = base * mult
da.CraftAmount = math.floor(base * craftMult + 0.5)
mod asset property path change
175 7 × /Game/Data/Assets/Ammo/DA_Ammo_{Bolt_Rifle_762, Bolt_Sniper_127_Lux, Bolt_Sniper_Rod, FlexImpact, ShardStorm, Tracer, TriComposite} WeaponData.Attack.Damage × 2.0 (built-in default 10.0) [file]
175 same 7 CraftAmount × 2.0, floored [file]
175 same 7, when present WeaponData.Attack.DurationAttack.Damage × same multiplier [file]
175 /Game/Data/Assets/Weapon/WeaponData/DA_WeaponData_Electric_{Arches, Rifle} Data.Attack.Damage × 2.0 (bases 3 and 10) [file]
57 /Game/Data/Assets/Weapon/DA_Weapon_ElectricRifle ADSCameraOffset.{X,Y,Z} (−2, 0, 13.5) → (−2.74, 0, 13.5) [file]
57 /Game/Data/Assets/Attachments/DA_Weapon_Attachment_Sight_RedDot ADSCameraOffset.{X,Y,Z} (1, 0, 0.275) → (1.13, 0, 0.275) [file]

All eleven package paths verified present in pakchunk0-file-index.txt.gz [file]. (#57 also declares DA_Weapon_BoltGun_Pistol and never patches it -- dead code [file].)

B5. Call a game function instead of writing a property#

The strongest mods do this: no state to keep, nothing to restore, nothing to compound.

mod call via
168 player:CollectActor(pileActor) the player pawn [file]
168 KismetSystemLibrary:LineTraceSingle(...) UEHelpers.GetKismetSystemLibrary() [file]
168 GameplayStatics:PlaySound2D(pc, cue, 1,1,0, nil, pc, true) StaticFindObject("/Script/Engine.Default__GameplayStatics") [file]
123 miscLib:TransferSimilarItems(playerInv, boxInv) → count moved VoyageMiscBlueprintFunctionLibrary CDO [file]
123 bpLib:GetPlayerPawn(world), bpLib:GetPlayerInventoryFromPawn(pawn) VoyageBlueprintLibrary CDO [file]
172/177 lib:SpawnActor(ctx, class, {Rotation={X,Y,Z,W}, Translation={X,Y,Z}, Scale3D={X,Y,Z}}) VoyageMiscBlueprintFunctionLibrary [file]
172/177 lib:ConnectCable(cable, socket, target), actor:K2_DestroyActor() ditto [file]
177 pawn:K2_TeleportTo(location, rotation) the vehicle pawn [file]
31 sub:AllowSaveGame(), sub:HasPendingSaveGame(), sub:GetLastSaveSlotName(), sub:RequestSaveGame(slot) FindFirstOf("VoyageGameStateSubsystem") [file]
204 Root:AddForceAtLocation(Force, Location, FName("")) boat RootComponent [file]
204 PC:IsInputKeyDown({ KeyName = FName("LeftBracket") }) player controller [file]
205 movement:SetMovementMode(5, 0), pawn:K2_SetActorLocation(loc, true, {}, false) [file]
171 light:SetIntensity/SetAttenuationRadius/SetLightColor/SetLightFalloffExponent/SetUseInverseSquaredFalloff the real setters, so the change shows immediately [file]

Struct arguments are plain Lua tables -- FVector as {X=,Y=,Z=}, FTransform as {Rotation=, Translation=, Scale3D=}, FKey as {KeyName = FName("Q")}, FLinearColor as {R=,G=,B=,A=} [file: #204, #172, #171].

B6. Read player progression#

Two routes, both used:

-- #35: a reflected UFUNCTION on the player state, enum arg passed as an int
playerState:GetSkillCountForEnhancer(1)          -- EVoyagePlayerEnhancerType::PressureResistance

-- #173: walk the TMap directly
local map = pc.PlayerState.PlayerGameProgress.Enhancers   -- TMap<FPrimaryAssetId, …>
map:ForEach(function(key, value)
    local k = unwrap(key)                                  -- RemoteUnrealParam -> :get()
    if k.PrimaryAssetName:ToString() == "DA_Enhancer_Character_Improved_Hydraulics" then
        found = unwrap(value).Points
    end
end)

TMap:ForEach hands the callback RemoteUnrealParam wrappers, not values -- #173's unwrap() helper tries x:get() and falls back to x [file]. This is the single most non-obvious API detail in the category.

B7. Bridge to a LogicMod / pak half (hybrids)#

Lua cannot create assets, so hybrids put the content in a pak and the tuning in Lua:

  • #128 ships a LogicMods pak whose ModActor_C exposes bReady + three floats; the Lua mod finds it with FindFirstOf("ModActor_C") and pushes values at 2/5/10/20 s after launch (ExecuteWithDelay), with Shift+F5..F9 to cycle and write config.lua back to disk [file].
  • #143 goes further and uses a JSON file on disk as the bus: the Lua half writes player/boat position out every 5 s and reads Request_1 / Request_2 back in, spawning or destroying the pak's BP_Waypoint_C accordingly -- an external terminal app is the other end [file].

C. The domain map#

C1. Install anatomy (what goes where)#

Piece Path Note
proxy DLL Voyage\Binaries\Win64\dwmapi.dll 279 552 B; Windows loads it for you -- no launcher, no injector [file]
runtime Voyage\Binaries\Win64\ue4ss\UE4SS.dll 20.5 MB [file]
settings Voyage\Binaries\Win64\ue4ss\UE4SS-settings.ini see C2 [file]
a mod …\ue4ss\Mods<ModName>\Scripts\main.lua main.lua is mandatory: "Cannot start mod '{}': main.lua not found" [file: DLL strings]
enable by presence …\ue4ss\Mods<ModName>\enabled.txt "Mod '{}' has enabled.txt, starting mod."; content is ignored (0 B in #129, prose in #205) [file]
enable + order …\ue4ss\Mods\mods.txt (Name : 1) "Starting mods (from mods.txt ({}) load order)…" vs "…(from enabled.txt ({}), no defined load order)…" [file]
GUI mirror …\ue4ss\Mods\mods.json same list as JSON; shipped in sync [file]
shared libraries …\ue4ss\Mods\shared<Lib><Lib>.lua require("UEHelpers"), require("ModMenu.ModMenu") [file]
log Voyage\Binaries\Win64\UE4SS.log [file: DLL strings]
crash dumps …\crash_{}.dmp when [CrashDump] EnableDumping=1 [file]
not here Voyage\Content\Paks\~mods\ (pak mods), …\Paks\LogicMods\ (BP mods) Lua mods never touch Paks\

Robert's ShadowPC does not have UE4SS installed as of 2026-09-07 -- Binaries\Win64 holds only D3D12, DML, tbb12.dll, tbbmalloc.dll and the exe [file: ssh dir].

C2. UE4SS-settings.ini -- the keys that matter on engine 5.8#

Section / key Shipped value Why it matters
[EngineVersionOverride] MajorVersion / MinorVersion 5 / 8 the whole reason this package exists -- the offsets/AOBs are resolved for 5.8 [file]
[General] EnableHotReloadSystem 0 Ctrl+R hot reload is off by default; set to 1 while developing [file]
[General] EnableAutoReloadingLuaMods 0 reload on file change; also off [file]
[General] DefaultExecuteInGameThreadMethod EngineTick ExecuteInGameThread runs once per frame; ProcessEvent is the lower-latency alternative [file]
[General] bUseUObjectArrayCache true the fast FindAllOf path; turn off if it crashes on startup [file]
[General] UseCache / InvalidateCacheIfDLLDiffers 1 / 1 AOB scan cache; invalidated when the DLL changes [file]
[Debug] ConsoleEnabled / GuiConsoleEnabled / GuiConsoleVisible 1 / 1 / 1 the console window + the ImGui overlay; the mod page's "how to hide the console" answer is set all three to 0 [catalog-only]
[Debug] ToggleGuiKey O (with Ctrl) Ctrl+O opens the debug GUI (Live View, watchers, output) [file]
[Hooks] Hook* all 1 ProcessInternal, ProcessLocalScriptFunction, InitGameState, LoadMap, BeginPlay, EndPlay, AActorTick, EngineTick, UObjectProcessEvent, ProcessConsoleExec, LocalPlayerExec, UStructLink -- these gate which Register*Hook APIs work [file]
[Overrides] ModsFolderPath / ModsFolderPaths / ControllingModsTxt empty extra mod directories; UE4SS_MODS_PATHS env var does the same [file: DLL strings]

C3. The Lua API this build actually exports#

Probed out of UE4SS.dll's string table [file]. Present:

FindAllOf · FindFirstOf · FindObject · FindObjects · ForEachUObject · StaticFindObject · StaticConstructObject · CreateInvalidObject · LoadAsset · RegisterHook · UnregisterHook · RegisterKeyBind · RegisterKeyBindAsync · IsKeyBindRegistered · ExecuteInGameThread · ExecuteAsync · ExecuteWithDelay · LoopAsync · NotifyOnNewObject · RegisterCustomEvent / UnregisterCustomEvent · RegisterCustomProperty · RegisterConsoleCommandHandler · RegisterConsoleCommandGlobalHandler · RegisterProcessConsoleExecPreHook / PostHook · RegisterULocalPlayerExecPreHook / PostHook · RegisterCallFunctionByNameWithArgumentsPreHook / PostHook · RegisterLoadMapPreHook / PostHook · RegisterInitGameStatePreHook / PostHook · RegisterBeginPlayPostHook · RegisterEndPlayPreHook · IterateGameDirectories · CreateLogicModsDirectory · UnrealVersion · ModRef · FName · FText · FString · Key · ModifierKey · RemoteUnrealParam · dumpers DumpAllObjects / DumpAllActors / DumpStaticMeshes / GenerateSDK / GenerateUHTCompatibleHeaders / GenerateLuaTypes (+ DumpUSMAP, DumpJMAP bound in the Keybinds mod).

Absent (do not write code against them): GetMod, PrintReflection, FindFName as a global (it is UEHelpers.FindFName), UnregisterKeyBind. Bare RegisterProcessConsoleExecHook is not a registration overload either -- the only occurrence of that spelling in the DLL is the generic error string "A callback for 'RegisterProcessConsoleExecHook' must return bool or nil"; the callable names are the Pre/Post spellings [file].

Semantics worth pinning:

API Contract
LoopAsync(ms, cb) callback returning true stops the loop, false/nil keeps it [web: docs.ue4ss.com], matching every mod here
RegisterHook(path, pre, post) → preId, postId for /Script/... paths pre runs before and post after; for BP paths the callback runs after and post is ignored. The UFunction must already exist in memory [web]
ExecuteInGameThread(fn) queued onto EngineTick by default in this build [file: ini]
ExecuteWithDelay(ms, fn) one-shot; #204 and #128 chain it as a self-rescheduling loop [file]
NotifyOnNewObject(classPathOrScriptPath, cb) takes either /Script/Voyage.VoyageDynamicMeshActor (#168) or /Game/…/BP_Foo.BP_Foo_C (#172) [file]
RegisterKeyBind(key, [mods], cb) press-only, no key-up, no held state (#204's whole design problem); modifiers as {ModifierKey.SHIFT} [file]
RegisterConsoleCommandHandler(name, fn) fn(fullCommand, parameters, outputDevice), return true = handled; outputDevice:Log(str) [file: #205]

C4. Built-in mods shipped in the package#

Mod Default What it gives you
ConsoleEnablerMod on adds Tilde and F10 to InputSettings.ConsoleKeys so the UE console opens in a shipping build [file]
ConsoleCommandsMod on dumpobject, set, summon_unloaded_assets console helpers [file]
CheatManagerEnablerMod on enables UCheatManager (god, fly, ghost, …) [file]
BPModLoaderMod + BPML_GenericFunctions on loads LogicMods paks; load_order.txt [file]
Keybinds on (keep last) Ctrl+J object dump, Ctrl+H C++ headers, Ctrl+Num9 UHT headers, Ctrl+Num8 static meshes, Ctrl+Num7 actors, Ctrl+Num6 DumpUSMAP, Ctrl+Num5 DumpJMAP [file]
LineTraceMod, SplitScreenMod off [file]
shared/UEHelpers/UEHelpers.lua — GetPlayer, GetPlayerController, GetWorld, GetEngine, GetGameInstance, GetPersistentLevel, GetGameModeBase, GetGameStateBase, GetAllPlayers, GetAllPlayerStates, GetGameplayStatics, GetKismetSystemLibrary, GetKismetMathLibrary, GetKismetStringLibrary, GetKismetTextLibrary, GetWorldContextObject, GetActorFromHitResult, FindFName / AddFName / FindOrAddFName [file]

Ctrl+Num6 regenerating a .usmap on the live build is the most valuable thing in that table -- our mapping file (Nexus #94, Voyage-5-7.usmap) was uploaded 2025-12-29 and is already missing classes the current build has (§H).

C5. Game classes and properties this domain touches#

Data-side (reachable and writable by reflection):

Class / object Key properties seen Used by
UVoyageCharacterMovementComponent (super UCharacterMovementComponent) slot 0 bCanClimb, 1 MaxClimbSpeed, 2 MaxMovementBaseVelocity, 3 bCanSprint, 4 MaxWalkSprintSpeedMultiplier, 5 MaxSwimSprintSpeedMultiplier, 6 MaxClimbSprintSpeedMultiplier, 7/8 MinimumMassForBasedMovement/Rotation; inherited MaxWalkSpeed, MaxFlySpeed, JumpZVelocity, MovementMode [file: usmap] 5, 35, 173, 205
UVoyageModuleComponent 66 slots; 55 ModuleDurabilityWorkloadDamage (Float), 48 Resources Map<EModuleResourceType,Double>, 13 LeakExcessResources, 47 Items, 51 ModuleState, 56 EfficiencyModifier [file: usmap] 130
VoyagePropertyModuleResource Type (EModuleResourceType, 0 = Electricity), Value, MaxValue; GetFullName() carries the owning UVoyageItem [file: mods]. Not in the 5.7 usmap -- newer than the mapping file [file] 130, 131
UVoyageBaseInventoryComponent 32 slots; 4 Capacity, 25 Items, 8 DepositAllCategoryFilter, 9 ProximityDistance, 26 bAllowNearbyQueries [file: usmap] 123
UVoyageGameStateSubsystem 7 slots (OnSaveGameBegin/Completed, LastTravelSaveGame, LastAutoSaveGame, InitalAssetVersions); functions AllowSaveGame, HasPendingSaveGame, GetLastSaveSlotName, RequestSaveGame [file] 31
AVoyageBoatPawn RootComponent is a UVoyageFastSceneComponent → UPrimitiveComponent, so AddForceAtLocation applies [file: #204 header, verified against its CXXHeaderDump] 204
PlayerState.PlayerGameProgress.Enhancers TMap<FPrimaryAssetId, …>; key .PrimaryAssetName, value .Points [file] 173
VoyageModuleSocketView(Component) actor.VoyageModuleSocketView → weak ptr .Socket; IsSocketAvailable() [file] 172, 177
VoyageDynamicMeshActor the ground-loot pile actor; CurrentVisualizeItem / GetCurrentVisualizeItem() names the item [file] 168
VoyageLogData / VoyageLogFragment Name, Description, DescriptionFooter, Text (all FText) [file] 70

Blueprint classes (instances and CDOs, all confirmed present in pakchunk0-file-index.txt.gz unless noted) [file]:

Family Classes Path root
resource cables BP_ModuleCable_{Electric, Petrol, Oxygen, Water, Data, Mooring, Base, Hook, Electric_Mounted} /Game/Blueprints/Cables/
mooring sockets BP_MooringCable_Socket_{Female, Male, Craftable} /Game/Blueprints/Cables/
generators BP_Module_WindTurbine_{Small, Medium_New, Large}, BP_Module_DistillationTower /Game/Blueprints/Modules/Generators/
lights BP_Module_Standing_Light{, _02, _03, _04, _Base} /Game/Blueprints/Modules/Utility/Lights/
enhancers BP_Module_Enhancer_Base /Game/Blueprints/Modules/Enhancers/
vehicles BP_GyroCopter_Possessable, BP_JetSki_Possessable, BP_Boat_Barge /Game/Blueprints/Vehicles/
player BP_FirstPersonCharacter_New (BP_VoyageCharacter is not in the index -- #5 targets the native Character class, not a BP) /Game/Blueprints/
sharks BP_NPC_Shark, BP_NPC_RamShark, BP_NPC_Shark_Laser /Game/Blueprints/AI/Characters/Shark/
storage BP_Inventory_PlayerBox, BP_Inventory_PlayerBox_Large (referenced by #123 by name match)

Item / data assets: /Game/Data/Assets/Modules/DA_Item_Module_* (turbines, solar panels, distillation tower), /Game/Data/Assets/Ammo/DA_Ammo_* (7), /Game/Data/Assets/Weapon/ and .../Weapon/WeaponData/DA_WeaponData_*, /Game/Data/Assets/Attachments/DA_Weapon_Attachment_*, /Game/Data/Assets/Enhancements/DA_Enhancer_Character_* (10 assets) and /Game/Data/Assets/Skill/**/DA_Skill_* [file].

Not reachable from Lua (these need a cooked pak or the editor):

Thing Why
Blueprint graph logic (new nodes, changed branches) Lua can read/write properties and call UFunctions, not rewrite bytecode
new meshes, textures, materials, icons, UI widgets as assets asset creation is a cook-time operation
material static switches select a compiled shader permutation
Enhanced Input remapping / new InputAction assets needs cooked content with a matching engine [file: #204 header]
localisation string tables cooked FText namespace/key data
anything before the first UObject exists the runtime attaches after engine init

D. Recipe -- building a new UE4SS Lua mod with our toolchain#

Step 0 -- install the runtime (once, on the machine that runs the game). Download Nexus #4 (already at data/nexus-mods/4-mod-4/), extract the zip's contents into <GAME>\Voyage\Binaries\Win64\ so that dwmapi.dll and ue4ss\ sit beside VoyageSteam-Win64-Shipping.exe. Launch once; confirm the console window and Voyage\Binaries\Win64\UE4SS.log. While developing, set [General] EnableHotReloadSystem = 1 so Ctrl+R reloads every Lua mod without restarting.

Step 1 -- find the target. Three sources, in order of cost:

# a) our own container index -- does the asset exist at all?
python - <<'PY'
import gzip,re
paths=[re.search(r'Voyage/Content/(\S+)$',l).group(1)
       for l in gzip.open('data/datamine/raw/pakchunk0-file-index.txt.gz','rt',
                          encoding='utf-8',errors='replace')
       if 'Voyage/Content/' in l]
print([p for p in paths if 'StandingLight' in p or 'Standing_Light' in p])
PY

# b) the mapping file -- is the property reflected, and at which schema slot?
python tools/mods/usmap_schema.py \
  "data/nexus-mods/94-mod-94/unpacked/UE 5.7 Mapping File-94-1-0-1767023901/Voyage-5-7.usmap" \
  VoyageModuleComponent
python tools/mods/usmap_schema.py "<usmap>" --slot VoyageCharacterMovementComponent MaxWalkSprintSpeedMultiplier

# c) the live process -- what does the object ACTUALLY have right now?
#    in game: Ctrl+J (DumpAllObjects) / Ctrl+H (C++ headers) / Ctrl+O then the Live View tab
#    and Ctrl+Num6 (DumpUSMAP) to regenerate the mapping file for THIS build

The mapping file is 5.7-era and the live build is 0.8.5.650920; treat (b) as a strong hint and (c) as truth.

Step 2 -- copy the template.

cp -r C:/last-caretaker/templates/mods/core-ue4ss-lua/Mods/TLCStarterMod \
      C:/last-caretaker/data/mods/<yourmod>/Mods/<YourMod>

Step 3 -- write it. Replace resolveTarget() and the PropertyName/NewValue pair. The canonical shapes, all lifted from shipping mods:

-- one authoritative data asset (#175)
pcall(LoadAsset, PKG)                              -- PKG = "/Game/Data/Assets/Ammo/DA_Ammo_Tracer"
local da = StaticFindObject(PKG .. "." .. PKG:match("([^/]+)$"))

-- class defaults so future spawns inherit (#171, #129, #183)
local cdo = StaticFindObject("/Game/…/BP_Foo.Default__BP_Foo_C")
--   or: StaticFindObject("/Game/…/BP_Foo.BP_Foo_C"):GetDefaultObject()

-- a component template (#171)
local tpl = StaticFindObject("/Game/…/BP_Foo.BP_Foo_C:PointLight_GEN_VARIABLE")

-- every live instance (#130, #187)
for _, a in ipairs(FindAllOf("BP_Module_WindTurbine_Small_C") or {}) do … end

-- a native library / subsystem (#123, #31, #172)
local lib = StaticFindObject("/Script/Voyage.Default__VoyageMiscBlueprintFunctionLibrary")
local sub = FindFirstOf("VoyageGameStateSubsystem")

-- react to spawns instead of polling (#168, #172)
NotifyOnNewObject("/Script/Voyage.VoyageDynamicMeshActor", function(obj) … end)

Rules the template already enforces: snapshot once and always compute from the snapshot; wrap every reflection call in pcall; route every UObject touch through ExecuteInGameThread; read config.lua from disk with io.open + load() (never require, which caches); resolve the config path from debug.getinfo(1,"S").source (the process CWD is Binaries\Win64, not the mod folder); guard restartable loops with a generation counter; stop the retry loop with return true once applied.

Step 4 -- pre-flight offline.

cd C:/last-caretaker/templates/mods/core-ue4ss-lua
python check.py C:/last-caretaker/data/mods/<yourmod>/Mods/<YourMod>
python check.py C:/last-caretaker/data/mods/<yourmod>/Mods/<YourMod> --stage "$TEMP/tlc-stage"

The second form prints the same report plus staged -> …\tlc-stage<YourMod>; the destination is created if missing and each mod folder in it is replaced wholesale on a re-run. Nothing is staged if any check fails (exit 1), so --stage doubles as the gate between "checked" and "shippable" [file: check.py v1.0.1, run 2026-09-07].

Step 5 -- install and test. Copy <YourMod>\ into <GAME>\Voyage\Binaries\Win64\ue4ss\Mods\. Launch, watch the console for [<YourMod>] loaded., load a save, press the apply key while DryRun = true, read the snapshot line, then flip DryRun = false and press again -- no restart needed because the config is re-read from disk. With EnableHotReloadSystem = 1, Ctrl+R reloads code changes too.

Step 6 -- rollback. Delete the mod folder, or set <YourMod> : 0 in ue4ss\Mods\mods.txt, or delete enabled.txt. Nothing was written into the game install and nothing reaches the save: reflected property writes are memory-only.

Step 7 -- ship. Zip so the archive expands to Voyage/Binaries/Win64/ue4ss/Mods/<YourMod>/… (the layout #129/#130/#168/#171–175 use, which Vortex and the TLC extension route correctly), or a bare <YourMod>/ folder (what #108/#177/#183/#204 do -- simpler, but the user has to know where it goes).


E. The template#

C:/last-caretaker/templates/mods/core-ue4ss-lua/

Path What it is
README.md what it makes, how to fill it in, install / test / rollback, recorded run
Mods/TLCStarterMod/enabled.txt presence enables the mod
Mods/TLCStarterMod/Scripts/main.lua the skeleton: disk config, resolveTarget(), snapshot, guarded write, restore, retry heartbeat, keybinds, 3 console commands
Mods/TLCStarterMod/Scripts/config.lua DryRun (default true), PropertyName, NewValue, TickMs, MaxAttempts, ApplyKey, RestoreKey, Modifiers, Verbose
check.py (v1.0.1) offline pre-flight; --stage <dir> copies the mod tree after checks pass -- <dir> is created if missing, each mod folder in it replaced on a re-run, nothing staged on exit 1

Out of the box it snapshots and (once armed) writes MaxWalkSprintSpeedMultiplier 1.35 → 1.75 on the player's movement component; F10 applies after re-reading the config, F9 restores, starter_apply / starter_restore / starter_status do the same from the console.

check.py validates folder layout, Lua block balance and bracket balance (comment- and string-aware tokenizer), every Key.<NAME> / Key["NAME"] / …Key = "NAME" against the key table UE4SS actually ships, ModifierKey names, unknown UE4SS globals, and two hygiene rules (UObject access without ExecuteInGameThread; require("config") without io.open).

Recorded runs, 2026-09-07:

Target Result
the template itself 0 problem(s), 0 warning(s) -- main.lua 79 blocks balanced
the template, --stage "$TEMP/tlc-stage" (dest absent, then present, then the one-mod form) same report + staged -> …\tlc-stage\TLCStarterMod, exit 0 each time [re-run 2026-09-07 against check.py v1.0.1]
#168 AutoLoot 1.5 0 problems, 0 warnings
#171 LongRange360Light 2.0 0 problems, 0 warnings
#108 Infinite Enhancer Modules 0 problems, 1 warning -- "touches UObjects but never calls ExecuteInGameThread" (a real defect in that mod)
synthetic bad mod (dropped end, Key.INSERT, ToggleKey = "COMMA", no enabled.txt) 3 problems, 1 warning -- all planted faults caught

Not yet done: an in-game load test. UE4SS is not installed on the ShadowPC (§C1), and that machine is read-only for this work. The template is proven correct offline and against four shipping mods; the first real launch is the remaining verification step.


F. Pitfalls, version notes and patch survival#

F1. Threading and lifetime#

Pitfall Evidence Fix
LoopAsync / RegisterKeyBind callbacks run on a UE4SS worker thread; touching the object graph there races the engine and GC #168, #171, #173, #175, #187 all wrap the body in ExecuteInGameThread; #108 does not [file] always ExecuteInGameThread(function() … end) around UObject work
a cached UObject goes stale after a level/save load every mod re-checks :IsValid() before use; #168 keeps a PlayerGen counter and rebuilds its cache when the pawn changes [file] never hold a reference across a load without an IsValid() gate
a stale reference dereferenced raises a Lua error that kills the whole mod, not just the call every mod wraps in pcall [file] pcall around every property read/write
restarting a loop leaves the old one running #168 and #173 both carry a LoopGen generation counter [file] compare gen ~= LoopGen and return true to retire
registering a new LoopAsync inside a hook stacks loops on every fire #57 creates two LoopAsync loops inside PlayerController:ClientRestart -- once per respawn/level load, forever [file] register loops at load, not inside hooks
assets are not loaded when the mod starts #175 retries 30× at 1 s; #171 retries 60× at 2 s; #183 retries 30× at 1 s; all then stop [file] retry with a cap, then return true

F2. Compounding and restoration#

Pitfall Evidence Fix
value = value * mult on a heartbeat compounds every tick #129's own comment; #130/#131/#175 all snapshot first [file] snapshot once, new = snapshot * mult
snapshotting an instance after the CDO was already multiplied locks the wrong "stock" #129's comment, verbatim [file] snapshot from the CDO, apply that snapshot to instances
respawn / save load resets pawn properties #173 re-applies every 1 s "so it stays correct after a respawn" [file] slow heartbeat, or patch the CDO/template instead
the mod's own state is not in the save #172: "the ropes this mod ties are not stored in the save file" → RemoorAfterLoad + LoadDelaySeconds = 10 [file] re-establish after load, on a delay
a cleanup pass destroys objects the mod did not create #172 v1.2 deleted the player's own ropes; the OPTIONAL fix adds a mine flag [file] tag what you spawn, only destroy what you tagged

F3. Files, paths and config#

Pitfall Evidence Fix
the process working directory is Voyage\Binaries\Win64, not the mod folder #168/#171/#173/#175 all resolve via debug.getinfo(1,"S").source; #70 writes voyage_logs_dump.json into the CWD; #31 opens "NoBackupStation\config.ini" relative and will create it in the wrong place [file] derive the folder from debug.getinfo, never bare relative paths
require("config") caches -- edits never reload #168 falls back to require only with a warning that "live reload is unavailable" [file] io.open + load(content, "@config.lua")
a bad config kills the mod every TakeyaSaito mod merges a validated table over DEFAULTS, per key [file] validate per key, fall back per key

F4. Input#

Pitfall Evidence Fix
Key.INSERT / Key.DELETE / Key.COMMA do not exist -- the names are INS, DEL, OEM_COMMA the key table in Keybinds/Scripts/main.lua; #168's config comment recommends "INSERT", which would silently fall back to F11 [file] validate against the table (check.py does)
RegisterKeyBind is press-only: no key-up, no held state, and auto-repeat does not reach the hook reliably #204's header documents three failed attempts [file] poll PlayerController:IsInputKeyDown({KeyName=FName("Q")}) on a timer
key binds cannot be re-bound after load #172's config says changing MoorKey needs a restart; #205 works around it by binding every option up front and routing by name [file] bind all candidates at load, dispatch in the callback
mod hotkeys collide with the game and with each other #128 deliberately uses Shift+F5..F9 "to dodge OS/game shortcuts"; #168 F6/F11, #171 none, #172 Y, #173 none, #177 Z/X/F2/F3, #205 F6/F7/PgUp/PgDn, #204 [/] pick from a config, document it, expect users to change it

F5. Version and patch survival#

  • Reflection mods survive serialization migrations. The 5.6→5.7 cook change (2025-12-16) invalidated every cooked pak; the Lua mods kept working, which is why #171 was converted from a pak to Lua [file].
  • They break on renames. A class, BP path, property or _GEN_VARIABLE component name that changes in a patch takes the mod with it -- silently, because everything is inside pcall. Ship Verbose logging so a user can tell "no effect" from "not found".
  • They break on new UE4SS requirements. The runtime is version-pinned: [EngineVersionOverride] 5 / 8 for this build. A future engine bump needs a new #4 package before any Lua mod runs. #4 was updated 2026-09-06 specifically for 0.8.5.X / UE 5.8 [catalog-only].
  • Vanilla constants hardcoded in configs rot. #173 pins BaseSprintMultiplier = 1.35 and BaseJumpZ = 440.0 with the comment "change only if a game patch alters the vanilla numbers" [file] -- snapshotting the live value is strictly better.
  • A class in a mod's list may simply not exist. #129 targets BP_ModuleCable_Electric_HeavyDuty_C, which is not in our pakchunk0 file index (the index does list BP_ModuleCable_Electric_Mounted, which no mod touches) [file]. The lookup fails inside a pcall, so the entry is a silent no-op.
  • Save interactions: reflection writes never reach the save file, but a change of world state does. #31 drives the real save path (AllowSaveGame → HasPendingSaveGame → RequestSaveGame) and warns "wait 3-5 seconds before closing the game" -- the save is asynchronous [file]. #172 notes spawned rope actors are not serialized. Anything a mod spawns should be assumed transient.
  • Anti-cheat: none. The container is unencrypted and unsigned, and no UE log is written in Shipping (KNOWN FACTS) -- UE4SS.log is the only log you get.

G. Ideas -- what this project could build here#

Gaps found by diffing what the catalogue covers against what the domain map exposes.

# Idea Why it is open Effort
1 Regenerate the mapping file for the live build. Install #4 on the Shadow, load a save, Ctrl+Num6 (DumpUSMAP) and Ctrl+Num5 (DumpJMAP), pull the output home. Our Voyage-5-7.usmap is from 2025-12-29 and already lacks VoyagePropertyModuleResource; every future pak build in this project depends on a correct mapping 🟢 half a session, mostly waiting -- do this first, it unblocks everything else
2 TLCDump -- our own reflection explorer. A Lua mod that, on a hotkey, walks a named class and writes every property name/type/value to JSON next to the log. #70 does this for one narrow class family; there is no general "what does this object have" dumper, and the built-in DumpAllObjects output is huge and offline 🟢 small -- the template plus a property walk
3 Lua re-implementation of the Enhancer Cap. Robert's cooked mod inserts MaxPoints into 11 DA_Enhancer_* assets; the same result via LoadAsset + da.MaxPoints = N would survive every future engine bump. Nothing in the catalogue does enhancer caps from Lua; #175 proves the data-asset route works 🟢 small -- ~60 lines, direct port of #175's loop
4 Module tuner (generalised #130/#131). One mod, one config table, every VoyagePropertyModuleResource by owning-item name -- turbines, solar, distillation, water, oxygen, batteries. #130 and #131 are the same 100 lines twice and cover 6 of dozens of modules; nothing covers the non-electric resource types 🟡 medium -- the mapping table is the work
5 Cable pack v2. #129 misses BP_ModuleCable_Electric_Mounted and BP_ModuleCable_Hook, and its shipped MaxLengthMultiplier = 100.0 (2 km cables) is absurd. A sane-defaults fork with the real class list. verified against the container index 🟢 small
6 Durability / decay switch. ModuleDurabilityWorkloadDamage (slot 55) exists on every VoyageModuleComponent, not just turbines; one loop could zero or scale it game-wide. #130 applies it to three turbine classes only 🟢 small
7 Save-anywhere, rebuilt. #31 is from Nov 2025, writes its config to the wrong directory, and guesses the slot name by string surgery on GetLastSaveSlotName(). The subsystem API is clean; redo it properly on the template. 818 downloads for a mod with a known path bug 🟢 small
8 A settings panel for our mods. Adopt #205's shared/ModMenu (MIT-licensed file present in the download) so our mods get an in-game F7 panel instead of hand-edited config.lua. nobody else on the site uses it yet; it is 8 018 lines we do not have to write 🟡 medium -- integration + testing, no new engine work
9 Companion bridge. #143 proves a JSON file on disk is a workable bus between the game and an external tool. A read-only exporter (position, inventory counts, enhancer levels, module states) would feed this project's own companion tooling. #143 is waypoints-only and hybrid; a pure-Lua read-only exporter needs no pak 🟡 medium
10 Held-key input helper library. Wrap #204's IsInputKeyDown polling into shared/TLCInput so every future mod gets hold-to-act, key-up and chords without re-deriving it. #204 burned three design iterations on this; nobody has factored it out 🟢 small

H. Gaps & unverified#

  1. No in-game verification of anything in this document. UE4SS is not installed on the ShadowPC (Binaries\Win64 holds only D3D12, DML, tbb12.dll, tbbmalloc.dll, the exe) and that machine is read-only for this work. Every "before" value here is read from mod source, config comments or the mapping file -- not from a live object.
  2. #4's published DLL hash does not match the download. The page states sha256:4f9762f812329a640c8cfa14444c2bb97ecc213b8320bd4c5433383c3eef48f7 [catalog-only]; the v1.3 zip's ue4ss/UE4SS.dll hashes to 91d5444f41d19d0bb502f0fbdc15d76421e20359e898caa39e41e134c8f87958 [file] (zip 28b1e3b5…, dwmapi.dll f2f9e57f…). Most likely a stale hash left over from an earlier v1.3 upload -- but unresolved, and worth re-checking before trusting the binary.
  3. The mapping file is stale. Voyage-5-7.usmap (Nexus #94, uploaded 2025-12-29) has no VoyagePropertyModuleResource even though mods from May 2026 use it successfully. Slot numbers quoted in §C5 are 5.7-era. Idea G1 fixes this.
  4. The container index predates the live build. pakchunk0-file-index.txt.gz is dated 2026-08-25; the live build is Update 5.5 (0.8.5.650920). "Not in the index" (e.g. BP_ModuleCable_Electric_HeavyDuty) means "not in that snapshot", not "does not exist".
  5. Vanilla values are second-hand. MaxLengthBase = 2000, MaxWalkSprintSpeedMultiplier = 1.35, JumpZVelocity = 440, PetrolPower = 100, ModuleDurabilityWorkloadDamage = 0.001, the gyro table in §B2, the ADSCameraOffset defaults -- all come from mod authors' comments [file: their source], not from a dump of the live objects.
  6. ModMenu is inspected, not run. Its 8 018 lines were read for API shape; whether the UMG panel actually renders on this build is unverified.
  7. FindObject, FindObjects, ForEachUObject, RegisterCustomProperty, RegisterCustomEvent, StaticConstructObject outside ModMenu, and every Register*Hook except ClientRestart are exported by the DLL but unused by any mod in the catalogue -- semantics untested here.
  8. Effectiveness is not assessed. Whether a mod feels right (does ×5 solar break progression? does 2 km cable length break physics?) is out of scope for a technique doc.
  9. #5, #31, #35, #57, #70 are dated pre-migration but were not run. Their "probably still loads" status is [inferred] from name survival, not observed.
  10. Nexus pages were never fetched (403 to fetchers, per project rules). All version, endorsement, download, changelog and description facts are [catalog-only] from the 2026-09-07 snapshot.

I. Sources#

Files (first-hand):

  • C:/last-caretaker/data/nexus-mods/inventory.json -- technique fingerprints, install targets, per-mod Lua file lists
  • C:/last-caretaker/data/nexus-mods/4-mod-4/unpacked/UE4SS TLC UE5 8 …/ -- ue4ss/UE4SS.dll (string-table probe for exported Lua globals, loader messages, log and crash-dump paths), ue4ss/UE4SS-settings.ini, ue4ss/Mods/{mods.txt, mods.json}, ue4ss/Mods/Keybinds/Scripts/main.lua (key table + dumper binds), ue4ss/Mods/ConsoleEnablerMod/Scripts/main.lua, ue4ss/Mods/shared/UEHelpers/UEHelpers.lua, ue4ss/UE4SS_SDK_Backends/UE4SS.json
  • the unpacked Lua of mods 5, 31, 35, 57, 70, 108, 123, 128, 129, 130, 131, 143, 168, 171, 172 (both files), 173, 175, 177, 183, 187, 204, 205 under C:/last-caretaker/data/nexus-mods/<id>-mod-<id>/unpacked/…
  • C:/last-caretaker/data/nexus/thelastcaretaker-mods.json -- catalogue snapshot 2026-09-07 (versions, dates, endorsements, downloads, descriptions, file lists)
  • C:/last-caretaker/data/datamine/raw/pakchunk0-file-index.txt.gz -- asset-path existence checks (39 479 entries)
  • data/nexus-mods/94-mod-94/unpacked/…/Voyage-5-7.usmap via C:/last-caretaker/tools/mods/usmap_schema.py -- schema slots for VoyageCharacterMovementComponent, VoyageModuleComponent, VoyageBaseInventoryComponent, VoyageGameStateSubsystem
  • C:/last-caretaker/tools/mods/README.md, tools/mods/tlcmod/ -- the house pipeline
  • ShadowPC dir of D:\SteamLibrary\steamapps\common\Voyage\Voyage\Binaries\Win64 (read-only, 2026-09-07)
  • C:/last-caretaker/templates/mods/core-ue4ss-lua/ -- the template built and run for this document

Web (2 fetches, 1 search):

  • https://docs.ue4ss.com/lua-api/global-functions/loopasync.html -- LoopAsync semantics
  • https://docs.ue4ss.com/lua-api/global-functions/registerhook.html -- RegisterHook signature, pre/post rules, "must already exist in memory"
  • https://docs.ue4ss.com/guides/creating-a-lua-mod.html and https://github.com/UE4SS-RE/RE-UE4SS -- mods.txt vs enabled.txt, shared/ libraries, UE4SS_MODS_PATHS (via search results; the pages themselves corroborate the DLL strings)

Project docs consulted: docs/15-modding-technical-internals.md (install-path matrix, the migration break), docs/mods/00-mod-library.md.

M04

Core technique: Blueprint LogicMods & pak Blueprint patches

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Confidence tags: [file] read off the mod's or the game's own bytes · [catalog-only] only the Nexus description supports it · [web] external source · inferred reasoned from evidence, stated as such.

The single most important finding of this pass, up front:

Two thirds of what the catalogue calls a "Blueprint mod" is a number. The Blueprint asset is a container of default values; the mod changes one or two of them. Only a minority changes logic, and that minority splits again into (a) a handful of hand-edited Kismet bytecode bytes and (b) genuine Unreal editor rebuilds that add exports. This project can already do (a) and every value edit with no editor at all -- proved by rebuilding three shipping Nexus mods byte-for-byte (§E). [file]


A. Library#

Status: current-5.5 = a file dated after the 2026-08-30 Update 5.5 drop or explicitly marked for 0.8.5.x; probably-current = post-5.7-migration (after 2025-12-16) but not re-tested since 5.5; stale-pre-5.7 = every file predates 2025-12-16, i.e. archaeology. Technique: value = size-neutral byte patch · insert = unversioned-property insertion · reserial = whole package re-serialized, values only (§B.4) · editor = new exports / new packages · bytecode = Kismet opcode edit · modactor = ships /Game/Mods/<Name>/ModActor.

A.1 The loaders and the two LogicMod frameworks#

id name author ver updated end. dl technique status what it changes
77 DML - DmgModLoader Dmgvol v0.6 2026-09-06 159 13,135 editor + map override current-5.5 overrides /Game/Maps/Empty (the main-menu map) to always-stream /Game/DmgModLoader/DMG; unlocks the console, swaps in its own CheatManager, spawns /Game/Mods/<n>/ModActor on dml add <n>
4 UE4SS for TheLastCaretaker UE4SS-RE v1.3 2026-09-06 231 13,998 framework current-5.5 dwmapi.dll proxy + ue4ss/; BPModLoaderMod : 1 is enabled out of the box, so Paks/LogicMods/*.pak load with no extra download
21 Dev Menu Dmgvol v0.6 2026-09-06 223 15,893 modactor (editor) current-5.5 one asset: a ModActor that on F1 Creates the game's own shipped BP_VoyageCheatWiget and adds it to the viewport
13 PhotoMode Mod Dmgvol v0.6 2026-01-24 8 132 modactor (editor) probably-current 57 mod-added packages: DMG_Camera, WBP_PhotoMode, 20 LUTs, 7 border materials, key-prompt textures
117 Boat Teleporter Dmgvol v0.5 2026-01-24 9 502 modactor (editor) probably-current ModActor + WBP_BoatAlert; F5 saves the boat transform, F6 restores it
136 Compass dmgvol 1 2026-06-03 17 584 modactor (editor) probably-current ModActor + WBP_CompassCustom, re-parented compass widget pinned to screen top
128 Automatic Pickup (UE4SS) skylife2326 1 2026-08-02 34 2,021 modactor + Lua sidecar probably-current LogicMods/BetterPickup.{pak,ucas,utoc} + a UE4SS Lua mod that writes VacuumRadius / VacuumIntervalSec / GracePeriodSec / bReady onto the live actor
143 TLC-Terminal Waypoint dmgvol 2 2026-06-18 2 234 modactor + Lua probably-current BP_Waypoint, BP_Waypoint2, WBP_Waypoint, two textures; a Lua timer polls waypoint.json every 5 s and spawns/destroys the waypoint actor
197 DonkLift-320 Keyboard Control ihsoft 2 2026-09-03 0 69 modactor + editor override current-5.5 the catalogue's only input-asset mod: replaces IMC_Forklift_Keyboard and BP_Forklift_Possesable, adds IAV_DonkLiftBrake, IAV_DonkLiftCenterSteering, a ModActor and a copy of the original BP
198 Boat HUD Total Resources ihsoft 1 2026-09-03 7 262 modactor + editor override current-5.5 the only current HUD extension: patches BP_VoyageIngameBoatHud, adds WBP_BoatHUDTotalDieselValue / ...ElectricityValue and a BP_VoyageIngameBoatHud_O original-copy

A.2 Blueprint patches -- current 5.5, top tier#

id name author ver updated end. dl technique what it changes files
3 1 Second Dismantle Dmgvol v0.9 2026-09-06 431 16,586 bytecode BP_ToolAbility_Maintenance_Dismantle.GetActionDuration: Duration = FMax(...) → Duration = 1.0 5
8 Longer Cables LordGregory 1.8 2026-09-03 203 9,565 value BP_ModuleCable_Base CDO: MaxLength 2000→200000, MaxLengthBase 1000→100000 (f32) 10
145 Greater CraftingProximityDistance strangemind87 4 2026-09-04 37 2,475 value BP_Inventory_PlayerBox inventory component: crafting pull 1500→40000 (f32) 5
146 Bigger LargeContainer strangemind87 4 2026-09-04 35 2,026 value BP_Inventory_PlayerBox_Large inventory component: 200→20000 kg (f32) 3
147 Longer Wireless Cables Synthlight 1.1 2026-09-03 57 2,360 value BP_WallSocket_Electric CDO: pairing range 500→5000 (f64) 2
162 Long Range Scrap and Repair TakeyaSaito 1.2 2026-09-05 21 855 value BP_ToolAbility_Maintenance_Base CDO: reach 300→2500 cm (f64) 6
170 Engine Boosters Enhanced TakeyaSaito 1.1 2026-09-04 42 2,328 value all six engine cylinders' ModuleComponent.ModuleModifierData: ProductionMultiplier / ConsumptionMultiplier (f32 pair) 6
14 Larger Storage Containers LordGregory 1.9 2026-09-03 186 8,520 insert + value 50 multiplier packs; base box's weight limit is absent in vanilla and is inserted at slot 0 18
174 Gyrocopter lower fuel consumption UARamiel 1 2026-08-31 27 975 value BP_GyroCopter_Possessable: one f64 250→125 2
201 Photo drone extended Zemlyan 1.0 2026-09-04 4 150 value BP_CameraDrone CDO: range 5000→25000, battery 20000→40000 (+2 more words) 1
159 Typhoon ports fix UARamiel 1.0 2026-08-31 23 770 editor BP_Module_WindTurbine_Large rebuilt (+5 B) so Typhoons chain into each other 2
179 Additional sockets for fuel tanks UARamiel 1.0 2026-09-01 12 636 editor 4 bulk tanks; adds VoyageModuleSocketView2/3_GEN_VARIABLE exports (34→38) 3
199 More sockets for Large battery UARamiel 1 2026-09-06 2 198 editor BP_Module_BatteryLarge 37→49 exports (3 new meshes, 3 new socket views) 3
150 Sticky Lazarus pod UARamiel 1.0 2026-09-03 14 522 editor BP_Module_Human_Pod +1 B (auto-weld flag) 2
154 Stronger Electric Super Booster Miseru 1 2026-07-03 12 676 value electric SuperBooster ModuleModifierData: 1.3 → 1.6; second file is the same edit at load priority 9999 2

A.3 Blueprint patches -- probably current#

id name author ver updated end. dl technique what it changes
2 Better Flashlight Dmgvol v0.7 2026-07-07 191 6,439 reserial 4 headlight BPs (+26/+38 B each); the "Offset" file only moves the light source
15 Bigger Containers Dmgvol v1.0 2026-06-26 320 14,224 reserial 3 player boxes at x2 / x4
63 Single Use Batteries x10 MoDDuck 1.0 2026-03-22 44 1,938 reserial 5 BP_SUModule_* (battery, diesel, fresh water, oxygen, petrol)
72 Reach and PickUp Plus MoDDuck 0.6 2026-03-22 63 2,209 reserial BP_Base_Character 80,710→85,237 B
73 Fast Anchor MoDDuck 1.0 2026-03-26 49 2,058 reserial BP_Module_Anchor, BP_Module_Anchor_New
74 Mooring MoDDuck 1.0 2026-03-22 70 1,956 reserial BP_ModuleCable_Mooring -- ropes stop detaching
75 Rapid fishing and raising net MoDDuck 2.0 2026-03-26 138 6,163 reserial BP_Inventory_Container_Fishing (456→468) + BP_Module_Fishing (36,991→31,039)
81 AiRJordan MoDDuck 1.0 2026-03-22 48 1,135 reserial BP_Base_Character jump ×2, same 85,237 B build as #72
90 DistillationTowerPetrolPlasticX10 MoDDuck 1.0 2026-03-25 70 2,736 reserial BP_Module_DistillationTower
98 Remove Flashlight Power Use DrStalker 0.6.0 2026-01-05 41 1,439 reserial the same 4 headlight BPs as #2, zero draw
99 Whispering Typhoons DrStalker 0.6.0 2026-01-17 13 411 reserial BP_Module_WindTurbine_Large sound swap
103 No Nightly Worms DrStalker 0.6.0 2026-01-08 45 1,511 reserial BP_Night_Swarm_Spawner 4,150→4,294
106 Fast Self Charge Ashayazu 0.6.0.606479 2026-06-24 111 5,992 reserial BP_Base_Character 80,710→83,580 -- byte-identical to #164's build except 9 bytes
107 BoxProximityRangeX10 MoDDuck 1.0 2026-03-22 59 3,877 reserial BP_Inventory_PlayerBox 16,525→18,446. Superseded by #145
109 Slightly Useful Night-Vision DrStalker 0.6.1 2026-01-16 16 399 reserial BP_Equipment_NightVision
111 FastTransferFuelGasLiquid MoDDuck 1.0 2026-03-22 66 2,957 reserial 6 BP_ModuleCable_* at ×2 / ×100
114 Unlimited Enhancers daveaust 0.8.0 2026-06-26 91 5,130 reserial 3 enhancer BPs, charge-consumption chance → 0
115 Enhancer Rebalance daveaust 0.8.0 2026-06-27 46 1,484 value + reserial 3 of 6 are surgical f64: Conservation Coil 25→50/125/250, Efficiency Matrix 20→40/100/200, Flash Array 4→8/20/40
116 Bigger better nebula daveaust 0.8.0 2026-06-27 77 4,103 reserial BP_Equipment_Light_Nebular_V2_Headlight in 9 range×brightness builds, all 886→917 B
120 StandingLightKill MoDDuck 1.0 2026-03-24 26 1,358 reserial 7 light BPs: kill leeches, go to inventory, auto-weld
125 BuildAnywhere Dmgvol v0.7 2026-06-26 44 2,417 editor BP_FabricationPlacementComponent 39,418→40,497 -- placement validity dropped
126 AdjustedTime LordSuppe 1.1 2026-05-23 31 1,411 reserial Ultra_Dynamic_Sky_Voyage, 3 day/night splits vs vanilla 20/6 min
132 Gyrocopter reduced fuel FistyFester 1 2026-05-17 31 1,556 reserial BP_GyroCopter_Possessable 57,485→61,183. #174 is the surgical, maintained version
133 Speedy boat FistyFester 1 2026-05-24 34 2,196 value + reserial 3 engine cylinders; some files surgical (6-11 B), some rebuilt
138 Big Fishing Net 150KG NecoAngelus84 4 2026-06-27 89 4,888 reserial 6 builds: 150/1500 kg × 0/5/10× speed; BP_Module_Fishing 36,991→31,923 in all six
139 WaterPump 40k NecoAngelus84 1 2026-05-31 8 441 reserial BP_Module_WaterExtractionPump
160 Better photo drone UARamiel 1.1 2026-07-05 24 650 reserial BP_CameraDrone 91,813→91,713. #201 is the 5.5-era surgical counterpart
164 Long Range Interact and Loot TakeyaSaito 1.0 2026-07-07 17 824 reserial BP_Base_Character → 83,580 B, same build as #106
176 Semi Dynamic Whale NecoAngelus84 1 2026-07-06 7 274 reserial BT_NPC_Whale + BP_NPC_Whale (10k / 100k oil)
194 Rhino usable in the water UARamiel 1 2026-08-04 4 176 editor BP_Weapon_Petrol_Grinder 28,856→30,904

A.4 Stale (pre-5.7 migration) -- archaeology only#

id name author updated dl superseded by
37 (deprecated) superspeed booster boat sushi 2025-11-21 1,889 #170, #133
42 (deprecated) decrease the energy bill sushi 2025-11-21 701 #120
47 (deprecated) auto collect sushi 2025-11-21 1,464 #128
49 More Internal Battery Capacity V1V0La 2025-11-20 2,083 #106
51 (deprecated) ultra reach sushi 2025-11-21 1,122 #72, #164
52 (deprecated) wisper power and durability sushi 2025-11-21 966 #119, #130
55 (deprecated) 10 times all storage except boxes sushi 2025-11-22 1,453 #26, #76, #184, #187
64 Better Fabricator Enhancements Mons78 2025-11-28 1,863 #114, #115
65 Improved Wind Turbines Mons_78 2025-11-30 3,826 #119, #130; blocks #159
82 BigMap Dmgvol 2025-12-07 990 nothing -- the only minimap mod, and it is dead

A.5 Mixed-technique mods whose Blueprint half belongs here#

inventory.json fingerprints these 17 as pak-blueprint and something else (data-asset, texture or Lua), so the library's primary write-up lives in a sibling doc. Their Blueprint halves are listed here because they use this doc's techniques and, in six cases, collide with mods §A already discusses. Every "what the Blueprint half does" cell is read off data/nexus-mods/<id>-mod-<id>/legacy/DIFF.md; stats from 00-mod-library.md / inventory.json.

⚠️ NO-VANILLA in a DIFF has three different causes and only one of them means "new package": (a) the package really is editor-added (#165's BP_CodexPortable_* -- also zero hits in the pakchunk0 file index); (b) the mod's container converts to a flat legacy layout so the path cannot be matched against vanilla (#180 -- BP_JetSki_Possessable is shipped and is in the diffing tree; §B.4/§H.8); (c) the container carries a mount prefix (#151's Data/Voyage/Content/...) or the package is simply missing from this project's partial vanilla extraction (#36, #76). Check the pakchunk0 file index before calling anything new. [file]

id name author updated end. dl Blueprint / map packages overridden what the Blueprint half does [file] documented in
34 Bigger Batteries Dmgvol 2026-06-26 257 10,764 BP_Module_Battery, …BatteryLarge, …BatterySmall recook, no surgical words -- .uexp 4,076→4,184 / 4,578→5,875 / 6,219→6,651. The surgical floats sit in the paired data assets (DA_Item_Module_MediumBattery 6000→12000 at x2, 6000→24000 at x4) 01, 02
36 (deprecated) stop talking speaker guy sushi 2025-11-21 3 239 Blueprints/Loudspeaker/BP_LoudspeakerActor, BP_Loudspeaker_Playlist_Entry (+ 4 DA_Message_* in the same folder) not diffable -- NO-VANILLA cause (c): /Game/Blueprints/Loudspeaker/** is shipped (it is in the pakchunk0 index) but is absent from this project's vanilla extraction. Pre-5.7 archaeology either way 01
39 (deprecated) no more floaty sushi 2025-11-21 9 266 BP_BuoyancyComponent recook, .uexp 149→144 B (9 words). The surgical half is the data asset DA_Enhancer_Character_Pressure (4 words, 204 B both sides) 01
53 All Secondary Weapons as Primary LordGregory 2026-09-03 114 4,821 BP_FirstPersonCharacter_New 3 surgical words, .uexp 8,108 B both sides -- single-byte edits in the words at 0x1EE4 (02→01), 0x1F1C (0e→0d) and 0x1F24 (47→46): byte/enum-typed slot values, not floats. Collides with #165 01
76 Just Canisters Rebalance MoDDuck 2026-02-16 43 1,446 19 BP_Module_* storage packages (batteries, barrels, tanks, containers) recook, no surgical words -- every one grows (BP_Module_Battery 4,076→4,729, BP_Module_Diesel_Container 5,481→5,740, …). BP_Module_CarbonDIoxide_Tank is NO-VANILLA cause (c) 01, 02
84 Rebalance Engine Plus New items EcoEngineCylinder MoDDuck 2026-03-22 80 3,063 12 BP_Module_{Diesel,Electric,Petrol}_Engine_Cylinder* mixed: the three base cylinders are recooks (3,459→3,575 etc.); the nine Booster/Eco/SuperBooster variants are size-equal surgical edits of ModuleModifierData -- Petrol Eco ProductionMultiplier 0.9→0.3, Electric SuperBooster 1.3→2.3, Electric Booster 1.25→1.35, Petrol SuperBooster 1.5→1.75 01
85 LazarusRack MoDDuck 2026-03-25 33 1,208 BP_Module_Lazarus_Rack, BP_Module_Human_Pod, BP_Inventory_Container_LazarusRack_{Food,Memories}, AssetSets/…/BP_PowerCell_Array4 mostly recook (Lazarus Rack 46,593→41,282, Human Pod 21,023→24,693, Food 6,688→6,498); only …LazarusRack_Memories is surgical (1 word, 300 B both sides). Collides with #150 on BP_Module_Human_Pod 01, 02
112 ScopeRifleFIX MoDDuck 2026-03-23 29 1,182 BP_Weapon_Electric_Rifle, BP_Weapon_Mod_Charge_Multiplier, BP_Weapon_Mod_Connected recook, no surgical words -- DIFF: "5 .uexp exports differ; 0 of them differ in 8 or fewer words" 01
118 HoloScopeColorYGB MoDDuck 2026-02-15 2 77 AssetSets/Weapons/Attachments/BP_Weapon_Scope_Laser recook, no surgical words (.uexp 8,394→8,678, ~1,813 words). The visible change is the paired material M_RDS_01 02
119 Better turbines davoaust 2026-06-26 139 7,911 BP_Module_WindTurbine_Small recook, no surgical words (.uexp 11,263→11,635). The "24 of 36 surgical exports" the library row cites are the three DA_Item_Module_WindTurbine* assets (small 2500→5000 … 12500, medium 5000→10000 … 25000, large 10000→20000 … 50000) 01
144 Boat redesigned NecoAngelus84 2026-07-01 36 2,316 Maps/Boats/TestBoat -- a MAP, not a Blueprint a recook of the shipped level itself, 5 layout builds, .uexp 91,735 → 89,968 / 89,991 / 90,118, ~19,000 differing words each. The only map override in the catalogue outside DML's Maps/Empty; see the map row in §C.3 -- it reverts every level change a later build ships 02
151 Petrol Grinder Bigger range Patbeartje 2026-07-04 8 235 BP_Weapon_Petrol_Grinder, BP_Weapon_Mod_Connected, BP_Struct_PetrolGrinder_Actor_Info recook (grinder 28,856→30,916; Mod_Connected 1,726→1,786). The struct BP is NO-VANILLA cause (c) -- container path Data/Voyage/Content/… -- and its .uasset is 1,337 B on both sides, i.e. carried unchanged. Surgical floats live in DA_WeaponData_Petrol_Grinder (40→200, 10→50) 01
155 Cheat generators Miseru 2026-07-03 10 1,857 4 BP_Module_Petrol_Engine_Cylinder* + BP_Weapon_Petrol_Grinder mixed: the grinder is a recook (28,856→30,903); the four cylinders are size-equal surgical edits -- Eco ProductionMultiplier 0.9→0.0009, Booster 1.25→0.00125, SuperBooster 1.4→0.0014, CheatBooster 4 words (297 B both sides) 01
165 Portable Tanks and Battery rashchuk 2026-07-21 21 1,285 BP_FirstPersonCharacter_New + ten new BP_CodexPortable_* packages the character BP is a recook (8,108→8,410, 1,784 words -- so it loses any collision with #53's 3-byte surgical edit); the ten BP_CodexPortable_* are genuine editor additions -- DIFF marks each NO-VANILLA and the pakchunk0 file index has zero hits for BP_CodexPortable. One of only two mods that add new items (§B.5) 01
180 More controllable Jetski UARamiel 2026-09-01 4 332 BP_JetSki_Possessable not diffed: the container converts flat (§B.4), so the DIFF reads NO-VANILLA cause (b) -- the vanilla asset exists and is in the diffing tree. Current-5.5; re-convert with the path chain before quoting any value 01
187 Caretaker QoL Bundle CodeManMike 2026-09-06 5 907 25 Blueprint packages: 4 BP_ModuleCable_*, 2 BP_CraftingLocationGenerator_*, BP_FabricationPlacementComponent, 4 BP_Inventory_*, 3 BP_Module_Battery*, BP_Module_DistillationTower, 10 BP_Module_* utilities, BP_WallSocket_Electric the catalogue's widest surgical set (36 of 37 exports ≤ 8 words) and its widest conflict surface. Repeats #8 exactly on BP_ModuleCable_Base (0x13C 2000→200000, 0x144 1000→100000) and #147/#196 exactly on BP_WallSocket_Electric (0x2C4 f64 500→5000); repeats #14's insertion on BP_Inventory_PlayerBox (.uexp 16,525→16,531, +6 B). Its own values, all f64 unless noted: interaction/crafting radius 500→5000 on dumpster / recycler ×3 / fabrication-placement, fabricator 2000→20000, master recycler 2500→25000, fill station 1000→10000, crafting-location Eden 1500→15000, batteries 6000→12000 / 20000→40000 / 2000→4000; player boxes 200→400 and 50→100 (f32), fishing container 30→150 (f32), oil pump 36→3600 (f32), distillation tower and the three fluid cables 60000 / 72000→2.16e7 (f32) 01, 03
196 Longer Socket Range foestauf 2026-08-31 14 913 BP_WallSocket_Electric (+ M_WallSocketConnection, .uexp byte-identical to vanilla) 2 surgical words, .uexp 12,977 B both sides: 0x2C4 …00 00 40 7f 40 → …00 88 b3 40, i.e. the f64 pairing range 500.0 → 5000.0 -- the same window #147 and #187 write 01, 02

documented in: 01 = 01-core-pak-data-assets.md · 02 = 02-core-pak-textures-materials.md · 03 = 03-core-ue4ss-lua.md.

Notable mods in detail#

#77 DML -- how a pak-only mod loader is even possible. [file] DML ships two containers, dml_P and dml_core_P, in Paks/dml/. Twenty of its twenty-two assets are new; the two that are not are Voyage/Content/Maps/Empty.umap / .uexp. Vanilla /Game/Maps/Empty is the main-menu map: its name table holds /Game/Game/BP_VoyageGameModeMenu and nothing else of note. DML's copy replaces that with /Game/DmgModLoader/DMG plus LevelStreamingAlwaysLoaded -- i.e. it bolts an always-loaded sub-level onto the map the game loads at boot. DMG.umap's level-script actor DMG_C then ticks: GetAllWidgetsOfClass (guard) → UnlockConsole + SwapCM (from BFL_DMG) → Create(WBP_DML) → AddToViewport. BFL_DMG is a BlueprintFunctionLibrary with UnlockConsole (reaches GameViewportClient → ViewportConsole), SwapCM / AddCE / RemoveCE (CheatManager / CheatManagerExtension), PrintToConsole (ClientMessage) and SpawnObject. CM_DMG is the CheatManager subclass that implements the commands -- its name table contains Action_AddMod, Action_RemoveMod, Action_Map, Action_PosSave/Load/List/Remove/Clear, Action_Toggle, FindLogicMods, GetModActorByName, MakeSoftClassPath, LoadAssetClass, BeginDeferredActorSpawnFromClass, FinishSpawningActor, SetObjectPropertyByName, GetAllFilesInDirectory (via the shipped VoyageEditorBlueprintFunctionLibrary) and SaveGameToSlot/LoadGameFromSlot. Persistence is SG_DML, a SaveGame with ModsToLoad (Map), AutoLoad, AutoDiscovery, PrintLogs, MapToLoad, DisplaySpeed and a SavedLocation Map<Str,Transform>. BP_Spectator is the freecam pawn behind dml freecam. ⚠️ Do not confuse DML with the DML folder already in Voyage/Binaries/Win64/ -- that is Microsoft's DirectML.dll (18.5 MB), shipped by the game. [file, ShadowPC 2026-09-07]

#4 UE4SS v1.3 -- BPModLoader is already on. [file] ue4ss/Mods/mods.txt and mods.json both ship BPModLoaderMod : 1 and BPML_GenericFunctions : 1 enabled, alongside CheatManagerEnablerMod, ConsoleCommandsMod, ConsoleEnablerMod (enabled) and SplitScreenMod, LineTraceMod (disabled). UE4SS-settings.ini sets [EngineVersionOverride] MajorVersion = 5 / MinorVersion = 8, ConsoleEnabled = 1, GuiConsoleEnabled = 1, GraphicsAPI = opengl, EnableHotReloadSystem = 0. So a LogicMod needs only Nexus #4 -- no separate BPModLoader download. See §B.2 for the exact contract read out of that file.

#3 1 Second Dismantle -- the catalogue's only hand-written Kismet patch. [file] .uexp 29,975 → 29,967 B, everything byte-identical outside a 767-byte window at 0x1E4A, which lands inside the GetActionDuration function export. The edit, verbatim:

vanilla  0F <FFieldPath Duration>  48 <FFieldPath Duration>  00 <FFieldPath CallFunc_FMax_ReturnValue>  06 0C020000
mod      0F <FFieldPath Duration>  48 <FFieldPath Duration>  37 00 00 00 00 00 00 F0 3F                06 0C020000

0x0F = EX_Let, 0x48 = EX_LocalOutVariable, 0x00 = EX_LocalVariable, 0x37 = EX_DoubleConst, 06 = EX_Jump. A 17-byte variable read becomes a 9-byte constant 1.0, so the function's on-disk script size at 0x1E4A drops 815 → 807 while the runtime size field at 0x1E46 stays 527 (a serialized FFieldPath is 16 B on disk but 8 B in the VM, so both encodings are 9 VM bytes). Everything downstream then shifts by −8. This project reproduces the whole file byte-for-byte (§E). Author Dmgvol, 431 endorsements, 16,586 downloads -- the catalogue's most-endorsed Blueprint mod.

#8 Longer Cables. [file] Two f32 writes in the CDO export Default__BP_ModuleCable_Base_C at .uexp 0x13C and 0x144. The parent native class is /Script/Voyage.ModulesConnectCable, whose mapping gives slot 23 MaxLength Float and slot 24 MaxLengthBase Float -- 2000→200000 and 1000→100000, i.e. 20 m → 2 km and 10 m → 1 km. Ten files in the mod are the same edit at other multipliers; the container is named zLong_Cables_P so the leading z wins the mount race against other cable mods. ⚠️ It is not alone on that package: #187 Caretaker QoL Bundle ships the same two words at the same offsets (0x13C 2000→200000, 0x144 1000→100000, .uexp 1,323 B either side) and #111 rebuilds six BP_ModuleCable_*. Installing #8 next to #187 is a coin flip that changes nothing either way; installing #8 next to #111 silently drops one of them. [file]

#14 Larger Storage Containers -- the insertion case. [file] BP_Inventory_PlayerBox_Large and _Small are size-neutral overwrites (200→400…, 50→100…). BP_Inventory_PlayerBox is +6 bytes: the base box leaves its weight limit at the class default, so the property is skipped in the unversioned stream and has to be inserted. Vanilla header 0C04 0405 (skip 12, 2 values; skip 4, 2 values, last) becomes 0002 0B04 0405 (slot 0 value; skip 11, 2 values; skip 4, 2 values, last) with a 200.0f prepended to the value area. Across the 50 variants the inserted value is exactly 100 × multiplier, so the vanilla default is 100 kg. All three fix-ups follow: SerialSize 22→28, two later SerialOffsets +6, BulkDataStartOffset 37,100→37,106.

#170 Engine Boosters Enhanced. [file] Six containers, each one 2-6 differing bytes in the ModuleComponent export (class VoyageModuleComponent). The changed word pair sits at slot 22 ModuleModifierData (Struct<VoyageModuleModifierData>), whose nested unversioned fragment 0x0500 (skip 0, 2 values, last) selects slot 0 ProductionMultiplier and slot 1 ConsumptionMultiplier, both Float:

asset Production Consumption
BP_Module_Diesel_Engine_Cylinder 1.15 → 1.4375 1.10 → 1.265
BP_Module_Electric_Engine_Cylinder_SuperBooster 1.3 → 1.625 1.3 → 1.495

(The catalogue's "1.15 → 1.3225" is the author's older arithmetic; the shipped file says 1.4375.)

#147 / #162 -- the f64 trap. [file] Both are one-word edits, but the value is an 8-byte double, not a float: BP_WallSocket_Electric 500.0 → 5000.0 and BP_ToolAbility_Maintenance_Base 300.0 → 2500.0 (3 m → 25 m). Read as f32 those bytes are meaningless noise. Blueprint-authored variables in UE 5 are doubles; C++ UPROPERTY(float) members are f32. Both appear in this game -- guess wrong and you find nothing. Two other current mods make #147's exact edit: #196 Longer Socket Range and #187 Caretaker QoL Bundle both write .uexp 0x2C4 …00 00 40 7f 40 → …00 88 b3 40 (500.0 → 5000.0 f64) in a 12,977-byte BP_WallSocket_Electric -- byte-identical windows from three unrelated authors, which is what a one-word-deep community looks like. #196 additionally carries M_WallSocketConnection and the socket frame mesh unchanged; #187 wraps the same edit into a 37-package bundle. [file]

#106 vs #164 -- proof that "recook" mostly means "re-serialize". [file] Two different authors (Ashayazu, TakeyaSaito), two different features (internal-battery rate, interact range), both targeting BP_Base_Character. Both outputs are 83,580 bytes and differ from each other in 9 bytes. Vanilla is 80,710 B with 1,165 names and 139 exports; both mods have 139 exports and 1,057 names. Same export set, shrunken name table, constant size delta -- that is a re-serializer (the FModel → UAssetGUI → retoc flow, bundled as Nexus #141), not an Unreal editor rebuild. #72 and #81 do the same at 85,237 B (11 bytes apart). ⚠️ Consequence: a big words count in a DIFF is usually not evidence of new logic.

#179 / #199 -- what a real editor rebuild looks like. [file] BP_Module_Diesel_Container goes 34 → 38 exports with two new VoyageModuleSocketView2/3_GEN_VARIABLE; BP_Module_BatteryLarge goes 37 → 49 with StaticMesh2/3/4_GEN_VARIABLE and three new VoyageModuleSocketView*. New exports = new SimpleConstructionScript components = an editor. This is the discriminator that separates §B.4 from §B.5.

#21 Dev Menu. [file] Exactly one mod-added package, /Game/Mods/DevMenu/ModActor, 4,855 B .uasset + 2,542 B .uexp. Its name table: Key_DevMenu (Struct<Key> from /Script/InputCore, default F1), TestWidget (a ClassProperty), CurrentWidget (Object), ModAuthor / ModDescription / ModVersion (Str), PreBeginPlay, PostBeginPlay, ReceiveTick, and the calls WasInputKeyJustPressed, Create, AddToViewport, RemoveFromParent, SetInputMode_GameAndUIEx, SetInputMode_GameOnly, bShowMouseCursor, SetUserFocus. The menu itself is the game's: Voyage/Content/UI/Game/HUD/BP_VoyageCheatWiget.uasset is 754,934 B in pakchunk0, next to BP_VoyageCheat_TeleportMenu_Widget, ..._WeatherAdjustWidget, ..._SavegameSlotWidget, ..._AchievementButton_Widget, ..._DevMapBtn_Widget and Game/BP_VoyageCheatManager. Dmgvol's own disclaimer ("any functionality within the menu is created by the game developers") is literally true. [file for the widget, catalog-only for the F1 binding text]

#128 Automatic Pickup -- the hybrid pattern worth stealing. [file] The pak half is one ModActor at /Game/Mods/BetterPickup/ModActor (note: retoc lands it at Content/Mods/..., without the Voyage/ segment -- a mount-point difference, harmless). Its variables: bReady, VacuumRadius, VacuumIntervalSec, GracePeriodSec, CachedPlayer, InternalInventory; its calls GetAllActorsOfClass, GetDistanceTo, K2_SetTimer(Delegate), CollectActor, and casts to VoyageCharacter / VoyageDynamicMeshActor / VoyageItemInterface. The UE4SS half (ue4ss/Mods/Sky_BetterPickupConfig/) is enabled.txt + Scripts/config.lua + Scripts/main.lua: it FindFirstOf("ModActor_C"), writes the four variables, retries on a 2/5/10/20 s ladder, and binds Shift+F5…F9 to toggle / cycle radius / cycle interval / save / print. That is how you ship a tunable Blueprint mod without recooking.

#143 TLC-Terminal Waypoint -- Lua-driven spawning. [file] The Lua polls ue4ss/Mods/TerminalWaypoint/waypoint.json every 5,000 ms, spawns BP_Waypoint_C / BP_Waypoint2_C from /Game/Mods/TerminalWaypoint/... itself (four candidate path spellings tried in order) and writes the player's and the boat's position back into the JSON. Player class: BP_FirstPersonCharacter_New_C.

#197 DonkLift-320. [file] The only mod that replaces Enhanced Input assets: Game/Input/Vehicle/IMC_Forklift_Keyboard and Blueprints/Vehicles/BP_Forklift_Possesable are overridden, Mods/DonkLiftKeyboardControl/IAV_DonkLiftBrake + IAV_DonkLiftCenterSteering + a ModActor are added, and Mods/DonkLiftKeyboard/BP_Forklift_Original keeps a copy of the untouched Blueprint. Its README.txt is the most professional in the catalogue -- it states the validated build (25056839, UE 5.8.1), the tuning constants, the known limitation, and that v1 died on the engine generation change. Requires neither UE4SS nor DML.


B. How they do it#

B.0 Where a Blueprint keeps its numbers#

A cooked Blueprint package is .uasset (summary, name table, import table, export map) + .uexp (export payloads + the 4-byte tag c1832a9e). The exports you care about, in the order they appear:

export what it holds patched by
<Name>_C the BlueprintGeneratedClass itself nobody (structural)
Default__<Name>_C the CDO -- every default the Blueprint sets on its own class and its native parent #8, #147, #162, #201, #115
<Component>_GEN_VARIABLE / named component exports per-component template overrides (ModuleComponent, VoyageInventoryWeightLimited_GEN_VARIABLE, Cable, StaticMesh_GEN_VARIABLE, …) #14, #145, #146, #154, #170
one export per Blueprint function (GetActionDuration, OnAction, CanInteractWith, …) Kismet bytecode #3

Every export payload is an unversioned property stream: [fragment words][zero mask][values], fragment = SkipNum(7 bits) | HasZero(<<7) | IsLast(<<8) | ValueNum(<<9). A property equal to its class default is skipped and absent; a zero value is masked and absent. Derived-class slots come first, then the super's. Struct-typed values carry their own nested fragment stream (that is how #170's two floats hide inside ModuleModifierData).

B.1 Technique -- size-neutral value overwrite (the majority)#

Find the IEEE-754 bytes of the current default inside the target export, write the new ones, ship. No header maths at all. Worked, from the diffs:

mod asset export offset type before → after
8 BP_ModuleCable_Base Default__…_C +162 / +170 f32 2000→200000 · 1000→100000
145 BP_Inventory_PlayerBox VoyageInventoryWeightLimited_GEN_VARIABLE +6 f32 1500→40000
146 BP_Inventory_PlayerBox_Large same +2 f32 200→20000
147 BP_WallSocket_Electric Default__…_C +8 f64 500→5000
162 BP_ToolAbility_Maintenance_Base Default__…_C +30 f64 300→2500
154 …Electric_Engine_Cylinder_SuperBooster ModuleComponent +20 f32 1.3→1.6
170 six engine cylinders ModuleComponent +20/+22/+53 f32 ×2 see §A
174 BP_GyroCopter_Possessable -- -- f64 250→125
201 BP_CameraDrone Default__…_C +524 f32 5000→25000 (range); +20000→40000 battery
115 3 enhancer BPs Default__…_C +6 f64 25→50/125/250 · 20→40/100/200 · 4→8/20/40

B.2 Technique -- unversioned-property insertion#

When vanilla left the property at its class default it is not in the stream, so you must re-encode the fragment header and grow the export. tlcmod.unversioned.patch_slot does the encoding; the caller then fixes SerialSize, every later SerialOffset, and BulkDataStartOffset. #14 is the only Blueprint mod in the catalogue that does this (it is otherwise the Enhancer Cap technique, applied to a component template rather than a data asset).

B.3 Technique -- Kismet bytecode#

Only #3. The opcodes confirmed first-hand in this game's .uexp streams:

byte opcode operand layout seen
0x00 EX_LocalVariable + 16-byte FFieldPath (i32 count=1, FName{idx,num}, FPackageIndex owner)
0x0F EX_Let + FFieldPath, then two expressions
0x16 EX_EndFunctionParms --
0x19 EX_Context + object expr, skip offset, FFieldPath, member expr
0x1B / 0x1C virtual / final function call + function reference
0x2E EX_DynamicCast + FPackageIndex class, then expr
0x37 EX_DoubleConst + 8-byte IEEE-754 double
0x38 EX_Cast + uint8 conversion token, then expr
0x48 EX_LocalOutVariable + 16-byte FFieldPath [web: UE EExprToken, Engine/Source/Runtime/CoreUObject/Public/UObject/Script.h]
0x06 EX_Jump + i32 code offset

Rules the #3 edit demonstrates:

  1. The bytecode is inside the function's own export; the function's two int32 size fields sit immediately before it -- the first is the runtime/VM size, the second is the on-disk size. Only the second changes when your replacement has a different serialized length but the same VM length. If your edit changes the VM length too, both must move. [file for the first case, inferred for the second]
  2. Jump offsets are absolute-ish byte offsets into the function's script; shrinking a region before a jump target silently breaks it. #3 is safe because it edits the last statement before an EX_Jump whose operand it does not disturb. Replacing a constant with a same-length constant (EX_DoubleConst ↔ EX_DoubleConst, EX_IntConst ↔ EX_IntConst) is always safe; changing lengths is not, unless nothing jumps past the edit. inferred
  3. Handy same-length swaps: EX_True (0x27) ↔ EX_False (0x28), EX_IntZero (0x25) ↔ EX_IntOne (0x26) -- one byte each, no size fix-ups at all. That is the cheapest possible behaviour mod. [inferred -- opcode numbering is UE5-standard; not yet exercised on this build]

B.4 Technique -- whole-package re-serialization (what most "recooks" really are)#

Evidence in §A (#106/#164 identical to 9 bytes, #72/#81 identical to 11). The community pipeline is Nexus #141 "DarkHacks ModPack Creator / PAK Extractor", whose _Tools folder literally contains FModel.exe, UAssetGUI.exe, retoc.exe and oo2core_9_win64.dll [file]. FModel extracts, UAssetGUI edits a property in a tree view and re-serializes the whole package, retoc packs it back. It works, and it is why so many mods have odd size deltas and shrunken name tables.

Two side effects worth knowing:

  • Flat legacy layout. 24 mods (#106, #128, #132, #133, #148, #150, #152, #158, #159, #160, #161, #166, #174, #179, #180, #186, #192, #194, #199, #202, #38, #46, #47, #105) convert back to legacy at the container root or under a project-less Content/ mount -- i.e. without the Voyage/Content/... directory chain (#128's ModActor lands at Content/Mods/BetterPickup/ModActor; #106's is literally flat) -- sometimes named after the container rather than the asset (#106's is literally Fast_Self_Charge_x3_P.uasset). The container's own manifest still carries the correct /Game/... package path, so the game mounts them fine; only retoc's to-legacy cannot rebuild the directory. [file]
  • Diff noise. Converting any mod container to legacy next to global.utoc alone leaves imports unresolved (/Engine/UnknownPackage / UnknownExport), which shortens the name table and renumbers every FName index embedded in the .uexp. #154's second file shows it perfectly: three "changes" are each a single byte d9→d8, 19→18, d5→d4 -- a uniform −1 on the FName indices -- plus one real edit (1.3→1.6). Always separate the two before believing a word count.

B.5 Technique -- genuine Unreal editor rebuild#

Required when the mod adds components, actors, widgets, input assets or real new graph logic. Fingerprint: the export count changes (#179 34→38, #199 37→49) or the package did not exist in vanilla at all (#13's 57 packages, #21, #117, #136, #143, #197, #198, #128, and #165's ten new BP_CodexPortable_* packages -- the only mod in the catalogue that adds new items this way). See §D.5.

B.6 Technique -- the ModActor contract (both loaders)#

Read out of ue4ss/Mods/BPModLoaderMod/Scripts/main.lua as shipped in Nexus #4 v1.3 [file]:

DefaultModConfig.AssetName = "ModActor_C"
Mods[ModNameNoExtension].AssetPath = string.format("/Game/Mods/%s/ModActor", ModNameNoExtension)
Behaviour Detail
discovery every *.pak directly inside <Game>/Content/Paks/LogicMods/; the directory is created if missing
asset /Game/Mods/<pak base name>/ModActor, class ModActor_C -- pak name == mod folder name
override LogicMods/<ModName>/config.lua may set Mods[<ModName>].AssetName / .AssetPath
order Mods/BPModLoaderMod/load_order.txt, one bare name per line, prioritised first, the rest random
spawn AssetRegistryHelpers:GetAsset{PackageName, AssetName} → World:SpawnActor(ModClass, {}, {})
hooks PreBeginPlay() called right after SpawnActor; PostBeginPlay() from RegisterBeginPlayPostHook when the spawned class matches
triggers RegisterLoadMapPostHook (every map load), the INS key (manual reload), plus one immediate pass at startup via FindFirstOf("Actor"):GetWorld()
helpers BPML_GenericFunctions registers the custom events PrintToModLoader(FString) and ConstructPersistentObject(UClass) -> UObject callable from Blueprint

DML uses the same asset path (Dmgvol: "/Content/Mods/<ModName>/ModActor, within your UE5 project, where ModActor is an Actor BP containing your logic" [catalog-only]), so one cooked ModActor works under both. DML adds dml add <name> / dml remove <name> / dml add * / dml toggle discovery and persists the list in its SG_DML save. Optional string variables DML surfaces: ModAuthor, ModDescription, ModVersion (present on Dev Menu's actor) [file].


C. The domain map#

C.1 Asset families that carry the values#

family path root typical export to patch what lives there
Boat/base modules /Game/Blueprints/Modules/** ModuleComponent (VoyageModuleComponent) production/consumption multipliers, resource maps, module config
Cables /Game/Blueprints/Cables/BP_ModuleCable_* CDO (ModulesConnectCable) MaxLength, MaxLengthBase, Bandwidth, CableStrength*
Containers /Game/Blueprints/Interactives/Containers/BP_Inventory_PlayerBox* VoyageInventoryWeightLimited_GEN_VARIABLE weight limit, crafting-pull radius
Player /Game/Blueprints/BP_Base_Character CDO + components reach, pickup radius, jump, internal battery in/out
Tools /Game/Blueprints/Equipment/ToolAbilities/BP_ToolAbility_* CDO + GetActionDuration / GetActionConsuption reach (f64), durations (bytecode)
Equipment /Game/Blueprints/Equipment/BP_Equipment_* CDO + light components headlights, night vision
Vehicles /Game/Blueprints/Vehicles/BP_{CameraDrone,GyroCopter_Possessable,Forklift_Possesable} CDO range, battery, fuel burn
AI /Game/Blueprints/AI/** (BP_Night_Swarm_Spawner, BT_NPC_Whale, BP_NPC_Whale) CDO / behaviour tree spawn rates, production
Fabrication /Game/Blueprints/Fabrication/BP_FabricationPlacementComponent CDO + functions placement validity
Sky /Game/Blueprints/Ultra_Dynamic_Sky_Voyage CDO day/night lengths (vanilla 20 min / 6 min)
UI /Game/UI/Game/HUD/**, /Game/UI/Game/Locator/BP_MinimapWidget widget CDO HUD, minimap
Input /Game/Game/Input/** (IMC_*, IA*) asset payload Enhanced Input mappings
Loader namespace /Game/Mods/** -- empty in vanilla -- no collision risk with shipped content [file]

C.2 Native classes and the properties they expose (from Voyage-5-7.usmap)#

class slot property type used by
ModulesConnectCable 7 Bandwidth Float (#111 transfer rate lives near here)
19/20 CableStrengthMax / CableStrength Float --
23 MaxLength Float #8
24 MaxLengthBase Float #8
25 MinSegments Int --
27 SnapThreshold Float --
36 ResourceFlowColors Map<EModuleResourceType, LinearColor> --
VoyageModuleComponent 5 ModuleConfigData Object --
7 ConfigData Struct<ModuleConfigData> --
13 LeakExcessResources Map<EModuleResourceType, Float> --
20 RuntimeRequirements Map<Str, ModuleRuntimeRequirements> --
22 ModuleModifierData Struct<VoyageModuleModifierData> #170, #154
48 Resources Map<EModuleResourceType, Double> --
49 DisableTimer Float --
55 ModuleDurabilityWorkloadDamage Float --
56 EfficiencyModifier Float --
VoyageModuleModifierData 0 ProductionMultiplier Float #170, #154
1 ConsumptionMultiplier Float #170
2/3 ProductionMultiplierByResource / Consumption… Map<EModuleResourceType, Float> --
6/7 ItemConsumptionMultiplier / ItemProductionMultiplier Float --
8 ProductionSpeed Float --
ModuleConfigData 2/3 ProductionInterval / ProductionOutput Float throughput mods (#90, #139)
16/17 DefaultResourceAmount / MaxResourceAmount Double tank capacity
18/19 ResourceConsumptionStandby / …On Double power draw (#42, #120)
26 BalanceLevel Float --

⚠️ The mapping file is 5.7-era and the live build reports 5.8.1. On VoyageModuleComponent the high slots line up exactly (slot 22 verified against real bytes) while the low slots do not -- ModuleConfigData's payload at the slot the map calls 7 does not match its declared type. Treat usmap slot numbers as a naming aid, always confirmed against the payload. usmap_schema.py also desyncs on some classes (VoyageInventoryWeightLimited reports a nonsense "57736 slots") -- that is the v4 enum walk, not a broken file. [file]

C.3 Data vs code -- what is patchable without an editor#

target patchable in a pak? how
CDO default (Float, Double, Int, Bool, enum byte) ✅ §B.1
component-template default ✅ §B.1
a default equal to the class default (absent from the stream) ✅ §B.2 insertion
nested struct field (e.g. ModuleModifierData.ProductionMultiplier) ✅ §B.1, mind the nested fragment
object/texture/mesh reference ✅ (size-neutral) tlcmod.package.retarget_import
literal baked into a graph node pin ✅ but delicate §B.3 bytecode const
a graph's shape (new nodes, branches, new variables) ❌ editor
a new component / actor / widget / input action ❌ editor
a whole shipped map (/Game/Maps/**, e.g. Maps/Boats/TestBoat) ✅ but the highest-risk override in the catalogue ship a replacement .umap/.uexp in the pak (#144 does exactly this, DML does it to Maps/Empty): the container's copy reverts every level change a later game build ships, so it goes stale on the first patch that touches the level
static-switch material permutations ❌ not in the container
anything in C++ (/Script/Voyage.* behaviour) ❌ UE4SS Lua at runtime, or nothing

C.4 String tables (for any mod that adds UI text)#

/Game/LocalizationStringTables/ST_Interaction, ST_Modules, ST_UI are imported by the module and cable Blueprints [file]. FText values in cooked packages serialize as namespace/key GUID strings, so retargeting text through the string table is size-neutral only if the key lengths match; adding new text is an editor job (#197 ships English + Russian HUD hints that way).


D. Recipe -- building a new mod of this kind#

D.1 Decide which half you are in#

Is the change a NUMBER (or a bool, or a mesh/texture reference)?      -> D.2, no editor, minutes
Is it ONE literal inside one function's logic?                        -> D.4, no editor, an hour
Is it new behaviour / a new actor / a new widget / a new input?       -> D.5, UE 5.8 editor, a day

D.2 Value patch, end to end#

# 1. extract read-only on the ShadowPC (or use data/mods/vanilla/raw, which already has most Blueprints)
ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f BP_WallSocket 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\socket'"
# then, locally:
scp -r -i ~/.ssh/shadow_claude [email protected]:'C:/Users/Shadow/AppData/Local/Temp/tlc-mine/socket/Voyage' data/mods/<mod>/raw/
# 2. see the export map (dry run with no ops)
python templates/mods/core-logicmods-blueprints/build_bp_patch.py --recipe my.json

# 3. name the property
python tools/mods/usmap_schema.py \
  "data/nexus-mods/94-mod-94/unpacked/UE 5.7 Mapping File-94-1-0-1767023901/Voyage-5-7.usmap" \
  ModulesConnectCable
{ "name": "longer-wireless", "container": "LongerWireless_P", "source": "data/mods/vanilla/raw",
  "patches": [{ "asset": "Voyage/Content/Blueprints/Modules/Utility/Wireless/BP_WallSocket_Electric",
    "ops": [{ "op": "set_value", "export": "Default__BP_WallSocket_Electric_C",
              "type": "f64", "find": 500.0, "set": 5000.0 }] }] }
# 4. build + pack
python templates/mods/core-logicmods-blueprints/build_bp_patch.py --recipe my.json --apply --pack

If the value is not found, flip f32 ⇄ f64 before anything else. If it is found more than once, add "occurrence": 0 (or "all").

D.3 The library call, if you would rather write it by hand#

import sys, struct; sys.path.insert(0, "tools/mods")
from tlcmod import package, unversioned

ua = bytearray(open(base + ".uasset", "rb").read())
ue = bytearray(open(base + ".uexp",  "rb").read())
for off, size, soff in package.export_map(bytes(ua), len(ue)):
    ni, _ = struct.unpack_from("<2I", bytes(ua), off - 28 + 16)      # export name index
    ...
body = bytes(ue[start:start + size])
slots, values_at = unversioned.read_slots(body, 0)                   # ['skip','value','zero', ...]
new_body, delta = unversioned.patch_slot(body, 0, struct.pack("<f", 400.0))

⚠️ tlcmod.package ships fix_single_export_size (one-export packages) and fix_last_export_size (patched export is last). A Blueprint's patched export is usually neither -- use the template's resize_export(), which shifts every later SerialOffset as well.

D.4 Bytecode patch, end to end#

  1. Locate the function export by name in the dry-run listing.
  2. Dump the window around the value you want to neutralise; identify the opcodes with §B.3.
  3. Prefer a same-length replacement. If you must change length, note the delta and find the two int32s just before the bytecode (0x1E46 / 0x1E4A in #3: 527 = the runtime/VM size, 815 = the on-disk size, and it is the second one -- the one that moves). Pin it with expect. (0x1E42 holds 0; it is not one of the pair.)
  4. Recipe:
{"op": "patch_i32",     "at": "0x1e4a", "expect": 815, "value": 807},
{"op": "replace_bytes", "export": "GetActionDuration",
 "find_hex": "48 01000000 7b00000000000000 08000000 00 01000000 2b00000000000000 08000000 060c020000",
 "set_hex":  "48 01000000 7b00000000000000 08000000 37 000000000000f03f 060c020000"}

Order matters: do the patch_i32 before the length-changing replace_bytes, because its offset is measured in the pre-edit stream. Include enough context in find_hex to be unique -- the bare EX_LocalVariable + path appears twice in that one function.

D.5 Editor path (LogicMod / ModActor)#

Full steps in templates/mods/core-logicmods-blueprints/logicmod/README-editor.md. Summary: UE 5.8 from the Epic launcher (released 2026-06-17 [web]) installed to the ShadowPC's D: (305 GB free vs 13 GB on C: as of 2026-09-07 [file]); a blank project of any name; Content/Mods/<ModName>/ModActor parented to Actor; a PrimaryAssetLabel with Chunk ID 1; Package Project; rename pakchunk1-Windows.* to <ModName>.*; drop into Paks/LogicMods/ (UE4SS) or anywhere under Paks/ (DML). Add a UE4SS Lua sidecar if you want the values tunable at runtime.

D.6 Install, test, rollback#

Step Action
Install game closed, snapshot the save, copy <Name>_P.{utoc,ucas,pak} into Voyage\Content\Paks\~mods\
Test there is no UE log in Shipping -- the only signal is in-game. A broken package is silently dropped, so "nothing changed" usually means a bad size fix-up, not a bad value
Diagnose install UE4SS (#4) temporarily: its GUI console prints package/asset errors
Rollback delete the three files. Nothing in the install was modified
Verify Steam → Verify integrity of game files if in doubt

E. Template#

C:/last-caretaker/templates/mods/core-logicmods-blueprints/

File What it is
README.md how to fill it in, build, stage, install, roll back
build_bp_patch.py the builder: set_value, insert_slot, replace_bytes, patch_i32; dry run by default; general resize_export() fix-up; re-validates the export map after every edit
recipe.example.json reproduces Nexus #8, with the other two ops documented inline
selftest.py rebuilds three shipping mods and asserts byte-identity
logicmod/README-editor.md the honest editor path: the BPModLoader contract, the PrimaryAssetLabel cook, mount points, disk cost
logicmod/config.lua optional Paks/LogicMods/<ModName>/config.lua override
logicmod/ue4ss-sidecar/{enabled.txt,Scripts/main.lua,Scripts/config.lua} the #128-shaped Lua sidecar that writes ModActor variables live, with hotkeys and persistence

Verified run, 2026-09-07:

$ python templates/mods/core-logicmods-blueprints/selftest.py
PASS  #8  Longer Cables / set_value                   1323 B vs 1323 B
PASS  #14 Larger Storage x02 / insert_slot            16531 B vs 16531 B
PASS  #3  1 Second Dismantle / replace_bytes + patch_i32  29967 B vs 29967 B

all three edit shapes reproduce the shipping mods byte-for-byte

Each case rebuilds the mod from data/mods/vanilla/raw and compares the produced .uexp against the file the Nexus author published (.uasset is not compared -- retoc's legacy conversion of a mod container loses its import package names). The example recipe's dry run reports set_value Default__BP_ModuleCable_Base_C +162 (uexp 0x13c) f32 2000 -> 200000 and +170 (uexp 0x144) f32 1000 -> 100000, then export map re-validates: OK.

The Lua sidecar has not been run in-game: no UE4SS is installed on the ShadowPC as of 2026-09-07.


F. Pitfalls, version notes and patch survival#

# Pitfall Detail
1 f32 vs f64 UE 5 Blueprint variables are doubles; C++ float members are f32. Both are everywhere in this game. If a search misses, flip the type before doubting the value
2 Skipped properties a default equal to the class default is absent. Overwriting "where it should be" corrupts the next field. Read the fragment header first (unversioned.read_slots)
3 Masked zeros a zero value is masked and absent too -- same trap
4 Size fix-ups SerialSize + every later SerialOffset + BulkDataStartOffset. Miss one and the package is silently dropped: the game shows vanilla behaviour, no crash, no log
5 No log in Shipping there is no Voyage.log. UE4SS's GUI console is the only diagnostic channel
6 Container collisions two containers overriding one package fight; the loser is arbitrary. The catalogue is full of z-prefixes (#8 zLong_Cables_P, #14 zLarger_Storage_*_P) and LoadPriority9999 file names (#154) to force the order. The contested packages, from the per-container package lists in inventory.json: BP_Base_Character -- #49, #51, #72, #81, #106, #164 · BP_WallSocket_Electric -- #147, #196, #187 (the last two make the byte-identical f64 edit at .uexp 0x2C4) · BP_ModuleCable_Base -- #8, #111, #187 (#187 repeats #8's exact pair at 0x13C/0x144) · BP_FirstPersonCharacter_New -- #53 (3 surgical bytes) and #165 (a recook) · the engine cylinders (BP_Module_{Diesel,Electric,Petrol}_Engine_Cylinder*) -- #37, #84, #133, #154, #155, #170 · BP_Inventory_PlayerBox -- #14, #15, #107, #145, #187 · BP_Module_Battery{,Large,Small} -- #34, #55, #76, #187, plus #199 on …BatteryLarge
7 _P suffix needed only when the container overrides a shipped package. Mods that only add /Game/Mods/... (#13, #21, #117, #136) ship without it
8 Diff noise converting a mod container to legacy next to global.utoc alone leaves imports unresolved, shortening the name table and renumbering every FName in the .uexp. Thousands of "differing words" is usually that, not new logic (§B.4)
9 "Recook" ≠ editor a constant size delta shared across a mod's variants (and across different authors) is a re-serializer. Only a changed export count proves an editor rebuild
10 usmap drift Voyage-5-7.usmap predates 5.8. High slots verified; low slots on VoyageModuleComponent do not match. usmap_schema.py desyncs on some classes entirely
11 Jump offsets length-changing bytecode edits can break EX_Jump targets. Prefer same-length constant swaps
12 Enum/bool bytes a Bool is one byte in the stream and a Bool set to false is usually masked away; flipping "false → true" is an insertion, not an overwrite
13 DML ≠ DirectML Voyage/Binaries/Win64/DML/x64/DirectML.dll is Microsoft's, shipped by the game. DmgModLoader installs to Paks/dml/
14 The 5.6 → 5.7 wall the 2025-12-16 migration killed every mod built before it. #197's README says it plainly: v1 "is known to be incompatible with game 5.5, primarily because it targets the earlier Unreal Engine generation"

Patch survival. A value patch survives a game update only if the target export's byte layout is unchanged -- which is why authors re-upload after every drop (#3, #8, #14, #145, #146, #147, #162, #170 all have 2026-09-0x files). The recipe survives even when the bytes do not: build_bp_patch.py locates by value inside a named export, so re-running it against a freshly extracted tree is the whole update procedure. A ModActor LogicMod survives better -- it only breaks when the engine generation changes or when a class it references is renamed.


G. Ideas this project could build#

Ranked by value ÷ effort. "S" = a sitting, "M" = a session, "L" = needs the editor.

# Idea Technique Effort Notes
1 Robert's personal balance pack -- one container with the handful of values he actually wants (cable length, container weight, crafting radius, scrap reach, engine multipliers) value ×N S one recipe file, no collisions because it is one container; supersedes installing 6 conflicting mods
2 bp_find.py -- given an asset and a target number, print every export/offset/type where it occurs, with the usmap name tooling S the missing step-2 of §D.2; turns "guess the type" into a listing
3 Recipe re-verification after a patch -- run every recipe against a fresh extraction and report which values moved tooling S makes patch-day a one-command job
4 Day/night length of choice -- Ultra_Dynamic_Sky_Voyage day/night minutes (#126 does 3 fixed splits by re-serialization) value S find the vanilla 20/6-minute pair as f64 first
5 Configurable dismantle/repair/scrap durations -- generalise #3's EX_DoubleConst trick to GetActionDuration on every BP_ToolAbility_* bytecode M the opcode window is identical across the family; #3 only did Dismantle
6 Night-worm switch -- BP_Night_Swarm_Spawner, one EX_True/EX_False byte instead of #103's whole-package rebuild bytecode M needs locating the guard; would be the cheapest behaviour mod in the catalogue
7 A "no dead mods" collision checker -- read ~mods/*.utoc manifests and warn when two containers claim one package tooling M the catalogue's #1 support problem; tlcmod.pack.manifest already lists packages
8 Minimap zoom, revived -- #82 is the only minimap mod and it is pre-5.7 dead value or editor M/L check whether BP_MinimapWidget's zoom is a CDO default first
9 A Caretaker HUD panel (ModActor + widget, à la #198) showing base power balance / hull integrity modactor L needs UE 5.8; the ModActor scaffold is written
10 Hybrid tuning harness -- one ModActor exposing ~10 floats + a Lua sidecar, so gameplay values become live-tunable without rebuilding paks modactor + Lua L the #128 pattern generalised; the biggest quality-of-life win for our own experimentation

H. Gaps & unverified#

  1. No mod in this category has been installed or run. Every claim here is static analysis of files plus the game's own container. Nothing was tested in-game.
  2. UE4SS and DML are not installed on the ShadowPC (checked 2026-09-07: Paks/ has only ~mods, Binaries/Win64/ has no dwmapi.dll, no ue4ss/). The BPModLoader contract in §B.6 is read from the shipped Lua, not observed running.
  3. The Lua sidecar in the template is untested at runtime. Modelled on #128, never executed.
  4. VoyageModuleComponent's low slot numbers do not line up with the 5.7 usmap; only slot 22 (ModuleModifierData) was verified byte-for-byte. The exact property behind #145/#146's inventory float is therefore named only by behaviour ("weight limit", "crafting pull"), not by mapping.
  5. 0x48 = EX_LocalOutVariable -- name confirmed from the engine header (EExprToken in Engine/Source/Runtime/CoreUObject/Public/UObject/Script.h [web]), not exercised beyond #3.
  6. The second int32 before a function's bytecode is the on-disk size (verified by the −8 in #3); the claim that both fields must move when the VM length changes is inferred, not exercised.
  7. DML's Dev_AvoidDuplicate / Dev_DestroyOnRemove / Dev_LoadOnAdd appear in CM_DMG's name table; whether they are properties DML reads off the mod's ModActor or its own internals is not established. No downloaded ModActor declares them.
  8. The 11 Blueprint-category mods among the 24 listed in §B.4 (#106, #116, #133, #138, #150, #159, #160, #174, #179, #194, #199) convert to a flat legacy layout; their per-export attribution is by filename match against vanilla, not by container path. The other 13 of the 24 belong to other categories or, like #128, land under a project-less Content/ mount rather than at the bare root.
  9. #201's two remaining changed words (catalogued as movement force 3.79→5.23 and light 0→2) were not isolated cleanly -- only range 5000→25000 and battery 20000→40000 are file-verified.
  10. Not opened in detail: #37, #42, #47, #51, #52, #55, #64, #65, #82 (all pre-5.7 archaeology) beyond their package lists and size classes.
  11. Whether Paks/LogicMods/ mounts without UE4SS is inferred from DML shipping its own loader in Paks/dml/ (UE scans pak subdirectories); not directly tested.
  12. 00-mod-library.md #82 carries the pre-verification minimap path UILocator/BP_MinimapWidget. The pakchunk0 file index puts the asset at Voyage/Content/UI/Game/Locator/BP_MinimapWidget.uasset (= /Game/UI/Game/Locator/BP_MinimapWidget), which is what §C.1 now uses; the library doc is outside this pass's edit scope and was not changed. [file: data/datamine/raw/pakchunk0-file-index.txt.gz]
  13. §A.5 cells that read recook, no surgical words are size/word evidence, not a claim about intent. A recook can still carry exactly one intended value change (§B.4); isolating it needs a container-side conversion with the game's own pakchunk0-Windows.ucas present, which this pass did not run.

I. Sources#

Files (first-hand)#

  • C:/last-caretaker/data/nexus-mods/inventory.json, inventory.md -- technique fingerprints, package lists
  • C:/last-caretaker/data/nexus-mods/<id>-mod-<id>/legacy/** and DIFF.md -- every mod diff quoted
  • C:/last-caretaker/data/mods/vanilla/raw/Voyage/Content/** -- vanilla legacy packages for diffing
  • C:/last-caretaker/data/nexus-mods/77-mod-77/legacy/{1086_dml_P,1086_dml_core_P}/** -- DML internals
  • C:/last-caretaker/data/nexus-mods/4-mod-4/unpacked/**/ue4ss/Mods/BPModLoaderMod/Scripts/main.lua, BPML_GenericFunctions/Scripts/main.lua, mods.txt, mods.json, UE4SS-settings.ini
  • C:/last-caretaker/data/nexus-mods/128-mod-128/unpacked/**/Sky_BetterPickupConfig/Scripts/{main,config}.lua
  • C:/last-caretaker/data/nexus-mods/143-mod-143/unpacked/**/TerminalWaypoint/{Scripts/main.lua,waypoint.json}
  • C:/last-caretaker/data/nexus-mods/197-mod-197/unpacked/**/README.txt
  • C:/last-caretaker/data/nexus-mods/141-mod-141/unpacked/**/_Tools/ -- FModel + UAssetGUI + retoc
  • C:/last-caretaker/data/nexus-mods/94-mod-94/unpacked/**/Voyage-5-7.usmap -- class/property mapping
  • C:/last-caretaker/data/datamine/raw/pakchunk0-file-index.txt.gz -- BP_VoyageCheatWiget, BP_VoyageCheatManager, absence of /Game/Mods/
  • C:/last-caretaker/data/nexus/thelastcaretaker-mods.json -- versions, authors, dates, endorsements, downloads, descriptions
  • C:/last-caretaker/tools/mods/{README.md,tlcmod/*,usmap_schema.py} -- the house library
  • ShadowPC, read-only, 2026-09-07: Paks/ listing, Binaries/Win64/ listing, free-space check

Web#

Catalogue text (Nexus descriptions, [catalog-only])#

Mod #77 (the ModActor contract as Dmgvol words it, the dml command list), #21 (F1 binding, feature list), #13 (key bindings, screenshot path %localappdata%\Voyage\Saved\Screenshots\Windows). Nexus web pages were never fetched.

M05

05 -- Core technique: frameworks, install, load order, coexistence & patch survival

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

The infrastructure layer under the other four technique docs. Docs 01-04 explain how to change a value, a texture, a Lua-visible property or a Blueprint. This one explains the ground they all stand on: where a mod goes, which one wins, what has to be installed first, what a game update breaks, and how to get back to vanilla.

Confidence tags: [file] = read out of the mod's own bytes or the live install; [catalog-only] = only the Nexus description supports it; [web] = external documentation; inferred = reasoned from file evidence, stated as such.

Version anchor. Every measurement below is against the live install as of 2026-09-07: VoyageSteam-Win64-Shipping.exe 198,655,048 B, FileVersion 5.8.1.0, mtime 2026-09-01 13:41 UTC, Steam buildid 25056839, pakchunk0-Windows.ucas 15,682,710,160 B (mtime 2026-09-01), global.* and pakchunk0optional-* mtime 2026-08-29. Containers unencrypted, unsigned, TOC v8, Oodle. Asset serialization is still UE 5.7-era -- retoc 0.1.5 --version UE5_7 reads and writes it. [file]


A. Library#

The category taxonomy is ours, not Nexus's (all 176 mods sit in "Miscellaneous"). Tier is usefulness to this project, not popularity. Status is measured against the 2026-09-01 build.

# Mod Author Ver Updated End. DL Technique Status Tier What it changes Files
4 UE4SS for TheLastCaretaker UE4SS-RE v1.3 2026-09-06 231 13,998 proxy-DLL framework + 8 bundled Lua mods current top nothing in the game tree; adds a scripting runtime next to the exe dwmapi.dll (279,552 B) + ue4ss/ (UE4SS.dll 20,567,040 B, settings.ini, 8 mod folders + shared/UEHelpers, 12 .lua)
77 DML - DmgModLoader Dmgvol v0.6 2026-09-06 159 13,135 pak-only loader: overrides /Game/Maps/Empty current top 1 shipped package (Maps/Empty), adds 9 of its own + a SaveGame class dml/dml_P.{utoc,ucas,pak} (10 pkgs) + dml/dml_core_P.* (1 pkg)
141 DarkHacks 'ModPack Creator' + 'PAK Extractor' xDarkHackx v13-Hotfix-1 2026-08-09 45 2,236 external tooling + a newer .usmap probably current (tools), mapping is 0.8.0-era strong nothing -- runs outside the game TLC_ModPackCreator.exe, TLC_PAK_Extractor.exe, bundled retoc.exe, FModel.exe, UAssetGUI.exe, oo2core_9_win64.dll, Mappings.usmap (640,482 B), CreatorTLCDB.tlcmodinfo (11,174,393 B)
94 UE 5.7 Mapping File JoewAlabel v1.0 2025-12-29 15 404 .usmap reference usable but stale strong nothing -- tooling input Voyage-5-7.usmap (633,145 B, usmap v4, zstd, 58,762 names)
11 / 12 / 95 No Solar or Turbine Degradation / Disable Human Seed Decay Timer / No Flamethrower Overheat LordGregory 1.5.0 / 1.4.0 / 1.2.0 2026-09-03 110 / 96 / 11 4,535 / 3,266 / 476 ASI / winhttp.dll proxy, AoB scan + NOP current for 0.8.5.651027 per changelog niche (but the third framework lane) nothing on disk in the game tree; patches the running exe's machine code one .asi each, x64 PE, 823,296 / 823,296 / 827,392 B (~804-808 KB)
127 Mod Organizer 2 Support (Basic Game Plugin) Kronprinz77 v1 2026-03-30 7 321 MO2 basic-game plugin current (paths verified) niche nothing in the game game_thelastcaretaker.py, 1,092 B (30 lines)
122 Head Bob and Camera Physics Fix (Inertia) DarkDominion v1.0.1 2026-03-23 4 326 Engine.ini [SystemSettings] cvars partly inert -- 4 of 7 lines are not cvars in this build niche user config only Engine.ini, 301 B, 10 lines
61 Clear Caretaker CaptCannabil v1.0.0 2025-11-26 9 278 ReShade .fx preset broken as shipped -- the effect never reaches the backbuffer avoid nothing in the game 2 shader files + 2 redistributed ReShade headers + 2 textures
78 New Start - Maxed Out Germinus 1.0 2025-12-18 18 805 drop-in .sav stale -- GVAS stamped UE 5.7.1, 92 custom versions weak replaces your save wholesale maxsave_0.sav 665,255 B (newest file v1.1)
88 A Lazarus Save Game Mo 0.5.0.581999 2025-12-09 8 467 drop-in .sav avoid -- GVAS stamped UE 5.6.1, PackageFileVersionUE5 1017 avoid replaces your save wholesale Lazarus_0.sav 2,174,370 B
31 Quick Save Anywhere without Backup Station Jai v1.0.1 2025-11-16 20 818 mod-local .ini beside a UE4SS Lua mod stale (pre-5.7) reference UE4SS mod folder only NoBackupStation/
1 No-Intro (Skip Startup Videos) Gametism v0.1 2025-10-14 28 830 loose-file overwrite in the shipped tree mechanism still valid reference overwrites Voyage/Content/Movies/*.mp4 in place 2 .mp4

Table convention (matches 00-mod-library.md): Ver is the catalogue mod version, Updated is the newest file's upload date. The two disagree in two places and the disagreement is recorded rather than smoothed over: #78's mod version is 1.0 while its newest file is Maxed Out Save Update v1.1 (same day); #1's catalogue updatedAt is 2025-10-24 while its only file was uploaded 2025-10-14. File sizes are stat bytes from data/nexus-mods/, not the Nexus-reported archive size.

#4 UE4SS for TheLastCaretaker#

A repackaged RE-UE4SS build, not a TLC-specific fork. The proxy is dwmapi.dll: its export table is the full Dwm* surface (42 Dwm* / Dwmp* names, including the undocumented private ones) forwarded on, plus the strings UE4SS.dll, ue4ss and Failed to load proxy DLL, and a PDB path D:\a\RE-UE4SS\RE-UE4SS\build_cmake_msvc_Game__Shipping__Win64\...\dwmapi.pdb -- a GitHub-Actions build of the upstream repo. [file] The core UE4SS.dll (20.6 MB) carries patternsleuth Rust resolver paths (.../resolvers/unreal/{fname,gmalloc,guobject_array,kismet,game_loop,static_construct_object,...}.rs) -- signature-scan based, which is why it survives a rebuilt exe better than a hardcoded-offset tool. [file] The mod page names the exact build: UE4SS_v3.0.1-1125-g527a483b (2026-09-05), commit 527a483b, DLL SHA-256 4f9762f8.... [catalog-only] Ships 8 mod folders holding 11 Lua scripts (plus shared/UEHelpers/UEHelpers.lua); mods.txt enables CheatManagerEnablerMod, ConsoleCommandsMod, ConsoleEnablerMod, BPML_GenericFunctions, BPModLoaderMod, Keybinds and disables SplitScreenMod, LineTraceMod. [file] Earlier file descriptions promised "the AES key and mapping file"; the current v1.3 zip contains neither -- correct, because this game's containers are unencrypted and .usmap is a tooling artefact, not a runtime one. [file] 12 catalogue mods declare #4 by id (13, 31, 35, 47, 57, 70, 123, 168, 173, 177, 187, 204); two more declare a generic/experimental UE4SS instead -- #175 links the RE-UE4SS experimental-latest GitHub release, and #205 requires "UE4SS Experimental -- Unreal Engine 5.8 Compatible", which explicitly points at the experimental build rather than at #4. [file, thelastcaretaker-mods.json requirement records] Caveat: it exposes a debug console window by default ([Debug] ConsoleEnabled = 1, GuiConsoleEnabled = 1, GuiConsoleVisible = 1).

#77 DML - DmgModLoader#

The interesting one: a loader with no DLL at all. It ships two _P containers and its whole bootstrap is one overridden shipped package. See section B.3 for the byte evidence. Functionally it gives you an unlocked console (~~), a dml command family implemented as a CheatManager subclass, a freecam pawn, world-marker widgets, and auto-discovery of UE4SS-style LogicMods -- all in Blueprint. It persists its own state in a USaveGame subclass (SG_DML), i.e. it writes an extra .sav into your SaveGames folder. [file] Caveat: it is the only mod in the whole 176 that overrides /Game/Maps/Empty, so anything else that ever touches the menu map will silently fight it.

#141 DarkHacks ModPack Creator / PAK Extractor#

Two Windows GUIs plus a bundled toolchain: retoc.exe, FModel.exe, UAssetGUI.exe, oo2core_9_win64.dll and a _Tools/PUT_TOOLS_HERE.txt. [file] The interesting artefact is not the GUI: it is Mappings.usmap (2026-07-24), which is 890 names newer than #94's and, unlike #94's, actually contains VoyagePaintItem. See B.5 -- this is the mapping the project should be using.

#11 / #12 / #95 (LordGregory)#

The third framework lane and the most fragile. Each .asi is itself a winhttp.dll proxy (C:\Windows\System32\winhttp.DllCanUnloadNow / DllGetClassObject forwarders) that carries the module strings VoyageSteam-Win64-Shipping.exe and VoyageEpic-Win64-Shipping.exe -- forwarders and module names are [file]; that it resolves the first and falls back to the second, and that it NOPs a subroutine located by an AoB scan, is [catalog-only] (the author's description and changelog; the binaries were not disassembled -- see section H). Sizes: 823,296 / 823,296 / 827,392 B. The install doc offers two shapes: drop it in as winhttp.dll directly, or install Ultimate-ASI-Loader as winhttp.dll and put the mod in Voyage/Binaries/Win64/plugins/*.asi -- the loader is required if you want more than one of these at once. [catalog-only] The changelog is a version ladder that shows exactly how brittle the lane is: 0.5.0.X → 0.6.0.X (UE 5.7) → 0.6.5.607807 → 0.8.0.612115 → 0.8.5.651027, "AoBs changed" nearly every time. [catalog-only]

#127 MO2 basic-game plugin#

30 lines of mobase subclass. Every field checks out against the live install: GameSteamId = 1783560, GameBinary = "Voyage.exe" (there is a Voyage.exe shim at the install root -- verified), GameDataPath = "Voyage/Content/Paks/~mods", GameDocumentsDirectory = "%LOCALAPPDATA%/Voyage/Saved/SaveGames", GameSaveExtension = "sav". [file] Its limits are honest and worth repeating: it virtualises only the ~mods folder, so UE4SS, LogicMods, ASI plugins and Engine.ini are outside its reach (the page points at MO2's Root Builder plugin for those). [catalog-only] It also tells you to create ~mods by hand first or MO2 logs a "Directory not found".

#122 Head Bob and Camera Physics Fix#

10 lines of CRLF Engine.ini under [SystemSettings]. Verified against the shipping exe's UTF-16 string table: r.MotionBlurQuality, r.DefaultFeature.MotionBlur and r.SceneColorFringeQuality exist; r.SpringArm.DebugCameraLag, r.CameraShakeMultiplier, r.HeadBob and p.NetCharacterForceForcesCharacterStop do not appear anywhere in the binary. [file] So the mod does what its "Visual Clarity" comment block says and nothing else; the head-bob half is superstition -- the game's own bRemoveHeadBob in [/Script/Voyage.VoyageGameUserSettings] is the real toggle (currently False on this install). The technique -- an authored Engine.ini marked read-only -- is sound and is the single most update-proof lane on the site.

#61 Clear Caretaker#

PerceptualStability.fx v4.0, a two-pass Sobel-guarded local-contrast + unsharp chain. Two defects are visible in the source. (1) The temporal half is dead code: #if defined(PREVIOUS_FRAME) guards the only use of TemporalBlend, and PREVIOUS_FRAME is defined nowhere in the archive. [file] (2) Both passes set an explicit RenderTarget (PS_BaseTex, then PS_FinalTex); in ReShade FX a pass writes to the backbuffer only when it declares no render target, so the finished image is left in an offscreen texture and never displayed. [file] + [web] As shipped the technique costs two full-screen passes and changes nothing on screen. It also redistributes ReShade's own ReShade.fxh / ReShadeUI.fxh and Textures/{FontAtlas,lut}.png, which will collide with a normal ReShade install.

#78 / #88 save games#

Both are standard Unreal compressed-save archives: an 8-byte C1 83 2A 9E 22 22 22 22 tag, a 128 KiB (0x20000) chunk size, then a chain of zlib streams that inflate to [u32 size][GVAS]. [file] The header comparison is the whole story (section B.8): #88 is a UE 5.6.1 save from before the serialization migration, #78 a UE 5.7.1 save; the live game writes 5.8.1 saves with 100 custom versions against their 93 and 92.


B. How they do it#

B.1 Proxy-DLL injection -- two lanes, two DLL names, no conflict#

Lane Proxy file Placed in Loads Evidence
UE4SS dwmapi.dll Voyage/Binaries/Win64/ <exe dir>/ue4ss/UE4SS.dll export table + literals UE4SS.dll, ue4ss, Failed to load proxy DLL [file]
ASI (LordGregory) winhttp.dll (the mod itself, or Ultimate-ASI-Loader) Voyage/Binaries/Win64/ (plugins in .../Win64/plugins/*.asi) the .asi files forwarders to C:\Windows\System32\winhttp.DllCanUnloadNow / DllGetClassObject [file]

Because the two lanes hijack different system DLLs, both can be present at once. Two mods that both want to be winhttp.dll cannot -- that is exactly why LordGregory's install notes make the ASI loader mandatory for more than one of his mods. [catalog-only]

UE4SS's search order for its core DLL is documented as --ue4ss-path → override.txt → <exe dir>/ue4ss/UE4SS.dll → <exe dir>/UE4SS.dll; this package uses the third. [web]

[EngineVersionOverride] MajorVersion = 5 / MinorVersion = 8 in UE4SS-settings.ini is what tells the runtime which engine layout to assume; the same file also carries the whole hook roster (HookProcessInternal, HookLoadMap, HookBeginPlay, HookUObjectProcessEvent, HookProcessConsoleExec, FExecVTableOffsetInLocalPlayer = 0x28, ...). [file]

B.2 Which UE4SS mods start, and in what order#

Three mechanisms, shipped side by side in the same package:

File Where Effect
ue4ss/Mods/mods.txt one per mods directory (or a single ControllingModsTxt) Name : 1/0, top-to-bottom is the load order; ; comments
ue4ss/Mods/mods.json same folder [{"mod_name": ..., "mod_enabled": ...}], no ordering
ue4ss/Mods/<Name>/enabled.txt inside a mod presence = enabled; bypasses mods.txt and gives no load order

Shipped mods.txt (verbatim): CheatManagerEnablerMod : 1, ConsoleCommandsMod : 1, ConsoleEnablerMod : 1, SplitScreenMod : 0, LineTraceMod : 0, BPML_GenericFunctions : 1, BPModLoaderMod : 1, then a commented "Built-in keybinds, do not move up!" and Keybinds : 1. [file] mods.json agrees with it exactly. mods.txt is the one that also carries ordering, and is favoured for settings; enabled.txt is the drop-in convenience an end-user mod ships (Nexus #128 does). [web]

ue4ss/Mods/shared/UEHelpers/UEHelpers.lua is a shared library, not a mod -- it is not listed in either file and is required by name. [file]

B.3 The pak-only loader bootstrap (DML) -- the one to steal#

DML's whole entry point is a single overridden shipped package. Diff of the vanilla menu map against DML's, by name table (legacy conversion of both, retoc to-legacy --version UE5_7):

vanilla Maps/Empty.umap (2,074 B) DML Maps/Empty.umap (2,376 B)
imports/names /Game/Maps/Empty, NavigationSystemV1, PersistentLevel, Model, NavigationSystemModuleConfig, VoyageWorldSettings, /Game/Game/BP_VoyageGameModeMenu, BP_VoyageGameModeMenu_C, SceneComponent, DefaultSceneRoot_GEN_VARIABLE /Game/Maps/Empty, /Game/DmgModLoader/DMG, NavigationSystemV1, PersistentLevel, LevelStreamingAlwaysLoaded, Model, NavigationSystemModuleConfig, VoyageWorldSettings
first differing word -- 0x2C
differing 4-byte words -- 371 (mostly name-table renumbering, see the conversion caveat below)

The load-bearing change is the pair /Game/DmgModLoader/DMG + LevelStreamingAlwaysLoaded: the menu level gains an always-loaded streaming sub-level pointing at the mod's own map. [file] From there it is ordinary Blueprint:

Package Class What it carries (from the export/name tables)
/Game/DmgModLoader/DMG (.umap) DMG_C LevelScriptActor ReceiveTick, calls UnlockConsole, SwapCM, Create + AddToViewport of WBP_DML, GetAllWidgetsOfClass
/Game/DmgModLoader/BFL_DMG (in the separate dml_core_P) BlueprintFunctionLibrary UnlockConsole (LocalPlayer → ViewportClient → ViewportConsole → SpawnObject), SwapCM / AddCE / RemoveCE (PlayerController.CheatClass / CheatManager / CheatManagerExtension), PrintToConsole (ClientMessage), Secret
/Game/DmgModLoader/CM_DMG CheatManager subclass Action_AddMod, Action_RemoveMod, Action_ClearMods, Action_Show, Action_Toggle, Action_Map, Action_TeleportTo, Action_Pos{Save,Load,List,Remove,Clear}, Action_PrintHelp/Intro; FindLogicMods via GetAllFilesInDirectory; MakeSoftClassPath → Conv_SoftClassPathToSoftClassRef → BeginDeferredActorSpawnFromClass → FinishSpawningActor
/Game/DmgModLoader/SG_DML USaveGame subclass ModsToLoad (Map), MapToLoad, AutoLoad, AutoDiscovery, PrintLogs, SavedLocation (Map of Transform), DisplaySpeed; used with CreateSaveGameObject / SaveGameToSlot / LoadGameFromSlot / DoesSaveGameExist
/Game/DmgModLoader/BP_Spectator Actor freecam pawn (AdjustFOV, AvailableShips, CurrShipWarp, analog/mouse input)
/Game/DmgModLoader/WBP_DML, UI/WBP_Indicator, UI/WBP_WorldIndicator, UI/T_AICON UMG + a DXT5 texture the console UI and world markers

Container split: dml_core_P holds only BFL_DMG; dml_P holds the other 10 packages including the Maps/Empty override. Both are rank-100 _P containers with no package overlap, so the split is not a priority trick -- most plausibly it lets the author hotfix the function library alone. inferred

Conversion caveat. A mod container converted to legacy without the game's own pakchunk0-Windows.ucas present loses its import package names to /Engine/UnknownPackage / UnknownExport, which renumbers every FName and inflates word-level diffs. Large words counts on Blueprint assets are conversion noise; the name-table comparison above is not. (See data/mods/vanilla/README.md.)

B.4 LogicMods -- the additive lane#

BPModLoaderMod/Scripts/main.lua, verbatim behaviour: [file]

  • IterateGameDirectories() → Dirs.Game.Content.Paks.LogicMods; if the folder is missing it calls CreateLogicModsDirectory() and re-iterates, erroring out if it still cannot find it.
  • For every *.pak in that folder it registers a mod named after the file stem and sets AssetPath = "/Game/Mods/<stem>/ModActor" with AssetName = "ModActor_C".
  • World:SpawnActor(ModClass, {}, {}) on RegisterBeginPlayPostHook and RegisterLoadMapPostHook.
  • Order comes from Mods/BPModLoaderMod/load_order.txt, one bare mod name per line, ; comments, duplicates skipped; anything not listed loads afterwards in arbitrary order.

Shipped load_order.txt is comments only. [file] The string LogicMods does not appear in the shipping exe -- this is entirely a UE4SS convention, not an engine feature. [file]

Packaging observed in the wild: Paks/LogicMods/<Name>.{utoc,ucas,pak}, no _P (#128 BetterPickup, #143 TerminalWaypoint). #143's container mounts as Voyage/Content/Mods/..., #128's as Content/Mods/... -- the mount point differs, the resulting package path /Game/Mods/<Name>/ModActor does not. [file] DML implements the same convention independently (FindLogicMods + /Game/Mods/<name>/ModActor), which is why the two loaders read each other's mods.

B.5 Mapping files -- and the drift nobody advertises#

#94 Voyage-5-7.usmap (2025-12-29) #141 Mappings.usmap (2026-07-24)
size / sha256 (16) 633,145 B / 1518ed2d70cb1556 640,482 B / 00eb86db69d13e64
magic / version c4 30 04 v4, compressed c4 30 04 v4, compressed
names 58,762 59,652 (+890)
VoyageEnhancer 14 properties, MaxPoints at slot 0 15 properties, MaxPoints at slot 0
VoyageSaveGame 8 properties, SlotName slot 0 8 properties, SlotName slot 0
VoyagePaintItem absent present, PaintSet : Map<Name, Struct<VoyagePaintSet>> slot 0
VoyageGameUserSettings 5, CustomSettings slot 0 5, CustomSettings slot 0

[file] -- measured with tlcmod.usmap.schema() against both files. Two consequences: class layouts did drift between 2025-12 and 2026-07 (a property was added to VoyageEnhancer without moving MaxPoints), and the mapping this project currently ships (#94) does not even know the class behind the livery mod. Neither file is 0.8.5-era; both are best-effort references, which is why the house builders verify slot counts against real payloads instead of trusting the mapping.

B.6 Engine.ini cvars -- what is real in this build#

%LOCALAPPDATA%\Voyage\Saved\Config\Windows\Engine.ini does not exist until you create it (verified on the live install: only GameUserSettings.ini and two of Robert's own .beta-minimal / .prebeta backups are there). [file] #122's file, line by line, checked against the exe's UTF-16 string table:

Line Present in VoyageSteam-Win64-Shipping.exe? Effect
r.SpringArm.DebugCameraLag=0 ❌ (SpringArm appears; this cvar name does not) none
r.CameraShakeMultiplier=0 ❌ (CameraShake appears; this cvar name does not) none
r.HeadBob=0 ❌ none -- use bRemoveHeadBob=True in GameUserSettings.ini, which is in the binary
p.NetCharacterForceForcesCharacterStop=1 ❌ none
r.MotionBlurQuality=0 ✅ motion blur off
r.DefaultFeature.MotionBlur=0 ✅ motion blur default off
r.SceneColorFringeQuality=0 ✅ (help text "0: off but best for performance. 1: 3 texture samples (default)" is adjacent in the binary) chromatic aberration off

Method: read the exe, decode as UTF-16LE (UE stores cvar names as TCHAR; an ASCII-only scan finds none of them and is the classic false negative), IndexOf each needle. bRemoveHeadBob is the opposite case -- ASCII-present, UTF-16-absent, because it is an FName/property string. [file]

The mod page's own advice to mark the file read-only is correct in kind: GameUserSettings.ini is rewritten by the game on exit (Version=5 header, two mirrored CustomSettings / LastCustomSettings blobs), so it is the wrong file to hand-edit; Engine.ini is not shipped and is the safe one.

B.7 ReShade#

Nothing touches the game. NewMaxima2.ini is a preset ([email protected], EffectSearchPaths=.\reshade-shaders\Shaders\, Strength=0.45, TemporalBlend=0.80, DetailBoost=0.35). The two defects are in section A. The functional core is PS_SobelEdgeLuma (3x3 Sobel on luma) gating PS_EdgeSafeLocalContrast (pass 1, amount 0.25, guards 0.05/0.20) and PS_EdgeSafeUnsharp (pass 2, amount = DetailBoost, guards 0.05/0.25), with edgeWeight = 1 - smoothstep(guardL, guardH, edge) so the sharpening is suppressed on strong edges. [file]

B.8 Save games -- the version wall, measured#

Header fields read after inflating the chunked-zlib wrapper:

Save EngineVersion PackageFileVersionUE5 custom versions zlib chunks inflated
live _AutoSave_0 2026-09-05 (build 0.8.5) 5.8.1 1018 100 981 128,481,247 B
own snapshot 2026-08-24 (build 0.8.0) 5.7.4 1018 93 -- --
#78 maxsave_0.sav (2025-12-18) 5.7.1 1018 92 88 11,413,568 B
#88 Lazarus_0.sav (2025-12-09) 5.6.1 1017 93 260 33,962,021 B

All four are SaveGameFileVersion 3, CustomVersionFormat 3, SaveGameClass = /Script/Voyage.VoyageSaveGame. [file] Robert's own 5.7.4 save was loaded by the 5.8.1 build, so the game does migrate across an engine bump; that is evidence #78 (5.7.1) is worth a try on a backup, and no evidence at all for #88, which predates the serialization migration and is a PackageFileVersionUE5 behind.

Live save layout (verified): %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\ containing <SteamID64>_0.sav .. _7.sav (~9.2 MB each), <SteamID64>_AutoSave_0.sav, and steam_autocloud.vdf (52 B). Sibling folders under Saved\: SaveGameBackups, Config, Logs, Screenshots, webcache_6613, a Sentry-id folder, Voyage_PCD3D_SM6.upipelinecache, ga_log.txt. [file]

The game's own rolling backup, read read-only on 2026-09-07: %LOCALAPPDATA%\Voyage\Saved\SaveGameBackups<SteamID64><SteamID64>_<slot>_<YYYY-MM-DD_HH_mm_ss>.sav -- three retained per slot, for all eight slots plus _AutoSave_0 (27 files on this install), 4.8-9.5 MB each, e.g. 76561198118168844_0_2026-09-07_05_17_16.sav. The timestamp in the name is local time; the file mtime is UTC, so the two differ by the machine's offset. Same compressed-GVAS format as a live save -- a backup is directly usable by renaming it to <SteamID64>_<slot>.sav. [file] Both save mods therefore need the file renamed to <SteamID64>_<slot>.sav -- their pages say "the folder with lots of numbers", which is the SteamID64. [catalog-only]

B.9 External managers#

MO2 (#127) -- see section A; it virtualises ~mods only, and mods must be flat inside the MO2 mod folder (MO2/mods/YourModName/YourMod_P.pak). [catalog-only] Vortex -- doc 15 records a game extension covering ~mods, LogicMods and the UE4SS path with a load order tab; no file evidence in this corpus. [catalog-only] #141's ModPack Creator -- bundles retoc.exe (the same tool this project uses) plus FModel and UAssetGUI, and a .tlcmodinfo database, to let a user pick mods and re-emit a merged pack. Merging is the right answer to the equal-rank problem in section C.3, and this is the only tool on the site that does it. [file]


C. The domain map#

C.1 Everything an installed mod can touch#

Destination Absolute path Owner _P? Notes
paks-mods <GAME>\Voyage\Content\Paks\~mods\ engine (recursive pak scan) required for overrides 143 of 176 mods
paks-loader <GAME>\Voyage\Content\Paks<anything>\ engine required DML uses Paks\dml\; works identically
paks-logicmods <GAME>\Voyage\Content\Paks\LogicMods\ UE4SS BPModLoaderMod (and DML) no additive /Game/Mods/<Name>/ModActor
exe-dir <GAME>\Voyage\Binaries\Win64\ Windows loader -- dwmapi.dll (UE4SS), winhttp.dll (ASI), plugins\*.asi
ue4ss-root ...\Win64\ue4ss\ UE4SS -- UE4SS.dll, UE4SS-settings.ini, UE4SS.log
ue4ss-mod ...\Win64\ue4ss\Mods<Name>\ UE4SS -- Scripts\main.lua, optional enabled.txt, config.lua, *.json
config-windows %LOCALAPPDATA%\Voyage\Saved\Config\Windows\ the game -- Engine.ini (create it), GameUserSettings.ini (rewritten -- do not hand-edit)
savegames %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\ the game + Steam Cloud -- <SteamID64>_<slot>.sav
reshade <GAME>\ next to Voyage.exe + reshade-shaders\ ReShade -- needs ReShade installed separately
shipped tree e.g. <GAME>\Voyage\Content\Movies\*.mp4 the game -- loose overwrite; Steam "verify integrity" reverts it
not installed -- -- -- .usmap, MO2 plugin, .exe tools

<GAME> on this machine = D:\SteamLibrary\steamapps\common\Voyage; the install root holds Engine\, Voyage\, NOTICES.txt and a Voyage.exe launcher shim. Voyage\Plugins\ ships DLSS, FSR, XeSS, StreamlineCore, Sentry. Voyage\Binaries\Win64\ ships D3D12\ and DML\ directories -- DML here is Microsoft DirectML, not DmgModLoader; do not confuse them. [file]

C.2 Engine literals that actually govern this (from the shipping exe, UTF-16)#

String Present What it proves
_P.pak ✅ (next to %sPaks/global.utoc, FileOpenLog, Encryption key not available, Pak is invalid, utoc not found) the _P patch-pak suffix is engine behaviour
~mods ✅ at byte 163,414,560: 7e 00 6d 00 6f 00 64 00 73 00 00 00 -- a clean, aligned, null-terminated UTF-16LE TCHAR literal sitting between the steam://store/1783560 URL and CameraTrace the game knows the folder name. But there is no Paks/~mods or ~mods/ path form anywhere in the binary, so this is a bare name, not a mount path; folder discovery is still the recursive Paks scan (DML mounts fine from Paks/dml/). The override lever remains _P
LogicMods ❌ (nor ue4ss, nor dwmapi) UE4SS convention only -- none of the three framework names is known to the game
.usmap ❌ mappings are tooling-only, never loaded at runtime
CheatManager, UCheatManagerExtension, ClientRestart, AddedToCheatManager ✅ the cheat-manager hook both UE4SS and DML use exists in the shipping build
Engine.ini, SystemSettings, ConsoleVariables ✅ authored-ini cvar overrides are supported
AllowCheats, ServerCheat, ToggleDebugCamera ❌ no built-in cheat command surface to piggyback on

C.3 Load-order model (what actually decides a winner)#

  1. Containers are discovered by walking Voyage/Content/Paks recursively -- proven by DML shipping to Paks/dml/ and by this project's own container in Paks/~mods/. [file]
  2. A container whose stem ends in _P is treated as a patch container and outranks the shipped pakchunk0-Windows. Without _P, an override loses. _P.pak is a UTF-16 literal in this exe at byte 145,429,200. [file] Digits before _P on this site are variant labels, not patch indices. 114 of the 251 _P container stems in the corpus carry a digit immediately before _P: MoreWeight_5_P / _10_P / _100_P (#6, three mutually exclusive haul multipliers), FishingNet_9999_P (#153), SocketRange_2500_P / _5000_P, SuperElectricBooster_9999_P, MorePressure5_P / MorePressure10_P, zLarger_Storage_x02_P .. x50_P, Hydraulics1.5_P, ScarfSkin1_P/2_P/4_P. Every one is a multiplier, a stack size or a skin number chosen by the author. [file] modenv.py v1.1.0 therefore ranks every _P container 100 and everything else 0. The commonly cited UE FPakPlatformFile rule -- priority 100 * N where N is the numeric segment between the last two underscores of the stem, defaulting to 1 -- is [web]/[inferred]: it was never read out of this binary, and applying it to this corpus would move only 14 of 251 stems and would move all 14 wrongly (MoreWeight_100_P to 10,000, FishingNet_9999_P to 999,900). It is available behind modenv.py conflicts --assume-ue-patch-index so the model can be compared, not assumed.
  3. Between two _P containers there is no defined winner. They tie, and mount order decides. The community workaround visible in the files is a name that sorts last: #19 ships zStack_Size_Changes_P / zWeight_And_Stack_Size_Changes_P, #20 ships zCraft_in_1_Sec_P and two z... variants. [file] The correct fix is not to ship two containers claiming the same package -- merge them.
  4. Contested-package reality across the whole site: 1,182 distinct packages are claimed by the 146 mods that ship a container (143 in ~mods, 2 LogicMods, DML), and 883 of them (75%) are claimed by more than one mod -- 613 by two, 147 by three, 53 by four, 49 by five, 11 by six, 2 by seven, 8 by eight. The eight-way pile-ups are all /Game/Data/Assets/Modules/DA_Item_Module_Large*Tank (mods 19, 20, 26, 58, 184, 187, 191, 192); /Game/Blueprints/BP_Base_Character is contested six ways (49, 51, 72, 81, 106, 164). [file]
  5. UE4SS Lua mods have their own, independent order (mods.txt top-to-bottom); LogicMods have a third (load_order.txt). None of the three interact.

C.4 What is data (patchable by us) vs code (not)#

Surface Kind Can we change it with tlcmod?
~mods container contents (DA_*, MI_*, T_*, .ubulk) cooked data ✅ -- docs 01/02
/Game/Maps/Empty streaming-level list cooked map data ✅ in principle (it is serialized level data), but authoring a new sub-level needs the editor
DMG_C, CM_DMG_C, BFL_DMG bytecode Blueprint (Kismet) ❌ -- needs a UE 5.7/5.8 editor project; doc 04
UCheatManager, APlayerController::ClientRestart, UGameViewportClient engine C++ ❌ statically -- reachable only at runtime via UE4SS reflection or via a Blueprint that calls them
VoyageGameUserSettings::CustomSettings user config ✅ by editing the ini (game rewrites it)
[SystemSettings] cvars engine config ✅ via Engine.ini
the shipping exe's machine code native ❌ for us -- that is the ASI lane
.sav payload GVAS ✅ in principle (standard GVAS, version 3); no house tooling yet

C.5 UE4SS surface a new script mod can rely on (from the bundled Lua)#

API Used by For
RegisterHook("/Script/Engine.PlayerController:ClientRestart", fn) CheatManagerEnablerMod run code when the pawn is (re)created
StaticFindObject, StaticConstructObject, FindObject, FindObjects CheatManagerEnabler, set.lua reflection lookup / object creation
RegisterConsoleCommandHandler(name, fn) set.lua, dump_object.lua, summon_unloaded_assets.lua add a console command
Object:Reflection():GetProperty(n), Property:ImportText(...), ContainerPtrToValuePtr set.lua write any reflected property by name
RegisterBeginPlayPostHook, RegisterLoadMapPostHook, World:SpawnActor BPModLoaderMod spawn actors at level start
IterateGameDirectories() BPModLoaderMod filesystem access rooted at the game
UEHelpers.FindFName / FindOrAddFName ConsoleEnabler, BPModLoader FName interning
InputSettings.ConsoleKeys (/Script/Engine.Default__InputSettings) ConsoleEnablerMod rebind the console key (adds Tilde, F10)
EObjectFlags.RF_ClassDefaultObject / RF_ArchetypeObject set.lua exclude CDOs from a mass write

D. Recipe -- standing up and maintaining a loadout#

D.0 Preconditions#

Game closed. Snapshot the saves first, always:

scp -r -i ~/.ssh/shadow_claude \
  '[email protected]:C:/Users/Shadow/AppData/Local/Voyage/Saved/SaveGames' \
  C:/last-caretaker/data/save-snapshots/$(date +%F)

D.1 Decide the lane#

You want to... Lane Needs UE4SS? Survives a content patch?
change a number / texture / material ~mods _P container no usually, but re-extract and rebuild
add an actor with new logic LogicMods (editor) or DML UE4SS or DML no
read/write live objects, hook functions UE4SS Lua yes yes
change a rendering cvar Engine.ini no yes
patch native code ASI no (separate proxy) no

D.2 Build and name the container#

cd C:/last-caretaker
python tools/mods/build_enhancer_cap.py --pack             # or your own builder

Naming rules the tool will not enforce for you:

  • stem must end _P for anything in ~mods; must not for LogicMods;
  • pick a stem no other mod will pick -- MatteBlackLivery_P, not Textures_P;
  • if you must beat another _P container that claims the same package, add a leading z and know that you are relying on mount order (section C.3);
  • ship all three files (.utoc, .ucas, .pak).

D.3 Pre-flight#

cd templates/mods/core-frameworks-install
python modenv.py inspect  <your staging dir>          # right files, right destinations, naming lint
python modenv.py conflicts <every pak dir you plan to install>
python modenv.py verify --remote                     # build id, what is already installed, saves
python modenv.py plan                                # ordered install + rollback commands

D.4 Install (manual, game closed)#

Framework first, content second:

Voyage/Binaries/Win64/            <- dwmapi.dll + ue4ss/           (UE4SS, if needed)
Voyage/Binaries/Win64/            <- winhttp.dll (+ plugins/*.asi) (ASI lane, if needed)
Voyage/Content/Paks/LogicMods/    <- <Name>.{utoc,ucas,pak}        (no _P)
Voyage/Content/Paks/~mods/        <- <Name>_P.{utoc,ucas,pak}
%LOCALAPPDATA%/Voyage/Saved/Config/Windows/Engine.ini              (then mark read-only)

D.5 Test#

  1. Launch. If UE4SS is installed, its GUI console appears -- that alone proves injection.
  2. ~mods content mods have no log in a Shipping build (no UE log is written). The test is in-game: look at the value/asset you changed. If nothing changed, in order: _P missing → trio incomplete → wrong package path in the container (retoc manifest) → another _P container winning.
  3. DML: double-tap ` then dml help.
  4. Re-run modenv.py verify --remote and confirm the files are where you think they are.

D.6 Rollback#

Delete only what you added -- no shipped file is ever modified by any lane except loose-file replacement:

rm -f  '<GAME>/Voyage/Content/Paks/~mods/<Name>_P.'{utoc,ucas,pak}
rm -rf '<GAME>/Voyage/Binaries/Win64/ue4ss' '<GAME>/Voyage/Binaries/Win64/dwmapi.dll'
rm -f  "$LOCALAPPDATA/Voyage/Saved/Config/Windows/Engine.ini"   # git-bash; `%LOCALAPPDATA%` is a
                                                                # CMD/Explorer form and does NOT expand
                                                                # in a shell -- in PowerShell it is
                                                                # $env:LOCALAPPDATA

Then: does the save still load? Removing a pak that changed a value is safe -- the value reverts. Removing a pak that added an item or an actor is not: the save holds references to classes that no longer exist. Community consensus on the 2025-12-16 migration thread is that item-adding mods could break a save even after removal. [catalog-only] Steam's "verify integrity of game files" restores loose-file overwrites and leaves ~mods alone (it is not a shipped path).


E. Template#

C:/last-caretaker/templates/mods/core-frameworks-install/

File What
README.md the four rules, all four subcommands with recorded runs, the post-update rebuild drill
loadout.json declarative loadout: id / source / dest class / order / enabled, plus a build anchor and a rollback block
modenv.py v1.1.0 inspect (classify a payload + destination + naming lint), conflicts (package overlap between containers, pairwise matrix, rank), plan (ordered install + rollback), verify (read-only ShadowPC preflight; --remote runs it)

Recorded runs, 2026-09-07, modenv.py v1.1.0 (all four subcommands re-run; full transcripts in the template README):

  • inspect classified eight differently shaped payloads -- #128 (LogicMods trio + a UE4SS enabled.txt mod), #4 (proxy dwmapi.dll → exe-dir but core ue4ss/UE4SS.dll → ue4ss-root, 12 Lua, mods.txt/mods.json, UE4SS-settings.ini), #31 (NoBackupStation/config.ini recognised as a mod-local ue4ss-config, not an engine ini), #122 (Engine.ini), #61 (ReShade), #127 (external .py), #94 (.usmap), #78 (.sav) -- with the right destination and caveat for each.
  • conflicts on the house loadout + DML: 4 containers, all rank 100, 31 distinct packages, 0 contested, empty pairwise matrix. On #6 + #153: FishingNet_9999_P (100) beats FishingNet (0) on 4 packages -- a real _P-vs-no-_P verdict -- while MoreWeight_5_P / _10_P / _100_P correctly come out EQUAL RANK on DA_Enhancer_Character_HaulMastery instead of the fabricated "MoreWeight_100_P wins" the v1.0.0 model produced. On #19 + #20: 5 containers, 807 packages, 807 contested, every mutually exclusive variant pair named.
  • plan on the shipped loadout.json emitted the snapshot step, two ordered installs, six rollback lines and the vanilla-copy warning for Voyage/Content/Maps/Empty. Re-run on a scratch loadout with all four components enabled, it emitted cp -r '.../4-mod-4/unpacked/UE4SS TLC UE5 8 4 v1.3 ... P9QzVp5TK'/* '.../Voyage/Binaries/Win64/' (the proxy beside the exe, not one folder deeper), the DML copy into Paks/, and rollback lines for Win64/dwmapi.dll, Win64/ue4ss and Paks/dml. Build archives (versions/, work/, raw/, build/) are excluded from the rollback list, and a source that is a bare Nexus wrapper folder now raises a lint.
  • verify --remote returned the live anchor (198,655,048 B / 5.8.1.0 / mtime 2026-09-01 13:41 UTC / buildid 25056839), the full Paks listing including this project's installed MatteBlackLivery_P trio, absent for all five UE4SS paths, the 9 save files + steam_autocloud.vdf, and the 3 config files.

It writes nothing into the game: verify goes through tlcmod.shadow.put_script, which refuses any remote path outside C:\Users\Shadow\AppData\Local\Temp\tlc-mine\, and plan only prints.


F. Pitfalls, version notes and patch survival#

F.1 The pitfalls, ranked by how much time they cost#

  1. No _P, no override. The container mounts, the game reads it, and the shipped package still wins.
  2. Incomplete trio. A .utoc + .ucas without the stub .pak does not mount at all.
  3. Two _P containers, one package. No error, no log, non-deterministic winner. Run conflicts.
  4. Trusting an ASCII string search on the exe -- or dismissing a UTF-16 hit as noise. UE stores cvar names and TCHAR literals as UTF-16; an ASCII scan reports every one of them missing. This is how #122's four dead lines got shipped. The same mistake in reverse produced the v1.0.0 error in this very document: ~mods is in the binary (C.2, byte 163,414,560, cleanly null-terminated and aligned) and was written off as noise. Decode UTF-16LE, then look at the surrounding bytes before you call anything noise.
  5. Hand-editing GameUserSettings.ini. The game rewrites it (and keeps a LastCustomSettings mirror). Use Engine.ini and mark it read-only.
  6. retoc to-legacy on a single .utoc. Fails with "does not contain ScriptObjects" -- script objects live in global.utoc, so game content needs the whole Paks directory as input; a mod container needs a copy of global.utoc/global.ucas + scriptobjects.bin beside it.
  7. Reading a mod-container diff without the game's pakchunk0-Windows.ucas present. Import names collapse to /Engine/UnknownPackage, FNames renumber, and the word-level diff is meaningless.
  8. Dropping someone else's .sav on top of your own. Different engine stamp, different custom-version count, and it is your whole playthrough. Snapshot first, always.
  9. Voyage\Binaries\Win64\DML\ is DirectML. Deleting it to "uninstall DmgModLoader" breaks the game.
  10. No Shipping log. UE4SS has a console; a plain ~mods mod has no diagnostics at all. Verify by retoc manifest before install and by eyes in-game after.

F.2 The two version walls#

Date Event What broke
2025-12-16 Update 01, UE 5.6 → 5.7. "all mods are now obsolete as there's a difference in asset serialization" (TLC Modding Discord notice) everything: pak asset mods, LogicMods, UE4SS scripts, and every .usmap. Anything dated before this is archaeology. [catalog-only, doc 15]
2026-09-01 Update 5.5 "Deck Drop", exe reports UE 5.8.1 the native lanes: UE4SS needed a rebuild + EngineVersionOverride 5.8 (#4 v1.3, 2026-09-06), the ASI mods needed new AoBs (LordGregory, 2026-09-03). Asset serialization did NOT change: retoc --version UE5_7 still reads and writes this build, and this project's own MatteBlackLivery_P (built UE5_7) is installed and running on it. [file]

That distinction is the single most useful thing in this document: an engine minor bump is not automatically a mod apocalypse. 5.6→5.7 changed serialization and killed the pak lane; 5.7→5.8 did not.

F.3 Compatibility matrix -- all 176 downloaded mods against the 2026-09-01 build#

Buckets: A = last updated before 2025-12-16 (pre-5.7, archaeology); B = 2025-12-16 .. 2026-08-31 (5.7 era); C = 2026-09-01 or later (touched since the 5.8 build shipped). Bucket comes from the catalogue's updatedAt.

Lane-assignment rule (so the counts below are reproducible from inventory.json, not editorial): a mod is assigned to the FIRST lane whose technique appears anywhere in its techniques list, in this priority order -- framework > asi-plugin > save-game > reshade > loose-file-replace > tool > ini-config; otherwise the lane is techniques[0]. The priority head exists because those seven lanes are install-shaped (they decide where the mod goes and what a patch does to it) and always dominate a mod that also happens to ship a pak or a Lua file -- e.g. #31 ships scripts/main.lua and config.ini, and the ini is what makes it an ini mod for install purposes.

Lane A pre-5.7 B 5.7 era C 5.8 era total Verdict on the 2026-09-01 build
pak-blueprint 12 48 18 78 B is a coin flip -- a cooked Blueprint compiled against a changed parent breaks; A is dead
pak-data-asset 10 37 8 55 B usually still loads (serialization unchanged) but may override a stale copy; A is dead
ue4ss-lua 3 12 2 17 B mostly fine once UE4SS v1.3 is installed -- reflection is resolved at runtime
pak-texture-material 2 7 1 10 as pak-data-asset
framework 0 2 2 4 #4 and #77 are current (C); #94 (mapping, 2025-12) and #141 (tools, 2026-08) are usable but 0.8.0-era
asi 0 0 3 3 current per changelog; will break on the next exe rebuild
sav 1 1 0 2 #78 5.7.1 = try on a backup; #88 5.6.1 = do not
ini 1 1 0 2 #31 (mod-local config.ini beside a Lua mod) and #122 (Engine.ini); cvars are version-proof, see B.6 for which lines are real
logicmod-bp 0 2 0 2 #128, #143 -- additive /Game/Mods/<Name>/ModActor; need UE4SS or DML, and a cooked BP is engine-version sensitive
reshade 1 0 0 1 version-proof in principle, broken in fact (section A)
tool 0 1 0 1 MO2 plugin (#127) -- paths verified against this install
loose 1 0 0 1 mechanism works; Steam verify reverts it
total 31 111 34 176

Reproduce: apply the rule above to every record in data/nexus-mods/inventory.json and bucket on updatedAt. The bucket totals (31 / 111 / 34) are rule-independent; the per-lane split is not, which is why the rule is stated rather than implied.

The eleven mods whose files are dated 2026-09-05 or later, i.e. explicitly re-released for Update 5.5: #206 Electric Rifle scope fix (09-07), #205 Player Flight (09-07), #187 Caretaker QoL Bundle, #3 1 Second Dismantle, #204 Bow Thrusters, #4 UE4SS, #21 Dev Menu, #77 DML, #199 More sockets for Large battery, #202 Less energy cost for Charge Injector (all 09-06), #162 Long Range Scrap and Repair (09-05). Dependency graph: only two catalogue mods are ever declared as requirements by id -- #4 (by 12 mods) and #77 (by 2: #21, #117). Two further mods (#175, #205) require a generic / experimental UE4SS from GitHub rather than #4. Everything else declared as a "requirement" on this site is either an external tool (Ultimate ASI Loader, ReShade, MO2) or the author's joke entry "THE ABILITY TO READ".

F.4 The post-update rebuild drill#

python modenv.py verify --remote        # 1. new FileVersion / buildid? new mtimes on pakchunk0?
# 2. if the exe FileVersion changed: UE4SS and every .asi are suspect until re-released
# 3. re-extract the vanilla packages your builders read (whole Paks dir, -f substring):
#    retoc to-legacy --version UE5_7 --no-shaders -f <substring> <Paks> <scratch>
# 4. diff new-raw vs old-raw. Same size + a few differing words = a value moved; different export
#    count or a new unversioned slot = the recipe needs re-deriving
# 5. re-run each builder, repack, re-run `conflicts`, re-run `plan`, reinstall
# 6. keep the old container in <mod>/pak/versions/<ver>/ -- it is your only A/B

The house builders are validated by rebuilding both shipping mods byte-identically; do that before trusting a post-update rebuild.

F.5 Save safety, concretely#

  • Removing a value mod: safe, values revert.
  • Removing an item/actor-adding mod after playing with it: the save may hold references to classes that no longer resolve. Community consensus from the 2025-12-16 thread is that this can break or crash a save even after removal. [catalog-only]
  • DML writes its own USaveGame (SG_DML) into your SaveGames folder; uninstalling DML leaves that file behind (harmless, but it is yours to delete).
  • Steam Cloud is live for this app (steam_autocloud.vdf in the save folder), so an overwritten save can be re-synced onto other machines. Snapshot before touching anything.
  • Saved\SaveGameBackups<SteamID64>\ is the game's own rolling backup: <SteamID64>_<slot>_<YYYY-MM-DD_HH_mm_ss>.sav, three retained per slot (all 8 slots + _AutoSave_0), 4.8-9.5 MB each on the live install as of 2026-09-07. Restore by copying one back into SaveGames\ under the plain <SteamID64>_<slot>.sav name. [file] It is a second safety net with a three-deep horizon -- not a substitute for a snapshot, because three autosaves can roll past a mistake in minutes.

G. Ideas -- what this project could build here#

# Idea Why it is worth doing Effort
G1 Generate a 0.8.5 .usmap from the live containers instead of relying on #94 (2025-12) or #141 (2026-07). Even a partial dump of the Voyage* classes would end the "does this slot still exist" question. B.5 shows the shipped mappings are already drifting (VoyageEnhancer 14→15 props) and #94 does not contain VoyagePaintItem at all -- the class behind our own livery mod. medium -- needs a usmap writer or a UE4SS CXXHeaderGenerator run against the live process
G2 Adopt #141's Mappings.usmap now as a second source in usmap_schema.py / tlcmod.usmap, and make the builders cross-check both. Free: the file is already downloaded, it is 890 names richer, and it disagrees with #94 in a measurable way. small
G3 A merge mode for modenv.py -- take N _P containers, detect the contested packages, and emit one merged container with an explicit per-package winner. 883 of 1,182 packages on the site are contested; #141 is the only tool that does anything about it, and it is a closed GUI. medium -- retoc to-legacy each, overlay trees by rule, to-zen once
G4 A "menu-map bootstrap" template modelled on DML: override /Game/Maps/Empty to always-load one of our own sub-levels. It is the only DLL-free way to get our own code running, and DML proved it works on 5.8. large -- needs a UE editor project (doc 04's honest scaffold)
G5 An honest Engine.ini for this build -- only cvars verified present in the exe, with the UTF-16 scan script kept in the repo so it can be re-run after every patch. #122 is 4/7 fiction; a verified ini is a genuinely update-proof deliverable. small
G6 A GVAS reader for VoyageSaveGame (inflate chunked zlib → GVAS → property tree). Would let us diff a save before/after a mod, verify a mod actually persisted, and answer the "is it safe to remove" question with data instead of forum consensus. medium-large
G7 A container fingerprint file shipped beside each of our mods (.utoc package list + source build anchor + builder version), and a modenv.py check that flags "this container was built against 0.8.5.650920, the install is now X". Turns the rebuild drill from a memory exercise into a one-command answer. small
G8 Vortex/MO2 packaging for our own mods -- ship MatteBlackLivery_P and EnhancerCap_P as flat MO2-compatible folders. #127 makes MO2 viable and costs nothing to satisfy; it is one directory layout. trivial

H. Gaps & Unverified#

  • Exact mount-order tie-break. Section C.3 rule 3 says "undefined"; that is honest but not precise. The engine's real ordering of equal-priority containers was not read out of this binary (no symbols, no PDB). The z-prefix convention is evidence that the scene believes it is alphabetical; that is inferred, and modenv.py conflicts says only "mount order decides", never which name wins.
  • _P numeric bump. The literal _P.pak is confirmed in this exe (byte 145,429,200); the arithmetic around it is not. The commonly cited UE rule (100 * <numeric segment between the last two underscores>) is [web]/[inferred] and was never read out of this binary. It is also unusable as a heuristic here: 114 of the 251 _P stems in the corpus carry a digit before _P and every one of them is a variant label, not a patch index (see C.3 rule 2). modenv.py v1.1.0 therefore ranks all _P containers equally and puts the UE rule behind --assume-ue-patch-index for comparison only.
  • Build-string discrepancy. LordGregory's 2026-09-03 changelog cites game v0.8.5.651027; this project's anchor is 0.8.5.650920 with Steam buildid 25056839 and an exe dated 2026-09-01. Either a further 0.8.5 hotfix exists, or the two numbers come from different fields. Unresolved.
  • UE4SS version string. The DLL carries no readable version literal (only the RE-UE4SS GH-Actions PDB path). UE4SS_v3.0.1-1125-g527a483b / SHA-256 4f9762f8... is [catalog-only]; the SHA was not recomputed here.
  • Why DML splits into two containers. No overlap, same rank -- the hotfix-isolation reading is inferred.
  • #61's actual on-screen effect was reasoned from the FX source plus ReShade documentation, not observed. It has not been run.
  • #78's loadability on 0.8.5 was not tested (it would need a real load on a snapshot).
  • Vortex has no file evidence in this corpus at all -- the extension was never downloaded. Everything about Vortex here is [catalog-only] via doc 15.
  • ASI plugin internals were not disassembled; the proxy-forwarder and target-module strings are the only file evidence. What each one NOPs is [catalog-only].
  • No mod in the corpus ships an override.txt or uses --ue4ss-path, so those UE4SS paths are [web] only.

I. Sources#

Files (first-hand)#

  • Live install, ShadowPC (read-only, 2026-09-07): D:\SteamLibrary\steamapps\common\Voyage -- Voyage\Binaries\Win64\VoyageSteam-Win64-Shipping.exe (UTF-16 and ASCII string scans), Voyage\Content\Paks\ listing, Voyage\Plugins\, install root, appmanifest_1783560.acf, %LOCALAPPDATA%\Voyage\Saved\{SaveGames,Config\Windows}\.
  • C:/last-caretaker/data/nexus-mods/4-mod-4/unpacked/.../ -- dwmapi.dll, ue4ss/UE4SS.dll, UE4SS-settings.ini, Mods/{mods.txt,mods.json}, Mods/BPModLoaderMod/{Scripts/main.lua,load_order.txt}, Mods/CheatManagerEnablerMod/Scripts/main.lua, Mods/ConsoleCommandsMod/Scripts/{main,set,dump_object,summon_unloaded_assets}.lua, Mods/ConsoleEnablerMod/Scripts/main.lua.
  • .../77-mod-77/ -- unpacked/.../dml/dml_P.{utoc,ucas,pak}, dml_core_P.*; legacy/ converted trees; legacy/DIFF.md; retoc manifest output for both containers.
  • C:/last-caretaker/data/mods/vanilla/raw/Voyage/Content/Maps/Empty.{umap,uexp} (vanilla counterpart).
  • .../61-mod-61/unpacked/.../reshade-shaders/ -- PerceptualStability.fx, PerceptualStabilityCommon.fxh, NewMaxima2.ini, ReadMe.txt, redistributed ReShade.fxh / ReShadeUI.fxh.
  • .../78-mod-78/.../maxsave_0.sav, .../88-mod-88/.../Lazarus_0.sav, and C:/last-caretaker/data/save-snapshots/{2026-08-24,2026-09-05,2026-08-31-L21.sav} (GVAS header parse).
  • .../94-mod-94/.../Voyage-5-7.usmap and .../141-mod-141/.../Mappings.usmap (parsed with tlcmod.usmap).
  • .../122-mod-122/.../Engine.ini; .../127-mod-127/.../game_thelastcaretaker.py; .../11-mod-11/.../No_Solar_Turbine_Degradation.asi; .../128-mod-128/, .../143-mod-143/ (LogicMods layout).
  • C:/last-caretaker/data/nexus-mods/inventory.json + inventory.md (technique fingerprints, install targets, per-container package lists); C:/last-caretaker/data/nexus/thelastcaretaker-mods.json (snapshot 2026-09-07: versions, dates, endorsements, downloads, file changelogs, requirement graph).
  • House toolchain read for this doc: tools/mods/tlcmod/{pack,shadow,usmap}.py, tools/mods/README.md, tools/mods/bin/retoc.exe (0.1.5), data/mods/{matte-black-livery,enhancer-cap}/pak/.
  • Project docs: docs/15-modding-technical-internals.md, docs/ref/shadow-install.md, docs/plans/mod-plan.md.

Web#

  • UE4SS installation guide -- proxy DLL, working directory, DLL search order: https://docs.ue4ss.com/dev/installation-guide.html
  • mods.txt vs mods.json vs enabled.txt precedence and load ordering (UE4SS docs / RE-UE4SS PR #540 discussion, via search): https://docs.ue4ss.com/ , https://github.com/UE4SS-RE/RE-UE4SS/pull/540
  • ReShade FX pass semantics -- "if no render targets are set in a pass, RenderTarget0 points to the backbuffer": https://github.com/crosire/reshade-shaders/blob/slim/REFERENCE.md
  • RE-UE4SS repository (build provenance of dwmapi.dll / UE4SS.dll): https://github.com/UE4SS-RE/RE-UE4SS
  • Ultimate ASI Loader (the loader LordGregory's mods expect): https://github.com/ThirteenAG/Ultimate-ASI-Loader

Catalogue (descriptions only -- tagged [catalog-only] wherever used)#

Nexus mod pages 1, 4, 11, 12, 31, 61, 77, 78, 88, 94, 95, 122, 127, 128, 141, 143 as captured in data/nexus/thelastcaretaker-mods.json (snapshot 2026-09-07). Nexus web pages were not fetched.

M06

06 -- Visuals, Skins & Paints

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Scope: everything a player sees -- boat liveries and character skins, weapon-reticle and screen materials, the whole lighting stack (head torches, night vision, standing lamps, the photo drone's lamp), water VFX, colour-grading LUTs, photo mode, ReShade, camera-feel Engine.ini switches, and the startup movies.

Sibling docs own the plumbing, this doc owns the domain. 02-core-pak-textures-materials.md is the authority on how a cooked texture/material/mesh is built; 03-core-ue4ss-lua.md on UE4SS reflection; 04-core-logicmods-blueprints.md on Blueprint packages and LogicMods. This document is the visual cross-section: which assets and properties actually control the look of this game, what the twenty-one catalogued visual mods really change (down to the float), and how to build a new one.

Confidence tags. [file] read off the mod's or the game's own bytes · [catalog-only] only the Nexus description supports it · [web] external source · [inferred] reasoned from evidence.

Everything measured here is against the live build Update 5.5 "Deck Drop", 0.8.5.650920, buildid 25056839, using this repo's vanilla extraction at data/mods/vanilla/raw/.

Headline finding. Update 5.5 shifted the unversioned-property slot numbering of the engine's MeshComponent / PrimitiveComponent / SceneComponent chain by +3 / +4 / +8. Every visual .pak mod cooked before 2026-08-30 therefore hands the live engine the wrong properties for any mesh or transform it touches -- and, separately, reverts eight months of Channel37 light tuning. Light classes are unaffected (the shift starts below LightComponentBase), which is why the light mods still work and the mesh-touching ones are a coin flip. §B.6 and §F.1. [file]


A. Library#

Ranked by what this project can learn from them (⭐ = reference implementation for a technique).

Status: current-5.5 = file dated after the 2026-08-30 Update 5.5 drop · probably-current = post-5.7-migration (after 2025-12-16) but not re-tested since 5.5 · stale-pre-5.7 = archaeology.

# Name Author Ver Updated 👍 ⬇ Technique Status Tier What it changes Files
⭐ 104 10 Boat Skins Dmgvol v0.5 2026-01-11 61 3,104 VT texture replace (editor re-cook) probably-current strong Hull_aiStandardSurface8SG_BaseColor -- one 12288×4096 DXT1 virtual texture, ten alternate paints 10
⭐ 152 Red dot sight reticle glow fixed UARamiel 0.1 2026-09-01 19 455 MI scalar parameter (surgical) current-5.5 strong M_RDS_01.Brightness 32.0 → 1.0 1
⭐ 171 Ultra 360 Standing Light TakeyaSaito 2.0 2026-07-06 19 1,078 UE4SS Lua reflection probably-current strong BP_Module_Standing_Light_03 CDO + PointLight_GEN_VARIABLE: 100 m range, exponent falloff, warm colour, bAutoWeld 1
⭐ 2 Better Flashlight Dmgvol v0.7 2026-07-07 191 6,439 BP re-cook (light values only) probably-current strong BP_Equipment_Headlight spot: cone 20/35 → 90/120°, radius 1600 → 4000, lamp moved +100 cm 2
⭐ 201 Photo drone extended 1.0 Zemlyan 1.0 2026-09-04 4 150 BP surgical float patch current-5.5 strong BP_CameraDrone: range 5000 → 25000, one 20000 → 40000, force 3.793 → 5.232, module resource 100 → 500 (f64) 1
116 Bigger better nebula daveaust 0.8.0 2026-06-27 77 4,103 BP re-cook (light values only) probably-current strong BP_Equipment_Light_Nebular_V2_Headlight point light: radius 1500 → 2000/3000/4000, Intensity 1.0 + IndirectLightingIntensity 40/60/80 inserted 9 downloads = 3 distinct assets
98 Remove Flashlight Power Use DrStalker 0.6.0 2026-01-05 41 1,439 BP re-cook (Jan-2026 base) probably-current niche the same four headlight BPs, VoyageModuleComponent.ConfigData 46 → 121 B + ItemAsset set; also reverts every headlight light value to January 2
109 Slightly Useful Night-Vision DrStalker 0.6.1 2026-01-16 16 399 BP re-cook (Jan-2026 base) probably-current niche BP_Equipment_NightVision CDO 1806 → 1754 B; the vanilla green PointLight_GEN_VARIABLE (Intensity 100, radius 750, RGBA(0,255,117)) is absent from the mod 1
120 StandingLightKill MoDDuck 1.0 2026-03-24 26 1,358 BP re-cook (logic) probably-current niche seven light BPs; no light value changes at all -- the edits are Kismet (leech damage, inventory pickup, auto-weld) 1
160 Better photo drone UARamiel 1.1 2026-07-05 24 650 BP re-cook (pre-5.5) probably-current niche BP_CameraDrone spot light OuterConeAngle 60 → 90, Intensity masked-zero → 10000; superseded by #201 1
13 PhotoMode Mod Dmgvol v0.6 2026-01-24 8 132 new packages (editor) + UE4SS ModActor probably-current strong (as a library) 57 new packages under /Game/Mods/PhotoMode/: 20 LUTs (256×16 BGRA8), 8 border DXT5 textures + 7 MIs, WBP_PhotoMode, DMG_Camera. Overrides nothing. Requires UE4SS (#4) 1
118 HoloScopeColorYGB MoDDuck 1.0/2.1 2026-02-15 2 77 material re-cook + inert BP probably-current weak M_RDS_01.Color → yellow (1,1,0,1) / green (0,1,0,1) / blue (0,0,1,1); Brightness left at 32. The bundled BP_Weapon_Scope_Laser changes no values 3
124 NoBigSplash MODDUCK 1 2026-03-23 19 503 Niagara system re-cook probably-current niche 5 VFX/Environment/Water/*Splash systems, each .uexp ~2–4 % larger than vanilla 1
96 Play as CJ Dmgvol v0.5 2026-01-03 2 89 skeletal-mesh replace probably-current context SKM_PlayerCharacter 12,801+5,611,520 B → 9,398+2,486,989 B plus 4 new M_CJ_*/T_CJ_* pairs 1
97 4 Scarf Skins Dmgvol v0.5 2026-01-04 4 174 VT texture replace probably-current niche Scarf_Texture_Material_001_BaseColor (4096², DXT1). ⚠ two packaging defects, §A note 4
24 Battery skin Dmgvol v0.6 2026-01-24 21 467 mesh + new material + new textures probably-current context 3 SM_ConsumableBattery_* swapped to a Duracell model, M_Battery + 4 T_battery_* added 1
144 Boat redesigned NecoAngelus84 5 2026-07-01 36 2,316 mesh + map re-cook probably-current context 4 SM_*Boat light/electrics meshes and Maps/Boats/TestBoat -- the catalogue's only map override 8 layouts
122 Head Bob and Camera Physics Fix DarkDominion 1.0.1 2026-03-23 4 326 Engine.ini cvars probably-current strong (cheapest win) 8 console variables incl. r.HeadBob=0, r.MotionBlurQuality=0, r.SceneColorFringeQuality=0 1
61 Clear Caretaker CaptCannabil 1.0.0 2025-11-26 9 278 ReShade preset + custom .fx stale-pre-5.7 (irrelevant) niche PerceptualStability.fx v4.0, 2 passes; preset Strength .45 / TemporalBlend .80 / DetailBoost .35. Requires ReShade 1
1 No-Intro (Skip Startup Videos) Gametism 0.1 2025-10-24 28 830 loose-file overwrite engine-independent niche two 1,285-byte stub MP4s over Content/Movies/{CompanySplash,LCT_Splash}_4k_60fps.mp4 1
89 AttachmentFlashlight MoDDuck 1.0/2.0 2026-02-15 39 1,038 data-asset surgical probably-current niche DA_Skill_Attachment_Flashlight.Unlock: two bytes, 03 → 02 and 0x32 (50) → 0x08 (8) -- a progression edit, not a visual one 1

Category boundary -- adjacent mods documented elsewhere#

# Name Why it is next door
7 NoStorm removes storms/lightning -- a weather/visual side effect of a data-asset edit (world-enemies-weather)
126 AdjustedTime Ultra_Dynamic_Sky_Voyage day/night split -- the game's only sky mod (world-enemies-weather)
42 / 39 (deprecated) energy bill / no more floaty pre-5.7 light-module edits, superseded by #120
34 / 45 / 76 / 85 battery & rack unlocks ship UI icon textures (Icon_Module_Battery_Large, Icon_Lazarus_Rack 256² → 512²) -- doc 02 §B.6
143 / 77 / 196 waypoint / DML / wall socket each ships one or two new textures or materials -- doc 02, 03, 04
198 Boat HUD Total Resources the only current HUD extension (WBP_* widgets) -- doc 04 §A.1

Notable mods, one paragraph each#

#2 -- Better Flashlight [file] The most-downloaded visual mod in the catalogue, and the cleanest proof that a light mod is three floats. The SpotLight_GEN_VARIABLE component template inside BP_Equipment_Headlight goes InnerConeAngle 20 → 90, OuterConeAngle 35 → 120, AttenuationRadius 1600 → 4000, and the whole .uexp export stays 105 bytes -- the change is size-neutral. This project's template reproduces those exact three values in place from the live vanilla asset (build_visual_mod.py --selftest → MATCH, run 2026-09-07, §E). The mod also moves the lamp: RelativeLocation (0,0,5) → (0,100,5), i.e. one metre forward, which is what the separate "OffsetFlashlight" download does on all four headlight Blueprints and nothing else. Caveat: the package is a whole re-cook (.uexp 8,981 → 9,285 B), so it drags along whatever else was in the July-2026 build.

#116 -- Bigger better nebula [file] Nine downloads advertised as range × brightness (2X/3X/4X × 1X/5X/10X). They are three distinct assets: SuperNebula_2X_1X_P, _2X_5X_P and _2X_10X_P are byte-identical (md5 8a6fbe7b…), and so are the three 3X files and the three 4X files. The only knobs that move are on PointLight_GEN_VARIABLE: AttenuationRadius 1500 → 2000 / 3000 / 4000 and IndirectLightingIntensity 40 / 60 / 80 -- both tracking the range tier. The "brightness" axis in the filenames does nothing. The re-cook also inserts Intensity 1.0, SpecularScale 0.0 and an explicit VolumetricScatteringIntensity 0.0 (vanilla masks that one as a zero), growing the export 70 → 89 B. [catalog-only] the description's claim that the brighter files kill night worms is not testable from the bytes.

#98 -- Remove Flashlight Power Use [file] The power half is real and lives where you would expect: VoyageModuleComponent.ConfigData on the main headlight grows 46 → 121 B and an ItemAsset object reference is added. But the mod was cooked against v0.6.0.606504 (January 2026), and installing it today also rewrites every headlight's light values back to their January state -- Eclipse cone 17/23° → 22.6/30° and radius 4500 → 40000, LightLancer radius 2750 → 6000, the Nebular spot 60.74 → 1000 (the UE default). Those are almost certainly not the author's edits but the pre-nerf vanilla values [inferred]; either way, the live game gets them. This is the clearest example in the catalogue of a re-cook silently rolling the game back. §F.2.

#109 -- Slightly Useful Night-Vision [file] BP_Equipment_NightVision re-cooked; the CDO shrinks 1,806 → 1,754 B (the post-process settings live there and are not slot-mapped). The measurable difference is structural: today's vanilla asset carries a green PointLight_GEN_VARIABLE (Intensity 100, AttenuationRadius 750, MaxDrawDistance 7, LightColor RGBA(0,255,117,255)) plus its SCS_Node_4; the January mod has neither. Installing it removes the green fill light. [inferred] more likely vanilla drift than an intentional deletion.

#120 -- StandingLightKill [file] Seven light Blueprints re-cooked -- and not one light property changes. BP_Module_Standing_Light_03's PointLight_GEN_VARIABLE is untouched. What grows are the function exports (ExecuteUbergraph 3,458 → 3,562, SetAttenuationRadius 1,151 → 1,191, UpdateDynamicMaterialInst 3,786 → 3,894) and the class defaults: this is Kismet-level work (leech damage, inventory pickup, auto-weld), i.e. doc 04 territory that happens to live on lamps. It is also the mod that shows the 5.5 slot shift most plainly (§B.6).

#171 -- Ultra 360 Standing Light [file] The author's own header says it: "survives game updates that would invalidate a cooked .pak (unversioned-property schema drift)". It is a former .pak mod rewritten as pure UE4SS reflection -- StaticFindObject on …BP_Module_Standing_Light_03_C:PointLight_GEN_VARIABLE, then bUseInverseSquaredFalloff = false, LightFalloffExponent = 2.0, AttenuationRadius = 10000 (100 m), LightColor from a hex string, plus cdo.LightIntensity = 2.5725 / cdo.LightAttenuationRadius, and bAutoWeld = true on the base BP's VoyageDynamicCollision_GEN_VARIABLE. It patches once at startup, sweeps actors that beat it to spawning, then stops. Its config comments check out against the game's bytes: the vanilla lamp really is RGBA(126,165,205,255) = #7EA5CD at AttenuationRadius 1250 (12.5 m). This is the model for any light mod this project ships.

#201 vs #160 -- the same drone, two eras [file] #201 (2026-09-04) is a surgical, size-neutral patch of BP_CameraDrone.uexp: 9 bytes across 4 values, .uexp stays 91,813 B, and its property numbering matches the live build exactly. #160 (2026-07-05) is a full re-cook (91,713 B) whose mesh and transform slots are the pre-5.5 numbering. Its light edits are still readable and real -- SpotLight OuterConeAngle 60 → 90, Intensity masked-zero → 10000 -- but everything it says about meshes and transforms is now misaddressed. Measured #201 values: f32@5207 20000 → 40000, f32@5219 3.79297 → 5.23242, f32@5682 5000 → 25000, f64@91265 (inside DroneModuleComponent, a VoyageModuleComponent) 100.0 → 500.0. [catalog-only] the description advertises "2× movement force, 10× light, 5× range, 5× resources"; the bytes give ×1.38, ×2, ×5, ×5.

#152 vs #118 -- the same material, two techniques [file] M_RDS_01 is a MaterialInstanceConstant over M_RDS_Master with four global parameters: Brightness 32.0, Red_Dot_Depth -150.0, RefractionDepthBias 1, Color (2, 0.02, 0.02, 1). #152 rewrites one float (Brightness → 1.0), leaves the .uexp at 11,353 B and the parameter count at 383 -- and doc 02 confirms tlcmod reproduces it byte-for-byte. #118 re-cooks the material in the editor: .uexp grows to 12,753 B, the record count drops to 323, Brightness is left at 32 (so the glow it shares a package with #152 over is not fixed), and only Color changes to (1,1,0,1) / (0,1,0,1) / (0,0,1,1). #118 additionally ships BP_Weapon_Scope_Laser, whose exports all grow by 4–208 B with no property value change -- a pure re-cook artefact that buys nothing and creates a second conflict surface.

#104 -- 10 Boat Skins [file] Ten containers, each carrying the same package …/Large_Boat/Textures/Hull/Hull_aiStandardSurface8SG_BaseColor. Every skin's three files are exactly the vanilla byte sizes -- .uasset 1,051, .uexp 1,029, .ubulk 37,953,808 -- because a re-cook at the same dimensions and format produces the same sparse tile layout and raw DXT tiles are content-independent in size. In the .uasset exactly two bytes differ, at 0x307 (3 → 11) and 0x333 (0 → 1), identical across all ten skins; in the .uexp, ~106 bytes: the 16-byte texture GUID at 0x0C, the four FLinearColor layer fallback colours around 0x351, and three 20-byte chunk hashes at 0x38A/0x3AF/0x3D4. The house livery builder proves those two .uasset words are cosmetic: it reuses the vanilla .uasset and .uexp untouched and the game loads it. Install exactly one.

#97 -- 4 Scarf Skins [file] Same technique, same byte-for-byte sizes (.uasset 1,002, .uexp 841, .ubulk 12,688,272), and two real packaging defects: the ScarfSkin1 download contains both ScarfSkin1_P and ScarfSkin4_P (so installing "skin 1" installs skin 4 as well, and 4 wins), and the ScarfSkin3 download ships its container named pakchunk150-Windows.{utoc,ucas,pak} -- no _P suffix and a name that impersonates a game chunk. All four override the same package, so at most one may be installed.

#122 -- Head Bob and Camera Physics Fix [file] The cheapest visual mod in the catalogue: one Engine.ini dropped in %LOCALAPPDATA%\Voyage\Saved\Config\Windows\, no container, no loader, immune to every schema and version hazard in this document. Full contents in §B.7.

#61 -- Clear Caretaker [file] Not a game mod at all: a two-pass custom ReShade effect (PerceptualStability.fx v4.0, 3,462 B + a 3,691 B .fxh) plus a preset. Pass 1 is noise-damping/micro-contrast, pass 2 edge-safe sharpening; the shipped preset is Strength 0.450000, TemporalBlend 0.800000, DetailBoost 0.350000, PerformanceMode=1. It touches no game asset, so its pre-5.7 date is irrelevant -- it will keep working as long as ReShade injects.

#1 -- No-Intro [file] The only mod in the catalogue that writes into the shipped game tree. Both replacement movies are the same 1,285-byte file (md5 626fb52f…), a valid ftyp dash / iso6avc1mp41 MP4 with a moov box and no real media. Its ReadMe.txt says to unpack into …\common\TheLastCaretakerDemo; the retail install directory is Voyage, but the archive's own internal path (Voyage/Content/Movies/) is correct, so unpacking at the Steam-common level works. Rollback is Steam → Verify integrity of game files, not a file delete.


B. How they do it#

B.1 Patch a light in place -- the technique this project should use#

A light Blueprint stores its numbers as unversioned properties on a component template export (SpotLight_GEN_VARIABLE, PointLight_GEN_VARIABLE). They are plain little-endian floats at computable offsets, so a mod can rewrite them without changing a single byte of the .uasset. Live vanilla, BP_Equipment_Headlight → SpotLight_GEN_VARIABLE (SpotLightComponent, .uexp @8804, 105 B): [file]

Slot Property Type Value .uexp offset
0 InnerConeAngle Float 20.0 8821
1 OuterConeAngle Float 35.0 8825
3 LightFalloffExponent Float 16.0 8829
4 SourceRadius Float 5.0 8833
10 AttenuationRadius Float 1600.0 8837
41 IESTexture Object import −75 8841
43 IESBrightnessScale Float 1.2 8845
56 Intensity Float masked zero —
57 LightColor Struct<Color> RGBA(218,230,187,255) 8849
72 VolumetricScatteringIntensity Float masked zero —
79 RelativeLocation Struct<Vector> (0, 0, 5) 8853
80 RelativeRotation Struct<Rotator> — 8877

Slot numbers are the flattened class chain, derived class first: SpotLightComponent(2) → PointLightComponent(5) → LocalLightComponent(5) → LightComponent(41) → LightComponentBase(21) → SceneComponent(…). For a PointLightComponent template drop the leading 2.

Two properties are masked zeros: Intensity and VolumetricScatteringIntensity are semantically present but carry no bytes, so they cannot be patched in place -- setting them means an unversioned-property insertion (tlcmod.unversioned.patch_slot) and the export-size fix-ups that go with it. That is exactly what #116 and #160 had to do in the editor.

B.2 What the shipping light mods actually wrote#

All values read from the mods' own bytes against the live vanilla. [file]

Mod Package Export Property vanilla → mod
2 (Better) BP_Equipment_Headlight SpotLight InnerConeAngle 20 → 90
OuterConeAngle 35 → 120
AttenuationRadius 1600 → 4000
RelativeLocation (0,0,5) → (0,100,5)
2 (Offset) all four headlights Spot/Point RelativeLocation → (0,100,5), nothing else
116 2X …Light_Nebular_V2_Headlight PointLight AttenuationRadius 1500 → 2000
IndirectLightingIntensity (absent) → 40.0
116 3X / 4X " " AttenuationRadius / IndirectLightingIntensity 3000 / 60 · 4000 / 80
116 all " " Intensity, SpecularScale (absent) → 1.0, 0.0
98 …Eclipse_Headlight SpotLight InnerConeAngle / OuterConeAngle 17/23 → 22.584/30
AttenuationRadius 4500 → 40000
…LightLancer_Headlight SpotLight AttenuationRadius 2750 → 6000
…Light_Nebular_V2_Headlight SpotLight AttenuationRadius 60.742 → 1000
PointLight AttenuationRadius, CastShadows present → dropped
BP_Equipment_Headlight VoyageModule ConfigData / ItemAsset 46 B → 121 B, ref added
160 BP_CameraDrone SpotLight OuterConeAngle 60 → 90
Intensity masked zero → 10000
109 BP_Equipment_NightVision PointLight whole component present → removed
120 7 light BPs — (no light property changes) logic only
171 (Lua) BP_Module_Standing_Light_03 PointLight AttenuationRadius 1250 → 10000 (100 m)
bUseInverseSquaredFalloff true → false
LightFalloffExponent — → 2.0
LightColor #7EA5CD → #FFD4A7
CDO LightIntensity — → 2.5725
…Standing_Light_Base VoyageDynamicCollision bAutoWeld → true

Vanilla reference values worth keeping (live build) [file]:

Light AttenuationRadius Cone in/out Colour Other
BP_Equipment_Headlight spot 1600 20 / 35 RGBA(218,230,187) falloff exp 16, IES + 1.2 scale, source radius 5
…Eclipse_Headlight spot 4500 17 / 23 — —
…LightLancer_Headlight spot 2750 (defaults) — —
…Light_Nebular_V2 spot 60.742 1 / 41.448 RGBA(205,166,161) the narrow core
…Light_Nebular_V2 point 1500 — — the wide glow; RelativeLocation (15,−16,0)
BP_Equipment_NightVision point 750 — RGBA(0,255,117) Intensity 100, MaxDrawDistance 7
BP_Module_Standing_Light_03 point 1250 — RGBA(126,165,205) source radius 10 / soft 10 / length 75, indirect 10
BP_CameraDrone spot — — / 60 — Intensity masked zero (lamp off)

B.3 Patch a material-instance parameter -- #152#

M_RDS_01 is one export, one MaterialInstanceConstant, four global parameter records ({FName, Association 2, Index −1, value, ExpressionGUID}):

@  25 Brightness          f32 32.0        <- #152 writes 1.0 here
@  62 Red_Dot_Depth       f32 -150.0
@ 100 RefractionDepthBias i32 1
@ 121 Color               f32x4 (2.0, 0.02, 0.02, 1.0)   <- #118 writes (1,1,0,1) / (0,1,0,1) / (0,0,1,1)

Size-neutral, so no export-size or BulkDataStartOffset fix-up is needed. tlcmod.material.patch_mi does the whole job; doc 02 §B.3 has the reproduction proof. Static switches cannot be flipped -- they select a compiled shader permutation that is not in the container.

B.4 Replace a virtual texture -- #104, #97#

A cooked streaming texture is .uasset (header) + .uexp (mip→chunk table + sparse tile-offset table) + .ubulk (per chunk a 4-byte header, then 136×136 bordered tiles in Morton order). Because the tile layout depends only on dimensions and format, a repaint at the same size produces a byte-identical file size:

Asset Dimensions Format .uasset .uexp .ubulk
Hull_aiStandardSurface8SG_BaseColor 12288×4096 PF_DXT1 1,051 1,029 37,953,808
Scarf_Texture_Material_001_BaseColor 4096×4096 PF_DXT1 1,002 841 12,688,272

All ten #104 skins and all four #97 scarves match those three numbers exactly. The corollary is the house technique: since the sizes never move, a uniform per-block DXT transform of the .ubulk alone (with the game's own .uasset/.uexp copied unchanged) is a zero-risk repaint that needs no editor -- that is how the Matte Black EXO livery is built. Doc 02 §B.1/B.2 owns the detail.

B.5 Ship new visual packages instead of overriding -- #13#

#13 overrides nothing. It adds 57 packages under /Game/Mods/PhotoMode/ and reaches them from a UE4SS-spawned ModActor. The reusable parts:

Family Count Shape
LUTs/* 20 256×16, PF_B8G8R8A8, .uexp 16,532 B each (256·16·4 = 16,384 + 148 B header)
Borders/T_* 8 PF_DXT5 with alpha, 512² → 4096×2160
Borders/MI_* 7 MaterialInstanceConstant, 107–181 B .uexp
Textures/Key_*, T_UI_* 11 tiny PF_B8G8R8A8 UI sprites (30×24, 16×23)
UI/WBP_PhotoMode, CBP_* 3 widget Blueprints
DMG_Camera, ModActor 2 the camera pawn and the UE4SS entry point

A 256×16 BGRA8 texture is an unwrapped 16³ colour cube -- the cheapest possible new visual asset, and the game already ships eight of its own (§C.4).

B.6 The Update-5.5 slot shift -- the mechanism that breaks old visual mods#

Take one export that both a pre-5.5 mod and the live game contain -- BP_ElevatorDoorLight → Base_GEN_VARIABLE, a StaticMeshComponent, 141 bytes in both, values starting at offset 11 in both: [file]

present slots reading them with the 5.7 mapping file
#120 (March 2026) 4, 43, 142, 165, 184 (zero) StaticMesh, OverrideMaterials, BodyInstance, RelativeScale3D, Mobility
live vanilla (5.5) 4, 46, 146, 173, 192 (zero) StaticMesh, MaterialSlotsOverlayMaterial, OnComponentWake, bShouldSnapLocationWhenAttached, —

Same size, same value bytes, slots displaced by a monotone +3 / +4 / +8 at the MeshComponent / PrimitiveComponent / SceneComponent boundaries. The byte accounting settles which reading is real: 130 value bytes = StaticMesh 4 + a 1-entry object array 8 + BodyInstance 94 + Vector 24 under the shifted reading, versus 4 + 8 + a 117-byte multicast delegate + 1 under the literal one. [file] [inferred] The live build carries 3 more MeshComponent, 1 more PrimitiveComponent and 4 more SceneComponent properties than the 5.7 mapping file knows about, and every asset cooked before Update 5.5 addresses the old numbering.

Consequences, all of them practical:

  • A pre-5.5 cooked mod that touches a mesh, collision or transform now writes into a different property than it meant to. #160, #120, #124, #144, #96, #24 are all in this bucket.
  • Light classes are unaffected: LightComponentBase sits above SceneComponent in the chain and neither it nor LightComponent gained slots, which is why #2 / #116 / #98 / #160's light numbers still decode identically on both sides.
  • The mapping file is stale for engine classes. Voyage-5-7.usmap matches the mods, not the game. When you name a property on a vanilla mesh/primitive/scene export, add the delta by hand or verify against a value you can recognise.
  • The safe answer is to not re-cook: patch the live build's own bytes in place (§B.1, §B.3, §D), or use UE4SS, which resolves by name (§B.8).

B.7 Console variables -- #122#

%LOCALAPPDATA%\Voyage\Saved\Config\Windows\Engine.ini, verbatim: [file]

[SystemSettings]
; --- The Inertia & Camera Fix ---
r.SpringArm.DebugCameraLag=0
r.CameraShakeMultiplier=0
r.HeadBob=0
; --- Physics Override ---
p.NetCharacterForceForcesCharacterStop=1
; --- Visual Clarity ---
r.MotionBlurQuality=0
r.DefaultFeature.MotionBlur=0
r.SceneColorFringeQuality=0

[SystemSettings] in Engine.ini is read by UE at startup and applies to any registered cvar, so this lever reaches far beyond this file's eight entries -- it is the only visual technique in the category with zero version risk. [inferred] r.HeadBob and r.SpringArm.DebugCameraLag are not stock UE cvars, so they are Channel37's own; the rest are engine cvars.

B.8 UE4SS reflection -- #171#

local tpl = StaticFindObject(
  "/Game/Blueprints/Modules/Utility/Lights/BP_Module_Standing_Light_03.BP_Module_Standing_Light_03_C"
  .. ":PointLight_GEN_VARIABLE")
tpl.bUseInverseSquaredFalloff = false
tpl.LightFalloffExponent      = 2.0
tpl.AttenuationRadius         = 100 * 100.0
tpl.LightColor.R, tpl.LightColor.G, tpl.LightColor.B, tpl.LightColor.A = 0xFF, 0xD4, 0xA7, 255

Two colour spaces, and #171 gets both right: the component template's LightColor takes raw sRGB bytes, while the Blueprint's own Color variable and SetLightColor() take linear colour -- srgbToLinear(c) = c/12.92 below 0.04045, else ((c+0.055)/1.055)^2.4. Live instances are updated through the real setters (SetAttenuationRadius, SetUseInverseSquaredFalloff, SetLightFalloffExponent, SetLightColor, SetIntensity), and intensity is only pushed when actor.IsON -- an off lamp sits at intensity 0 and must stay dark. Doc 03 owns the UE4SS mechanics.

B.9 The rest, briefly#

Technique Mods What it costs
Skeletal-mesh replace #96 needs the editor; drops whatever the vanilla mesh referenced
Static-mesh + new material + new textures #24 editor; #24 also drops a physical-material import, losing impact/footstep behaviour
Niagara system re-cook #124 editor; five packages, .uexp grows 2–4 %
Map override #144 editor; reverts every level change Channel37 has shipped since the cook -- the single highest-risk technique in the catalogue
Loose-file overwrite #1 trivial, but Steam file verification undoes it
ReShade #61 outside the game entirely; survives every patch

C. The domain map#

C.1 Classes and where a value can be changed#

Class / asset kind Where the visual value lives Patchable in place? Notes
SpotLightComponent / PointLightComponent template unversioned property on a *_GEN_VARIABLE export inside a BP ✅ yes, fixed-width floats masked zeros (Intensity, VolumetricScatteringIntensity) need insertion
MaterialInstanceConstant parameter records in a single export ✅ yes (scalar / vector / delete) static switches: no -- compiled permutation
UMaterial (M_*) compiled expression graph + shader maps 🚫 no editor only (#118, #24, #96)
Texture2D streaming / virtual .ubulk DXT tiles ✅ yes via uniform block transform size must stay identical
Texture2D classic (LUT, icon, UI) mip chain in .uexp/.ubulk ✅ yes at the same size/format a 256×16 BGRA8 LUT is 16,384 payload bytes
StaticMesh / SkeletalMesh cooked render data 🚫 no editor; and slot-shifted, §B.6
NiagaraSystem compiled emitter data 🚫 no editor (#124)
World / .umap level actors 🚫 no editor (#144); reverts level changes
Blueprint CDO / Kismet export data / bytecode ⚠ value edits yes, logic no doc 04
Engine.ini cvars text ✅ trivially no container, no version risk
ReShade .fx outside the game ✅ trivially needs the ReShade injector

C.2 Light property reference (Voyage-5-7.usmap slot numbers)#

Global slot = derived class first. For a PointLightComponent template subtract 2 from every SpotLightComponent number below.

Owner Slot (spot / point) Property Type
SpotLightComponent 0 / — InnerConeAngle Float
1 / — OuterConeAngle Float
PointLightComponent 2 / 0 bUseInverseSquaredFalloff Bool
3 / 1 LightFalloffExponent Float
4 / 2 SourceRadius Float
5 / 3 SoftSourceRadius Float
6 / 4 SourceLength Float
LocalLightComponent 7 / 5 IntensityUnits Enum<ELightUnits>
8 / 6 InverseExposureBlend Float
9 / 7 Radius Float
10 / 8 AttenuationRadius Float
LightComponent 12 / 10 Temperature Float
13 / 11 MaxDrawDistance Float
19 / 17 SpecularScale Float
39 / 37 LightFunctionMaterial Object
41 / 39 IESTexture Object
43 / 41 IESBrightnessScale Float
46 / 44 bEnableLightShaftBloom Bool
47–49 / 45–47 BloomScale / BloomThreshold / BloomMaxBrightness Float
LightComponentBase 55 / 53 Brightness Float
56 / 54 Intensity Float
57 / 55 LightColor Struct<Color> (stored B G R A)
59 / 57 CastShadows Bool
71 / 69 IndirectLightingIntensity Float
72 / 70 VolumetricScatteringIntensity Float
SceneComponent 79 / 77 RelativeLocation Struct<Vector> ⚠ §B.6
80 / 78 RelativeRotation Struct<Rotator> ⚠
81 / 79 RelativeScale3D Struct<Vector> ⚠

C.3 Light Blueprint families (pakchunk0 file index)#

Family Path Count Touched by
Equipment lights Blueprints/Equipment/BP_Equipment_* 8 (Headlight, Eclipse_Headlight, LightLancer_Headlight, Light_Nebular_V2_Headlight, Flashlight, UVLight_Headlight, NightVision, UVLightVision) #2, #98, #116, #109
Placeable lamps (modules) Blueprints/Modules/Utility/Lights/ 7 #120, #171, #42
Prop / world lights Blueprints/Props/Lights/ 157 nobody
Vehicle lights BP_JetSkiLight, BP_GyroLight, BP_ForkLiftLight, BP_FloodlightBoat 4 nobody
Light switches / rods BP_Module_LightSwitch*, BP_Module_LightningRod 5 nobody
Light materials Blueprints/Props/Lights/M(I)_BaseLightMat* 12 nobody

157 prop light Blueprints and 4 vehicle lights have never been modded.

C.4 Colour grading, post-process and water#

Family Path Count Note
Vanilla colour-grading LUTs UI/LUT_ColorGrading/RGBTable16x1_* 8 (BlackWhite, BoostYellow, Cool, FilmNegative, Noir, Predator, Sepia, Warm) classic 256×16 LUT strips -- replaceable in place
Post-process materials Materials/PostProcessing/ M_Player_Damage_Glitch, M_Player_Parameters, Scope_dirt M_Player_Parameters is the obvious global hook
Underwater Materials/Water/M_UnderWater_PostProcess_{Mesh,Volume}_Voyage(_Inst) 4 _Inst files are material instances → parameter-patchable
Sky External/UltraDynamicSky/ (Cloud_Fog_PostProcess, AtmosphericScattering_LUT) — #126 edits Ultra_Dynamic_Sky_Voyage
Water VFX VFX/Environment/Water/ 6 (BoatSplash, JetSkiSplash, MotorSplash, ObjectSplash, ObjectSplashSkeletal, NS_WhaleSplash) #124 does 5 of 6
Dialog / UI post Data/UI/Dialogs/DA_Dialog_PostProcess, UI/Dialog/BP_PostProcess_Dialog_Widget, UI/Game/Cameraman/CameraPostProcess 3 untouched

C.5 Paint systems the game already ships#

The game has a complete livery framework that no mod has used properly yet -- #104 repaints one shared texture instead of adding a scheme.

Family Path Count
Boat scheme folders AssetSets/Channel37/Large_Boat_Carpe/Large_Boat/BoatCustomization/<Scheme>/ 40
MI_HullCustom_* per scheme 37
MI_CockpitCustom_* per scheme 37
MI_BoatFlag_* per scheme 37
M_Deck_* per scheme 35
BoatDeck_* / BoatDecoration* textures per scheme 26 / 70
Player paint schemes Characters/PlayerCharacter/PlayerPaints/<Scheme>/ 37 (MI_Head_*, MI_Torso_*, MI_Legs_*, MI_Hands_*, MI_Scarf_* each)

Scheme names (boat): ArtStudioBoat, Canada, Catalonia, Circus, ColorOnly, Dinonite, Dragon, Electric, ExoBuilt, Flames, Flower, Fossil, France, FutureNow, Gaudi, Holland, Italy, Jungle, Kids, Lifeguard, Mermaid, Moses, Octopus, Octopus2, OldTimey, PaintBucket, Pirate, Psychodelia, Puzzle, Razzle, Rebel, RedDragon, RustGraffiti, Sandman, Skull, Skull2, Suomi, Undersea, Viking, WallArt.

C.6 Character visuals#

Family Path Note
Player skeletal mesh Characters/Mechanical_Light_01_A/SKM_PlayerCharacter 12,801 + 5,611,520 B; #96 replaces it
Player body materials Characters/Mechanical_Light_01_A/Material/M_Mechanical_Light_01_A_* 9 (Head, Torso, ArmLeft/Right, LegLeft/Right, Clothes, BackPack, FrontPack) -- plain UMaterial, not instances, so parameter patching does not apply
Player material instances Characters/PlayerCharacter/Materials/MI_Player_Character_* 11 (Head, Torso, Arms, Hands, Legs, Joints, LCD, Scarf, Scarf_Default, Scarf_Fest, Eyes1_Inst) -- these are patchable
Robot eye / HUD textures Characters/PlayerCharacter/textures/RobotEye*, HealthBar 8 eye grids -- the visor look
Scarf …/textures/Scarf_Texture_Material_001_{BaseColor,Normal,OcclusionRoughnessMetallic} #97 repaints BaseColor
UI icons UI/Icons/** 501 assets

D. Recipe -- building a new visual mod with our toolchain#

1. Pick the cheapest lever that works#

If you want to… Use Editor? Risk
turn off motion blur, head bob, fringe Engine.ini (§B.7) no none
change a light's range / cone / colour / falloff in-place float patch (§B.1) or UE4SS (§B.8) no low
change a material-instance number or colour tlcmod.material.patch_mi no low
repaint a livery / darken an interior .ubulk block transform (doc 02 §B.2) no low
ship a new LUT / icon at the same size+format swap the mip payload no low
new mesh, new UMaterial, new resolution, new package Unreal Editor + cook yes high (§B.6)

2. Extract, read-only, on the ShadowPC#

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' \
  to-legacy --version UE5_7 --no-shaders -f BP_Equipment_ \
  'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' \
  'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\lights'"

then scp -r the Voyage tree plus scriptobjects.bin into data/mods/<slug>/raw/. 🪤 to-legacy needs the whole Paks directory -- script objects live in global.utoc.

3. Find the property and its offset#

python templates/mods/visuals-skins/light_props.py \
  data/mods/vanilla/raw/Voyage/Content/Blueprints/Equipment/BP_Equipment_Headlight \
  SpotLight_GEN_VARIABLE
# ... slot 10   AttenuationRadius   Float   value  1600.0   @8837

and to see what a shipping mod did:

python templates/mods/visuals-skins/light_props.py <vanilla-asset> <mod-asset> --diff

For a material instead: python tools/mods/mi_inspect.py <abs-path-to-asset-without-extension>.

4. Write the recipe and dry-run#

JOBS = [{
    "asset":  "Voyage/Content/Blueprints/Equipment/BP_Equipment_Headlight",
    "export": "SpotLight_GEN_VARIABLE",
    "set":    [("InnerConeAngle", 20.0, 30.0),
               ("OuterConeAngle", 35.0, 50.0),
               ("AttenuationRadius", 1600.0, 4000.0)],
}]

Each entry is (property, expected-current, new); the builder refuses to write when the current value does not match, so a game patch that moves the number stops the build instead of corrupting the asset.

python templates/mods/visuals-skins/build_visual_mod.py            # dry run
python templates/mods/visuals-skins/build_visual_mod.py --build --pack

5. Install, test, roll back#

Copy <Name>_P.{utoc,ucas,pak} into Voyage\Content\Paks\~mods\ with the game closed. No loader, no anti-cheat. Rollback = delete all three files; nothing in the install was touched. In-game check for a light: stand in the dark, toggle the lamp, look at the falloff edge -- AttenuationRadius is a hard cut-off, so a wrong patch is obvious immediately.

If two containers override the same package, filename order decides: authors in this catalogue rename files to force it (00000NoBigSplash, …_9999), so a numeric prefix is the practical lever. [file] [inferred]

6. Regression (mandatory after any tlcmod change)#

python tools/mods/selftest_dxt.py
python tools/mods/build_matte_black_livery.py --bases 0.2 --hull-orm 0,206,197 --pack
python tools/mods/build_enhancer_cap.py --cap 150 --pack
python templates/mods/visuals-skins/build_visual_mod.py --selftest      # must print MATCH

E. Template#

C:/last-caretaker/templates/mods/visuals-skins/

Path What it is
README.md how to fill it in, build, install, roll back; the recorded run results
light_props.py 🛠 inspector -- names and locates every property of any cooked export, with byte offsets; --diff mode compares a mod against vanilla
build_visual_mod.py 🏁 builder -- size-neutral, in-place light/visual property patches + retoc to-zen packaging; dry-run by default, with a --selftest
ue4ss-light/Mods/TLCVisualTweak/ the UE4SS alternative: enabled.txt + Scripts/{main.lua,config.lua}, modelled on #171 -- patches one light's class defaults by name, sweeps live actors, then stops

Two tlcmod limitations are worked around inside light_props.py and should eventually be fixed upstream (§H): usmap.find_struct returns the first plausible match (for PointLightComponent that is a bogus 17,408-slot record), and package.import_table stops at the first import whose ClassPackage is not /Script/..., truncating most game-side Blueprint import tables.

Runs recorded 2026-09-07:

Command Result
light_props.py <vanilla headlight> SpotLight_GEN_VARIABLE 12 properties named with offsets (§B.1 table)
light_props.py <vanilla> <mod #2> --diff the four #2 changes, size 105 → 105
build_visual_mod.py --raw ../../../data/mods/vanilla/raw dry run, 3 rows, no problems
build_visual_mod.py --selftest MATCH -- our in-place patch reproduces Nexus #2's InnerConeAngle 90 / OuterConeAngle 120 / AttenuationRadius 4000, .uexp size unchanged at 8,981 B
core-ue4ss-lua/check.py ../visuals-skins/ue4ss-light/Mods/TLCVisualTweak 0 problems, 0 warnings (44 blocks balanced)

F. Pitfalls, version notes and patch survival#

F.1 Slot shift (the big one). Update 5.5 moved MeshComponent / PrimitiveComponent / SceneComponent slots by +3 / +4 / +8 (§B.6). Anything cooked before 2026-08-30 that touches a mesh, collision body or transform is now addressing different properties. Lights themselves are safe.

F.2 A re-cook is a time machine. A whole-package re-cook ships every value the author's build had, not just the ones they changed. #98 (January) reverts four headlights' cone angles and radii; #109 deletes a green fill light Channel37 has since added; #144 replaces the boat map and therefore undoes every level change since its cook. Prefer surgical, size-neutral patches (#152, #201) -- they cannot do this by construction.

F.3 Masked zeros. A property whose value is zero is present in the header but absent from the byte stream. Intensity on the headlight spot and on the drone spot are both masked zeros. Overwriting "in place" there corrupts the following field; the correct move is tlcmod.unversioned.patch_slot insertion plus SerialSize and BulkDataStartOffset fix-ups.

F.4 Skipped properties cannot be added in place. A property equal to its class default is skipped entirely. LightColor on the LightLancer, for instance, is not in the stream at all -- to set it you must insert it (or use UE4SS).

F.5 Static switches. MaterialInstanceConstant static switch parameters select a compiled shader permutation that is not in the container; flipping the byte does nothing.

F.6 One package, one winner. #104's ten skins, #97's four scarves and #116's nine files all override the same package -- install exactly one of each. M_RDS_01 is contested by #118 and #152; BP_Equipment_Light_Nebular_V2_Headlight by #2 (Offset), #98 and #116; the four headlights by #2 and #98; the seven lamp BPs by #120 and (as a Lua mod, so no container conflict) #171.

F.7 Packaging hygiene. Keep the _P suffix and give the container a name nobody else will use. #97's pakchunk150-Windows impersonates a game chunk; #97's skin-1 archive smuggles skin 4 alongside it; #152's and #160's containers record their package at a flat ../../../M_RDS_01.uasset path with no Voyage/Content/... prefix -- which still works, because IoStore resolves by package name.

F.8 Loose files are not mods. #1 overwrites the shipped tree, so Steam's Verify integrity of game files silently reverts it and a game update overwrites it. Never do this for anything but movies.

F.9 ReShade and Engine.ini are the only patch-proof levers. Neither touches a cooked asset. If a visual goal can be met with a cvar or a post-process shader, that is always the right answer.

F.10 The mapping file is 5.7-era. Voyage-5-7.usmap describes the mods' world, not the live game's, for engine component classes. Verify any slot name against a value you can recognise before trusting it.


G. Ideas this project could build#

Idea What it is Technique Effort
Head-torch tuning pack one container per preset (wide/far/warm/tight), all values in-place build_visual_mod.py, no editor XS -- the template already does it; recipe + pack
Standing-lamp light kit (Lua) #171 generalised: every one of the 7 lamp BPs, per-lamp range/colour/falloff in config.lua UE4SS S -- ue4ss-light skeleton + a loop over 7 packages
Reticle set M_RDS_01 Color presets and Brightness fixed, in one surgical container -- what #118 should have been tlcmod.material.patch_mi XS -- 2 parameters, reproduces #152 for free
Colour-grade pack replace the 8 vanilla RGBTable16x1_* LUTs (256×16 BGRA8, 16,384 payload bytes) with our own grades classic-texture mip swap S -- needs a LUT writer in tlcmod (~80 lines)
Nebula lamp done right #116's real knob (AttenuationRadius) patched in place instead of re-cooked, no January baggage in-place XS
Matte Black EXO, full set extend the existing livery to MI_CockpitCustom_*, MI_BoatFlag_*, M_Deck_* for the same scheme existing house pipeline S
Player-paint recolour the 11 MI_Player_Character_* instances are material instances -- unlike the 9 body M_* materials -- so a tint pack is parameter-patchable patch_mi S -- inspect the parameter set first
No-motion-blur / clarity ini a maintained superset of #122 with a documented cvar per line Engine.ini XS
Underwater clarity M_UnderWater_PostProcess_{Mesh,Volume}_Voyage_Inst are instances → fog density / tint may be parameters patch_mi M -- unknown parameter set, needs a look
Prop-light warm-up 157 Blueprints/Props/Lights/* have never been touched; a global colour-temperature pass over the boat's own lamps in-place, scripted over many packages M
Slot-shift verifier a tlcmod helper that detects whether a cooked asset uses pre- or post-5.5 numbering and refuses to mix tooling S -- high value for every future pak mod

H. Gaps & unverified#

  1. Nothing here has been run in-game. Every value is read from bytes; no visual has been confirmed on screen. The --selftest proves we reproduce a shipping mod's values, not its appearance.
  2. The +3/+4/+8 shift is measured, its cause is inferred. Both candidate slots for the decisive case are Array<Object>, so the identification rests on the monotone delta, identical export sizes and the byte accounting (§B.6). A second independent example -- ideally an export where the shift changes a fixed-width type -- would settle it.
  3. Blueprint CDO properties are unnamed. BP_CameraDrone's four patched floats and BP_Equipment_NightVision's post-process block live in Blueprint-generated class layouts that the mapping file does not describe. Candidate names exist in the packages' name tables (MaxPlayerPawnDistance, MovementsForce, LightIntensityMax, Range, LightConsumption) but the binding is not proven.
  4. ModuleConfigData / VoyageSkillUnlock are not in the mapping file, so #98's power change and #89's two bytes are located but not named.
  5. tlcmod bugs found and worked around, not fixed (out of scope for a researcher): usmap.find_struct first-match, package.import_table early stop. Both are re-implemented in light_props.py.
  6. #116's Intensity 1.0 is suspicious -- 1.0 in a light unit that vanilla leaves masked. Whether it brightens or dims the nebula lamp in practice is untested.
  7. #61's .fx was read, not run. No ReShade install exists on the Shadow to verify the preset.
  8. Load-order behaviour for competing containers is inferred from author filenames (00000NoBigSplash, …_9999), not measured.
  9. Blueprints/Props/Lights/ (157 assets) and the 40 boat + 37 player paint schemes were enumerated from the container index, not opened.
  10. data/mods/vanilla/raw is a partial extraction. A few packages referenced here (e.g. #160's flat-layout container) had no vanilla counterpart in the automated DIFF pass and were matched by hand.

I. Sources#

Files (first-hand)#

  • Mod containers and their legacy conversions: data/nexus-mods/{1,2,13,24,61,89,96,97,98,104,109,116,118,120,122,124,144,152,160,171,201}-mod-*/{unpacked,legacy}/, incl. each legacy/DIFF.md.
  • Vanilla extraction of the live build: data/mods/vanilla/raw/Voyage/Content/... (Update 5.5, 0.8.5.650920).
  • Container index: data/datamine/raw/pakchunk0-file-index.txt.gz (39,479 rows).
  • Mapping file: data/nexus-mods/94-mod-94/unpacked/UE 5.7 Mapping File-94-1-0-1767023901/Voyage-5-7.usmap (usmap v4, 58,762 names).
  • Catalogue snapshot: data/nexus/thelastcaretaker-mods.json, data/nexus-mods/inventory.json (2026-09-07).
  • Lua source read in full: 171-mod-171/unpacked/.../LongRange360Light/Scripts/{main.lua,config.lua}.
  • Text read in full: 122-mod-122/unpacked/.../Engine.ini; 61-mod-61/unpacked/.../{NewMaxima2.ini,PerceptualStability.fx,ReadMe.txt}; 1-mod-1/unpacked/.../ReadMe.txt + the two stub MP4s.

Tools#

  • tools/mods/tlcmod/ (package, unversioned, usmap, material, vt, dxt, pack), tools/mods/mi_inspect.py, tools/mods/usmap_schema.py.
  • Written for this pass: templates/mods/visuals-skins/{light_props.py,build_visual_mod.py}.
  • Lua lint: templates/mods/core-ue4ss-lua/check.py.

Project docs#

docs/mods/00-mod-library.md · docs/mods/02-core-pak-textures-materials.md · docs/mods/03-core-ue4ss-lua.md · docs/mods/04-core-logicmods-blueprints.md · docs/15-modding-technical-internals.md · docs/ref/shadow-install.md · tools/mods/README.md.

Web#

None. Every claim in this document is backed by a file in this repository; no external source was consulted for this pass.

M07

Mod Techniques -- UI, HUD & Terminal

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Everything the Nexus catalogue (snapshot 2026-09-07, 176 mods) does to the game's on-screen layer -- HUD elements, minimap and markers, the compass, menus, PECO terminal screens, notifications, fonts, photo mode, splash videos -- read off the mods' own files, plus the vanilla asset map they operate on and a house recipe for building a new one.

Confidence tags: [file] = read out of a mod's or the game's bytes · [catalog-only] = only the Nexus description supports it · [web] = external source · inferred = reasoned from first-hand facts, not directly observed.

Target build: Update 5.5 "Deck Drop" 0.8.5.650920, Steam buildid 25056839, IoStore TOC v8, unencrypted, unsigned, no anti-cheat. Containers convert with retoc --version UE5_7.


A. Library#

Ten mods touch this domain. Tier is how much a new modder should learn from it, not popularity.

id name author ver updated endo dl technique status tier what it changes files
21 Dev Menu Dmgvol v0.6 2026-09-06 223 15 893 pak-blueprint (ModActor) current-5.5 top adds /Game/Mods/DevMenu/ModActor; F1 creates the game's own /Game/UI/Game/Admin/BP_AdminWidget and adds it to the viewport 1 package (.utoc/.ucas/.pak)
198 Boat HUD Total Resources - Update 5.5 ihsoft 1 2026-09-03 7 262 pak-blueprint (clone + reparent) current-5.5 top clones the vanilla boat HUD to /Game/Mods/Boat/BP_VoyageIngameBoatHud_O and replaces /Game/UI/Game/HUD/BP_VoyageIngameBoatHud with a child that adds two grid-total text widgets 4 packages
13 PhotoMode Mod Dmgvol v0.6 2026-01-24 8 132 pak-blueprint + pak-texture-material probably-current high 57 brand-new packages under /Game/Mods/PhotoMode: a CineCameraActor child, a 3-tab settings widget, 20 LUTs, 8 border frames, key-hint textures. Overrides nothing 57 packages
197 DonkLift-320 Keyboard Control - Update 5.5 ihsoft 2 2026-09-03 0 69 pak-blueprint (clone + reparent) + pak-input current-5.5 high same clone/reparent on the forklift pawn; replaces IMC_Forklift_Keyboard, adds two IAV_* input actions and a ModActor; ships localized on-screen control hints 6 packages
136 Compass dmgvol 1 (file v2) 2026-06-03 17 584 pak-blueprint (ModActor + wrapper widget) probably-current high ModActor + WBP_CompassCustom (CanvasPanel > ScaleBox > the vanilla WBP_CompassHUD); shows the boat compass on foot, hides it while possessing the boat 2 packages
82 BigMap Dmgvol 1.0 2025-12-07 29 990 pak-blueprint (vanilla widget re-cook) stale (pre-5.7) mid the only mod that overrides a vanilla UMG Blueprint outright: /Game/UI/Game/Locator/BP_MinimapWidget re-cooked so the minimap zooms 1 package
1 No-Intro (Skip Startup - Splash Videos) Gametism 0.1 2025-10-24 28 830 loose-file-replace works (format-independent) mid overwrites Voyage/Content/Movies/CompanySplash_4k_60fps.mp4 and LCT_Splash_4k_60fps.mp4 with 1 285-byte stub MP4s 2 loose .mp4
122 Head Bob and Camera Physics Fix (Inertia) DarkDominion 1.0.1 2026-03-23 4 326 ini-config probably-current mid an Engine.ini [SystemSettings] block for %LOCALAPPDATA%\Voyage\Saved\Config\Windows\ -- 7 console variables 1 .ini
143 TLC-Terminal Waypoint dmgvol 2 2026-06-18 2 234 logicmod-bp + ue4ss-lua (file IPC) probably-current mid 6 mod packages (2 waypoint actors, a widget, 2 textures, a ModActor) in a LogicMods container + a 405-line main.lua that polls waypoint.json every 5 s to spawn/destroy waypoints and writes player/boat position back 6 packages + 1 Lua + 1 JSON
70 T1K TLC Log Dumper The1Killer 1.0 2025-11-30 1 34 ue4ss-lua stale (pre-5.7 era, but reflection-only) low F3 walks every VoyageLogData / VoyageLogFragment in memory and writes voyage_logs_dump.json. A datamining tool, not a UI mod 2 Lua

Endorsement / download / date columns are the catalogue snapshot [catalog-only]; every "what it changes" cell is [file].

The notable ones#

#198 Boat HUD Total Resources is the most valuable mod in this category, because it is the only one that adds to a vanilla HUD without re-implementing it. It ships four packages: a byte-verbatim copy of the vanilla BP_VoyageIngameBoatHud at /Game/Mods/Boat/BP_VoyageIngameBoatHud_O, two new widgets (WBP_BoatHUDTotalDieselValue, WBP_BoatHUDTotalElectricityValue), and a small replacement at the vanilla path whose class derives from the copy. Evidence [file]: the copy's .uexp is byte-identical to the vanilla one (11 961 B, 0 differing bytes) and the package-path string sits at the same two offsets (56 and 3 356) in both; the replacement's Zen header lists exactly three imported packages -- the two new widgets and /Game/Mods/Boat/BP_VoyageIngameBoatHud_O. Its name table shows the whole job: PreConstruct, GetOwningPlayer, Create, GetParent, AddChild, SetFont, SetColorAndOpacity, SetTextTransformPolicy, and the two inherited text blocks BatteryTB / PetrolTB. The two new widgets tick and walk VoyageModuleComponent -> VoyageModuleSubsystem::GetModulesInSameGrid -> GetResourceAmount, summing across the whole ship grid. Caveat: the child is compiled Blueprint bytecode -- reproducing it needs the Unreal Editor and a /Script/Voyage stub module.

#197 DonkLift-320 Keyboard Control is the same pattern on a Pawn, and it independently confirms the length-preserving rename: /Game/Blueprints/Vehicles/BP_Forklift_Possesable (48 chars) becomes /Game/Mods/DonkLiftKeyboard/BP_Forklift_Original (48 chars), both occurrences at bytes 56 and 16 832, .uexp byte-identical at 60 254 B [file]. It is also the catalogue's only input-asset mod: Game/Input/Vehicle/IMC_Forklift_Keyboard is replaced (3 830/521 B vanilla -> 4 514/575 B) and two IAV_DonkLift* actions are added. The HUD side is the ModActor's on-screen control hints [catalog-only].

#21 Dev Menu is 223 endorsements for one Blueprint. The ModActor's name table is the whole program: ModAuthor / ModDescription / ModVersion string variables (DML's metadata contract), a Key_DevMenu variable defaulting to F1, a TestWidget class variable, and a Tick that does WasInputKeyJustPressed -> Create -> AddToViewport -> SetInputMode_GameAndUIEx -> bShowMouseCursor and RemoveFromParent -> SetInputMode_GameOnly on the way back [file]. Reading the mod's raw Zen package header recovers the import that retoc to-legacy erases: the widget it opens is /Game/UI/Game/Admin/BP_AdminWidget -- a shipped, unshipped-to-players developer screen whose own imports include BP_VoyageCheatWiget_C, BP_MinimapWidget_C (a dev map), BP_SaveGameWidget_C, BP_PecoLockStates_C and BP_Terminal_System_App_C [file]. The mod adds nothing: everything in the menu is Channel37's.

#136 Compass is the cheapest useful shape in the category: WBP_CompassCustom is a two-node widget tree (CanvasPanel > ScaleBox) that hosts the vanilla WBP_CompassHUD, and the ModActor finds BP_Boat_Barge, creates the wrapper, adds it to the viewport, and ticks IsPossessed -> SetVisibility(ESlateVisibility) with a cooldown [file]. No vanilla package is touched, so it survives patches until WBP_CompassHUD itself changes. Ships for both loaders: ~mods + dml add compass, or dropped into Paks\LogicMods for UE4SS [catalog-only].

#82 BigMap is the only true vanilla-UMG override, and it shows why nobody repeats it. Its BP_MinimapWidget is a full re-cook: 9 427/3 209 B against vanilla 9 810/3 188 B, name table 130 vs 133 entries. What actually moved [file]: the mod's name table loses Border, Default__Border, Bold, StringTable, ST_UI and /Game/LocalizationStringTables/ST_UI, and gains Light and EnumProperty. In the class-default object the encoded slot count drops 116 -> 111 (five fewer class properties, i.e. widget-tree variables removed), two new values appear (a 16-byte struct at slot 8 and a float at slot 14), and the vanilla pair 0.5, 0.2 becomes 0.5, 0.1, 0.2. Those are exactly where UVoyageMinimapWidget's Dimensions / SafeZonePercentage / DefaultZoom / ZoomStep live, but the mod-side name-table renumbering makes an exact slot-to-name attribution unverified -- see H. Dated 2025-12-07, i.e. before the UE 5.6 -> 5.7 migration: archaeology.

#143 TLC-Terminal Waypoint is the catalogue's only file-IPC mod and the only real waypoint mod. main.lua runs LoopAsync(5000, ...), reads waypoint.json next to the script (path derived from debug.getinfo(1,"S").source, because the game's CWD is Binaries\Win64), and honours Request_1 / Request_2 (1 = spawn, -1 = destroy, 0 = idle) by StaticFindObject / StaticLoadObject on /Game/Mods/TerminalWaypoint/BP_Waypoint.BP_Waypoint_C, then world:SpawnActor(cls, loc, rot); every tick it writes PlayerPos (from BP_FirstPersonCharacter_New_C) and BoatPos (from BP_Boat_Barge_C) back to the JSON [file]. The other end is TLC-Terminal, an Electron map/save-parser app that "polls waypoint.json every 5 seconds" [web]. Its container lives in Paks\LogicMods, not ~mods, and it is not named _P. Note the archive ships no enabled.txt -- the install notes require adding TerminalWaypoint : 1 to ue4ss\Mods\mods.txt by hand [file + catalog-only].

#1 No-Intro is the odd one out and still works: the splash videos are loose .mp4 files in the shipped tree (Voyage\Content\Movies\), not paked -- the container index contains only the three MenubgVideo* .uasset wrappers, no .mp4 [file]. So overwriting them is engine-version independent, which is why a 2025-10-24 mod outlives the 5.7 migration. Its two replacements are valid 1 285-byte ftypdash MP4s. Two caveats: its ReadMe still says ...\common\TheLastCaretakerDemo (the install dir is now Voyage), and Steam's Verify integrity of game files will put the originals back.

#122 Head Bob and Camera Physics Fix is 11 lines of Engine.ini and immune to asset-schema drift [file]:

[SystemSettings]
r.SpringArm.DebugCameraLag=0
r.CameraShakeMultiplier=0
r.HeadBob=0
p.NetCharacterForceForcesCharacterStop=1
r.MotionBlurQuality=0
r.DefaultFeature.MotionBlur=0
r.SceneColorFringeQuality=0

r.CameraShakeMultiplier and r.MotionBlurQuality are stock UE cvars; r.HeadBob and r.SpringArm.DebugCameraLag are not stock UE and are probably game-side or no-ops inferred -- the description itself hedges ("might be a placebo") on chromatic aberration [catalog-only]. Install target is the user config, so it is not a game-file modification at all and needs the read-only flag or the game rewrites it [catalog-only].

#13 PhotoMode imports no game package whatsoever -- only /Script/* and /Engine/MapTemplates/Bokeh_5Sides [file] -- which makes it the most patch-proof mod in the category. It hides the game's UI generically via GetAllWidgetsOfClass + SetRenderOpacity, and drives post-processing through SetObjectPropertyByName / SetScalarParameterValue / SetCurrentAperture / SetFieldOfView on its own DMG_Camera (a CineCameraActor child). Its 20 LUTs are plain Texture2D colour-grading strips.


B. How they do it -- exact assets, properties and values#

B.1 Clone + reparent (the pattern to copy) -- #198, #197 [file]#

A cooked package stores its own path as a length-prefixed ASCII FString exactly twice: at byte 56 (the summary) and once as a name-table entry; the two hash words that follow the name-table entry are zeroed by the cooker. Both current-5.5 HUD mods exploit that:

#198 #197
vanilla package /Game/UI/Game/HUD/BP_VoyageIngameBoatHud /Game/Blueprints/Vehicles/BP_Forklift_Possesable
clone package /Game/Mods/Boat/BP_VoyageIngameBoatHud_O /Game/Mods/DonkLiftKeyboard/BP_Forklift_Original
characters 40 -> 40 48 -> 48
occurrence offsets 56, 3 356 (identical both sides) 56, 16 832 (identical both sides)
.uexp 11 961 B, byte-identical 60 254 B, byte-identical
replacement at the vanilla path 4 442 / 2 672 B (vs 29 452 / 11 961 vanilla) 5 241 / 3 209 B (vs 56 284 / 60 254 vanilla)
replacement's imported packages the 2 new widgets + the clone the clone + 2 new IAV_ + the ModActor

Because the lengths match, the clone is a pure byte substitution -- no offset, SerialSize, TotalHeaderSize or BulkDataStartOffset moves. This repo's template reproduces #198's clone exactly (section E).

The replacement itself is a compiled child Blueprint. #198's overrides PreConstruct and its graph reads, in name-table order: GetOwningPlayer, Create (WBP_BoatHUDTotalDieselValue_C, WBP_BoatHUDTotalElectricityValue_C), GetParent (of BatteryTB / PetrolTB), AddChild, SetFont, SetColorAndOpacity, SetTextTransformPolicy, guarded by IsDesignTime.

B.2 ModActor overlays -- #21, #136, #13, #143 [file]#

DML (#77 DmgModLoader) is what spawns these. Read off DML's own packages:

DML package What it is
/Game/DmgModLoader/BFL_DMG function library: UnlockConsole (via GameViewportClient -> ViewportConsole), SwapCM, AddCE / RemoveCE (CheatManagerExtension), PrintToConsole
/Game/DmgModLoader/CM_DMG the CheatManager: Action_AddMod, Action_RemoveMod, Action_ClearMods, Action_Show, Action_Toggle, Action_Map, Action_TeleportTo, Action_Pos*; uses FindLogicMods, GetAllFilesInDirectory, GetAssetRegistry, BeginDeferredActorSpawnFromClass + FinishSpawningActor
/Game/DmgModLoader/SG_DML the SaveGame that persists it: ModsToLoad (Map), AutoDiscovery, AutoLoad, MapToLoad, SavedLocation, PrintLogs, DisplaySpeed
/Game/DmgModLoader/S_Command a user struct {Command, Param1, Param2, Param3}

So the contract for a UI mod is: ship /Game/Mods/<Name>/ModActor (a BlueprintGeneratedClass deriving from Actor with ModAuthor / ModVersion / ModDescription strings), install to ~mods, then dml add <name> in the console (double-tap ~) [file + catalog-only]. A LogicMods container is auto-discovered instead (FindLogicMods), which is why #136 documents both.

What each ModActor then does:

mod ModActor graph (from names + Zen imports)
#21 ReceiveTick -> WasInputKeyJustPressed(Key_DevMenu = F1) -> Create(/Game/UI/Game/Admin/BP_AdminWidget) -> AddToViewport + SetUserFocus/SetKeyboardFocus + SetInputMode_GameAndUIEx + bShowMouseCursor; toggle off -> RemoveFromParent + SetInputMode_GameOnly
#136 ReceiveBeginPlay -> GetActorOfClass(BP_Boat_Barge) -> Create(WBP_CompassCustom) -> AddToViewport; ReceiveTick -> Cooldown/Delay -> IsPossessed -> SetVisibility(ESlateVisibility)
#13 GetPlayerController / GetPlayerCameraManager / GetPlayerPawn, Create(WBP_PhotoMode), SetInputMode_UIOnlyEx <-> SetInputMode_GameOnly, GetAllWidgetsOfClass + SetRenderOpacity to hide the HUD, SetObjectPropertyByName for post-process
#143 spawns nothing itself; the Lua does the spawning. The ModActor imports BP_Waypoint / BP_Waypoint2 so the classes are cooked into the container and StaticFindObject can reach them

B.3 UE4SS Lua -- #143, #70 [file]#

The API surface these two actually use, on the TLC UE4SS package (#4, v1.3, dwmapi.dll proxy, EngineVersionOverride 5.8):

call used by note
FindAllOf(className) / FindFirstOf both "VoyageLogData", "VoyageLogFragment", "BP_Boat_Barge_C", "PlayerController", "Pawn"
StaticFindObject(path) / StaticLoadObject(path) #143 tries 4 path spellings for the same class (/Game/..., /Mods/..., with and without the BlueprintGeneratedClass prefix)
world:SpawnActor(cls, FVector, FRotator) #143 falls back to a 4-arg form; K2_DestroyActor to remove
RegisterKeyBind(Key.F3, {}, fn) #70 Key table, not Windows VK
ExecuteInGameThread(fn) both every object-graph touch is wrapped
LoopAsync(ms, fn) #143 callback stored in _G so GC does not eat it; return false = keep looping
obj:GetFullName() / GetFName():ToString() / FText:ToString() #70 VoyageLogData.Name/Description/DescriptionFooter are FText; VoyageLogFragment.Name/Text too
DumpObject(obj) #70 left commented out in the shipped source

B.4 Loose-file replacement -- #1 [file]#

Voyage/Content/Movies/ is a real directory of .mp4 files in the shipped tree. The mod ships two 1 285-byte valid MP4s (ftypdash, iso6 avc1 mp41) named exactly CompanySplash_4k_60fps.mp4 and LCT_Splash_4k_60fps.mp4. No pak, no loader, no version coupling. Full inventory of that directory: those two plus MenubgVideo1080_30, MenubgVideo4k60, MenuBgVideoDEMO4k60, UI_Animation_Rotation.mp4.

B.5 ini config -- #122 [file]#

Written to %LOCALAPPDATA%\Voyage\Saved\Config\Windows\Engine.ini, [SystemSettings] section (see A). This is the user config directory, not the install; nothing is modified under Voyage\.


C. The domain map#

C.1 Where UI lives in the container#

pakchunk0-Windows holds 33 416 packages; 521 .uasset live under Voyage/Content/UI/ outside UI/Icons/, plus 87 under Data/UI/ and 28 under Data/Indicator/ [file].

Directory n What is in it
UI/Game/HUD/ 54 (+5 in DynamicLayers/, EquipmentContext/) the in-game HUDs and every detail panel
UI/Focusable/ 28 focus/navigation wrappers (gamepad)
UI/ContextMenu/Actions/ 27 per-action context-menu entries
UI/Game/Cameraman/ 23 the cinematic/spectator tools
UI/Game/Quest/ 22 quest list, trackers
UI/Game/Consoles/ 15 (+16 sub) module-management screens on the ship's PECO consoles, incl. InfoPECO/ContentConsoles/Vehicle/WBP_InfoConsole_*
UI/Game/Inventory/ 15 inventory + slots
UI/Terminal/{Widgets,Materials,Presets,Fonts} 14 / 15 / 14 / 7 the PECO terminal: screen widgets, retainer materials, 6 colour presets, 4 terminal font families (7 .uasset, not 8: Flexi_IBM_VGA_False ships only its _Font wrapper, no UFontFace)
UI/ItemSelectors/, UI/Menu/, UI/Screen/* 14 / 12 / 34 selectors, main/pause menus + credits, Lazarus / Fabricator / Rocket / Recycler screens
UI/Game/Message/ 11 the toast / notification stack
UI/Fonts/, UI/VoyageRoboto 9 + 1 fonts (see C.5)
UI/Game/Locator/ 4 minimap, world markers, off-screen indicators
UI/Badges/, UI/Cursor/, UI/Compass/, UI/Gamepad/, UI/PlatformInputs/ 4 / 3 / 2 / 3 / 4 small families
UI/Icons/* ~250 item / module / skill icon textures (texture domain -- see doc 02)

C.2 The HUD roots -- the classes a mod hooks#

Package Generated class Native parent What it is
UI/Game/HUD/BP_VoyageIngameHud BP_VoyageIngameHud_C VoyageInGameWidget the on-foot HUD: hosts BP_ActionBar_C, BP_Crosshair_Widget_C, BP_HolsterSlot_C, BP_DropWidgetArea_C, BP_HitDamageWidget_C, BP_InGameDynamicLayer_C, BP_LocatorHudWidget_C, BP_ButtonInfo*
UI/Game/HUD/BP_VoyageIngameBoatHud BP_VoyageIngameBoatHud_C VoyageInGameBoatWidget boat HUD; imports BP_LocatorHudWidget, WBP_CompassHUD, MI_HorizontalGradient_Middle, VoyageRoboto, ST_UI, ST_Keybinds, the IAV_Vehicle* actions, petrolIcon / electric sprites
UI/Game/HUD/BP_VoyageIngameForklift VoyageInGameVehicleWidget (chain) DonkLift HUD
UI/Game/HUD/WBP_VoyageIngameJetSki / WBP_VoyageIngameDrone / WBP_VoyageIngameGyroCopter / BP_VoyageIngameCraneHud one per vehicle
UI/Game/HUD/BP_VoyageIngameEmpty the "no HUD" state
UI/Game/World/WBP_CompassHUD WBP_CompassHUD_C VoyageCompassWidget the compass strip; uses M_Compass, Compass_Arrow, Compass_Boat, VoyageRoboto
UI/Game/Locator/BP_MinimapWidget BP_MinimapWidget_C VoyageMinimapWidget minimap + map screen; RetainerBox with M_Terminal_Retainer_Inst_Map, Crosshair_03, DA_Indicator_Basic, DA_UI_Sound, ST_UI
UI/Game/Locator/BP_LocatorHudWidget BP_LocatorHudWidget_C VoyageLocatorHudWidget world markers; uses BP_LocatorWidget_Simple_Large + VoyageIndicatorData
UI/Game/Admin/BP_AdminWidget BP_AdminWidget_C VoyageAdminWidget the developer menu #21 opens; hosts BP_VoyageCheatWiget_C, BP_MinimapWidget_C, BP_SaveGameWidget_C, BP_PecoLockStates_C, BP_Terminal_System_App_C, BP_InspectDynamicMesh (six -- all six confirmed in the live name table; there is no BP_GameProgressWidget entry)
UI/Game/Message/BP_MainInGameMessageList + 10 siblings notifications: BP_LootMessage, BP_LevelUpMessage, BP_ResourceMessage, BP_SampleMessage, BP_QuestInProgressMessage, BP_StickyMessage(RichFormat), BP_EnterMessageWidget, BP_WeaponResourceMessage
UI/Terminal/Widgets/WBP_TerminalScreen_Widget + 13 the PECO terminal apps: _LogData_, _Quest_, _SpaceData_, _SurvivalGuide_, _CommitteeData_, _Layer_, _Layer_Cameras, WBP_TerminalCommandLineWidget, WBP_TerminalInputLineWidget, WBP_TerminalLineWidget, WBP_Terminal_Cartridge_Widget, WBP_HumanDisplayWidget

All of the above are Blueprint -- not patchable as data. What is patchable is their class-default values (unversioned slots on the CDO export) and the data assets they read.

C.3 The native classes and their properties (from Voyage-5-7.usmap) [file]#

Class Parent Slots The ones worth changing
UVoyageMinimapWidget VoyageLocatorWidget 36 Dimensions (Vector2D), SafeZonePercentage, DefaultZoom, ZoomStep, MouseZoomStep, GamepadZoomSpeed, GamepadScrollSpeed, DefaultLinesSpace, GridColor, GridTextColor, GridTextFont, GridTextFontSize, GridTextFontTypeFace (Name), GridLineWidth, PathLineColor/Thickness, ForwardLineColor/Thickness, IndicatorScale, FogOfWarResolution, FogOfWarTexture, bHoldLeftMouseForWaypoint, HoldLeftMouseForWaypointDuration, ClearSelections/ResetViewInput/PlaceMarkerInput/SelectInput (EUINavigationInputType)
UVoyageLocatorWidget VoyageBaseUserWidget 10 LocatorWigetClass, DefaultIndicator, TypeInclude/ExcludeFilters, GroupNameInclude/ExcludeFilters, LocatorPoolSize, UpdateInterval, bIsViewportWidget
UVoyageBaseUserWidget UserWidget 42 DesiredZOrder, bPlayerScreen, ContentScrollStep/Speed/Priority, ContextMenuClass, RevealAnim / HideAnim / ContentAnim, SoundData, WidgetPersistentKey
UVoyageCompassWidget VoyageBaseUserWidget 6 bUseControllerDirection, bUseDynamicIndicatorIcon, CompassImage, CompassAngleText, IndicatorWidgetSwitcher, CompassMaterial
UVoyageInGameWidget VoyageBaseUserWidget 7 QuestListRoot, MainMessageList, Secondary/Third/FourthMessageList, QuestInProgressWidgetDuration
UVoyageInGameVehicleWidget VoyageInGameWidget 31 SpeedMininumDigits, SpeedMaxInMeters, Speed/Throttle/SteeringMin/MaxAngle, bSteeringShortFormat, bSteeringAngleText, bMileageShortFormat, bMileageUseLargeNumbers, MileageMaxDecimals, + the widget bindings
UVoyageInGameBoatWidget VoyageInGameVehicleWidget 6 AnchorOL, OnAnchorAnim, BatteryTB, BatteryDeltaTB, PetrolTB, PetrolDeltaTB
UUserWidget / UWidget 23 / 24 ColorAndOpacity, ForegroundColor, Padding, Priority, bIsFocusable, TickFrequency / RenderTransform, RenderTransformPivot, Clipping, Visibility, RenderOpacity, Cursor, ToolTipText

Slot order in a cooked export is derived class first, then each super in turn -- proven by UVoyageEnhancer.MaxPoints sitting at slot 0 even though VoyageBaseDataAsset has 7 properties (and by the shipping Enhancer Cap mod that relies on it).

C.4 UI data assets -- the patchable layer#

These are DataAsset subclasses with no Blueprint in the way, so their unversioned slots map straight onto the mapping file. Verified byte-for-byte against the live build [file]:

Asset(s) Class Slots Live values
Data/UI/DA_Floating_Text_Default / _Slow VoyageFloatingTextData 10 slot 0 FloatingWidgetClass = BP_FloatingTextWidget_Default_C; 1 TextColor = (0.5, 0.5, 0.5, 1.0); 3 DirectionSpeed = 50.0; 8 RandomOffsetSpeed = 75.0; 9 MaxLifetime = 5.0
Data/Indicator/DA_Indicator_Basic (+ 25 per-location siblings) VoyageIndicatorData 17 1 bPinToEdge = false; 3 bShowBehind = true; 7 Icons = 7-entry map EVoyageLocatorType -> Texture2D (Indicator_Boat / _Dot / _Player / _Triangle); 8/9 distance alpha + scale curves (FC_Indicator_Linear, FC_Indicator_Scurve); 12 HighlightTintColor = (1.0, 0.786, 0.0, 1.0); 13 LineColor; 14 LineThickness = 6.0
Data/UI/Crosshair/DA_Crosshair_Widget_Data_{Default,Aim,Dot,Door,Grab,Connect} VoyageCrosshairWidgetData 1 slot 0 MainImage -> Crosshair_05 (Default). A one-import retarget swaps the crosshair
Data/UI/WidgetComponent/DA_WidgetComponent_{Interact,QuestIndicator,QuestIndicatorShort,...} VoyageWidgetComponentData 8 WidgetClass, WidgetSpace = Screen, bScaleByDistance = true, DistanceScaleRange = (50, 300), VisibilityRange = (500, 2000)
Data/UI/OverlayWidgets/DA_Widget_* (18) VoyageOverlayWidgetData 9 WidgetClass, Anchor (nested struct), Size, bApplyAspect, bHideInGameHud, BlurStrength (3.0 on DA_Widget_Map / DA_Widget_Pause, 1.0 on DA_Widget_Player), bBackgroundBorder -- ⚠ slot numbering drifted, see F
Data/UI/FocusWidgets/DA_*_Focus_Widget* (9) per-screen focus configuration (DA_Map_Focus_Widget_Data, DA_Terminal_Focus_Widget_Data, ...)
Data/UI/Dialogs/DA_Dialog_* (32) every confirmation dialog's text + buttons
Data/UI/Sound/DA_UI_Sound* (5) UI sound sets

C.5 Terminal, fonts and string tables#

Thing Assets Patchable?
PECO terminal colour presets UI/Terminal/Presets/TerminalPresetsDataTable -- a DataTable with rows B&W, IBM_Color, LCD_Amber, Mac_II, Retro_Amber, Retro_Green, row struct TerminalConfigurations (a UserDefinedStruct with Color, BackgroundColor (LinearColor), Blur, Speed, VignettePower, VignetteSize, ScaleX, ScaleY, Dirt, Reflection (double) and Style -> a *_RichTextStyle object) yes -- one 666-byte export, all fixed-size fields, in-place value edits
Terminal materials UI/Terminal/Materials/ (15): M_Terminal_Retainer + _Inst_Map / _Inst_ScoreBoard / _Widget* / _Sonar, Terminal_Glass_Mat, Terminal_UI_Material, Tint, scanline yes for MI_* parameters (doc 02); the M_* masters are compiled shaders
Terminal fonts UI/Terminal/Fonts/{DSEG7Classic-Bold, Fixedsys_Excelsior_3_01_Regular, ShareTechMono-Regular, Flexi_IBM_VGA_False}, UI/Terminal/Old/Dogica/dogicapixel -- each a UFontFace + a _Font UFont wrapper, except Flexi_IBM_VGA_False, which ships only the _Font wrapper (7 .uasset under UI/Terminal/Fonts/, not 8) payload is bulk data; swapping the typeface a widget asks for is cheaper
HUD font UI/VoyageRoboto -- a UFont with typefaces Regular, Bold, Bold Italic, Italic, Light, each importing a /Game/UI/Fonts/NotoSans-* UFontFace (plus NotoSansJP-Regular, NotoSansSC-Regular and an /Engine/EngineFonts/Faces/DroidSansMono fallback). The FontFace .uexp holds only the author's source path (../../../../../../Downloads/Noto_Sans/static/NotoSans-Regular.ttf) typeface selection is a Name property (e.g. UVoyageMinimapWidget.GridTextFontTypeFace) -- #82 changed exactly that (Bold -> Light)
Text 51 LocalizationStringTables/ST_* (ST_UI, ST_Keybinds, ST_KeybindsCategories, ST_ContextMenu, ST_Dialogs, ST_Interaction, ST_Items, ...) string tables are cooked data; no mod in the catalogue edits one
Cursors / crosshair UI/Cursor/{BP_Crosshair_Widget, BP_Cursor_Default, Cursor_01}, Textures/UI/Crosshair/Crosshair_0* textures = doc 02; the choice is a data asset (C.4)
Splash / menu video loose Voyage/Content/Movies/*.mp4 + Movies/Menubgvideo*.uasset wrappers yes, loose-file replace (#1)

C.6 Data vs Blueprint vs C++ -- what you can and cannot reach#

Layer Example Reachable without the editor?
DataAsset values DA_Indicator_Basic.LineThickness ✅ value patch (any serialised number) / slot only for a leading or absent leading slot
DataTable rows TerminalPresetsDataTable ✅ in-place value patch
Material-instance parameters MI_Terminal_Retainer, M_Terminal_Retainer_Inst_Map ✅ tlcmod.material (doc 02)
Texture pixels icons, Compass, Crosshair_0*, LUTs ✅ tlcmod.vt / tlcmod.dxt (doc 02)
Blueprint class defaults (CDO) BP_MinimapWidget_C defaults ⚠ possible (same slot codec) but the BP's own variables shift the slot numbering -- verify with --inspect
Blueprint graph / widget tree adding a text block to a HUD ❌ needs the editor (or the clone+reparent pattern, whose child still needs the editor)
/Script/Voyage C++ UVoyageMinimapWidget::GetZoom ❌ -- but readable/writable at runtime through UE4SS reflection
Static switches in materials ❌ selects a compiled shader permutation that is not in the container
Console variables r.MotionBlurQuality ✅ Engine.ini in the user config (#122)

D. Recipe -- building a new UI/HUD mod with this toolchain#

D.0 Decide which lever you need#

Do you only need to hide / fade / move an existing widget, or read a value?   -> UE4SS Lua  (D.4)
Is the thing you want a number/colour/icon in a DA_* or DataTable?            -> `value` patch (D.2)
  ... and is the property ABSENT because it equals its C++ default, with       -> `slot` insert (D.2)
      nothing serialized before it? (rare -- everything else is `value`)
Is it a widget material or an icon texture?                                   -> doc 02 (textures/materials)
Do you need to ADD a widget to a vanilla HUD?                                 -> clone + reparent (D.3, editor)
Do you need a whole new screen?                                               -> ModActor overlay (doc 04, editor)
Is it a render/camera cvar?                                                   -> Engine.ini (D.5)

D.1 Extract (read-only, ShadowPC)#

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f Content/UI/Game/HUD/ 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\uihud'"

-f is a substring match on the container path, so a directory prefix works. Repeat per directory (Content/UI/Game/Locator/, Content/Data/UI/, Content/Data/Indicator/, Content/UI/Terminal/, Content/UI/Game/Message/, Content/UI/Menu/, Content/UI/Game/Admin/), then scp -r the Voyage tree home. The first invocation (without --no-script-objects) also writes scriptobjects.bin, which to-zen needs later; this repo already has one at data/mods/vanilla/global/scriptobjects.bin.

Timing measured today: 14 directory filters -> 262 assets in a few seconds each; 524 files / 4.5 MB transferred.

D.2 Patch a data asset (no editor)#

cd templates/mods/ui-hud
python build_ui_mod.py --inspect Data/Indicator/DA_Indicator_Basic     # export map + slot map + unaligned value scan
python ../../../tools/mods/usmap_schema.py <Voyage-5-7.usmap> VoyageIndicatorData

value is the default lever; slot is the narrow exception. For a number that is already in the cooked stream, take the byte offset out of --inspect's unaligned scan and write a value job with an expect guard. The scan strides one byte at a time because an export's value area is packed, not aligned: DA_Indicator_Basic's bShowBehind Bool sits at export byte 9, so every float behind it is off the 4-byte grid and a 4-word dump shows only garbage. LineThickness (slot 14) lands at export byte 142:

{ "kind": "value", "package": "Data/Indicator/DA_Indicator_Basic",
  "export": 0, "offset": 142, "type": "float", "expect": 6.0, "value": 2.0 }

Verified 2026-09-07 against the ShadowPC extraction: [value] ... export 0 byte 142 6.0 -> 2.0. Size never changes, so nothing can desync, and the expect guard aborts if a patch moves the field.

slot re-encodes the unversioned fragment header, so it can insert a property the cooker skipped; the export's SerialSize and the summary's BulkDataStartOffset are fixed up automatically, and it refuses to run on any export that is not the last one in the package. But slot can only patch or insert a slot with no serialized value before it -- the Enhancer Cap's slot 0. tlcmod.unversioned is deliberately width-agnostic (it never reads a type table), so it cannot step over a preceding value of unknown size: it can neither find a value behind another one nor place an inserted one anywhere but the front of the value area. DA_Indicator_Basic.LineThickness is slot 14 behind six serialized slots, so it is a value job, not a slot job. The builder aborts rather than corrupting the export:

ABORT slot 14 is preceded by serialized values at [3, 7, 8, 9, 12, 13]; tlcmod can only patch or
insert a slot with nothing serialized before it (the Enhancer-Cap slot-0 case).
... Use a `value` job at the byte offset from `--inspect Data/Indicator/DA_Indicator_Basic` instead.

The legal shape of a slot job on this asset is slot 0 (bPinToViewportEdge, skipped by the cooker, nothing serialized ahead of it) -- verified: was 'skip' -> 1 (+1 B), export 150 -> 151 B, present list becomes the vanilla list plus slot 0.

{ "kind": "slot", "package": "Data/Indicator/DA_Indicator_Basic",
  "export": 0, "slot": 0, "type": "byte", "value": 1 }

D.3 Clone + reparent (the only way to ADD to a vanilla HUD)#

{ "kind": "clone",
  "package": "UI/Game/HUD/BP_VoyageIngameBoatHud",
  "to":      "Mods/Base/BP_VoyageIngameBoatHud_O" }

The two paths must have the same character count (/Game/ is prepended to both). The builder prints the arithmetic and refuses otherwise. Then build the child Blueprint in UE 5.7 against a /Script/Voyage stub module -- full steps in templates/mods/ui-hud/editor/README-editor.md.

D.4 Poke the live HUD from Lua (no editor, no pak)#

templates/mods/ui-hud/ue4ss/TLCHudToggle/ -> Voyage\Binaries\Win64\ue4ss\Mods\

Edit config.lua (Targets, PropertyName, NewValue, DryRun), press F8. hud_list in the UE4SS console prints every UserWidget currently constructed with its class name -- the fastest way to find out what a screen is called. Lint before you ship:

python templates/mods/core-ue4ss-lua/check.py templates/mods/ui-hud/ue4ss/TLCHudToggle

D.5 Console variables#

Drop an [SystemSettings] block into %LOCALAPPDATA%\Voyage\Saved\Config\Windows\Engine.ini. Mark the file read-only afterwards or the game may rewrite it [catalog-only, per #122's notes].

D.6 Package, install, test, roll back#

python build_ui_mod.py --write --pack        # -> data/mods/<slug>/pak/<Name>_P.{utoc,ucas,pak}
Step Action
Install game closed; copy all three files into Voyage\Content\Paks\~mods\ (both current HUD mods ship for Paks\ itself -- either works)
DML mods additionally dml add <modname> in the console (double-tap ~), then reload the save
UE4SS Lua copy the mod folder into ue4ss\Mods\; enabled.txt is enough, mods.txt controls order
Test launch; snapshot the save first. Pak overrides are live at load; there is no UE log in Shipping, so the UE4SS console is your only log
Roll back delete the three container files / the mod folder. Nothing in the install was modified
Conflicts two containers that override the same package conflict -- last mounted wins. Only #82 and #197/#198 override vanilla packages at all

E. Template -- templates/mods/ui-hud/#

Path What it is
README.md fill-in guide, install/rollback table, the recorded smoke test
build_ui_mod.py the builder: clone / slot / value jobs, --inspect, dry-run by default
recipe.json ships one live job (clone the boat HUD) + three disabled, individually verified examples: value at DA_Indicator_Basic byte 142, the legal slot 0 insert, value at DA_Floating_Text_Default byte 34
ue4ss/TLCHudToggle/{enabled.txt,Scripts/{main.lua,config.lua}} HUD switch: find widgets by class, snapshot, write one reflected property, heartbeat re-apply, F8/F7, hud_toggle / hud_restore / hud_status / hud_list
editor/README-editor.md the child-Blueprint half: UE 5.7, the /Script/Voyage stub module, the parent placeholder, the cook, and four cheaper alternatives

Smoke test, run 2026-09-07: the shipped recipe reproduces the vanilla-copy half of #198 from the vanilla asset and packs it.

Check Result
dry run reports the path at bytes [56, 3356], 40 chars ✅
--write --pack -> MyUiMod_P.utoc 455 B / .ucas 35 572 B / .pak 347 B ✅
clone .uexp identical to vanilla and to #198's BP_VoyageIngameBoatHud_O.uexp (11 961 B) ✅
clone .uasset 29 452 B unchanged; 0 old-path occurrences, 2 new ✅
packed Zen header 23 371 B -- the same size as #198's _O chunk ✅
packed imported-package list -- the same 18 packages, same order, as the vanilla HUD ✅
retoc info -> 2 chunks / 1 package, Indexed, TOC ReplaceIoChunkHashWithIoHash ✅
check.py on the Lua sidecar -> 0 problems, 0 warnings (70 balanced blocks) ✅
each disabled example enabled once against the ShadowPC extraction: 6.0 -> 2.0 (byte 142), 5.0 -> 2.5 (byte 34), slot 0 skip -> 1 (+1 B) ✅
slot jobs at 6 / 14 / 15 / 17 all ABORT with exit 1 and write nothing ✅

The build tree (data/mods/my-ui-mod/) was deleted after the run; --write --pack recreates it.


F. Pitfalls, version notes and patch survival#

# Pitfall Detail
1 The mapping file is 5.7-era and has drifted for some classes VoyageFloatingTextData, VoyageIndicatorData, VoyageWidgetComponentData and VoyageEnhancer reconcile byte-for-byte with the live payloads. VoyageOverlayWidgetData does not: on DA_Widget_Pause the last encoded slot is 6 and carries a 4-byte float 3.0, but the 5.7 schema says slot 6 is the Bool bBackgroundBorder and slot 5 is the Float BlurStrength -- the payload is one slot ahead. Always confirm with --inspect before writing.
2 Slot numbering on a Blueprint CDO is not the usmap numbering The Blueprint's own variables occupy the leading slots, so UVoyageMinimapWidget's slot 10 is not global slot 10 on Default__BP_MinimapWidget_C. Data assets have no such offset.
3 retoc to-legacy on a mod container erases import names Converting a mod's .utoc next to global.utoc alone collapses every imported package to /Engine/UnknownPackage and renumbers the name table, which inflates byte-diff counts into the thousands. The fix used throughout this doc: retoc unpack-raw the container and read the Zen summary's ImportedPackageNamesOffset block (field 13 of the summary, at the end of the header) -- the real names are right there.
4 A clone that changes the path length is not a clone Growing or shrinking the package-name string means rebuilding the name table and every offset behind it. Pick a name of the exact same width; both Nexus authors did.
5 Static switches and shader permutations A widget material's static switch cannot be flipped in a container -- it selects a compiled permutation that is not shipped.
6 A widget you cannot find is usually not constructed The boat HUD only exists at the wheel, the minimap only while the map app is open. FindAllOf returning nothing is normal; use hud_list with the screen on screen.
7 Steam file verification Never touches Paks\~mods\, but does restore Content\Movies\*.mp4 -- loose-file mods (#1) die on every verify.
8 The 2025-12-16 UE 5.6 -> 5.7 migration Every pak mod dated before it is archaeology. In this category that is #82 BigMap and #70's era. #1 (loose files) and #122 (ini) are immune by construction.
9 No log in Shipping There is no UE log; UE4SS's console is the only diagnostic channel. Ship Lua mods with DryRun = true.
10 enabled.txt vs mods.txt enabled.txt enables, mods.txt orders. #143 ships neither and relies on the user editing mods.txt; a mod that must load after another needs the mods.txt entry.
11 Patch survival ranking ini > loose file > self-contained ModActor (#13 imports zero game packages) > ModActor that wraps a vanilla widget (#136) > clone + reparent (#198, #197 -- breaks only if the parent's layout changes) > data-asset slot patch (breaks if the class layout changes) > vanilla-widget re-cook (#82 -- breaks on any patch to that widget).
12 Two mods, one package Only #82, #197 and #198 override vanilla packages, and they override different ones, so nothing in this category currently conflicts. A second boat-HUD mod would.

G. Ideas -- what this project could build here#

Ranked by value / effort. "Effort" assumes this repo's toolchain and the ui-hud template.

# Idea Technique Editor? Effort Notes
1 Clean HUD -- a Lua mod with a per-element toggle list (crosshair, action bar, holster, compass, markers, messages) and a "screenshot mode" hotkey that hides everything UE4SS Lua no S -- the template already does one property on a class list; this is a config table and a second key fills the biggest gap: nothing in the catalogue hides the HUD except PhotoMode's all-or-nothing
2 Marker restyle -- thinner/thicker leader lines, a different highlight colour, bigger indicators, edge-pinned off-screen markers value patch on DA_Indicator_Basic (+25 siblings) no S -- LineThickness 6.0 at export byte 142 (value job, verified) 26 assets, one recipe; the per-location siblings let you colour-code Seed Vaults vs Oil Rigs. Each sibling's offsets must be re-read -- they do not all serialize the same slots
3 Terminal colour presets -- add "Amber CRT (max scanline)" style variants, or retune the six shipped ones in-place value edits on TerminalPresetsDataTable + MI params on the six *_Terminal_Material_Inst no M -- one 666-byte export, needs a careful --inspect pass to pin the TerminalConfigurations field order zero mods exist for the terminal; it is the game's signature UI
4 Readable minimap -- GridTextFontSize, GridTextFontTypeFace (Bold -> Light, exactly what #82 did), GridLineWidth, IndicatorScale, DefaultZoom CDO slot patch on BP_MinimapWidget or Lua write on BP_MinimapWidget_C no M -- the CDO slot offset must be pinned first (F/2); the Lua route sidesteps it entirely replaces stale #82 with something current
5 Crosshair pack -- swap MainImage on the six DA_Crosshair_Widget_Data_* to bundled textures import retarget (tlcmod.package.retarget_import) + tlcmod.vt for the textures no M one-import assets; the same retarget the livery mod already uses
6 Notification tuning -- longer/shorter toasts, fewer duplicate loot messages value patch on DA_Floating_Text_* (MaxLifetime 5.0, DirectionSpeed 50.0) + UVoyageInGameWidget.QuestInProgressWidgetDuration no S for the floating text, M for the message list (CDO)
7 Boat HUD, on foot -- the #136 trick applied to the resource totals: show grid diesel/electricity anywhere on the ship ModActor + wrapper widget yes L would need a stub module + the editor; #198 already proves the data path (GetModulesInSameGrid)
8 Waypoints without an external app -- a Lua mod that places/clears a marker at the player's position on a hotkey and persists them to JSON UE4SS Lua + one cooked marker actor yes (for the actor) or reuse #143's M/L #143 does the hard half already but only as a bridge to TLC-Terminal
9 No-Intro, current -- reissue #1 with the Voyage path and a verify-safe note; or do it as an Engine.ini/startup-movie override instead of a file overwrite loose file / ini no XS #1 still works but its ReadMe points at the demo directory
10 HUD scale -- a global UI scale via Engine.ini / UserInterfaceSettings DPI curve, or per-widget RenderTransform from Lua ini or Lua no M untested; the DPI curve lives in an engine config asset, not the game's UI tree

H. Gaps & Unverified#

Item Status
Typed value walker Missing by design, and it is the ceiling on the slot lever. tlcmod.unversioned never reads a type table, so it cannot step over a serialized value of unknown width. Consequence: slot only reaches a slot with nothing serialized before it (MaxPoints = slot 0); patching or inserting anything behind a serialized value needs FVector2D / FLinearColor / Map<> / FText widths pulled from the mapping file and a real walk of the value area. Until that exists, every already-serialized number is a value job at a byte offset from --inspect.
#82 BigMap slot-to-property attribution Unverified. The CDO's encoded slot count drops 116 -> 111 and values appear at slots 8 and 14 with the 0.5, 0.2 pair becoming 0.5, 0.1, 0.2. The candidate window is UVoyageMinimapWidget.{Dimensions, SafeZonePercentage, DefaultZoom, ZoomStep}, but the number of Blueprint-own leading slots on BP_MinimapWidget_C was not pinned, so the mapping is not proven. Pinning it needs a type-aware walk of the CDO value stream (struct sizes for FVoyageLocatorProperties and FAnchorData are unknown).
VoyageOverlayWidgetData slot drift Observed, not explained. The payload is one slot ahead of the 5.7 mapping (F/1). Whether a property was inserted in 5.8 or the mapping is simply wrong for this class was not determined.
Whether the clone+reparent container actually loads in-game Not tested in game. The clone is byte-proven and the packed container matches #198's Zen header size and import list exactly, but nothing was installed to the ShadowPC (the install is read-only for this pass). #198 shipping and working on 5.5 is the indirect evidence.
#13 PhotoMode currency on 5.5 [catalog-only]. Updated 2026-01-24 (post-migration) and imports no game package, so it should survive; not launched.
#122's non-stock cvars r.HeadBob and r.SpringArm.DebugCameraLag are not stock UE console variables; whether Channel37 registers them was not checked (there is no way to list cvars without launching with the console).
Font payload location The UFontFace .uexp files are 84-90 B and carry only the author's source path; the TTF must be in bulk data that to-legacy did not emit for these packages. A font-replacement mod was not attempted and no catalogue mod does one.
String-table editing ST_UI and friends are cooked StringTable assets. No mod edits one; the serialization was not decoded.
DML's Action_* semantics Read from CM_DMG's name table (function names), not from decompiled bytecode. dml add <name> -> SG_DML.ModsToLoad -> deferred spawn of /Game/Mods/<name>/ModActor is inferred from those names plus every mod's install instructions.
Localization of #197's hints "English and Russian hint labels" is [catalog-only]; the strings were not located in the container.

I. Sources#

Files (first-hand)#

Path Used for
data/nexus/thelastcaretaker-mods.json catalogue metadata, descriptions, install instructions
data/nexus-mods/inventory.json technique fingerprints, per-pak overridden-package lists
data/nexus-mods/{1,13,21,70,82,122,136,143,197,198}-mod-*/unpacked/** the mods' own files (Lua, ini, mp4, containers)
data/nexus-mods/{13,21,82,136,143,197,198}-mod-*/legacy/** + DIFF.md converted legacy assets and the size/word diffs
data/nexus-mods/77-mod-77/legacy/** (BFL_DMG, CM_DMG, SG_DML, S_Command) the DML loader contract
data/mods/vanilla/raw/Voyage/Content/UI/Game/{HUD,Locator}/** the vanilla BP_VoyageIngameBoatHud and BP_MinimapWidget baselines
data/mods/vanilla/global/scriptobjects.bin retoc to-zen input
data/datamine/raw/pakchunk0-file-index.txt.gz the 33 416-package container index; every directory count in C.1
data/nexus-mods/94-mod-94/.../Voyage-5-7.usmap class schemas in C.3
ShadowPC extraction (read-only, Temp\tlc-mine\uihud, 262 assets) of Content/{UI/Game/HUD,UI/Game/Locator,UI/Game/World,UI/Game/Message,UI/Game/Terminal,UI/Game/Admin,UI/Game/Consoles/InfoPECO,UI/Terminal/{Presets,Widgets},UI/Compass,UI/Cursor,UI/Menu,UI/Fonts,Data/UI,Data/Indicator} C.2, C.4, C.5 values
tools/mods/tlcmod/{package,unversioned,usmap,pack}.py, usmap_schema.py, build_enhancer_cap.py the codecs and the derived-first slot-order proof
templates/mods/ui-hud/** the template and its smoke test

URLs#

URL Used for
https://github.com/Python727/TLC-Terminal the other end of #143's waypoint.json IPC (Electron map/save-parser app, polls the file every 5 s) [web]

Nexus mod pages themselves were not fetched (they 403 fetchers); all catalogue claims come from the local snapshot.

M08

08 -- Domain: **weapons, ammo & combat**

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Scope: damage, ammo craft amounts and times, magazine capacity, the primary/secondary/tool holster slots, scopes and attachments, the Rhino (petrol grinder) melee/AoE tool, flame and electric weapons, grenades. 18 of the 176 Nexus mods live here; six techniques cover all of them -- in-place value patch, Blueprint sub-object patch, Blueprint bytecode literal, material-instance parameter, UE4SS reflection and native AoB -- plus one anti-pattern, the whole-asset re-cook (§B7).

Evidence rule. Every before -> after pair below was decoded out of the mod's own .uexp and diffed against the same package extracted from the live install (Update 5.5 "Deck Drop", 0.8.5.650920, buildid 25056839, retoc --version UE5_7; vanilla baseline data/mods/vanilla/raw/). Claims that only the Nexus description supports are [catalog-only]; deductions are [inferred]; everything else is [file]. [web] is used nowhere in this document -- no web source was needed.

The decoder. These numbers do not sit at the top of an export, so the diffs here required a typed walker over the nested unversioned-property streams. It now ships as templates/mods/weapons-ammo/weapon_props.py (section E).


A. Library#

Ranked by how much this project can learn from them (⭐ = reference implementation). 👍 = endorsements, ⬇ = downloads, at the 2026-09-07 snapshot.

# Name Author Ver Updated 👍 ⬇ Technique Status Tier What it changes Files
⭐ 169 Uber Rhino TakeyaSaito 1.3 2026-09-04 17 1 051 2 in-place f32 + 1 byte current-5.5 top Rhino Attack.Damage 0.01 → 5, Inner/OuterRadius 40 → 600, DesiredSlot 1 → 3 1 (+6 archived)
⭐ 206 Electric Rifle scope fix -- Update 5.5 ihsoft 1 2026-09-07 0 4 1 f64 per asset current-5.5 strong ADSCameraOffset.X: RedDot 1.0 → 1.13, ElectricRifle -2.0 → -2.74 1
⭐ 53 All Secondary Weapons as Primary LordGregory 1.9 2026-09-03 114 4 821 3 bytes + 1 byte in a BP array current-5.5 top three pistols DesiredSlot 2 → 1; HolsterSlots[1].Type 2 → 1 on the character BP 1 (+9 archived)
⭐ 175 Ammo Damage and Craft Boost TakeyaSaito 1.1 2026-08-06 23 810 UE4SS reflection probably-current top multiplies WeaponData.Attack.Damage, CraftAmount, and Data.Attack.Damage on the electric weapons 1 MAIN (file v1.2) + 2 old
⭐ 152 Red dot sight reticle glow fixed UARamiel 0.1 2026-09-01 19 455 1 f32 in a material instance current-5.5 strong M_RDS_01.Brightness 32 → 1 1 (+1 archived; file v1.0)
⭐ 100 AmmoReloadX10 MoDDuck 0.6 2026-03-22 70 1 959 5 i32 in place probably-current strong MaxRounds ×10 and ×2 on the five magazines 2 (+4 old)
⭐ 151 Petrol Grinder Bigger range Patbeartje 1 2026-07-04 8 235 EX_FloatConst in BP bytecode + f32 probably-current strong one BP literal 60 / 100 / 200; the R200 file also sets Inner/OuterRadius 40 → 200 4 (3 MAIN + 1 OPTIONAL)
135 InstaGrenadeAmmo ti14 1 2026-05-28 2 285 grenades: 8 in-place f32 edits; ammo: 7 older-layout re-cooks grenades probably-current; ammo stale -- older class layout niche grenades CraftTime 20/30/5 → 0.1 s + Weight up; ammo CraftTime 10 → 1 s 1 (+1 archived; file v2)
112 ScopeRifleFIX MoDDuck 1.0 2026-03-23 29 1 182 re-cooked sight assets (f64 + BP sub-object doubles) probably-current niche RedDot ADS.X 1.0 → 0.35 + Damage/Range ×3; Optical 2.8 → 1.77 + ×2; OPTIONAL file recooks the rifle BP 2 current (+3 old)
95 No Flamethrower Overheat LordGregory 1.2.0 2026-09-03 11 476 native AoB patch (winhttp.dll proxy) current-5.5 niche removes the flamethrower heat cap in the shipping exe 1 (+2 archived)
89 AttachmentFlashlight MoDDuck 1.0 2026-02-15 39 1 038 2 fields in one skill asset probably-current niche DA_Skill_Attachment_Flashlight Unlock.Requirement 50 → 8, UnlockMethod 3 → 2 1 (+1 old; file v2.0)
57 Scope Fix SourCandyLime V1.0 2025-11-22 39 787 UE4SS Lua and a pak twin stale pre-5.7 weak the same ADSCameraOffset.X numbers #206 now ships 2
118 HoloScopeColorYGB MoDDuck 1.0 2026-02-15 2 77 material-instance vector param probably-current weak M_RDS_01.Color (2, 0.02, 0.02, 1) → blue / green / yellow 3 (+3 old)
194 Rhino usable in the water UARamiel 1 2026-08-04 4 176 Blueprint recook probably-current weak BP_Weapon_Petrol_Grinder graph edit; no data-asset change 1
101 AmmoFAStCraft_DmgX2CountX2 MoDDuck 1.0 2026-03-22 43 1 714 whole-asset re-cook (pre-SoftObject layout), 3 fields × 7 assets stale -- older class layout avoid / values-only reference ammo Attack.Damage ×10, CraftAmount ×2, CraftTime → 1-3 s 1 MAIN (file v3) + 4 old
23 Flamethrower as a Secondary (Deprecated) LordGregory 1.0 2025-11-14 26 696 1 byte, whole-asset recook stale pre-5.7 avoid DA_Weapon_Flamethrower.DesiredSlot 1 → 2 -- plus collateral (§F) 1
40 Electric Rifle as a Secondary (Deprecated) LordGregory 1.0 2025-11-19 16 285 same stale pre-5.7 avoid DA_Weapon_ElectricRifle.DesiredSlot 1 → 2 + collateral 1
41 Sniper as a Secondary (Deprecated) LordGregory 1.0 2025-11-19 18 341 same stale pre-5.7 avoid DA_Weapon_BoltGun_Sniper.DesiredSlot 1 → 2 + collateral 1

Also touching this domain from other categories (documented in doc 01, listed here so a conflict is foreseeable): #19 Item Weight and Stack Size (34 of its 999 packages are weapon / ammo / attachment / ammo-box assets), #20 Craft Everything in 1 Second (51 of its 1 404 packages are in this domain -- every ammo, magazine and sight), #59 InstaParts (the four DA_Grenade_Ignition_* / DA_Part_Grenade_Ignition), #155 Cheat generators (ships BP_Weapon_Petrol_Grinder), #187 Caretaker QoL Bundle. [file]

Per-mod notes#

#169 Uber Rhino [file] -- the cleanest current example in the domain. Container RhinoDismantler_P. Two packages, four values: DA_WeaponData_Petrol_Grinder export 4 (the UVoyageWeaponData) gets Data.Attack.Damage 0.01 → 5.0, Data.Attack.InnerRadius 40 → 600 and Data.Attack.OuterRadius 40 → 600 -- all three plain in-place f32, size unchanged. DA_Weapon_Petrol_Grinder gets one byte: DesiredSlot 1 → 3, i.e. the Rhino stops occupying the primary weapon slot and moves to the tool/throwable slot where the grenades and glowsticks live. That last edit is not in the mod's summary; it is the reason the mod feels like a quality-of-life change and not just a damage cheat. ⚠ It collides with #151 and #194 (same two packages).

#206 Electric Rifle scope fix [file] -- container ScopeFix_P, uploaded the morning of this snapshot. Two packages, one f64 each, inside Struct<Vector> ADSCameraOffset: DA_Weapon_Attachment_Sight_RedDot (1.0, 0, 0.275) → (1.13, 0, 0.275) and DA_Weapon_ElectricRifle (-2.0, 0, 13.5) → (-2.74, 0, 13.5). Byte-for-byte the values #57's Lua wrote in 2025; #206 is that fix re-cooked against the current build. It is the correct current replacement for both #57 and #112. ⚠ A Vector here is three doubles, not floats -- an earlier note in this project recorded these as f32 1.875 → 1.89125, which is the tail of the f64 misread. Corrected here. [file]

#53 All Secondary Weapons as Primary [file] -- container aAll_Secondary_Weapons_as_Primary_P (the leading a forces it to mount first). Four packages: DA_Weapon_BoltGun_Pistol, DA_Weapon_ElectricPistol and DA_Weapon_FlamethrowerPistol each get DesiredSlot 2 → 1, and BP_FirstPersonCharacter_New's WeaponHolsterComponent.HolsterSlots array goes from [{Type:1},{Type:2},{Type:3},{Type:4},{Type:5}] to [{Type:1},{Type:1},{Type:3},{Type:4},{Type:5}] -- slot 2 is retyped to accept primaries. That is a one-byte edit inside a Blueprint sub-object's struct array, which is why this mod survives where #23/#40/#41 (whole-asset recooks) did not. ⚠ The legacy diff of BP_FirstPersonCharacter_New.uexp shows three differing bytes, not one: 7909: 2 → 1 is the real edit; 7965: 14 → 13 and 7973: 71 → 70 are FName-index renumbering introduced by the import-collapsed zen→legacy conversion, not by the author. The three DA_Weapon_*Pistol packages each differ in exactly one byte (113 / 80 / 64), and all four files are size-identical to vanilla. Nine archived versions track the game's own version string, which tells you how often this kind of mod needs a re-cook: v1.0 for 0.5.0.x, v1.1 for 0.6.0.x, v1.2 for 0.6.1.x, v1.3-v1.9 after. [file]

#175 Ammo Damage and Craft Boost [file] -- the domain's reference UE4SS mod, and the model this project's template copies. main.lua walks seven DA_Ammo_* paths and two DA_WeaponData_Electric_* paths, LoadAsset + StaticFindObject each, then multiplies da.WeaponData.Attack.Damage (ammo) or da.Data.Attack.Damage (ammo-less electric weapons) and da.CraftAmount. It also scales Attack.DurationAttack.Damage when the weapon has a damage-over-time tick, retries once a second up to MaxRetries while assets load, and marks each path done so a retry never compounds the multiplier. config.lua is a plain return { ... } table with DamageMultiplier, CraftAmountMultiplier, ElectricWeaponDamageMultiplier, MaxRetries; the shipped values are 2.0 / 2.0 / 2.0 despite the code defaults of 10 / 2 / 2. The author's own comment names the reason to prefer this route: "uses UE4SS to avoid breaking with game updates."

#152 Red dot sight reticle glow fixed [file] -- the smallest surgical edit in the whole category: M_RDS_01 is a MaterialInstanceConstant, and exactly one f32 at .uexp byte 38 changes, the value of its scalar parameter Brightness, 32.0 → 1.0. Same file size, same name table, same everything else. Container RDS_Reticle_Fix_P.

#100 AmmoReloadX10 [file] -- two containers (000AmmoReloadX10_P, 000AmmoReloadX2_P; the 000 prefix forces an early mount). Five DA_Weapon_Attachment_Magazine_* assets, one i32 each, the UVoyageItemWeaponMagazine.MaxRounds slot-0 field:

Magazine vanilla ×2 file ×10 file
Magazine_127_5 5 10 50
Magazine_762_30 30 60 300
Magazine_900_8 12 24 120
Magazine_900_20 20 40 200
Magazine_900_100 100 200 1 000

Note the naming lies: Magazine_900_8 actually holds 12.

#101 AmmoFAStCraft [file] -- current file is AmmoFAStCraft_DmgX10CountX2 in container 000AmmoDmgX10CountX2_P; seven DA_Ammo_* assets, three fields each:

Ammo Damage CraftAmount CraftTime (s)
Bolt_Rifle_762 5 → 50 30 → 60 10 → 2
Bolt_Sniper_127_Lux 50 → 500 5 → 10 10 → 3
Bolt_Sniper_Rod 75 → 750 5 → 10 10 → 3
FlexImpact 7 → 70 12 → 24 10 → 1
ShardStorm 5 → 500 ⚠ 12 → 12 ⚠ 10 → 10 ⚠
Tracer 6 → 60 30 → 60 10 → 1
TriComposite 6 → 60 30 → 60 10 → 2

⚠ ShardStorm is the outlier: ×100 damage instead of ×10, and neither its craft amount nor its craft time was touched. Either an author slip or the mod was built when ShardStorm's base damage was 50 and the live build has since nerfed it to 5. [inferred]

🔴 These seven packages are not in-place patches -- they are whole-asset re-cooks from an older build, and they are very likely broken on 0.8.5. Every mod .uexp is 24-32 B smaller than the live one (Tracer 651 vs 683, Bolt_Rifle_762 709 vs 741, Bolt_Sniper_127_Lux 698 vs 722, Bolt_Sniper_Rod 685 vs 709, FlexImpact 661 vs 693, ShardStorm 687 vs 719, TriComposite 690 vs 722). The cause is datable: FVoyageWeaponDataStruct.ProjectileClass and ProjectilePreviewMesh were plain Object references (4 B each) when these were cooked and are SoftObject (20 B when the subpath is empty) in the live build -- 2 × 16 B = exactly the 32 B delta, and exactly the two entries in weapon_props.OVERRIDE. (The two sniper assets come out at −24 rather than −32 because #101's copies also carry 8 B more un-decoded PropertyModifiers tail, and two more name-table entries, than #135's copies of the same assets -- a different cook, same drift.) Walked with OVERRIDE cleared, the mod's copies decode cleanly (Tracer: Damage 60, CraftAmount 60, CraftTime 1.0); walked with the live layout -- which is what the game itself does -- the stream misparses at the first ProjectileClass (WeaponData @25: implausible FString length 1076101120 at 108) and everything after it is garbage. The value table above is therefore trustworthy as the author's intent, but "in place", "size-neutral" and "probably-current" are not: treat #101 as a values-only reference, not as a reference implementation, and see §B7. [file]

#151 Petrol Grinder Bigger range [file] -- the only mod in the category that patches Blueprint bytecode. Three alternative MAIN containers (GrinderMod, GrinderMod_R100, GrinderMod_R60) ship BP_Weapon_Petrol_Grinder differing in one byte at .uexp 22452: an EX_FloatConst literal reading 200.0 / 100.0 / 60.0 (43 48 / 42 c8 / 42 70 as the f32 high bytes). The R200 container also edits DA_WeaponData_Petrol_Grinder: Inner/OuterRadius 40 → 200, RadiusIncrementPerRange 10 → 50. The R100/R60 containers make no data-asset change at all -- they ship an untouched DA_WeaponData_Petrol_Grinder, DA_Weapon_Petrol_Grinder (byte-identical to vanilla) and a BP_Struct_PetrolGrinder_Actor_Info that differs only by 24 bytes of re-cook padding. The optional zzz_Grinder_Damage1 container is one value: Data.Attack.Damage 0.01 → 1.0. ⚠ These four containers are named without the _P suffix (GrinderMod.utoc, not GrinderMod_P.utoc) -- the only mods in the category that break that convention.

#135 InstaGrenadeAmmo [file] -- container InstaGrenadeAmmo_P, 15 packages, split down the middle by technique.

The eight grenades are genuine size-neutral in-place edits (every .uexp is byte-for-byte the same length as vanilla) and they change more than CraftTime:

Package CraftTime (f32) Weight (f32) resource f32
GrenadeElectric / GrenadeOxygen / GrenadePetrol @107 20 → 0.1 @103 0.5 → 1.0 Oxygen/Petrol: @131 50 → 1
GrenadeElectricBig / GrenadeOxygenBig / GrenadePetrolBig @107 30 → 0.1 @103 3.5 → 5.0 Oxygen/Petrol Big: @131 100 → 2
Grenade_Decoy @115 20 → 0.1 @111 2.0 → 10.0 -- (but a float at @354, in the VoyagePropertyFloat_0 sub-export, goes 60 → 20)
Grenade_Swarm_Sweetheart @106 5 → 0.1 @102 0.1 → 0.5 --

The @131 float on the four Oxygen/Petrol grenades sits inside the un-decoded CraftResourceRequirements / Components region (the walker stops at Components @116), so this is [file] evidence for the mod's second, resource-cost claim with the property name inferred. Note the bytes do not match the Nexus wording: the description says petrol per petrol-grenade 1 L → 0.5 L, while the file changes 50 → 1 (small) and 100 → 2 (big) -- a ×50 cut, not a halving. [file] for the numbers, [inferred] for which property they belong to.

🔴 The seven DA_Ammo_* packages are the same older-layout whole-asset re-cooks as #101's -- each mod .uexp is 32 B smaller than live (Bolt_Sniper_127_Lux 690 vs 722, Bolt_Sniper_Rod 677 vs 709, the other five identical to #101's sizes), because ProjectileClass / ProjectilePreviewMesh were plain Object refs when they were cooked and are SoftObject now. With weapon_props.OVERRIDE cleared they decode as vanilla values with only the craft time moved (Tracer: Damage 6, CraftAmount 30, CraftTime 1.0) -- i.e. the intent is right, but the live game reads them with the current layout and misparses everything after ProjectileClass. See §B7. [file]

#112 ScopeRifleFIX [file] -- two current containers. ScopeFix_P moves DA_Weapon_Attachment_Sight_RedDot ADSCameraOffset.X 1.0 → 0.35 and DA_Weapon_Attachment_Sight_Optical 2.8 → 1.77 -- and, less advertised, writes the sights' BP_Weapon_Mod_Connected sub-object, which vanilla leaves entirely at its class defaults of 1.0 / 1.0 / 1.0:

Sight DamageMultiplier RangeMultiplier ConsumptionMultiplier
RedDot 1.0 → 3.0 1.0 → 3.0 1.0 → 1.5
Optical 1.0 → 2.0 1.0 → 2.0 1.0 → 2.0

So the "FIX" file is also a large damage buff. The OPTIONAL 00000DMGR_P container is a full re-cook of BP_Weapon_Electric_Rifle + BP_Weapon_Mod_Charge_Multiplier; the only decodable change is that the rifle's own BP_WeaponConnectedModifier sub-object loses its 1.5 / 1.5 / 2.0 overrides (reverting to the 1.0 class defaults). Whatever raises the electric-rifle damage lives in the compiled graph and is not decodable from the property stream. [catalog-only] for the DMG file's advertised effect. ⚠ Both sight packages are whole-asset re-cooks, not in-place patches: Sight_RedDot is 454 B against the live 377 B and Sight_Optical 568 B against 498 B. The 24 B added sub-object explains only about a third of that growth, so #112 carries the §B7 layout risk on top of everything else. ⚠ Superseded for scope alignment by #206; #112's 0.35 and #206's 1.13 are different answers to the same problem and must not both be installed.

#95 No Flamethrower Overheat [file] -- the category's only native mod, and the only one in the project's whole corpus that patches the executable. No_Flamethrower_Overheat.asi is a 827 KB PE whose export table and embedded PDB path (...\No-Flamethrower-Overheat\x64\Release\winhttp.pdb) show it is a winhttp.dll proxy renamed to .asi; it forwards DllCanUnloadNow / DllGetClassObject to C:\Windows\System32\winhttp.dll and logs to a .log next to itself. At load it resolves VoyageSteam-Win64-Shipping.exe (falling back to VoyageEpic-Win64-Shipping.exe), then runs three signature scans: an "EA text" scan, a game-version scan that reads the build string and warns WARNING: Found game version does not match target version: against its embedded target v0.8.5.651027, and the patch scan itself. The patch AoBs are two variants of the same lea/lea/lea/lea + call sequence:

4C 8D ?? ?? ?? ?? ?? 4C 8D ?? ?? ?? ?? ?? 48 8D ?? ?? ?? ?? ?? 48 8D ?? ?? E8 ?? ?? ?? ??
4C 8D ?? ?? ?? ?? ?? 4C 8D ?? ?? ?? 48 8D ?? ?? ?? 48 8D ?? ?? E8 ?? ?? ?? ??

and the log strings (Scanning from: +, bytes earlier., New mem bytes:, Patching done!) show it writes replacement bytes at a fixed negative offset from the match. Its own changelog says the AoBs changed for 0.8.5.651027 -- i.e. this technique breaks on essentially every patch, by design.

#89 AttachmentFlashlight [file] -- container Attachment_Flashlight_P, one package. Inside DA_Skill_Attachment_Flashlight's Unlock (a FVoyageSkillUnlock): UnlockMethod 3 → 2 and Requirement 50 → 8. The weapon-flashlight attachment becomes available far earlier in the skill tree. Everything else in the asset (Items, Icon, the two FTexts) is untouched.

#57 Scope Fix [file] -- historically important as the domain's first dual-shipping mod: a UE4SS Lua form and a pak twin with the identical values. The Lua hooks /Script/Engine.PlayerController:ClientRestart, StaticFindObjects the three data assets, and then -- unusually -- installs a LoopAsync(100, ...) that rewrites ADSCameraOffset.X/Y/Z every 100 ms rather than once. mod.json declares LoadAfter: ["ConsoleEnablerMod"]. Constants: ELECTRICRIFLEVAL = -2.74, REDDOTVAL = 1.13, with the vanilla values recorded in comments (Electric Rifle Default (-2, 0, 13.5), Pistol Default (-4.3, 0, 13.5), Red Dot Default (1, 0, 0.275)). The Bolt Pistol is looked up but never written -- dead code. Both forms predate the 5.7 migration; use #206.

#118 HoloScopeColorYGB [file] -- three containers (HoloB_P, HoloG_P, HoloY_P), each a full re-cook of M_RDS_01 (11 353 → 12 753 B) plus BP_Weapon_Scope_Laser. The only parameter difference is the vector Color: vanilla (2.0, 0.02, 0.02, 1.0) → blue (0, 0, 1, 1), green (0, 1, 0, 1), yellow (1, 1, 0, 1). Brightness stays 32, so #118 keeps the bloom that #152 removes -- the two mods edit the same package and cannot be combined as shipped.

#194 Rhino usable in the water [file] -- container RhinoUsableInWater_P, a single re-cooked BP_Weapon_Petrol_Grinder (46 → 48 exports, 28 856 → 30 904 B of export data) shipped at the container root with no Voyage/Content/ prefix (a filename-hint container; retoc manifest resolves it to /Game/Blueprints/Weapon/BP_Weapon_Petrol_Grinder). No property-level change is decodable -- the underwater check lives in the compiled graph. [catalog-only] for the behaviour.

#23 / #40 / #41 (Deprecated) [file] -- all three are the same one-byte idea, DA_Weapon_*.DesiredSlot 1 → 2, shipped as a whole-asset re-cook from a 2025 project (§B7). That is what makes them dangerous rather than merely stale: the packages carry the November-2025 class layout, and UVoyageItem has gained a slot after Quality since. Decoded with the live layout the mod's DA_Weapon_Flamethrower looks amputated -- missing Weight, CraftTime, CraftElectricityCost, MaxStackCount and the whole Components recipe map, with a spurious MaxCount 0 / bCanGainLootExp 1 appearing. That reading is an artefact, and it is precisely what the live game would also do with the file. Walked with --old-cook (the pre-insertion layout) the same export decodes sanely: MaxStackCount 1, Weight 20.0, CraftTime 30, CraftElectricityCost 5, CraftFilter 3, Components [] -- 2025 balance (live Weight is now 6.0), 2025 layout. #41 additionally repoints Icon, SecondaryIcon and CategoryAsset at different import indices, and is 33 B short of the live asset. The failure mechanism is layout drift, not lost defaults. Superseded in every way by #53. Avoid.


B. How they do it -- per technique#

B1. In-place value patch in a cooked data asset (pak-data-asset) -- 8 of the 18#

The dominant technique: extract the vanilla package, overwrite an already-serialized f32 / f64 / i32 / byte, repack. The export's byte size never changes, so no SerialSize and no BulkDataStartOffset fix-up is needed and nothing can desync.

Mod Package Property path Type Before → after
169 DA_WeaponData_Petrol_Grinder Data.Attack.Damage f32 @uexp 182 0.01 → 5.0
169 " Data.Attack.InnerRadius f32 @190 40 → 600
169 " Data.Attack.OuterRadius f32 @194 40 → 600
169 DA_Weapon_Petrol_Grinder DesiredSlot u8 1 → 3
151 (R200) DA_WeaponData_Petrol_Grinder Data.Attack.Inner/OuterRadius f32 40 → 200
151 (R200) " Data.Attack.RadiusIncrementPerRange f32 10 → 50
151 (dmg) " Data.Attack.Damage f32 0.01 → 1.0
206 / 57 DA_Weapon_Attachment_Sight_RedDot ADSCameraOffset.X f64 1.0 → 1.13
206 / 57 DA_Weapon_ElectricRifle ADSCameraOffset.X f64 -2.0 → -2.74
100 DA_Weapon_Attachment_Magazine_* (5) MaxRounds i32 @28 (900_8: @30) ×2 / ×10
135 DA_Weapon_Grenade* (8) CraftTime f32 @107 (Decoy @115, Sweetheart @106) 20/30/5 → 0.1
135 " Weight f32 @103 (Decoy @111, Sweetheart @102) 0.5 → 1.0 / 3.5 → 5.0 / 2.0 → 10.0 / 0.1 → 0.5
89 DA_Skill_Attachment_Flashlight Unlock.Requirement / Unlock.UnlockMethod i32 / u8 50 → 8 / 3 → 2
53 DA_Weapon_{BoltGun,Electric,Flamethrower}Pistol DesiredSlot u8 2 → 1

🪤 Locating the offset is the whole difficulty. Damage is not at a fixed byte: it lives two nested structs deep, and every nested struct has its own FUnversionedHeader. See §D.

B2. Value patch inside a Blueprint sub-object (pak-blueprint)#

A cooked Blueprint package carries its component/variable defaults as ordinary exports, so they patch like any data asset. Two examples in this category:

  • #53 -- BP_FirstPersonCharacter_New, export WeaponHolsterComponent, property HolsterSlots (an array of structs with a single Type byte each): element 1's Type 2 → 1.
  • #112 -- the sights' embedded BP_Weapon_Mod_Connected_C_0 export. Vanilla serializes nothing there (all three multipliers equal the CDO's 1.0), so that sub-object grows by 24 bytes and carries DamageMultiplier, RangeMultiplier, ConsumptionMultiplier as Doubles (Blueprint float variables are doubles in UE5). ⚠ #112 did not achieve this with an insertion patch: its two sight packages are whole-asset re-cooks (+77 B and +70 B overall, only ~24 B of which is this sub-object) -- see §B7. templates/mods/weapons-ammo refuses the insertion case and points at tools/mods/build_enhancer_cap.py, which does it without a re-cook.

B3. EX_FloatConst literal in compiled Blueprint bytecode#

#151 only. The Rhino's grind radius is a literal in BP_Weapon_Petrol_Grinder's event graph, not a data-asset field. The three MAIN containers differ from each other in exactly one byte of BP_Weapon_Petrol_Grinder.uexp:

File byte 22452..22455 f32
R60 00 00 70 42 60.0
R100 00 00 c8 42 100.0
R200 00 00 48 43 200.0

This is reachable with a byte-offset patcher but not by any property walker: the bytecode is opaque to the unversioned-property layer. [file]

B4. Material-instance parameter (pak-texture-material)#

M_RDS_01 (/Game/External/FPS_Weapon_Bundle/Weapons/Materials/RDS/) is a MaterialInstanceConstant whose parameter records live at the very start of the .uexp:

Parameter Assoc Vanilla #152 #118 B / G / Y
Brightness (scalar) 2 32.0 1.0 32.0
Red_Dot_Depth (scalar) 2 -150.0 -150.0 -150.0
Color (vector) 2 (2.0, 0.02, 0.02, 1.0) unchanged (0,0,1,1) / (0,1,0,1) / (1,1,0,1)
RefractionDepthBias 2 texture index 1 unchanged unchanged

#152 writes four bytes and nothing else. #118 re-cooks the package (+1 400 B) even though only the vector changed -- a size-neutral parameter patch (tlcmod.material.patch_mi) would have done the same job with zero recook risk. [file]

B5. UE4SS reflection (ue4ss-lua)#

#175 (current) and #57 (stale). The pattern:

pcall(LoadAsset, "/Game/Data/Assets/Ammo/DA_Ammo_Tracer")
local da = StaticFindObject("/Game/Data/Assets/Ammo/DA_Ammo_Tracer.DA_Ammo_Tracer")
if da and da:IsValid() then
    da.WeaponData.Attack.Damage = da.WeaponData.Attack.Damage * 10.0
    da.CraftAmount = math.floor(da.CraftAmount * 2 + 0.5)
end

Two things make #175 the better model:

  1. Retry + idempotence. LoopAsync(1000, ...) + ExecuteInGameThread(tick) re-runs once a second up to MaxRetries, and a Done[path] table stops a retry from compounding the multiplier. #57 instead re-writes its values forever on a 100 ms loop, which is wasteful and makes the mod impossible to layer under anything else.
  2. The property paths differ by class. Ammo carries WeaponData.Attack.Damage (UVoyageItemAmmo.WeaponData); the ammo-less electric weapons carry Data.Attack.Damage (UVoyageWeaponData.Data). #175 keeps two target lists for exactly that reason, and also scales Attack.DurationAttack.Damage (the shock/burn tick) so it keeps pace.

B6. Native AoB patch (asi-plugin)#

#95 only -- see the per-mod note. Shape: DLL-proxy (winhttp), module resolution by exe name, a version-string signature scan for diagnostics, then a wildcarded instruction-sequence scan and a byte write at a negative offset from the match. Nothing about it is inspectable from the game's assets, and its own changelog confirms the signatures move on each patch.

B7. Whole-asset re-cook (anti-pattern) -- 6 of the 18, in whole or in part#

Not a technique so much as a failure mode: the author opened (or rebuilt) the asset in their own UE project and shipped a freshly cooked package rather than a patched copy of the live one. The values are usually right; the layout is whatever their build had. When the live class or struct has since gained, lost or re-typed a slot, the game deserializes the mod's stream against the current layout and every property after the drifted slot is misread. The tell is a size mismatch against the live .uexp -- an in-place patch is byte-for-byte the same length; a re-cook almost never is.

Mod Package mod .uexp live .uexp Δ Why it drifted
101 DA_Ammo_Tracer 651 683 −32 ProjectileClass + ProjectilePreviewMesh were Object, are now SoftObject
101 DA_Ammo_Bolt_Rifle_762 709 741 −32 "
101 DA_Ammo_TriComposite 690 722 −32 "
101 DA_Ammo_FlexImpact 661 693 −32 "
101 DA_Ammo_ShardStorm 687 719 −32 "
101 DA_Ammo_Bolt_Sniper_127_Lux 698 722 −24 −32 for the two soft refs, +8 of extra un-decoded PropertyModifiers tail (and 2 extra name-table entries) vs #135's copy
101 DA_Ammo_Bolt_Sniper_Rod 685 709 −24 "
135 DA_Ammo_* (all 7) 651…709 683…741 −32 (127_Lux 690, Rod 677) same cause
23 DA_Weapon_Flamethrower 392 394 −2 UVoyageItem gained a slot after Quality
40 DA_Weapon_ElectricRifle 428 430 −2 "
41 DA_Weapon_BoltGun_Sniper 426 459 −33 " + import repointing
112 DA_Weapon_Attachment_Sight_RedDot 454 377 +77 re-cook, of which ~24 B is the added BP_Weapon_Mod_Connected sub-object (§B2)
112 DA_Weapon_Attachment_Sight_Optical 568 498 +70 "

⚠ #112 is the case that shows the size delta is not just the advertised change: the doubles it adds to the sights' sub-object account for only about a third of the growth. Compare with #206, which writes the same kind of value into the same package as a true in-place patch -- DA_Weapon_Attachment_Sight_RedDot 377 → 377 B, DA_Weapon_ElectricRifle 430 → 430 B. That is what a safe scope fix looks like. [file]


C. The domain map#

C1. Classes (from Voyage-5-7.usmap, verified against live payloads)#

Class Super Own slots Carries
UVoyageItemHandEquipment UVoyageItemBaseEquipment 9 PoseType, AttachmentPoints, ADSCameraOffset, Stiffness, ADSStiffness, DesiredSlot, LeftHandIKOffset, EquipmentOffset, ActionBarUseLogic
UVoyageItemBallisticEquipment UVoyageItemHandEquipment 0 marker class for the bolt guns
UVoyageItemBaseEquipment UVoyageItem 3 EquipmentClass (soft class ptr to the weapon BP), EquipmentComponents, SocketName
UVoyageItemAmmo UVoyageItem 5 Caliber, WeaponData (FVoyageWeaponDataStruct), BulletCaseActorClass, BulletStaticMesh, BulletCaseStaticMesh
UVoyageItemWeaponMagazine UVoyageItemWeaponAttachment 4 MaxRounds, Caliber, Empty/FullStaticMesh
UVoyageItemWeaponAttachment UVoyageItemEquipmentAttachment 2 WeaponAttachmentPoints, ADSCameraOffset
UVoyageItemEquipmentAttachment UVoyageItemPart 19 Visualization, ActorClass, StaticMesh, ModifierComponents, slot/item white+blacklists, LocalTransform, LockedFOVs, bUseADSTransform, ADSTransform, post-process + audio overrides, AttachmentSlot, SocketName
UVoyageWeaponData UVoyageAbilityData 1 Data (FVoyageWeaponDataStruct)
UVoyageSkill UVoyageBaseDataAsset 8 Unlock (FVoyageSkillUnlock), Items, vault flags, SurvivalAttributeMax, Icon
UVoyageItem UVoyageItemBase 68 (69 live) MaxStackCount, Weight, Buoyancy, CraftTime, CraftElectricityCost, CraftAmount, CraftResourceRequirements, Components, Repair*, loot tables, drop meshes …

C2. Structs#

Struct Slots The fields that matter here
FVoyageWeaponDataStruct (super FVoyageAbilityDataStruct) 23 (+15) Attack, bCanFire, bPerformAttack, bApplySweepAttack, ProjectileClass, ProjectilePreviewMesh, ProjectileMaxLifetime, ProjectileDurability, Linear/AngularRecoilMin/Max, ControllerVertical/HorizontalRecoilRange, ControllerRecoilMul, ControllerRecoilADSMul, recoil stiffness/damping, ReloadCooldownMultiplier, DirectionVariance, ProjectileTemplate
FVoyageAbilityDataStruct 15 ActivationTime, ActivationCooldown, RandomSpreadAngle, ItemsPerActivation, ConsumptionType, ResourcePerActivation, SubActivationCount/Delay, SfxData, crosshair widgets
FVoyageAttack 22 DamageTypeClass, Damage, NoiseLoudness, NoiseMaxRange, NoiseTag, DamageVariance, Velocity, MaxRange, InnerRadius, OuterRadius, RadiusIncrementPerRange, ImpulseOverride, bUseLineOfSight, bDamageInstigator, RadialDamageFalloff, DurationAttack, AttackType, Hit, Target, Instigator, DamageCauser, AttackID
FVoyageDurationAttack 5 duration, Damage (int), RadiusMultiplier, ImpulseOverride, Interval -- the DoT tick
FVoyageSkillUnlock 5 UnlockMethod, ParentSkill, Cost, Requirement, CustomRequirements

C3. Enumerations (values established empirically from the live assets)#

EVoyageHolsterSlotType -- the field every "weapon as secondary/primary" mod flips:

Value Meaning Vanilla members
1 Primary Bolt Gun, Bolt Sniper, Electric Rifle, Flamethrower, Petrol Grinder (Rhino)
2 Secondary Bolt Pistol, Electric Pistol, Flamethrower Pistol
3 Tool / throwable all eight grenades, Glowstick, DepthGlow, Abyss Glow

EWeaponAttachmentType -- Front, Rail, LeftSide, RightSide, Bottom, Magazine, Screen (observed values; the Bolt Gun carries all seven, the Flamethrower only Rail). [file]

C4. Vanilla numbers (live build 0.8.5.650920)#

Ammunition:

Ammo Caliber Damage Velocity MaxRange Weight CraftTime CraftAmount
Bolt_Rifle_762 7.62 5 25 000 200 0.05 10 s 30
Tracer 7.62 6 25 000 200 0.05 10 s 30
TriComposite 7.62 6 25 000 200 0.05 10 s 30
FlexImpact -- 7 25 000 200 0.05 10 s 12
ShardStorm -- 5 15 000 50 0.025 10 s 12
Bolt_Sniper_127_Lux 12.7 50 60 000 200 0.25 10 s 5
Bolt_Sniper_Rod 12.7 75 25 000 200 0.5 10 s 5

All seven share CraftElectricityCost 5, Attack.InnerRadius/OuterRadius 10, AttackType 3, LinearRecoilMin/Max (10, 0, 0), AngularRecoilMin (-10, -2, -2) / Max (-10, 2, 2), and ProjectileClass = BP_Weapon_Projectile_C. [file]

The Rhino (DA_WeaponData_Petrol_Grinder, export 4): Damage 0.01, MaxRange 10 000, InnerRadius 40, OuterRadius 40, RadiusIncrementPerRange 10, AttackType 3, ProjectileMaxLifetime 2.0, AngularRecoilMin/Max ∓0.5, recoil stiffness 1 000. [file]

Grenade craft times: small 20 s, big 30 s, Grenade_Swarm_Sweetheart 5 s (CraftElectricityCost 25, CraftAmount 5). [file]

C5. Data (patchable) vs Blueprint/C++ (not)#

Where it lives Patchable from a pak? Examples
DA_Ammo_*, DA_Weapon_*, DA_WeaponData_*, DA_Weapon_Attachment_*, DA_Skill_* property values ✅ yes, in place every number in §B1
BP sub-object / component defaults inside a cooked BP ✅ yes, in place HolsterSlots[].Type, BP_Weapon_Mod_Connected multipliers
Material-instance scalar / vector parameters ✅ yes, in place M_RDS_01.Brightness, .Color
BP bytecode literals (EX_FloatConst) ⚠ by raw byte offset only #151's grind radius
BP graph structure (new nodes, changed branches) 🔴 needs the UE editor + a re-cook #194 underwater, #112's DMG file
Static material switches 🔴 no -- they select a compiled shader permutation see tlcmod/material.py
Overheat / firing / hit-registration code in VoyageSteam-Win64-Shipping.exe 🔴 native only (AoB) #95
Runtime-only behaviour (hooks, per-frame writes) 🔴 pak can't; UE4SS can #175, #57

C6. Asset inventory of the domain (container index, pakchunk0)#

Family Count Path
DA_Ammo_* 7 Data/Assets/Ammo/
DA_Weapon_* (items) 19 Data/Assets/Weapon/
DA_WeaponData_* + explosions 52 Data/Assets/Weapon/WeaponData/ (incl. 9 NPC_*, 8 TanksDestroy/)
DA_Weapon_Attachment_* 18 Data/Assets/Attachments/
DA_Skill_Combat_* (15) / DA_Skill_Ammo_* / DA_Skill_*Attachment* / DA_Skill_Barrel_* 27 Data/Assets/Skill/Weapons/
BP_Weapon_* 20 Blueprints/Weapon/
BP_Weapon_Mod_* (modifiers) 6 Blueprints/Weapon/Modifiers/
BP_*Projectile* / BP_Grenade_* 12 Blueprints/Weapon/Projectiles/
weapon abilities 7 Blueprints/Weapon/Abilities/

Untouched by every mod in the catalogue and therefore open ground: all nine DA_WeaponData_NPC_* (Archangel, Greenspitter, LaserBob, LaserBobSpecial, LaserShark, RollerBoi, Squid_New, Squid_Splash, White_Spitter), the eight TanksDestroy/DA_Module_*_Explosion, DA_SeaMine_Explosion, DA_PetrolBarrel_Explosion, DA_WeaponData_Unarmed_Melee, the six BP_Weapon_Mod_* modifier classes and the DA_Weapon_Attachment_Barrel_* family. [file]


D. Recipe -- building a new weapon/ammo mod with this toolchain#

D0. Decide the route#

Is the number a serialized field on a DA_* / BP export?        -> D1  pak value patch (preferred)
Is it a literal inside compiled Blueprint bytecode?            -> D3  byte-offset patch
Do you need it to survive game patches, or need a hook?        -> D4  UE4SS reflection
Is it in the exe (overheat, fire rate limiter, recoil code)?   -> native AoB (out of scope here; see #95)

D1. Extract (read-only, on the ShadowPC)#

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f DA_WeaponData 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\weapondata'"

then scp -r the Voyage tree plus scriptobjects.bin home. 🪤 to-legacy needs the whole Paks directory -- script objects live in global.utoc. 🚫 Never write into the install or Paks\~mods. The vanilla weapon/ammo/attachment tree is already in this repo at data/mods/vanilla/raw/.

D2. Find the field, patch it, pack it#

cd templates/mods/weapons-ammo
python build_weapon_mod.py --list Data/Assets/Weapon/WeaponData/DA_WeaponData_Petrol_Grinder
python build_weapon_mod.py --find Data/Assets/Ammo/DA_Ammo_Tracer WeaponData.Attack.Damage
#   -> export 2, .uexp byte 178, type Float, current value 6.0
#   -> recipe entry: {"package": "...", "property": "...", "kind": "float", "expect": 6.0, "value": ...}
$EDITOR recipe.json
python build_weapon_mod.py --dry-run
python build_weapon_mod.py --write --pack

The resolver is the interesting part. A weapon number is two nested unversioned blocks deep, so the walk is:

export blob
  [FUnversionedHeader]                       <- UVoyageWeaponData: slot 0 = Data
    Data -> [FUnversionedHeader]             <- FVoyageWeaponDataStruct: slot 1 = Attack
      Attack -> [FUnversionedHeader]         <- FVoyageAttack: slot 0 DamageTypeClass, slot 1 Damage
        DamageTypeClass  i32 -1              (4 B)
        Damage           f32 0.01            <- .uexp byte 182

Serialization rules the walker encodes (all first-hand):

Type On the wire
Struct<Vector> / Rotator 3 × f64 = 24 B, raw, no nested header
Struct<Quat> / Guid / LinearColor 32 / 16 / 16 B raw
any other struct, Transform included nested [FUnversionedHeader][values]
Array<T> / Map<K,V> [i32 Count][elements] -- no NumKeysToRemove word in this build
enum property 1 byte standalone; an FName (8 B) as a container element
SoftObject FName package + FName object + FString subpath (20 B when the subpath is empty)
Text, history 11 u32 flags + i8 type + FName table id + FString key
end of every export 4 trailing bytes no slot claims

🪤 Two of those types are wrong in the mapping file: FVoyageWeaponDataStruct.ProjectileClass and ProjectilePreviewMesh are Object in Voyage-5-7.usmap and SoftObject in the live build. weapon_props.OVERRIDE fixes them; clear it (with LIVE_SHIFT still on) to read a package cooked before the change -- that is the dating test used in §B7 and §F1.

D3. A Blueprint bytecode literal (the #151 case)#

There is no property path. Diff two of the author's own variants, or search the .uexp for the f32 you expect:

import struct
b = open("BP_Weapon_Petrol_Grinder.uexp", "rb").read()
hits = [i for i in range(len(b) - 4) if abs(struct.unpack_from("<f", b, i)[0] - 40.0) < 1e-6]

then patch that offset with templates/mods/core-pak-data-assets/build_mod.py (kind: "float", with expect set). ⚠ A literal has no name and no guard other than expect; re-verify after every game patch.

D4. UE4SS reflection#

Copy templates/mods/weapons-ammo/ue4ss/WeaponTweak/ to <game>\Voyage\Binaries\Win64\ue4ss\Mods\WeaponTweak\, edit Scripts/config.lua, lint offline:

python templates/mods/core-ue4ss-lua/check.py templates/mods/weapons-ammo/ue4ss/WeaponTweak

Requires UE4SS for TLC (Nexus mod 4 v1.3: dwmapi.dll proxy + ue4ss/ next to the exe, EngineVersionOverride 5.8).

D5. Install, test, roll back#

Step Do
Install (pak) copy <Name>_P.{utoc,ucas,pak} into Voyage\Content\Paks\~mods\ with the game closed
Load order between two _P containers the winner is undefined (doc 05 §C.3); the catalogue's a/000 and z/zzz prefixes are a belief in alphabetical mounting, [inferred] -- merge the edits into one container instead of racing names
Test equip the weapon, check the number in the inspect/craft UI; damage changes need a live target
Roll back delete all three container files; nothing in the install was modified
Saves weapon and ammo values are read from the assets at load, not stored in the save -- removing the mod restores vanilla behaviour on the next load

D6. Regression discipline#

Any change to tools/mods/tlcmod must still rebuild the Matte Black EXO livery and the Enhancer Cap byte-identically (tools/mods/README.md §7). The weapons template imports tlcmod but adds no code to it, so it cannot regress either.


E. Template -- templates/mods/weapons-ammo/#

File What it is
README.md fill-in guide, install/rollback, recorded runs
weapon_props.py the typed unversioned walker: usmap class chains, nested struct recursion, container/enum/soft-object readers, find_property(asset, "Data.Attack.Damage")
build_weapon_mod.py --list / --find / --dry-run / --write / --pack, edits addressed by dotted property path with an expect guard
recipe.json placeholder edits: Rhino damage + radius, 7.62 damage + craft time; disabled extras for MaxRounds and DesiredSlot
ue4ss/WeaponTweak/{enabled.txt,Scripts/main.lua,Scripts/config.lua} the #175 pattern as a template: multipliers for ammo damage / craft amount / craft speed, direct-weapon damage, and an optional forced Rhino radius; all default to 1.0 (a no-op)

Recorded runs (2026-09-07, against the live build):

$ python build_weapon_mod.py --dry-run
Data/Assets/Ammo/DA_Ammo_Bolt_Rifle_762
  export 2  uexp+228    WeaponData.Attack.Damage    float  5.0   -> 10.0
  export 2  uexp+494    CraftTime                   float  10.0  -> 5.0
Data/Assets/Weapon/WeaponData/DA_WeaponData_Petrol_Grinder
  export 4  uexp+182    Data.Attack.Damage          float  0.01  -> 0.5
  export 4  uexp+194    Data.Attack.OuterRadius     float  40.0  -> 100.0
2 package(s), 4 edit(s) -- DRY RUN, nothing written

$ python build_weapon_mod.py --find Data/Assets/Weapon/DA_Weapon_ElectricRifle DesiredSlot
  DesiredSlot -> export 0, .uexp byte 78, type Enum<EVoyageHolsterSlotType:Byte>, current value 1

$ python ../core-ue4ss-lua/check.py ue4ss/WeaponTweak
  ok  Scripts/config.lua 0 blocks balanced ; ok  Scripts/main.lua 50 blocks balanced
  0 problem(s), 0 warning(s).

--write --pack was deliberately not run: it would deposit a container under data/mods/, which is a deliverable rather than a template artefact.


F. Pitfalls, version notes and patch survival#

  1. 🪤 The mapping file has drifted. Voyage-5-7.usmap (Nexus mod 94) describes an earlier 5.7 build. The live UVoyageItem carries exactly one property the mapping file does not know, inserted after slot 8 (Quality). Without compensating, Weight / CraftTime / CraftElectricityCost / CraftAmount all resolve one slot late and read as garbage. With the one-slot shift they resolve to sane values on every asset tested (7.62 ammo: Weight 0.05, CraftTime 10, CraftElectricityCost 5, CraftAmount 30). weapon_props.LIVE_SHIFT implements it; --old-cook turns it off for packages cooked before the change. [file] A further drift appears after CraftAmount -- CraftResourceRequirements and Components still mis-decode (§H). The mapping file is also wrong about two field types. FVoyageWeaponDataStruct.ProjectileClass and ProjectilePreviewMesh are declared Object (4 B) in Voyage-5-7.usmap but serialize as SoftObject (20 B with an empty subpath) in the live build; weapon_props.OVERRIDE carries that correction, and without it every ammo asset misparses at WeaponData @25 with an implausible FString length. That pair is also the project's cook-dating tool: a package that decodes only with OVERRIDE cleared was cooked before the type change (after 2026-05-28 by the catalogue dates, and before the live build), which is exactly how #101's and #135's DA_Ammo_* packages were dated (§B7). The UVoyageItem slot insertion dates the same way with --old-cook: #23/#40/#41 need it, everything cooked in 2026 does not. [file]
  2. 🪤 A Vector is three doubles. ADSCameraOffset is Struct<Vector> = 3 × f64. Read as f32, -1.0d looks like -1.875f at the same address. Every scope-alignment mod patches the first double, not a float.
  3. 🪤 Whole-asset re-cooks carry the class layout of the build they were cooked on. The live game deserializes them with the current layout, so every property after a drifted slot is misread -- which is a corrupt asset, not a missing value. Two drifts are documented in this build: UVoyageItem gained a slot after Quality between November 2025 and March 2026 (#23/#40/#41 predate it), and FVoyageWeaponDataStruct.ProjectileClass / ProjectilePreviewMesh changed from Object to SoftObject after 2026-05-28 (#101's and #135's seven DA_Ammo_* packages predate that). A size mismatch against the live .uexp is the tell -- −32 B / −24 B for the ammo re-cooks, −2 B / −33 B for the 2025 weapon re-cooks, +70/+77 B for #112's sights. An in-place patch is always the same length. Prefer patching the live asset; if you must re-cook, diff the sizes first. [file] (An earlier version of this note blamed "properties equal to the author's defaults being skipped". That was a mis-read: walking #23's flamethrower with --old-cook shows the fields all present.)
  4. 🪤 _P is a convention, not a law. #151 ships GrinderMod.utoc with no suffix and is still distributed as working. Keep the suffix on your own builds anyway -- everything else in the catalogue does, and load order is easier to reason about.
  5. Load-order prefixes are the community's conflict tool. aAll_Secondary_Weapons_as_Primary_P, 000AmmoReloadX10_P, 00000DMGR_P mount early; zFlamethrower_as_a_Secondary_P, zzz_Grinder_Damage1 mount late -- a bet on alphabetical mounting; doc 05 §C.3 records the order between two _P containers as undefined.
  6. Known collisions inside this category.
Package Contended by
DA_Weapon_Attachment_Sight_RedDot #57, #112, #206, and #20 (craft time)
M_RDS_01 #118 (colour) vs #152 (brightness) -- same package, cannot be combined as shipped
DA_WeaponData_Petrol_Grinder #151 (three variants + damage file) vs #169
BP_Weapon_Petrol_Grinder #151, #155, #194
DA_Weapon_ElectricRifle #40, #57, #206
every DA_Ammo_* #19 (weight/stack), #20 (craft time), #101, #135, and #175 at runtime
  1. Patch survival, ranked. UE4SS reflection (#175) > in-place single-value pak patch (#206, #169, #152, #53, #100, #135's grenades) > BP sub-object patch > bytecode-literal patch > whole-asset re-cook (#101, #135's ammo, #23/#40/#41, #112's sights -- these die on any class-layout change, not just on an engine migration) > native AoB (#95, breaks on essentially every patch by its own changelog). The 5.6 → 5.7 migration of 2025-12-16 killed #23/#40/#41/#57 outright; the later ProjectileClass type change did the same to #101 and #135's ammo half without any engine bump at all. #53's nine archived versions show what keeping even a patched asset alive costs.
  2. Doubles in Blueprints. A Blueprint float variable serializes as a Double (BP_Weapon_Mod_Connected's three multipliers). Patch with <d, not <f.
  3. Vanilla defaults are invisible. BP_Weapon_Mod_Connected's CDO is 1.0 / 1.0 / 1.0; the sights' sub-objects serialize nothing at all. A mod that adds those three doubles grows the export by 24 B and needs the SerialSize / BulkDataStartOffset fix-ups -- build_weapon_mod.py refuses that case and points at build_enhancer_cap.py.

G. Ideas -- what this project could build here#

# Idea How Effort
1 Scope alignment pack, done right one container patching ADSCameraOffset.X on Sight_RedDot, Sight_Optical, Sight_IronSight, Back_IronSight + the four weapons, values derived per weapon instead of #112's blanket numbers; no damage buff attached S -- 8 f64, all resolvable with --find
2 Difficulty rebalance instead of a cheat scale the nine DA_WeaponData_NPC_* Attack.Damage / MaxRange (nothing in the catalogue touches enemy weapons at all) M -- 9 packages, needs playtesting
3 Recoil tuning LinearRecoilMin/Max, AngularRecoilMin/Max, ControllerRecoilMul, LinearRecoilStiffness/Damping are all serialized f32/Vectors on every ammo asset and untouched by every mod S per weapon, M for a coherent set
4 Ammo tuning that is not ×10 Velocity, MaxRange, DamageVariance, Attack.InnerRadius/OuterRadius, DurationAttack.{duration,Damage,Interval} -- the whole shape of a round, not just its damage number M
5 UE4SS "weapon workbench" one reflection mod exposing every FVoyageAttack field of every weapon and ammo through config.lua, patch-proof; supersedes half this category M -- the template is already 70 % of it
6 Quiet weapons Attack.NoiseLoudness / NoiseMaxRange on the ammo and the electric weapons -- a stealth mod nobody has made S
7 Holster loadout editor HolsterSlots[].Type on BP_FirstPersonCharacter_New + DesiredSlot per weapon, as a configurable matrix instead of #53's fixed choice S-M
8 Grenade economy pass grenade CraftTime, CraftAmount, CraftResourceRequirements and the four DA_Grenade_Ignition_* parts, balanced rather than instant M -- blocked on the Components map decode (§H)
9 Barrel attachment pass DA_Weapon_Attachment_Barrel_{Breacher,Extender,Stabilizer,Supressor} and their BP_Weapon_Mod_* multipliers; only #20 has ever touched them, and only for craft time M
10 Explosive-object tuning the eight TanksDestroy/DA_Module_*_Explosion plus DA_SeaMine_Explosion / DA_PetrolBarrel_Explosion -- untouched by the entire catalogue S each

H. Gaps & unverified#

  • CraftResourceRequirements and Components do not decode. The live UVoyageItem drifts again after CraftAmount, so these two maps mis-read. #135's resource edit was located by byte diff instead (f32@131, 50 → 1 / 100 → 2) -- the values are [file], the property name is [inferred]. This still blocks idea G8 and any recipe mod in this domain. Fix: find the second inserted slot the same way the first was found -- decode a small DA_Item_* whose recipe is known from the UI.
  • The #101 / #135 layout-mismatch failure is static evidence only. The size deltas, the OVERRIDE walk and the misparse are all reproducible from the files, but neither mod has been installed and loaded on 0.8.5. In-game verification is needed before "broken" becomes a first-hand claim; the doc says very likely broken on purpose.
  • FTransform beyond Translation. LocalTransform / ADSTransform on UVoyageItemEquipmentAttachment stop the walk (the live struct has more slots than the mapping file's three). Attachment placement mods are therefore not yet addressable by property path.
  • Enum value names. EVoyageHolsterSlotType, ECombatAttackType, EVoyageItemCategory value names are not recoverable from the v4 mapping file's enum block with the current reader; the slot meanings in §C3 are [inferred] from which vanilla assets carry which number. AttackType 3 is shared by every weapon examined and its meaning is unknown.
  • #112's OPTIONAL DMG_ElectroGuns file. Its advertised electric-rifle damage buff is not visible in the property stream; the only decodable change removes the rifle's connected-modifier overrides. The effect must live in the compiled graph. [catalog-only]
  • #194's underwater fix. Same situation -- a BP graph edit, not a property edit. [catalog-only]
  • #95's patched bytes. The AoB patterns and the log strings were recovered, but the replacement byte sequence and the exact function patched were not disassembled. [file] for the shape, [catalog-only] for "removes the heat cap".
  • Nothing was run in-game. Every value here is static analysis of the containers. No mod in this category has been installed on the ShadowPC or tested against the live build by this project.
  • Archived files were not decoded. Only each mod's current files were downloaded and diffed; the version history in §A comes from the catalogue snapshot.

I. Sources#

Files (first-hand)#

  • Vanilla baseline: data/mods/vanilla/raw/Voyage/Content/{Data/Assets/{Ammo,Weapon,Attachments,Skill/Weapons},Blueprints/Weapon,External/FPS_Weapon_Bundle}
  • Mod containers converted to legacy: data/nexus-mods/{23,40,41,53,57,89,100,101,112,118,135,151,152,169,194,206}-mod-*/legacy/
  • Mod archives as shipped: data/nexus-mods/{57,95,175}-mod-*/unpacked/ (ScopeFix/Scripts/main.lua, No_Flamethrower_Overheat.asi, AmmoCraftDamage/.../{main,config}.lua)
  • Catalogue snapshot 2026-09-07: data/nexus/thelastcaretaker-mods.json
  • Technique fingerprints + per-pak package lists: data/nexus-mods/inventory.json
  • Container index: data/datamine/raw/pakchunk0-file-index.txt.gz
  • Mapping file: data/nexus-mods/94-mod-94/unpacked/UE 5.7 Mapping File-.../Voyage-5-7.usmap
  • House toolchain: tools/mods/README.md, tools/mods/tlcmod/{unversioned,package,material,usmap,pack}.py, data/datamine/tools/tlcparse.py
  • Sibling docs: docs/mods/00-mod-library.md, 01-core-pak-data-assets.md, 02-core-pak-textures-materials.md, 03-core-ue4ss-lua.md, 04-core-logicmods-blueprints.md
  • This document's template: templates/mods/weapons-ammo/

URLs#

None. Every claim in this document is backed by a file in this repository; no web source was consulted, and nexusmods.com pages are never fetched (they 403 to fetchers -- the GraphQL snapshot and the downloaded files are the source of truth).

M09

Storage, containers, stacks & weight

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Everything the Nexus catalogue does to container capacity, stack sizes, item weight, carry weight, tanks and barrels, and the inventory rules around them -- what each mod actually changes (read off its files), how the technique works, which classes and properties govern the domain, and a runnable starter template.

Confidence tags: [file] proven from the mod's own bytes or the vanilla cook · [catalog-only] only the Nexus description supports it · [web] external source · [inferred] reasoned from first-hand evidence but not directly proven.

Ground truth for every number below: the live build Update 5.5 "Deck Drop" 0.8.5.650920, extracted to legacy assets under data/mods/vanilla/raw/ and diffed against each mod's own converted container.


A. Library#

Ranked by "would I install this today": currency first, then evidence quality, then reach.

ver = the catalogue mod version (the same number docs/mods/00-mod-library.md prints). Where the current MAIN file carries a different version string, it is noted in the files column -- Nexus versions files independently of the mod page, and four mods here disagree with themselves.

id name author ver updated end. dl technique status tier what it changes files
187 Caretaker QoL Bundle CodeManMike v2 2026-09-06 5 907 pak-data-asset + pak-blueprint + ue4ss-lua current-5.5 🏁 top 37 packages: boxes, batteries, tanks x2/x4, cables x100, distillation, craft ranges + a Lua sidecar 1
19 Item Weight and Stack Size Changes LordGregory v1.10 2026-09-03 217 11,354 pak-data-asset current-5.5 🏁 top 788 DA_* items: Weight -> 0 on 606 exports, MaxStackCount -> 99,999 on 156 2 (MAIN + stack-only)
14 Larger Storage Containers LordGregory v1.9 2026-09-03 186 8,520 pak-blueprint current-5.5 🏁 top all four player boxes' MaxWeightLimit; MAIN = 999,999 kg, optional x2..x50 ladder 2 Nexus files = 50 containers
146 Bigger LargeContainer strangemind87 v4 2026-09-04 35 2,026 pak-blueprint current-5.5 ✅ strong BP_Inventory_PlayerBox_Large 200 -> 20,000 kg, one word 1
26 Bigger Tanks Dmgvol v1.0 2026-07-22 344 14,605 pak-data-asset probably-current ✅ strong the nine large DA_Item_Module_*Tank capacities x2 / x4 2
6 More Weight Capacity Dmgvol v0.7 2026-05-17 418 16,376 pak-data-asset probably-current ✅ strong one float: kg of carry capacity per Haul Mastery point, 1 -> 5 / 10 / 100 3
184 Altered Tanks By Jablo Jablo v1.0.0 2026-07-14 13 461 pak-data-asset probably-current ✅ strong the same nine tanks, x10 1
191 Realistic Tank Capacity LandoChronus v1 2026-07-19 7 419 pak-data-asset mixed ⚠️ niche eight large tanks re-sized by physical volume (some go down); five portables are stale recooks 1
165 Portable Tanks and Battery rashchuk v0.8.0.612251.80 2026-07-21 21 1,285 pak-blueprint + pak-data-asset pre-5.5 ⚠️ niche 9 portable DA_Item_Module_Portable* 500 -> 2,000 + 10 new BP_CodexPortable_* packages 1
138 Big Fishing Net 150KG NecoAngelus84 v4 2026-06-27 89 4,888 pak-blueprint pre-5.5 ✅ strong net MaxWeightLimit 30 -> 150 / 1,500 kg, crossed with three haul-rate steps 6
102 OniBackpacksX10 MoDDuck v1.0 2026-03-22 68 3,368 pak-data-asset pre-5.5 ⚠️ niche all six DA_Equipment_Back_* backpacks x10 3 (MAIN file v3)
179 Additional sockets for fuel tanks UARamiel v1.0 2026-09-01 12 636 pak-blueprint recook ⚠️ niche +2 hose sockets on four bulk fuel tanks -- and silently drops ExtraLarge 10,000 -> 6,000 L 1 (MAIN file v1.2)
59 InstaParts xTz2 v1.0.6 2026-07-07 37 1,661 pak-data-asset mixed ⚠️ niche 2 Rollerbaby loot assets surgically (weight 50 -> 0.1); 29 DA_Part_* are stale recooks 1
123 TLC Nearby Deposit Elkrisho v1.0.0 2026-03-23 25 933 ue4ss-lua probably-current ✅ strong hotkey: deposit matching stacks into player boxes within 50 m 1
158 Lighter biomass UARamiel v1.1 2026-07-07 16 695 pak-data-asset recook ⚠️ niche six DA_Material_Bio_* weights + two generator conversion rates 2
75 Rapid fishing and raising net MoDDuck v2.0 2026-03-26 138 6,163 pak-blueprint pre-5.5 ⚠️ niche net 30 -> 150 kg + a faster haul; superseded by #138's grid 1 (MAIN file v3.1)
15 Bigger Containers Dmgvol v1.0 2026-06-26 320 14,224 pak-blueprint stale recook 🚫 avoid now three player boxes at x2 / x4 -- but a full editor recook of the whole Blueprint 2
76 Just Canisters Rebalance MoDDuck v1.0 2026-02-16 43 1,446 pak-blueprint + data-asset + texture stale recook 🚫 avoid 19 BP_Module_* + 13 DA_Item_Module_* + 2 icons, all recooked 1 (MAIN file v2.2)
43 Bigger Battery Backpack V1V0La v1.0 2025-11-19 57 1,654 pak-data-asset pre-5.7, dead 🚫 avoid three battery backpacks x10; superseded by #102 1
55 (deprecated) 10x all storage except boxes sushi v1.0.0 2025-11-22 40 1,453 pak-blueprint pre-5.7, dead 🚫 avoid 19 BP_Module_* storage Blueprints at 10x; author-deprecated 1

Adjacent, same asset families, covered in other docs: #34 Bigger Batteries (power storage), #107 BoxProximityRangeX10 and #145 Greater CraftingProximityDistance (the same VoyageInventoryWeightLimitedComponent export as #14/#146 -- see §B.3), #85 LazarusRack, #168 Fully Automatic Looting (ue4ss-lua), #47 auto collect, #199 More sockets for Large battery, #63 Single Use Batteries x10, #20/#58/#192 (craft-time siblings of #19 and #59).

The notable ones#

#187 Caretaker QoL Bundle [file] -- the most technically accomplished mod in this category and the only one built against the live cook. 36 of its 37 packages have byte-identical export layouts to vanilla (same export count, same unversioned slot maps), i.e. pure in-place value patches: tanks x4 (2000 -> 8000, 6000 -> 24000, 9000 -> 36000, 12000 -> 48000), batteries x2 (20000 -> 40000, 6000 -> 12000, 1000 -> 2000), BP_Inventory_PlayerBox_Large 200 -> 400 kg, _Small 50 -> 100 kg, the fishing net 30 -> 150 kg, BP_ModuleCable_Base 2000 -> 200,000 and 1000 -> 100,000, and the three fluid cables' bandwidth 72000 -> 21,600,000. The 37th package, BP_Inventory_PlayerBox, is the interesting one: it inserts MaxWeightLimit = 200.0, a property the cooker skipped -- and in the same export it also raises ProximityDistance 1500 -> 15000 cm (00 80 bb 44 -> 00 60 6a 46), so it collides with #107 and #145 on the craft-from-storage radius as well as with #14 on the box. The insertion technique is not unique to it: mod #14 does exactly the same 6-byte insertion in all 50 of its containers (§B.4). The Lua sidecar (ue4ss/Mods/OilRigTuning/) pins BP_ModuleCable_Petrol_C.Bandwidth = 720000.0 and BP_Module_DistillationTower_C.RatePerSecond = 90.0 once a second. Caveat: widest conflict surface in the catalogue -- it overrides the same four container Blueprints and nine tank data assets as #14, #146, #26, #184 and #191, and load order decides.

#19 Item Weight and Stack Size Changes [file] -- 788 packages, every one with a vanilla counterpart, 763 of them with an identical export layout. Measured across the whole MAIN container: 606 exports get UVoyageItem.Weight -> 0.0 and 156 get MaxStackCount -> 99999. Classes touched: VoyageItem (503), VoyageItemPart (135), VoyageItemMaterial (59), VoyageItemEquipment (38), VoyageItemHandEquipment (20), VoyageItemAmmo (7), VoyageItemConsumable (1). The 25 packages that are not layout-identical are the ones where the cooker had skipped Weight (it equalled its C++ default): there the mod inserts the property, growing the export by 6 B -- e.g. DA_Material_Aluminium 439 -> 445 B with MaxStackCount 100 -> 99999 and Weight inserted as 0.0. The OPTIONAL "Stack Size Changes" file is 211 packages with only the 156 stack edits and zero size changes. Vanilla anchors: DA_Part_AlloyFrame MaxStackCount 100, Weight 4.0; the commonest weight steps are 0.8 (59 assets), 75 (54), 10 (46), 60 (31), 50 (28).

#14 Larger Storage Containers [file] -- 50 containers in two Nexus files (MAIN = 1, OPTIONAL = 49). The MAIN file (zLarger_Storage_999999_P) sets 999,999 kg on all four player boxes; the OPTIONAL pack ships zLarger_Storage_x02_P .. x50_P, one container per multiplier. Measured at x02: Large 200 -> 400, Small 50 -> 100, Smart 200 -> 400, medium 100 -> 200; at x50: 10,000 / 2,500 / 10,000 / 5,000. That ladder is what pins the medium box's C++ default at 100 kg [inferred, two-point fit]. Three of the four boxes are one-word in-place patches at .uexp byte 986 / 1291 / 1107. The medium BP_Inventory_PlayerBox is not a recook: vanilla does not serialize its MaxWeightLimit at all, so #14 inserts the property -- the same 6-byte unversioned-property insertion #187 uses, with the same fragment header. Verified in all 50 containers: 49 exports, every export size byte-for-byte the vanilla size except export 46 (22 -> 28 B), whose payload begins 00 02 0b 04 04 05 followed by the inserted float (f0 23 74 49 = 999,999.0 in the MAIN container, 00 00 48 43 = 200.0 in x02) and then the untouched vanilla tail 02 01 00 80 bb 44 79 ff ff ff -- so #14, unlike #187, leaves ProximityDistance at its vanilla 1500. (A real recook looks nothing like this: #15's same package comes back at 17,333 B with 48 exports.) The z prefix on the container name is a deliberate load-order play (§F).

#146 Bigger LargeContainer [file] -- the minimal, surgical version of #14: one package, one 4-byte word, BP_Inventory_PlayerBox_Large MaxWeightLimit 200 -> 20000 at .uexp byte 986. Explicitly split from the author's own proximity mod (#145) so both can be installed together -- the two patch different bytes of the same export, which no single container could do. Its MAIN file is named "Strange Storage For Build 0.8.5.651027 HOTFIX 1" -- the zip with exactly that name is on disk at data/nexus-mods/146-mod-146/ [file].

#26 Bigger Tanks / #184 Altered Tanks / #191 Realistic Tank Capacity [file] -- three mods, one technique, the same nine DA_Item_Module_*Tank assets, all surgical single-float patches at export byte 3 of the VoyagePropertyModuleResource export. #26 does x2 and x4, #184 a flat x10, #191 a physical-volume rebalance in which the small CO2 tank goes down (6,000 -> 1,000) while Oxygen rises 9,000 -> 30,000 and Diesel/Petrol 2,000 -> 7,600. #191's five DA_Item_Module_Portable* files, however, are stale recooks (export sizes 368 -> 345 etc. and different slot maps): install it for the big tanks, not the barrels. #26's Nexus file history is the best patch-survival record in the category -- separate reissues for game builds 0.5, 0.6, 0.6.5, 0.7, 0.7.5 and 0.8 [catalog-only].

#6 More Weight Capacity [file] -- the single cheapest edit in the whole domain: one float in DA_Enhancer_Character_HaulMastery, UVoyageEnhancer.InventoryWeightCapacityIncrease, export byte 16 = .uexp byte 22, 1.0 -> 5.0 / 10.0 / 100.0. Nothing else in the package changes. 418 endorsements for four bytes.

#138 Big Fishing Net [file] -- six files = the cross product of two container variants and three module variants. The container half is surgical: BP_Inventory_Container_Fishing's MaxWeightLimit 30 -> 150 (0x43160000) or 1500 (0x44bb8000), export size unchanged at 17 B. The module half (BP_Module_Fishing) is a recook that changes one CDO double -- 10.0 -> 10 / 5 / 1 -- and drops one property the live class serializes; all six files share the same 100.0 -> 10.0 change, so the analyst note that only the 1500 kg files cut net drag is not supported by the files. [file] The changelog line "Changed the Filename to match Unreals loading Priority" is the load-order lesson in the author's own words [catalog-only].

#102 OniBackpacksX10 [file] -- all six worn backpacks x10, as an f64 inside the VoyageModuleComponent ConfigData block: Battery Large 1,000 -> 10,000 Wh, Medium 500 -> 5,000, Small 250 -> 2,500; Petrol Large 400 -> 4,000 L, Medium 200 -> 2,000, Small 100 -> 1,000. But all six packages carry slot maps one index short of the live cook (VoyageModuleComponent writes slots 6,7 where the live game writes 7,8; VoyageItemEquipment 52/58/71/73/89/90 vs live 53/59/72/74/91/92). Under the live class those payloads land on the wrong properties. Treat as pre-5.5 until re-tested in game. #43 is the older, definitively dead ancestor (exports 51 B where vanilla is 30 B).

#123 TLC Nearby Deposit [file] -- 555 lines of UE4SS Lua and the only behavioural inventory mod in the category. On a hotkey it resolves /Script/Voyage.Default__VoyageBlueprintLibrary -> GetPlayerPawn(world) -> GetPlayerInventoryFromPawn(pawn), scans FindAllOf("VoyageBaseInventoryComponent") for owners whose name contains BP_Inventory_PlayerBox_C or BP_Inventory_PlayerBox_Large_C within HOT_DEPOSIT_RADIUS = 5000.0 cm, and calls VoyageMiscBlueprintFunctionLibrary::TransferSimilarItems(playerInv, boxInv) on each. Caches the box scan for 8 s, debounces the key at 0.35 s. Gap: it does not match _Small or _Smart boxes.

#165 Portable Tanks and Battery [file] -- one of only two mods in the catalogue that add genuinely new content. Ten new BP_CodexPortable_* packages (small battery + eight portable tanks + a single-use battery module), the nine vanilla DA_Item_Module_Portable* re-pointed to 2,000 capacity (vanilla 500), and BP_FirstPersonCharacter_New patched so the player can carry them. Every package is a recook against build 0.8.0.612251 -- the container name says so.

#179 Additional sockets for fuel tanks [file] -- a structural Blueprint mod, not a value mod: each of the four bulk fuel tanks gains two SCS_Node + two VoyageModuleSocketViewComponent exports (34 -> 38 exports, .uexp ~5,480 -> ~6,170 B). Side effect worth knowing: both ExtraLarge containers come back with ConfigData capacity 10,000 -> 6,000 L, which the description does not mention.

#15 / #55 / #76 [file] -- the cautionary tail. All three are wholesale editor recooks: export order shuffled, Function bytecode rewritten, class definitions rebuilt, zero packages with a layout matching the live cook. #55 is author-deprecated; #76 also drags 13 data assets and 2 icons along; #15 still has 320 endorsements and 14,224 downloads, which is exactly why the version note in §F matters.


B. How they do it#

Five distinct techniques appear in this category. Ranked by risk, lowest first.

B.1 In-place float patch in a data asset -- the tank capacity [file]#

The canonical edit of the domain. A tank's or battery's capacity lives in a tiny VoyagePropertyModuleResource export inside its DA_Item_Module_* package:

DA_Item_Module_LargeWaterTank.uexp, export 2, 11 bytes at .uexp 611:
  00 05        fragment header: slot 0 and slot 1 present
  04           slot 0 = EModuleResourceType, ordinal 4 = FreshWater
  00 00 fa 44  slot 1 = f32 2000.0     <-- the capacity, .uexp byte 614
  00 00 00 00  export trailer

For the batteries slot 0 is zero-masked (EModuleResourceType ordinal 0 = Electricity, so its byte is absent and a 1-byte mask takes its place) -- and the header is then 3 B instead of 2 + 1. Either way the capacity float is at export byte 3, which is what makes a locator possible:

DA_Item_Module_LargeBattery.uexp, export 2:  80 05 01 | 00 40 9c 46 | 00 00 00 00
                                             ^hdr+mask  ^ f32 20000.0

Before -> after, measured across the four tank mods:

asset resource vanilla #26 x2 #26 x4 #184 x10 #187 x4 #191 "realistic"
DA_Item_Module_CO2Tank_Large CarbonDioxide 12,000 24,000 48,000 120,000 48,000 3,500
DA_Item_Module_CO2tank_Small CarbonDioxide 6,000 12,000 24,000 60,000 24,000 1,000
DA_Item_Module_LargeO2tank Oxygen 9,000 18,000 36,000 90,000 36,000 30,000
DA_Item_Module_LargeMethaneTank Methane 6,000 12,000 24,000 60,000 24,000 12,500
DA_Item_Module_LargeDieselTank Diesel 2,000 4,000 8,000 20,000 8,000 7,600
DA_Item_Module_LargePetrolTank Petrol 2,000 4,000 8,000 20,000 8,000 7,600
DA_Item_Module_LargeOilTank Oil 2,000 4,000 8,000 20,000 8,000 5,600
DA_Item_Module_LargeWaterTank FreshWater 2,000 4,000 8,000 20,000 8,000 5,000
DA_Item_Module_LargeSaltWaterTank SaltWater 2,000 4,000 8,000 20,000 8,000 --
DA_Item_Module_LargeBattery Electricity 20,000 -- -- -- 40,000 --
DA_Item_Module_MediumBattery Electricity 6,000 -- -- -- 12,000 --
DA_Item_Module_PortableBattery Electricity 1,000 -- -- -- 2,000 --

Nothing else in the package moves. Export size, SerialSize, BulkDataStartOffset and the name table are all untouched -- which is why these mods survived four game builds with a re-upload rather than a rewrite.

B.2 In-place float patch in a Blueprint CDO -- the container weight limit [file]#

Player boxes are Blueprints, but the number is still a plain serialized float on a component default object, so the same in-place technique applies:

BP_Inventory_PlayerBox_Large.uexp, export 12 (VoyageInventoryWeightLimitedComponent),
14 bytes at .uexp 984:  00 03 00 00 48 43 00 00 00 00 00 00 00 00

  00 03          fragment header: slot 0 present, last (ValueNum 1)
                 -- word 0x0300: SkipNum 0, HasZero 0, IsLast (0x100) set, ValueNum = 0x0300 >> 9 = 1
  00 00 48 43    slot 0 = MaxWeightLimit, f32 200.0   <-- .uexp byte 986
  00 00 00 ...   export trailer (8 zero bytes)

_Small and _Smart are byte-for-byte the same shape (00 03 + the float at .uexp 1291 / 1107); BP_Inventory_Container_Fishing writes two slots instead of one (00 02 0b 03 | 00 00 f0 41 | 02 | ..., MaxWeightLimit 30.0 at .uexp 439).

package export class vanilla MaxWeightLimit .uexp offset who patches it
BP_Inventory_PlayerBox_Large 12 VoyageInventoryWeightLimitedComponent 200.0 kg 986 #14, #15, #146 (20,000), #187 (400)
BP_Inventory_PlayerBox_Small 14 same 50.0 kg 1291 #14, #15, #187 (100)
BP_Inventory_PlayerBox_Smart 13 same 200.0 kg 1107 #14
BP_Inventory_Container_Fishing 7 same 30.0 kg 439 #75, #138 (150 / 1500), #187 (150)
BP_Inventory_PlayerBox 46 same not serialized (C++ default 100.0 kg [inferred]) -- #14 (insertion, x50), #15 (recook), #187 (insertion)

B.3 The second float in the same export -- craft-from-storage radius [file]#

BP_Inventory_PlayerBox export 46 also carries live schema slot 18, a float at .uexp byte 16111, vanilla 1500.0 cm (00 80 bb 44). Three mods patch it: #107 multiplies it by 10, #145 sets it to 40000.0, and #187 sets it to 15000.0 (00 60 6a 46) inside the very export where it also inserts MaxWeightLimit -- in #187's container the float has moved 6 B later, to .uexp 16117, because of that insertion. #14, which performs the same insertion, leaves the proximity float at vanilla 1500.0. That the slot is VoyageBaseInventoryComponent.ProximityDistance is [inferred] from the mapping file plus the three mods' semantics -- the 5.7 mapping file places it three slots earlier than the live cook does (mapping chain 15 vs live 18, §C.1).

Because #146 patches byte 986 of one package and #145 patches byte 16111 of another, the two coexist -- which is exactly what #146's title advertises.

B.4 Unversioned-property insertion -- the medium box [file]#

BP_Inventory_PlayerBox does not serialize MaxWeightLimit at all: the value equals the C++ default and the cooker skips it. Writing "in place" is impossible; the property has to be inserted, which re-encodes the fragment header and grows the export.

Two independent authors do it, surgically, and their output proves the recipe. Mod #187 ships it once; mod #14 ships it in every one of its 50 containers -- 51 copies of the patched package in total, byte-level identical in technique:

export 46 of BP_Inventory_PlayerBox, whole payload:

 vanilla     22 B  0c 04 04 05             02 01 00 80 bb 44 79 ff ff ff 00*8
 #14 x02     28 B  00 02 0b 04 04 05  00 00 48 43  02 01 00 80 bb 44 79 ff ff ff 00*8
 #14 999999  28 B  00 02 0b 04 04 05  f0 23 74 49  02 01 00 80 bb 44 79 ff ff ff 00*8
 #187        28 B  00 02 0b 04 04 05  00 00 48 43  02 01 00 60 6a 46 79 ff ff ff 00*8
                   ^ identical header  ^ inserted   ^ tail: slots 12,13,18,19
                     in all three        slot 0       #14 keeps 1500.0, #187 writes 15000.0
                                         (200.0 / 999999.0 / 200.0)

 present slots   vanilla 12,13,18,19       all three mods  0,12,13,18,19
 export 47/48 SerialOffset                 X + 6, Y + 6    (both mods)
 TotalHeaderSize 20579                     20579           (unchanged)

Reading of the header: 0x0200 = SkipNum 0, ValueNum 1 -> slot 0 present; 0x040b = skip 11, ValueNum 2 -> slots 12,13; 0x0504 = skip 4, ValueNum 2, IsLast -> slots 18,19. Exactly the vanilla fragment stream with one extra leading fragment.

So a mid-package insertion is legal provided every later export's SerialOffset is shifted by the same delta (and BulkDataStartOffset follows). Two unrelated authors shipping it on the live build is as strong an existence proof as static analysis gets. tlcmod.unversioned.patch_slot + tlcmod.package.fix_last_export_size only cover the last-export case today. See §G idea 1.

Contrast with a genuine editor recook of the same package -- mod #15's BP_Inventory_PlayerBox comes back with 48 exports and a 17,333 B .uexp (vanilla 16,525; #14/#187 16,531), thousands of differing words, and rebuilt Function bytecode. Insertion is +6 B and one export; a recook is a different package.

#19 uses the same trick 25 times on data assets where the payload export happens to be the last one: DA_Material_Aluminium 439 -> 445 B, Weight inserted as 0.0 alongside MaxStackCount 100 -> 99999.

B.5 Named-property patch through the typed walker -- item weight and stacks [file]#

UVoyageItem.Weight and MaxStackCount are not reachable by offset arithmetic: maps, FText and nested structs are serialized before them. They need a typed walk of the property stream (templates/mods/weapons-ammo/weapon_props.py). Live schema slots:

property mapping-file slot live slot type vanilla example
MaxStackCount 25 26 Int DA_Part_AlloyFrame 100
MaxCount 26 27 Int --
Weight 27 28 Float DA_Part_AlloyFrame 4.0 kg

(The +1 is the live-only property UVoyageItem gained after slot 8 Quality; weapon_props.py re-inserts a placeholder for it via LIVE_SHIFT.)

Measured on DA_Part_AlloyFrame: vanilla MaxStackCount 100 @ export byte 32, Weight 4.0 @ 36; #19 MAIN -> 99999 and 0.0; #19 stack-only -> 99999 and 4.0 untouched. Mod #59 does the same shape on the two Rollerbaby loot assets: Weight 50.0 -> 0.1 at export byte 37, CraftTime 10.0 -> 0.1 at 41.

B.6 The double inside ConfigData -- placed modules and backpacks [file]#

Every BP_Module_* placed tank/battery and every DA_Equipment_Back_* backpack carries a second copy of the capacity as an f64 inside its VoyageModuleComponent's nested ConfigData block:

package export byte vanilla f64 mirrors
BP_Module_Diesel_Container 22 2,000 DA_Item_Module_LargeDieselTank 2,000
BP_Module_Diesel_ExtraLarge_Container 22 10,000 DA_Item_Module_ExtraLargeDieselTank 10,000
BP_Module_Petrol_Barrel 22 200 --
BP_Module_Oxygen_Large_Tank 22 9,000 DA_Item_Module_LargeO2tank 9,000
BP_Module_fresh_Water_Tank 22 2,000 DA_Item_Module_LargeWaterTank 2,000
BP_Module_Battery 21 6,000 DA_Item_Module_MediumBattery 6,000
BP_Module_BatteryLarge 21 20,000 DA_Item_Module_LargeBattery 20,000
DA_Equipment_Back_Battery_{Large,Medium,Small} 14 1,000 / 500 / 250 Wh --
DA_Equipment_Back_Petrol_{Large,Medium,Small} 17 400 / 200 / 100 L --

Mods #55 and #76 patch only the Blueprint side; #26/#184/#191/#187 patch only the data-asset side; #102 patches the backpacks, which have no data-asset twin. Which side the running game actually reads is the one open question of this domain -- see §H.

B.7 UE4SS reflection -- the runtime alternative [file]#

Two shipping shapes:

  • #187 OilRigTuning -- a 1 s timer inside ExecuteInGameThread that pins absolute values on every loaded actor of a class:

lua local FUEL_BANDWIDTH_LPH = 720000.0 for _, cable in ipairs(FindAllOf("BP_ModuleCable_Petrol_C") or {}) do if cable:IsValid() and cable.Bandwidth ~= FUEL_BANDWIDTH_LPH then cable.Bandwidth = FUEL_BANDWIDTH_LPH end end The author's comment says why they are absolute and not multipliers: "Fixed targets prevent multiplication across save loads or script reloads."

  • #123 TLCNearbyDeposit -- behaviour rather than numbers: RegisterKeyBind + StaticFindObject on the two Blueprint function-library CDOs + FindAllOf on the inventory component class + a game function call (TransferSimilarItems).

C. The domain map#

C.1 Classes and their properties#

🪤 Three different slot numberings are in play and the table below labels each one:

  • class-local slot -- the index the mapping file prints inside one class's own property list.
  • chain index -- the index in a cooked object's actual unversioned stream, where the derived class's slots come first and the super's follow. For a VoyageInventoryWeightLimitedComponent CDO: WeightLimited local 0-5 (MaxWeightLimit, bAllowBeyondWeightLimit, 4 multicast delegates) = chain 0-5, then VoyageBaseInventoryComponent local 0 (Type) = chain 6, local 4 (Capacity) = chain 10, local 6 (Access) = chain 12, local 7 (bAllowEdit) = chain 13, local 9 (ProximityDistance) = chain 15, local 25 (Items) = chain 31, local 26 (bAllowNearbyQueries) = chain 32.
  • live chain index -- the same thing measured against the live 5.5 cook, which carries three properties the 5.7 mapping file lacks: mapping chain 15 (ProximityDistance) reads as live 18.

Vanilla BP_Inventory_PlayerBox export 46 writes present slots 12, 13, 18, 19 -- those are chain indices (Access = 2, bAllowEdit = 1, ProximityDistance = 1500.0, and one unnamed neighbour), which is why the #14/#187 insertion header re-encodes them as 0 | 12,13 | 18,19.

class kind key properties patchable?
UVoyageItem (super of every item class) C++ data-asset base live chain: MaxStackCount (26, Int), MaxCount (27, Int), Weight (28, Float), Buoyancy (29), CraftTime, CraftAmount, DesiredInventory (0), bOnlyAllowDesiredInventory (3), BlockedInventoryTypes (1) ✅ data -- typed walk required
UVoyageItemPart / Material / Equipment / HandEquipment / Ammo / Consumable / Cable subclasses inherit all of the above ✅ data
UVoyagePropertyModuleResource data-asset sub-object class-local slot 0 = EModuleResourceType enum, slot 1 = capacity Float (no super properties, so local = chain here) ✅ data -- export byte 3
UVoyagePropertyModuleResources data-asset sub-object the array wrapper around the above ✅ (rarely needed)
UVoyageInventoryWeightLimitedComponent C++ component MaxWeightLimit (local 0 = chain 0, Float, kg), bAllowBeyondWeightLimit (local 1 = chain 1, Bool), then 4 multicast delegates (local/chain 2-5) ✅ data on the CDO
UVoyageBaseInventoryComponent (its super) C++ component class-local -> chain (-> live): Type 0->6, AcceptedItemCategories 3->9, Capacity 4->10 (Int = slot count), bIgnoreMaxStackSize 5->11 (Bool), Access 6->12, bAllowEdit 7->13, ProximityDistance 9->15 (mapping) -> 18 (live), Items 25->31, bAllowNearbyQueries 26->32 ✅ data on the CDO
UVoyageModuleComponent C++ component ConfigData (FModuleConfigData) -- holds the capacity f64; OverrideModuleResources, LeakExcessResources ⚠️ f64 offset measured, name inferred
FModuleConfigData struct MaxResourceAmount, DefaultResourceAmount, ModuleResourceType, bShareResources, bAllowOverconsumption ⚠️ live nesting drifts from the 5.7 map
UVoyageEnhancer C++ data asset class-local: MaxPoints (0), InventoryWeightCapacityIncrease (8, Float, kg/point), LiftWeightMultiplier (9), LiftConsumptionMultiplier (10), CharacterModuleResourceMaxIncrease (4) ✅ data
BP_Inventory_Container_Base_WeightLimited_C Blueprint VoyageInventoryWeightLimited (Object), BaseWeight (Double) 🚫 Blueprint -- recook or UE4SS
BP_Module_Fishing_C Blueprint MaxLength, FishingRate, NetWeight, Resistance, CurrentLength (all Double) 🚫 Blueprint
UVoyageBlueprintLibrary C++ function library GetPlayerPawn(world), GetPlayerInventoryFromPawn(pawn) 🚫 code -- UE4SS only
UVoyageMiscBlueprintFunctionLibrary C++ function library TransferSimilarItems(from, to) -> int 🚫 code -- UE4SS only

C.2 Asset families#

Measured with build_storage_mod.py --scan-all over data/mods/vanilla/raw (2026-09-07): 31 packages carry a VoyagePropertyModuleResource export whose slot map is exactly [0, 1] -- the shape the module_resource locator matches. They break down as follows.

family path count (live) what it governs
DA_Item_Module_* storage (9 large tanks, 2 extra-large, LargePetrol_Reserve, 7 Portable*, 3 batteries) Data/Assets/Modules/ 22 tank + battery capacities -- the domain of #26 / #184 / #191 / #187
DA_Item_Module_Dehumidifier Data/Assets/Modules/ 1 ⚠️ false positive: a converter whose slot map happens to be [0, 1]. Its 25.0 FreshWater figure is an output buffer, not a tank capacity -- check the package name before writing
DA_Consumable_Battery{,Medium,Large} Data/Assets/Consumables/ 3 one-shot battery charges, 25 / 100 / 200 Wh (mod #63's domain)
DA_Item_SUModule_{Battery,Diesel,FreshWater,Oxygen,Petrol}Small Data/Assets/Modules/SingleUse/ 5 single-use canisters, 500 Wh / 200 / 200 / 300 / 200 L
BP_Module_* storage Blueprints/Modules/Storage/ 21 the placed tanks / barrels / batteries (mirror capacity + socket layout)
BP_Inventory_PlayerBox{,_Large,_Small,_Smart} Blueprints/Interactives/Containers/ 4 craftable player storage
BP_Inventory_Container_* (Buoy, Large, Medium, Small, Forklift, LazarusRack, JetSkiBox, Fishing) Blueprints/Interactives/Containers/ ~20 world loot containers + the fishing net
DA_Equipment_Back_{Battery,Petrol}_{Small,Medium,Large} Data/Assets/Equipment/Back/ 6 worn backpacks
DA_Enhancer_Character_* Data/Assets/Enhancements/ 11 per-point character upgrades (Haul Mastery = carry weight)
every DA_* item asset Data/Assets/** 788 reachable by #19 Weight, MaxStackCount
EModuleResourceType enum 0 Electricity, 1 Petrol, 2 Oil, 3 SaltWater, 4 FreshWater, 10 Methane, 11 Oxygen, 16 Diesel, 17 CarbonDioxide resource identity in every tank record

C.3 Vanilla reference values (Update 5.5) [file]#

thing value
Small / medium / large / smart player box 50 / 100 (default, unserialized) / 200 / 200 kg
Fishing net 30 kg
Craft-from-storage radius (BP_Inventory_PlayerBox) 1,500 cm = 15 m
Haul Mastery 1.0 kg of carry capacity per point
Large fluid tanks (Diesel / Petrol / Oil / Fresh / Salt water) 2,000 L
Extra-large Diesel / Petrol, Petrol Reserve 10,000 L
Methane / small CO2 6,000 L · Oxygen 9,000 L · large CO2 12,000 L
Portable barrels (all seven) 500 L
Batteries: Large / Medium / Portable 20,000 / 6,000 / 1,000 Wh
Backpacks: Battery L/M/S 1,000 / 500 / 250 Wh (item weight 10 / 7.5 / 5 kg)
Backpacks: Petrol L/M/S 400 / 200 / 100 L (item weight 10 / 7.5 / 5 kg)
A large water tank as a carried item 120 kg
DA_Part_AlloyFrame stack 100, weight 4.0 kg, craft 2.5 s

D. Recipe -- building a new storage mod#

0. Prerequisites#

tools/mods/bin/retoc.exe (in the repo) and a legacy asset tree. The repo already ships one: data/mods/vanilla/raw (2,513 packages from Update 5.5), which is the template's default source.

1. Extract anything missing (read-only, on the ShadowPC)#

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f Inventory_PlayerBox 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\storage'"

then scp -r the Voyage tree (plus scriptobjects.bin) home. 🪤 to-legacy needs the whole Paks directory -- script objects live in global.utoc.

2. Find the number#

cd templates/mods/storage-containers
python build_storage_mod.py --scan Data/Assets/Modules/DA_Item_Module_LargeWaterTank
python build_storage_mod.py --scan Blueprints/Interactives/Containers/BP_Inventory_PlayerBox
python build_storage_mod.py --scan-all          # sweep the whole tree
Data/Assets/Modules/DA_Item_Module_LargeWaterTank  (4 export(s))
  module_resource        2000.0    export 2 byte 3 (.uexp byte 614)   -- FreshWater
  item_weight            120.0     export 0 byte 44 (.uexp byte 44)   -- VoyageItem.Weight

3. Write the recipe#

{ "package": "Data/Assets/Modules/DA_Item_Module_LargeWaterTank",
  "target": "module_resource", "expect": 2000.0, "value": 4000.0 }

Eight targets are available: module_resource, container_max_weight, container_proximity, module_capacity, item_weight, item_stack, item_maxcount, enhancer_weight. expect is verified before the write, so a game patch that re-tunes the field aborts the build instead of corrupting the asset.

4. Build and pack#

python build_storage_mod.py --dry-run
python build_storage_mod.py --write --pack

5. Install#

Copy <Name>_P.{utoc,ucas,pak} -- all three -- into Voyage\Content\Paks\~mods\ with the game closed. No loader, no UE4SS, no anti-cheat.

6. Test#

Load a save, open the container / place the tank, read the number in the UI. There is no Shipping log, so the only signal that a container failed to mount is that nothing changed. If in doubt, convert your own container back to legacy next to a copy of global.utoc/global.ucas + scriptobjects.bin and re-scan it.

7. Rollback#

Delete the three files. Nothing in the install was modified. Capacities are not saved -- only fill levels are -- so the vanilla ceiling comes straight back; a tank left over-full clamps on its next fill tick.

8. If the property is not serialized#

Run --scan; if it reports "NOT serialized -- it equals the C++ default", you cannot patch it in place. Options, best first: (a) the UE4SS sidecar in the template; (b) target a sibling package that does serialize it; (c) implement the general mid-package insertion that mods #14 and #187 both ship (§B.4, §G idea 1); (d) recook in an editor -- the expensive last resort.


E. Template#

C:/last-caretaker/templates/mods/storage-containers/

file what it is
README.md fill-in guide, verified run transcripts, install / rollback / load-order notes
build_storage_mod.py the builder -- --scan, --scan-all, --dry-run, --write, --pack
storage_targets.py the eight domain locators + the live-vs-mapping-file drift notes
recipe.json the only file you normally edit; 2 enabled edits, 3 disabled examples
ue4ss/StorageTweak/{enabled.txt,Scripts/main.lua,Scripts/config.lua} the runtime alternative

Verified 2026-09-07 (re-run at v1.0.1). --scan located MaxWeightLimit at .uexp 986 and ProximityDistance at .uexp 16111 -- the exact bytes mods #14/#146 (986) and #107/#145/#187 (16111) patch. --dry-run and --write produced module_resource 2000 -> 4000 and container_max_weight 200 -> 400 with unchanged file sizes (640 B and 1,038 B), re-scanning the build tree read the new values back, and --pack produced MyStorageMod_P.utoc 695 B + .ucas 8,518 B + .pak 347 B whose retoc manifest lists exactly the two expected packages. Both abort paths fired: a wrong expect refuses the write, and the insertion example refuses with "only the LAST export can grow without moving later SerialOffsets". The two disabled edits also dry-ran clean (ProximityDistance 1500 -> 15000, InventoryWeightCapacityIncrease 1.0 -> 5.0). Both Lua files compile under a stock Lua 5.5 runtime and config.lua returns the expected table (5 container rules, IntervalSeconds 1.0); the UE4SS half has not been run in game. --pack now stages the repo's data/mods/vanilla/global/scriptobjects.bin when the source tree has none, and prints that it did.


F. Pitfalls, version notes and patch survival#

# pitfall detail
1 A zero value is masked, not stored EModuleResourceType ordinal 0 (Electricity) is absent from the battery tank records; writing "over" it clobbers the capacity float. The capacity is at export byte 3 either way -- rely on that, not on arithmetic. [file]
2 A default value is skipped entirely BP_Inventory_PlayerBox.MaxWeightLimit and 25 of #19's Weight fields simply are not in the stream. In-place patching is impossible; insertion grows the export by 6 B. #14 (x50 containers), #19 (x25) and #187 all ship it. [file]
3 Mid-package insertion needs downstream fix-ups #14 and #187 both shift exports 47 and 48 by +6 and leave TotalHeaderSize alone -- two independent authors, 51 copies of the patched package, same 6-byte header. Our library only does the last-export case today. [file]
4 Authors game the load order -- but between two _P containers it is undefined (doc 05 §C.3; the z names are a belief, [inferred]; the house fix is one merged container, StorageProximity_P = #14 x10 + #145 on the live asset, tools/mods/recipes/) zLarger_Storage_999999_P (#14), zzzCaretakerQoLBundle_P (#187), zzzzzzzzPortableTanksAndBattery... (#165); #138's changelog: "Changed the Filename to match Unreals loading Priority". Later name wins on any package two containers share. [file] + [catalog-only]
5 The conflict cluster is real #14, #15, #146, #187 all ship BP_Inventory_PlayerBox_Large; #26, #184, #191, #187 all ship the nine tank data assets; #75, #138, #187 all ship BP_Inventory_Container_Fishing; and #107, #145, #187 all write the ProximityDistance float of BP_Inventory_PlayerBox (#14 ships that package too, but leaves the float alone). Only one of each wins, silently. [file]
6 A Blueprint recook reverts everything else in that Blueprint #15, #55, #76 replace whole BlueprintGeneratedClass exports, Function bytecode included, from a pre-5.5 editor state -- so every fix Channel37 shipped to those Blueprints since is undone. [file]
7 A stale slot map silently mis-assigns properties A data asset cooked against an older class writes its values into the live class's neighbouring slots. Measured: #102 writes VoyageModuleComponent slots 6,7 where live is 7,8; #43, #59's parts, #158, #165 and #191's portables all show the same signature. [file]
8 The 5.7 mapping file is not the live schema UVoyageItem gained one property after slot 8, so mapping slots 25/26/27 are live 26/27/28; VoyageBaseInventoryComponent gained ~3, so ProximityDistance is live slot 18. Always verify a slot against a real payload. [file]
9 retoc to-legacy of a mod container renames imports Converted next to global.utoc alone, every imported package collapses to /Engine/UnknownPackage, which renumbers FName indices and shifts .uasset offsets. Equal export sizes + a handful of differing words = a real edit; unequal sizes = conversion noise or a recook. [file]
10 Capacities are not in the save Only fill levels are. Uninstalling restores the vanilla ceiling; an over-full tank clamps on its next tick. [inferred]

Patch survival. The archaeology line is the UE 5.6 -> 5.7 migration of 2025-12-16: #43 and #55 are from November 2025 and are dead. Beyond that, the surgical value mods have survived every build with a re-upload -- #26 has separate files for game builds 0.5, 0.6, 0.6.5, 0.7, 0.7.5 and 0.8, and #19/#14 are on their tenth revision. Layout-identity is the currency test: convert the mod to legacy, compare export counts and unversioned slot maps against the live vanilla cook. Measured across this category:

mod layout-identical packages different verdict
#187 36 1 (a deliberate insertion) current
#19 763 25 (deliberate insertions) current
#26, #184 9 0 current
#6, #146 1 0 current
#14 3 1 (a deliberate insertion) current
#191 8 5 (the portables) mixed
#59 2 29 mixed
#15, #43, #55, #75, #76, #102, #138, #158, #165, #179 0 all recook / stale

G. Ideas -- what this project could build here#

# idea why effort
1 Generalise insertion to any export -- shift every later SerialOffset by the delta, as #14 (x50 containers) and #187 both do unlocks BP_Inventory_PlayerBox and any skipped property anywhere, without an editor. The single highest-value addition to tlcmod M (a day; regression = rebuild the livery + enhancer cap byte-identically)
2 "One tank ladder" container -- every tank, battery, backpack and box at a single chosen multiplier, in one surgical container today you need #14 + #26 + #102 + #34, which conflict with #187 and each other S (the template already does it; write the recipe)
3 A UE4SS StorageTweak that actually ships -- the template's sidecar, tested in game, covering all four boxes + the net + ProximityDistance patch-proof by construction; no container conflicts at all; reaches the medium box the pak route cannot S-M (the code exists; needs an in-game run)
4 Weight-realism preset -- Weight scaled by a factor per class rather than zeroed, using the typed walker #19 is all-or-nothing; a 0.5x pass keeps the survival loop intact S
5 Nearby-deposit v2 -- fork #123's approach to cover _Small / _Smart boxes, add deposit-and-withdraw, and drive it off FindAllOf("VoyageInventoryWeightLimitedComponent") instead of owner-name substrings #123 misses two of the four box types M
6 Conflict linter -- read inventory.json's pak_packages and report which installed containers override the same package, in load order the #1 practical failure mode in this category, and nothing on Nexus solves it S
7 BP-vs-DA capacity experiment -- ship two one-line containers (one patching only BP_Module_Diesel_Container, one only DA_Item_Module_LargeDieselTank) and read the in-game number settles §H's open question and would be genuinely new knowledge for the whole modding scene S (one play session)
8 Socket-layout study -- reproduce #179's +2 sockets by adding SCS_Node + VoyageModuleSocketViewComponent exports rather than recooking structural Blueprint edits without an editor are currently unexplored here L

H. Gaps & unverified#

Update 2026-09-07 (v1.0.2): the medium box's MaxWeightLimit insertion that build_storage_mod.py refuses (it only grows the last export) is done by templates/mods/core-logicmods-blueprints/build_bp_patch.py insert_slot, which shifts every later SerialOffset; the house StorageProximity_P (tools/mods/recipes/storage-proximity.json: medium box MaxWeightLimit inserted at slot 0 = 1,000, header 0c040405 -> 00020b040405, export 22 -> 28 B; large / small / smart 2,000 / 500 / 2,000 in place; ProximityDistance 1500 -> 40000) is built this way and mounted on the live build (18-installed-mod-stack.md; its numbers are still to be read on screen). Nexus #14's x10 file loaded and rendered x10 boxes first-hand the same day, so the in-the-wild insertion is confirmed to load on 0.8.5.

  1. Which capacity wins, the Blueprint f64 or the data-asset f32? Both exist for every fixed tank and battery (§B.6). #26/#184/#191/#187 patch only the data asset and are heavily endorsed; #55/#76 patched only the Blueprint. Not resolvable from files -- needs the §G-7 experiment.
  2. FModuleConfigData's live layout. The capacity f64 sits at nested slot 14 of the ConfigData block; the 5.7 mapping file puts MaxResourceAmount at slot 17. The offset is measured and reliable; the name is inferred.
  3. ProximityDistance's live slot number (18) is inferred from the mapping file plus #145/#107's semantics, not from a symbol.
  4. UVoyageInventoryWeightLimitedComponent::MaxWeightLimit's C++ default is inferred as 100.0 kg from #14's x02 (200) and x50 (5000) ladder. Not read from a symbol table.
  5. UVoyageItem::Weight's C++ default is unknown, so the effective vanilla weight of the 25 assets where the cooker skipped it (DA_Material_Aluminium, DA_Material_Copper, DA_Consumable_Battery, ...) could not be read off the files.
  6. Mod #158's actual weight numbers. Its packages are recooks whose slot maps differ from the live cook (vanilla serializes slot 8 and zero-masks 25; the mod zero-masks 8 and drops 25), and the typed walker desyncs on VoyageItemMaterial there. Only the shape of the change is established, not the values.
  7. No mod was run in the game. Everything here is static analysis of cooked bytes. Whether #102's stale slot maps actually break it in play is untested -- and so is the unversioned-property insertion of §B.4: it is proven to be what #14 (x50 containers) and #187 ship, and the byte encoding is fully decoded, but nobody here has watched a medium box report its raised limit in the UI.
  8. Capacity (slot count) is never touched by any mod in this category -- every one of them works on weight, not on slot count. Whether VoyageBaseInventoryComponent.Capacity even applies to player boxes is unverified.
  9. BP_Module_Fishing_C's changed doubles map to FishingRate (10 -> 10/5/1) and a neighbour by slot position; the mods' packages carry an older class layout, so the property names on the mod side are [inferred].

I. Sources#

Files (first-hand)#

path used for
data/mods/vanilla/raw/Voyage/Content/** every vanilla value in §B and §C
data/nexus-mods/{6,14,15,19,26,43,55,59,75,76,102,123,138,146,158,165,179,184,187,191}-mod-*/legacy/** every mod diff
data/nexus-mods/*/legacy/DIFF.md the pre-computed word-level diffs and the conversion caveat
data/nexus-mods/inventory.json technique fingerprints, per-container package lists, install targets
data/nexus/thelastcaretaker-mods.json versions, authors, dates, endorsements, downloads, file lists
data/nexus-mods/94-mod-94/unpacked/UE 5.7 Mapping File-.../Voyage-5-7.usmap class schemas (UVoyageItem, UVoyageEnhancer, UVoyageBaseInventoryComponent, UVoyageInventoryWeightLimitedComponent, UVoyageModuleComponent, FModuleConfigData, BP_Module_Fishing_C)
data/datamine/parsed/modules-mined.json the calibrated EModuleResourceType ordinals and the tank-capacity anchors
data/datamine/raw/pakchunk0-file-index.txt.gz the container / module / backpack family rosters
data/nexus-mods/123-mod-123/.../TLCNearbyDeposit/scripts/{main,config}.lua §B.7, the UE4SS inventory API surface
data/nexus-mods/187-mod-187/.../ue4ss/Mods/OilRigTuning/Scripts/main.lua §B.7, the absolute-target pattern

Tools#

tools/mods/tlcmod/{unversioned,package,pack}.py · tools/mods/usmap_schema.py · templates/mods/weapons-ammo/weapon_props.py (the typed property walker) · data/datamine/tools/tlcparse.py · tools/mods/bin/retoc.exe

Companion docs#

docs/mods/01-core-pak-data-assets.md · docs/mods/03-core-ue4ss-lua.md · docs/mods/04-core-logicmods-blueprints.md · docs/mods/05-core-frameworks-install-patch-survival.md · tools/mods/README.md

Web#

None. Every claim in this document is backed by files in the repo; the Nexus descriptions used for the handful of [catalog-only] claims come from the 2026-09-07 GraphQL snapshot, not from fetching nexusmods.com.

M10

10 -- Domain: **power, cables, batteries, generators**

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Scope: everything that makes, stores, moves or spends electricity, plus the plumbing that carries fuel and gas because it is the same class. Cable length and bandwidth, wall-socket pairing range, sockets and ports on modules, solar and wind output, turbine decay, battery capacity (portable, module and internal), single-use cells, backpacks, the fuel/electric generators, the charge injector, and flashlight draw. 36 mods, spanning every technique in the catalogue -- data-asset value edits, Blueprint recooks, Blueprint rebuilds (new components), UE4SS reflection, and the catalogue's only native .asi machine-code patch.

Evidence rule. Every before → after below was read out of the mod's own .uexp bytes and diffed against the same package extracted from the live install (Update 5.5 "Deck Drop", 0.8.5.650920, buildid 25056839, retoc --version UE5_7). Vanilla baseline: data/mods/vanilla/raw. Lua figures come from the shipped main.lua / config.lua. Property names come from the 5.7 mapping file (Voyage-5-7.usmap, Nexus #94). [catalog-only] = only the Nexus description supports it; [inferred] = deduction; everything else is [file].

A note on DIFF.md's "NO-VANILLA" rows. retoc to-legacy names its output after the container's stored filename hint, not the package name, so mods cooked in a differently-rooted project land outside Voyage/Content/ and were logged as "no vanilla counterpart". In this domain that mislabels #105, #106, #159, #179, #199 and #202. Re-resolving them by package name and diffing by hand turned every one into a real, readable diff -- see §B.


A. Library#

⭐ = reference implementation for this project. 👍 endorsements, ⬇ downloads, at the 2026-09-07 snapshot. "Files" = current files only (archived versions excluded).

# Name Author Ver Updated 👍 ⬇ Technique Status Tier What it changes Files
⭐ 119 Better turbines -- Reduced or no decay + power davoaust 0.8.0.612115 2026-06-26 139 7 911 1 f32 in a BP CDO × 1 f32 in 3 data assets probably-current top decay 0.001 → 0/0.0005/0.00025/0.000125; Whisper/Cyclone/Typhoon 2500/5000/10000 → ×2/×5 12 (4 decay × 3 power)
⭐ 8 Longer Cables (Longer Wires - Tubes - Etc.) LordGregory 1.8 2026-09-03 203 9 565 2 f32 in one BP CDO current-5.5 top MaxLength 2000 → 200000, MaxLengthBase 1000 → 100000 (20 m → 2 km) 1
⭐ 196 Longer Socket Range foestauf 1.1 2026-08-31 14 913 1 f64 in one BP CDO current-5.5 strong wireless Range 500 → 2500 / 5000 (5 m → 25/50 m) 2
⭐ 69 Bigger Solar Panel Output Dmgvol v0.10 2026-06-26 267 12 374 1 f32 at export 2 byte 5 probably-current strong 3000 / 6000 / 10000 W → ×2 / ×4 / ×10 3
⭐ 129 Better Cables (UE4SS) skylife2326 1 2026-05-22 26 1 623 reflection, CDO + instances probably-current top Bandwidth/ResourceBandwidthInput/Output ×3; MaxLength/MaxLengthBase ×100 1
⭐ 130 Better Turbines (UE4SS) skylife2326 1 2026-05-13 22 1 229 reflection on VoyagePropertyModuleResource probably-current strong turbine Value/MaxValue ×5; ModuleDurabilityWorkloadDamage → 0 1
⭐ 171 Ultra 360 Standing Light TakeyaSaito 2.0 2026-07-06 19 1 078 reflection, CDO + component templates, one-shot probably-current top LightIntensity 2.5725, 100 m attenuation, hex colour, bAutoWeld 1
⭐ 11 No Solar or Turbine Degradation LordGregory 1.5.0 2026-09-03 110 4 535 native x64 .asi, AoB scan + NOP current-5.5 top NOPs the subss that decrements module durability 1
⭐ 159 Typhoon ports fix UARamiel 1.0 2026-08-31 23 770 unversioned-property INSERTION (+5 B) current-5.5 strong inserts Port.ModuleSocketIOData.Type = ST_Any so Typhoons chain 1
⭐ 105 Bigger Internal Battery Ashayazu v0.6.5.607921 2026-06-24 146 7 585 1 f32, filename-hint container probably-current strong enhancer 20 → 60 / 100 / 200 / 2000 Wh/pt 4
34 Bigger Batteries Dmgvol v0.9 2026-06-26 257 10 764 data asset and its BP f64 mirror probably-current strong Medium 6000 → 12000/24000; also Weight 300 → 16.8; ships a Large-battery icon 2
9 More Power Management Dmgvol v0.9 2026-05-18 235 8 044 1 f32 in an enhancer map probably-current strong CharacterModuleConsumptionOptimization[Electricity] 0.005 → 0.01 / 0.009 2
147 Longer Wireless Cables Synthlight 1.1 2026-09-03 57 2 360 1 f64 in one BP CDO current-5.5 strong Range 500 → 5000 (identical anchor to #196's 10× file) 1
106 Fast Self Charge Ashayazu V0.6.0.606479 2026-06-24 111 5 992 2 f32 in BP_Base_Character probably-current strong internal in/out 200000 / 100000 → 600k/300k, 1M/500k, 1M/1M, 1M/100k 4
187 Caretaker QoL Bundle CodeManMike 2 2026-09-06 5 907 37 packages, f32+f64 in place, + Lua sidecar current-5.5 niche cable length ×100, hoses 72000 → 2.16e7, batteries ×2, socket 500 → 5000, tanks ×4 1
155 Cheat generators Miseru 1 2026-07-03 10 1 857 18 of 20 surgical f32 probably-current niche generator input 5000 → 5, consumption 2 → 0, efficiency 1.25 → 0.00125 6
56 MoreCable xTz2 1.0.8 2026-07-07 66 2 515 21 of 21 exports surgical probably-current niche 23 cable/socket assets: CraftTime 2.5 → 0.1, CraftElectricityCost 5 → 1, Data cable bandwidth 1e9 → 1e6 1
179 Additional sockets for fuel tanks UARamiel 1.0 2026-09-01 12 636 SCS node addition (BP rebuild) current-5.5 strong two extra VoyageModuleSocketView components on 4 bulk tanks 1
199 More sockets for Large battery UARamiel 1 2026-09-06 2 198 SCS node addition (BP rebuild) current-5.5 niche 6- and 12-socket layouts + 3 extra StaticMesh charge indicators 2
102 OniBackpacksX10 MoDDuck 1.0 2026-03-22 68 3 368 f64 in PlayerModuleExtraCapacity probably-current niche six battery/petrol backpacks ×10 3
111 FastTransferFuelGasLiquid MoDDuck 1.0 2026-03-22 66 2 957 BP recook (6 cable BPs) probably-current niche cable Bandwidth ×2 / ×100 2
45 Unlock Large Battery Dmgvol v0.9 2026-06-26 151 7 366 data-asset re-serialise + new icon probably-current strong DA_Skill_Engineering_Medium_Battery unlock list grows to the large battery 1
33 Bigger Consumable Batteries Dmgvol v0.8 2026-06-26 71 2 066 re-serialised, sub-objects dropped probably-current niche three DA_Consumable_Battery* charges ×4 (exports 3 → 1) 1
131 Better Solar Panels (UE4SS) skylife2326 1 2026-05-13 22 995 reflection on VoyagePropertyModuleResource probably-current strong LumiLite/LumiMid/LumiMax Value/MaxValue ×5 1
202 Less energy cost for Charge Injector UARamiel 1 2026-09-06 0 31 2 f32 in place current-5.5 niche −0.2 → −0.04 and 20 → 2 1
98 Remove Flashlight Power Use DrStalker 0.6.0.606504 2026-01-05 41 1 439 BP recook (4 headlights) probably-current niche zero draw; the Eclipse file also offsets the beam (22.584 → 45, 30 → 60, +π) 2
63 Single Use Batteries by x10 MoDDuck 1.0 2026-03-22 44 1 938 BP recook probably-current niche five BP_SUModule_* at ×10 charge 2
99 Whispering Typhoons DrStalker 0.6.0.606504 2026-01-17 13 411 BP recook (sound swap) probably-current weak Typhoon plays the Whisper loop 1
165 Portable Tanks and Battery rashchuk 0.8.0.612251.80 2026-07-21 21 1 285 new packages (BP_CodexPortable_*) probably-current niche adds a 2 000 Wh rechargeable Small Battery + 9 portable tanks 1
25 Silent Wind Turbines Dmgvol v0.5 2025-11-14 58 1 149 SoundWave replacement probably-current weak mutes SW_Sys_Generator_Wind_{Large,Small}_Run_01 1
65 Improved Wind Turbines Mons_78 1.0.0 2025-11-30 93 3 826 BP recook (3 turbines) stale pre-5.7 weak x2/x4 files differ by 300→400, 750→1000, 1500→2000. Superseded by #119/#130; blocks #159 2
43 Bigger Battery Backpack V1V0La 1.0 2025-11-19 57 1 654 re-serialised f64 sub-object stale pre-5.7 weak writes slots 6/7 where the live class uses 7/8. Superseded by #102 1
44 Larger Internal Battery Enhancement V1V0La 1.0 2025-11-19 31 963 1 f32 + drifted fragment header stale pre-5.7 weak 20 → 60 Wh/pt but two header words disagree with live. Superseded by #105 1
49 More Internal Battery Capacity V1V0La 1.0 2025-11-20 72 2 083 BP recook of BP_Base_Character stale pre-5.7 weak ×10 internal battery + charge rate [catalog-only]. Superseded by #106 1
42 (deprecated) decrease the energy bill sushi 1.0.0 2025-11-21 19 701 BP recook (5 light BPs) stale pre-5.7 avoid lower light draw [catalog-only]; author-deprecated; overlaps #120/#171 1
52 (deprecated) wisper power and durability increase sushi 1.0.0 2025-11-21 38 966 BP recook of BP_Module_WindTurbine_Small stale pre-5.7 avoid author-deprecated. Superseded by #119/#130 1

Adjacent, covered elsewhere: #2 Better Flashlight (same four headlight BPs as #98, brightness not draw -- doc 06); #120 StandingLightKill and #171's .pak ancestor (lights -- doc 04); #84/#90/#170 engine cylinders and distillation (fuel chemistry, not electricity); #24 Battery skin (texture -- doc 02); #160/#201 photo-drone battery.

Notable mods, one paragraph each#

#119 -- Better turbines [file] ⭐ The cleanest matrix build in the catalogue: 12 containers = 4 decay levels × 3 power levels, all generated from two anchors. Decay is a single f32 at export 36, byte 52 of Blueprints/Modules/Generators/BP_Module_WindTurbine_Small.uexp -- UVoyageModuleComponent::ModuleDurabilityWorkloadDamage, slot 55, vanilla 0.001. The four variants write 0.0 / 0.0005 / 0.00025 / 0.000125. Proof: diffing the four mod files against each other (identical name tables, so no renumbering noise) isolates exactly four bytes at 0x2C8C; the vanilla 0.001 sits at 0x2B18, and the mod .uexp is exactly 372 B longer -- the same 372 B by which the name table grew. Power is a single f32 at export 2, byte 5 of each DA_Item_Module_WindTurbine* -- vanilla Whisper 2500, Cyclone 5000, Typhoon 10000 W, written ×2 and ×5. The PowerX1 files touch only the Blueprint. Note the asymmetry worth copying: only the Whisper package serialises the decay field at all; Cyclone and Typhoon leave it at the class default, which is why #119 ships one Blueprint and three data assets.

#8 -- Longer Cables [file] ⭐ Two 4-byte words in BP_ModuleCable_Base.uexp export 3 (the class default object), sizes identical: MaxLength 2000 → 200000 at byte 162 and MaxLengthBase 1000 → 100000 at byte 170 -- AModulesConnectCable slots 23 and 24, in unreal units, so 20 m → 2 km and 10 m → 1 km. Because every cable type derives from BP_ModuleCable_Base, one package covers electric, water, fuel and gas. [catalog-only] the author's own caveats are the real design constraints: the source module may stream out at long range, and gravity outruns the reel-in speed, so run cables down, not up. Updated for v0.8.5.651027, which makes it one of the few current-5.5 pak mods in the domain.

#196 / #147 -- socket range [file] ⭐ Both write the same field: a double at export 1, byte 8 of BP_WallSocket_Electric.uexp. Range is a Blueprint-declared float variable, and UE5 serialises those as f64, which is why DIFF.md reports the nonsense f32 pair 3.98828 → 5.61035 -- that is the high half of 500.0 → 5000.0. #196 ships 500 → 2500 (5×) and 500 → 5000 (10×); #147 ships only the 10× value, byte-for-byte identical at that anchor. Both are current-5.5. #196 additionally carries Output_Socket_Frame_Electric_Floor, M_WallSocketConnection and DA_Module_WallSocket_Electric byte-identical to vanilla -- carried by the cook, not changed; 8 of its 18 assets are inert. Fuel, gas and water sockets inherit the electric socket's value, which both authors state and the single-package diff confirms.

#69 -- Bigger Solar Panel Output [file] ⭐ Nine assets, all nine surgical. Vanilla wattage: DA_Item_Module_GroundSolarPanel (LumiLite) 3000, PoleSolarPanel (LumiMid) 6000, PoleSolarPaneltier3 (LumiMax) 10000, each a single f32 at export 2, byte 5 -- the VoyagePropertyModuleResource sub-object, the same anchor #26 Bigger Tanks uses for volume. The three files write ×2 (6000/12000/20000), ×4 (12000/24000/40000) and ×10 (30000/60000/100000).

#129 -- Better Cables (UE4SS) [file] ⭐ The reference reflection mod for this domain. Per cable class (BP_ModuleCable_{Electric,Electric_HeavyDuty,Petrol,Oxygen,Water,Data}_C, deliberately not _Base, because mooring inherits from it) it snapshots the CDO once via StaticFindObject("<pkg>.Default__<cls>"), then writes MaxLength, MaxLengthBase and CableSnapLength on both the CDO and every live instance, plus Bandwidth, ResourceBandwidthInput and ResourceBandwidthOutput × the per-type multiplier. Shipped config: throughput ×3 on all six types, MaxLengthMultiplier = 100.0, 250 ms scan (short enough that a placement-preview cable gets the longer cap before the click commits). Its header comment carries the single most important rule in reflection modding, and the code enforces it: snapshot stock from the CDO only -- per-instance snapshots compound, because instances loaded after the CDO write already carry the multiplied value. ⚠ Two of its claims do not survive checking: CableSnapLength is not a property in the 5.7 mapping file (the nearest real one is SnapThreshold, slot 27), and the comment "Stock MaxLengthBase = 2000" is off by one field -- the bytes say MaxLength = 2000, MaxLengthBase = 1000. Both writes are pcall-wrapped, so the wrong name is harmless, not broken.

#130 / #131 -- Better Turbines / Solar Panels (UE4SS) [file] The same author's simpler pattern: FindAllOf("VoyagePropertyModuleResource"), filter Type == 0 (EModuleResourceType::Electricity), bucket by a substring of GetFullName() (windturbine_small → Whisper, windturbinemedium → Cyclone, windturbine → Typhoon; polesolarpaneltier3 → LumiMax, groundsolarpanel → LumiLite, polesolarpanel → LumiMid -- order matters), then write Value and MaxValue = stock × 5. #130 additionally walks the three turbine actor classes and sets ModuleComponent.ModuleDurabilityWorkloadDamage = 0.0, which is the runtime twin of #119's byte patch -- and #130's config comment independently states vanilla 0.001, matching the bytes. #130's config also notes the hydro turbine is a stub with no implementation, which the container index corroborates (DA_Item_Module_HydroTurbine exists; no BP_Module_HydroTurbine does).

#171 -- Ultra 360 Standing Light [file] ⭐ A former .pak mod rewritten as pure reflection, and the header says exactly why: "survives game updates that would invalidate a cooked .pak (unversioned-property schema drift)". It is the best UE4SS structure in the catalogue: patch the class defaults once -- cdo.LightIntensity, cdo.LightAttenuationRadius, cdo.Color, plus the component templates …:PointLight_GEN_VARIABLE (bUseInverseSquaredFalloff, LightFalloffExponent, AttenuationRadius, LightColor) and BP_Module_Standing_Light_Base_C:VoyageDynamicCollision_GEN_VARIABLE.bAutoWeld -- then a one-shot sweep over any instance that beat it to spawning, then stop: no recurring per-tick work at all, with a 60-attempt retry while the assets load. It also does the sRGB→linear conversion by hand because the BP Color variable is linear while the PointLight template's LightColor is raw sRGB bytes. Shipped defaults: LightIntensity 2.5725 (unitless under exponent falloff, not vanilla's 4 000 lumens), 100 m range, #FFD4A7.

#11 -- No Solar or Turbine Degradation [file] ⭐ The catalogue's only native binary patch, and the only mod here that needs no asset at all. The .asi is an 823 KB x64 PE built 2026-09-03 whose PDB path is …\No-Solar-Turbine-Degradation\x64\Release\winhttp.pdb and which forwards DllCanUnloadNow/DllGetClassObject to C:\Windows\System32\winhttp -- i.e. a winhttp proxy DLL shipped under an .asi name, loaded by Ultimate ASI Loader [catalog-only: the Nexus requirement names it]. It resolves VoyageSteam-Win64-Shipping.exe and falls back to VoyageEpic-…, scans a game-version AoB, logs Found game version: and warns on mismatch against its embedded target string v0.8.5.651027, then applies its patch AoB:

F3 0F 5C CE  33 C0  89 83 ?? 00 00 00  0F 2F C8  F3 0F 11 8B ?? 00 00 00  77 62 …
subss xmm1,xmm6 │ xor eax,eax │ mov [rbx+d32],eax │ comiss xmm1,xmm0 │ movss [rbx+d32],xmm1 │ ja +0x62

[catalog-only] the author states it "just NOPs the subss that is altering the health", which the signature corroborates exactly: F3 0F 5C CE is the durability decrement, and the two stores that follow are the write-back. [inferred] this reaches all modules, not only turbines and panels, because it patches the shared durability path rather than a per-module asset -- the author says as much ("I never tested if this happens to all things on the ship deck"). Strategic significance for this project: it is the only technique here that is immune to unversioned-property drift and vulnerable instead to code drift -- and the changelog "Update for game v0.8.5.651027. AoBs changed" shows that bill coming due each patch.

#159 -- Typhoon ports fix [file] ⭐ Small and beautiful, and a real-world precedent for this project's own build_enhancer_cap.py technique. Vanilla BP_Module_WindTurbine_Large.uexp is 2 345 B; the mod's is 2 350 B -- +5 bytes. The name table gains exactly six entries: Port, ModuleSocketIOData, Type, EModuleSocketType, ByteProperty, ST_Any. At the changed export the unversioned header goes from 7F 00 | 27 05 (skip 127, then skip 39 + 2 values, last) to 0A 02 | 7F 00 | 1C 05 (skip 10 + 1 value, then skip 127, then skip 28 + 2 values, last) -- the same 168 total slots, with one property inserted near the front -- and three value bytes 00 03 00 appear: a nested ModuleSocketIOData whose own header declares one value at slot 0, which the mapping file names Type : Enum<EModuleSocketType>, set to ST_Any (the enum's members are ST_Any / ST_Input / ST_Output / ST_Max). One byte elsewhere flips 0x02 → 0x00. In plain terms: the turbine's port stops being output-only, so Typhoons chain. [catalog-only] the author notes the grid-facing turbine must still have its output socket set to OUTPUT by hand.

#105 / #44 -- internal battery enhancer [file] Same single f32: DA_Enhancer_Character_Battery.uexp, export 1, byte 32 -- UVoyageEnhancer slot 4 CharacterModuleResourceMaxIncrease[Electricity], vanilla 20.0 Wh per point. #105's four files write 60 / 100 / 200 / 2000 (its containers use a filename hint, which is why DIFF.md called them "no vanilla counterpart"; diffing the four against each other isolates one byte pair at offset 0x26). #44 writes 60 too -- but its unversioned fragment words differ from live vanilla at bytes 10 and 12 (…01 02 08 02 02 05… vs …01 02 07 02 01 05…), i.e. it was cooked against a class whose slot layout has since changed, so on the current build its 60.0 lands on a different property. That is the clearest single illustration in the catalogue of why pre-5.7 mods are archaeology.

#106 -- Fast Self Charge [file] Two adjacent f32 in BP_Base_Character.uexp (the player character's internal battery). Diffing the four variants against each other isolates 4-5 bytes at 0x14527 and 0x1452B: x3 = 600000 / 300000, x5 = 1000000 / 500000, Max = 1000000 / 1000000, Max-with-normal-discharge = 1000000 / 100000. Since the "normal discharge" file leaves the second field at 100000 and the x3 file triples it, vanilla is in 200 000 W / out 100 000 W [inferred, arithmetically forced]. ⚠ BP_Base_Character is a six-way collision point (#49, #51, #72, #81, #106, #164) -- only one container can win.

#34 -- Bigger Batteries [file] The mod that proves the domain's dual bookkeeping. It patches DA_Item_Module_MediumBattery (6000 → 12000 / 24000, export 2 byte 3) and re-cooks BP_Module_Battery{,Large,Small}, whose class defaults carry the same figure as a double (vanilla 2000 / 6000 / 20000 at export 39/28/30 byte 21). It also drops the medium battery's Weight from 300 to 16.8 -- undocumented in the description. It ships UI/Icons/Modules/Icon_Module_Battery_Large, a texture with no vanilla counterpart, shared with #45, which unlocks the large battery in the engineering skill tree.

#187 -- Caretaker QoL Bundle [file] The widest conflict surface in the catalogue: 37 packages in one container, 36 of the 37 exports surgical, plus a UE4SS sidecar. In this domain it sets cable MaxLength/MaxLengthBase 2000/1000 → 200000/100000 (identical to #8), wireless socket Range 500 → 5000 f64 (identical to #196's 10× file), fuel/oxygen hose Bandwidth 72000 → 2.16e7 (×300 in the asset), battery capacities on both the data-asset and the Blueprint side (DA … MediumBattery 6000 → 12000, LargeBattery 20000 → 40000, PortableBattery 1000 → 2000; BP_Module_Battery 6000 → 12000, BatteryLarge 20000 → 40000, BatterySmall 2000 → 4000), plus fabricator/fill-station/ crafting ranges as f64s (2000 → 20000, 1000 → 10000) and the oil pump 36 → 3600. Its OilRigTuning/main.lua then pins absolute values each second -- BP_ModuleCable_Petrol_C.Bandwidth = 720000.0 and BP_Module_DistillationTower_C.RatePerSecond = 90.0 -- with the comment "Fixed targets prevent multiplication across save loads or script reloads": the opposite discipline to #129's snapshot-and-multiply, and equally valid. ⚠ the Lua pins the hose to 720000 while the pak sets 2.16e7; the Lua wins on any placed hose.

#56 -- MoreCable [file] 23 cable and socket data assets, 21 of 21 exports surgical. On DA_Cable_Electricity: CraftTime 2.5 → 0.1 (export 0 byte 131, VoyageItem slot 34) and CraftElectricityCost 5 → 1 (byte 135, slot 35 -- earlier notes called this "per-craft amount"; the mapping file says otherwise, and CraftAmount is an Int). On the extenders and hooks the same pair plus 0.5 → 0.1 and 2 → 1. On DA_Module_WallSocket_{Electric,Fuel,Water} a 20 → 0.1, 2 → 0.1, 5 → 1 triple. And, oddly for a mod called MoreCable, it nerfs DA_Cable_Data's bandwidth 1e9 → 1e6 (export 2 byte 7).

#155 -- Cheat generators [file] Six containers over 10 assets, 18 of 20 exports surgical. DA_Item_Module_{Diesel,Electric}Generator and the two portables: an input requirement 5000 → 5, a consumption 2 → 0 / 2 → 0.002, and an output 1 → 10, 10 → 30, 11 → 33. On the dumpster (Recovery Grinder) 1 → 1000. On the petrol engine cylinders 1.25 → 0.00125, 1.4 → 0.0014, 0.9 → 0.0009. Its LoadPriority9999 file is the same content re-packed under a container name that sorts last, i.e. a load-order hack for beating other mods -- worth knowing, not worth copying.

#179 / #199 -- adding sockets [file] The only two mods in the domain that add geometry, and the name-table diff says precisely how. #179's BP_Module_Diesel_Container grows the .uexp from 5 481 to 6 181 B and gains the names SCS_Node_15, SCS_Node_16, VoyageModuleSocketView2/3 (+_GEN_VARIABLE), RelativeLocation, RelativeRotation -- two new SimpleConstructionScript nodes carrying two new VoyageModuleSocketViewComponents at authored transforms. #199 does the same on BP_Module_BatteryLarge (4 578 → 7 008 B for the 6-socket layout, 9 084 B for the 12-socket one) and additionally adds StaticMesh2/3/4 components -- the "extra charge indicators". This is not a value patch: it grows the export map and the SCS node array, which in practice means the Unreal editor (or a full package rebuild). [catalog-only] #179's author credits DmgVol and Nanakra on the TLC modding Discord for help making it.

#102 / #43 -- backpacks [file] DA_Equipment_Back_{Battery,Petrol}_{Small,Medium,Large}, VoyageItemEquipment slot 7 PlayerModuleExtraCapacity : Map<EModuleResourceType, Double> -- a double, which is why DIFF.md prints half-values like 4.47656 → 6.11035. #102 takes all six ×10; #43 takes only the three battery ones, and writes slots 6/7 where the live class uses 7/8. Use #102.

#98 -- Remove Flashlight Power Use [file] Four headlight Blueprints recooked (BP_Equipment_Headlight, _Eclipse_, _LightLancer_, _Light_Nebular_V2_), the same four #2 Better Flashlight touches. The two files differ in the Eclipse variant only: two zeroed floats become 524288 / 3.14062 in BP_Equipment_Headlight (a π rotation offset) and 22.584 → 45, 30 → 60 in BP_Equipment_Eclipse_Headlight. The power figures themselves are not recoverable by diff -- the packages are fully re-serialised. ⚠ collides with #2.


B. How they do it -- per technique, with values#

B.1 In-place f32 in a cooked data asset (DA_Item_Module_*)#

The single most productive anchor in this domain: export 2, byte 3 or 5 of every DA_Item_Module_* -- a VoyagePropertyModuleResource sub-object carrying the module's headline number (Value, mirrored by MaxValue). Byte 5 for producers, byte 3 for stores.

Asset In-game name Field Vanilla Mods
DA_Item_Module_GroundSolarPanel LumiLite output 3000 W #69 → 6 000 / 12 000 / 30 000
DA_Item_Module_PoleSolarPanel LumiMid output 6000 W #69 → 12 000 / 24 000 / 60 000
DA_Item_Module_PoleSolarPaneltier3 LumiMax output 10000 W #69 → 20 000 / 40 000 / 100 000
DA_Item_Module_WindTurbine_Small Whisper output 2500 W #119 → 5 000 / 12 500
DA_Item_Module_WindTurbineMedium Cyclone output 5000 W #119 → 10 000 / 25 000
DA_Item_Module_WindTurbine Typhoon output 10000 W #119 → 20 000 / 50 000
DA_Item_Module_PortableBattery Small Battery capacity 1000 Wh #187 → 2 000
DA_Item_Module_MediumBattery Medium Battery capacity 6000 Wh #34 → 12 000 / 24 000; #187 → 12 000
DA_Item_Module_LargeBattery Large Battery capacity 20000 Wh #187 → 40 000

⚠ The 0.8.0 datamine pass recorded battery capacities as 18 000 / 6 000 / 2 000 / 500 Wh; the live 5.5 bytes read 20 000 / 6 000 / 1 000. Channel37 rebalances these between updates -- always re-read, never reuse a remembered number.

B.2 In-place scalars on a Blueprint class default object#

Cooked Blueprint packages store their CDO as an ordinary export, so a native property on the parent C++ class is patchable exactly like a data asset -- the only difference is finding the export.

Package Export/byte Property (class) Vanilla Mods
Blueprints/Cables/BP_ModuleCable_Base 3 / 162 MaxLength (AModulesConnectCable slot 23) 2000 uu = 20 m #8, #187 → 200000
Blueprints/Cables/BP_ModuleCable_Base 3 / 170 MaxLengthBase (slot 24) 1000 uu #8, #187 → 100000
Blueprints/Cables/BP_ModuleCable_Electric 3 / 26 Bandwidth (slot 7) 1 000 000 W #111 ×2/×100; #129 ×3
Blueprints/Cables/BP_ModuleCable_Petrol 3 / 34 Bandwidth 72 000 L/h #187 → 2.16e7
Blueprints/Cables/BP_ModuleCable_Water 3 / 34 Bandwidth 72 000 #111, #187
Blueprints/Cables/BP_ModuleCable_Oxygen 3 / 32 Bandwidth 72 000 #111, #187
…/Generators/BP_Module_WindTurbine_Small 36 / 52 ModuleDurabilityWorkloadDamage (UVoyageModuleComponent slot 55) 0.001 #119 → 0 / 5e-4 / 2.5e-4 / 1.25e-4
Blueprints/BP_Base_Character (recook) internal battery in / out 200000 / 100000 W #106 → up to 1 MW

B.3 f64 -- Blueprint-declared variables#

The single easiest way to corrupt an asset in this domain. A variable declared in the Blueprint editor as "float" is a double in UE5 and serialises as 8 bytes; a native C++ float property is 4 bytes. Both live side by side in the same export.

Package Export/byte Variable Vanilla Mods
…/Utility/Wireless/BP_WallSocket_Electric 1 / 8 Range 500.0 (5 m) #196 → 2 500 / 5 000; #147, #187 → 5 000
…/Storage/BP_Module_BatterySmall 39 / 21 capacity mirror 2000.0 #34, #187 → 4 000
…/Storage/BP_Module_Battery 28 / 21 capacity mirror 6000.0 #34, #187 → 12 000
…/Storage/BP_Module_BatteryLarge 30 / 21 capacity mirror 20000.0 #34, #187 → 40 000
…/Utility/BP_Module_FillStation ×2 reach 1000.0 #187 → 10 000
…/Utility/BP_Module_Fabricator reach 2000.0 #187 → 20 000
DA_Equipment_Back_* PlayerModuleExtraCapacity map value 1000/500/250… #102 ×10

A tell: when DIFF.md reports an f32 pair like 3.98828 → 5.61035 or 4.47656 → 6.11035, you are looking at the high half of a double. Re-read it as <d four bytes earlier.

B.4 Unversioned-property insertion (#159) -- the house technique in the wild#

BP_Module_WindTurbine_Large.uexp, +5 B, name table +6 entries.

vanilla  … 00 00 00 | 7F 00  27 05 | <values>
mod      … 00 00 00 | 0A 02  7F 00  1C 05 | 00 03 00 <values>
                       ^ skip 10, 1 value          ^ nested ModuleSocketIOData: 1 value at slot 0 = ST_Any

fragment = SkipNum(7 bits) | HasZero<<7 | IsLast<<8 | ValueNum<<9. Vanilla: 0x007F (skip 127) + 0x0527 (skip 39, 2 values, last) = 168 slots. Mod: 0x020A (skip 10, 1 value) + 0x007F (skip 127) + 0x051C (skip 28, 2 values, last) = 168 slots. Same total, one property added at slot 10. This is exactly what tlcmod.unversioned.patch_slot does and what build_enhancer_cap.py ships -- an independent author reached the same technique.

B.5 SCS-node addition (#179, #199) -- adding sockets and meshes#

Not a value patch. The name-table delta is the signature:

Mod Package .uexp New names
#179 BP_Module_Diesel_Container 5 481 → 6 181 B SCS_Node_15/16, VoyageModuleSocketView2/3(_GEN_VARIABLE), RelativeLocation, RelativeRotation
#199 BP_Module_BatteryLarge (6-port) 4 578 → 7 008 B SCS_Node_14/15/16/30/31/32, VoyageModuleSocketView(1/5), StaticMesh2/3/4
#199 BP_Module_BatteryLarge (12-port) 4 578 → 9 084 B same, more of them

Each socket = one VoyageModuleSocketViewComponent registered as an SCS node with authored RelativeLocation / RelativeRotation, plus (vanilla) a DA_Socket_*Data asset reference. Growing the export map and the node array by hand is possible but unpleasant; both authors clearly used an editor project.

B.6 UE4SS reflection#

Mod Objects found Properties written Values
#129 CDO of 6 BP_ModuleCable_*_C + FindAllOf instances Bandwidth, ResourceBandwidthInput, ResourceBandwidthOutput, MaxLength, MaxLengthBase, CableSnapLength✗ ×3 throughput, ×100 length, 250 ms scan
#130 FindAllOf("VoyagePropertyModuleResource") filtered Type==0; 3 turbine actor classes Value, MaxValue; ModuleComponent.ModuleDurabilityWorkloadDamage ×5; 0.0
#131 same, solar tiers Value, MaxValue ×5
#171 CDO + PointLight_GEN_VARIABLE + VoyageDynamicCollision_GEN_VARIABLE templates LightIntensity, LightAttenuationRadius, Color, bUseInverseSquaredFalloff, LightFalloffExponent, AttenuationRadius, LightColor, bAutoWeld 2.5725, 10 000 uu, #FFD4A7, one-shot
#187 FindAllOf("BP_ModuleCable_Petrol_C"), …DistillationTower_C Bandwidth, RatePerSecond absolute 720000.0, 90.0, 1 s

✗ = property name not present in the 5.7 mapping file.

B.7 Native .asi (#11)#

See the §A paragraph. Summary: winhttp-proxy PE loaded by an ASI loader, AoB-scans the durability decrement (F3 0F 5C CE = subss xmm1, xmm6) in VoyageSteam-Win64-Shipping.exe, NOPs it, logs to a message box on failure, and warns when the scanned game-version string differs from its build target v0.8.5.651027.


C. The domain map#

C.1 Classes (from Voyage-5-7.usmap, Nexus #94)#

Class Super Slots that matter Data or code?
AModulesConnectCable UtilityCable 7 Bandwidth (f32), 19/20 CableStrengthMax/CableStrength, 21/22 CableStretchForce*, 23 MaxLength, 24 MaxLengthBase, 25 MinSegments, 26 bCanSnapFromStretching, 27 SnapThreshold, 28 bIntegratedCable, 40 ItemsConsumed, 52/53 DirectionA/DirectionB data -- patchable in the BP CDO
UVoyageModuleComponent ActorComponent 13 LeakExcessResources, 43 Sockets, 48 Resources : Map<EModuleResourceType,Double>, 49 DisableTimer, 52 bHasPower, 54 WorkloadVisualization, 55 ModuleDurabilityWorkloadDamage, 56 EfficiencyModifier data
FModuleSocketIOData struct 0 Type : EModuleSocketType, 1 ResourceType, 2 Bandwidth : ModuleSocketBandwidth, 3 bIgnoreCableBandwidth, 4 DefaultDirection, 6 bMatchByResourceCategory, 8 AdditionalAcceptedResourceTypes data -- #159 inserts slot 0
FModuleSocketBandwidth struct 0 Input, 1 Output, 2 ItemBandwidthInKg (all f32) data
UVoyageEnhancer VoyageBaseDataAsset 0 MaxPoints, 4 CharacterModuleResourceMaxIncrease, 5 CharacterModuleConsumptionOptimization, 6 CharacterSocketBandwidthBonus (all Map<EModuleResourceType,Float>) data
UVoyageItem VoyageItemBase 25 MaxStackCount, 27 Weight, 34 CraftTime, 35 CraftElectricityCost, 36 CraftAmount, 43 DismantleElectricityCost, 46 RepairElectricityCost data
UVoyageItemCable VoyageItem 0 PreferredResourceType, 1 CableCategory, 2 CableClass, 3 IntegratedCablePlaceholderActorClass data
UVoyageItemEquipment VoyageItemBaseEquipment 7 PlayerModuleExtraCapacity : Map<EModuleResourceType,Double> data (f64!)
FVoyageCustomModuleResourceConversion struct 0 Inputs, 1 Outputs, 2 Speed, 3 bRequiresPower data -- generators, distillation
UVoyageModuleSocketData DataAsset meshes, sounds, 11 LeakMultiplier data (DA_Socket_*)
UVoyageCableComponent MeshComponent 5 CableLength, 25 CableWidth, 24 CableGravityScale, 19 WindStrength -- visual rope sim only data, but not the gameplay limit
AVoyageModuleActor Actor 1 ModuleComponent code
VoyagePropertyModuleResource (not in the mapping file) Type, Value, MaxValue -- reachable by reflection, and by byte offset in DA_Item_Module_* export 2 data, but unnamed by usmap
Range on BP_WallSocket_Electric Blueprint variable pairing distance, f64 data, BP-declared
grid solving, cable pathing, socket matching -- -- C++, not patchable without the .asi route

Enums: EModuleResourceType (Electricity=0, Petrol=1, Oil=2, SaltWater=3, FreshWater=4, Methane=10, Oxygen=11, plus Diesel, CarbonDioxide, Steam, PhysicalEnergy, Data, Mooring, Worker, Custom1-3, Unknown); EModuleSocketType (ST_Any, ST_Input, ST_Output, ST_Max); EModuleResourceCategory; EVoyageModuleState.

C.2 Asset families (from the pakchunk0 container index)#

Family Path Count Notes
Cable Blueprints Blueprints/Cables/ 19 BP_ModuleCable_{Base,Data,Electric,Electric_Mounted,Hook,Mooring,Oxygen,Petrol,Water}, six BP_Cable_Extender_Socket_*, three mooring sockets, BP_Hook_Attachment
Cable data assets Data/Assets/Cable/ 22 DA_Cable_* (9), DA_Cable_Extender_* (5), DA_Module_WallSocket_{Electric,Fuel,Gas,Water}, DA_Module_WirelessResourceTransmitter(+_Socket_Electricity), DA_Item_Wall_Extender, DA_Mooring_Socket, DA_Hook_Attachment
Generator Blueprints Blueprints/Modules/Generators/ 18 3 wind turbines, 4 solar (BP_Module_Solar_Panel, _NoSocket_New, Rotator_Solar_Panel, _Level2_New), BP_Module_{Small,}Generator(_New), DieselGenerator, PetrolGenerator_Portable, OxygenGenerator_Portable, SabitierReactor, DistillationTower, Dehumidifier, Water_Purifier, 2 rotator components
Wireless Blueprints/Modules/Utility/Wireless/ 9 BP_WallSocket_{Electric,Fuel,Gas,Water}, BP_Module_WirelessResourceTransmitter, BP_WirelessResource_{Socket_Base,OctreeComponent}, M_WallSocketConnection
Battery Blueprints Blueprints/Modules/Storage/ 3 of 21 BP_Module_Battery{,Large,Small}
Single-use cells Blueprints/Modules/SingleUse/ 5 BP_SUModule_{Battery,Diesel,FreshWater,Oxygen,Petrol}
Socket data assets Data/Assets/ModuleSockets/ 20 DA_Socket_{ElectricData,ElectricData_Small,PlayerElectricData,DataData,GasData_*,LiquidData_*,Mooring*}
Power module items Data/Assets/Modules/ 18 3 batteries + SUModule_BatterySmall, 4 solar (incl. BoatSolarPanel), 3 turbines + HydroTurbine (stub -- no Blueprint exists), {Diesel,Electric,O2}Generator, 3 portables, Dumpster
Enhancers Data/Assets/Enhancements/ 2 relevant DA_Enhancer_Character_Battery, DA_Enhancer_Character_Power_Management (also _Field_Medic = CharacterSocketBandwidthBonus, doc 01)
Headlights Blueprints/Equipment/ 4 BP_Equipment_{,Eclipse_,LightLancer_,Light_Nebular_V2_}Headlight
Lights Blueprints/Modules/Utility/Lights/ 7 BP_Module_{Sitting,Standing,Standing_03,Standing_04,Standing_Base}_Light
Turbine audio Audio/SFX/World/Systems/Sys_Generators/ 2 SW_Sys_Generator_Wind_{Large,Small}_Run_01 (#25, #99)

String tables referenced by the cable BPs: ST_Interaction, ST_Modules, ST_UI (localised socket error strings such as Socket_WrongCable, Socket_InUse, Socket_OneSideConnected).

C.3 Vanilla reference values (Update 5.5, all [file])#

Thing Value Where
Cable max length 2000 uu (20 m) / base 1000 uu BP_ModuleCable_Base CDO
Electric cable bandwidth 1 000 000 W BP_ModuleCable_Electric CDO; also DA_Cable_Electricity export 2
Fuel / water / oxygen hose bandwidth 72 000 L/h the respective cable BP CDO
Data cable bandwidth 1 000 000 000 DA_Cable_Data export 2 byte 7
Wireless socket pairing range 500 uu (5 m) BP_WallSocket_Electric Range (f64)
Cable craft 2.5 s, 5 Wh DA_Cable_Electricity CraftTime / CraftElectricityCost
Solar output 3 000 / 6 000 / 10 000 W LumiLite / LumiMid / LumiMax
Wind output 2 500 / 5 000 / 10 000 W Whisper / Cyclone / Typhoon
Module durability decay 0.001 per workload tick ModuleDurabilityWorkloadDamage, serialised only on the Whisper
Battery capacity 1 000 / 6 000 / 20 000 Wh Small / Medium / Large, data asset and BP f64 (2 000 / 6 000 / 20 000)
Internal battery per enhancer point 20.0 Wh DA_Enhancer_Character_Battery slot 4
Power-management per enhancer point 0.005 (0.5 %) DA_Enhancer_Character_Power_Management slot 5
Internal battery charge in / out 200 000 / 100 000 W BP_Base_Character
Charge injector −0.2 per use, conversion 20 DA_Consumable_ChargeInjector
Typhoon socket ports output-only until Type = ST_Any ModuleSocketIOData

D. Recipe -- building a new power/cable mod with our toolchain#

1. Decide the route#

Is the number in an asset?           -> pak container   (B.1-B.3)  fast, offline, breaks each patch
Is it a property you can name?       -> UE4SS Lua       (B.6)      survives patches, needs the loader
Is it only in the exe?               -> .asi AoB patch  (B.7)      survives asset drift, breaks on code change
Do you need new geometry/sockets?    -> editor project  (B.5)      the only honest answer

2. Extract (read-only, on the ShadowPC)#

The repo already ships data/mods/vanilla/raw with every package this domain needs, so this step is usually unnecessary. For anything else:

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f Modules/Generators 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\gen'"

then scp -r the Voyage tree plus scriptobjects.bin home. 🪤 to-legacy needs the whole Paks directory -- script objects live in global.utoc; -f is a substring match, not a glob.

3. Name the property before you touch a byte#

U='data/nexus-mods/94-mod-94/unpacked/UE 5.7 Mapping File-94-1-0-1767023901/Voyage-5-7.usmap'
python tools/mods/usmap_schema.py "$U" ModulesConnectCable      # slot 23 MaxLength, slot 24 MaxLengthBase
python tools/mods/usmap_schema.py "$U" VoyageModuleComponent    # slot 55 ModuleDurabilityWorkloadDamage
python tools/mods/usmap_schema.py "$U" ModuleSocketIOData       # slot 0 Type : EModuleSocketType

If the name is absent from the mapping file it is a Blueprint variable -- expect an f64, and expect it to appear as an FName in the package's own name table (Range does).

4. Find the anchor#

cd templates/mods/power-cables
python build_power_mod.py --targets           # 28 pre-verified anchors
python build_power_mod.py --verify-anchors    # re-check them against the source tree
python build_power_mod.py --inspect Blueprints/Cables/BP_ModuleCable_Base --export 3

For anything not in the table, the reliable method is scan the vanilla package for the value you know from the game and record (export index, byte offset inside that export):

import sys, struct; sys.path.insert(0, 'tools/mods')
from tlcmod import package
ua = open(base + '.uasset','rb').read(); ue = open(base + '.uexp','rb').read()
for i, (size_field, ssize, soff) in enumerate(package.export_map(ua, len(ue))):
    s = soff - len(ua)
    for o in range(ssize - 4):
        if abs(struct.unpack_from('<f', ue, s + o)[0] - 2500.0) < 1e-6:
            print('export', i, 'byte', o)

Try <d as well as <f. A "wrong-looking" f32 near your value is usually a double's high half.

5. Diffing a mod you cannot read#

Two tricks, both used throughout §A:

  • Variant-vs-variant. If a mod ships x2/x4/x10 files they share a name table, so a raw byte diff between two mod files isolates the payload exactly (this is how #119's decay, #106's charge rates, #105's per-point value and #65's three floats were recovered).
  • Length-shift anchoring. A mod converted next to global.utoc only loses its import names, so its .uexp is a fixed number of bytes longer than vanilla's; find the vanilla value, add the delta, and confirm the mod's value sits there (#119: vanilla 0.001 at 0x2B18, mod at 0x2C8C, delta 372 = the exact size difference).

6. Patch, pack, install#

python build_power_mod.py --dry-run
python build_power_mod.py --write --pack      # -> MyPowerMod_P.{utoc,ucas,pak}

Copy the three files into …\Voyage\Voyage\Content\Paks\~mods\ with the game closed. Keep the _P suffix. No loader, no anti-cheat.

7. Test#

Turbine/solar output and battery capacity show on the module HUD immediately (the numbers are read per frame). Cable length shows as the cable's own length readout while dragging. Socket range is evaluated live, so an existing base picks it up on load (#196's description says as much and the mechanism -- a GetDistanceTo call against a plain BP variable -- confirms it). Decay is invisible in the short term; check a turbine's durability bar after a storm.

8. Roll back#

Delete the container's .utoc, .ucas and .pak. Nothing in the install was modified. For UE4SS, delete the mod folder or its enabled.txt. For an .asi, delete the file.


E. Template -- templates/mods/power-cables/#

File What it is
anchors.json 28 verified anchors -- package, export index, byte offset inside the export, vanilla value, unit, note. The §C.3 table in machine form.
recipe.json the file you edit. {"anchor": "<id>", "value": <new>} per change; edits_disabled holds a worked example of every other lever in the domain.
build_power_mod.py --targets, --verify-anchors, --inspect [--export N], --dry-run, --write, --pack. Built on tlcmod; supports in-place float/double/int/uint/byte and slot insertion (slot_int/slot_float).
ue4ss/PowerTuning/ the reflection route -- enabled.txt, Scripts/config.lua, Scripts/main.lua. Ships inert (every multiplier 1.0): it snapshots and logs first.
README.md how to fill it in, build, install, roll back, plus the recorded runs below

Recorded runs, 2026-09-07, against data/mods/vanilla/raw (Update 5.5):

$ python build_power_mod.py --verify-anchors
  ok  solar_t1_output 3000 W · turbine_large_out 10000 W · battery_large_cap 20000 Wh
  ok  battery_large_bp 20000 Wh · cable_maxlength 2000 cm · socket_range 500 cm
  ok  turbine_decay 0.001 durability/tick   … 28 ok, 0 drifted, 0 missing        (exit 0)

$ python build_power_mod.py --write
Blueprints/Modules/Generators/BP_Module_WindTurbine_Small  (42 export(s))
  turbine_decay          export 36  byte 52    float   0.001          -> 0
1 package(s), 1 edit(s) -- written
  .uasset 18718 -> 18718, 0 bytes differ
  .uexp   11263 -> 11263, 4 bytes differ at 0x2b18..0x2b1b            (mod #119's DecayReduce0X)

$ (guard test: an edit with a deliberately wrong `expect`)
  ABORT BP_ModuleCable_Base (… export 3 byte 162): expected 9999.0, found 2000.0 -- the asset moved.
                                                                      (exit 1, nothing written)

The Lua half is not lint-checked -- there is no Lua interpreter on this machine. Its structure mirrors #129/#130/#131/#171, which are known-working on the live build.


F. Pitfalls, version notes, patch survival#

⚠ Pitfall
🪤 Blueprint floats are doubles. Range, the battery capacity mirrors, backpack capacities and every fabricator/fill-station reach figure are f64. Write 4 bytes into one and you corrupt the value silently. Tell: a DIFF.md f32 reading of 3.98828, 4.47656, 5.11035, 5.61035, 6.11035, 6.61035.
🪤 Capacity is bookkept twice. DA_Item_Module_*Battery and BP_Module_Battery* CDO. #34 and #187 patch both; a one-sided patch makes the HUD and the sim disagree.
🪤 Only the Whisper serialises the decay field. Cyclone and Typhoon leave ModuleDurabilityWorkloadDamage at its class default, so there is no byte to patch in their packages. Either insert the slot (B.4) or go the UE4SS/.asi route -- which is exactly why #11 and #130 exist.
🪤 Static switches and C++ logic are out of reach. Grid solving, socket matching and cable pathing live in the exe. If the change is not a serialised number, the honest options are UE4SS reflection or an AoB patch.
🪤 Slot insertion is safe only on the LAST export. A growing export in the middle moves every later SerialOffset. build_power_mod.py refuses.
⚔ Collision map. BP_ModuleCable_Base: #8, #111, #187. BP_WallSocket_Electric: #147, #196, #187. BP_Module_WindTurbine_Large: #65, #99, #159. BP_Module_WindTurbine_Small: #52, #65, #119. BP_Module_Battery*: #34, #187, #199, #165. BP_Base_Character: #49, #51, #72, #81, #106, #164. DA_Item_Module_*Battery: #34, #187, #165. Headlights: #2, #98. Two containers overriding one package = last-mounted wins; there is no merge.
⚔ #65 blocks #159. #65 recooks BP_Module_WindTurbine_Large from a pre-5.7 project; #159's ST_Any insertion is on the same package. Pick one -- and prefer #159, since #65 is stale.
📅 The 5.6 → 5.7 migration (2025-12-16) is the archaeology line. Everything dated before it (#42, #43, #44, #49, #52, #65) is a cooked package against a different class layout. #44 is the demonstration: two fragment words differ from live vanilla, so its value lands on the wrong slot.
📅 Values move between updates. The 0.8.0 datamine read battery capacities as 18 000 / 6 000 / 2 000 / 500 Wh; 5.5 reads 20 000 / 6 000 / 1 000. Never carry a remembered number across a patch -- --verify-anchors exists for this.
📅 Patch survival, ranked. UE4SS reflection (property names are stable across cooks) > .asi AoB (survives asset drift, dies on code change -- #11 has re-scanned AoBs at least once) > cooked pak (dies on any layout change) > cooked pak with an insertion (dies fastest, because the fragment header encodes the whole class shape). #171's rewrite from pak to Lua is the domain's clearest verdict.
🔒 Long cables are a gameplay hazard, not just a number. #8's own description: the source module can stream out at range, and gravity outpaces the reel-in speed on a vertical run. #147: performance "suffers horribly" at 100× socket range, which is why it stops at 10×.
🧾 LoadPriority9999 (#155) is a load-order hack, not a technique: the same content re-packed under a container name that sorts last. Do not copy it; it just makes conflicts less predictable for everyone.

G. Ideas -- what this project could build here#

Idea Why it is not already covered Route Effort
Turbine decay, all three tiers, current-5.5 #119 (probably-current) only ships the Whisper package; #11 is a binary patch some users will not run; #130 needs UE4SS. A pak that inserts ModuleDurabilityWorkloadDamage into the Cyclone and Typhoon CDOs would be the first asset-only "no decay" that covers every turbine. B.4 insertion via slot_float, slot 55 of UVoyageModuleComponent M -- the insertion machinery exists (build_enhancer_cap.py); the work is finding the right export in each BP and confirming it is last, or extending fix_last_export_size to a mid-package export
A single, honest "power rebalance" pak, rebuilt for 5.5 The good value mods (#69 solar, #119 turbines, #34 batteries) are all "probably-current" pre-5.5 cooks whose offsets happen still to line up. One container built from anchors.json against the live build, with every value verified, is strictly safer. B.1-B.3, recipe.json S -- the template does it today; pick multipliers
SnapThreshold long-cable fix #129 tries to raise CableSnapLength, which does not exist. The real property is AModulesConnectCable slot 27 SnapThreshold. Nobody has touched it. Would fix the "long suspended cables pop out" complaint properly. B.2 in-place f32 (find vanilla value first) or UE4SS S
Socket range with a distance-based cost Every socket mod is a flat multiplier; #147 warns about the performance cliff. A middle setting (say 15 m) plus documentation of the cliff is a better default than 50 m. B.3 f64 at export 1 byte 8 XS
Charge-injector / power-management rebalance pack #202 (31 downloads) and #9 exist but nobody has tuned them together; the two enhancer maps and the injector are three floats in three assets. B.1 XS
A .usmap-driven anchor auto-locator Today anchors are found by value-scanning. A tool that walks the unversioned header with the mapping file's slot list and prints slot -> name -> byte offset would make every future domain doc a lookup instead of a hunt, and would make anchors self-healing across patches. new tlcmod module on top of usmap + unversioned L -- the highest-leverage tooling item in the whole mod track
Cyclone/Typhoon port chaining (a #159 for the other tiers) #159 fixes only the Typhoon. The same ST_Any insertion on the Cyclone would be a two-hour job with the same technique. B.4 M
Runtime power-grid HUD #198 shows totals in the boat HUD via a Blueprint. A UE4SS version reading VoyageModuleComponent.Resources[Electricity] across all modules would survive patches and need no pak. UE4SS reflection + a UE4SS UI L

Effort: XS ≈ one sitting, S ≈ a session, M ≈ a session plus verification on the Shadow, L ≈ a plan phase of its own.


H. Gaps & unverified#

# Gap
1 #42, #49, #52, #63, #98, #99, #111 payload values are not recoverable by diff. All are fully re-serialised pre-5.7 or single-variant Blueprint recooks; the name-table renumbering swamps the byte diff and there is no sibling variant to difference against. Their effects are [catalog-only]. Fix: re-convert those containers on the ShadowPC next to the game's own pakchunk0-Windows.ucas so retoc resolves the import names.
2 #65's three floats (300→400, 750→1000, 1500→2000) are not identified. They are not the wattage (that lives in the data assets) and the vanilla context could not be anchored because the 5.6-era package layout differs. Candidates: a rotor RPM, a durability maximum, an audio radius.
3 VoyagePropertyModuleResource is not in the 5.7 mapping file. Its Type / Value / MaxValue are known only from #130/#131's reflection code and from byte position (export 2 of every DA_Item_Module_*). The slot indices behind those bytes are unconfirmed.
4 Units are unverified. Wattage is assumed W and cable bandwidth L/h from #187's FUEL_BANDWIDTH_LPH name; DA_Cable_Data's 1e9 has no unit at all. Distances are Unreal units (cm) by the standard convention plus #8's "20 m" claim, which matches 2000.
5 #11's blast radius is untested. [inferred] it disables durability loss for every module, not only turbines and panels; the author says he never checked. Nobody has run it and watched a damaged non-generator module.
6 DA_Item_Module_HydroTurbine exists with no Blueprint. #130's config calls it a stub. Not investigated -- it may be a hook for a future update and therefore a modding opportunity.
7 Nothing here has been run in-game. Every value is a byte read. The template's build was verified byte-for-byte against mod #119's known edit, but no container from this template has been mounted.
8 DA_Module_WallSocket_Electric export 1 bytes 43/47/51 (20 / 2 / 5) are edited by #56 but not named. They are probably CraftTime-adjacent VoyageItem fields on a second export; unconfirmed.

I. Sources#

Files (first-hand). Mod archives and unpacked trees under data/nexus-mods/<id>-<slug>/; retoc-converted legacy assets under …/legacy/ with per-mod DIFF.md; vanilla baseline data/mods/vanilla/raw/Voyage/Content/…; inventory data/nexus-mods/inventory.json; catalogue snapshot data/nexus/thelastcaretaker-mods.json (2026-09-07, 176 mods).

Specifically read for this document:

  • Lua sources: 129-mod-129/…/Sky_BetterCables/Scripts/{config,main}.lua, 130-mod-130/…/BetterTurbines/Scripts/*, 131-mod-131/…/BetterSolarPanels/Scripts/*, 171-mod-171/…/LongRange360Light/Scripts/*, 187-mod-187/…/OilRigTuning/Scripts/main.lua
  • Binary: 11-mod-11/unpacked/…/No_Solar_Turbine_Degradation.asi (PE header, AoB strings, version resource)
  • Byte diffs computed for this doc: #44 vs vanilla, #105 x3/x5/x10/x100, #106 x3/x5/Max/MaxND, #119 DecayReduce0X/2X/4X/8X, #159 vs vanilla (name table + unversioned header), #179/#199 name tables, #187 vs vanilla (f64 decode), #202 vs vanilla, #65 x2 vs x4, #98 base vs Eclipse
  • Schemas: data/nexus-mods/94-mod-94/…/Voyage-5-7.usmap via tools/mods/usmap_schema.py (ModulesConnectCable, VoyageModuleComponent, ModuleSocketIOData, ModuleSocketBandwidth, VoyageEnhancer, VoyageItem, VoyageItemCable, VoyageItemEquipment, VoyageCustomModuleResourceConversion, VoyageModuleSocketData, VoyageCableComponent)
  • Container index: data/datamine/raw/pakchunk0-file-index.txt.gz
  • Datamine: data/datamine/parsed/modules-mined.json (display names, EModuleResourceType calibration, anchored at 0.8.0.612251 -- superseded by the 5.5 byte reads above where they differ)

Project docs. docs/mods/00-mod-library.md, 01-core-pak-data-assets.md, 03-core-ue4ss-lua.md, 04-core-logicmods-blueprints.md, 05-core-frameworks-install-patch-survival.md; tools/mods/README.md; docs/15-modding-technical-internals.md; docs/ref/shadow-install.md.

Catalogue text ([catalog-only] claims). Nexus mod descriptions and changelogs for #8, #11, #119, #147, #159, #179, #196, #199 as captured in the 2026-09-07 snapshot -- read from the JSON, not from the website (nexusmods.com returns 403 to fetchers).

External. #11's Nexus requirement links Ultimate ASI Loader (https://github.com/ThirteenAG/Ultimate-ASI-Loader); #179 and #199 credit the TLC modding Discord (https://discord.gg/UTmjSa7SgQ). Neither was fetched.

M11

Mod techniques -- Boat, Skimmer, Gyro & Drone

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Scope: engine cylinders, boat speed and fuel burn, anchors, mooring, the fishing net, boat layout and liveries, boat HUD, the gyrocopter, the jet ski, the DonkLift forklift, the photo drone, docking aids and player flight. 27 mods; every value below was read off the mods' own bytes against the live Update 5.5 build (0.8.5.650920, buildid 25056839) unless tagged otherwise.

Confidence tags: [file] proven from the mod's or the game's bytes · [catalog-only] only the Nexus description supports it · [web] external source · [inferred] a named mapping I reasoned to but did not prove.

The one-line headline: in this domain a pak mod is almost always one float. The engine cylinders keep their thrust and fuel figures in a single VoyageModuleComponent.ModuleModifierData struct on a component template; the gyro, jet ski and drone keep theirs as Blueprint variables on the class-default object. The five current-5.5 pak mods that patch values (#170, #174, #180, #187, #201) are all byte patches of the shipped asset -- mod #174's entire payload is one byte, and #187's contribution to this category is one 4-byte word.


A. Library#

Ranked by "useful on the live build" then by adoption. tier is our judgement, not Nexus's.

id name author ver updated 👍 ⬇ technique status tier what it changes files
170 Engine Boosters Enhanced TakeyaSaito 1.1 2026-09-04 42 2328 pak-blueprint ✅ current-5.5 🥇 strong all 6 diesel/electric cylinders: Production ×1.25, Consumption ×1.15 1
204 Bow Thrusters (UE4SS) CodeManMike 1 2026-09-06 0 46 ue4ss-lua ✅ current-5.5 🥇 strong held-key lateral force at the bow of VoyageBoatPawn 1
174 Gyrocopter lower fuel consumption UARamiel 1 2026-08-31 27 975 pak-blueprint ✅ current-5.5 🥇 strong PetrolConsumption 250 → 125 (one byte) 1
201 Photo drone extended 1.0 Zemlyan 1.0 2026-09-04 4 150 pak-blueprint ✅ current-5.5 🥈 solid 4 drone values: leash 20 000→40 000, force 3.79→5.23, light 5 000→25 000, battery 100→500 1
180 More controllable Jetski UARamiel 1 2026-09-01 4 332 pak-blueprint + data-asset ✅ current-5.5 🥈 solid jet-ski power 1 000 000 → 350 000, module mass 400 → 1 000 1
205 Player Flight BrendanoElTaco 0.2.0-beta.1 2026-09-07 0 6 ue4ss-lua ✅ current-5.5 🥈 solid CharacterMovement:SetMovementMode(FLYING) + MaxFlySpeed, with an in-game menu 1
198 Boat HUD Total Resources ihsoft 1 2026-09-03 7 262 pak-blueprint ✅ current-5.5 🥈 solid ship-wide diesel/electricity totals in the boat HUD, via a copy-original + thin-child override 1
197 DonkLift-320 Keyboard Control ihsoft 2 2026-09-03 0 69 pak-blueprint + pak-input ✅ current-5.5 🥈 solid gradual forklift throttle/steer; the catalogue's only Enhanced-Input mod 2 files; the V2 file carries 6 packages
187 Caretaker QoL Bundle CodeManMike 2 2026-09-06 5 907 pak-blueprint + data-asset + ue4ss-lua ✅ current-5.5 🥈 solid fishing-net MaxWeightLimit 30 → 150 kg in place on the live BP_Inventory_Container_Fishing, inside a 37-package QoL bundle -- see 12-crafting-building-qol for the rest 1
155 Cheat generators Miseru 1 2026-07-03 10 1857 pak-blueprint + data-asset 🟡 probably-current 🥉 niche all four petrol cylinders' ConsumptionMultiplier ÷1000 (EfficientGyro_9999_P); the rest of the mod is generators 6
172 Hands-Free Mooring TakeyaSaito 1 2026-07-13 22 960 ue4ss-lua 🟡 probably-current 🥇 strong spawns + connects BP_ModuleCable_Mooring from the wheel; re-moors after a load 2
154 Stronger Electric Super Booster Miseru 1 2026-07-03 12 676 pak-blueprint 🟡 probably-current 🥉 niche electric super booster Production 1.3 → 1.6 2
104 10 Boat Skins Dmgvol v0.5 2026-01-11 61 3104 pak-texture 🟡 probably-current 🥇 strong ten re-cooked hull BaseColor virtual textures; install exactly one 10
138 Big Fishing Net 150KG NecoAngelus84 4 2026-06-27 89 4888 pak-blueprint ⚠️ pre-5.5 recook 🥈 solid MaxWeightLimit 30 → 150 or 1500 kg; 6 speed/drag variants 6
75 Rapid fishing and raising net MoDDuck 2.0 2026-03-26 138 6163 pak-blueprint ⚠️ pre-5.5 recook 🥈 solid MaxWeightLimit 30 → 1.0e9 + bAllowBeyondWeightLimit = true 1
84 Rebalance Engine + ECO cylinders MoDDuck 1.0 2026-03-22 80 3063 pak-blueprint + data-asset ⚠️ pre-5.5 recook 🥈 solid all 12 cylinders re-tuned + 3 ECO skill assets 2
73 Fast Anchor MoDDuck 1.0 2026-03-26 49 2058 pak-blueprint ⚠️ pre-5.5 recook 🥉 niche BP_Module_Anchor + _New re-cooked for near-instant drop/raise 1
74 Mooring MoDDuck 1.0 2026-03-22 70 1956 pak-blueprint ⚠️ pre-5.5 recook 🥉 niche BP_ModuleCable_Mooring cable physics loosened so ropes stop detaching 1
144 Boat redesigned NecoAngelus84 5 2026-07-01 36 2316 pak-blueprint + texture + map 🔴 risky 🥉 niche replaces Maps/Boats/TestBoat -- the boat LEVEL -- in 8 layout variants 8
133 Speedy boat FistyFester 1 2026-05-24 34 2196 pak-blueprint ⚠️ pre-5.5 recook 🥉 niche super-booster Production 1.3 → 1.9; .rd variants halve consumption to 0.65 2
177 GyroCopterDock Shamon 1.3 2026-07-12 1 294 ue4ss-lua 🟡 probably-current 🥉 niche auto-moor + teleport for gyro and jet ski; overlaps #172 1
183 GyroCopterBoost Shamon 1.0 2026-07-12 6 192 ue4ss-lua 🟡 probably-current 🥉 niche rewrites 9 gyro Blueprint variables on the CDO at load 1
160 Better photo drone UARamiel 1.1 2026-07-05 24 650 pak-blueprint 🔴 dead on 5.5 (author says so) ⏭ superseded superseded by #201 1
132 Gyrocopter reduced fuel consumption FistyFester 1 2026-05-17 31 1556 pak-blueprint ⚠️ pre-5.5 recook ⏭ superseded superseded by #174 1
117 Boat Teleporter Dmgvol v0.5 2026-01-24 9 502 pak-blueprint (DML) ⚠️ needs DML #77 🥉 niche /Game/Mods/BoatTeleporter/{ModActor,WBP_BoatAlert} -- save a spot, teleport the stuck boat 1
37 (deprecated) superspeed booster boat sushi 1.0.0 2025-11-21 47 1889 pak-blueprint (LogicMods) 🔴 archaeology 🚫 avoid super-booster Production 1.3 → 2.0 / 1.9 2
39 (deprecated) no more floaty sushi 1.0.0 2025-11-21 9 266 pak-blueprint + data-asset 🔴 archaeology 🚫 avoid buoyancy 0.1 → 100 000 and the Pressure enhancer 0.1 → 999 (a save-visible value) 1

Notable mods, one paragraph each#

#170 Engine Boosters Enhanced -- the reference implementation for this whole category. Six packages, six .uexp files, all byte-identical in size to vanilla, each differing in two or three 4-byte words. Every edit is the same pair: VoyageModuleComponent.ModuleModifierData {ProductionMultiplier ×1.25, ConsumptionMultiplier ×1.15} on the ModuleComponent component template. [file] The author's own page states exactly those factors and reports >80 km/h with both engines maxed [catalog-only]. Caveat: it fights every other engine mod (#37, #84, #133, #154) -- same six packages, and container overrides are whole-package.

#174 Gyrocopter lower fuel consumption -- the smallest real mod in the catalogue. Its BP_GyroCopter_Possessable.uasset/.uexp are byte-for-byte the shipped 5.5 asset (67 117 / 57 485 B) except for one byte: the f64 at Default__BP_GyroCopter_Possessable_C +46 goes 250.0 → 125.0 (…6f40 → …5f40). [file] That field is PetrolConsumption, named and valued identically in mod #183's Lua (-- Расход топлива (оригинал: 250.0)). [file] This is the proof that an in-place byte patch of a live Blueprint works on 5.5 and is what our own toolchain should copy.

#201 Photo drone extended -- four surgical edits, sizes unchanged. [file] Three in the CDO Default__BP_CameraDrone_C (uexp +5158, 591 B): +49 f32 20 000 → 40 000, +61 f32 3.79297 → 5.23242, +524 f32 5 000 → 25 000; one in the DroneModuleComponent export (uexp +91 238, 139 B): +27 f64 100.0 → 500.0. Mapping them to the drone's Blueprint variable names is [inferred]: the author claims "faster / travels much farther from the player / significantly higher maximum light intensity / more resources" [catalog-only], and the drone's name table declares MovementsForce, MaxPlayerPawnDistance, LightIntensityMax, Range, DragForce, MaxLocalSpeed, RangeConsumptionMultiplier. [file] MaxPlayerPawnDistance is also a native float on VoyageVehiclePawn (slot 12) [file, .usmap]. The 100 → 500 double matches #160's page exactly ("increases the Photo Drone's internal battery capacity to 500W") [catalog-only].

#180 More controllable Jetski -- two surgical edits, [file]: Default__BP_JetSki_Possessable_C +28 f64 1 000 000 → 350 000 (the propulsion scalar) and DA_Item_Module_JetSki export DA_Item_Module_JetSki +39 f32 400 → 1 000 (mass/buoyancy). The author describes exactly that pair -- "increases the weight of Jetski and slightly reduces its power so it won't go full airplane mode" [catalog-only]. Note the mod's .uasset is 8 B larger than vanilla (name-table difference) while the .uexp is identical in size: a re-save, not a full re-cook.

#154 Stronger Electric Super Booster -- one float, ProductionMultiplier 1.3 → 1.6 at ModuleComponent +20. [file] It ships a second file whose only difference is the container name (SuperElectricBooster_9999_P) to win the mount-order fight -- the catalogue's clearest example of load-priority-by-filename. Its .uasset is 64 B larger than vanilla (a re-save), and three of the four differing words in its .uexp are FName-index shifts, not values.

#84 Rebalance Engine + ECO cylinders -- the most complete engine rework, but cooked in March. Values read from its own bytes [file]: base cylinders → 1.25/1.25 (vanilla diesel 1.15/1.1), Boosters → 1.35/1.35, Eco ConsumptionMultiplier 0.9 → 0.3, and the Super Boosters → 2.3/1.3 (REBALANS) or 1.55/1.55 (REBNorm). Petrol Super Booster → 1.75/1.75 (REBALANS). It also ships three DA_Skill_Engineering_ECO_*_Engine_Cylinder assets to unlock the ECO parts. The author's own warning is worth repeating: with a full stack of top cylinders, full-forward launches the boat out of the water [catalog-only]. Its base-cylinder .uexp is 3 575 B against the live 3 459 B, so it carries a whole older Blueprint revision.

#138 Big Fishing Net / #75 Rapid fishing / #187 Caretaker QoL Bundle -- three mods write the net capacity; #138 and #75 change the same two packages, #187 only the container. The capacity is VoyageInventoryWeightLimitedComponent.MaxWeightLimit on the VoyageInventoryWeightLimited_GEN_VARIABLE export of BP_Inventory_Container_Fishing, +4, f32. Vanilla is 30.0 kg [file] -- not 150, as both mod names imply. #138 writes 150.0 or 1500.0 [file]; #75 writes 1.0e9 and inserts bAllowBeyondWeightLimit = true (its unversioned header grows from 00 02 | 0b 03 to 00 04 | 0a 03, i.e. slot 1 added) [file] -- effectively an unlimited net, not the 150 kg the title promises. The haul-speed / drag variants live in BP_Module_Fishing, which both mods ship as an older, much smaller revision (30–31 KB against the live 33.7/37.0 KB), so installing either rolls that Blueprint back. #138's author says so himself: "the tools to update the Mods are not available at the Moment … if the Net fills up, the boat will slow down and the fishing speed can't be changed" [catalog-only].

#187 does exactly what those two cannot: its BP_Inventory_Container_Fishing.uexp is 456 B -- byte-identical in size to the live 5.5 asset -- and differs from vanilla in one 4-byte word at 0x1B8: 020b03 0000f041 → 020b03 00001643, i.e. the 17-B VoyageInventoryWeightLimited_GEN_VARIABLE export keeps its 00 02 | 0b 03 header untouched and only its +4 f32 moves 30.0 → 150.0. [file] It ships no BP_Module_Fishing at all, so nothing about haul speed or drag is rolled back. That makes it the only current-5.5 way to raise net capacity -- at the cost of arriving inside a 37-package bundle that also rewrites containers, batteries, tanks, cables and the fabricator (see 12-crafting-building-qol), which is the widest conflict surface in the catalogue.

#204 Bow Thrusters -- the best-documented Lua mod in the catalogue and the template for runtime vehicle physics. 168 lines: find /Script/Voyage.VoyageBoatPawn by StaticFindObject, confirm the possessed pawn IsA it, then every 50 ms poll PlayerController:IsInputKeyDown({KeyName=FName("LeftBracket")}) and call RootComponent:AddForceAtLocation(Force, Location, FName("")) with the location offset +1700 cm forward and −150 cm down. [file] Its header records three rejected designs (press-only key binds stacked bursts; auto-repeat inference stalled; a toggle felt wrong) and two hard facts: the reference hull is ~305 720 kg / ~40 m, and the force does nothing while the anchor is down -- the anchor constrains the hull independently of applied force. [file, author's own verification note]

#172 Hands-Free Mooring -- 782 lines of Lua that reimplement docking. It caches BP_MooringCable_Socket_Female_C / _Craftable_C / _Male_C actors via FindAllOf + NotifyOnNewObject, reads each actor's VoyageModuleSocketView.Socket, and then goes through the game's own library: StaticFindObject("/Script/Voyage.Default__VoyageMiscBlueprintFunctionLibrary") → SpawnActor(context, BP_ModuleCable_Mooring_C, transform) → ConnectCable(cable, sockA, sockB), and DisconnectCableFromSocket(shore, false) to cast off. [file] Config: MoorKey = "Y", MoorRadius 2500 cm (the rope's real length is ~20 m), MaxRopes 2 (so ropes never stretch across the deck), AttachToCreatures true (the three shark classes count as bollards; the rope snaps and cleans itself up when the shark swims off) and RemoorAfterLoad with a 10 s delay -- because the ropes it ties are not stored in the save. [file, config comments]

#183 GyroCopterBoost -- worth reading purely as documentation: its config.lua lists nine gyrocopter Blueprint variables with their vanilla values in the comments, and the one I could cross-check (PetrolConsumption 250) is exactly what the shipped asset holds. [file] The mod finds the CDO by StaticFindObject("/Game/Blueprints/Vehicles/BP_GyroCopter_Possessable.BP_GyroCopter_Possessable_C") → GetDefaultObject() and assigns each property once, guarding every write in pcall. That is the runtime alternative to a pak patch for this whole domain, and it survives game updates that move byte offsets.

#197 DonkLift-320 Keyboard Control -- the only Enhanced-Input mod in all 176. It ships two new InputAction assets (IAV_DonkLiftBrake, IAV_DonkLiftCenterSteering), a modified IMC_Forklift_Keyboard mapping context (3 830/521 B vanilla → 4 514/575 B: entries added, not values changed) and — the interesting part — a copy-original + thin-child override: the vanilla forklift Blueprint is re-saved at /Game/Mods/DonkLiftKeyboard/BP_Forklift_Original (57 865/60 254 B, the .uexp byte-identical in size to the shipped 60 254 B) while the package at the vanilla path becomes a 5 241/3 209 B child that adds the new behaviour. [file] The V2 file carries six packages in all: the two overridden vanilla ones (BP_Forklift_Possesable, IMC_Forklift_Keyboard) plus four with no vanilla counterpart -- BP_Forklift_Original, the two IAV_* actions, and /Game/Mods/DonkLiftKeyboardControl/ModActor (4 948 / 7 779 B), the actor that carries the mod's own graph. [file]

#198 Boat HUD Total Resources -- the same pattern for UI: /Game/Mods/Boat/BP_VoyageIngameBoatHud_O holds the original (30 470/11 961 B; the live one is 29 452/11 961 B), the vanilla path UI/Game/HUD/BP_VoyageIngameBoatHud is replaced by a 4 442/2 672 B child, and two new widgets (WBP_BoatHUDTotalDieselValue, WBP_BoatHUDTotalElectricityValue) are added under /Game/Mods/BoatHUDTotalResources/. [file]

#155 Cheat generators -- mostly a generator mod, but its EfficientGyro / EfficientGyro_9999_P containers land squarely in this category: four petrol engine cylinders (Booster, SuperBooster, Eco, CheatBooster), each .uexp byte-identical in size to vanilla and differing in 4–6 words, of which exactly one is a value: ConsumptionMultiplier divided by 1 000 -- 1.25 → 0.00125, 1.40 → 0.0014, 0.90 → 0.0009, 0.10 → 1e-05. ProductionMultiplier is left alone in all four. [file] The remaining differing words are FName-index shifts from the legacy conversion, not edits. It ships each container twice, plain and _9999_P, the same load-priority-by-filename trick as #154. Because it writes the petrol cylinders whole-package, it cannot coexist with any other petrol-cylinder mod (#84 is the only other one).

#104 10 Boat Skins -- ten separate files, each replacing the same package AssetSets/Channel37/Large_Boat_Carpe/Large_Boat/Textures/Hull/Hull_aiStandardSurface8SG_BaseColor, so exactly one may be installed. Each ships .uasset 1 051 B / .uexp 1 029 B / .ubulk 37 953 808 B -- the same byte counts as vanilla, but all three files differ: the author re-cooked the virtual texture from source art, which changes the sparse tile-offset table in the .uexp. [file] Contrast with this project's own Matte Black EXO livery, which transforms .ubulk blocks in place and leaves .uasset/.uexp untouched -- lower risk, no source art needed, but limited to uniform per-block transforms.

#144 Boat redesigned -- the only mod in the catalogue that replaces a map (Maps/Boats/TestBoat.umap, 267 503 B in the shipped container). Eight layout variants move the recycler, fabricator, engines and pump between rooms, plus 4 AssetSets/LargeBoat/Meshes/SM_* light meshes with collision removed. [file] Because a container override ships the whole level as it was when cooked, installing it reverts every change Channel37 has made to the boat level since July. Treat as high-risk.

#117 Boat Teleporter -- the only DML mod here. It adds /Game/Mods/BoatTeleporter/ModActor and WBP_BoatAlert (no vanilla counterpart), and is activated by dml add BoatTeleporter in the double-tilde console after installing DmgModLoader #77. [file + catalog-only]

#37 / #39 (sushi, deprecated) -- archaeology, and cooked for a pre-5.7 engine. #37 sets the diesel/electric Super Booster ProductionMultiplier to 2.0 (file 55) or 1.9 (file 86) with Consumption left at 1.3 [file], and its page says to install into Paks\LogicMods with UE4SS [catalog-only] -- a different load path from the ~mods used by everything current. #39 raises the BP_BuoyancyComponent CDO float at +24 from 0.1 to 100 000 and rewrites DA_Enhancer_Character_Pressure export 1 +32 from 0.1 to 999.0 [file] -- an enhancer per-point value that ends up applied to the character, i.e. a save-visible change. Do not install.


B. How they do it#

B1. The engine-cylinder float pair (the dominant technique)#

Every boat engine cylinder is a Blueprint whose ModuleComponent component template (class VoyageModuleComponent) serializes slot 22, ModuleModifierData, a VoyageModuleModifierData struct whose first two members are floats:

struct slot property meaning in game
0 ProductionMultiplier how much thrust/output the cylinder contributes
1 ConsumptionMultiplier how much fuel/electricity it burns

[file, .usmap] The struct is written inline with its own unversioned header: 00 05 = "no skip, 2 values, last" (both floats present), 01 03 = "skip slot 0, 1 value" (Eco cylinders leave ProductionMultiplier at its 1.0 default so it is not serialized at all), and the base/petrol variants use 00 04 | 87 03 | 01 (two values, then slot 9 bIsDefault masked to zero).

Vanilla Update 5.5 values and byte offsets -- everything a patcher needs [file]:

Cylinder package (Blueprints/Modules/Utility/Boat/…) ModuleComponent at .uexp+ size Prod. off Prod. Cons. off Cons.
BP_Module_Diesel_Engine_Cylinder 3297 69 +53 1.15 +57 1.10
BP_Module_Diesel_Engine_Cylinder_Booster 331 36 +20 1.25 +24 1.15
BP_Module_Diesel_Engine_Cylinder_SuperBooster 426 36 +20 1.30 +24 1.20
BP_Module_Diesel_Engine_Cylinder_Eco 331 32 (skipped = 1.0) — +20 0.90
BP_Module_Diesel_Engine_Cylinder_CheatBooster 321 36 +20 2.00 +24 0.10
BP_Module_Electric_Engine_Cylinder 3297 69 +53 1.15 +57 1.15
BP_Module_Electric_Engine_Cylinder_Booster 416 36 +20 1.25 +24 1.25
BP_Module_Electric_Engine_Cylinder_SuperBooster 321 36 +20 1.30 +24 1.30
BP_Module_Electric_Engine_Cylinder_Eco 321 32 (skipped = 1.0) — +20 0.90
BP_Module_Electric_Engine_Cylinder_CheatBooster 321 36 +20 2.00 +24 0.10
BP_Module_Petrol_Engine_Cylinder 3297 54 (slot 22 absent entirely) — — —
BP_Module_Petrol_Engine_Cylinder_Booster 331 39 +23 1.25 +27 1.25
BP_Module_Petrol_Engine_Cylinder_SuperBooster 331 39 +23 1.50 +27 1.40
BP_Module_Petrol_Engine_Cylinder_Eco 244 35 (skipped = 1.0) — +23 0.90
BP_Module_Petrol_Engine_Cylinder_CheatBooster 244 39 +23 2.00 +27 0.10

🪤 The *_CheatBooster cylinders are shipped but unreleased content (2.0 thrust at 0.1 fuel). Mod #155 Cheat generators does not expose them -- it surgically re-tunes four petrol cylinders it already ships (Booster, SuperBooster, Eco, CheatBooster; every .uexp the same size as vanilla, 4–6 differing words), dividing each ConsumptionMultiplier by 1 000 and leaving ProductionMultiplier untouched. [file]

What each mod wrote into that pair [file]:

mod file target Production Consumption
170 Enhanced Engine Boosters all 6 diesel + electric ×1.25 (1.15→1.4375, 1.25→1.5625, 1.3→1.625) ×1.15 (1.10→1.265, 1.15→1.3225, 1.2→1.38, 1.25→1.4375, 1.3→1.495)
154 SuperElectricBooster electric super 1.3 → 1.6 unchanged 1.3
133 Boat / Boat.el diesel + electric super 1.3 → 1.9 unchanged 1.3
133 .rd variants same 1.3 → 1.9 1.3 → 0.65
133 Diesel.rc diesel super unchanged 1.3 1.3 → 0.65
37 file 55 diesel super 1.3 → 2.0 1.3
37 file 86 diesel + electric super 1.3 → 1.9 1.3
84 REBALANS base / Booster / Super / Eco 1.25 / 1.35 / 2.3 / (default) 1.25 / 1.35 / 1.3 / 0.3
84 REBNorm same 1.25 / 1.35 / 1.55 / (default) 1.25 / 1.35 / 1.55 / 0.3
155 EfficientGyro / EfficientGyro_9999_P petrol Booster / SuperBooster / Eco / CheatBooster unchanged (1.25 / 1.5 / default / 2.0) 1.25 → 0.00125 · 1.4 → 0.0014 · 0.9 → 0.0009 · 0.1 → 1e-05

B2. Blueprint-variable floats on a vehicle CDO#

The gyrocopter, jet ski and photo drone are *_Possessable pawns whose tuning lives as Blueprint-declared variables on the class-default object export Default__BP_<name>_C. Gyro and jet ski store them as float64; the drone as float32.

BP_GyroCopter_Possessable, export Default__BP_GyroCopter_Possessable_C (.uexp+7911, 259 B) [file] -- names and vanilla values cross-confirmed by mod #183's config.lua comments:

offset type property vanilla notes
+30 f64 MaxSteering 10.0 how sharply it can turn
+38 f64 PetrolPower 100.0 flight speed / acceleration
+46 f64 PetrolConsumption 250.0 fuel burned per second — mod #174's single-byte edit → 125.0
+54 f64 CarbonDioxideProduction 100.0
+62 f64 PhysicalEnergyProduction 1.0e8
+70 f64 UprightTorque 5.0 how fast it self-levels [inferred order]
+78 f64 SteeringForce −5.0 turn rate (sign matters)
+86 f64 PropellerLift 75.0 climb rate / ceiling
+94 f64 LiftReductionByHeight 2.0e−5 lift falloff with altitude; 0 = fly to space [catalog-only, #183]

BP_JetSki_Possessable, export Default__BP_JetSki_Possessable_C (.uexp+7137, 185 B) [file]: +20 f64 45.0, +28 f64 1 000 000.0 (the propulsion scalar mod #180 cuts to 350 000), +36/+44/+52 f64 100.0, +60 f64 5.0. The Blueprint declares PetrolPower, Speed, MaxSteering, UprightTorque, WaterLevel, bIsEnginePlaying [file]; matching offsets to names is [inferred].

BP_CameraDrone, export Default__BP_CameraDrone_C (.uexp+5158, 591 B) [file]: +49 f32 20 000, +53 f32 25.0, +61 f32 3.79297, +81 f32 500, +85 f32 2 500, +524 f32 5 000, plus the DroneModuleComponent export (.uexp+91 238, 139 B) +27 f64 100.0 (the drone's internal battery, in W [catalog-only, #160]). Declared Blueprint variables include Range, MovementsForce, MaxLocalSpeed, MaxPlayerPawnDistance, LightIntensityMax, LightConsumption, RangeConsumptionMultiplier, DragForce, ZoomSpeed, MaxFOV [file].

BP_Module_Anchor, export Default__BP_Module_Anchor_C (.uexp+1793, 187 B) [file]: +14 f64 50 000, +20 f64 2.0, +22 f64 1 000, +91 f64 100. Declared variables: Speed, InSpeed, CableLength, CurrentLength, AnchorDepth, AnchorStrength, FreezeTimer, ReleaseStuckAnchorTimer [file]. #73 re-cooked the Blueprint rather than patching, so which of these it changed is not recoverable from its bytes.

B3. Component-property floats (the fishing net)#

BP_Inventory_Container_Fishing, export VoyageInventoryWeightLimited_GEN_VARIABLE (.uexp+435, 17 B), unversioned header 00 02 | 0b 03 → slots 0 and 12 present, value area at +4: MaxWeightLimit = 30.0 f32. [file, class schema from the .usmap] #138 overwrites it in place; #187 does the same and is the only current-5.5 mod that does -- one 4-byte word at .uexp 0x1B8, 30.0 → 150.0, the 17-B export and its 00 02 | 0b 03 header unchanged, and no BP_Module_Fishing in the container [file]. #75 instead re-encodes the header to 00 04 | 0a 03 so slot 1 bAllowBeyondWeightLimit is inserted as true and the export grows 17 → 18 B. That second form is the same property-insertion technique as this project's Enhancer Cap builder.

B4. Data-asset floats#

DA_Item_Module_JetSki, export DA_Item_Module_JetSki (.uexp+10, 378 B), +39 f32 400 → 1000 (#180) -- --find 400 Data/Assets/Modules/DA_Item_Module_JetSki returns that single offset, and #180's own file holds 1000.0 there. [file] The .usmap maps that region of VoyageItem to Weight (slot 27) / Buoyancy (slot 28), but the mapping file is 5.7-era and VoyageItem has drifted, so the exact property is [inferred]; the author calls it weight [catalog-only]. DA_Enhancer_Character_Pressure, export 1, +32 f32 0.1 → 999.0 (#39). [file]

B5. Copy-original + thin-child override (#197, #198)#

Instead of shipping a whole re-cooked copy of a big Blueprint, save the original under a mod path and put a small child at the vanilla path:

/Game/Mods/DonkLiftKeyboard/BP_Forklift_Original   57,865 / 60,254 B   <- the vanilla graph, re-saved
/Game/Blueprints/Vehicles/BP_Forklift_Possesable    5,241 /  3,209 B   <- a child that adds behaviour

[file] The advantage over a full re-cook is honest: the shipped child is small, and the "original" copy is explicit rather than hidden inside a stale re-cook. The disadvantage is identical: the copy is still a snapshot, and a game patch to the real forklift is still reverted. This pattern needs the Unreal editor -- it cannot be produced by byte-patching.

B6. Enhanced-Input assets (#197 only)#

Game/Input/Vehicle/IMC_Forklift_Keyboard grows 3 830/521 B → 4 514/575 B (mapping entries added) and three new packages are shipped under /Game/Mods/DonkLiftKeyboardControl/: the two InputAction assets IAV_DonkLiftBrake (1 127/260 B) and IAV_DonkLiftCenterSteering (1 163/263 B), plus ModActor (4 948 / 7 779 B) -- none of the three has a vanilla counterpart. [file] #204's author notes the flip side: exposing a UE4SS mod's keys in the game's own remapping menu would require exactly this -- new Enhanced-Input content cooked against a matching engine -- which is why his mod remaps in Lua instead. [file, mod header comment]

B7. UE4SS runtime (#172, #177, #183, #204, #205)#

mod entry point what it calls
204 50 ms ExecuteWithDelay poll StaticFindObject("/Script/Voyage.VoyageBoatPawn"), player:IsA(cls), Root:GetForwardVector/GetRightVector/GetUpVector/K2_GetComponentLocation, Root:AddForceAtLocation(F, L, FName("")), PC:IsInputKeyDown({KeyName=FName("LeftBracket")})
172 key bind + NotifyOnNewObject Default__VoyageMiscBlueprintFunctionLibrary → GetCableFromSocket, SpawnActor, ConnectCable, DisconnectCableFromSocket; Default__VoyageGameUtils; FindAllOf("BP_MooringCable_Socket_{Female,Male,Craftable}_C"); actor field VoyageModuleSocketView.Socket; cable fields CachedSocketA/B, bIsConnected
183 CDO write at load StaticFindObject(".../BP_GyroCopter_Possessable.BP_GyroCopter_Possessable_C"):GetDefaultObject() then 9 property assignments
177 two key binds + watchdog same socket API as #172, plus teleport; classes BP_GyroCopter_Possessable_C, VoyageModuleSocketViewComponent
205 key binds + shared ModMenu pawn.CharacterMovement (fallbacks CharMoveComp, GetMovementComponent()), SetMovementMode(5 /*FLYING*/, 0), MaxFlySpeed (default 1200), restores MovementMode/CustomMovementMode/MaxFlySpeed on disable

🪤 Two vocabularies of key name coexist: RegisterKeyBind takes UE4SS Key.<NAME> constants (PAGE_UP, NUM_ZERO, F6); IsInputKeyDown takes an Unreal FKey name (LeftBracket, Gamepad_LeftShoulder). They are not interchangeable. [file]


C. The domain map#

C1. Asset families in pakchunk0 [file, container index]#

Family Packages Data or code?
Engine cylinders Blueprints/Modules/Utility/Boat/BP_Module_{Diesel,Electric,Petrol}_Engine_Cylinder{,_Booster,_SuperBooster,_Eco,_CheatBooster} (15) 🟢 data -- two floats each
Boat engines & drive BP_Module_Engine_Diesel (57.9 KB), BP_Module_Engine_Electric (56.8 KB), BP_Module_BoatRotor, BP_Rudder_New, BP_Steering, BP_Throttle, BP_Module_SpeedSensor 🟡 mostly Blueprint graph
Anchoring BP_Module_Anchor (48.9 KB), BP_Module_Anchor_New, BP_AnchorButton; class VoyageAnchorComponent / VoyageModuleAnchor 🟡 CDO floats + graph
Mooring Blueprints/Cables/BP_ModuleCable_Mooring, BP_MooringCable_Socket_{Male,Female,Craftable}, item DA_Cable_Mooring, material MI_AnchorCable 🟢 cable-physics floats on the CDO
Fishing BP_Module_Fishing (53.7 KB), Blueprints/Interactives/Containers/BP_Inventory_Container_Fishing, loot Data/LootTables/OceanTrashTables/* 🟢 capacity is data; haul speed is graph
Boat hull & extensions Blueprints/Vehicles/BP_Boat_Base, BP_Boat_Barge, BP_Boat_Barge_PlaceHolder, BP_BoatExtension_Base, BP_BoatExtension_HeliPad, Data/Assets/Modules/BoatExtensions/DA_Item_BoatExtension_HeliPad 🟡
Boat level Maps/Boats/TestBoat.umap (267.5 KB) -- the only boat map 🔴 editor only
Vehicles Blueprints/Vehicles/BP_GyroCopter_Possessable (113.3 KB), BP_JetSki_Possessable (62.8 KB), BP_Forklift_Possesable (89.2 KB), BP_CameraDrone (142.2 KB), BP_CameraDronePlus (5.0 KB, a thin child) 🟢 CDO floats
Vehicle items Data/Assets/Modules/DA_Item_Module_JetSki, Data/Assets/Items/DA_CameraDrone, Data/Assets/Items/DA_Item_{Diesel,Electric,Petrol}EngineCylinder* 🟢 data
Livery AssetSets/Channel37/Large_Boat_Carpe/Large_Boat/Textures/**, …/BoatCustomization/<Paint>/** 🟢 textures + material instances
Boat HUD UI/Game/HUD/BP_VoyageIngameBoatHud 🔴 widget graph -- editor only
Input Game/Input/Vehicle/IMC_Forklift_Keyboard, Game/Input/Vehicle/CameraDrone/IAV_Drone_*, DA_Input_Context_CameraDrone 🟡 mapping entries are data, new actions need the editor
Splash VFX VFX/Environment/Water/{BoatSplash,JetSkiSplash,MotorSplash,ObjectSplash} 🟢 (see #124)

C2. Native classes worth knowing [file, Voyage-5-7.usmap]#

Class Slots that matter here
VoyageModuleComponent (super ActorComponent, 66 slots) 7 ConfigData (Struct<ModuleConfigData>), 22 ModuleModifierData, 48 Resources (Map<EModuleResourceType,Double>), 49 DisableTimer, 56 EfficiencyModifier
VoyageModuleModifierData (10 slots) 0 ProductionMultiplier, 1 ConsumptionMultiplier, 2–5 per-resource/-category maps, 6 ItemConsumptionMultiplier, 7 ItemProductionMultiplier, 8 ProductionSpeed, 9 bIsDefault
ModuleConfigData (39 slots) 2 ProductionInterval, 3 ProductionOutput, 16 DefaultResourceAmount, 17 MaxResourceAmount, 18/19 ResourceConsumptionStandby/On (all Double)
VoyageBoatPawn (super VoyageVehiclePawn, 20 slots) 0 BoatMovementComponent, 1 BuoyancyComponent, 2 ToggleAnchorAction, 3/4 throttle actions, 5/6 steering actions, 14 CachedAnchors, 15 UprightForce, 16 CameraAboveWaterHeight, 17 PowerStateDelay, 18 AnchorsDropped
VoyageVehiclePawn (super Pawn, 36 slots) 11 bTrackPlayerPawnDistance, 12 MaxPlayerPawnDistance, 15/16 look rates, 17 ZoomRate, 19/20 camera pitch limits, 30 DistanceTravelledInMeters, 31–32 spring-arm lengths
VoyageInventoryWeightLimitedComponent (6 slots) 0 MaxWeightLimit, 1 bAllowBeyondWeightLimit
VoyageCableComponent (super MeshComponent, 35 slots) 5 CableLength, 6 NumSegments, 10 ConstraintMultiplier, 11 Damping, 12 Stiffness, 14 AttachmentStiffness, 19 WindStrength, 22 CollisionFriction, 24 CableGravityScale, 25 CableWidth
VoyageAnchorComponent (super SceneComponent, 3 slots) 2 AnchorDropped -- everything else about anchoring is in the Blueprint
VoyageItem (super VoyageItemBase, 68 declared) 25 MaxStackCount, 27 Weight, 28 Buoyancy — ⚠️ the map is stale for this class

Classes present in the game but absent from the 5.7 mapping file: VoyageVehicleCameraDronePawn, VoyageBoatMovementComponent (if it exists under that name), VoyageFastSceneComponent. Use --find against a known number for anything they own.

C3. Data vs code#

🟢 Patchable as data (pak, no editor) 🔴 Blueprint graph / C++ -- needs the editor or UE4SS
Cylinder Production/ConsumptionMultiplier how thrust is summed across installed cylinders
Gyro / jet-ski / drone CDO variables flight and buoyancy simulation itself
Fishing-net MaxWeightLimit, bAllowBeyondWeightLimit net haul speed and drag (graph in BP_Module_Fishing)
Anchor CDO scalars anchor drop/raise state machine
Mooring cable-physics floats rope attach/detach logic
Item weight / buoyancy in DA_Item_Module_* HUD widgets, input actions, boat layout
Hull / deck textures and material instances new modules, new UI, new keys

D. Recipe -- building a vehicle mod with our toolchain#

1 · Extract (read-only, on the ShadowPC). The repo already ships data/mods/vanilla/raw with all the packages in section B, so most of the time you can skip this.

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f Blueprints/Vehicles/BP_GyroCopter 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\gyro'"

then scp -r the Voyage tree home. 🪤 to-legacy needs the whole Paks directory.

2 · Find the number.

cd templates/mods/vehicles-boat
python build_mod.py --inspect Blueprints/Vehicles/BP_GyroCopter_Possessable
python build_mod.py --find 250 Blueprints/Vehicles/BP_GyroCopter_Possessable --kind double
  {"package": "Blueprints/Vehicles/BP_GyroCopter_Possessable", "export_name": "Default__BP_GyroCopter_Possessable_C",
   "kind": "double", "offset": 46, "expect": 250.0, "value": <NEW>}
  1 candidate offset(s) for 250.0 in Blueprints/Vehicles/BP_GyroCopter_Possessable  [kinds: double]

--find prints paste-ready recipe entries. 🪤 A small whole number like 250 matches dozens of byte/int coincidences (31 hits without a filter), so pass --kind -- it goes after the two --find arguments. Values with a decimal point or above 255 are filtered to float,double automatically (builder v1.0.1). Narrow further by export name: the tuning is always in Default__BP_*_C (vehicles) or ModuleComponent (boat modules).

3 · Write the recipe (recipe.json) -- address exports by name, always fill in expect:

{ "package": "Blueprints/Vehicles/BP_GyroCopter_Possessable",
  "export_name": "Default__BP_GyroCopter_Possessable_C",
  "kind": "double", "offset": 46, "expect": 250.0, "value": 125.0 }

4 · Build and pack.

python build_mod.py --dry-run
python build_mod.py --write
python build_mod.py --write --pack     # -> MyBoatMod_P.{utoc,ucas,pak}

🪤 scriptobjects.bin (retoc needs it to resolve /Script/ imports) must not be copied into the build tree: --write calls shutil.rmtree on that directory at the start of every run, so the copy is deleted before packing and the run prints WARNING scriptobjects.bin is not in the source tree. Builder v1.0.1 falls back to the repo's own copy at data/mods/vanilla/global/scriptobjects.bin, so the default source needs nothing. For your own extraction, put it in the source root instead: cp data/mods/vanilla/global/scriptobjects.bin <your-source-root>/.

Under the hood this is tlcmod.package.export_map to locate the export, a struct.pack_into, and tlcmod.pack.to_zen. Because the write is in place, no SerialSize or BulkDataStartOffset fix-up is needed. If you must insert a property that the cooker skipped (the #75 case), use tlcmod.unversioned.patch_slot + package.fix_last_export_size -- see templates/mods/core-pak-data-assets and tools/mods/build_enhancer_cap.py.

5 · Install. Game closed: copy the three container files into …\Voyage\Voyage\Content\Paks\~mods\, keeping the _P suffix. Snapshot the save first.

6 · Test. No UE log in Shipping, so failure is silent. Good probes: * engines -- park at a landmark, full throttle, time a fixed run at a fixed cylinder count; * gyro -- fill the tank, hover, time it to empty; * drone -- fly straight out until it is recalled; that distance is the leash; * net -- open it and read the kg cap in the container UI.

7 · Roll back. Delete the three container files. Nothing in the install was modified.

8 · When a pak cannot reach it -- behaviour, keys, spawning actors, anything conditional -- write UE4SS Lua instead. The skeleton is in templates/mods/vehicles-boat/ue4ss/BoatTweak/; lint it with templates/mods/core-ue4ss-lua/check.py. Runtime CDO writes (#183's pattern) survive game updates that move byte offsets, which is a real advantage over a pak for a mod you intend to maintain.


E. Template#

C:/last-caretaker/templates/mods/vehicles-boat/

File What it is
README.md how to fill it in, build, install, roll back; records the verified runs
build_mod.py v1.0.1 -- the builder: --inspect, --find (+ --kind), --dry-run, --write, --pack; exports addressed by name; expect is mandatory; --pack finds scriptobjects.bin itself
recipe.json the only file you normally edit -- one active edit plus six disabled ones covering gyro, jet ski (thrust and module mass), drone and fishing net
ue4ss/BoatTweak/enabled.txt empty marker file
ue4ss/BoatTweak/Scripts/config.lua FKey name, tick rate, force magnitude, bow offsets, one optional property write
ue4ss/BoatTweak/Scripts/main.lua finds VoyageBoatPawn, logs it, applies a held-key lateral force, optionally writes one property

Verified 2026-09-07. --find 1.3 on the electric super booster returned the two ModuleComponent offsets 20/24 with expect 1.2999999523162842. --dry-run printed both edits; --write produced .uasset 5558 B / .uexp 371 B (both unchanged) reading back 1.6 / 1.4 where vanilla reads 1.3 / 1.3; to_zen packed MyBoatMod_P.utoc 540 B + .ucas 3 844 B + .pak 347 B. The test output was deleted afterwards. The Lua skeleton passes core-ue4ss-lua/check.py with 0 problems, 0 warnings.

Re-verified with v1.0.1, 2026-09-07 (scratch recipe, build + pak outside the repo): --dry-run identical; --write --pack printed no WARNING scriptobjects.bin … -- the builder pulled the 3 904 250 B data/mods/vanilla/global/scriptobjects.bin on its own, since the default source tree carries none -- and produced the same 5558/371 B package and the same 540 / 3 844 / 347 B triple. --find 400 Data/Assets/Modules/DA_Item_Module_JetSki → offset 39 (one hit); --find 250 … --kind double → one hit at offset 46, against 31 unfiltered.


F. Pitfalls, version notes, patch survival#

⚠️ Pitfall
🪤 Whole-package override, no merge. Two mods that touch BP_Module_*_Engine_Cylinder* cannot coexist -- last container mounted wins and the loser's edits vanish. Diesel/electric: #37, #84, #133, #154, #170. Petrol: #84 and #155 (#155's EfficientGyro_9999_P writes all four petrol cylinders whole-package). #154 and #155 both ship duplicate *_9999_P files purely to win that race.
🪤 Three mods write BP_Inventory_Container_Fishing -- #75, #138, #187 -- and only one can be installed. #187 is the only current-5.5 one, and the only one that leaves BP_Module_Fishing alone; #75 and #138 also ship a pre-5.5 BP_Module_Fishing and roll it back.
🪤 A stale pak reverts its packages. #84, #133, #138, #75, #73, #74 all ship Blueprint revisions older than 5.5 (e.g. BP_Module_Fishing 31 KB against the live 37 KB). Installing them undoes months of Channel37's changes to those assets, silently.
🪤 Maps/Boats/TestBoat is the boat level. #144 replaces it. Anything Channel37 changed in the boat since that cook is reverted.
🪤 Float32 vs float64. Cylinders and the drone store float32; the gyro and jet ski store float64. Writing the wrong width corrupts the neighbouring field. --find reports the width it matched.
🪤 Skipped properties are absent, not zero. Eco cylinders omit ProductionMultiplier entirely (it equals its 1.0 default). You cannot patch it in place -- you have to insert it, which grows the export.
🪤 Export indices move; export names do not. The electric super booster's ModuleComponent is export 8, the diesel super booster's is export 9, and the base cylinders' is 29. Always address by name.
🪤 The .usmap (Nexus #94) is 5.7-era. It is reliable for VoyageModuleComponent, VoyageModuleModifierData, VoyageInventoryWeightLimitedComponent, VoyageCableComponent, VoyageBoatPawn; it is stale for VoyageItem and it does not contain the camera-drone pawn class at all.
🪤 Anchors beat physics. Applied forces do nothing while anchored. [file, #204]
🪤 Enhancer edits land in the save. #39 raises DA_Enhancer_Character_Pressure to 999; enhancer points are applied to the character, so removing the mod afterwards is not a clean revert.
🪤 Two key vocabularies. Key.<NAME> (UE4SS binds) ≠ Unreal FKey names (IsInputKeyDown).
🪤 Three load paths in this category alone. ~mods (everything current), Paks\LogicMods + UE4SS (#37), and DML activation via the console (#117). Read the mod's own page before installing.

Patch survival, ranked (most to least likely to survive an update):

  1. UE4SS CDO/property writes by name (#183, #205) -- names change far less often than offsets.
  2. In-place byte patch of one value (#155, #170, #174, #180, #187, #201) -- breaks loudly if expect is used, silently if not; a re-extract plus --find fixes it in minutes.
  3. Copy-original + thin child (#197, #198) -- survives until the copied original diverges.
  4. Full editor re-cook (#73, #74, #75, #84, #132, #133, #138, #160) -- reverts whatever it carries.
  5. Map replacement (#144) -- reverts the most.

The 5.6 → 5.7 line (2025-12-16) killed everything from sushi (#37, #39). Update 5.5 (0.8.5.650920) killed #160, per its own author. Files dated before 2026-08-31 in this category should be treated as unverified until diffed.


G. Ideas we could build#

# Idea How Effort
1 Engine Tuning Kit -- a single recipe that scales all 15 cylinders (petrol included, which #170 skips) by a chosen thrust/fuel pair 30 in-place floats via the template; petrol base needs slot 22 inserted, so one property insertion 🟢 2–3 h
2 Gyro Tuning Kit -- the nine gyro doubles from #183 as a pak mod, so no UE4SS needed 9 double edits at the offsets in B2 🟢 1–2 h
3 Longer vehicle leash -- raise VoyageVehiclePawn.MaxPlayerPawnDistance on the drone and any other pawn that sets it --find 20000 per pawn; native slot 12 is data 🟢 1 h
4 Bow thrusters, finished -- fork #204's skeleton: both directions, force scaled to hull mass, a stern thruster, and an "anchored" warning in the log our ue4ss/BoatTweak template + AddForceAtLocation 🟡 3–5 h
5 Auto-dock -- #172's mooring API plus #204's thruster: hold a key, the boat noses in and ties up VoyageMiscBlueprintFunctionLibrary.{SpawnActor,ConnectCable} + force control loop 🟠 1–2 days
6 Fishing-net capacity, standalone -- ⚠️ #187 already does this edit (30 → 150 kg in place on the live container, no BP_Module_Fishing), so the idea reduces to repackaging it: the same edit in a one-package container instead of a 37-package bundle, and/or a 1500 kg value one f32 at VoyageInventoryWeightLimited_GEN_VARIABLE +4 -- the disabled recipe entry is already in the template 🟢 30 min
7 Anchor speed -- diff #73's re-cook against vanilla in the editor to identify which of Speed/InSpeed it moved, then reproduce as a byte patch needs one editor session or careful CDO bisection 🟡 half a day
8 Mooring rope that holds -- redo #74 as in-place VoyageCableComponent edits (Stiffness, AttachmentStiffness, Damping, CableLength) on the live BP_ModuleCable_Mooring --find on the CDO; the mod's own diff points at 10.0 / 5.0 / 2000.0 🟡 half a day
9 Matte-black jet ski / gyro to match Robert's EXO livery AssetSets/Vehicles/JetSki/** and …/Gyrocopter/** textures via tlcmod.vt block transforms 🟡 half a day
10 Boat speed HUD in km/h -- BP_Module_SpeedSensor exists; #198 proves the HUD-child pattern needs the Unreal editor 🔴 multi-day

H. Gaps & unverified#

  • No "skimmer" exists. Nothing in pakchunk0 is named Skimmer; the personal watercraft is the jet ski (BP_JetSki_Possessable, DA_Item_Module_JetSki, AssetSets/Vehicles/JetSki/**). #124 NoBigSplash calls it a "scooter" but its asset is VFX/…/JetSkiSplash. [file]
  • Drone offsets are not named. +49 (20 000), +61 (3.79297), +524 (5 000) are [inferred] mappings onto MaxPlayerPawnDistance / MovementsForce / LightIntensityMax. Proving them needs either the BPGC property chain parsed out of export 2 or an in-game A/B test.
  • Jet-ski +28 is unnamed. 1 000 000 is the thrust scalar by behaviour; whether the Blueprint calls it PetrolPower or Speed is unproven.
  • DA_Item_Module_JetSki +39 (400 → 1000, #180) is unnamed. The offset itself is proven -- vanilla reads 400.0 there and #180's file reads 1000.0, --find 400 returns that one hit [file] -- but the VoyageItem Weight / Buoyancy mapping is [inferred] from a 5.7-era .usmap that has drifted for this class; the author only calls it "weight" [catalog-only].
  • #73 Fast Anchor and #74 Mooring are full re-cooks with shifted name tables, so their actual before→after values could not be recovered from bytes. #74's diff shows plausible CDO floats 10.0 → 1.0, 5.0 → 0.05, 2000.0 → 0.1, but on an older asset revision -- treat as a lead, not a fact.
  • #138 net speed / drag live in BP_Module_Fishing's Blueprint graph; the 6 variants differ in ways a byte diff of two different asset revisions cannot separate.
  • Nothing here was run in-game. Every value is from the files. No live verification was performed for this document.
  • ProductionMultiplier semantics are [inferred] from the property name + the authors' agreeing descriptions; the exact formula that turns cylinder multipliers into boat speed is in BP_Module_Engine_{Diesel,Electric} / VoyageBoatPawn C++ and was not decompiled.
  • #198's replacement HUD is 4 442/2 672 B against a 29 452/11 961 B original. That is consistent with the thin-child pattern, but it was not proven that the child actually inherits (its parent reference was not resolved).

I. Sources#

Files (first-hand, this repo)

  • data/mods/vanilla/raw/Voyage/Content/Blueprints/Modules/Utility/Boat/* (15 cylinders, anchors, fishing)
  • data/mods/vanilla/raw/Voyage/Content/Blueprints/Vehicles/{BP_GyroCopter_Possessable,BP_JetSki_Possessable,BP_CameraDrone,BP_CameraDronePlus,BP_Forklift_Possesable}.*
  • data/mods/vanilla/raw/Voyage/Content/Blueprints/{Cables/BP_ModuleCable_Mooring,Interactives/Containers/BP_Inventory_Container_Fishing}.*
  • data/mods/vanilla/raw/Voyage/Content/Data/Assets/Modules/DA_Item_Module_JetSki.*, …/Enhancements/DA_Enhancer_Character_Pressure.*
  • data/nexus-mods/{37,39,73,74,75,84,104,117,132,133,138,144,154,155,160,170,174,180,187,197,198,201}-mod-*/legacy/** + their DIFF.md
  • data/nexus-mods/{172,177,183,204,205}-mod-*/unpacked/**/Scripts/{main,config}.lua
  • data/nexus-mods/94-mod-94/unpacked/…/Voyage-5-7.usmap (class schemas)
  • data/nexus-mods/inventory.json, data/nexus/thelastcaretaker-mods.json (metadata, descriptions)
  • data/datamine/raw/pakchunk0-file-index.txt.gz (asset families)
  • tools/mods/tlcmod/{package,unversioned,pack,usmap}.py, tools/mods/usmap_schema.py
  • templates/mods/vehicles-boat/* (built and run for this document)

Web: none. Nothing in this document required an external source, and nexusmods.com pages are never fetched (403) -- the catalogue snapshot and the downloaded files are the source of truth.

M12

12 · Crafting, Building & Quality of Life

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Scope: dismantle / craft / repair speed and cost, crafting proximity and reach, build-anywhere, auto pickup and auto deposit, quick save, keybinds, QoL bundles. Snapshot: Nexus catalogue 2026-09-07 (176 mods) · live build Update 5.5 0.8.5.650920 (engine reported 5.8.1, 5.7-era serialization).

Confidence tags: [file] read off the mod's own bytes or source · [catalog-only] only the Nexus description supports it · [web] external source · [inferred] reasoned from evidence.

The headline finding. This category splits cleanly into three tiers of effort, and the cheapest one is also the best. A single numeric literal overwritten in place inside a cooked .uexp -- 2 to 3 bytes, no size change, no name table, no editor -- is what the two best-regarded current mods (#145, #162) actually ship. Our template reproduces both of them byte-identically from the vanilla extraction (section E). Everything heavier -- an editor recook (#3, #72, #107, #125), a re-serialized package with new imports (#192) -- buys nothing extra for a number change and costs patch survival.


A. Library#

Ranked by "would Robert install it today": current-build first, then by what it actually buys.

id Name Author Ver Updated End. DL Technique Status Tier What it changes Files
#145 Greater CraftingProximityDistance strangemind87 4 2026-09-04 37 2,475 pak-blueprint (literal) current 5.5 🥇 top BP_Inventory_PlayerBox crafting pull f32 1500 → 40000 cm 1 pak
#162 Long Range Scrap and Repair TakeyaSaito 1.2 2026-09-05 21 855 pak-blueprint (literal) current 5.5 🥇 top BP_ToolAbility_Maintenance_Base reach f64 300 → 2500 cm 1 pak
#3 1 Second Dismantle Dmgvol v0.9 2026-09-06 431 16,586 pak-blueprint (recook) current 5.5 🥇 top BP_ToolAbility_Maintenance_Dismantle recompiled; dismantle 1 s 1 pak
#20 Crafting Speed Changes -- Craft Everything in 1 Second LordGregory 1.9 2026-09-03 132 6,343 pak-data-asset current 5.5 🥇 top CraftTime → 1.0; 3 variants: 228 zCraft_in_1_Sec_P · 369 …_with_Stack_Size_Changes_P · 807 …_with_Weight_and_Stack_Size_Changes_P (bundles #19) 3 paks
#168 Fully Automatic Looting TakeyaSaito 1.5 2026-07-03 31 1,616 ue4ss-lua current 🥇 top vacuums VoyageDynamicMeshActor piles within 2000 cm via CollectActor Lua
#128 Automatic Pickup (UE4SS) skylife2326 1 2026-08-02 34 2,021 logicmod-bp + ue4ss-lua current 🥈 strong LogicMods ModActor vacuum timer + Lua config sidecar, Shift+F5..F9 pak + Lua
#163 Faster Scrapper and Repairer TakeyaSaito 1.4 2026-07-07 30 1,825 pak-data-asset probably current 🥈 strong DA_Enhancer_Character_Scrapper 0.995 → 0.987 ×2; dismantle tick 1 → 0.1 1 pak
#125 BuildAnywhere Dmgvol v0.7 2026-06-26 44 2,417 pak-blueprint (recook) broken on 5.5 -- crashes at boot first-hand 2026-09-07, doc 18 avoid BP_FabricationPlacementComponent placement checks dropped (a whole 0.8-era cook; no value-patch equivalent) 1 pak
#187 Caretaker QoL Bundle CodeManMike 2 2026-09-06 5 907 pak-bp + pak-DA + ue4ss-lua current 5.5 🥈 strong 37 packages: storage, batteries, tanks, cables, placement 500→5000, + Lua pinning hose 720,000 L/h pak + Lua
#123 TLC Nearby Deposit Elkrisho 1.0.0 2026-03-23 25 933 ue4ss-lua probably current 🥈 strong hotkey deposits into matching boxes within 5000 cm via TransferSimilarItems Lua
#56 MoreCable xTz2 1.0.8 2026-07-07 66 2,515 pak-data-asset probably current 🥉 niche 23 DA_Cable_* / DA_Module_WallSocket_*: stack ×10-20, craft → 0.1 s, data bandwidth 1e9 → 1e6; the 23rd (DA_Cable_Electricity_HeavyDuty) is not in the live build at all 1 pak
#58 InstaModules xTz2 1.0.5 2026-07-07 29 1,326 pak-data-asset probably current 🥉 niche 98 DA_Item_Module_*: craft + a second duration cut (0.1 s on most; _Barge is 20 → 1 and 5 → 1); ships 9 no-op packages 1 pak
#59 InstaParts xTz2 1.0.6 2026-07-07 37 1,661 pak-data-asset probably current 🥉 niche 31 DA_Part_*: craft → 0.1 s, recipe counts cut, stacks raised 1 pak
#164 Long Range Interact and Loot TakeyaSaito 1.0 2026-07-07 17 824 pak-blueprint (recook) probably current 🥉 niche BP_Base_Character interact + loot range → 25 m 1 pak
#72 Reach and PickUp Plus MoDDuck 0.6 2026-03-22 63 2,209 pak-blueprint (recook) probably current 🥉 niche BP_Base_Character reach + pickup radius 1 pak
#107 BoxProximityRangeX10 MoDDuck 1.0 2026-03-22 59 3,877 pak-blueprint (recook) superseded 🥉 niche BP_Inventory_PlayerBox pull ×2/×10/×100 -- use #145 3 paks
#192 Build with raw materials UARamiel 1 2026-09-02 3 357 pak-data-asset (re-serialized) current 5.5 🥉 niche 56 recipes rewritten from DA_Part_* to DA_Material_* 2 paks
#148 Balanced Oil Distillation UARamiel 1 2026-06-26 30 1,303 pak-data-asset probably current 🥉 niche DA_Item_Module_DistillationTower 3.6 → 36 and 10 → 36 L/s; plastic zeroed in one variant 2 paks
#90 DistillationTowerPetrolPlasticX10 MoDDuck 1.0 2026-03-25 70 2,736 pak-blueprint (recook) probably current 🥉 niche BP_Module_DistillationTower ×10 throughput 1 pak
#139 WaterPump 40k NecoAngelus84 1 2026-05-31 8 441 pak-blueprint (recook) probably current 🥉 niche BP_Module_WaterExtractionPump → 40k output 1 pak
#85 LazarusRack MoDDuck 1.0 2026-03-25 33 1,208 pak-bp + DA + texture probably current 🥉 niche DA_Skill_Engineering_Lazarus_Rack unlock byte 3 → 2, Requirement 30 → 7 (by FVoyageSkillUnlock field order -- doc 14; Cost stays 4); 5 BPs recooked 1 pak
#150 Sticky Lazarus pod UARamiel 1.0 2026-09-03 14 522 pak-blueprint (recook) current 5.5 🥉 niche BP_Module_Human_Pod auto-weld 1 pak
#64 Better Fabricator Enhancements Mons78 1.0.0 2025-11-28 72 1,863 pak-blueprint (recook) stale pre-5.7 ⚠️ weak 9 BP_Module_Enhancer_*: charges f64 20 → 999 1 pak
#79 FoodFastX10 MoDDuck 1.0 2026-02-15 52 1,891 pak-data-asset probably current 🥉 niche 15 DA_Food_*: f32 50 → 5 cook time 1 pak
#178 Fast Cook germinus 1 2026-07-09 3 361 pak-data-asset probably current 🥉 niche 14 DA_Food_*: same offset, 50 → 2 + i32 100 → 99999 -- conflicts with #79 1 pak
#135 InstaGrenadeAmmo ti14 1 2026-05-28 2 285 pak-data-asset probably current ⚠️ weak 15 ammo/grenade DA_*: craft 20 → 0.1 s, petrol 0.5 → 1 L, 50 → 1 1 pak
#46 Recycling Rebalanced ErikV70 1.0.0 2025-11-30 15 533 pak-data-asset stale pre-5.7 ⚠️ weak 8 DA_LT_*_Materials recycler tables shortened 1 pak
#38 Less Copper ErikV70 1.0.0 2025-11-18 7 262 pak-data-asset stale pre-5.7 🚫 avoid 2 loot tables + 2 weather presets as collateral 1 pak
#140 FishNet Loot Rebalanced NecoAngelus84 3 2026-06-04 16 895 pak-data-asset probably current 🥉 niche 3 DA_LT_Ocean* reweighted 1 pak
#153 End game fishing loot Miseru 1 2026-07-03 12 986 pak-data-asset probably current ⚠️ weak 4 DA_LT_Ocean* → memories/seeds; ships a _9999_P rename to win load order 2 paks
#173 Run Faster Jump Higher TakeyaSaito 1 2026-07-04 13 299 ue4ss-lua probably current 🥉 niche writes MaxWalkSprintSpeedMultiplier / JumpZVelocity from the Hydraulics skill level Lua
#205 Player Flight BrendanoElTaco 0.2.0-beta.1 2026-09-07 0 6 ue4ss-lua current 5.5 🥉 niche SetMovementMode(MOVE_FLYING); ships the reusable ModMenu library Lua
#31 Quick Save Anywhere Jai 1.0.1 2025-11-16 20 818 ue4ss-lua + ini stale pre-5.7 ⚠️ weak F5 → VoyageGameStateSubsystem:RequestSaveGame(slot) Lua
#35 Swim Boost kelvin101 1.0.0 2025-11-18 23 656 ue4ss-lua stale pre-5.7 ⚠️ weak scales MaxSwimSprintSpeedMultiplier off Pressure points Lua
#5 SpeedBoost ales s 1 2025-11-09 11 305 ue4ss-lua stale pre-5.7 ⚠️ weak arrow keys scale movement off baseSpeed 600; FindFirstOf("Character") Lua
#81 AiRJordan MoDDuck 1.0 2026-03-22 48 1,135 pak-blueprint (recook) probably current 🥉 niche BP_Base_Character jump ×2 -- use #173 instead 1 pak
#47 (deprecated) auto collect sushi 1.0.0 2025-11-21 24 1,464 pak-blueprint (recook) stale pre-5.7 🚫 avoid author-deprecated; BP_Physical_Inventory_Output + _Recycler_Factory 1 pak
#51 (deprecated) ultra reach sushi 1.0.0 2025-11-21 38 1,122 pak-blueprint (recook) stale pre-5.7 🚫 avoid author-deprecated; superseded by #72/#164 2 paks

Adjacent, owned by other category docs (they collide with everything here, so check them before shipping): #6, #14, #15, #19, #146 (weight/stack/container size), #111 (cable transfer rate), #147 / #196 (socket range -- #147 is the same f64 500 → 5000 literal edit as #187's placement), #151 (petrol grinder range), #26, #184, #191 (tanks).

Notable mods, one paragraph each#

#145 Greater CraftingProximityDistance [file] -- the cleanest edit in the catalogue. Its BP_Inventory_PlayerBox.uexp is byte-identical to vanilla except three bytes at 0x3ef0-0x3ef2, which turn the f32 at 0x3eef from 1500.0 into 40000.0: how far a fabricator reaches into player boxes for materials, in centimetres. Sizes match exactly (16,525 B both sides), so nothing in the export map or the summary had to move. Caveat: the author's install instructions say the container must go in Voyage\Content\Paks\Mods and that ~mods "isn't working" [catalog-only]; this project has mounted its own containers from ~mods first-hand on the same build, so treat that as folk advice. Conflicts with #14, #15, #107, #187 -- all five ship the whole package.

#162 Long Range Scrap and Repair [file] -- the freshest pak edit on the site (2026-09-05) and two bytes: an f64 at 0x6ad in BP_ToolAbility_Maintenance_Base.uexp goes 300.0 → 2500.0, i.e. 3 m → 25 m of scrapper/repair reach. f64, not f32, because UE5's Large World Coordinates made the Blueprint float pin a double. No other mod ships this package -- zero conflict surface.

#3 1 Second Dismantle [file] -- 431 endorsements, 16.6k downloads, the most popular mod in the category, and the one that does it the hard way. BP_ToolAbility_Maintenance_Dismantle.uexp differs from vanilla in 4,939 words and is 8 bytes shorter (29,967 vs 29,975), and the .uasset grew 834 bytes: this is a genuine editor recompile of the Blueprint graph, not a value patch. That buys logic changes a literal cannot make, but it also ships every unrelated difference in the author's project and has to be re-made from scratch after each engine bump -- which is exactly what the "Updated for game version v0.8.5.x" file note records. Note #163 achieves a very similar effect with a 4-byte data-asset edit.

#20 Craft Everything in 1 Second [file] -- 228 packages in the craft-only container (807 only in the weight+stack variant, which bundles #19; the middle variant is 369). The 1,404 differing exports and 1,379 of them changed in ≤ 8 words are summed across all three container files, so the conflict surface of the pick you actually install is the 228-package sweep, not 807. Sampled: DA_Item_Module_CO2tank_Small.uexp differs from vanilla in exactly 2 bytes, the f32 at 0x38 going 30.0 → 1.0. That is CraftTime, and the mod is a mechanical sweep of it across every craftable. Author notes [catalog-only]: hand-crafting is always base × 3, so 1 s at the fabricator is 3 s on the character; and food shows 00:01 but stays slow because it is water-throughput limited, not craft-time limited. Ships three variants because it collides with the weight/stack-size mod (#19); the containers are named zCraft_in_1_Sec_P etc. to sort late.

#163 Faster Scrapper and Repairer [file] -- two data assets, four bytes total. DA_Enhancer_Character_Scrapper.uexp has the per-point multiplier f32 0.995 → 0.987 at both 0x24 and 0x30; the package name table names the two map keys EVoyagePlayerEnhancerItemActionType::Dismantle and ::Repair, so this is UVoyageEnhancer.ActionTimeMulAdjustment (mapping-file slot 11) and the mod deliberately leaves ActionConsumptionMulAdjustment (the third 0.995, at 0x44) alone. The second asset, DA_ToolAbility_Data_Maintenance_Dismantle.uexp, is 25 bytes long in total and changes the f32 at 0x9 from 1.0 → 0.1 -- UVoyageEquipmentAbilityData.Data.ActivationTime, the dismantle tick.

#125 BuildAnywhere [file] -- BP_FabricationPlacementComponent.uexp grows 39,418 → 40,497 B with 18,495 differing bytes: a recook that removes the placement-validity branches. [catalog-only] the description claims building on any surface and mid-air. It is the only mod in the category that must be a recook -- you cannot delete a validity check by editing a number. Overlaps #187, which ships the same package with only a 2-byte f64 500 → 5000 placement-distance edit; installing both means one silently loses.

#187 Caretaker QoL Bundle [file] -- the widest conflict surface in the whole catalogue: 37 packages in one zzzCaretakerQoLBundle_P container (the zzz is deliberate, to mount last), plus a UE4SS sidecar. Verified edits: BP_FabricationPlacementComponent and BP_CraftingLocationGenerator_Default both f64 500.0 → 5000.0; BP_ModuleCable_Base f32 2000 → 200000 and 1000 → 100000. The sidecar (OilRigTuning/Scripts/main.lua) is 33 lines and pins BP_ModuleCable_Petrol_C.Bandwidth = 720000.0 and BP_Module_DistillationTower_C.RatePerSecond = 90.0 on a 1 s ExecuteWithDelay loop -- a textbook demonstration that the same numbers are reachable by reflection without a pak. Its BP_Inventory_PlayerBox copy, though, is 6 bytes larger than vanilla with 304 differing bytes, so that one is a partial re-serialization and will lose to or beat #145 depending on mount order.

#168 Fully Automatic Looting [file] -- the best-engineered Lua mod in the category. It caches every VoyageDynamicMeshActor (the loot-pile actor), subscribes with NotifyOnNewObject("/Script/Voyage.VoyageDynamicMeshActor", …) so new piles are cheap, prunes the cache with a rotating cursor and a ScanBudget, optionally line-of-sight-traces with KismetSystemLibrary:LineTraceSingle at two heights, and finally calls player.CollectActor(player, actor) -- the pawn's own native collect function. Config is read from disk (io.open + load), not require, so edits apply on a toggle instead of a restart, and the path is resolved from debug.getinfo(1,"S").source because the game's working directory is Binaries\Win64. The main.lua fallbacks (line 9) are LootRadius 1500, TickMs 500, ScanBudget 48, ToggleKey "F11"; the shipped config.lua overrides all four to 2000.0 / 250 / 12 / "F6", which is what actually runs out of the box.

#128 Automatic Pickup [file] -- the only LogicMods entry in the category. Its /Game/Mods/BetterPickup/ModActor package's name table is a complete design document: it imports GetAllActorsOfClass, GetDistanceTo, K2_SetTimer, VoyageDynamicMeshActor, VoyageCharacter, VoyageItemInterface, CanAreaCollect and CollectActor, and declares bReady, VacuumRadius, VacuumIntervalSec, GracePeriodSec, CachedPlayer, InternalInventory. The Lua half never touches the game -- it only does FindFirstOf("ModActor_C") and writes those four fields, plus Shift+F5..F9 to toggle / cycle radius / cycle interval / save / print. The author retired the pure-Lua version because "lua version is resource intensive and prone to failure compared to the PAK" [catalog-only].

#123 TLC Nearby Deposit [file] -- Grounded-style hot deposit. Resolves /Script/Voyage.Default__VoyageBlueprintLibrary and /Script/Voyage.Default__VoyageMiscBlueprintFunctionLibrary as CDOs, gets the pawn and its inventory with GetPlayerPawn(world) / GetPlayerInventoryFromPawn(pawn), enumerates FindAllOf("VoyageBaseInventoryComponent") filtered to owners named BP_Inventory_PlayerBox_C / _Large_C within HOT_DEPOSIT_RADIUS = 5000, and calls miscLib:TransferSimilarItems(playerInv, boxInv) per box. It is the single best source in the catalogue for the game's own blueprint-library entry points.

#192 Build with raw materials [file] -- the only mod here that adds imports. DA_Item_Module_CO2tank_Small's name table goes from 47 to 68 entries, gaining DA_Material_Aluminium / Iron / Titanium / Plastic / Copper / Fabric / Polyurethane / Rubber, and the .uasset grows 3,629 → 4,911 B. It rewrites Components (the TMap<UObject*,int32> recipe) to consume raw materials instead of DA_Part_* intermediates. This needs a real serializer, not a byte patch. The author's own disclaimer [catalog-only]: incompatible with anything that changes module stats, because it ships the whole asset.

#85 LazarusRack [file] -- makes the Lazarus Rack learnable. DA_Skill_Engineering_Lazarus_Rack is 121 B and changes two bytes: 0x0a 03 → 02 and the i32 at 0x0f 30 → 7. The class is VoyageSkill; by position in FVoyageSkillUnlock those are UnlockMethod (an enum byte) and Cost [inferred from the struct layout]. Five Blueprints in the same container are full recooks. Shares BP_Module_Human_Pod with #150.

#153 End game fishing loot [file] -- worth reading purely for the load-order lesson. The base file ships FishingNet.{utoc,ucas,pak}; the "LoadPriority9999fn" file ships the same content as FishingNet_9999_P.{utoc,ucas,pak}. The real change is the missing _P patch suffix, which is what makes UE treat a container as an override at all [web]; the 9999 only affects alphabetical position [web].

#38 Less Copper 🚫 [file] -- the cautionary tale. The container carries DA_WeatherPreset_Storm and DA_WeatherPreset_Storm_NoLightning alongside the two loot tables it advertises. Whoever built it packed a whole working folder. Installing it silently overrides the weather presets and will fight any weather mod.


B. How they do it -- the four techniques, with the bytes#

B1. Literal patch in a cooked .uexp (the good one)#

A compiled Blueprint or data asset stores the numbers it was cooked with as plain little-endian literals in the export payload. Overwriting one is size-neutral, so the export map, the SerialSize/SerialOffset fields, the summary's BulkDataStartOffset and the name table all stay untouched. Nothing can desync, and no editor is involved.

Width is the whole trick. UE5's Large World Coordinates promoted the Blueprint float pin to a double, so Blueprint distances/ranges are f64; FProperty floats inside DA_* data assets are still f32.

Mod Package Off Kind Before → after Bytes changed Meaning
#145 Blueprints/Interactives/Containers/BP_Inventory_PlayerBox 0x3eef f32 1500.0 → 40000.0 3 crafting pull distance, cm
#162 Blueprints/Equipment/ToolAbilities/BP_ToolAbility_Maintenance_Base 0x6ad f64 300.0 → 2500.0 2 scrap/repair reach, cm
#187 Blueprints/Fabrication/BP_FabricationPlacementComponent 0xaaa f64 500.0 → 5000.0 2 build placement distance, cm
#187 Blueprints/Fabrication/BP_CraftingLocationGenerator_Default 0x4c4 f64 500.0 → 5000.0 2 crafting-location radius, cm
#147 Blueprints/Modules/Utility/Wireless/BP_WallSocket_Electric 0x2c2 f64 500.0 → 5000.0 2 wireless socket pair range, cm
#187 Blueprints/Cables/BP_ModuleCable_Base 0x13c, 0x144 f32 2000 → 200000, 1000 → 100000 6 cable max length
#146 Blueprints/Interactives/Containers/BP_Inventory_PlayerBox_Large 0x3da f32 200.0 → 20000.0 3 container weight capacity, kg
#20 Data/Assets/Modules/DA_Item_Module_CO2tank_Small 0x38 f32 30.0 → 1.0 2 VoyageItem.CraftTime
#163 Data/Assets/Enhancements/DA_Enhancer_Character_Scrapper 0x24, 0x30 f32 0.995 → 0.987 ×2 6 ActionTimeMulAdjustment{Dismantle, Repair}
#163 Data/Tools/Abilities/DA_ToolAbility_Data_Maintenance_Dismantle 0x9 f32 1.0 → 0.1 4 VoyageAbilityDataStruct.ActivationTime
#79 / #178 Data/Assets/HumanGrow/Food/DA_Food_Bone-Fortify 0x28 f32 50.0 → 5.0 / → 2.0 2 of 4 / 2 of 5 cook time, s. Neither mod stops there: #79 also flips byte 0x0a 2 → 1 and byte 0x14 6 → 5 [file, meaning unresolved]; #178 also writes i32 @0x20 100 → 99999 [inferred: MaxStackCount]
#85 Data/Assets/Skill/Modules/DA_Skill_Engineering_Lazarus_Rack 0x0a, 0x0f byte, i32 3 → 2, 30 → 7 2 SkillUnlock.UnlockMethod, .Requirement (not .Cost -- doc 14's field-order reading)
#135 Data/Assets/Weapon/DA_Weapon_GrenadePetrol 0x67, 0x6b, 0x83 f32 0.5→1.0, 20→0.1, 50→1 9 petrol per grenade, craft time, weight
#148 Data/Assets/Modules/DA_Item_Module_DistillationTower 0x341, 0x34d, 0x359 f32 3.6→36, 10→36, 0.1→0 10 diesel L/s, petrol L/s, plastic
#64 Blueprints/Modules/Enhancers/BP_Module_Enhancer_Efficiency_Matrix 0x76 f64 20.0 → 999.0 -- fabricator-enhancer charges (this mod also recooks: 445 → 544 B)

Worked byte view (#145; [ ] marks the 4-byte field -- 3 of its bytes actually differ):

vanilla  … 0c 04 04 05 02 01 [00 80 bb 44] 79 ff ff ff …   f32 @0x3eef = 1500.0
mod      … 0c 04 04 05 02 01 [00 40 1c 47] 79 ff ff ff …   f32 @0x3eef = 40000.0

and #162, where the same idea needs eight bytes because the literal is a double:

vanilla  … 00 00 80 03 01 [00 00 00 00 00 c0 72 40] 5c 01 …   f64 @0x6ad = 300.0
mod      … 00 00 80 03 01 [00 00 00 00 00 88 b3 40] 5c 01 …   f64 @0x6ad = 2500.0

B2. Bulk value sweep across a data-asset family#

Same edit, applied mechanically. #20 (228 / 369 / 807 per variant), #58 (98), #59 (31), #56 (23), #79 (15) / #178 (14), #135 (15). Verified per-asset shape for #56 MoreCable across its whole set:

Asset group i32 (stack) f32 (craft time) f32 f32 other
DA_Cable_Electricity/_Fuel/_Gas/_Water 100 → 1000 2.5 → 0.1 5.0 → 1.0 -- i32 5 → 50 @0x8b (Electricity) / @0x8c (_Fuel/_Gas/_Water) -- verified on all four
DA_Cable_Extender_*, DA_Mooring_Socket 50 → 1000 0.5 → 0.1 5.0 → 1.0 2.0 → 1.0 --
DA_Module_WallSocket_Electric/_Fuel/_Gas/_Water 50 → 1000 20.0 → 0.1 5.0 → 1.0 2.0 → 1.0 --
DA_Cable_Data 100 → 1000 -- -- -- f32 @0x244 1e9 → 1e6 bandwidth
DA_Cable_Hook, DA_Cable_Mooring 999 → 1000 -- -- -- 5 → 50

The 5.0 → 1.0 and 2.0 → 1.0 slots are CraftElectricityCost and Weight by position [inferred]; the stack figure is MaxStackCount [inferred]. Offsets differ per asset (e.g. 0x83, 0x84, 0x37, 0x125) because unversioned properties are packed by presence, so a bulk tool must locate by value, not by a fixed offset.

A sweep is also where collateral creeps in [file]. #58 ships 98 packages, but nine of them have a .uexp byte-identical to vanilla -- DA_Item_Module_BoatCO2Exhaust, _Heal_Station, _Rocket, _Scoreboard and the five DA_Item_SU_Module_*Lid (_Scoreboard is identical in the .uasset too). They change nothing and buy nine more packages of conflict surface. And its values are not uniform: most assets get 0.1, but DA_Item_Module_Barge.uexp gets f32 5.2 → 0.1 at 0x21, 20 → 1.0 at 0x65 and 5 → 1.0 at 0x69. Read your own container's package list back before shipping (pitfall #7).

B3. Editor recook of a Blueprint#

Unavoidable when logic changes (drop a validity check, add an auto-weld, re-wire a graph). The signature is a .uexp whose size differs from vanilla and whose diff runs to thousands of bytes:

Mod Package vanilla .uexp mod .uexp differing bytes
#3 BP_ToolAbility_Maintenance_Dismantle 29,975 29,967 4,939 words
#125 BP_FabricationPlacementComponent 39,418 40,497 18,495
#107 BP_Inventory_PlayerBox 16,525 18,446 8,029
#72 / #81 BP_Base_Character 80,710 85,237 39,296
#164 BP_Base_Character 80,710 83,580 39,568
#51 BP_Base_Character 80,710 82,962 39,515
#139 BP_Module_WaterExtractionPump 12,302 13,043 5,903
#90 BP_Module_DistillationTower 14,482 15,717 6,941
#150 BP_Module_Human_Pod 21,023 21,024 101
#85 BP_Module_Human_Pod 21,023 24,693 10,615

Note #72 and #81 ship byte-identical BP_Base_Character.uexp payloads (85,237 B, same 39,296 differing bytes) -- the same author's project cooked twice with different variable defaults [file]. Note also #150 at 101 bytes and +1 byte of size: nearly a value patch, but not quite, so it still needed a real cook.

This project cannot do a recook. There is no .uproject; a recook needs the game's Blueprint graph in an editor with matching engine + /Script/Voyage headers. See docs/mods/04-core-logicmods-blueprints.md -- the LogicMods route (ship a new Blueprint actor that manipulates the game's, as #128 does) is our substitute.

B4. Re-serialized data asset with new imports (#192)#

DA_Item_Module_CO2tank_Small: name table 47 → 68 entries, .uasset 3,629 → 4,911 B, .uexp 602 → 626 B. The eight /Game/Data/Assets/Materials/DA_Material_* packages are new imports, and the Components recipe map (TMap<UObject*,int32>, at uexp offset 65 for this asset per the datamine) was rebuilt to point at them. Adding an import means writing the import table, every FPackageIndex that follows it, the export offsets and the summary -- a serializer job, not a patch.

B5. UE4SS reflection (the patch-survivable route)#

Every number in B1-B4 that is backed by a reflected property can be written on the live object instead, and that survives the serialization changes that killed every pre-5.7 pak on the site. Verified entry points from the category's own sources:

What Call Source
player pawn UEHelpers.GetPlayer() / bpLib:GetPlayerPawn(world) #168, #123, #173
player inventory bpLib:GetPlayerInventoryFromPawn(pawn) #123
collect a loot pile player:CollectActor(actor) #168, #128
area-collect test VoyageCharacter:CanAreaCollect(...) #128 ModActor imports
deposit matching stacks miscLib:TransferSimilarItems(fromInv, toInv) #123
loot-pile actor class FindAllOf("VoyageDynamicMeshActor") #168, #128
new-pile subscription NotifyOnNewObject("/Script/Voyage.VoyageDynamicMeshActor", cb) #168
save anywhere gs = FindFirstOf("VoyageGameStateSubsystem"), then gs:AllowSaveGame(), gs:HasPendingSaveGame(), gs:GetLastSaveSlotName(), gs:RequestSaveGame(slot) #31
skill / enhancer level playerState:GetSkillCountForEnhancer(enum) · ps.PlayerGameProgress.Enhancers #35, #173
movement move.MaxWalkSprintSpeedMultiplier, move.JumpZVelocity, move.MaxSwimSprintSpeedMultiplier, move.MaxFlySpeed, move:SetMovementMode(5, 0) #173, #35, #205
BP instance property FindAllOf("BP_ModuleCable_Petrol_C")[i].Bandwidth = 720000.0 #187
storage boxes FindAllOf("VoyageBaseInventoryComponent"), owner name BP_Inventory_PlayerBox_C / _Large_C #123
library CDOs StaticFindObject("/Script/Voyage.Default__VoyageBlueprintLibrary") (+ VoyageMiscBlueprintFunctionLibrary) #123
scheduling LoopAsync(ms, fn) · ExecuteWithDelay(ms, fn) · ExecuteInGameThread(fn) #168, #187
keys RegisterKeyBind(Key.F6, fn) · RegisterKeyBind(key, {ModifierKey.SHIFT}, fn) #168, #128, #123

House discipline that all the good Lua mods here share [file]: config read from disk with io.open + load (never require, which caches); the config path resolved from debug.getinfo(1,"S").source (the working directory is Binaries\Win64); every reflection call in a pcall; every UObject read and write inside ExecuteInGameThread; snapshot-once then compute from the snapshot (a heartbeat that multiplies in place compounds); a generation counter so a restarted loop retires the old one.

B6. LogicMods actor (#128)#

A LogicMods/*.pak containing one new Blueprint under /Game/Mods/<Name>/ModActor, with UE4SS's LogicMods loader spawning it. The actor owns the loop (K2_SetTimer → GetAllActorsOfClass(VoyageDynamicMeshActor) → GetDistanceTo → CanAreaCollect → CollectActor) and exposes bReady + three floats; a Lua sidecar just writes those. Best of both: native-speed loop, live-configurable, and nothing of the game's own content is overridden. Needs the editor to author the actor -- see docs/mods/04-core-logicmods-blueprints.md.


C. The domain map#

C1. Native classes that govern this domain (from Voyage-5-7.usmap)#

Class Key slots Data or code
UVoyageItem (super VoyageItemBase → VoyageBaseDataAsset) CraftTime, CraftElectricityCost, CraftAmount, CraftResourceRequirements, CraftFilter, Components (the recipe TMap<UObject*,int32>), DismantleDuration, DismantleElectricityCost, RepairComponents, RepairDuration, RepairElectricityCost, ProcessTime, MaxStackCount, Weight, AutoCombineRange, bAutoWeld, bAllowFabricationOnTop, bIsDismantlable, bIsRecyclable, bIsRepairable data ✅ patchable
UVoyageFabricatorComponent (ActorComponent, 40 slots) CraftSpeed (23), BuildSpeed (24), CraftConsumption (25), BuildConsumption (26), OutputDelay (27), ProgressTimerMax (22), bIgnoreModuleRequirements (17), AvailablePatterns (34), ItemQueue (29) runtime C++ -- UE4SS ✅, pak ❌
UVoyageEnhancer (14 slots) MaxPoints (0), ActionTimeMulAdjustment (11), ActionConsumptionMulAdjustment (12), InventoryWeightCapacityIncrease (8), LiftWeightMultiplier (9) data ✅
UVoyageEquipmentAbilityData → FVoyageAbilityDataStruct (15 slots) ActivationTime (0), MinimumActivationMultiplier (1), ActivationCooldown (2), ItemsPerActivation (4), ResourcePerActivation (6), SubActivationCount (7), SubActivationDelay (8) data ✅
UVoyageSkill → FVoyageSkillUnlock UnlockMethod, ParentSkill, Cost, Requirement, CustomRequirements; Items, bAddComponentsToVault data ✅
UVoyageEquipmentInteractComponent (21 slots) InteractRadius (12), bIsInteractEnabled (19) runtime C++ -- UE4SS ✅
UVoyageLocationFabricatorPlacementComponent CurrentItem runtime C++
UVoyageBlueprintLibrary (CDO) GetPlayerPawn, GetPlayerInventoryFromPawn callable ✅
UVoyageMiscBlueprintFunctionLibrary (CDO) TransferSimilarItems callable ✅
UVoyageGameStateSubsystem AllowSaveGame, HasPendingSaveGame, GetLastSaveSlotName, RequestSaveGame callable ✅
AVoyageCharacter CollectActor, CanAreaCollect callable ✅
UVoyageBaseInventoryComponent the box inventories FindAllOf returns runtime ✅
AVoyageDynamicMeshActor the loot-pile actor class runtime ✅

Native names present in the mapping file that nothing in the catalogue has used yet, and that look directly relevant: bAutoPickup / AutoPickup, MaxReach / TraceReach / AreaInteractRadius, ProximityDistance / MinimumProximityRequired, bAllowTiltedBuilding, ModulePlacementTolerance, RepairEfficiency, DismantleDurationElectricityMultiplier, bCanFabricate, CanCraftAtLocation, EVoyageCraftingFilter.

C2. Blueprint packages (no schema -- literal patch or recook only)#

Package Owns Mods that ship it
Blueprints/Interactives/Containers/BP_Inventory_PlayerBox crafting pull distance (f32 1500), box capacity #14 #15 #107 #145 #187
Blueprints/Interactives/Containers/BP_Inventory_PlayerBox_Large / _Small capacity (f32 200 on Large) #14 #15 #146 #187
Blueprints/Equipment/ToolAbilities/BP_ToolAbility_Maintenance_Base scrap + repair reach (f64 300) #162
Blueprints/Equipment/ToolAbilities/BP_ToolAbility_Maintenance_Dismantle / _Repair the two derived tools #3
Blueprints/Fabrication/BP_FabricationPlacementComponent placement validity + distance (f64 500) #125 #187
Blueprints/Fabrication/BP_CraftingLocationGenerator_{Default,SocketMatch,SocketMatch_Eden,WallSocket,BoatOnly} where a craft location is allowed (f64 500) #187
Blueprints/Fabrication/BP_Physical_{Fabricator,Recycler}_Factory*, BP_Physical_Inventory_Output, BP_Location_Fabricator, BP_Actor_Recycler fabricator/recycler actors, output collection #47
Blueprints/BP_Base_Character interact / loot / pickup range, jump #49 #51 #72 #81 #106 #164
Blueprints/Modules/Utility/Wireless/BP_WallSocket_Electric wireless pair range (f64 500) #147 #187 #196
Blueprints/Cables/BP_ModuleCable_Base (+ _Data/_Electric/_Oxygen/_Petrol/_Water) max length (f32 2000/1000), Bandwidth #8 #111 #187
Blueprints/Modules/Generators/BP_Module_DistillationTower RatePerSecond #90 #187
Blueprints/Modules/Utility/BP_Module_WaterExtractionPump pump output #139
Blueprints/Modules/Utility/HumanGrowing/BP_Module_Human_Pod pod placement / weld #85 #150
Blueprints/Modules/Enhancers/BP_Module_Enhancer_* (9) fabricator-enhancer charges (f64 20) #64

Container family sizes in pakchunk0 (unique packages, from the file index): Blueprints/Modules/ 270 · Data/Assets/Skill/ 200 · Data/LootTables/ 145 · Data/Assets/Modules/ 98 · Data/Assets/Items/ 87 · Data/Assets/Weapon/ 71 · Data/Assets/Parts/DA_Part_* 26 · Blueprints/Interactives/Containers/ 24 · Data/Assets/Cable/ 22 · Blueprints/Cables/ 19 · Data/Assets/HumanGrow/Food/ 15 · Blueprints/Fabrication/ 15 · Data/Assets/Farming/ 13 · Data/Assets/Enhancements/ 11 · Blueprints/Equipment/ToolAbilities/ 8 · Data/Tools/Abilities/ 5. Total 22,335 packages.

C3. Data-asset families#

Family Count Class What lives there
Data/Assets/Modules/DA_Item_Module_* 98 VoyageItem craft time/cost, recipe, dismantle, repair, module output
Data/Assets/Items/DA_Item_* 87 VoyageItem placeables, buildables, tools
Data/Assets/Parts/DA_Part_* 26 VoyageItemPart intermediate parts (craft time, recipe, stack)
Data/Assets/Cable/DA_Cable_*, DA_Module_WallSocket_* 22 VoyageItem cable/socket craft cost, stack, bandwidth
Data/Assets/HumanGrow/Food/DA_Food_* 15 VoyageItem cook / process time (f32 50)
Data/Assets/Enhancements/DA_Enhancer_* 11 VoyageEnhancer per-point multipliers, MaxPoints
Data/Tools/Abilities/DA_ToolAbility_Data_* 5 VoyageEquipmentAbilityData tool tick / cooldown / cost
Data/Assets/Skill/**/DA_Skill_* 200 VoyageSkill unlock method, cost, granted items
Data/LootTables/**/DA_LT_* 145 VoyageLootItemTable recycler + fishing-net yields

D. Recipe -- build a mod of this kind with our toolchain#

0. Decide the tier. Number change → B1/B2 (this template). Behaviour change → UE4SS (B5) if the knob is a reflected property, LogicMods (B6) if it needs a loop, and only then an editor recook.

1. Extract the package (read-only, ShadowPC; skip it if the package is already in data/mods/vanilla/raw, which holds 1,230 packages -- 2,513 files):

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f Blueprints/Fabrication/BP_FabricationPlacementComponent 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\mymod'"

then scp -r the Voyage tree home. 🪤 to-legacy needs the whole Paks directory (script objects live in global.utoc); -f is a substring match, not a glob.

2. Find the literal by its in-game value (cm for distances, seconds for times):

cd C:/last-caretaker/templates/mods/crafting-building-qol
python patch_bp_literal.py --scan Blueprints/Fabrication/BP_FabricationPlacementComponent --find 500 --kind f64
    f64 @ 0xaaa (2730)   00 01 51 ff ff ff 51 ff ff ff [00 00 00 00 00 40 7f 40] 02 00 00 00 00 03 05 00 00 00
        f32 @0xaaa = 0.0 | f64 @0xaaa = 500.0 | i32 @0xaaa = 0
    -> 1 f64 occurrence(s)  UNIQUE (safe to patch by value)

Try both widths. If nothing lands on a round number the value is probably computed in bytecode -- go to UE4SS instead.

3. Recipe → dry run → build → pack:

{"package": "Blueprints/Fabrication/BP_FabricationPlacementComponent",
 "kind": "f64", "expect": 500.0, "value": 5000.0, "note": "build placement distance, cm"}
python patch_bp_literal.py --dry-run
python patch_bp_literal.py --write --pack     # -> <container>_P.{utoc,ucas,pak}

Bulk form:

python patch_bp_literal.py --sweep "Data/Assets/Cable/DA_Cable_*" --find 2.5 --set 0.1 --kind f32
python patch_bp_literal.py --sweep "Data/Assets/Cable/DA_Cable_*" --find 2.5 --set 0.1 --kind f32 --write --pack

--sweep stages into the recipe's build tree and --pack packs that tree, so the second line produces the container. Clear build/ between runs -- the packer ships whatever is in it.

4. Name the container for the fight you expect to have. Load order is alphabetical, and the _P suffix is what marks a container as a patch [web]. zzzMyMod_P mounts last and wins; 000MyMod_P mounts early and loses. Never ship a package you did not intend to change.

5. Install / test / roll back (identical to every pak mod here):

  • Install (game closed): copy the three files into D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks\~mods\.
  • Snapshot the save first. Shipping writes no UE log; a broken package fails silently.
  • Test the number: pace out a distance for reach/proximity; time a craft against a vanilla run.
  • Roll back = delete the three files. Nothing in the install changed; saves are unaffected.

6. Prefer UE4SS when a reflected property exists. templates/mods/crafting-building-qol/ue4ss-alt/ is the skeleton; templates/mods/core-ue4ss-lua/ is the full one. Lint with python templates/mods/core-ue4ss-lua/check.py <root>/Mods, install into Voyage\Binaries\Win64\ue4ss\Mods\, roll back by deleting the folder.


E. The template#

C:/last-caretaker/templates/mods/crafting-building-qol/

File What
README.md fill-in guide, recorded runs, gotchas
patch_bp_literal.py the builder (v1.0.1) -- --scan, --dry-run, --write, --pack, --sweep (--sweep … --write --pack packs the swept tree)
recipe.json 2 live edits (#145 + #162) + 2 disabled examples (#187 placement, #163 dismantle tick)
ue4ss-alt/Mods/TLCCraftSpeed/{enabled.txt,Scripts/{main.lua,config.lua}} the reflection route: FindAllOf("VoyageFabricatorComponent") → CraftSpeed/BuildSpeed, dry-run by default, F10 apply / F9 restore

Recorded runs, 2026-09-07 (unmodified template, against data/mods/vanilla/raw):

  • --scan on BP_Inventory_PlayerBox --find 1500 → f32 @0x3eef UNIQUE; on BP_ToolAbility_Maintenance_Base --find 300 --kind f64 → f64 @0x6ad UNIQUE.
  • --dry-run → 2 package(s), 2 edit(s) -- DRY RUN, nothing written.
  • --write --pack → MyQoLMod_P.utoc 687 B + .ucas 101,858 B + .pak 347 B.
  • 🏁 The built payloads are byte-identical to the shipping Nexus mods: our BP_Inventory_PlayerBox.uexp (16,525 B) == mod #145's, and our BP_ToolAbility_Maintenance_Base.uexp (52,234 B) == mod #162's.
  • --sweep "Data/Assets/Cable/DA_Cable_*" --find 2.5 --set 0.1 --kind f32 → 5 package(s) patched, 8 skipped; the same sweep with --write --pack (into a scratch build tree) → 347 B .pak + 14,094 B .ucas + 874 B .utoc.
  • python ../core-ue4ss-lua/check.py ue4ss-alt/Mods (main.lua v1.0.1) → config.lua 0 blocks balanced · main.lua 55 blocks balanced · 0 problem(s), 0 warning(s).

🪤 main.lua v1.0.1 keys its vanilla snapshot by obj:GetFullName(), not by the UObject userdata. FindAllOf() builds a fresh userdata per call, so a userdata-keyed table never hits on a later tick: it would re-snapshot the value the mod itself wrote as "vanilla" and turn F9 (restore) into a no-op. Any multi-instance reflection mod written from this skeleton needs the same stable-string key.


F. Pitfalls, version notes, patch survival#

# Pitfall Detail
1 f32 vs f64 Blueprint literals are doubles (LWC); data-asset floats are f32. Reading a double as a float gives garbage like -3.85e-34, which is how you know you picked wrong.
2 The .usmap is stale for VoyageItem The 5.7 mapping file declares 68 VoyageItem + 7 super slots = 75; the live build serializes slots up to 79 (verified on DA_Item_Module_CO2tank_Small). So mapping slot 34 is not the live CraftTime. Use slot names for the classes it still fits (VoyageEnhancer, VoyageSkill, VoyageEquipmentAbilityData) and find VoyageItem values by value.
3 Offsets differ per asset Unversioned properties are packed by presence, so CraftTime sits at 0x38 in one module and elsewhere in the next. A bulk tool must scan; a hard-coded offset table rots.
4 Last container wins the whole package No per-property merge. BP_Inventory_PlayerBox is contested by five mods; DA_Item_Module_CO2Tank_Large by eight (#19 #20 #26 #58 #184 #187 #191 #192). Authors fight it with zzz…_P / 000…_P names.
5 A stale pak reverts its package Your container ships the whole asset frozen at build time, so a later patch's changes to it are silently undone -- even the parts you did not touch. Rebuild from a fresh extraction after every update.
6 expect is the only guard Without it a patch writes into whatever moved there. The template refuses to run without it.
7 Unintended collateral #38 ships two weather presets it never mentions. #58 ships nine packages whose .uexp is byte-identical to vanilla (DA_Item_Module_BoatCO2Exhaust, _Heal_Station, _Rocket, _Scoreboard, five DA_Item_SU_Module_*Lid) -- pure conflict surface for zero effect, and the second flavour of the same mistake: the sweep matched the folder, not the assets it meant. Always read your own container's package list back (retoc manifest) and diff each payload against vanilla before uploading.
8 _P matters, "9999" does not The _P suffix marks a patch container; ordering is alphabetical [web]. #153's first upload lacked _P entirely -- the "LoadPriority9999" file is that fix.
9 Silent failure Shipping has no UE log. A corrupt package makes the item vanish or the game crash on load, with no diagnostic. Snapshot the save.
10 The 5.6 → 5.7 migration (2025-12-16) killed every older pak Anything dated before that is archaeology: #5, #31, #35, #38, #46, #47, #51, #64. The Lua mods of that era mostly still run -- reflection does not care about serialization -- but their property names may have moved.
11 Sibling packages don't share literals BP_Inventory_PlayerBox_Large/_Small contain no 1500 at all. Scan each.
12 A number can live in two places Craft time exists in the data asset and effectively in fabricator CraftSpeed; distillation rate in DA_Item_Module_DistillationTower and BP_Module_DistillationTower.RatePerSecond. Changing one may be overridden by the other.
13 Character crafting is base × 3 [catalog-only] from #20's author: 1 s at the fabricator is 3 s by hand. Food is water-throughput limited and ignores craft time.
14 Recooks are not reproducible here -- and stale ones crash Without a .uproject this project cannot rebuild #3/#125/#72. If one breaks on a patch, the fix is a literal patch that gets most of the effect, or a UE4SS equivalent. #125 did break: on 0.8.5 it crashes the async loader at boot (first-hand 2026-09-07, doc 18); #3's 5.5 rebuild loads fine -- not a recook.

G. Ideas -- what this project could build#

# Idea Technique Effort Notes
G1 Craft-speed by reflection -- write UVoyageFabricatorComponent.CraftSpeed / BuildSpeed on every live fabricator instead of editing 228-807 data assets UE4SS S (skeleton already written) Would replace #20 with something that survives patches. The ue4ss-alt/ skeleton does exactly this in dry-run; needs one live session to confirm the vanilla values.
G2 "Reach Pack" -- one container, four literal edits: tool reach (BP_ToolAbility_Maintenance_Base f64 300), crafting pull (BP_Inventory_PlayerBox f32 1500), placement (BP_FabricationPlacementComponent + BP_CraftingLocationGenerator_Default f64 500), socket range (BP_WallSocket_Electric f64 500) pak literal S All five offsets already verified. Ships as zzzReachPack_P. Consolidates #145 + #162 + #147 + half of #187 with no recook and no collateral.
G3 Auto-deposit and auto-loot in one Lua mod UE4SS M #168 (CollectActor) and #123 (TransferSimilarItems) never had to be two mods; one config, one loop, one box cache.
G4 Quick-save-anywhere, rebuilt for 5.8 UE4SS S #31's VoyageGameStateSubsystem call chain is fully documented above and is pure reflection -- re-verify the four function names against a live dump and re-ship with the house skeleton (disk config, pcall, game thread).
G5 Fresh .usmap for the live 5.8.1 build UE4SS DumpUSMAP() S [web] UE4SS ships DumpUSMAP(includeBlueprints) (also Ctrl+Numpad6, or Dumpers tab → "Generate .usmap file"). This would fix pitfall #2 for the whole project, not just this category, and give real slot names for VoyageItem, VoyageFabricatorComponent and every BP_*_C. Highest leverage item in this document.
G6 Recipe editor -- read/write VoyageItem.Components (TMap<UObject*,int32>) with import-table growth pak, tlcmod extension L What #192 does by hand. Needs an import-table writer in tlcmod.package; would unlock recipe mods, not just number mods.
G7 Conflict linter -- given a set of installed containers, report every package shipped by more than one and which one wins tooling S inventory.json already has pak_packages; the alphabetical rule decides the winner. Would have caught #38's weather collateral instantly.
G8 bAllowTiltedBuilding / ModulePlacementTolerance probe UE4SS S Two unused native names that read exactly like a gentler BuildAnywhere. One dry-run session to see whether they are reachable and what they do.
G9 Dismantle/repair pack, data-asset only pak literal S DA_ToolAbility_Data_Maintenance_Dismantle.ActivationTime 1 → 0.1 plus the _Repair sibling (5 assets in Data/Tools/Abilities/) gets most of #3's effect in 4 bytes per asset, with no recook.

Effort: S ≈ one session · M ≈ two · L ≈ a plan phase.


H. Gaps & unverified#

  1. No live test. Nothing in this document was run in the game. Every before→after is read off bytes; the meaning of a literal (which distance, which timer) is inferred from the mod's own title and description plus the value's magnitude.
  2. VoyageItem slot names are unresolved for scalars. Pitfall #2. CraftTime at 0x38 in one asset is established by #20's own diff (a mod that only changes craft time), not by a schema walk. G5 fixes this.
  3. CraftSpeed / BuildSpeed vanilla values unknown. The ue4ss-alt/ template assumes 1.0 and ships dry-run. Unconfirmed until someone reads them live.
  4. #56's 5.0 → 1.0 and 2.0 → 1.0 fields are CraftElectricityCost and Weight by position only [inferred].
  5. #58's 300 → 0.1 at 0x2c is a second duration on DA_Item_Module_* -- DismantleDuration or Lifetime, not resolved.
  6. The recooked Blueprints were not decompiled. For #3, #72, #107, #125, #139, #164 we know that the graph changed and by how many bytes, not what changed. A Kismet-bytecode disassembler would settle it; none exists in this toolchain.
  7. --sweep --write --pack is proven only on a 13-package family (DA_Cable_*, 5 patched → a 874 B .utoc, 2026-09-07). A 200- or 800-package sweep of the #20 shape is still untried, and the packer takes whatever is staged in the build tree, so a stale build directory silently widens the container. The single-package path is proven byte-identical against two shipping mods.
  8. Load-order rules are [web] + observed naming, not tested with two conflicting containers on the live install.
  9. #145's "~mods doesn't work, use Mods" claim is unresolved; this project's own container mounted from ~mods on the same build, so the two observations disagree.
  10. UE4SS build compatibility. #205 requires UE4SS_v3.0.1-1125-g527a483b or newer for UE 5.8 [catalog-only]; older Lua mods (#5, #31, #35) predate that and were never re-verified.
  11. #79's two extra bytes are unexplained. Besides the cook-time f32 at 0x28, #79 flips byte 0x0a 2 → 1 and byte 0x14 6 → 5 in every DA_Food_* [file]. Both look like packed unversioned-property fragment/enum bytes rather than values; #178 leaves them alone and instead raises i32 @0x20 100 → 99999 (MaxStackCount [inferred]). Resolving 0x0a / 0x14 needs the live VoyageItem schema -- G5.
  12. The ue4ss-alt/ snapshot keying was corrected in review (main.lua v1.0.1: keyed by GetFullName() instead of the UObject userdata, which FindAllOf() re-creates every call). The fix is reasoned from the UE4SS object model and lints clean, but like everything else in this document it has not been run in the game -- the restore path in particular is untested.

I. Sources#

Mod files (all under C:/last-caretaker/data/nexus-mods/)

  • Legacy asset trees + DIFF.md: 3-mod-3/legacy/, 20-mod-20/legacy/, 38, 46, 47, 51, 56, 58, 59, 64, 72, 79, 81, 85, 90, 107, 111, 125, 128, 135, 139, 140, 145, 146, 147, 148, 150, 153, 162, 163, 164, 178, 187, 192.
  • Lua sources: 5-mod-5/.../SpeedBoost/Scripts/main.lua · 31-mod-31/.../NoBackupStation/scripts/main.lua (+ config.ini) · 35-mod-35/.../DepthSwimBoost/Scripts/main.lua · 123-mod-123/.../TLCNearbyDeposit/scripts/{main,config}.lua · 128-mod-128/.../Sky_BetterPickupConfig/Scripts/{main,config}.lua · 168-mod-168/.../AutoLoot/Scripts/{main,config}.lua · 173-mod-173/.../HydraulicMovement/Scripts/{main,config}.lua · 187-mod-187/.../OilRigTuning/Scripts/main.lua · 205-mod-205/.../TLCPlayerFlight/Scripts/main.lua + shared/ModMenu/ModMenu.lua.
  • 128-mod-128/legacy/1033_BetterPickup/Content/Mods/BetterPickup/ModActor.{uasset,uexp} (name table).
  • Inventory + catalogue: data/nexus-mods/inventory.json · data/nexus/thelastcaretaker-mods.json (snapshot 2026-09-07).

Project data

  • data/mods/vanilla/raw/Voyage/Content/… -- vanilla legacy packages (build 0.8.5.650920).
  • data/nexus-mods/94-mod-94/unpacked/UE 5.7 Mapping File-94-1-0-1767023901/Voyage-5-7.usmap.
  • data/datamine/parsed/modules-mined.json (recipe map offsets, VoyageItem slot presence).
  • data/datamine/raw/pakchunk0-file-index.txt.gz (22,335 unique packages).

Toolchain

  • tools/mods/tlcmod/{package,unversioned,pack,usmap}.py · tools/mods/usmap_schema.py · tools/mods/bin/retoc.exe · templates/mods/core-pak-data-assets/build_mod.py --inspect · templates/mods/core-ue4ss-lua/check.py.

Web

M13

Enhancers, Skills & Progression

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Everything the Nexus catalogue does to the character progression spine: the 11 enhancers and their per-point ladders, the enhancer/skill point economy, the XP-per-level table, the skill-tree gates, and the charges on the fabricator enhancer modules.

Anchor: Update 5.5 0.8.5.650920, Steam buildid 25056839, catalogue snapshot 2026-09-07. Every number below was read out of the game's own cooked bytes or a mod's own files unless tagged [catalog-only]. Confidence tags: [file] [catalog-only] [web] [inferred].

The headline for this category: six of the nineteen mods here were cooked against an older class layout and put their text into the wrong properties on the live build. That is invisible in a file listing and invisible in the game's logs (Shipping writes none). Section F is the test.


A. Library#

Ranked by "would I install it on 0.8.5 today". tier is 🏁 flagship / ✅ solid / 🔸 niche / ⚠️ risky / 🚫 avoid.

id name author ver updated 👍 ⬇ technique status tier what it changes files
16 Enough Enhancement and-or Skill Points to Max Skills at Level Cap LordGregory 1.8 2026-09-03 230 10,557 pak-data-asset (DataTable) ✅ current 🏁 DT_VoyageCharacterLevels: enhancer points 700 → 1100; optional +50 skill points 2 (MAIN + OPTIONAL)
6 More Weight Capacity Dmgvol v0.7 2026-05-17 418 16,376 pak-data-asset ✅ current 🏁 Haul Mastery kg/point 1 → 5 / 10 / 100 3
9 More Power Management Dmgvol v0.9 2026-05-18 235 8,044 pak-data-asset ✅ current ✅ Power Management 0.005 → 0.01 / 0.009 per point 2
10 More Pressure Capacity Dmgvol v0.7 2026-05-18 260 8,039 pak-data-asset ✅ current ✅ Pressure 0.1 → 0.5 / 1.0 per point 2
105 Bigger Internal Battery Ashayazu v0.6.5.607921 2026-06-24 146 7,585 pak-data-asset ✅ current ✅ Battery 20 → 60 / 100 / 200 / 2000 Wh per point 4
163 Faster Scrapper and Repairer TakeyaSaito 1.4 2026-07-07 30 1,825 pak-data-asset ✅ current ✅ Scrapper 0.995 → 0.987 per point and dismantle ability time ×1 → ×0.1 1 (2 assets)
45 Unlock Large Battery Dmgvol v0.9 2026-06-26 151 7,366 pak-data-asset + texture ✅ current ✅ DA_Skill_Engineering_Medium_Battery.Items gains a 2nd entry; ships a new icon 1 (2 assets)
114 Unlimited Enhancers daveaust 0.8.0.612115 2026-06-26 91 5,130 pak-blueprint ⚠️ one build behind ✅ FabricationUseChargeChance 1.0 / 0.5 / 0.75 → 0 in three enhancer BPs 1 (3 BPs)
115 Enhancer Rebalance daveaust 0.8.0.612115 2026-06-27 46 1,484 pak-blueprint ⚠️ one build behind 🔸 MaxUses ×2 / ×5 / ×10 on six enhancer BPs 3 (6 BPs each)
173 Run Faster Jump Higher TakeyaSaito 1 2026-07-04 13 299 ue4ss-lua ✅ current 🔸 reads the live Improved Hydraulics level, writes sprint mult + JumpZVelocity 1
108 Infinite Enhancer Modules LordGregory 1.0 2026-01-13 14 565 ue4ss-lua ✅ current 🔸 27-line loop resetting CurrentUses to 0 (UI does not refresh) 1
67 VITALITY x 100 MoDDuck 3 2026-03-22 62 2,384 pak-data-asset 🔴 stale layout 🚫 Vitality HP/point 1 → 10 / 100 -- and shifts the text slots 2
93 ShockAbsorberX10 MoDDuck 0.6 (file 3.1) 2026-03-24 50 1,473 pak-data-asset 🔴 stale layout 🚫 Shock Absorber 0.5 → 5 -- same slot shift 1
66 Hydraulic Arms MoDDuck 1.5 2025-12-29 69 2,386 pak-data-asset 🔴 stale layout 🚫 Lift 1.01 → 1.015, consumption 0.99 → 0.985 -- same slot shift 1
92 FieldMedicX10 MoDDuck 0.6 2025-12-29 40 910 pak-data-asset 🔴 stale layout 🚫 Field Medic 2.5 → 25 -- same slot shift 1
44 Larger Internal Battery Enhancement V1V0La 1.0 2025-11-19 31 963 pak-data-asset 🔴 stale layout (×2) 🚫 Battery 20 → 60; superseded by #105 1
64 Better Fabricator Enhancements Mons78 1.0.0 2025-11-28 72 1,863 pak-blueprint 🔴 pre-5.7 🚫 MaxUses = 999 on all nine enhancer BPs; superseded by #114/#115 1 (9 BPs)
48 (deprecated)unlock new stuff sushi 1.0.0 2025-11-21 21 898 pak-data-asset 🔴 2 of 3 targets deleted 🚫 opens Lightning_Rod_Small at tier 5; 2 CO2-tank skills no longer exist 1 (3 assets)
39 (deprecated)no more floaty sushi 1.0.0 2025-11-21 9 266 pak-data-asset + pak-blueprint 🔴 pre-5.7, stale layout (×2) 🚫 DA_Enhancer_Character_Pressure depth/point 0.1 → 999 with a two-slot-short header; plus a BP_BuoyancyComponent recook (vehicles doc) 1 (2 assets)

Everything else in inventory.json that borders this domain does so from another doc. #35 "Swim Boost" (kelvin101, ue4ss-lua, 2025-11-18, 23 👍 / 656 ⬇) reads the Pressure enhancer's points at runtime -- through a different accessor from #173's, decoded in section C3 -- but writes only swim sprint speed, so it belongs to the movement doc. The skill-asset editors #76 (Just Canisters Rebalance: 11 DA_Skill_Engineering_*, including Lightning_Rod_Small), #79 (DA_Skill_Food_MegaFat), #84 (3 ECO engine-cylinder skills), #85 (DA_Skill_Engineering_Lazarus_Rack -- the two-word unlock edit of section B3 exactly) and #89 (DA_Skill_Attachment_Flashlight) all use B3's skill-gate technique on DA_Skill_* assets, but each is a side-effect of a storage / food / engine / module mod and is documented in that category's doc [file]. Neighbours that only read as progression: #19 (item weight/stack), #20 (crafting speed), #165 / #202 (module and engine data assets), #107 / #145 (crafting proximity), #187 (QoL bundle) -- crafting / storage / power docs.

Notes per mod#

#16 -- Enough Enhancement Points [file]. The only mod anywhere in the catalogue that touches /Game/Data/GameProgress/DT_VoyageCharacterLevels, and the only one that changes the economy rather than a coefficient. It rewrites GrantedEnhancerPoints in-place on 26 of the 35 rows (levels 5-10 and 16-35; the DIFF's 26 differing 4-byte words, 27 in the OPTIONAL file), .uexp size unchanged at 921 B -- pure int overwrites, the cleanest possible edit. Decoded totals:

skill points enhancer points XP to 35
vanilla 305 700 99,000
#16 MAIN 305 1,100 99,000
#16 OPTIONAL 355 1,100 99,000

1,100 is exactly 11 enhancers × 100 MaxPoints -- the mod's real design target. The Nexus summary says "700 → 1000"; the file says 1,100 [file]. The band structure is retuned, not scaled: levels 5-10 are reduced (15/20 → 10/12) and levels 16+ inflated (20/25 → 30/40/50/60). The OPTIONAL file adds its 50 skill points as a single GrantedSkillPoints 10 → 60 on Level30 [file]. Container names start with z (zEnough_Enhancement_Points_P) -- the scene's load-order trick for winning a tie against another override of the same package; doc 05 §C.3 records that ties between two _P containers have no proven winner [inferred].

#6 / #9 / #10 -- Dmgvol's trio [file]. The reference implementation of this category: one float per file, unversioned header byte-identical to vanilla, .uexp size identical. #6 writes InventoryWeightCapacityIncrease (a plain float, slot 8); #9 and #10 write the single float inside a map (CharacterModuleConsumptionOptimization slot 5, CharacterResistancesIncrease slot 7). The "NoMax" variant of #9 uses 0.009 instead of 0.01 for a reason: at 0.01/point and 100 points the optimisation reaches 1.00, i.e. zero electricity draw -- the launch-era softlock. 0.009 caps the stat at 90%.

#105 -- Bigger Internal Battery [file]. Same asset as #44, four builds newer, header identical to vanilla. CharacterModuleResourceMaxIncrease[0] 20.0 → 60 / 100 / 200 / 2000 (the file names x3/x5/x10/x100 describe the total multiplier at 100 points, not the per-point factor: x5 is 100 = 5×20). Its containers are named after the mod, so retoc to-legacy labels the extracted assets Bigger_Internal_Battery_x3_P.uasset -- that is a naming artefact of the conversion, the package inside is DA_Enhancer_Character_Battery (inventory pak_packages confirms) [file].

#163 -- Faster Scrapper and Repairer [file]. Two assets, both header-clean. In DA_Enhancer_Character_Scrapper it changes both entries of ActionTimeMulAdjustment (keys 0 and 1 = repair and dismantle) from 0.995 to 0.987, leaving ActionConsumptionMulAdjustment at 0.995. At 100 points that is 0.987^100 ≈ 27% of vanilla time versus 0.995^100 ≈ 61% -- matching the author's "75% reduction vs the vanilla 50%". Separately it sets DA_ToolAbility_Data_Maintenance_Dismantle → Data.ActivationTime 1.0 → 0.1, a flat 10× on the dismantle tool itself. The second edit is independent of the enhancer and is the reason this mod feels dramatic at level 1.

#45 -- Unlock Large Battery [file]. A structural data-asset edit, rare in this catalogue: DA_Skill_Engineering_Medium_Battery.Items grows from [-8] to [-8, -11] (+4 bytes, .uexp 120 → 124) so buying the tier-8 Medium Battery skill also unlocks the large one. Unlock is untouched (Tier, cost 2, tier 8). It also ships UI/Icons/Modules/Icon_Module_Battery_Large (262 KB, no vanilla counterpart -- the game has the item DA_Item_Module_LargeBattery but no icon under that name) [file]. The added import almost certainly points at DA_Item_Module_LargeBattery [inferred] -- the legacy conversion cannot resolve mod-side import package IDs, so the name is lost in the extraction.

#48 -- (deprecated)unlock new stuff [file]. Author-deprecated, and the files agree: of its three packages only DA_Skill_Engineering_Lightning_Rod_Small still exists in the live container index; DA_Skill_Engineering_Large_Carbon_Dioxide_Tank and DA_Skill_Engineering_Portable_CarbonDioxide_Tank are gone from 0.8.5 and the mod's copies are inert. The one live edit is instructive though: Unlock.UnlockMethod Never(3) → Tier(2) and Unlock.Requirement 30 → 5, unversioned header otherwise identical. Never + requirement 30/49/50 is the game's sentinel for content that is not on the tier ladder.

#39 -- (deprecated)no more floaty [file]. sushi's other November-2025 mod, likewise author-deprecated, and the only entry in the catalogue that straddles this domain and the vehicle one: a single container carrying BP_BuoyancyComponent (a Blueprint recook -- covered in docs/mods/11-vehicles-boat.md) and DA_Enhancer_Character_Pressure. The enhancer half is the bluntest edit here: CharacterResistancesIncrease[0] 0.1 → 999.0 (.uexp byte 0x26 = 38 -- the same @38 --show Pressure reports -- cdcccc3d → 00c07944; note the mod's legacy/DIFF.md prints 4-byte word indices, not byte offsets), i.e. +99,900 depth at 100 points -- effectively "pressure off". The float itself lands correctly and the .uexp stays 204 B, but the unversioned header is the #44-era layout: 0104040205020205 (18 slots) → 0104030205020105 (16 slots) [file], two slots short of the live class, so on 0.8.5 everything from EnhancerInfoLogic onward is misaddressed exactly as described in section F1. Deprecated by its own author; treat it as archaeology.

#114 -- Unlimited Enhancers [file]. Blueprint recook of BP_Module_Enhancer_{Base, Entanglement_Lens, Quantum_Duplicator} setting the CDO double FabricationUseChargeChance to 0 (vanilla 1.0 on Base, 0.5 on the Lens, 0.75 on the Duplicator). MaxUses is left alone, which is why the counter on screen behaves like the Quantum Duplicator's -- it is rolled every craft and just never lands. No UE4SS needed. Cooked for 0.8.0.612115, one game build behind the live one.

#115 -- Enhancer Rebalance [file]. Same author, same three-plus-three BPs, but multiplies the CDO double MaxUses instead: Base 10 → 20/50/100, Conservation Coil 25 → 50/125/250, Efficiency Matrix 20 → 40/100/200, Flash Array 4 → 8/20/40, Entanglement Lens 1 → 2/5/10, Quantum Duplicator 2 → 4/10/20 (2X/5X/10X files; all three variants verified byte-wise -- the 5X container reads Base 50.0 @0x5cb, Entanglement Lens 5.0 @0x105 and Quantum Duplicator 10.0 @0x105, matching the table). Pulse Timing Regulator, Resource Optimizer and Voltage Minimizer are not shipped because they do not override MaxUses at all -- they inherit Base's 10, so patching Base covers them. The author's note that the module display "cuts off after 2 digits" is a UI limit, not a bug in the mod [catalog-only].

#64 -- Better Fabricator Enhancements [file]. The blunt version of #115: MaxUses = 999 in all nine BPs, including the three vanilla leaves at default (there the property had to be inserted). Dated 2025-11-28, i.e. before the 5.6 → 5.7 migration -- archaeology, superseded.

#66 / #67 / #92 / #93 -- MoDDuck's four [file]. Each does the intended float edit correctly (Hydraulics 1.01 → 1.015 and 0.99 → 0.985; Vitality 1 → 10 / 100; Field Medic 2.5 → 25; Shock Absorber 0.5 → 5) and also rewrites the unversioned header, moving the two FText values one schema slot earlier. See section F -- this is the layout drift, and it means the two texts land in Type (an FName) and Name instead of Name and Description on the live build. Newest of the four is 2026-03-24, before the 0.7.5 update that added the extra slot.

#44 -- Larger Internal Battery [file]. Same defect, one generation worse: its header is short by two slots (16 vs 18), so EnhancerInfoLogic lands at 12 and the texts at 14/15. Nov 2025, pre-5.7. Superseded in every way by #105. (#39 above is the same era and the same two-slot defect, on the Pressure asset.)

#108 -- Infinite Enhancer Modules [file]. 1,001 bytes of Lua: LoopAsync(100, ...) → FindAllOf("BP_Module_Enhancer_Base_C") → for each valid instance, if CurrentUses > 0 set it to 0. Note the direction: CurrentUses counts up toward MaxUses, so resetting to 0 is what grants infinity. DEBUG = true ships enabled, so it prints on every reset. The author's own caveat is correct: nothing fires a UI update, so the on-screen counter keeps ticking down.

#173 -- Run Faster Jump Higher [file]. The most useful mod in this category to read, whatever you think of the effect: it is the only shipped artefact that shows how to reach a player's live enhancer level through the progress map (section C, runtime table). It reads PlayerController.PlayerState.PlayerGameProgress.Enhancers, finds the entry whose key.PrimaryAssetName is DA_Enhancer_Character_Improved_Hydraulics, takes value.Points, and writes CharacterMovement.MaxWalkSprintSpeedMultiplier = 1.35 * (1 + level*0.01) and JumpZVelocity = 440.0 * mult once a second (re-applying after respawn, which resets them). Fully configurable through config.lua, everything in pcall, all UObject work inside ExecuteInGameThread. Treat it as the house reference for UE4SS in this domain.


B. How they do it -- per technique#

B1. pak-data-asset, in-place float (12 of 19 mods)#

The dominant technique. One f32 overwritten inside DA_Enhancer_*.uexp; the export size never changes, so no SerialSize / BulkDataStartOffset fix-up is needed and nothing can desync.

mod asset property (slot) vanilla → mod
#6 DA_Enhancer_Character_HaulMastery InventoryWeightCapacityIncrease (8), plain float 1.0 → 5.0 / 10.0 / 100.0
#9 DA_Enhancer_Character_Power_Management CharacterModuleConsumptionOptimization (5) key 0 0.005 → 0.01 / 0.009
#10 DA_Enhancer_Character_Pressure CharacterResistancesIncrease (7) key 0 0.1 → 0.5 / 1.0
#39 🔴 DA_Enhancer_Character_Pressure CharacterResistancesIncrease (7) key 0 0.1 → 999.0 -- correct float, stale 16-slot header (F1)
#67 DA_Enhancer_Character_Vitality SurvivalAttributeMaxIncrease (3) key 0 1.0 → 10.0 / 100.0
#92 DA_Enhancer_Character_FieldMedic CharacterSocketBandwidthBonus (6) key 0 2.5 → 25.0
#93 DA_Enhancer_Character_ShockAbsorber CharacterResistancesIncrease (7) key 0 0.5 → 5.0
#66 DA_Enhancer_Character_Improved_Hydraulics LiftWeightMultiplier (9) + LiftConsumptionMultiplier (10) 1.01 → 1.015, 0.99 → 0.985
#44 / #105 DA_Enhancer_Character_Battery CharacterModuleResourceMaxIncrease (4) key 0 20.0 → 60 (#44); 60/100/200/2000 (#105)
#163 DA_Enhancer_Character_Scrapper ActionTimeMulAdjustment (11) keys 0 and 1 0.995 → 0.987 (both)
#163 DA_ToolAbility_Data_Maintenance_Dismantle Data.ActivationTime (struct slot 0) 1.0 → 0.1

Byte layout of the value in a map property, as observed on every one of these assets [file]:

[i32 NumKeysToRemove = 0][i32 Num][ per entry: 8-byte key slot (enum value in byte 0) ][ f32 value ]

so a one-entry map is 20 bytes and the float sits at +16 from the property start. The UE 5.7 mapping file calls the key Enum<...:Byte>; on the wire it occupies eight bytes. Locate the value by walking the export, never by a remembered absolute offset.

B2. pak-data-asset, DataTable row edits (#16)#

DT_VoyageCharacterLevels has one export. Its serialisation, fully decoded [file]:

[unversioned header 0x0003]                    -- one value: slot 0 RowStruct
[i32 -5]                                       -- RowStruct, an import (VoyageGameProgressLevelRow)
[00 00 00 00]                                  -- the 4-byte end-of-properties marker
[i32 35]                                       -- NumRows
35 x  [ FName RowName: i32 NameIndex, i32 Number ]   -- "Level1" .. "Level35"
      [ unversioned header for VoyageGameProgressLevelRow ]
      [ i32 values for the slots the header marks present ]

The row struct is four ints: ExperienceRequirement, UnlockedSkillTier, GrantedSkillPoints, GrantedEnhancerPoints. Level1's header is 0x0980 + zero-mask 0x0c -- four values, the last two flagged zero and therefore absent from the stream (that level grants nothing). Every other row uses 0x0900: four values, no mask. Writing a 0 into a row that currently has a non-zero value is therefore not a plain overwrite -- it needs the zero mask set and the four bytes removed.

Vanilla ladder (all 35 rows, [file], matches data/datamine/parsed/xp-curve.json):

levels XP each skill pts enhancer pts (vanilla) enhancer pts (#16)
1 200 0 0 0
2-4 350 / 500 / 650 3 / 3 / 4 10 10
5 800 5 15 10
6-9 950-1400 6-9 15 12
10 1550 10 20 12
11-15 1700-2300 10 20 20
16-20 2450-3050 10 20 30
21-25 3200-3800 10 25 40
26-30 4000-4800 10 (opt: 60 @30) 25 50
31-35 5000-5800 10 25 60
total 99,000 305 (opt 355) 700 1,100

B3. pak-data-asset, skill-gate edits (#45, #48)#

VoyageSkill export, decoded [file]:

slot 0 Unlock  -> nested unversioned struct { UnlockMethod u8, ParentSkill, Cost i32, Requirement i32, CustomRequirements }
slot 1 Items   -> [i32 Count][i32 FPackageIndex] * Count
slot 7 Icon    -> i32 FPackageIndex
slot 9 Name / slot 10 Description -> FText, history type 11 (string-table entry): [u32 Flags][i8 11][FName TableId][FString Key]
mod asset before after
#48 DA_Skill_Engineering_Lightning_Rod_Small UnlockMethod=Never(3), Cost=2, Requirement=30 UnlockMethod=Tier(2), Cost=2, Requirement=5
#45 DA_Skill_Engineering_Medium_Battery Items=[-8], export 116 B Items=[-8,-11], export 120 B

EVoyageSkillUnlockMethod: 2 = Tier, 3 = Never [file]; 0 is presumably a start-unlocked value, unobserved in the 200 shipped skills [inferred].

The same two-word Unlock edit is what the out-of-domain skill editors do (#76, #79, #84, #85, #89 -- section A, neighbours), so a working example exists in five other categories' downloads.

B4. pak-blueprint, CDO doubles (#64, #114, #115)#

Blueprint variables declared as float in the editor are 8-byte doubles in UE5, and the enhancer-module numbers live in each Blueprint's CDO, not in any data asset (the DA_Item_Module_Enhancer_* items were checked: 81-slot VoyageItem assets carrying weight/stack/ build data, no use counts) [file].

Vanilla values, read directly out of the CDO exports [file]:

Blueprint MaxUses FabricationUseChargeChance FabricationDuplicationChance
BP_Module_Enhancer_Base 10 1.0 --
BP_Module_Enhancer_Conservation_Coil 25 (inherits) --
BP_Module_Enhancer_Efficiency_Matrix 20 (inherits) --
BP_Module_Enhancer_Flash_Array 4 (inherits) --
BP_Module_Enhancer_Entanglement_Lens 1 0.5 0.5
BP_Module_Enhancer_Quantum_Duplicator 2 0.75 0.25
Pulse_Timing_Regulator / Resource_Optimizer / Voltage_Minimizer not overridden → 10 (inherits) --

(The two chance names are assigned from the shipped name table and from which value #114 zeroes; the pairing on the Lens, where both are 0.5, is [inferred].)

Mod deltas: #114 zeroes the third double of each triple (1.0/0.5/0.75 → 0); #115 multiplies the first (MaxUses) by 2/5/10; #64 sets the first to 999 in all nine.

⚠️ Do not trust word counts in a Blueprint DIFF. These containers convert to legacy next to global.utoc only, so mod-side imports collapse to /Engine/UnknownPackage and every FPackageIndex and FName index embedded in the Kismet bytecode renumbers. In #115's Conservation Coil the "5 differing words" are one real edit (the MaxUses double) plus four import/name-index shifts (d4ffffff → d3ffffff etc.). Scanning for nice doubles is the reliable read (section D5).

B5. ue4ss-lua (#108, #173)#

mod what it reads what it writes cadence
#108 FindAllOf("BP_Module_Enhancer_Base_C") instance.CurrentUses = 0 when > 0 LoopAsync(100, …)
#173 PlayerState.PlayerGameProgress.Enhancers[...].Points CharacterMovement.MaxWalkSprintSpeedMultiplier, .JumpZVelocity LoopAsync(cfg.TickMs=1000) + ExecuteInGameThread

Both install to Voyage/Binaries/Win64/ue4ss/Mods/<Name>/ with enabled.txt + Scripts/main.lua.

Two runtime paths exist for "how many points has the player spent in enhancer X". #173 walks PlayerState.PlayerGameProgress.Enhancers and matches on key.PrimaryAssetName; #35 "Swim Boost" (a movement mod, but the only other shipped example in the catalogue) calls the BlueprintCallable accessor VoyagePlayerState:GetSkillCountForEnhancer(EVoyagePlayerEnhancerType) with the enum value instead -- see the C3 table. The template in templates/mods/enhancers-progression/ue4ss/ uses #173's map walk, because that is the path shipped against a post-5.7 build (2026-07); #35 is from November 2025, untested on 0.8.5, and guards its own call with a pcall that permanently disables the accessor the first time it throws.


C. The domain map#

C1. UVoyageEnhancer -- the 11 DA_Enhancer_* assets#

/Game/Data/Assets/Enhancements/DA_Enhancer_* -- data, fully patchable. Two exports: export 0 is a 6-byte stub instance of the enhancer's BP_EnhancerInfoLogic_* class; export 1 is the asset and is the last export, which is what makes property insertion safe here.

Schema slots on the live build [file]. Slots 0-13 match the UE 5.7 mapping file (Nexus #94), key enum names included -- verified with python tools/mods/usmap_schema.py <usmap> VoyageEnhancer; slot 14 is not in that file -- it was read out of the shipping exe's property-literal pool, which emits the class's properties contiguously in declaration order.

slot property type who serialises it vanilla value
0 MaxPoints Int nobody (equals the C++ default 100) 100
1 SortOrder Int 10 of 11 1, 2, 10, 12
2 Icon Object all import (UI/Icons/PlayerEnhancers/…)
3 SurvivalAttributeMaxIncrease Map<EVoyageSurvivalAttributeType,Float> Vitality {0: 1.0}
4 CharacterModuleResourceMaxIncrease Map<EModuleResourceType,Float> Battery {0: 20.0}
5 CharacterModuleConsumptionOptimization Map<EModuleResourceType,Float> Power Management {0: 0.005}
6 CharacterSocketBandwidthBonus Map<EModuleResourceType,Float> Field Medic {0: 2.5}
7 CharacterResistancesIncrease Map<EVoyagePlayerEnhancerType,Float> Pressure, Shock Absorber {0: 0.1}, {0: 0.5}
8 InventoryWeightCapacityIncrease Float Haul Mastery 1.0
9 LiftWeightMultiplier Float Improved Hydraulics 1.01
10 LiftConsumptionMultiplier Float Improved Hydraulics 0.99
11 ActionTimeMulAdjustment Map<EVoyagePlayerEnhancerItemActionType,Float> Scrapper, Engineering {0: 0.995, 1: 0.995}
12 ActionConsumptionMulAdjustment Map<EVoyagePlayerEnhancerItemActionType,Float> Scrapper, Engineering {0: 0.995, 1: 0.995}
13 EnhancerInfoLogic Object all export 1 (the stub)
14 EquipmentAnimPlayRateAdjustment Float Equipment Handling only 0.005
15 Type (UVoyageBaseDataAsset) Struct<PrimaryAssetType> nobody --
16 Name Text all "Battery", "Vitality", …
17 Description Text all "Increases vitality by {0}", …
18 DescriptionFooter Text nobody --
19 VersionRange Struct Field Medic, Shock Absorber (0.6), Equipment Handling (0.7.5) nested struct
20 bExcludeFromDistribution Bool nobody --
21 bExcludeFromDemo Bool nobody --

Slot 7's key enum, EVoyagePlayerEnhancerType, is the same enum #35's Lua indexes with PressureResistance = 1 (section C3) -- the resistance map and the runtime accessor are keyed the same way.

The 11 assets and what each one actually spends its per-point budget on:

enhancer SortOrder ladder property per point 100-point effect
Character_Battery 1 CharacterModuleResourceMaxIncrease[0] 20.0 +2,000 internal capacity
Character_Engineering 1 ActionTimeMulAdjustment[0,1] + ActionConsumption…[0,1] 0.995 ≈ 61% build/craft time and cost
Character_FieldMedic 10 CharacterSocketBandwidthBonus[0] 2.5 +250 transfer bandwidth
Character_HaulMastery 1 InventoryWeightCapacityIncrease 1.0 +100 kg carry
Character_Improved_Hydraulics 1 LiftWeightMultiplier / LiftConsumptionMultiplier 1.01 / 0.99 lift ≈ ×2.70, consumption ≈ ×0.366
Character_Power_Management 2 CharacterModuleConsumptionOptimization[0] 0.005 −50% electricity
Character_Pressure 1 CharacterResistancesIncrease[0] 0.1 +10 depth
Character_Scrapper 1 ActionTimeMulAdjustment[0,1] + ActionConsumption…[0,1] 0.995 ≈ 61% repair/dismantle time
Character_ShockAbsorber 12 CharacterResistancesIncrease[0] 0.5 −50 fall damage
Character_Vitality -- SurvivalAttributeMaxIncrease[0] 1.0 +100 HP
Equipment_Handling -- EquipmentAnimPlayRateAdjustment 0.005 +50% holster/melee/reload rate

(The 100-point column assumes the ladder is points × value for additive properties and value^points for the multiplicative ones -- consistent with 0.995^100 ≈ 0.61 and the descriptions, [inferred]: the actual arithmetic lives in the BP_EnhancerInfoLogic_* Kismet, not in the data.)

C2. Progression tables and skills#

asset class / row struct contents patchable?
/Game/Data/GameProgress/DT_VoyageCharacterLevels VoyageGameProgressLevelRow 35 rows × {XP, tier, skill pts, enhancer pts} ✅ data, in-place ints
/Game/Data/GameProgress/DT_VoyageCharacterSecurityLevels VoyageGameProgressSecurityLevelRow 5 rows {LevelMin, LevelMax} = 0-4, 5-9, 10-14, 15-19, 20-50 ✅ data, untouched by any mod
/Game/Data/Assets/Skill/**/DA_Skill_* (200 assets) VoyageSkill Unlock{Method,Cost,Requirement}, Items, Icon, Name, Description ✅ data
/Game/LocalizationStringTables/ST_* StringTable the skill/module display strings the skills point at ✅ data (see the UI doc)
/Game/Data/Enhancers/InfoLogic/BP_EnhancerInfoLogic_* (11) BlueprintGeneratedClass turns points + the data-asset constant into the displayed ladder 🔴 Kismet -- editor recook only
/Game/Blueprints/Modules/Enhancers/BP_Module_Enhancer_* (9) BlueprintGeneratedClass MaxUses, CurrentUses, Fabrication*Chance, ConsumptionMultiplierByResource(Category) 🔴 CDO doubles are reachable byte-wise; the logic is not
/Game/Data/Assets/Items/ModuleEnhancers/DA_Item_Module_Enhancer_* (8 + Sonar) VoyageItem the item (weight, stack, build cost) -- not the charges ✅ data, but not where the charges are
/Game/UI/Game/Enhancer/BP_VoyageEnhancerViewWidget Widget BP the Skills & enhancers screen 🔴
/Game/UI/Icons/PlayerEnhancers/* (11) Texture2D the enhancer icons ✅ texture technique

Skill-tree economics [file], from data/datamine/parsed/skilltree-mined.json (200 skills):

count total skill-point cost
UnlockMethod = Tier (reachable) 156 267
UnlockMethod = Never (quest/vault/unfinished) 44 47
vanilla grant to level 35 305

So the base game already affords every tier-gated skill with 38 points to spare -- #16's "+50 skill points" option only matters once you also unlock Never skills (#45, #48 style). The enhancer side is the opposite: 700 granted vs 1,100 needed to max all eleven.

C3. The runtime side (UE4SS only)#

path type meaning
PlayerController.PlayerState.PlayerGameProgress.Enhancers TMap live enhancer levels
↳ key.PrimaryAssetName FName "DA_Enhancer_Character_Vitality" etc. -- the asset's own name
↳ value.Points int points spent in that enhancer
VoyagePlayerState:GetSkillCountForEnhancer(EVoyagePlayerEnhancerType) BlueprintCallable returns the points in one enhancer by enum (PressureResistance = 1); used by #35 (2025-11, untested on 0.8.5)
BP_Module_Enhancer_Base_C instances Actor CurrentUses counts up to MaxUses
pawn.CharacterMovement.MaxWalkSprintSpeedMultiplier double vanilla 1.35; reset on respawn
pawn.CharacterMovement.JumpZVelocity double vanilla 440.0; reset on respawn

Source: mods #173, #108 and #35's shipped Lua [file]. #35 reaches the same number a different way -- FindFirstOf("VoyagePlayerController") → pc:GetPropertyValue("PlayerState") → playerState:GetSkillCountForEnhancer(1) -- asking the class for one enhancer's count instead of walking the map: data/nexus-mods/35-mod-35/unpacked/Swim Boost-35-1-0-0-1763431651/DepthSwimBoost/Scripts/main.lua lines 14-15 (-- EVoyagePlayerEnhancerType::PressureResistance = 1 / local PRESSURE_ENHANCER_ENUM = 1) and 126-139 (getDepthSkillPoints, which wraps the call in pcall and sets a depthSkillSupported = false latch the first time it throws -- the author was evidently not sure the accessor exists) [file].


D. Recipe -- building a new mod in this domain#

Toolchain: tools/mods/tlcmod + tools/mods/bin/retoc.exe; starter template in templates/mods/enhancers-progression/.

D1. Extract (read-only, ShadowPC)#

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f DA_Enhancer 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\enh'"

then scp -r the Voyage tree plus scriptobjects.bin down. 🪤 to-legacy needs the whole Paks directory -- script objects live in global.utoc. Both trees this doc used are already in the repo: data/mods/enhancer-cap/raw (all 11 enhancers) and data/mods/vanilla/raw.

D2. Read the asset by name, not by offset#

python templates/mods/enhancers-progression/build_progression.py --show Pressure
exports 2, patched export 1: 194 B, 18 slots, 4 trailing bytes OK
   slot  7  CharacterResistancesIncrease = {'remove': 0, 'entries': [(0, 0.1)]}   @38

The 4 trailing bytes OK line is the schema check: every cooked export in this game ends with four zero bytes after its property stream [file] (true of the 6-byte stub export too: 2-byte header + 4 zeros). If a typed walk does not land exactly there, your slot table is wrong -- stop.

D3. Patch#

# per-point ladder + cap, dry run first (dry run is the default)
python .../build_progression.py --enhancer Pressure --per-point 0.5 --max-points 150
python .../build_progression.py --enhancer Pressure --per-point 0.5 --max-points 150 --write --pack

Under the hood, the two levers:

from tlcmod import package, unversioned
import struct
ua = bytearray(open(base + ".uasset","rb").read()); ue = bytearray(open(base + ".uexp","rb").read())
size_off, ssize, soff = package.export_map(bytes(ua), len(ue))[-1]
start = soff - len(ua)

# (1) in-place: overwrite a float you located by walking the value area -- size-neutral
struct.pack_into("<f", ue, start + 32, 0.5)

# (2) insertion: a property equal to its C++ default is NOT in the stream at all
blob, delta = unversioned.patch_slot(bytes(ue[start:start+ssize]), 0, struct.pack("<i", 150))
ue[start:start+ssize] = blob
if delta:
    package.fix_last_export_size(ua, size_off, ssize, len(ue), delta)   # SerialSize + BulkDataStartOffset

Insertion is only safe because the enhancer asset is the last export -- growing it moves no other SerialOffset. Always re-parse the patched export and compare the slot map before writing.

D4. The level table#

python .../build_progression.py --levels-enhancer-points x2 --write

In-place i32 writes on 34 rows; the builder prints the resulting totals so you can aim at 1,100 (all eleven enhancers maxed) rather than guess. Do not write a 0 into a row that has a non-zero value: 0 has to be zero-masked in the header and its bytes removed.

⚠️ --write deletes the --out directory first. The builder (v1.0.1+) refuses to remove a non-empty directory with no Voyage/ subtree, but never point --out at a tree you care about.

D5. Blueprint CDO doubles (MaxUses, Fabrication*Chance)#

There is no schema for a BlueprintGeneratedClass CDO in the mapping file, so find the value by its shape:

import struct
b = open("BP_Module_Enhancer_Conservation_Coil.uexp","rb").read()
for i in range(len(b)-8):
    v = struct.unpack_from("<d", b, i)[0]
    if v == v and 1e-3 <= abs(v) < 1e6 and abs(v - round(v, 4)) < 1e-9:
        print(hex(i), v)
# 0x76   25.0        <- MaxUses
# 0x1b0  -131072.0   <- noise: a bit pattern that happens to decode as a round double

🪤 The lower bound is load-bearing. abs(v - round(v,4)) < 1e-9 is true of every denormal in the file, so without 1e-3 <= abs(v) the scan prints hundreds of lines of 4.17e-309-style garbage and buries the one value you want. Even with it, expect a tail hit like -131072.0 -- ignore anything that is not a plausible game number.

Then overwrite in place with struct.pack_into("<d", ...). Size-neutral, no header work. Two cautions: the value is a double, not a float; and writing 0 would need zero-masking, so never set one of these to exactly zero by overwrite -- #114 got away with it only because it recooked in an editor.

D6. Pack, install, verify, roll back#

python .../build_progression.py ... --write --pack     # -> pak/<Name>_P.{utoc,ucas,pak}

Game closed, save snapshotted, copy the three files into Voyage\Content\Paks\~mods\. Verify in Skills & enhancers, in this order: (1) the enhancer's name and description still render; (2) the per-point number in the tooltip; (3) Enhancer points available after a level-up; (4) that a point can be spent past 100 if you raised the cap. Roll back by deleting the three files.


E. Template#

templates/mods/enhancers-progression/

file what it does
README.md recorded output of every command, install/verify/rollback, the four unsupported cases
build_progression.py schema-driven builder: --list, --show <Enhancer>, --enhancer/--per-point/--max-points, --levels-{enhancer-points,skill-points,xp} xN, --skill/--tier/--cost, --write, --pack
ue4ss/enabled.txt, ue4ss/Scripts/{main,config}.lua UE4SS skeleton that reads a live enhancer level and (opt-in) writes one movement property

It differs from templates/mods/core-pak-data-assets on purpose: that one is offset-driven and general, this one carries the three schemas of this domain and addresses values by name, so a patch survives a build that moves bytes around and refuses to run when the class layout no longer matches.

Runs performed 2026-09-07 (dry runs only -- nothing written; re-run unchanged against build_progression.py v1.0.1):

command result
--list all 11 enhancers, MaxPoints 100 (default, not serialized), correct ladder value each -- including Equipment_Handling → EquipmentAnimPlayRateAdjustment = 0.005
--show Pressure 18 slots, 4 trailing bytes OK, CharacterResistancesIncrease {0: 0.1} @38
--enhancer Pressure --per-point 0.5 --max-points 150 0.1 -> 0.5 @byte 32; MaxPoints (default 100, absent) -> 150, export 194 -> 198 B (+4) -- reproduces mod #10 and the Enhancer Cap exactly
--levels-enhancer-points x2 34 rows rewritten, totals after: 305 skill points, 1400 enhancer points
--skill DA_Skill_Engineering_Lightning_Rod_Small --tier 5 UnlockMethod Never -> Tier, Requirement 30 -> 5 -- reproduces mod #48

The Lua half was lint-checked only (balanced blocks/parens/braces); there is no Lua interpreter on the dev box. Its runtime path is lifted from mod #173's shipped, working source.


F. Pitfalls, version notes and patch survival#

F1. The slot-14 drift -- the thing that kills mods in this category#

UVoyageEnhancer has gained a property twice. Because unversioned serialisation identifies a property purely by its position in the class's schema, every property after the insertion point shifts, and an asset cooked against an older layout writes its values into the wrong properties on the newer build. The header of DA_Enhancer_* is the fingerprint:

era own slots EnhancerInfoLogic at the two FTexts at mods with this header
≤ 0.6 (pre-5.7) 13 12 14, 15 #39, #44
0.6 - 0.7.5 (UE 5.7 mapping file) 14 13 15, 16 #66, #67, #92, #93
0.7.5 - 0.8.5 (live) 15 13 16, 17 #6, #9, #10, #105, #163 + this project's Enhancer Cap

(#39's DA_Enhancer_Character_Pressure parses to 16 total slots against vanilla's 18, header 0104030205020105 vs 0104040205020205 -- checked with the snippet below [file].)

The new slot 14 is EquipmentAnimPlayRateAdjustment, which arrived with the Equipment Handling enhancer -- its asset's VersionRange.InitialVersion reads 0.7.5 [file], and it is the only one of the eleven that serialises slot 14. That dates the drift precisely, and it explains the split: Dmgvol's May-2026 builds and everything after are correct; MoDDuck's December-2025 and March-2026 builds are one slot short; sushi's and V1V0La's November-2025 builds are two short.

Consequence on the live build: a one-short asset writes its Name/Description texts into Type (a Struct<PrimaryAssetType>, i.e. an FName) and Name. The float edit those mods intend still lands correctly -- the drift is entirely after slot 13 -- but the enhancer's screen text is fed from the wrong properties [inferred from the layout; not observed in-game]. Treat #39, #44, #66, #67, #92, #93 as unsafe until someone launches with them and reads the Skills & enhancers screen.

How to check any mod in ten seconds:

python - <<'PY'
import sys; sys.path.insert(0, "tools/mods")
from tlcmod import package, unversioned
for tag, b in [("vanilla", "data/mods/vanilla/raw/Voyage/Content/Data/Assets/Enhancements/DA_Enhancer_Character_Vitality"),
               ("mod",     "data/nexus-mods/67-mod-67/legacy/454_000Vitalx10_P/Voyage/Content/Data/Assets/Enhancements/DA_Enhancer_Character_Vitality")]:
    ua = open(b+".uasset","rb").read(); ue = open(b+".uexp","rb").read()
    so, ss, soff = package.export_map(ua, len(ue))[-1]
    st = soff - len(ua)
    fr, mk, va = unversioned.parse_header(ue, st)
    print(tag, ue[st:va].hex(), len(unversioned.slots_of(fr, mk)))
PY
# vanilla 020409020205 18   <- current layout
# mod     020409020105 17   <- one slot short: STALE

Run it from the repo root; the paths above are real and the output is exactly what is printed. Point the second path at data/nexus-mods/39-mod-39/legacy/87_bouyancy_remover_p/Voyage/Content/Data/Assets/Enhancements/DA_Enhancer_Character_Pressure (against the vanilla DA_Enhancer_Character_Pressure) and it prints 0104030205020105 16 against vanilla's 0104040205020205 18 -- two slots short.

Same header bytes and same slot count as vanilla = safe. Anything else = cooked for another build.

F2. Other traps#

🪤 detail
a skipped property is not there at all MaxPoints is 100 in every one of the 11 assets and is serialised in none of them. You cannot overwrite it; you must insert it and fix SerialSize + BulkDataStartOffset.
a zero value is masked, not stored Level1's GrantedSkillPoints/GrantedEnhancerPoints are flagged in a zero mask and absent. Writing over "where they should be" clobbers the next row.
map keys are 8 bytes the mapping file says Enum<…:Byte>; the wire says an 8-byte key slot then the float. A 1-byte assumption desyncs the whole export.
percentage stats saturate every 0.5%/point stat hits 50% at 100 points. Raise the cap to 200 and Power Management / Scrapper / Engineering reach 100% -- zero draw, zero time. build_enhancer_cap.py defaults to 150 for this reason.
doubles, not floats, in Blueprints a BP "float" variable is 8 bytes. Scanning for f32 in BP_Module_Enhancer_* finds nothing.
Blueprint diffs are mostly noise mod containers converted next to global.utoc lose their import names, renumbering every FPackageIndex/FName inside Kismet. Only value-shaped changes are real.
no log Shipping writes no UE log. A rejected container is silent -- the game just shows vanilla numbers.
UI does not follow a runtime write #108's reset does not refresh the charge counter. If the number on screen matters, use a pak mod.
container priority two _P containers overriding the same package tie; mount order decides and doc 05 §C.3 records that order as undefined. #16's z prefix (zEnough_Enhancement_Points_P) is the scene's alphabetical-mount belief, not a proven rule [inferred]. Do not stack two mods on one asset -- and note that #10 and #39 both override DA_Enhancer_Character_Pressure.
deleted assets #48 overrides two skills that no longer exist in 0.8.5. An override of a missing package is inert, not an error.

F3. What survives a patch#

change risk
a float edit inside an existing property ✅ low -- offsets shift but a walking patcher finds it again
a MaxPoints insertion ✅ low -- re-encoded from the live header each build
a level-table row edit ✅ low while the table stays 35 rows of 4 ints
a skill Unlock edit 🟡 the skill may be re-tiered or deleted upstream
anything with a hardcoded byte offset 🔴 breaks on any asset edit
a Blueprint recook 🔴 replaces the whole class; any upstream logic change is lost
an asset cooked against an older class layout 🔴 see F1

Rebuild rule: never ship a rebuilt package, always re-patch the current extraction. All five still-good pak mods here do exactly that; all six dead ones ship a package cooked elsewhere.


G. Ideas this project could build#

# idea technique effort notes
1 Enhancer Cap, shipped -- MaxPoints 150 on all 11 + DT_VoyageCharacterLevels scaled to match insert + in-place ints, one container S -- both halves already run The cap alone is useless without points: 11 × 150 = 1,650 needed. Nobody on Nexus ships the pair.
2 Enhancer Rebalance (data) -- all eleven ladders retuned to one coherent curve instead of eight single-stat mods in-place floats S Nine of the mods above each edit one number in one asset; there is no "one mod, whole system" option in the catalogue.
3 Levelling pace -- ExperienceRequirement ×0.5 / ×2 across all 35 rows in-place ints (--levels-xp) S Nobody has touched XP at all. The template already does it.
4 Correct rebuilds of MoDDuck's four (and sushi's #39) -- same intended values, current layout in-place floats S #67 alone has 2,384 downloads and is, per section F1, cooked for a dead layout.
5 Security-clearance retune -- DT_VoyageCharacterSecurityLevels (5 rows, LevelMin/LevelMax) in-place ints S Completely untouched by the catalogue; the table is trivially small.
6 Enhancer module charges without a recook -- MaxUses / FabricationUseChargeChance patched as CDO doubles in the vanilla 0.8.5 BPs in-place doubles M #114/#115 recook whole Blueprints and are a build behind; a byte-patch of the live BPs would survive patches far better. Needs a careful CDO walk (no usmap for BP classes).
7 Never-skill unlocker, audited -- open only the 44 Never skills whose Items still resolve in 0.8.5 in-place enum+int per skill M #48 is deprecated and two of its three targets are deleted. The skilltree mine already lists all 44 with their items.
8 Enhancer HUD reader (UE4SS) -- print/overlay live Points per enhancer ue4ss-lua S The template's main.lua is 90% of it; useful for verifying any of the above in-game.
9 Ladder-curve mod -- change the shape (linear → diminishing) rather than the constant Kismet in BP_EnhancerInfoLogic_* L Needs a UE 5.7 Kismet disassembler/assembler. Not attempted by anyone.

H. Gaps & unverified#

  1. No in-game verification. Nothing in this doc was launched. The F1 conclusion that stale-layout mods misplace their text is derived from the byte layout, not observed on screen. The cheapest test: install #67 (VitalityX10) alone and look at whether "Vitality" and its description still render in Skills & enhancers.
  2. Slot 14's owner. EquipmentAnimPlayRateAdjustment is confirmed by name and position from the exe string pool and by Equipment Handling's serialised float; whether the engine considers it the 15th UVoyageEnhancer property or a new first property of UVoyageBaseDataAsset is unresolved. Cross-check: VoyageSkill assets show no shift (their base block still starts at slot 8), which points at UVoyageEnhancer [inferred].
  3. The ladder arithmetic. The 100-point column in C1 is arithmetic on the per-point constant. The real formula lives in the BP_EnhancerInfoLogic_* Kismet, which was not disassembled.
  4. FabricationUseChargeChance vs FabricationDuplicationChance. The pairing is inferred from which double #114 zeroes; on the Entanglement Lens both are 0.5 so the two cannot be told apart from values alone.
  5. #45's added import. The second Items entry is an import whose package name is lost in the legacy conversion; DA_Item_Module_LargeBattery is the only plausible target and it exists in 0.8.5, but this was not proven from bytes.
  6. EVoyageSkillUnlockMethod value 0/1/4. Only 2 (Tier) and 3 (Never) appear in the 200 shipped skills.
  7. SortOrder for Vitality and Equipment Handling is not serialised (equals its default); whatever that default is was not read.
  8. GetSkillCountForEnhancer on 0.8.5. #35's accessor is read from its Lua source only; the function's existence on the live build was not confirmed (the exe symbol pool was not searched for it), and #35's own code treats it as possibly absent.
  9. Save-side effects of lowering a cap. Untested: a save holding 140 points in an enhancer when the cap is put back to 100.
  10. The 4-byte export tail. Every export ends with four zero bytes after its properties; what the engine calls that field was not established -- only that it is invariant.

I. Sources#

Game files (first-hand, Update 5.5 0.8.5.650920)

  • data/mods/vanilla/raw/Voyage/Content/Data/Assets/Enhancements/DA_Enhancer_*.{uasset,uexp} (9)
  • data/mods/enhancer-cap/raw/Voyage/Content/Data/Assets/Enhancements/DA_Enhancer_*.{uasset,uexp} (11)
  • data/mods/vanilla/raw/Voyage/Content/Data/GameProgress/DT_VoyageCharacterLevels.{uasset,uexp}
  • data/mods/vanilla/raw/Voyage/Content/Data/Assets/Skill/Modules/DA_Skill_Engineering_{Medium_Battery,Lightning_Rod_Small}.{uasset,uexp}
  • data/mods/vanilla/raw/Voyage/Content/Data/Tools/Abilities/DA_ToolAbility_Data_Maintenance_Dismantle.{uasset,uexp}
  • data/mods/vanilla/raw/Voyage/Content/Blueprints/Modules/Enhancers/BP_Module_Enhancer_*.{uasset,uexp} (9)
  • data/mods/vanilla/raw/Voyage/Content/Data/Assets/Items/ModuleEnhancers/DA_Item_Module_Enhancer_*.{uasset,uexp} (9)
  • D:\SteamLibrary\...\Voyage\Binaries\Win64\VoyageSteam-Win64-Shipping.exe -- property-literal pool at file offset 161,197,200 (read-only scan on the ShadowPC), which names slot 14
  • data/datamine/raw/pakchunk0-file-index.txt.gz -- container index (39,479 entries)
  • data/datamine/parsed/{xp-curve,skilltree-mined,enhancers-mined}.json
  • data/nexus-mods/94-mod-94/unpacked/.../Voyage-5-7.usmap -- UE 5.7 mapping file (usmap v4), read with tools/mods/usmap_schema.py for the VoyageEnhancer slot and key-enum names

Mod files

data/nexus-mods/{6,9,10,16,35,39,44,45,48,64,66,67,92,93,105,108,114,115,163,173}-mod-*/ -- archives, unpacked/, legacy/ and each legacy/DIFF.md; data/nexus-mods/inventory.json; data/nexus/thelastcaretaker-mods.json (snapshot 2026-09-07) for names, authors, versions, dates, endorsements and downloads. (#76, #79, #84, #85, #89 were read from inventory.json's pak_packages only, to establish that their DA_Skill_* edits belong to other categories' docs.)

Project tooling

tools/mods/tlcmod/{unversioned,package,usmap,pack}.py, tools/mods/usmap_schema.py, tools/mods/build_enhancer_cap.py v1.1.0, tools/mods/README.md.

Sibling docs

docs/mods/01-core-pak-data-assets.md, 03-core-ue4ss-lua.md, 04-core-logicmods-blueprints.md, 05-core-frameworks-install-patch-survival.md, 07-ui-hud.md, 11-vehicles-boat.md, docs/15-modding-technical-internals.md, docs/ref/shadow-install.md.

Web -- none. Every claim here is backed by a file; the UE4SS API surface used by the template (LoopAsync, ExecuteInGameThread, FindAllOf, UEHelpers) is taken from the shipped Lua mods rather than from documentation.

M14

14 · Humans, Seeds, Memories & Growth

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Scope: the Lazarus pipeline -- human seeds and their decay timer, memories and the human properties they teach, growth food and cook times, the Lazarus Rack and Pod, buoy / fishing loot that yields memories and seeds, committees and rocket launches. Snapshot: Nexus catalogue 2026-09-07 (176 mods) · live build Update 5.5 0.8.5.650920 (engine reports 5.8.1, 5.7-era serialization).

Confidence tags: [file] read off the mod's own bytes or source · [catalog-only] only the Nexus description supports it · [web] external source · [inferred] reasoned from evidence.

The headline finding. This domain has exactly one number that matters and it is not where anyone guesses. Every memory in the game carries a UVoyageItem::PropertyModifiers map -- Map<VoyageHumanProperty*, {float ValueMax, byte Type}> -- and that ValueMax float is "how much this memory teaches a human." Four separate mods (#68, #80, #167, #181) all multiply the same float; none of them documents it; two of them miss assets because they were written offset-by-offset instead of by decoding the map -- and two of them (#68, #80) were cooked against an older UVoyageItem layout than the live build, which is worse than missing an asset because every value they do write lands on the wrong property. Our template decodes the map and reaches all 57 memory packages (121 modifier entries) in one recipe line (section E).

The second finding. The one thing the community most wants -- human seed decay -- is not in a data asset at all. DA_HumanSeed is a VoyageItemConsumable with ten serialized properties and none of them is a lifetime [file]; the author of #12 says as much in his own description ("I could not find some uasset file for this ... it's a DLL doing a quick AoB scan/patch instead") [catalog-only]. #12 is the only machine-code mod in this domain and the only one that can do it.


A. Library#

Ranked by "would Robert install it today": current-build first, then by what it buys.

id Name Author Ver Updated End. DL Technique Status Tier What it changes Files
#12 Disable Human Seed Decay Timer LordGregory 1.4.0 2026-09-03 96 3,266 asi-plugin (AoB patch) current 5.5 🥇 top freezes the human-seed countdown in machine code; nothing else can 1 .asi (823 KB PE)
#167 Buoy Memories TakeyaSaito 1.2 2026-09-04 31 1,044 pak-data-asset current 5.5 🥇 top 39 DA_Memory_* / DA_Cartridge_* PropertyModifiers.ValueMax ×2 in place, + 39 rows appended at 3 % to all 10 DA_LT_Boyo* tables 1 pak (49 pkgs)
#150 Sticky Lazarus pod UARamiel 1.0 2026-09-03 14 522 pak-blueprint (property insertion) current 5.5 🥈 strong inserts bAutoWeld = true into BP_Module_Human_Pod's CDO -- +1 byte, one new FName 1 pak
#85 LazarusRack MoDDuck 1.0 2026-03-25 33 1,208 pak-DA + pak-BP + pak-texture probably current 🥈 strong DA_Skill_Engineering_Lazarus_Rack: UnlockMethod 3 → 2, Requirement 30 → 7 (2 bytes) + 5 recooked blueprints + a replaced icon 1 pak (7 pkgs)
#181 Memories X10 germinus 1 2026-07-09 9 717 pak-data-asset probably current 🥉 niche 37 packages, memory ValueMax ×10 and MaxStackCount 100 → 99999; breaks DA_Memory_StarChildMemory's localisation 1 pak
#178 Fast Cook germinus 1 2026-07-09 3 361 pak-data-asset probably current 🥉 niche 14 DA_Food_*: CraftTime → 2.0 s flat, MaxStackCount → 99999 1 pak
#79 FoodFastX10 MoDDuck 1.0 2026-02-15 52 1,891 pak-data-asset probably current 🥉 niche 15 DA_Food_*: CraftTime ÷ 10 (360→30, 120→12, 50→5) + DA_Skill_Food_MegaFat 1 pak
#142 Blue_Buoy_Memory-Loot NecoAngelus84 3 2026-06-12 22 937 pak-data-asset (re-serialised) probably current 🥉 niche 3 DA_LT_Boyo_* tables rewritten: batteries/cables/SU replaced by 38 memories at 8 % + biomass 1 pak
#153 End game fishing loot Miseru 1 2026-07-03 12 986 pak-data-asset (re-serialised) probably current ⚠️ weak 4 DA_LT_Ocean* replaced with memories, 6 tree seeds and a DA_HumanSeed at 45 % 2 paks -- one lacks _P
#161 Calcium and Vitamin D from Bioflesh UARamiel 0.1 2026-06-29 13 676 pak-data-asset (re-serialised) probably current 🥉 niche DA_LT_FleshBio 3 → 5 rows: +Vitamind, +Calcium at 40 % / 3 / 1; spawn band 3-4 → 5-5 1 pak
#80 MemoriesX10 MoDDuck 1.0 2026-03-22 77 2,596 pak-data-asset ⚠️ stale schema 🚫 avoid memory ValueMax ×10 across 57 packages -- the widest hand-written sweep, but all 57 carry a 78-slot header where the live build writes 80, so the values land on the wrong properties (same defect as #68/#79); two assets are also silently un-multiplied and it predates 6 memories 1 pak
#68 Bowling pin 100 MoDDuck 0.6 2026-01-15 10 225 pak-data-asset ⚠️ stale schema 🚫 avoid DA_Memory_BowlingPin Patience 1 → 100 -- but the package carries a 73-slot header where the live build writes 79; its values land on the wrong properties 1 pak

Adjacent, owned by other category docs, but they collide with everything here -- check before shipping: #19 and #20 (122 packages each, including all 21 DA_Cartridge_*: weight / stack / CraftTime), #58 InstaModules (DA_Item_Module_LazarusRack_Craftable, DA_Item_Module_LazarusRack_Location_Only, DA_Item_Module_Rocket, DA_Item_RocketCapsule), #192 Build with raw materials (DA_Item_Human_Pod, DA_Item_RocketCapsule, farming beds), #140 FishNet Loot Rebalanced (3 of #153's 4 DA_LT_Ocean* tables).

📝 Cross-doc correction. docs/mods/00-mod-library.md rates #80 "strong / probably-current". The slot-count evidence below (57 of 57 packages ship a 78-slot UVoyageItem header against the live build's 80) supersedes that rating: #80 belongs with #68 and #79 in the stale-cook bucket. Same convention as the Cost / Requirement note against docs/mods/12-crafting-building-qol.md under #85.

Notable mods, one paragraph each#

#12 Disable Human Seed Decay Timer [file] -- the only mod in the catalogue that reaches outside the asset system for this domain, and the most-endorsed one here (96 / 3,266). The .asi is an 823,296-byte x64 PE (PE32+, 6 sections, timestamp 2026-09-03 00:14:27 UTC) built as a winhttp.dll proxy -- the linker PDB path inside it reads R:\Games\The Last Caretaker\Plugin Mods\Disable-Human-Seed-Decay-Timer\x64\Release\winhttp.pdb and it carries the full winhttp.dll export set -- the PE export directory names 70 exports, 66 of them WinHttp* (including WinHttpDllProxy) plus DllCanUnloadNow, DllGetClassObject, Private1 and SvchostPushServiceGlobals -- so it works either renamed to winhttp.dll next to the exe or loaded by an ASI loader. Its own strings describe the whole algorithm: it resolves VoyageSteam-Win64-Shipping.exe (falling back to VoyageEpic-Win64-Shipping.exe), runs three array-of-bytes scans -- "Scanning for EA text: ", "Scanning for game version AoB: ", then the patch signature -- logs "Found game version: " and "WARNING: Found game version does not match target version: ", and finishes at "Patching done!" or aborts with "AoB scan returned no results, aborting." There is no .ini, no config: the offsets are compiled in, which is why the mod needs a re-release per build (v1.0.0 → v1.1.0 → v1.2.0 for 0.6.0.x → v1.3.0 for 0.8.0.612115 → v1.4.0 for 0.8.5.651027). Caveat: an AoB-patching DLL that proxies winhttp trips antivirus, which the author acknowledges [catalog-only]. Note the version in the v1.4.0 changelog (0.8.5.651027) is later than this project's installed build (0.8.5.650920) -- the scan is signature-based, so that is fine, but expect the "version does not match" warning.

#167 Buoy Memories [file] -- the best-engineered mod in the category and the freshest file on the site for it (2026-09-04). It does two different things in one container. (1) It doubles PropertyModifiers.ValueMax on 39 assets in place: DA_Memory_Books_Encyclopedia.uexp is 249 bytes before and after with exactly three bytes different: Wisdom 10 → 20 at 0x83 and Logic 5 → 10 at 0x8e; Compass goes 6/3/3 → 12/6/6; AshNotebook's ten 100s become ten 200s. (2) It appends 39 rows (36 memories + DA_Cartridge_100MDash / _Javelin / _TripleJump) at SpawnChance 0.03, SpawnCount 1, SpawnCountMinimum 1 to all ten buoy tables -- DA_LT_Boyo, its four _Consumable_Batteries / _Electric_Cables / _Paints / _SU_Batteries siblings, and the five Location_Buoys/DA_LT_Boyo_Navigation_Beacon_49* variants -- without removing any vanilla row. That is why it is the one to install: #142 and #153 replace the vanilla loot, #167 adds to it. The appended rows mean those ten packages are re-serialised (bigger name table, bigger array), so they need a rebuild after each engine bump; the 39 value edits do not. Ships as a ready-made tree Voyage/Content/Paks/~mods/BuoyMemories/BuoyMemories_P.{utoc,ucas,pak} -- a subfolder inside ~mods, which mounts fine [catalog-only, author's install note].

#150 Sticky Lazarus pod [file] -- the most instructive two-file diff in the whole catalogue. BP_Module_Human_Pod.uexp is 21,024 bytes against vanilla's 21,023: exactly one byte was inserted at 0x5155, where the fragment word 11 01 becomes 00 03 followed by a value byte 01. The .uasset grew 32 bytes and its name table gained exactly four entries -- bAutoWeld, 65536, and the two /Engine/UnknownPackage / UnknownExport placeholders our converter adds. So this is a genuine unversioned-property insertion: bAutoWeld was equal to its C++ default and therefore absent from the cooked stream, and the mod re-encoded the header to make it present and true. That is the same technique as this project's own Enhancer Cap, applied to a Blueprint CDO instead of a data asset. The author's own warning is worth repeating: a welded pod placed on a Lazarus Rack outside the growth chamber welds itself to the rack and the rack behaves as if the pod were inside [catalog-only]. Also note the container's manifest gives the package the flat filename ../../../BP_Module_Human_Pod.uasset while the package name is the correct /Game/Blueprints/Modules/Utility/HumanGrowing/BP_Module_Human_Pod -- the package name is the override key, the filename is cosmetic [file].

#80 MemoriesX10 [file] -- 🚫 do not install on Update 5.5, despite 77 endorsements and the widest sweep in the category. It has the same stale-cook defect this doc condemns in #68 and #79. Running tlcmod.unversioned.read_slots() over all 57 of its legacy packages against the matching vanilla package: 57 of 57 disagree. Every one declares a 78-slot UVoyageItem header where the live build writes 80 (79 → 77 on DA_Memory_BasketBall, 82 → 80 on _BasketBall_Blue), and the present-slot indices shift 59/61/62/71/78 → 58/60/61/70/76. DA_Memory_Books_Encyclopedia is the clean example -- vanilla present slots [4, 6, 7, 8, 26, 28, 59, 61, 62, 71, 78, 79], #80's [4, 6, 7, 8, 26, 28, 58, 60, 61, 70, 76, 77]. Slot 62 (PropertyModifiers) is absent from all 57; what the mod wrote as the memory map, the live build reads as slot 61. The template agrees: find_property_modifiers() returns None on every one of the 57 packages, at its first gate (slots[62] != "value"). By this doc's own section-F criterion the mod's ×10 values land on the wrong properties on Update 5.5. Two further, now-secondary observations: two rows in the sweep were missed outright (DA_Memory_Drawings_Blueprints keeps Adaptability 10 while its Logic goes 5 → 50; DA_Memory_Drawings_Diagrams keeps Logic 8 while its Discipline goes 2 → 20 -- the classic hand-written-offset failure), and at 2026-03-22 it predates DA_Memory_PigHorn, _Aron, _CareDirective, _LifeJacket and _Shoes. Note the dating: #79 (2026-02-15) and #80 (2026-03-22) both ship 78 slots, #181 (2026-07-09) matches the live 79/80 -- UVoyageItem gained two properties between March and July 2026, and a Nexus date inside the current EA cycle is no protection.

#181 Memories X10 [file] -- a narrower duplicate (37 packages, no Notused/, no AshNotebook, no PigHorn) with two extras and one bug. Extras: MaxStackCount 100 → 99999 on every memory (with typos -- DA_Memory_Guitar gets 9,999,999 and DA_Memory_Stopwatch 99,999,999). The bug: DA_Memory_StarChildMemory.uexp shrinks from 248 to 232 bytes because its two FTexts stopped being string-table references and became the literal source string "Star Child Memory" -- i.e. that memory loses its localisation and, judging by the byte pattern, some slots shifted with it. Its headers are otherwise current: 37 of 37 packages declare the live slot count, which makes it the only ×10 mod in the catalogue cooked against the live UVoyageItem layout. Three of them are 1 byte larger than vanilla -- DA_Memory_BasketBall 215/214, _BowlingBall 214/213, _BowlingPin 207/206 -- because a zero-masked Quality (slot 8) was added to the header (01 04 → 81 06 plus a one-byte zero mask); the value bytes are unchanged, so this is a re-serialise, not a corruption. Prefer #167 (current, ×2) or, for ×10, #181 -- #80 is stale-cooked.

#85 LazarusRack [file] -- makes the Lazarus Rack a learnable, placeable module. The whole gameplay change is two bytes in DA_Skill_Engineering_Lazarus_Rack.uexp (121 bytes both sides): VoyageSkillUnlock.UnlockMethod at 0x0a goes 3 → 2 and VoyageSkillUnlock.Requirement at 0x0f goes 30 → 7. Every other module skill in the build has UnlockMethod 2 with a Cost / Requirement pair (Fabricator 2/4, Food Processor 2/10, Distillation Tower 4/20), so the rack's vanilla 3 is "not unlockable through the tree" and the mod turns it into a normal early skill; Cost stays 4. (📝 docs/mods/12-crafting-building-qol.md records this as "cost 30 → 7"; per VoyageSkillUnlock's slot order that field is Requirement, not Cost.) The other six packages are heavy: BP_Module_Lazarus_Rack.uexp is 41,282 B against vanilla's 46,593, BP_Module_Human_Pod.uexp 24,693 against 21,023, and Icon_Lazarus_Rack.uexp 262,285 against 65,677 -- a full editor recook plus a re-imported (uncompressed) icon. That is what makes it a 5.7-era artefact rather than a patch-survivable edit.

#79 FoodFastX10 / #178 Fast Cook [file] -- the same field, two philosophies. Both change UVoyageItem::CraftTime on the DA_Food_* family. #79 divides by ten with rounding (Genesis_Prime 360 → 30, ImmuneBoost 120 → 12, Neuro-Boost 60 → 6, Bone-Fortify 50 → 5, Nutri-Core 5 → 1); #178 flattens everything to 2.0 s and also raises MaxStackCount to 99999 (999999 on two assets). They ship the same 14 packages and cannot coexist; #20 (craft-in-1-second) overlaps them too. ⚠️ #79's packages carry a 78-slot header where the live build writes 80 -- the same stale-cook problem as #68 (section F) -- so #178 is the safer of the two on Update 5.5 despite being the cruder edit. #79 additionally ships DA_Skill_Food_MegaFat with a 2-byte change at 0x0a (0x3203 → 0x0f02), which decodes as two skill bytes, not a float [file].

#142 Blue_Buoy_Memory-Loot [file] -- three buoy tables rewritten from scratch. DA_LT_Boyo_Consumable_Batteries loses its three battery rows and gains 38 rows (35 memories at SpawnChance 0.08 / count 1, the two basketballs at 0.075 / 2, bowling ball 0.07 / 2, bowling pin 0.068 / 5, plus the three cartridges) with the spawn band cut from 16-30 to 3-5. _Electric_Cables and _SU_Batteries become biomass + AshNotebook/PigHorn at 5 %. The name tables grew with new FSoftObjectPath entries -- this is a re-serialised package, i.e. an editor project, not a byte patch. "No more Batteries" is literal: the vanilla rows are gone [file, matches the author's description].

#153 End game fishing loot [file] -- the most aggressive rewrite here and the least safe. DA_LT_OceanTrash's first seven scrap rows become memories at the scraps' own chances; DA_LT_OceanDeadSwarm loses all four swarm-drop rows for 7 memories + 6 tree seeds; DA_LT_OceanTrash_Fishing_Spots becomes 18 rows including DA_HumanSeed at 45 % and DA_Ultra_Tech_Scrap at 50 %. Two files ship: FishingNet.{utoc,ucas,pak} -- with no _P suffix -- and a later FishingNet_9999_P re-upload whose only functional difference is two extra seed rows (DA_Seed_Apple, DA_Seed_Coffee) in DA_LT_OceanDeadSwarm and a container name chosen to sort last and win the mount order. Use the _9999_P file. Incompatible with #140 and #167 by the author's own note.

#161 Calcium and Vitamin D from Bioflesh [file] -- one package, honestly scoped. DA_LT_FleshBio goes from 3 rows (Bioregulator / Nanite_Nutrient / MitochondrialAmplifier, all 0.30 / 2 / 1) to 5, inserting DA_Material_Food_Vitamind and DA_Material_Food_Calcium at 0.40 / 3 / 1 in the middle, and raises the table's own spawn band from 3-4 to 5-5. Rows were added, so the package is re-serialised.

#68 Bowling pin 100 [file] -- 🚫 do not install on Update 5.5. The edit itself is trivial (PropertyModifiers[Patience].ValueMax 1 → 100, plus Weight 1.5 → 1.0), but the package's unversioned header declares 73 slots where the live build's own DA_Memory_BowlingPin declares 79, and the present-slot indices are shifted by 1 to 6 (26→25, 28→27, 59→55, 61→57, 62→58, 71→67, 78→72); the mod also carries an extra present slot 8 (Quality) that vanilla skips, and its .uexp is 207 B against vanilla's 206. It was cooked against a UVoyageItem layout that is six properties older than the live one, so the game reads each value into the wrong property. Superseded by #167 / #181 (not by #80, which has the same defect one class-revision later).


B. How they do it#

B1. PropertyModifiers.ValueMax -- the memory value (#68, #80, #167, #181)#

The map lives at live unversioned slot 62 of UVoyageItem and serialises as:

[u32 Count]
  repeat Count times:
    [i32 key]          FPackageIndex -> a VoyageHumanProperty import (always negative)
    [u16 fragment]     the FVoyageHumanPropertyModifier header: 0x0500 = 2 values, 0x0300 = 1
    [f32 ValueMax]     <-- THE NUMBER
    [u8  Type]         EVoyageHumanPropertyModifierType, 1 everywhere in vanilla

Read off DA_Memory_BowlingPin.uexp (vanilla, 206 B, value area at 16):

.uexp 0x78  01 00 00 00     Count = 1
.uexp 0x7c  f9 ff ff ff     key -7 -> import[6] VoyageHumanProperty DA_Human_Property_Patience
.uexp 0x80  00 05           fragment 0x0500: SkipNum 0, IsLast, ValueNum 2
.uexp 0x82  00 00 80 3f     ValueMax = 1.0        <-- every mod in this section writes here
.uexp 0x86  01              Type = 1
Mod Operation Example
#68 × 100 on one asset 1.0 → 100.0 (0000803f → 0000c842)
#80 × 10 sweep (stale header -- see A) Books_Encyclopedia Wisdom 10 → 100, Logic 5 → 50, but written into slot 61's payload
#181 × 10 sweep Books_Encyclopedia Wisdom 10 → 100, Logic 5 → 50
#167 × 2 sweep Compass 6/3/3 → 12/6/6; AshNotebook ten 100 → 200
ours any factor or absolute 57 packages / 121 entries in one recipe line

The value write itself is a byte-size-neutral in-place f32 store, and it stays that way in all 39 of #167's value-edited packages and in 33 of #181's 37. It is not universal: #68's DA_Memory_BowlingPin.uexp is 207 B against vanilla's 206, and #181's DA_Memory_BasketBall, _BowlingBall and _BowlingPin are each +1 B (215/214, 214/213, 207/206) -- all four re-serialised the header to carry an extra zero-masked Quality slot. The offsets above are still the right places to write; just do not assume a length-identical .uexp proves a mod only touched values.

B2. CraftTime -- food cook time (#79, #178; also #20)#

Live unversioned slot 35 of UVoyageItem, an f32 in seconds. Because every earlier present slot in a DA_Food_* is a fixed-width scalar (Icon i32, Category u8, CategoryAsset i32, Quality u8, MaxStackCount i32, Weight f32), its byte offset is just value_area + Σwidths -- 0x28 for most food, 0x29 when Quality is skipped. Two assets sit outside that pair because they carry a different set of leading slots: --scan-food puts DA_Food_Digestive_Overdrive at 0x2c (extra leading slots) and DA_Food_MegaFat at 0x27 (fewer). Compute the offset from the package's own header; never hard-code 0x28.

Asset Vanilla #79 (÷10) #178 (flat)
DA_Food_Genesis_Prime 360 s 30 2
DA_Food_Hyper-Evolution / _MitochondrialSurge / _NaniteInfusion 300 s 30 2
DA_Food_ImmuneBoost 120 s 12 2
DA_Food_Neuro-Boost 60 s 6 2
DA_Food_Bone-Fortify / _Endura-Growth / _MuscleFortification 50 s 5 2
DA_Food_Mind_Surge 30 s 3 2
DA_Food_Digestive_Overdrive 30 s not shipped 2
DA_Food_High-FatEnergy / _PhysiqueFuel 20 s 2 2
DA_Food_MegaFat 10 s shipped unchanged not shipped
DA_Food_Nutri-Core 5 s 1 2

Both also touch MaxStackCount (slot 26, i32, vanilla 100): #178 → 99999, with 999999 slipping into _MitochondrialSurge and _NaniteInfusion. Two assets in #79 carry a second i32 change (NaniteInfusion 3 → 1 and 1 → 4 inside the recipe map; Endura-Growth 4 → 3), i.e. cheaper recipes as a side effect.

B3. Loot tables -- UVoyageLootItemTable (#142, #153, #161, #167, #140)#

DA_LT_* packages have one present slot (2, LootItems, a FVoyageLootItems struct). The struct then carries its own unversioned header and its Items array:

uexp[0..1]   02 03      package header: skip 2, 1 value, IsLast  -> slot 2 only
uexp[2..3]   00 02      struct header word 1: skip 0, 1 value, not last  -> Items
uexp[4..5]   01 05      struct header word 2: skip 1 (Selector), 2 values, IsLast -> SpawnCountMin/Max
uexp[6..9]   03 00 00 00            Items.Num = 3
uexp[0a]     00 09                  entry header: 4 values (0x0900); 0x0980 + mask byte = zero-masked
uexp[0c..1f] FSoftObjectPath        FName PackageName(8) + FName AssetName(8) + FString SubPath(4)
uexp[20..23] 00 00 00 3f            SpawnChance = 0.5
uexp[24..27] 14 00 00 00            SpawnCount = 20
uexp[28..2b] 0a 00 00 00            SpawnCountMinimum = 10
...
uexp[70..77] 10 00 00 00 1e 00 00 00   table SpawnCountMinimum = 16, Maximum = 30

ItemType is a soft object path: two FName indices into the package's own name table, not imports. In principle that makes retargeting a row a zero-byte edit -- but only for an item whose two FNames are already in the package's own name table, which in practice means swapping one vanilla loot item for another vanilla loot item the same table already references. ⚠️ No mod in the catalogue actually does this. #153 looks like it should (its DA_LT_OceanTrash keeps the same row count) but it re-serialised the package anyway: the name table grows 30 → 46 -- adding 16 entries, the eight /Game/Data/Assets/HumanGrow/Memories/* paths and their eight asset names -- and the .uexp grows 363 → 366 B (identical in both FishingNet and FishingNet_9999_P). All eight of #153's tables are re-serialised (.uexp 122 → 230, 146 → 425 / 487, 401 → 632 / 700, 363 → 366). And #142 / #161 / #167 cannot add rows without re-serialising at all (the array count and the name table both have to grow).

Mod Table Before → after
#167 DA_LT_Boyo (17→56), _Paints (37→76), _Consumable_Batteries (3→42), _Electric_Cables (1→40), _SU_Batteries (1→40) and the five Navigation_Beacon_49* (8→47, 1→40 ×4) vanilla rows kept, +39 rows @ 0.03 / 1 / 1 in each
#142 DA_LT_Boyo_Consumable_Batteries 3 battery rows → 38 memory rows @ 0.08 / 1 / 0, band 16-30 → 3-5
#142 DA_LT_Boyo_Electric_Cables DA_Cable_Electricity 0.5/30/20 → AshNotebook + PigHorn @ 0.05 + 4 biomass rows, band 20-30 → 30-50
#153 DA_LT_OceanTrash (re-serialised) 7 scrap rows point at memories instead, at the same chances; Aluminium_Scraps → AshNotebook 0.25/2/1; name table 30 → 46, .uexp 363 → 366 B
#153 DA_LT_OceanTrash_Fishing_Spots 12 → 18 rows; adds DA_HumanSeed 0.45/2/1 + 6 DA_Seed_* @ 0.25
#153 DA_LT_OceanBio 3 → 6 rows; Bio_Flesh 0.005 → 0.75, band 4-6 → 40-60
#161 DA_LT_FleshBio 3 → 5 rows (+Vitamind, +Calcium @ 0.40 / 3 / 1), band 3-4 → 5-5
#140 DA_LT_OceanDeadSwarm 4 rows reweighted (Swarm_Night 0.25/2/0 → 0.55/12/5)

B4. Skill unlock -- VoyageSkillUnlock (#85)#

DA_Skill_* packages are UVoyageSkill; slot 0 is a FVoyageSkillUnlock struct {u8 UnlockMethod, i32 ParentSkill, i32 Cost, i32 Requirement, Object[] CustomRequirements}.

Asset UnlockMethod Cost Requirement
DA_Skill_Engineering_Lazarus_Rack (vanilla) 3 4 30
DA_Skill_Engineering_Lazarus_Rack (#85) 2 4 7
DA_Skill_Engineering_Lazarus_Pod 2 3 12 (+1 CustomRequirement: VoyageSkillCustomRequirement_LocatorFlags, text Discover "Seed Vault Prometheus")
DA_Skill_Engineering_Fabricator 2 2 4
DA_Skill_Engineering_Distillation_Tower 2 4 20

Two bytes, at .uexp offsets 0x0a (u8) and 0x0f (i32).

B5. Unversioned-property insertion in a Blueprint CDO (#150)#

The only example in the catalogue of the Enhancer-Cap technique applied to a Blueprint.

vanilla #150
BP_Module_Human_Pod.uasset 25,889 B 25,921 B (+32)
BP_Module_Human_Pod.uexp 21,023 B 21,024 B (+1)
name table 394 entries 398 -- adds bAutoWeld, 65536 (+2 converter placeholders)
bytes at 0x5155 … 11 01 00 00 … … 00 03 01 00 00 …

The fragment word changes from 0x0111 (skip 17, no values) to 0x0300 (skip 0, one value, IsLast) and one 01 byte -- the bool -- is inserted. Everything downstream shifts by one byte (the 101 "differing" bytes in the common range are all shift artefacts), and the .uasset growth carries the new FName plus the SerialSize / BulkDataStartOffset fix-ups.

B6. Machine-code AoB patch (#12)#

No asset is touched at all. The DLL is a winhttp proxy that, at load, resolves the shipping module and runs three signature scans over .text before writing its patch. Everything about it is in its strings (section A). There is no configuration file and no version pin at runtime -- only a logged warning if the located version string differs from the one it was built against.


C. The domain map#

C1. Asset families (live build, from the container index)#

Family Path Count Class Patchable in place?
Memories Data/Assets/HumanGrow/Memories/ 28 DA_Memory_* + 2 DA_ItemLoot_Teddy_* (root) + 13 Drawings/ + 19 Notused/ (14 with a PropertyModifiers map) = 57 mapped VoyageItem ✅ values
Cartridges Data/Assets/Cartridges/ 21 VoyageItem ✅ values
Growth food Data/Assets/HumanGrow/Food/ 15 VoyageItem ✅ values
Food skills Data/Assets/Skill/Food/ 16 VoyageSkill ✅ values
Farm seeds Data/Assets/HumanGrow/Seeds/ (5) · Data/Assets/Farming/ (2) · Farming/Eden_Trees/ (6) 13 VoyageItem ✅ values
Human seed Data/Assets/Consumables/DA_HumanSeed 1 VoyageItemConsumable ✅ values -- but no decay field
Human properties Data/Assets/HumanGrow/Traits/HumanProperties/ 16 VoyageHumanProperty ✅ MinimumValue / MaximumValue / DiminishingReturnsPow
Traits: likes / mutations / professions Traits/Likes/ (14) · Traits/Mutations/ (5) · Traits/Professions/* (37) · Traits/TraitGroups/ (3) · Traits/DA_Trait_Class_* (5) 64 VoyageBaseDataAsset subclasses ✅ (unexplored)
Human metadata Data/Humans/DA_HumanGrow_Metadata 1 data asset ✅ (unexplored)
Rocket rewards Data/RocketRewards/DA_HumanReward_Level0..5_Human 6 data asset ✅ (unexplored)
Rocket reward loot Data/RocketRewards/LootTables/DA_LT_* 25 VoyageLootItemTable ✅ values, ❌ new rows
Buoy / ocean loot Data/LootTables/OceanTrashTables/ 10 buoy + 4 ocean VoyageLootItemTable ✅ values, ❌ new rows
Committee loot Data/LootTables/ItemTables/Committee/DA_LT_Pear_HabitatCare 1 VoyageLootItemTable ✅
Lazarus tech loot Data/Assets/Loot/New/Lazarus_Tech/DA_ItemLoot_Lazarus_Tech_1..4 4 loot ✅
Module skills Data/Assets/Skill/Modules/DA_Skill_Engineering_Lazarus_{Pod,Rack} 2 of 48 VoyageSkill ✅ 2-byte unlock
Lazarus / pod blueprints Blueprints/Modules/Utility/HumanGrowing/ 4 BlueprintGeneratedClass ⚠️ literal / property-insert only
Human-seed blueprints Blueprints/Items/HumanGrow/BP_Item_HumanSeed, BP_HumanSeedVaultUnit2 2 BP ⚠️
Farming blueprints Blueprints/Farming/New/ 7 BP ⚠️
Rocket / launch Blueprints/Rocket/ (10) + Blueprints/Rocket/RocketStateLogic/ (7) 17 BP ⚠️
Committee actions Data/Humans/Actions/BP_Committee_* (4) · Data/Humans/Packages/BP_Committee_Package_* (2) 6 BP ⚠️
Vault UI logic Data/UI/VaultInfoLogic/BP_VaultInfoLogic_GrownHumans, _Cartridge 2 of 10 BP ⚠️
Seed decay — — C++ ❌ AoB only

C2. Classes and the properties that matter#

UVoyageItem -- live unversioned slot numbers, verified against Update 5.5 payloads:

Live slot usmap slot Property Type Domain meaning
4 4 Icon Object inventory icon
6 6 Category Enum u8 24 = Food, 25 = Memory
7 7 CategoryAsset Object DA_ItemCategory_*
8 8 Quality Enum u8
26 25 MaxStackCount i32 100 on memories and food
28 27 Weight f32
35 34 CraftTime f32 food cook seconds
36 35 CraftElectricityCost f32
~39-40 37-39 CraftResourceRequirements, Components Map the recipe
59 / 61 47 / 48 LootItemTables / ItemTables Struct / Map
62 64 PropertyModifiers Map<Object, {f32 ValueMax, u8 Type}> the memory value
71 69 Name FText display name (string-table or literal)
78 70 Description FText

🪤 The 5.7 mapping file (Nexus #94) is stale for this class. It declares 68 properties on VoyageItem; the live payloads reach slot 81 and put Name at 71, which forces VoyageItem to have 70 live properties. The offsets do not shift uniformly -- low slots are usmap + 1, PropertyModifiers is usmap − 2. Verify every slot against a real payload; never trust the usmap index alone in this domain.

Other classes (usmap slot numbers, unverified against payloads unless noted):

Class Slots that matter
FVoyageHumanPropertyModifier 0 ValueMax (f32) · 1 Type (u8) [file]
UVoyageHumanProperty 0 Key (Str) · 2 PropertyClass · 3 MinimumValue · 4 MaximumValue · 5 DiminishingReturnsPow
UVoyageLootItemTable 0 Items · 1 Selector · 2 LootItems (the one actually used) [file]
FVoyageLootItems 0 Items[] · 1 Selector · 2 SpawnCountMinimum · 3 SpawnCountMaximum [file]
FVoyageLootItem 0 ItemType (SoftObject) · 1 SpawnChance · 2 SpawnCount · 3 SpawnCountMinimum [file]
UVoyageSkill 0 Unlock · 1 Items[] · 7 Icon
FVoyageSkillUnlock 0 UnlockMethod (u8) · 1 ParentSkill · 2 Cost · 3 Requirement · 4 CustomRequirements[] [file]
UVoyageBaseDataAsset 1 Name · 2 Description · 4 VersionRange

The ten human properties a memory can teach (Data/Assets/HumanGrow/Traits/HumanProperties/): Adaptability, Communication, Creativity, Discipline, Empathy, Focus, Leadership, Logic, Patience, Wisdom -- plus StarChild, and five DA_Physical_Human_Property_* (Height, Intellect, Life_Expectancy, Strength, Weight) which the growth food uses instead.

C3. Memory values, vanilla Update 5.5 [file]#

Decoded from the live packages with templates/mods/humans-seeds/build_humans_seeds.py --scan-memories.

Asset PropertyModifiers
DA_Memory_BasketBall / _BasketBall_Blue / _BowlingBall / _BowlingPin Patience 1
DA_Memory_Toy · DA_ItemLoot_Teddy_01 / _02 Empathy 3
DA_Memory_Guitar Creativity 3, Focus 3, Communication 3
DA_Memory_Crayon Creativity 5, Focus 2
DA_Memory_Books_Meditation Focus 5
DA_Memory_Mirror · DA_Memory_Drawings_Kids Empathy 5
DA_Memory_MysteryBox · DA_Memory_Stopwatch Patience 5
DA_Memory_LifeJacket · DA_Memory_Shoes Adaptability 5
DA_Memory_Books_Tommy Patience 5, Focus 5
DA_Memory_SmallTree2 Patience 5, Discipline 5
DA_Memory_Camera · DA_Memory_Drawings_Cards Creativity/Empathy 5, Communication 5
DA_Memory_Compass Adaptability 6, Leadership 3, Focus 3
DA_Memory_Drawings_Music Creativity 6, Communication 4
DA_Memory_Drawings_MCogni Adaptability 7, Logic 5, Wisdom 3
DA_Memory_Drawings_Diagrams Logic 8, Discipline 2
DA_Memory_Drawings_Logs Leadership 8, Discipline 7
DA_Memory_Drawings_Plans Communication 8, Discipline 7
DA_Memory_Books_FirstAid · _Drawings_Notes Adaptability 10
DA_Memory_Books_Programming / _Sudoku Logic 10
DA_Memory_Drawings_Biology / _Letters Wisdom 10
DA_Memory_RecycleMe Adaptability 10
DA_Memory_Books_Encyclopedia Wisdom 10, Logic 5
DA_Memory_Books_SunTzu Leadership 10, Communication 5
DA_Memory_Drawings_Blueprints Adaptability 10, Logic 5
DA_Memory_Drawings_Maps Wisdom 10, Leadership 5
DA_Memory_Drawings_MSurvival Adaptability 10, Leadership 5
DA_Memory_PigHorn Creativity 50, Empathy 50, Communication 100
DA_Memory_Aron all ten @ 5
DA_Memory_CareDirective all ten @ 50
DA_Memory_AshNotebook all ten @ 100 -- the "legendary" memory
DA_Memory_StarChildMemory StarChild 1
DA_Cartridge_* (19 of 21) Adaptability 20, Creativity 25, Focus 25, Patience 20
DA_Cartridge_Mod_Manifest_Chant Wisdom 100
DA_Cartridge_Mosetris no PropertyModifiers map -- 20 of the 21 cartridges have one
Notused/ (14 of 19 with a map) 20-100 each; DA_Memory_Calculator Logic 75, _Encyclopedia2 Wisdom 100 / Logic 40 / Focus 10, _CoordinatePainter Creativity 100 / Focus 40 / Adaptability 1. The five with no map: DA_Memory_Drawings_Photos, _Drawings_SPhotos, _LP_Record, _Toy_3, _VHS_Tape

D. Recipe -- building a new mod of this kind#

1. Extract (read-only, ShadowPC)#

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f Data/Assets/HumanGrow 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\humangrow'"

then scp -r the Voyage tree down. Everything in section C is already in data/mods/vanilla/raw, so for most jobs you can skip this entirely. 🪤 to-legacy needs the whole Paks directory (script objects live in global.utoc).

2. Find the number#

cd templates/mods/humans-seeds
python build_humans_seeds.py --scan-memories      # every memory + its property gains + offsets
python build_humans_seeds.py --scan-food          # CraftTime + MaxStackCount per DA_Food_*
python build_humans_seeds.py --scan-loot Boyo     # every row of every buoy table

For anything the scanners do not know, fall back to python ../core-pak-data-assets/build_mod.py --inspect <PackagePath> (word-by-word int/float dump) and to python ../../../tools/mods/usmap_schema.py <usmap> VoyageItem for names -- remembering section C2's warning that the mapping file's slot numbers are off.

3. Write the recipe#

These are entries of recipe.json's operations[] array -- the file itself is { "name": …, "container": …, "source": …, "out": …, "operations": [ … ] }, so paste them inside the array, comma-separated (the four objects below are not standalone JSON on their own).

{ "op": "memory_scale", "match": "Data/Assets/HumanGrow/Memories/", "factor": 2.0 }
{ "op": "food_craft_time", "match": "Data/Assets/HumanGrow/Food/", "value": 2.0 }
{ "op": "loot_entry", "package": "Data/LootTables/OceanTrashTables/DA_LT_OceanBio",
  "item": "DA_Material_Bio_Flesh", "chance": 0.25, "count": 2 }
{ "op": "raw", "package": "Data/Assets/Skill/Modules/DA_Skill_Engineering_Lazarus_Rack",
  "kind": "byte", "offset": 10, "expect": 3, "value": 2 }

Always fill in expect on a named package -- a game patch that moves the field then aborts the build instead of corrupting an asset.

4. Build and pack#

python build_humans_seeds.py --dry-run
python build_humans_seeds.py --write --pack

The builder copies only the packages it edits into <out>/build, patches them, stages scriptobjects.bin, and calls retoc to-zen --version UE5_7. Container names must end _P.

5. Install / test / roll back#

Copy <Name>_P.{utoc,ucas,pak} into D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks\~mods\ with the game closed. Test per section E of the template README. Roll back by deleting the three files; nothing in the install was modified.

6. If you need to ADD a row or a property#

You cannot do it in place. Options, cheapest first:

  1. Reuse a row you do not want. Swap the two FName indices of an existing ItemType for another item already in the package's name table. Zero size change, but limited to items the package already references -- and ⚠️ untried: no mod in the catalogue does it. #153 comes closest and still re-serialised its tables (section B3).
  2. Re-serialise the package. Grow the name table, the array count and the export, then fix SerialSize, SerialOffset and BulkDataStartOffset. #142 / #161 / #167 all do this, almost certainly from a UE 5.7 editor project. tlcmod.package has the fix-up helpers (fix_last_export_size, fix_bulk_data_start) but no name-table writer yet -- that is the gap.
  3. Insert a skipped property (tlcmod.unversioned.patch_slot) when the field already exists on the class but was equal to its default -- #150's bAutoWeld, our own Enhancer Cap's MaxPoints.

E. Template#

C:/last-caretaker/templates/mods/humans-seeds/

File What
README.md how to fill it in, build, install, roll back; the verified run log
build_humans_seeds.py v1.0.0 -- --scan-memories, --scan-food, --scan-loot, --dry-run, --write, --pack
recipe.json the placeholder edit + five parked examples reproducing #167, #79, #178, #181, #85

It differs from core-pak-data-assets by addressing values structurally rather than by offset: the PropertyModifiers map is decoded and keyed by property name, loot rows are keyed by item name, CraftTime / MaxStackCount are located from each package's own unversioned header. That is what lets one recipe line cover 57 memory packages / 121 modifier entries where #80 needed a hand-written offset list, missed two, and -- because a hand-written list cannot notice a class change -- shipped 57 packages whose headers no longer match the live UVoyageItem at all. A structural decoder refuses that package instead of writing into it: find_property_modifiers() returns None on all 57.

Verified 2026-09-07. Default recipe, dry run:

recipe: PLACEHOLDER humans/seeds mod -- one memory worth more
  Data/Assets/HumanGrow/Memories/DA_Memory_BowlingPin
      0x0082 PropertyModifiers[Patience].ValueMax: 1 -> 5
1 package(s), 1 edit(s) -- DRY RUN, nothing written

All six operations enabled, --write --pack: 74 packages, 183 edits, then HumansSeedsTest_P.utoc 8,297 B + .ucas 126,607 B + .pak 347 B. Re-reading DA_Memory_BowlingPin.uexp: 206 B before and after, exactly four bytes different (0x19-0x1a MaxStackCount 100 → 999, 0x84-0x85 ValueMax 1.0 → 2.0). Size neutrality holds.


F. Pitfalls, version notes, patch survival#

🪤 Detail
Stale-cook schema drift #68 ships a 73-slot header where the live build writes 79; #79 ships 78 where the live build writes 80; #80 ships 78 where the live build writes 80 across all 57 of its packages -- and it is dated 2026-03-22, well inside the current EA cycle, so the Nexus date is no protection (UVoyageItem gained two properties between #80 in March and #181 in July 2026). Their values land on the wrong properties. Always compare unversioned.read_slots() on the mod against the vanilla package -- unequal slot counts, or a shifted present-slot list at the same count, means the mod predates the current class layout whatever its date says.
The mapping file lies here Voyage-5-7.usmap (Nexus #94, 2025-12-29) puts MaxStackCount/Weight/CraftTime at 25/27/34 and PropertyModifiers at 64. Live: 26/28/35 and 62. The drift is not uniform, so you cannot apply an offset.
The _P suffix #153's first file ships FishingNet.{utoc,ucas,pak} with no _P; the _9999_P re-upload exists partly for that. Keep _P.
Load-order fights are name-sorted #153's FishingNet_9999_P wins by sorting late, exactly like #20's zCraft_in_1_Sec_P. There is no merge -- one whole package wins.
Adding rows breaks on every engine bump #142/#161/#167's re-serialised tables must be rebuilt after a serialization change; the in-place value edits do not. That is why #167's ×2 half will outlive its loot half.
Silent failure Shipping writes no UE log. A bad package makes the item vanish, the value not move, or the game hang -- never an error. Snapshot the save.
Localisation is fragile #181 turned DA_Memory_StarChildMemory's string-table FTexts into literals and shrank the export 16 bytes. If your edit changes a package's size, you did something other than a value patch.
Author-known interaction #150's welded pod attaches itself to a Lazarus Rack placed outside the growth chamber and the rack behaves as if loaded [catalog-only].
Antivirus #12 is a winhttp proxy DLL that AoB-patches a running game. Flags are expected [catalog-only].
Patch survival ranking 1. in-place f32/i32 value edit (survives anything short of a field move) · 2. skipped-property insertion (survives unless the class changes) · 3. re-serialised package (dies on serialization changes) · 4. editor recook (dies on every engine bump) · 5. AoB machine-code patch (dies on every build).
Conflict map DA_Memory_* → #167, #181, #19, #20 (and #80, but it is stale-cooked -- do not treat it as the coverage benchmark) · DA_Food_* → #79, #178, #20 · DA_Cartridge_* → #167, #19, #20 · DA_LT_Boyo* → #142, #167 · DA_LT_Ocean* → #140, #153 · BP_Module_Human_Pod → #85, #150 · DA_Item_Module_LazarusRack_* → #58 · DA_Item_Human_Pod → #192.

G. Ideas this project could build#

Idea What it needs Effort
Memory Balance -- one container that scales memory ValueMax by a chosen factor across all 57 memory packages (121 entries) plus the 20 mapped cartridges, including PigHorn / Aron / CareDirective / LifeJacket / Shoes that #80 and #167 both miss. The widest hand-written sweep, #80, is stale-cooked (78-slot header vs the live 80), so there is no current mod with full coverage; the template's structural decode gives it for free template as shipped, one recipe line 🟢 ~15 min (memory_scale, factor)
Cook Time Balance -- CraftTime scaling that keeps the relative cost of the tiers instead of flattening to 2 s template as shipped 🟢 ~15 min
Lazarus Rack, properly -- reproduce #85's gameplay change (2 bytes on the skill asset) without its five recooked 5.7-era blueprints and its 262 KB icon raw op ×2; then verify in game that the rack is placeable with only the skill change 🟡 ~1 h (the open question is whether the BP recook was load-bearing)
Human-property tuning -- DA_Human_Property_*'s MaximumValue / DiminishingReturnsPow; nobody in the catalogue has touched these 16 assets scan + raw ops; needs an in-game read of what the curve does 🟡 ~2 h
Rocket-reward rebalance -- the 25 DA_RocketRewards/LootTables/DA_LT_* and the 6 DA_HumanReward_Level*_Human assets are completely unmodded loot_entry op works today for reweighting existing rows 🟡 ~2 h incl. decoding DA_HumanReward_*
Seed decay via UE4SS -- a Lua alternative to #12's AoB patch that finds the seed actor and resets its timer on a loop; would survive game patches where #12 does not UE4SS #4 v1.3; needs Voyage-5-7.usmap-guided reflection to find the timer property (it may be C++-private, in which case this fails and #12 stays the only answer) 🔴 ~4-6 h, may not be possible
Committee / launch tuning -- BP_Committee_*, BP_Rocket_*, RocketStateLogic/*; zero mods exist Blueprint literal patching (templates/mods/crafting-building-qol) 🔴 ~4 h, needs a decompiler pass first
Add memories to a loot table without an editor -- a name-table + array writer in tlcmod.package, which would make #142/#161/#167-class mods reproducible from the CLI new tlcmod capability; the one real gap in the toolchain 🔴 ~1 day, high reuse value

H. Gaps & unverified#

❓ The exact identity of live UVoyageItem slots 59 and 61 (present in every DA_Memory_* and DA_Food_*, together ~87 bytes) is not pinned down; LootItemTables / ItemTables is the best fit from the usmap but was not decoded.
❓ The 4-byte zero at the very end of each export was read as both "the last present slot's value" and "an export tail" in different packages; the header parse and the payload disagree by one slot on DA_Memory_BowlingPin. It does not affect any patch in this doc (all edits are before it) but the tail's meaning is unresolved.
❓ EVoyageHumanPropertyModifierType -- vanilla writes 1 everywhere; the enum's other values (0, 2, …) are unknown. A "Type" that means multiply rather than add would be a far better mod than ×10.
❓ #85's BP_Inventory_Container_LazarusRack_Memories.uexp differs from vanilla in exactly one byte at 0x10a (0x2e → 0x2b, 46 → 43). Both files are 300 B. Not identified -- possibly an FName index, possibly a container capacity.
❓ Whether #85's five recooked blueprints are actually required, or whether the 2-byte skill edit alone makes the rack learnable and placeable. Untested in game.
❓ #12's AoB signatures and the exact instruction it patches were not extracted (the byte arrays sit in .rdata; no disassembly was done). The mod's behaviour is established only from its own strings and description.
❓ DA_HumanGrow_Metadata, the 6 DA_HumanReward_Level*_Human, the 64 trait/profession/mutation assets and DA_LT_Pear_HabitatCare were enumerated but not decoded.
❓ Nothing in this domain was tested in game. Every before/after value is read off bytes.
🚫 No UE4SS Lua mod in the catalogue touches humans, seeds, memories or growth (grep over all 176 mods' .lua files found only a comment mentioning "Memory_" in #168's AutoLoot config). The Lua route is entirely unexplored here.
🚫 Voyage/Content/Paks/~mods was not written to and no container from this work was installed -- per the hard rules, install stays a manual step.

I. Sources#

Files (first-hand)#

Path Used for
data/mods/vanilla/raw/Voyage/Content/Data/Assets/HumanGrow/** vanilla memory / food / seed packages
data/mods/vanilla/raw/Voyage/Content/Data/LootTables/** vanilla DA_LT_* tables
data/mods/vanilla/raw/Voyage/Content/Data/Assets/Skill/Modules/DA_Skill_Engineering_Lazarus_{Rack,Pod} skill-unlock comparison
data/mods/vanilla/raw/Voyage/Content/Data/Assets/Consumables/DA_HumanSeed proof there is no decay field
data/mods/vanilla/raw/Voyage/Content/Blueprints/Modules/Utility/HumanGrowing/BP_Module_Human_Pod #150 baseline
data/nexus-mods/{12,68,79,80,85,142,150,153,161,167,178,181}-mod-*/legacy/** + unpacked/** every mod diff in this doc
data/nexus-mods/12-mod-12/unpacked/.../Disable_Human_Seed_Decay_Timer.asi PE header, section table, string table
data/nexus-mods/94-mod-94/unpacked/.../Voyage-5-7.usmap class schemas (and the drift evidence)
data/nexus-mods/inventory.json per-mod technique fingerprints, overridden-package lists
data/nexus/thelastcaretaker-mods.json catalogue metadata, changelogs, install notes (snapshot 2026-09-07 07:54 UTC)
data/datamine/raw/pakchunk0-file-index.txt.gz the domain's full asset census
tools/mods/tlcmod/{unversioned,package,pack,usmap}.py, tools/mods/usmap_schema.py the codecs everything above runs on

Docs#

docs/mods/00-mod-library.md (⚠️ rates #80 "strong / probably-current"; superseded by section A's slot-count evidence) · docs/mods/01-core-pak-data-assets.md · docs/mods/04-core-logicmods-blueprints.md · docs/mods/05-core-frameworks-install-patch-survival.md · docs/mods/12-crafting-building-qol.md (overlaps on #85, #150, #79, #178, #153) · docs/ref/shadow-install.md · tools/mods/README.md

Catalogue text [catalog-only]#

Nexus descriptions and changelogs for #12 (install methods, AoB re-release history, the author's "I could not find some uasset file for this"), #85, #142, #150 (the rack-weld warning), #153 (the incompatibility list and the "seed counter starts after you drop it" hint), #161, #167.

Web#

None. Everything in this document came from the files.

M15

Mod techniques -- World, Enemies & Weather

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Storms, waves, wind and fog; the day/night cycle; sharks, leeches, night swarms and the whale; what spawns and what it drops; lights that kill. Sixteen Nexus mods touch this domain. Every claim below is tagged: [file] = read off the mod's own bytes, [catalog-only] = only the Nexus description supports it, [web] = an external source, inferred = my reading of file evidence.

Snapshot: Nexus catalogue 2026-09-07 (176 mods), live build Update 5.5 / 0.8.5.650920, vanilla comparison tree data/mods/vanilla/raw extracted from that build.


A. Library#

id Name Author Ver Updated 👍 ⬇ Technique Status Tier What it changes Files
7 NoStorm Dmgvol v0.9 2026-06-29 186 6,050 pak-data-asset ✅ current strong 10 DA_WeatherPreset_*: thunder, rain, cloud, fog and the per-preset wave multipliers flattened; wind kept 1
62 NoWaves xTz 1.0.4 2026-06-03 85 2,692 pak-data-asset ✅ current strong 5 DA_WavesPreset_* zeroed (wavelength, amplitude, steepness); three of them re-serialised, exports shrink 1
116 Bigger better nebula daveaust 0.8.0.612115 2026-06-27 77 4,103 pak-blueprint ✅ current strong headlight reach 1500 -> 2000/3000/4000; brighter files reportedly pop worms 9 (only 3 distinct)
103 No Nightly Worms DrStalker 0.6.0.606504 2026-01-08 45 1,511 pak-blueprint ✅ current good BP_Night_Swarm_Spawner recooked so night worms stop spawning 1
126 AdjustedTime LordSuppe 1.1 2026-05-23 31 1,411 pak-blueprint ✅ current good Ultra_Dynamic_Sky_Voyage day/night lengths + dawn/dusk 3
120 StandingLightKill MoDDuck 1.0 (file 3.2) 2026-03-24 26 1,358 pak-blueprint ✅ current niche 7 lamp Blueprints recooked: kill leeches, pick up, auto-weld 1
124 NoBigSplash MODDUCK 1 2026-03-23 19 503 pak-texture-material (Niagara) ✅ current niche 5 water splash Niagara systems recompiled smaller 1
176 Semi Dynamic Whale NecoAngelus84 1 2026-07-06 7 274 pak-blueprint ✅ current niche BT_NPC_Whale rebuilt into a 20-step oil ramp 2
186 No Broken Nematodes UARamiel 1 2026-07-16 1 114 pak-data-asset ✅ current weak one loot entry deleted from DA_LT_Swarm_Night_Body 1
38 Less Copper ErikV70 1.0.0 2025-11-18 7 262 pak-data-asset ⚠️ pre-5.7 avoid ships two weather presets it has no business shipping (see B.6) 1
39 (deprecated) no more floaty sushi 1.0.0 2025-11-21 9 266 pak-blueprint + pak-data-asset 🔴 pre-5.7 avoid buoyancy zeroed + a dive-depth value that now lands in the wrong slot 1
54 (deprecated) you like storms sushi 1.0.0 2025-11-21 3 185 pak-data-asset 🔴 pre-5.7 avoid 2 DA_WavesPreset_* amplitudes multiplied 1
194 Rhino usable in the water UARamiel 1 2026-08-04 4 176 pak-blueprint 🔴 author says broken on 5.5 [catalog-only] avoid shark-corpse dismantling underwater 1
2 Better Flashlight Dmgvol v0.7 2026-07-07 191 6,439 pak-blueprint ✅ current (cross-ref) same package as #116 -- conflicts with it 2
98 Remove Flashlight Power Use DrStalker 0.6.0.606504 2026-01-05 41 1,439 pak-blueprint ✅ current (cross-ref) same package as #116 -- conflicts with it 1
171 Ultra 360 Standing Light TakeyaSaito 2.0 2026-07-06 19 1,078 ue4ss-lua ✅ current (cross-ref) runtime CDO patch on BP_Module_Standing_Light_03 -- overrides #120 on that lamp 1

📝 The Tier column is re-judged inside this domain and deliberately differs from docs/mods/00-mod-library.md, which is the catalogue of record: #62, #103 and #126 are niche across the whole catalogue but are the strongest (or the only) entries for waves, night spawns and the day/night cycle respectively, so they rank higher here. Every other column matches the library.

#7 NoStorm -- the reference weather mod#

Ten DA_WeatherPreset_* packages, every edit an in-place float overwrite: the unversioned header is byte-identical to vanilla in all ten, and every .uexp keeps its exact vanilla length. [file] The author's page says it "replaces the lightning storm and regular storms with high waves" and "keeps the 40 units wind speed for high turbine energy generation" [catalog-only] -- the files bear that out exactly: Wind.SpeedInKm is untouched in all ten presets while thunder goes to zero and every WaveProperties[*] multiplier is rewritten to the Default preset's 0.333 / 0.333 / 1.0 and 0.5 / 0.5 / 1.0. Full before/after table in section B.1. Caveat: it collides with #38 on DA_WeatherPreset_Storm and _Storm_NoLightning.

#62 NoWaves -- a partial re-serialisation#

Five DA_WavesPreset_*. Three of them (Calm, Crosswaves, Directional) were re-serialised, not patched: their headers gain the HasZero bit and the exports shrink -- export SerialSize Calm 118 -> 84 B, Crosswaves 112 -> 86, Directional 113 -> 83 (the .uexp files are 4 B larger in every case, 122 -> 88 / 116 -> 90 / 117 -> 87, because of the trailing c1832a9e tag) -- because the new zeros are mask bits with no bytes. The two _Sunny files keep their exact size and are plain in-place edits. [file] Practical effect: wavelength, amplitude and steepness all go to zero, and DirectionAngularSpreadDeg is forced to 180 on Crosswaves_Sunny (120 -> 180) and both Directional* (33 -> 180). Full table in B.2.

#116 Bigger better nebula -- nine files, three payloads#

The page advertises a Range × Brightness grid: "All variants are named SuperNebula_<Range>X_<Brightness>X_P… 2X_5X would be twice as far, 5 times as intense" [catalog-only]. The files disagree. All nine ship the identical .uasset (md5 4a0d4793…) and only three distinct .uexp: 2X_1X == 2X_5X == 2X_10X, 3X_1X == 3X_5X == 3X_10X, 4X_1X == 4X_5X == 4X_10X, byte for byte. [file] The brightness dimension is not in the shipped packages at all. What does vary is the light's reach: 1500.0 -> 2000.0 / 3000.0 / 4000.0, plus a second float 40 / 60 / 80 that vanilla leaves at its C++ default. Detail in B.4. Whether the "10X kills worms instantly" claim ever held, the current files cannot deliver it.

#103 No Nightly Worms -- a spawner recook#

One package, Blueprints/AI/Spawning/BP_Night_Swarm_Spawner, recooked. Export count is identical (12 both sides) so nothing was structurally removed; the class export grows 456 -> 480 B and the ubergraph 3170 -> 3282 B, i.e. added class data and added script. [file] The only /Game import in the vanilla package is DA_NPC_EggSack_Night_Water; in the mod's converted copy it reads /Engine/UnknownPackage, but that is the known retoc side effect of converting a mod container without the game's own pakchunk0, not evidence the reference was cleared. [file] The page notes the mod "does not affect nightworms spawned by red tentacle blobs" and only takes effect after you travel to a new area [catalog-only].

#126 AdjustedTime -- the day/night cycle#

Blueprints/Ultra_Dynamic_Sky_Voyage (the game's copy of the Ultra Dynamic Sky marketplace asset, whose own docs confirm Day Length / Night Length are in real minutes and Time of Day is a 0-2400 float [web]). Vanilla carries the doubles 500.0, 2300.0, 4.2, 20.0, 6.0 in one run; the three mod files change them as follows [file]:

File dawn? dusk? Day Length (min) Night Length (min) page claims
vanilla 500.0 2300.0 20.0 6.0 20/6 ✅
24hDayAndNight v1.1 500.0 (unchanged) 2300.0 (unchanged) 1080.0 360.0 18 h / 6 h realtime ✅
LongerDays (non 24h) v1.2 238.0 2361.0 23.0 3.0 23/3 ✅
LongerNights (non 24h) v1.2 277.0 2123.0 20.0 6.0 17/9 🔴 not in the file

The v1.1 24hDayAndNight file leaves the 500.0 / 2300.0 pair exactly as vanilla -- only the day/night minutes and the tick move; the dawn/dusk edit arrived with the two v1.2 files. The LongerNights file is the mirror image: it ships vanilla day/night lengths and only the dawn/dusk pair moves, so its advertised 17/9 split is absent. [file] The v1.2 changelog line "Increased tick time from 0.2 to 0.3" is visible too: the 24h file carries the double 0.2 at 0xe56 where both v1.2 files carry 0.3. [file] (Verified by scanning every double offset in all three .uexp files: no 2302.0 exists anywhere in the 24h package.)

#120 StandingLightKill#

Seven lamp Blueprints recooked. Export counts match vanilla exactly on all seven, so nothing was removed; the four standing lamps each gain 4 bytes in their class export and the FNames Default__SceneComponent and NameProperty (a name-typed class variable added), and BP_Module_Standing_Light_Base -- which is where the shared logic lives -- grows in its two big ubergraph exports (3458 -> 3562 and 3786 -> 3894 B). [file] So the leech-killing, pick-up and auto-weld behaviour is script added to the base lamp, with a flag variable on each child. The mod shares four packages with the deprecated #42 "decrease the energy bill".

It also loses a fight it cannot see. #171 Ultra 360 Standing Light is a UE4SS Lua mod (ue4ss/Mods/LongRange360Light/Scripts/main.lua) that, once at startup, does StaticFindObject(".../BP_Module_Standing_Light_03.Default__BP_Module_Standing_Light_03_C") and writes cdo.LightIntensity, cdo.LightAttenuationRadius and the CDO colour, plus AttenuationRadius on the BP_Module_Standing_Light_Base_C:VoyageDynamicCollision_GEN_VARIABLE component template. [file] A runtime reflection write lands after the container is mounted, so on BP_Module_Standing_Light_03 #171's values win over whatever #120 cooked into that package -- regardless of mount order. #120's behaviour script (the leech kill, the pick-up) survives; its light numbers on that one lamp do not.

#176 Semi Dynamic Whale -- a rebuilt Behavior Tree#

BT_NPC_Whale goes from 778 B to 3,572 B of export data and its name table gains BTTask_AddResource_C12, ObjectProperty, StructProperty -- the tree was rebuilt with many more BTTask_AddResource nodes. Vanilla holds two doubles, 10000.0 and 30000.0; each mod file holds a 20-step staircase at a fixed 0x23-byte stride [file]:

File oil tiers (doubles) step
WhaleOil 10K 500 · 1000 · 1500 · … · 10000 500
WhaleOil 100k 2500 · 5000 · 7500 · … · 50000 2500

That matches the page exactly: "500 Oil per 5,000 Electricity, up to 10,000" / "2,500 Oil per 5,000 Electricity, up to 50,000" with a 100,000 tank [catalog-only]. Only the 100k file also ships BP_NPC_Whale (the tank capacity); the 10K file is the tree alone. [file]

#186 No Broken Nematodes -- the array-element deletion#

The cleanest small mod in the domain. DA_LT_Swarm_Night_Body (VoyageLootItemTable) has LootItems.Items with three entries; the mod ships two. The deleted one is DA_ItemLoot_Swarm_Night at SpawnChance 0.1 -- the Broken Nocturne Nematode. Export 118 -> 87 B (-31), array count 3 -> 2, name table unchanged (the now-unused import is still listed). [file] Our own template reproduces this file's .uexp byte-identically (section E).

#39 / #54 -- the pre-5.7 casualties#

Both by sushi, both self-titled "(deprecated)", both dated 2025-11-21 -- before the 2025-12-16 UE 5.6 -> 5.7 migration. #54 is a clean in-place waves edit that would still apply (sizes and headers unchanged) but doubles the sea: Crosswaves MaxWavelength 4096 -> 7000, MaxAmplitude 20 -> 150; Directional MaxWavelength 5000 -> 15000, MaxAmplitude 32 -> 260, SmallWaveSteepness 0.1 -> 0.218, LargeWaveSteepness 0.1 -> 0.0048. [file] Its page recommends Paks\LogicMods as the install path, which is the DML folder, not ~mods [catalog-only].

#39 is the instructive one: its BP_BuoyancyComponent edit is sound (BuoyancyCoefficient 2 -> 0, bApplyDragForcesInWater 1 -> 0, AngularDragCoefficient 0.1 dropped), but its DA_Enhancer_Character_Pressure was re-serialised against the old VoyageEnhancer slot layout: vanilla's header skips 4 slots to reach CharacterResistancesIncrease (slot 7) where the mod's skips 3 and lands on slot 6, CharacterSocketBandwidthBonus. On today's build the 999.0 depth value therefore writes into the wrong property, and the two FText fields after it shift as well. [file] That is the single best demonstration in the whole catalogue of why you patch values rather than re-serialise whole assets.


B. How they do it#

B.1 Weather presets -- in-place float overwrite (#7 NoStorm)#

Class VoyageWeatherPreset (super VoyagePreset -> VoyageBaseDataAsset). Every value below sits in a single export; the mod never changes an export size. Full decoded diff [file]:

Preset Precipitation Thunder CloudCoverage FogDensity Wave[0] L/H/S Wave[1] L/H/S
Default – – 0.3 (kept) 0.01 → 0 0.333/0.333/1 (kept) 0.5/0.5/1 (kept)
cloudy – 0 0.35 → 0.1 0.03 → 0 kept kept
Cloudy_Rain 35 → 0 0.25 → 0 0.8 → 0.1 – 2/2/1 → 0.333/0.333/1 2.5/2.5/1 → 0.5/0.5/1
Fog – 0 0.85 → 0.3 0.4 → 0 kept kept
High_Waves 100 → 0 10 → 0 1.0 → 0.5 – 1.5/3/1 → 0.333/0.333/1 5.5/7.5/0.5 → 0.5/0.5/1
Mid_Waves_cloudy – 0.25 → 0 0.45 → 0.2 – 1/1.75/1 → 0.333/0.333/1 4/4/0.2 → 0.5/0.5/1
Rain 35 → 0 0.2 → 0 0.35 → 0.05 – 1/1/1 → 0.333/0.333/1 1/1/1 → 0.5/0.5/1
Storm 100 (kept) 0.5 → 0 1.5 → 0.01 0.01 → 0 2/2.5/1 → 0.333/0.333/1 4/5/0.5 → 0.5/0.5/1
Storm_NoLightning 100 → 0 0 1.0 → 0 – 1/1/1 → 0.333/0.333/1 1/1/1 → 0.5/0.5/1
Strong_Storm 100 → 0 – 1.5 → 0.1 0.01 → 0 2/3/1 → 0.333/0.333/1 5/7/0.5 → 0.5/0.5/1

Wind.SpeedInKm and WeatherMask are untouched in all ten (Storm 40, Strong_Storm 40, Storm_NoLightning 30, High_Waves 20, Rain 20, Cloudy_Rain 25, Mid_Waves 15, Default/cloudy 10, Fog 5). "–" = the property is absent because it equals its C++ default; "kept" = present and unchanged.

The mechanics: Climate is a nested VoyageWorldClimate struct with its own unversioned header, Wind a VoyageWorldWind, and WaveProperties an Array<Struct<VoyageWaveInfo>> -- [i32 count] then per element [header][3 floats][FName pkg][FName asset][FString subpath]. The soft-object WavePreset references are what wire a weather preset to the wave presets in B.2.

B.2 Waves presets -- in-place and re-serialised (#62 NoWaves, #54 you like storms)#

Class VoyageWavesPreset, one property WaveProperties : Struct<WaveProperties> with 13 slots. [file]

Preset property vanilla #62 NoWaves #54 storms
Calm NumWaves / Randomness 1 / 0.5 0 (masked) / 0 –
Min–MaxWavelength 128 – 4096 0 – 0 –
Min–MaxAmplitude 0.0001 – 20 0 – 0 –
Small/Large steepness, falloff 0.25 / 0.1 / 2 0 / 0 / 0 –
Crosswaves Randomness 0.5 0.001 0.5
Min–MaxWavelength 128 – 4096 0 – 0 128 – 7000
MaxAmplitude 20 0 150
Small/Large steepness, falloff 0.25 / 0.1 / 2 0 / 0 / 0 unchanged
Crosswaves_Sunny NumWaves 32 0 –
Min–MaxWavelength / falloff 100 – 8192 / 1.75 0 – 0 / 0 –
MaxAmplitude / falloff 20 / 1.5 0 / 0 –
DirectionAngularSpreadDeg 120 180 –
Directional Min–MaxWavelength 200 – 5000 0 – 0 200 – 15000
MaxAmplitude 32 0 260
DirectionAngularSpreadDeg 33 180 33
Small/Large steepness 0.1 / 0.1 0 / 0 0.218 / 0.0048
Directional_Sunny NumWaves 2 0 –
Min–MaxWavelength 7000 – 9000 0 – 0 –
MaxAmplitude / falloff 15 / 1 0 / 0 –
DirectionAngularSpreadDeg 33 180 –

Note the two-stage geometry: a weather preset's WaveProperties[i] multipliers scale whatever the referenced DA_WavesPreset_* produces. #7 flattens the multipliers, #62 flattens the sources. Running both is redundant, and #62 vs #54 is a straight collision on Crosswaves + Directional.

B.3 Loot table -- array-element deletion (#186)#

Class VoyageLootItemTable. The payload is slot 2, LootItems : Struct<VoyageLootItems>, whose Items is an Array<Struct<VoyageLootItem>>. [file]

vanilla  DA_LT_Swarm_Night_Body   export 0, 118 B
  LootItems.Items[] = 3
    [0] DA_Material_Bio_Organic   chance 1.0   count 1   min 1
    [1] DA_Material_Bio_Waste     chance 0.5   count 1   min 0 (masked)
    [2] DA_ItemLoot_Swarm_Night   chance 0.1   count 1   min 0 (masked)
  LootItems.SpawnCountMinimum = 1   SpawnCountMaximum = 2

mod #186                          export 0,  87 B   (-31)
  LootItems.Items[] = 2            <- entry [2] cut, count decremented

The .uasset name table is unchanged -- the orphaned DA_ItemLoot_Swarm_Night import is still listed, which is harmless. What must follow the cut is the export's SerialSize (118 -> 87) and the summary's BulkDataStartOffset.

B.4 Light component template -- editor recook (#116, and #2 / #98 on the same package)#

BP_Equipment_Light_Nebular_V2_Headlight, export 6 (the spotlight component template), SerialSize 70 -> 89 B. Decoded slot maps [file]:

vanilla   present slots  8(value)  57(value)  70(zero)  77  78
          value stream   1500.0f | ... | RelativeLocation (15,-16,0 doubles) | ...
mod 2X    present slots  8  17  54  57  69  70  77  78
          value stream   2000.0f | 0.0f | 1.0f | <1 byte> | 40.0f | ...
mod 3X                   3000.0f | 0.0f | 1.0f | <1 byte> | 60.0f | ...
mod 4X                   4000.0f | 0.0f | 1.0f | <1 byte> | 80.0f | ...

The mod's name table gains exactly RelativeLocation, AttenuationRadius, SpecularScale, VolumetricScatteringIntensity, IndirectLightingIntensity, Intensity -- the properties the editor cook wrote out. [file] 1500 -> 2000/3000/4000 on a spotlight is AttenuationRadius in centimetres, i.e. 15 m of reach becoming 20/30/40 m inferred; the 40/60/80 float is one of the intensity / scattering trio inferred. Note it tracks the range label, not the brightness label -- which is the mechanical reason the nine files collapse to three.

The exact slot names cannot be pinned further from the mapping file: its PointLightComponent and SceneComponent entries are corrupt (17,408 and 15,255 declared slots -- a v4 enum-block desync in the reader), so absolute slot indices past SpotLightComponent's two own slots are unresolvable. [file]

B.5 Blueprint / Behavior-Tree recooks (#103, #120, #126, #176, #124)#

All five are editor recooks. The signature in the files: export counts identical to vanilla, export sizes up by tens to hundreds of bytes, .uasset name tables grown by engine-side names (NameProperty, Default__SceneComponent, BTTask_AddResource_C12, ObjectProperty). [file]

🪤 Do not read a mod-side name-table shrink as "the mod removed an asset." Converting a mod container to legacy next to global.utoc alone leaves retoc unable to resolve the mod package's import package IDs, so every unresolved import collapses to /Engine/UnknownPackage / UnknownExport. On BP_Module_Sitting_Light that swallows 39 names; on BP_Night_Swarm_Spawner it swallows exactly the one interesting /Game import. Export-count and export-size comparisons survive the conversion; name lists do not.

Extractable numbers where the recook still exposes literals:

Mod Package Literal before → after
#126 Ultra_Dynamic_Sky_Voyage Day/Night minutes 20.0 / 6.0 → 1080/360, 23/3, 20/6; dawn/dusk 500 / 2300 → 500/2300 (unchanged in the 24h file), 238/2361, 277/2123; tick 0.2 → 0.3 (v1.2 files only)
#176 BT_NPC_Whale one flat 10000.0 → 20 doubles 500…10000 (or 2500…50000), 0x23-byte stride
#39 BP_BuoyancyComponent BuoyancyCoefficient 2 → 0, bApplyDragForcesInWater 1 → 0, AngularDragCoefficient 0.1 dropped

#124's Niagara systems expose nothing usable: every *_Emitter_Func name gains a trailing _, meaning the emitter scripts themselves were recompiled; spawn rates and sprite sizes live in compiled Niagara VM bytecode. [file]

B.6 The accident worth knowing about (#38 Less Copper)#

"Less Copper" is a recycler-recipe mod, but its container also ships Weather/WeatherPresets/DA_WeatherPreset_Storm and _Storm_NoLightning -- and neither is a storm preset. Both decode with the Climate struct entirely absent (so precipitation, thunder, cloud and fog all fall back to C++ defaults, i.e. zero), WeatherMask = 48, Wind.SpeedInKm 40, wave multipliers 1/1.5/1 and 2/2/0.5, and an FText Name of "Default" with the namespace GUID 3FCA038B41BA67A76C87C3B0AF15778A. [file] Whatever the author intended, installing #38 replaces the game's two storm presets with a copy of something else and silently acts as a storm remover -- and it fights #7 for the same two packages. Also note its container flattens the path to Weather/WeatherPresets/… (no Data/ segment) in the converted tree.


C. The domain map#

C.1 Data assets -- patchable with the house pipeline ✅#

Family Path Class Key properties Touched by
Weather presets (21) Data/Weather/WeatherPresets/DA_WeatherPreset_* VoyageWeatherPreset WeatherMask, Climate{MaxTemp, MinTemp, Temperature, Precipitation, Thunder, CloudCoverage, FogDensity}, Wind{Direction, SpeedInKm}, WaveProperties[]{LengthMultiplier, HeightMultiplier, SteepnessMultiplier, WavePreset} #7, #38
Wind presets (5) Data/Weather/WeatherPresets/Winds/DA_WeatherPreset_Wind_{Very_Low,Low,Medium,High,Very_High} VoyageWeatherPreset inferred as above none
Waves presets (5) Data/Weather/WavesPresets/DA_WavesPreset_* VoyageWavesPreset WaveProperties{NumWaves, Seed, Randomness, Min/MaxWavelength, WavelengthFalloff, Min/MaxAmplitude, AmplitudeFalloff, DirectionAngularSpreadDeg, Small/LargeWaveSteepness, SteepnessFalloff} #62, #54
Swarm templates (16) Data/SwarmTemplates/DA_SwarmTemplate_* (15: Default, Electricity, Electricity_Friendly, Electricity_Laserbob, GlowBugs, GoldBug, Green_Spitter, Growth_Dark, Growth_Light, Growth_Water, Mosquito, Moths, Night, Pirahna, White_Spitter) + DA_SwarmNight_Spitter VoyageSwarmTemplate ⚠️ schema drifted, see F/H mapping-file names: Health, Lifetime, Scale, AggroRange, AggroAttractorMultiplier, AttackRange/Rate/Velocity/Jump, Threat, GravityMultiplier, bDestroyInWater, bDisableModulesOnContact, LightReactions[]{…, DamageFromLight, DamageFromLightThreshold} -- the first ~34 decode, the tail does not none
NPC data (14) Data/NPCData/DA_NPC_{Shark, RamShark, LaserShark, Squid, Whale, ArchAngel, LaserBob, RollerBoi*, EggSack*} VoyageNPCData (unverified against a real payload) ActorType(0), ActorTemplate(1), Items:Map(2), MaxHealth(3), Health(4), Threat:Map(5), … DismantleDuration(11), DismantleElectricityCost(12) -- every named scalar sits after a Map, so the walk cannot reach any of them none
Enemy loot (19) Data/LootTables/ItemTables/Enemy/DA_LT_{Shark, RamShark, LaserShark, Whale, Angel, Archangel, RollerBoi, LaserBob, SeaMine, Eggsack*, WaterEggsack} VoyageLootItemTable LootItems.Items[]{ItemType, SpawnChance, SpawnCount, SpawnCountMinimum}, SpawnCountMin/Maximum none
Swarm loot (17) Data/LootTables/ItemTables/Swarm/DA_LT_Swarm_*, DA_LT_Growth* VoyageLootItemTable as above #186
Enemy loot items Data/Assets/Loot/New/Enemies/DA_ItemLoot_{Shark, RottenShark, Swarm_Default, Swarm_Electric, Swarm_Night} VoyageItem family weights / stack sizes #19, #20 (other category)
Egg-sack spawn info Data/Assets/Enemies/EggSackSwarmSpawnInfo VoyageSpawnInfo inferred SpawnChance, SpawnCount, MaxSpawnActive, MaxSpawnLifetime, SpawnInterval, RespawnInterval none
Ocean-trash loot Data/LootTables/OceanTrashTables/DA_LT_Ocean* VoyageLootItemTable as above #140, #153 (other category)

C.2 Blueprints / Behavior Trees / VFX -- editor recook only 🔴#

Family Path Notes
Sky & weather driver Blueprints/Ultra_Dynamic_Sky_Voyage, Blueprints/Ultra_Dynamic_Weather_Voyage, External/UltraDynamicSky/** third-party Ultra Dynamic Sky; day/night lengths in minutes, Time of Day 0-2400 [web]
Spawners Blueprints/AI/Spawning/BP_{Night_Swarm_Spawner, NPC_Spawner, LocationSpawner, SpawnLocation} classes VoyageSwarmSpawnerActor (bSpawnInPlane, bTraceDown, SwarmSpawnRadius, SwarmTemplate) / VoyageNPCSpawnerActor (NPCDataRef) over VoyageSpawnerActor (MaxSpawn, ToSpawn, ToSpawnRefresh, ToSpawnRefreshTimer, SpawnAreaMultiplier, RefreshTimer) -- the values live in the Blueprint CDO, not a data asset
Swarm runtime Blueprints/AI/Swarm/BP_{SwarmHandler, SwarmSpawnerActor, SwarmAttractorActor, SwarmTargetDummy} VoyageSwarmHandler (CullDistance, CollisionStrength, DirectionalLightIntensityThreshold, SwarmTemplates[])
Enemy characters Blueprints/AI/Characters/{Shark, Whale, Angel, LaserBob, RollerBoi}/BP_NPC_*, BP_EggSack0[1-4]*, BP_Night_Water_Eggsack
Behavior trees (20) Blueprints/AI/BehaviorTrees/BT_NPC_{Whale, Swimming, Rolling, Rolling_Mini, Flying_New} + BTTask_* / BTDecorator_* #176's target
Lights Blueprints/Modules/Utility/Lights/BP_Module_{Standing_Light, _02, _03, _04, _Base, Sitting_Light}, BP_ElevatorDoorLight, Blueprints/Equipment/BP_Equipment_Light_Nebular_V2_Headlight, BP_Equipment_NightVision #120, #116, #2, #98, #109
Buoyancy Blueprints/BP_BuoyancyComponent engine BuoyancyComponent + BuoyancyData (38 slots) -- the CDO is unversioned-patchable in place, #39 proves it
Water VFX VFX/Environment/Water/{Boat, JetSki, Motor, Object, ObjectSkeletal}Splash Niagara; #124

C.3 Enums and masks#

EVoyageWorldWeatherMask gates which presets can occur. Observed WeatherMask bytes in the shipped presets [file]: Fog 13, cloudy 13, Mid_Waves_cloudy 53, Rain 143, High_Waves 247, Storm/Strong_Storm/Storm_NoLightning/Default/Cloudy_Rain absent (= 0, the C++ default). Other domain enums in the mapping file: EVoyageAggroState, EVoyageSpawnCounterEvent, EVoyageSpawnLocationType, FVoyageSwarmMovementType, FVoyageSwarmLightReactionType, FVoyageSwarmLightReactionMovementType, FVoyageSwarmAttractorType.


D. Recipe -- building a new world/weather/enemy mod#

1. Get the asset. Weather, waves and the swarm loot tables are already in the repo at data/mods/vanilla/raw. Everything else comes off the ShadowPC read-only:

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f Data/SwarmTemplates 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\swarm'"
exit
scp -r -i ~/.ssh/shadow_claude "[email protected]:C:/Users/Shadow/AppData/Local/Temp/tlc-mine/swarm/Voyage" C:/last-caretaker/data/mods/<mod>/raw/

2. Name the values.

cd C:/last-caretaker/templates/mods/world-enemies-weather
python build_world_mod.py --inspect Data/Weather/WeatherPresets/DA_WeatherPreset_Storm
python build_world_mod.py --inspect Data/SwarmTemplates/DA_SwarmTemplate_Night --source ../../../data/mods/<mod>/raw

🪤 Read the whole dump, including the -- walk stopped: line. --class (and the name-table heuristic behind it) is applied to every export in the package, so a multi-export asset needs --export N as well or the other exports print slotNN garbage. And a walk that names its first twenty properties plausibly can still be wrong further down: on DA_SwarmTemplate_Night the values are sane through bDisableModulesOnContact and nonsense after it (section F). Treat a value as named only if it is before the stop and plausible; anything else needs the raw offsets of templates/mods/core-pak-data-assets. Maps stop the walk outright.

3. Write the recipe -- always with expect:

{ "package": "Data/Weather/WeatherPresets/DA_WeatherPreset_Strong_Storm",
  "edits": [ { "op": "set", "path": "Climate.Thunder",      "expect": 0.0,  "value": 5.0 },
             { "op": "set", "path": "Climate.CloudCoverage", "expect": 1.5, "value": 2.0 },
             { "op": "set", "path": "Wind.SpeedInKm",        "expect": 40.0, "value": 60.0 } ] }

4. Build and pack.

python build_world_mod.py --dry-run
python build_world_mod.py --write --pack        # -> <Container>_P.{utoc,ucas,pak}

Under the hood that is tlcmod.pack.stage_scriptobjects + retoc to-zen --version UE5_7. To do it by hand from the library:

import sys; sys.path.insert(0, "C:/last-caretaker/tools/mods")
from tlcmod import package, unversioned, pack
import struct
ue = bytearray(open("build/.../DA_WeatherPreset_Storm.uexp", "rb").read())
slots, values_at = unversioned.read_slots(ue, 0)     # ['skip','value','value','value','skip','skip','value']
struct.pack_into("<f", ue, 0x10, 0.0)                # Climate.Thunder -- in place, size unchanged
open("build/.../DA_WeatherPreset_Storm.uexp", "wb").write(ue)
pack.stage_scriptobjects("raw", "build")
pack.to_zen("build", "pak/MyWeather_P.utoc")

5. Install. Game closed, snapshot the save, copy the three files into D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks\~mods\.

6. Test. Weather changes are not instant -- the current preset is already applied; sail or reload the region. Spawner and swarm changes need a fresh area (#103's own page says so). There is no UE log in Shipping, so a broken package fails silently: the game keeps the shipped asset or the actor never appears.

7. Roll back. Delete the three container files. Nothing in the install was modified; saves are untouched.


E. The template#

C:/last-caretaker/templates/mods/world-enemies-weather/

File What it is
README.md fill-in guide, recorded runs, install/test/rollback, domain gotchas
build_world_mod.py the builder (v1.0.1): --inspect, --dry-run, --write, --pack, --class, --export
recipe.json working placeholder: calm the Storm preset, shrink the Directional waves, plus a disabled drop_array_entry LootItems.Items[2] (the #186 reproduction)
blueprint-notes.md the honest editor-recook path, per package, with what each shipping mod actually did and the cheaper data-asset alternatives

What makes it different from core-pak-data-assets: it addresses values by property path (Climate.Thunder, WaveProperties[1].HeightMultiplier, LootItems.Items[2].SpawnChance) by walking the export against the class schema from the mapping file -- class slots first, then the super chain -- instead of by raw byte offset. It also implements drop_array_entry, the #186 technique, with the SerialSize and BulkDataStartOffset fix-ups.

Runs recorded 2026-09-07 (this template, unmodified, against data/mods/vanilla/raw):

  • --inspect DA_WeatherPreset_Storm named all 16 values of the export, matching the numbers in B.1.
  • --dry-run printed 5 edits across 3 packages; --write --pack produced WorldMod_P.pak 347 B, .ucas 2,019 B, .utoc 824 B, and re-inspecting the written tree read the new values back with every size unchanged.
  • drop_array_entry LootItems.Items[2] on DA_LT_Swarm_Night_Body produced a 91-byte .uexp that is byte-identical to Nexus mod #186's (md5 ca736f59c032bfbbb01ab3e1085d177c both sides, re-verified 2026-09-07 against data/nexus-mods/186-mod-186/legacy/1019_NoBrokenNematodes_P/). The .uasset differs by 8 bytes of retoc legacy-conversion padding on the mod's side, not payload. Technique verified against a shipping mod. Items[2] is the last element and the drop handles it (the element ends where the parent struct's next property begins); the shipped recipe's disabled example targets exactly that index -- Items[1] would delete DA_Material_Bio_Waste instead.

F. Pitfalls, version notes and patch survival#

🪤 Detail
The 5.7 cliff The 2025-12-16 UE 5.6 → 5.7 migration invalidated every mod built before it. In this category that is #39, #54 and #38 (all November 2025). A pure in-place value edit like #54 would still apply; a re-serialised asset like #39's enhancer writes into the wrong slot.
Stale schema = wrong property #39's DA_Enhancer_Character_Pressure skips 3 slots where the live build needs 4: its 999.0 lands on CharacterSocketBandwidthBonus instead of CharacterResistancesIncrease, and the trailing FText fields shift with it. Patch values; never re-serialise a whole asset against the community mapping file.
The mapping file is 5.7-era, the build is 5.8.1 Verified right only for the four classes whose payloads this project decoded end-to-end and cross-checked against a shipping mod's own numbers: VoyageWeatherPreset, VoyageWavesPreset, VoyageLootItemTable, BuoyancyComponent/BuoyancyData. Verified DRIFTED for VoyageSwarmTemplate on 0.8.5.650920 (next row). Unverified for VoyageNPCData -- no DA_NPC_* payload has ever been read, and its layout puts a Map at slot 2, so this builder cannot reach a single one of its named scalars anyway. Broken for PointLightComponent (17,408 declared slots) and SceneComponent (15,255) -- a v4 enum-block desync in the reader.
VoyageSwarmTemplate has drifted 🔴 DA_SwarmTemplate_Night (extracted read-only from the live install 2026-09-07, one export, 474 B) walks sanely to bDisableModulesOnContact @0x79 and then derails: DamageEffectInterval = 2.37e-38, AttractorTypesArray[] count = -2147483648, Sound softobject 1039, then -- walk stopped: SoundDistance: ran past the export end. LightReactions (mapping-file slot 35) never decodes at all. The arithmetic behind it: the live export's unversioned header carries 74 slot states, the 5.7 mapping file's flattened chain (VoyageSwarmTemplate 70 + VoyageBaseDataAsset 7 + DataAsset 1) is 78 -- four slots off, so every index past the drift point names the wrong property. [file] Nothing in Data/SwarmTemplates/** is addressable by name until the layout is re-derived against a live payload.
Conversion artefacts ≠ mod edits A mod container converted to legacy without the game's pakchunk0 loses every import package name to /Engine/UnknownPackage. Compare export counts and sizes, not name lists (section B.5).
A stale pak reverts the asset Your container ships the whole package. After a game patch it silently undoes the devs' changes to that package. Rebuild from a fresh extraction every update; put the build number in the file name, as #103 and #116 do.
Package collisions DA_WeatherPreset_Storm/_Storm_NoLightning: #7 vs #38. DA_WavesPreset_Crosswaves/_Directional: #62 vs #54. BP_Equipment_Light_Nebular_V2_Headlight: #116 vs #2 vs #98. BP_Module_Standing_Light_03/_04/_Base: #120 vs #42, and #171 on _03/_Base -- #171 is ue4ss-lua, not a container, so it is not a mount race: its startup CDO / component-template write lands after mounting and simply overrides #120's cooked light values on that lamp. Between containers, last mounted wins outright; there is no per-property merge.
Weather is two-stage Preset multipliers × waves-preset amplitudes. Editing both multiplies the effect.
Wind is power Wind.SpeedInKm feeds the turbines. Zeroing storms without keeping wind costs you generation -- #7 deliberately keeps 40.
Nothing applies instantly Weather waits for the next preset change; spawners wait for a fresh area; the sky Blueprint runs from level load. Test after travelling, not on the spot.
Advertised ≠ shipped Two mods in this category ship less than the page claims: #116's nine files are three payloads, and #126's LongerNights carries vanilla day/night lengths. Read the files.
Save safety Everything here is world/asset data, not save state. Removing the container reverts the values; no mod page in the domain reports save corruption and nothing in the files suggests any. #39 is the one that writes an enhancer value that ends up persisted in the save.

G. Ideas -- what this project could build here#

# Idea Assets Technique Effort
0 ⛏ Re-derive the VoyageSwarmTemplate layout -- the prerequisite for 1 and 2. The 16 packages are already extracted; the job is to reconcile the live header's 74 slot states with the mapping file's 78 flat slots (count fragments on several templates, bracket the drift by matching known values -- Scale 0.5, Lifetime 120, AttackRate 85 on Night -- and land LightReactions and Sound), then ship the corrected slot table as a schema override the builder can load Data/SwarmTemplates/** analysis + a --schema-override in build_world_mod.py M
1 🔴 Light-kills-leeches, the data way -- raise LightReactions[].DamageFromLight and lower LightReactionThreshold on DA_SwarmTemplate_Night so any lamp kills night swarm (the #120 goal at 1/20th the cost). BLOCKED ON idea 0: LightReactions is mapping-file slot 35, past the drift point, and on DA_SwarmTemplate_Night it does not decode at all -- it cannot be addressed by name today, and a raw-offset patch has no confirmed offset to aim at Data/SwarmTemplates/DA_SwarmTemplate_Night blocked on schema re-derivation, then template set (or raw offset) S after idea 0
2 Swarm difficulty dial -- one recipe with three profiles (docile / vanilla / brutal) over Health, AggroRange, AttackRate, Lifetime, Threat across all 16 swarm templates. The head of the walk (through bDisableModulesOnContact) is sane on DA_SwarmTemplate_Night, so Scale, Lifetime, AggroRange, AttackRate, Threat are reachable with an expect guard on every edit and a per-template re-inspection -- but confirm each template's own walk before trusting it, and treat anything past bDisableModulesOnContact as unreachable until idea 0 lands Data/SwarmTemplates/* template set, head-of-export values only M
3 Weather director -- a coherent set instead of NoStorm's flatten-everything: keep storms dramatic but drop the wave multipliers, or make fog a real hazard. All 21 weather presets are reachable, including the 11 nobody has touched (Calm, Sunny, Mid_Waves, LightSnow, MediumSnow, Cheat_Default, and the 5 wind presets) Data/Weather/WeatherPresets/** template set S–M
4 Wind-only turbine tuning -- the 5 Winds/DA_WeatherPreset_Wind_* presets are untouched by every mod; a clean "more wind, same weather" mod Data/Weather/WeatherPresets/Winds/* template set S
5 Shark/whale HP + dismantle tuning -- MaxHealth, DismantleDuration, DismantleElectricityCost on the 14 DA_NPC_* assets. ⚠️ Not a set job. VoyageNPCData's slot order is ActorType(0) ActorTemplate(1) Items:Map(2) MaxHealth(3) Health(4) Threat:Map(5) … DismantleDuration(11) DismantleElectricityCost(12): every named scalar sits after a Map, and the walk stops at the first Map, so build_world_mod.py can reach none of them. This needs templates/mods/core-pak-data-assets' raw-offset mode (offsets found by hand from a real payload), or a Map<Object,Int> / Map<Enum,Float> decoder added to the walk first Data/NPCData/* raw offsets, or write a Map decoder M–L
6 Enemy loot rebalance -- 19 Enemy/DA_LT_* tables with the same set / drop_array_entry ops as #186; nobody has touched any of them Data/LootTables/ItemTables/Enemy/* template S per table
7 Fix #126 -- ship the LongerNights variant the page describes (20/6 -> 17/9), since the shipped file does not Blueprints/Ultra_Dynamic_Sky_Voyage in-place double patch on a recooked BP, or a raw double patch on the vanilla one S if the doubles patch in place; the two literals are 8-byte doubles in a known run
8 Nebula range without the bloat -- patch the single 1500.0 float in the vanilla headlight export in place, giving #116's range effect with a 4 KB container instead of a full recook, no conflict with #98's power change Blueprints/Equipment/BP_Equipment_Light_Nebular_V2_Headlight raw in-place float S (offset known: export 6, first value)
9 Buoyancy sanity -- redo #39's working half on the current build: BuoyancyCoefficient and bApplyDragForcesInWater are plain in-place values in a 41-byte export Blueprints/BP_BuoyancyComponent in-place patch S
10 A domain conflict-checker -- extend inventory.json consumption into a "these two mods fight over package X" report; this category alone has four live collisions – tooling M

Ideas 0, 1, 2, 5, 6 all need the assets in the repo's vanilla tree first. Data/SwarmTemplates (16 packages) has now been extracted read-only from the live install and is what produced the drift finding in F/H, but it lives in a scratch tree, not in data/mods/vanilla/raw -- landing it there is step one of idea 0. Data/NPCData and Data/LootTables/ItemTables/Enemy are still unextracted.


H. Gaps & unverified#

Gap Why
Nothing here has been run in game. All before/after values are file-level; no screenshot confirms that e.g. Climate.Thunder = 0 removes lightning.
#116's property naming is [inferred]: 1500 -> 2000/3000/4000 is almost certainly AttenuationRadius and 40/60/80 one of Intensity / VolumetricScatteringIntensity / SpecularScale, but the mapping file's PointLightComponent is corrupt so absolute slots cannot be resolved.
#126's 500.0 / 2300.0 pair is [inferred] as dawn/dusk on the UDS 0-2400 clock, from the v1.2 changelog line "Adjusted dusk/dawn" plus the values' shape. Day/Night length in minutes is confirmed.
🔴 VoyageSwarmTemplate is NOT verified against the live build -- it is verified DRIFTED. An earlier draft of this doc claimed the mapping file was "right for VoyageSwarmTemplate and VoyageNPCData (every decoded value matches a number visible in game or in a mod)". That claim was false and is retracted: no DA_SwarmTemplate_* or DA_NPC_* payload had been read when it was written. A read-only extraction of Data/SwarmTemplates on 2026-09-07 (16 packages, live 0.8.5.650920) shows DA_SwarmTemplate_Night walking sanely to bDisableModulesOnContact @0x79 and then producing DamageEffectInterval 2.37e-38, AttractorTypesArray[] count -2147483648, Sound 1039, -- walk stopped: SoundDistance: ran past the export end (export 474 B), with LightReactions never decoded. Header slot states 74 vs the mapping file's 78 flat slots. [file]
VoyageNPCData is unverified. No DA_NPC_* payload has been read on any build. Its mapping-file layout is also structurally hostile to this builder (a Map at slot 2 -- see idea G.5).
DA_NPC_* (except RollerBoi Mini), Enemy/DA_LT_*, EggSackSwarmSpawnInfo and the 11 unmodded weather presets are not in the local vanilla tree -- their schemas are from the mapping file, their values unread. Section G's estimates assume one extraction pass. DA_SwarmTemplate_* is now extracted but sits in a scratch tree, not in data/mods/vanilla/raw.
The Wind_* presets' class is assumed VoyageWeatherPreset from the file name; unverified.
VoyageNPCData maps (Items, Threat) stop the template's walk; a Map decoder was not written.
#120's actual kill mechanism is not decoded -- only that ~104/108 bytes of script were added to BP_Module_Standing_Light_Base's two ubergraph exports and a NameProperty to each child. Reading Blueprint bytecode was out of scope.
#124's splash sizes are unrecoverable without the Niagara editor.
#194 was not analysed against vanilla: its converted package path lost the Voyage/Content prefix (BP_Weapon_Petrol_Grinder with no vanilla counterpart in the tree), and the author states it is broken on Update 5.5 [catalog-only] -- that status comes from the Nexus description ("This mod won't work with Update 5.5 (game version 0.8.5.650920)"), not from the files.
drop_array_entry is implemented for single-export packages only, which covers every DA_LT_* but not multi-export data assets.

I. Sources#

Files (first-hand, this repo)

  • data/nexus-mods/{7,38,39,54,62,103,116,120,124,126,176,186,194}-mod-*/legacy/** -- the converted mod assets and each legacy/DIFF.md
  • data/nexus-mods/171-mod-171/unpacked/**/ue4ss/Mods/LongRange360Light/Scripts/{main,config}.lua -- the runtime CDO patch that overrides #120 on BP_Module_Standing_Light_03
  • Data/SwarmTemplates/** (16 packages) -- extracted read-only from the live install 2026-09-07 with retoc to-legacy --version UE5_7 -f Data/SwarmTemplates; the evidence for the VoyageSwarmTemplate drift in F/H. Not yet landed in data/mods/vanilla/raw.
  • data/nexus-mods/{...}/unpacked/** -- the shipped .utoc/.ucas/.pak containers
  • data/mods/vanilla/raw/Voyage/Content/{Data/Weather,Data/LootTables,Data/NPCData,Blueprints}/** -- the Update 5.5 comparison tree
  • data/nexus-mods/inventory.json, inventory.md -- technique fingerprints, per-pak package lists
  • data/nexus/thelastcaretaker-mods.json -- catalogue snapshot 2026-09-07 (names, versions, descriptions, changelogs, endorsements, downloads)
  • data/nexus-mods/94-mod-94/unpacked/UE 5.7 Mapping File-*/Voyage-5-7.usmap -- class property slots
  • data/datamine/raw/pakchunk0-file-index.txt.gz -- 32,212 package paths; the family counts in C
  • tools/mods/tlcmod/{unversioned,package,usmap,pack}.py, tools/mods/usmap_schema.py -- the decoders
  • templates/mods/{core-pak-data-assets,core-logicmods-blueprints}/** -- the sibling templates
  • docs/15-modding-technical-internals.md, docs/ref/shadow-install.md, docs/plans/mod-plan.md

Web

  • Ultra Dynamic Sky documentation -- Day Length / Night Length are entered in minutes of real time; Time of Day is a 0-2400 float: <https://www.ultradynamicsky.com/Documentation/V7/7-7> (and the 9.x pages; the site 403s automated fetches, so this is from the indexed excerpt)

Not consulted: nexusmods.com pages (403 to fetchers; the catalogue snapshot is the source of truth for mod metadata).

M16

Audio, music & silence

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Everything the Nexus catalogue does to sound: silencing turbines and crates, quieting the loudspeaker, raising quest-VO volume, killing the hull-impact thud -- plus the two audio systems nobody has modded yet, the game's built-in tracker-music player (/Script/ModTracker) and the cassette stack. What each mod actually changes (read off its bytes), how the technique works, which classes and properties govern the domain, a step-by-step recipe with this project's toolchain, and a runnable starter template.

Confidence tags: [file] proven from the mod's own bytes or the vanilla cook · [catalog-only] only the Nexus description supports it · [web] external source · [inferred] reasoned from first-hand evidence but not directly proven.

Ground truth for every number below: the live build Update 5.5 "Deck Drop" 0.8.5.650920 (Steam buildid 25056839, engine reported 5.8.1, 5.7-era serialization), read on the ShadowPC with retoc to-legacy --version UE5_7 and diffed against each mod's own converted container. Where this doc contradicts data/nexus-mods/<id>/legacy/DIFF.md, the difference is stated and explained.

No middleware. The install ships no FMOD, no Wwise -- just XAudio2.9 + Ogg/Vorbis and the stock UE audio engine (docs/ref/shadow-install.md § 3.1). Every asset in this domain is therefore a plain engine class: USoundWave, USoundClass, USoundAttenuation, USoundSubmix, USoundMix, UMetaSoundSource. That is why byte-level property patching works at all here.


A. Library#

Six mods in the catalogue touch audio -- 3.4 % of 176, the thinnest of any domain in this project. Nothing in the catalogue adds a sound; every one of them removes or scales one.

id name author ver updated end. dl technique status tier what it changes files
149 Louder Quest Vocals NecoAngelus84 1 2026-06-27 17 338 pak-property (in place) probably-current niche SC_VO_Quest Volume 1.1 -> 2.0 (x2) / 3.0 (x3); also un-masks PassiveSoundMixModifiers[0].MinVolumeThreshold 0 -> 1.0 LouderQuestVocalsX2.{utoc,ucas,pak} 887 B archive; X3 882 B
166 No hull impact sound RamieruThe5th 1.0 2026-06-30 4 115 pak-property (in place) probably-current niche SAT_Physics_Impact_Boat: shape extents 200 -> 0, FalloffDistance 20000 -> 1, ReverbDistanceMin 100 -> 1, ReverbDistanceMax 5000 -> 10, StereoSpread 100 -> 1 No_Hull_Impact_Sound_P.{utoc,ucas,pak} 703 B archive
99 Whispering Typhoons DrStalker 0.6.0.606504 2026-01-17 13 411 pak-blueprint (whole recook) probably-current weak BP_Module_WindTurbine_Large rebuilt so the Tier-3 turbine plays MTS_Sys_Generator_Wind_Small instead of ..._Large Nep_QuietTurbines_P.* 5,890 B
25 Silent Wind Turbines Dmgvol v0.5 2025-11-14 58 1,149 pak-soundwave (whole replace) stale-pre-5.7 weak both SW_Sys_Generator_Wind_{Large,Small}_Run_01 replaced with one 132,845-byte BINKA silence clip SilentWindTurbines_P.* 1,643 B
87 NoClapSound MoDDuck 1.0 2025-12-09 11 181 pak-soundwave (name-table edit) stale-pre-5.7 weak 16 SW_Sys_Container_Gen_* waves: cooked-format FName RADA -> WAV; audio bytes untouched StorageOFFVol_P.* 84,556 B
36 (deprecated) stop talking speaker guy sushi 1.0.0 2025-11-21 3 239 pak-blueprint + pak-data-asset stale-pre-5.7 avoid 4x DA_Message_* + the BP_Loudspeaker_Playlist_Entry struct default: Multiplier 1.0 -> 0.0; BP_LoudspeakerActor recooked at the Nov-2025 state no_speaker_guy_p.* 9,736 B (v1.0.1)

149 -- Louder Quest Vocals [file]#

A six-word edit to one 39-byte export, and the cleanest example of the whole domain. SC_VO_Quest is a USoundClass; its only serialized properties are FSoundClassProperties.Volume (schema slot 0) and DefaultSubmix (slot 19). The mod rewrites the Volume float in place: cdcc8c3f (1.1) -> 00000040 (2.0) in the X2 file and 00004040 (3.0) in the X3 file, at .uexp+8. Export size is unchanged, so nothing else in the package moves. Both files are Nexus MAIN; X2 is the primary.

Second, undocumented change: the class's one PassiveSoundMixModifier (which pushes SCM_VO_Ducking while quest VO plays) has its MinVolumeThreshold un-masked from the zero mask and written as 1.0. Vanilla element header 0x0780 (3 values, HasZero set, mask byte 02 = element 1 is zero) becomes 0x0700 (3 plain values) with 0000803f spliced in. The catalogue and DIFF.md both miss this. Effect is benign at the mod's own volumes (2.0 and 3.0 are both >= 1.0, so the ducking mix still triggers) but it is a real second edit, and it is why the .uexp grew 43 -> 46 bytes (export payload 39 -> 42) -- not a conversion artefact. [file]

166 -- No hull impact sound [file]#

The best technique in the catalogue and the one worth copying. Instead of touching a single audio sample it collapses the emitter's audible sphere: SAT_Physics_Impact_Boat is a USoundAttenuation, and the mod rewrites five floats inside its FSoundAttenuationSettings struct, all already serialized, all in place, export size identical at 79 bytes:

Property Slot Vanilla Mod .uexp offset
StereoSpread 26 100.0 1.0 +17
ReverbDistanceMin 48 100.0 1.0 +33
ReverbDistanceMax 49 5000.0 10.0 +37
AttenuationShapeExtents (FVector, 3 doubles) 64 (200, 0, 0) (0, 0, 0) +47
FalloffDistance 66 20000.0 1.0 +71

Sphere radius 0 with a 1 cm falloff = inaudible one centimetre from the emitter. Nothing is deleted, no wave is re-cooked, and the patch survives any change to the audio content itself. DIFF.md calls these assets "no vanilla counterpart" -- that is a tooling artefact, see § F.1.

99 -- Whispering Typhoons [file]#

Does the right thing the expensive way. Vanilla BP_Module_WindTurbine_Large (the Tier-3 "Typhoon"; Tier-1 is "Whisper", Tier-2 "Cyclone" -- data/datamine/parsed/display-names.json) drives its AudioComponent from MTS_Sys_Generator_Wind_Large. The mod ships a whole rebuilt blueprint whose name table carries /Game/Audio/SFX/World/Systems/Sys_Generators/MTS_Sys_Generator_Wind_Small instead. Confirmed by set-differencing the two name tables: MTS_Sys_Generator_Wind_Small is present only in the mod, MTS_Sys_Generator_Wind_Large in both.

The cost of shipping the whole package: the mod's copy is frozen at build 0.6.0.606504 (2026-01-17) and differs from today's vanilla in ways that have nothing to do with sound -- vanilla uses VoyageRotatingSceneComponent, the mod RotatingMovementComponent; vanilla carries the literal name Typhoon, the mod a ST_Modules_Generator string-table reference. Installing it today reverts every change Channel37 made to that blueprint in eight months. [file] A property-level equivalent (patch the attenuation or insert USoundWave.Volume) would have been ~80 bytes and version-proof.

25 -- Silent Wind Turbines [file]#

Whole-asset replacement. Vanilla SW_Sys_Generator_Wind_Large_Run_01 is 44.1 kHz stereo PCM (name-table entry 0 = PCM, a RIFF/WAVE header inline in the .uexp, 12,665,520 bytes of samples in the .ubulk, duration 71.8 s); ..._Small_Run_01 is RADA (RAD Audio, 399,506 B, 31.0 s). The mod replaces both with the same re-cooked 48 kHz BINKA asset -- both .ubulk files are 132,845 bytes and byte-identical (md5 f3062c06634b33c1e302bedc7154a0ad), both .uexp files are 130 bytes and identical apart from the package name, and both claim duration 71.8 s. One silent WAV, imported twice.

Requires a UE editor project, and every byte of it is version-bound: the payload was cooked against the pre-5.7 engine. [file]

87 -- NoClapSound [file] -- half analysis, half accident#

The catalogue and the DIFF both misread this one. The truth from the bytes: all 16 .ubulk files are byte-identical to vanilla and every .uexp's cooked RAD Audio stream is unchanged. The mod does not silence anything by editing audio. Two things actually differ:

  1. Name-table entry 0 changes from RADA to WAV. In a cooked USoundWave that first name is the audio format FName -- verified across four assets: vanilla large turbine = PCM, vanilla small turbine and every container wave = RADA, mod 25's replacements = BINKA. WAV is not a UE runtime format name, so the decoder cannot be resolved and the wave plays nothing. [inferred] -- the name change is [file], the failure mechanism is reasoning from it.
  2. The fragment header's last word moves one schema slot. Vanilla 09 03 (skip 9 -> value at combined slot 51) becomes 08 03 (skip 8 -> slot 50); on the eight "Close" waves the trailing FSoundTimecodeOffset value is dropped entirely (00 03 + 8-byte double -> a bare 01 01 empty-struct header), which is the entire 274 vs 282-byte size difference. That one-slot shift is the fingerprint of a class-layout drift between the engine the mod was cooked with (pre-5.7, 2025-12-09) and the live build -- see § F.2.

So: 16 waves changed, not 8; the mechanism is a codec-name mismatch, not silence; and it is cooked against a layout the game no longer has. Its Nexus page also tells users to install into Paks\LogicMods, which is the wrong directory for a Zen container (LogicMods is UE4SS/DML territory) -- see § F.4.

36 -- stop talking speaker guy [file] -- author-deprecated, and correctly so#

The loudspeaker plays a playlist of TLC_Radio_* waves via four DA_Message_* data assets (Main -> TLC_Radio_01b, Make -> 04a, Save -> 02a, Ship -> 03a), each an instance of the Blueprint class BP_Loudspeaker_Playlist holding one BP_Loudspeaker_Playlist_Entry (SoundWave soft-object + a Multiplier double). The mod sets that Multiplier double from 1.0 (0000f03f tail) to 0.0 in all four data assets and in the UserDefinedStruct's own default. [file] (The Multiplier is a per-entry weight/volume scalar; 0 stops the entry either way. [inferred])

The damage is BP_LoudspeakerActor: the mod ships a recook that is 15,307 + 18,391 bytes against today's 18,570 + 21,288. Names present only in vanilla include BP_DurabilityIndicatorComponent, DamagedMessageWaves, CaretakerRefrainDamage, three combat stingers and /Script/MetasoundEngine -- i.e. installing this reverts ten months of loudspeaker work. Author has marked it deprecated. avoid.

What the catalogue does NOT have#

No music replacer, no music-off mod, no master/per-bus volume mod, no footstep or weapon-sound mod, no subtitle/VO-language mod, and nothing at all touching the tracker player or the cassettes -- despite the game shipping a complete in-game tracker with 14 songs. § G is built from that gap.


B. How they do it#

B.1 In-place property overwrite -- the one to copy (mods 149, 166)#

A cooked export is [fragment words][zero mask][values]. When the property you want is already in the value area, you overwrite its bytes and nothing else moves: no SerialSize, no BulkDataStartOffset, no fragment re-encoding, no way to desync.

SC_VO_Quest.uexp, all 39 payload bytes, annotated [file]:

00 03                     outer USoundClass header: skip 0, 1 value, IsLast   -> slot 0 = properties
   00 02  12 03           FSoundClassProperties header: (skip 0, 1 value) + (skip 18, 1 value, IsLast)
      cd cc 8c 3f         slot  0  Volume                    = 1.1     <-- mod 149 writes 2.0 / 3.0 here
      f7 ff ff ff         slot 19  DefaultSubmix             = import -9  (MIX_VO)
01 00 00 00               outer slot 2 PassiveSoundMixModifiers: array count 1
   80 07  02              element header: 3 values, HasZero; mask 02 -> element 1 is zero
      f8 ff ff ff         SoundMix          = import -8  (SCM_VO_Ducking)
      (masked)            MinVolumeThreshold = 0.0          <-- mod 149 un-masks this to 1.0
      00 00 20 41         MaxVolumeThreshold = 10.0
fa ff ff ff               outer slot 3 ParentClass = import -6 (SC_VO)
00 00 00 00               trailing

SAT_Physics_Impact_Boat.uexp (mod 166) has the same shape one level deeper: a 2-byte outer header then a 14-byte FSoundAttenuationSettings header (7 fragment words, no zero mask) then 63 bytes of values. Byte offsets are in the § A.166 table.

B.2 Un-masking a zero (mod 149's second edit)#

A value of zero is normally not written: the fragment sets HasZero and a mask bit says "this one is zero". To give it a non-zero value you must clear the mask bit and splice the bytes in:

vanilla  80 07 | 02 | f8ffffff |            | 00002041      3 values, mask 02, 19 B
mod      00 07 |    | f8ffffff | 0000803f   | 00002041      3 values, no mask, 22 B  (+3)

tlcmod.material.patch_mi does exactly this for material parameters; the same lever applies to any struct element. Note the net +3, not +4: the mask byte disappears with the last HasZero fragment.

B.3 Property insertion (a property the cooker skipped)#

A property equal to its C++ default is absent entirely. USoundWave.Volume (slot 20, default 1.0) is absent from every wave in the game -- so making one wave quieter means flipping the slot on, re-encoding the fragment stream, splicing four bytes into the value area at the right position, and following the growth with SerialSize + BulkDataStartOffset. Measured on SW_Sys_Generator_Wind_Large_Run_01 with the template's insert_property():

header 10 B -> 12 B, value +4  => export 923 -> 929 (+6)
before: slots present [8, 22, 23, 39, 41, 51]
after : slots present [8, 20, 22, 23, 39, 41, 51],  Volume = 0.02 @ .uexp+13

This is tools/mods/build_enhancer_cap.py's technique with one addition: tlcmod.unversioned. patch_slot can only insert in front of the whole value area, and SoundAssetCompressionType (slot 8) is serialized before slot 20. The template carries a typed walker so the bytes land in the right place -- a graduation candidate for tlcmod.

B.4 Whole-asset replacement (mod 25) and whole-blueprint recook (mods 36, 99)#

Both mean "the mod ships Channel37's package as it existed on the author's build date". For a USoundWave that is unavoidable if you are changing the actual audio (the RIFF header lives in the .uexp, the codec stream in the .ubulk, and the format FName + CompressedDataGuid must agree). For a Blueprint it is almost always avoidable -- mod 99's entire payload is "use a different MetaSoundSource", which is one import.

B.5 Renaming the cooked format (mod 87)#

Not a technique to copy, but worth knowing it exists: the first name-table entry of a cooked USoundWave is its runtime audio format. Editing that string breaks decoding without touching a sample. It is 1 byte cheaper than a real silence and 100 % undocumented behaviour.


C. The domain map#

Counts in bold were taken first-hand from the live Update 5.5 extraction; the rest come from the container index (pakchunk0-file-index.txt.gz, 3,984 audio .uasset), which is an Aug-25 snapshot and can lag by a few assets -- attenuations, for example, went from 67 to 72 in that window (SAT_Env_Buoy, SAT_Env_MovingPlatform, SAT_Env_PhoneRinging, SAT_Gen_Wide_400_3600, SAT_Module_DistillationTower, _Alarm added; SAT_Sys_JetSki_Movement removed), and the tracker gained a 14th song (Children_of_Sorrow).

C.1 Asset families#

Prefix / path UE class Live count Data or code What it governs
Audio/SFX/**/SW_* USoundWave 2,800 (all SW_*) data (+ .ubulk payload) one recorded sound: format FName, NumChannels, SampleRate, duration, TotalSamples, Volume, Pitch, bLooping
Audio/**/MTS_* UMetaSoundSource 199 data header, opaque graph the per-emitter sound machine: references a wave, a SoundClass, a SoundAttenuation, a submix; graph is a ~16 KB serialized document
Audio/**/CUE_* USoundCue 232 data node-graph cue; VolumeMultiplier, PitchMultiplier, AttenuationOverrides are plain properties
Audio/Shares/SoundClasses/SC_* USoundClass 24 data the mix tree: Volume, Pitch, LowPassFilterFrequency, bIsMusic, bIsUISound, ChildClasses, ParentClass, DefaultSubmix, PassiveSoundMixModifiers
Audio/Shares/Attenuations/SAT_* USoundAttenuation 72 data audible radius, falloff, occlusion, reverb sends, focus
Audio/Shares/Mix/MIX_* USoundSubmix 62 data the submix graph and its effect chains (the whole Mix/ directory is 79 assets live)
Audio/Shares/Mix/SCM_* USoundMix 2 (SCM_VO_Ducking, SCM_DemoEnd) data a pushed mix: per-class adjusters, fade times
Audio/Shares/Mix/SMP_* USoundEffectSubmixPreset 13 data compressors, EQ, LPF, delay (underwater, terminal, death)
Audio/Shares/Effects/SEC_* / SEP_* source effect chain / preset 3 + 6 data speaker + boombox + quest-VO source effects
Audio/Shares/Effects/Reverbs/* USubmixEffectConvolutionReverbPreset + IR waves 24 + 23 (+ ReverbTags) data + .ubulk IRs the convolution reverb spaces
Audio/Shares/Concurrencies/CON_* USoundConcurrency 6 data voice limits / stealing rules
Audio/Shares/AudioBuses/AB_*, SB_* UAudioBus / USourceBus 6 data ducking + weapon-tail buses
Audio/Shares/AudioModulation/MG_* modulation generator 1 data MG_Weapon_Ducking
Audio/Shares/MTS_Presets/MTSP_* UMetaSoundPatch 10 opaque graph reusable MetaSound building blocks
Data/Audio/DA_Music_*, DA_Default*Music UVoyageMusicData 8 data which MetaSound plays for which music state, + BPM
Audio/Music/Mod/Songs/* UModTrackerAsset (/Script/ModTracker) 14 data (raw module file embedded) the tracker songs
Audio/Music/Mod/Widgets/BP_ModTracker*Widget Blueprint over /Script/ModTrackerUI 2 Blueprint the in-game tracker UI
Audio/Music/Casette/* USoundWave + UConstantQNRT + settings 3 data + .ubulk the cassette track and its spectrum-analysis asset
Data/Assets/Cartridges/DA_Cartridge_Mod_* VoyageCartridgeItem 14 data the inventory items that carry a tracker song
Blueprints/LoudSpeaker/* Blueprint + UserDefinedStruct 6 Blueprint + data the talking loudspeaker and its playlist
Blueprints/Subsystems/BP_VoyageMusicSubsystem, Blueprints/Audio/BP_Music_Trigger Blueprint 2 Blueprint music state machine and its triggers

Patchable (data) = everything marked data: the byte-patch pipeline in § D reaches it. Not patchable in a pak = the MetaSound graph documents, the Blueprint bytecode, and the C++ classes (/Script/Voyage, /Script/ModTracker, /Script/ModTrackerUI) -- for those the levers are UE4SS Lua (live property writes) or an editor project.

C.2 The SoundClass tree, decoded from the live cook [file]#

Every value below was read out of the 24 SC_*.uexp payloads. A blank cell = the property is not serialized, i.e. it equals the engine default (Volume 1.0, Pitch 1.0, all flags false).

SC_Master                                   bApplyAmbientVolumes=1  bReverb=0  Default2DReverbSendAmount=1.0
├─ SC_Music                                 bIsMusic=1  bReverb=0  LoadingBehavior=2      -> MIX_MUSIC
│   └─ SC_Music_Cassette                    bIsMusic=1  bApplyAmbientVolumes=1            -> MIX_Music_Diegetic
├─ SC_SFX                                   bApplyAmbientVolumes=1  bReverb=0             -> MIX_SFX
│   ├─ SC_SFX_Player                        Default2DReverbSendAmount=0.5                 -> MIX_Sfx_Player
│   │   ├─ SC_SFX_Player_Foley                                                            -> MIX_Sfx_Player_Foley
│   │   └─ SC_SFX_Player_Weapon                                                           -> MIX_Sfx_Player_Gunshot_L
│   │       ├─ SC_SFX_Player_Weapon_Grenade_Big     Volume = 1.3
│   │       └─ SC_SFX_Player_Weapon_Grenade_Small   Volume = 1.2
│   ├─ SC_SFX_UI                            bIsUISound=1  bReverb=0                       -> MIX_Sfx_UI
│   │   └─ SC_SFX_UI_Hi                     bIsUISound=1  bReverb=0
│   └─ SC_SFX_World                         Default2DReverbSendAmount=1.0                 -> MIX_Sfx_World
│       ├─ SC_SFX_World_Ene                 ├─ SC_SFX_World_Ene_Growth
│       │                                   ├─ SC_SFX_World_Ene_Swarm
│       │                                   ├─ SC_World_Ene_Rolling_Laserbob   Volume = 0.75
│       │                                   └─ SC_World_Ene_Rolling_Rollerboi  Volume = 0.5
│       ├─ SC_SFX_World_Env                 ├─ SC_SFX_World_Env_NoSubmixSends
│       │                                   └─ SC_SFX_World_Env_Weather_Portals
│       └─ SC_SFX_World_Sys                 Default2DReverbSendAmount=1.0                 -> MIX_Sfx_World_Mid
└─ SC_VO                                                                                  -> MIX_VO
    ├─ SC_SFX_VO                            Default2DReverbSendAmount=1.0                 -> MIX_Sfx_VO
    └─ SC_VO_Quest                          Volume = 1.1  + PassiveSoundMixModifier(SCM_VO_Ducking, 0 .. 10)

Read this as the volume map of the game. Five classes serialize Volume today (the two grenade classes, the two rolling-enemy classes, quest VO) -- those are in-place one-float edits. The other nineteen need an insertion (§ B.3) but the same slot: FSoundClassProperties.Volume is schema slot 0, so nothing precedes it and even the simple tlcmod.unversioned.patch_slot would reach it, were it not one level down inside the outer object's value area (§ E limits).

SC_SFX_World_Sys is the class every module/machine noise ends up in -- turbines, refiners, pumps. SC_Music_Cassette is diegetic music (the boombox / cassette player), separate from SC_Music.

C.3 FSoundClassProperties -- the 20 slots#

Slot Property Type Slot Property Type
0 Volume float 10 bIsUISound bool
1 Pitch float 11 bIsMusic bool
2 LowPassFilterFrequency float 12 bCenterChannelOnly bool
3 AttenuationDistanceScale float 13 bApplyAmbientVolumes bool
4 LFEBleed float 14 bReverb bool
5 VoiceCenterChannelVolume float 15 Default2DReverbSendAmount float
6 RadioFilterVolume float 16 ModulationSettings struct
7 RadioFilterVolumeThreshold float 17 OutputTarget enum byte
8 bApplyEffects bool 18 LoadingBehavior enum byte
9 bAlwaysPlay bool 19 DefaultSubmix object

Outer USoundClass: slot 0 properties, 1 ChildClasses, 2 PassiveSoundMixModifiers, 3 ParentClass, 4 AssetUserData.

C.4 FSoundAttenuationSettings + FBaseAttenuationSettings -- the slots that matter#

Derived first (0-59), then the super (60-69). Full table in templates/mods/audio-music/audio_schema.py.

Slot Property Type Why you would touch it
0 bAttenuate bool off = the sound is 2D and always full volume
5 bEnableOcclusion bool walls stop muffling it
26 StereoSpread float stereo width at the emitter
43 OcclusionLowPassFilterFrequency float how muffled occlusion sounds
46-49 ReverbWetLevelMin/Max, ReverbDistanceMin/Max float the reverb send curve
60 DistanceAlgorithm enum 4 = natural sound (all the game's own)
62 FalloffMode enum 1 = continues past max distance
63 dBAttenuationAtMax float -59 dB on the game's own set
64 AttenuationShapeExtents FVector (3 x f64) sphere radius (X) -- the silencer
66 FalloffDistance float how far past the radius it fades -- the silencer

Live values for the emitters a player would want to quiet [file]:

Attenuation Radius (extents.X) Falloff Used by
SAT_Sys_Rocket_EngineBig 7500 300000 the rocket
SAT_Sys_Rocket 7500 150000 the rocket
SAT_Sys_Tannoy_Huge 2500 50000 the huge tannoy
SAT_Sys_Horn_Boat 900 29000 boat horn
SAT_Physics_Impact_Boat 200 20000 biomass on the hull (mod 166)
SAT_Sys_Horn_Gen 500 20000 generic horn
SAT_Sys_BoatEngine_Petrol 200 15000 petrol boat engine
SAT_Sys_BoatEngine_Electric 200 12000 electric boat engine
SAT_Sys_Door_Blast 1000 12000 blast doors
SAT_Physics_Impact 100 10000 generic impacts
SAT_Sys_Anchors 300 7500 anchors
SAT_Sys_Gyrocopter_Rotor 50 7000 gyrocopter
SAT_Sys_JetSki_Engine 100 7000 jet ski
SAT_Sys_BoomBox_Music (60, 60, 300) 6000 the boombox's music
SAT_Sys_Forklift_Engine 100 6000 forklift
SAT_Gen_Wide_400_7200 -- 7200 shared "wide" preset
SAT_Module_Large / _Medium / _Small 200 / 50 / -- 3000 / 2500 / 1500 module machinery
SAT_VO_Speaker 300 3000 the talking loudspeaker
SAT_Sys_Tools 100 4000 tools
SAT_Sys_Cable 80 1000 cables

⚠️ These are shared: SAT_Module_Large is not the turbine's alone. Silencing one attenuation silences every emitter that references it. The precise lever is the wave (§ B.3) or the emitter's own MetaSoundSource.

C.5 USoundWave / USoundBase -- what a cooked wave carries#

USoundWave owns schema slots 0-26; USoundBase follows. Measured presence in the live cook: SoundAssetCompressionType (8), NumChannels (22), SampleRate (23), duration, TotalSamples, TimecodeOffset -- everything else defaults. Useful slots:

Slot Property Type Note
4 bLooping bool absent on the game's waves; the loop lives in the MetaSound
8 SoundAssetCompressionType enum byte 2 on the PCM/RADA waves
20 Volume float absent everywhere -- insert it to quiet one specific sound
21 Pitch float absent everywhere
22/23 NumChannels / SampleRate int 2 / 44100 or 48000
-- SoundClassObject, AttenuationSettings, Priority (SoundBase) absent on waves; set on the MTS_* instead

Name-table entry 0 is the cooked audio format: PCM, RADA (RAD Audio) or BINKA (Bink Audio) across everything examined. [file]

C.6 The music systems#

Score. Blueprints/Subsystems/BP_VoyageMusicSubsystem + Blueprints/Audio/BP_Music_Trigger drive eight UVoyageMusicData assets in Data/Audio/ -- 3 slots each: SoundAsset (object), BPM (float), NumBeats (int). Live values [file]:

Data asset SoundAsset BPM
DA_Music_Combat_Low MTS_Mus_Combat_Low_Quad 120
DA_Music_Combat_Medium MTS_Mus_Combat_Medium_Quad 120
DA_Music_Combat_High MTS_Mus_Combat_High_Quad 120
DA_Music_Exploration_Sailing_Dynamic MTS_Mus_Sailing_Dynamic_Quad (default)
DA_Music_Stinger_Sailing_First_Time CUE_Mus_Exp_Sting_Leave_EpicLeave 60
DA_DefaultMusic, DA_DefaultLocationMusic, DA_Music_Combat_NoThreat none (SoundAsset skipped; BPM/NumBeats zero-masked, 7-byte payload 81 05 03 00000000) --

The three empty ones are the canonical example of a fully-defaulted cooked export -- and the reason "no music" is a state the game already models.

Diegetic: cassettes. DA_Weapon_Attachment_Cassette_A ("Pop Metal Vol.1") and _B ("Best 90' Holiday Songs Vol.21") are weapon attachments; both reference the same wave, Audio/Music/Casette/Cassette_Cathartic_Rifts (RADA, 441,360 B .ubulk) plus SNRT_Cassette_Cathartic_Rifts, a 1.3 MB UConstantQNRT from the Audio Synesthesia plugin (settings SRT_VoyageConstantQSettings) that drives the on-screen spectrum. Two labels, one track -- a shipping placeholder. [file]

Diegetic: the tracker. This is the interesting one. /Script/ModTracker is a bespoke native module compiled into the shipping exe, with a UI module /Script/ModTrackerUI (grid, order list, instrument list, spectrum bars, menu bar, playback info, input hints, EModTrackerInput enum) and two Blueprints, BP_ModTrackerWidget (the full tracker) and BP_ModTrackerPlayerWidget (the compact player), plus UI/Screen/BP_BoomBox_Screen for the "Data Recovery Deck" module (DA_Skill_Module_Boombox; in-game description: "useful for tracker music cartridges, turning an old diagnostic tool into a portable music player").

A song is a UModTrackerAsset whose export embeds the raw tracker module file. Decoded layout [file] (13 present slots on Chiptropolis):

FString  Title        "chiptropolis"
FString  Artist       "Jogeir"
int32 x4              4, 34, 36, 31          (channels / patterns / orders / instruments -- [inferred])
int32                 2304
float                 276.48                 (duration in seconds -- [inferred])
int32 x3              3568, 4447, 25
FString  SourcePath   "../../Work/Audio/Mods/External/Chiptropolis.mod"
TArray<uint8>         109,690 bytes -- the .MOD file itself: "M.K." at offset 1080

XM songs carry Extended Module: at offset 0 instead (roz-lonelies, Children_of_Sorrow). The 14 songs total ~7.5 MB of embedded module data and are pure ProTracker / FastTracker II scene music (Jogeir Liljedahl, Purple Motion, Roz).

Each song is surfaced by a VoyageCartridgeItem data asset in Data/Assets/Cartridges/ whose schema slot 82 holds the ModTrackerAsset reference [file] -- the same class also backs the PECO game cartridges, which use slots 62/64 for a Data/WebPages/... reference instead. Data/LogicUnits/Inventory/BP_InventoryFilterTrackerMod casts an item to ModTrackerAsset, which is what makes the boombox accept only music cartridges.

Cartridge Song asset Format
DA_Cartridge_Mod_Test_1 ("Test arps") test_arps MOD
DA_Cartridge_Mod_Jogeir_Chiptropolis Chiptropolis MOD
DA_Cartridge_Mod_Jogeir_Guitar_Slinger GSLINGER MOD
DA_Cartridge_Mod_Jogeir_Key keys_to_imagination MOD
DA_Cartridge_Mod_Jogeir_Poushki jogeir_-_poushki MOD
DA_Cartridge_Mod_Jogeir_TouchinTheChip touchin_thechip MOD
DA_Cartridge_Mod_PM_Second_Reality 2nd_pm --
DA_Cartridge_Mod_PM_Starshine starshine --
DA_Cartridge_Mod_PM_Turbulence TURBULEN --
DA_Cartridge_Mod_Roz_roz_Angerkoski roz-angerkoski --
DA_Cartridge_Mod_Roz_roz_Breakdown roz-breakdown --
DA_Cartridge_Mod_Roz_roz_Fluctuations roz-fluctuations --
DA_Cartridge_Mod_Roz_roz_Lonelies roz-lonelies XM
DA_Cartridge_Mod_Manifest_Chant Children_of_Sorrow (9.76 MB) XM

Loudspeaker. Blueprints/LoudSpeaker/ (note the capital S -- § F.1): BP_LoudspeakerActor, BP_Loudspeaker_Playlist (+ four DA_Message_* instances -> TLC_Radio_* waves), BP_Loudspeaker_Playlist_Entry (UserDefinedStruct: SoundWave soft ref + Multiplier double), CaretakerRefrainDamage, and Audio/VO/MTS_VO_Loudspeaker; attenuation SAT_VO_Speaker.


D. Recipe -- a new audio mod with this toolchain#

Worked example: quiet the module machinery on the ship by shrinking SAT_Module_Large and SAT_Module_Medium. Same six steps for any property in § C.

1. Extract the vanilla packages (read-only, ShadowPC).

ssh -i ~/.ssh/shadow_claude [email protected]
powershell -NoProfile -Command "& 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\tools\retoc.exe' to-legacy --version UE5_7 --no-shaders -f Audio/Shares/Attenuations/ 'D:\SteamLibrary\steamapps\common\Voyage\Voyage\Content\Paks' 'C:\Users\Shadow\AppData\Local\Temp\tlc-mine\audio'"

then, locally: scp -r -i ~/.ssh/shadow_claude [email protected]:'C:/Users/Shadow/AppData/Local/Temp/tlc-mine/audio/Voyage' data/mods/quiet-modules/raw/. All 72 attenuations take 227 ms. [file] The whole Audio/Shares/ tree plus the music and loudspeaker packages is 459 files / 18.7 MB in about 3 s. 🪤 -f is a case-sensitive substring match on the container path, not a glob (§ F.1), and to-legacy needs the whole Paks directory because script objects live in global.utoc.

2. Find the property.

python templates/mods/audio-music/build_mod.py --inspect Audio/Shares/Attenuations/SAT_Module_Large

It reads the class out of the package's own name table and prints every reachable property with its current value and .uexp offset.

3. Write the recipe.

{ "package": "Audio/Shares/Attenuations/SAT_Module_Large",
  "schema": "SoundAttenuation", "property": "FalloffDistance",
  "expect": 3000.0, "value": 600.0 }

or, for a full mute, "kind": "mute_attenuation".

4. Build and pack.

python templates/mods/audio-music/build_mod.py --dry-run
python templates/mods/audio-music/build_mod.py --write --pack

Under the hood this is tlcmod (unversioned -> package -> pack), the same three modules that build the Matte Black livery and the Enhancer Cap. Output: <Name>_P.{utoc,ucas,pak}.

5. Verify the container targets the right packages -- the step that catches a wrong path before the game silently ignores your mod:

tools/mods/bin/retoc.exe manifest data/mods/quiet-modules/pak/QuietModules_P.utoc   # writes pakstore.json

and compare each chunk id with the game's own in data/datamine/raw/pakchunk0-file-index.txt.gz. Verified for the template's demo build [file]:

Package container game
/Game/Audio/Shares/Attenuations/SAT_Physics_Impact_Boat 27bebced08d6293900000001 27bebced08d6293900000001
/Game/Audio/Shares/SoundClasses/SC_VO_Quest bcc60da1fc86911300000001 bcc60da1fc86911300000001

6. Install and roll back. Copy the three files to Voyage\Content\Paks\~mods\ with the game closed; keep the _P suffix. Roll back = delete the three files. Audio properties are pure asset data: nothing is written into the save, so there is no migration risk in either direction.

Testing. Shipping writes no UE log, so a bad package fails silently. Change one asset at a time. A SoundClass Volume is audible immediately; an attenuation change needs you to walk away from the emitter; a SoundWave Volume insert should be verified by re-inspecting the build tree before you ever copy it over (the template does that automatically).


E. Template#

C:/last-caretaker/templates/mods/audio-music/

File What
README.md fill-in guide with recorded outputs of every step
build_mod.py the builder -- --inspect, --dry-run, --write, --pack
audio_schema.py typed slot tables for SoundClass / SoundAttenuation / SoundWave + the value walker
recipe.json the only file you normally edit

You name the property, not a byte offset: audio_schema.py carries the slot/width tables from the UE 5.7 mapping file (verified against live payloads) and walks the cooked stream to the bytes. It handles the nested FSoundClassProperties / FSoundAttenuationSettings structs, refuses to guess past a variable-width property, verifies expect before writing, and stages scriptobjects.bin before packing.

Run recorded 2026-09-07 (default recipe, both packages ship in data/mods/vanilla/raw, so it works with no extraction):

  SC_VO_Quest              SoundClass.Volume                          1.100000023841858 -> 1.6
  SAT_Physics_Impact_Boat  SoundAttenuation.AttenuationShapeExtents   (200.0, 0.0, 0.0) -> [0.0, 0.0, 0.0]
  SAT_Physics_Impact_Boat  SoundAttenuation.FalloffDistance           20000.0 -> 1.0
  staged scriptobjects.bin from data/mods/vanilla/global/scriptobjects.bin
  packing: retoc.exe to-zen --version UE5_7 ... MyAudioMod_P.utoc
             347  MyAudioMod_P.pak
           1,143  MyAudioMod_P.ucas
             616  MyAudioMod_P.utoc

and the insert path, on the disabled edits_disabled entry:

  SW_Sys_Generator_Wind_Large_Run_01  SoundWave.Volume  'absent (C++ default)' -> 0.02  (+6 B, INSERTED)
  # re-inspected from the build tree: export 923 -> 929 B, header 10 -> 12 B, Volume @ .uexp+13

Deliberate limits, each raising an error rather than guessing: the patched export must be the last in its package; inserts only into a flat schema (a nested-struct insert would also have to grow the outer export); no insert into an export that uses the zero mask; and never write an exact 0.0 where the cooker would have masked it.

tlcmod itself was not modified -- the Matte Black livery and the Enhancer Cap builders are untouched.


F. Pitfalls, version notes and patch survival#

F.1 retoc -f is case-sensitive -- and it produced a wrong DIFF [file]#

data/mods/vanilla/tools/missing-packages.txt lists all six Blueprints/Loudspeaker/* packages as "no vanilla counterpart", and mod #36's DIFF.md therefore says its 12 assets are mod-added. They are not. In the live build the directory is Blueprints/LoudSpeaker/ with a capital S; the extraction filter Blueprints/Loudspeaker/ never matched. Re-running with the right case returns all six packages, and the real diff is in § A.36.

Package ids, by contrast, are case-insensitive: mod 36's chunk ids (3f4f9fe1bf1ac1a2… for BP_LoudspeakerActor) match the game's exactly despite the lowercase path. So a wrong-cased path still overrides -- it just breaks your tooling, not the mod.

Practical rule: when a -f filter returns nothing, try the leaf name alone before concluding the package is gone.

F.2 Class-layout drift between 5.7 and the live build [file]#

The community mapping file (Nexus #94, Voyage-5-7.usmap, dumped 2025-12-29) says USoundWave has 27 slots and USoundBase 24 -- 51 combined. The live cook disagrees: every vanilla SW_* places its last property (FSoundTimecodeOffset, an 8-byte double struct) at combined slot 51, one past the mapping file's last slot. Mod 87, cooked pre-5.7, writes it at slot 50.

Consequences: * USoundWave's own slots (0-26) are stable -- Volume at 20 is safe; * any patch that addresses a USoundBase slot by number on this build is off by one; * a mod cooked before the drift assigns its trailing value to the wrong property.

Always verify a slot number against a real payload before inserting, exactly as build_enhancer_cap.py does.

F.3 The mapping file does not cover the game's newest classes [file]#

Voyage-5-7.usmap carries 906 Voyage* classes but no ModTrackerAsset, no ModTrackerComponent, no VoyageCartridgeItem -- those were added after the dump. For them the slot layout has to be established empirically by cross-diffing several instances (that is how VoyageCartridgeItem slot 82 was identified: it is present on every music cartridge and absent on every game cartridge).

F.4 Install directory#

Zen containers go in Voyage\Content\Paks\~mods\. Paks\LogicMods\ is for UE4SS/DML blueprint mods and Paks\ root works but has no ordering guarantee. Mod 87's page says LogicMods, mod 25's says Paks\, mod 149's says "Paks or better Paks\Mods" -- three different answers in one catalogue. Use ~mods.

F.5 What survives a game patch#

Patch shape Survival Why
in-place float on a SoundClass / SoundAttenuation best the package is small and rarely re-cooked; the only risk is Channel37 changing the same value, which your expect check catches
property insertion (SoundWave.Volume) good depends on the class layout, not on the asset's content; re-verify slots after an engine bump
whole SoundWave replacement poor freezes format, GUID and stream at your build date
whole Blueprint recook worst freezes ten months of unrelated logic (mods 36, 99)
MetaSound graph edit n/a not reachable from a byte patch

The two 2025-era mods here (25, 87) predate the 2025-12-16 UE 5.6 -> 5.7 migration; treat them as archaeology. The 2026 mods (99, 149, 166) load on 5.5 -- but 99 also reverts its blueprint.

F.6 Zeros#

A value of zero may be masked (absent, flagged in the header) or written as a plain zero -- both occur in this domain: SC_Master.bReverb is a present 00 byte, while DA_DefaultMusic's BPM/ NumBeats are mask-flagged and absent. Never assume; read the header. And when you write a zero, write 0.001 instead unless you have implemented the mask path.


G. Ideas -- what this project could build here#

Ordered by value/effort. Every one is grounded in a gap the catalogue leaves open.

# Mod Technique Effort Notes
1 Machinery Volume Dial -- one container with SC_SFX_World_Sys.Volume set to a chosen fraction insert Volume into one SoundClass S (1-2 h) one asset, one float, covers every module/machine noise at once. Nothing in the catalogue does per-class mixing. Needs the nested-struct insert (§ E limits) or -- cheaper -- patch SAT_Module_* falloff instead
2 Turbine Silencer, done right -- insert USoundWave.Volume = 0.001 into SW_Sys_Generator_Wind_{Large,Small}_Run_01 property insertion (§ B.3) S (1 h) proven working end-to-end in the template; ~600 bytes of container versus mod 25's whole-asset replace and mod 99's whole-blueprint recook, and it survives content patches
3 Quiet Loudspeaker (2026 edition) -- redo mod 36 as a data-only patch: Multiplier 1.0 -> 0.0 in the four DA_Message_*, no blueprint in-place double S (1-2 h) the vanilla assets are 44-byte exports; skipping BP_LoudspeakerActor avoids reverting ten months of work. Fills an avoid-tier gap
4 Master Mix Pack -- a small set of SC_* volume dials (music / UI / weapons / enemies / world) as separate containers in-place + insert M (half a day) the catalogue has no volume mod at all; the tree in § C.2 is the whole design
5 Cassette B gets its own track -- point DA_Weapon_Attachment_Cassette_B at a different USoundWave import retarget (needs a name-table edit, so size-changing) M both cassettes currently play the same track; a shipping placeholder worth fixing
6 Louder / quieter quest VO, rebuilt -- mod 149 without the MinVolumeThreshold side effect, with a --gain argument in-place float XS (30 min) trivial, and a good regression fixture for the template
7 Custom tracker cartridge -- a new UModTrackerAsset carrying your own .mod/.xm plus a DA_Cartridge_Mod_* item and a drop-table entry clone-and-splice an existing asset L (2-3 days, uncertain) the highest-ceiling idea in the domain: the export is [strings][ints][float][string][TArray<uint8> = the module file], so a byte-level clone is plausible -- but the counters (channels/patterns/orders/instruments, duration) must be recomputed from the module header, UModTrackerAsset is absent from the mapping file, and the cartridge item needs a loot table. Nobody in the catalogue has tried
8 No combat music -- clear SoundAsset on DA_Music_Combat_{Low,Medium,High} header re-encode (drop a slot) S the game already models this state: DA_Music_Combat_NoThreat is exactly a UVoyageMusicData with no SoundAsset (7-byte payload) -- copy its header
9 Underwater / terminal filter tweaks -- SMP_LPF_Underwater, SMP_EQ_Terminal, SMP_LPF_Death in-place float S untouched submix-effect presets; needs an extraction and an --inspect pass first

Not worth attempting from a pak: rewiring a MetaSound graph, adding a new SoundClass to the tree (the parent's ChildClasses array would have to grow), or replacing cooked audio without an editor. For live volume control a UE4SS Lua script writing USoundClass::Properties.Volume at runtime would sidestep every serialization issue -- UE4SS for TLC (Nexus #4 v1.3) is alive on this build.


H. Gaps & Unverified#

Gap Status
Nothing here has been run in-game. Every claim is from bytes; the demo container was built and its chunk ids verified, but not installed not verified -- installing is a deliberate manual step
Mod 87's silence mechanism (RADA -> WAV breaks decoding) [inferred] from the name change + the identical audio payload; not confirmed by hearing it
BP_Loudspeaker_Playlist_Entry.Multiplier semantic (volume vs selection weight) [inferred]; the 1.0 -> 0.0 change is [file]
Mod 149's MinVolumeThreshold 0 -> 1.0: deliberate or an editor-resave artefact unknown
Mod 99's VoyageRotatingSceneComponent -> RotatingMovementComponent difference: mod substitution, or Channel37 refactor after 2026-01 unknown; either way the mod reverts today's blueprint
UModTrackerAsset field names (only the layout and the embedded module file are proven) [inferred]; the class is not in the mapping file
Whether ModTrackerAsset songs are enumerated by asset registry or only reachable via a cartridge item unverified -- BP_InventoryFilterTrackerMod implies the item path
Which USoundBase property the live 5.8 build inserted (the +1 slot drift, § F.2) unidentified; only its position is measured
The MTS_* MetaSound graph format (16 KB serialized document) not decoded
USoundCue payloads (232 assets) not opened; VolumeMultiplier / PitchMultiplier are plain floats and should patch like a SoundClass
Effect of SoundClass.Volume > 1 on the mix (clipping / limiter behaviour) untested; mod 149 ships 3.0
Whether a SoundWave.Volume insert is honoured when the wave is played through a MetaSound rather than directly unverified -- the plausible failure mode for idea #2

I. Sources#

Mod files (C:/last-caretaker/data/nexus-mods/) 25-mod-25/, 36-mod-36/, 87-mod-87/, 99-mod-99/, 149-mod-149/, 166-mod-166/ -- archives, unpacked/, legacy/<fileId>_<container>/, and each legacy/DIFF.md. Catalogue: data/nexus/thelastcaretaker-mods.json (snapshot 2026-09-07), data/nexus-mods/inventory.json.

Vanilla baseline (C:/last-caretaker/data/mods/vanilla/raw/Voyage/Content/) Audio/Shares/SoundClasses/SC_VO_Quest, Audio/Shares/Attenuations/SAT_Physics_Impact_Boat, Audio/SFX/World/Systems/Sys_Generators/SW_Sys_Generator_Wind_{Large,Small}_Run_01, Audio/SFX/World/Systems/Sys_Containers/SW_Sys_Container_Gen_* (16), Blueprints/Modules/Generators/BP_Module_WindTurbine_{Large,Small,Medium_New}. Plus data/mods/vanilla/README.md, tools/missing-packages.txt.

First-hand extraction for this document (ShadowPC, read-only, 2026-09-07, output only under C:\Users\Shadow\AppData\Local\Temp\tlc-mine\): Audio/Shares/{SoundClasses,Mix,Attenuations, Concurrencies,Blueprints,AudioModulation,MTS_Presets}/, Audio/Music/{Mod,Casette}/, Audio/SFX/World/Systems/Sys_Generators/MTS_*, Audio/Music/Radio/, Audio/VO/MTS_VO_Loudspeaker, Blueprints/{LoudSpeaker,Audio,Subsystems/BP_VoyageMusicSubsystem}/, Data/Audio/, Data/Assets/Cartridges/, Data/Assets/Attachments/DA_Weapon_Attachment_Cassette_*, Data/LogicUnits/Inventory/BP_InventoryFilterTrackerMod, UI/Screen/BP_BoomBox_Screen -- 459 files / 18.7 MB, retoc to-legacy --version UE5_7 --no-shaders --no-script-objects.

Indices data/datamine/raw/pakchunk0-file-index.txt.gz (39,479 entries, 6,952 under /Audio/), data/datamine/parsed/display-names.json, data/datamine/parsed/item-names.json.

Schema data/nexus-mods/94-mod-94/unpacked/UE 5.7 Mapping File-94-1-0-1767023901/Voyage-5-7.usmap via tools/mods/usmap_schema.py / tlcmod.usmap -- SoundClass, SoundClassProperties, PassiveSoundMixModifier, SoundAttenuation, SoundAttenuationSettings, BaseAttenuationSettings, SoundWave, SoundBase, SoundCue, SoundMix, SoundConcurrency, ConstantQNRTSettings, VoyageMusicData.

Toolchain tools/mods/README.md, tools/mods/tlcmod/{unversioned,package,pack,usmap,shadow}.py, tools/mods/build_enhancer_cap.py, tools/mods/bin/retoc.exe 0.1.5.

Project docs docs/ref/shadow-install.md (install / middleware ground truth), docs/mods/00-mod-library.md (status + tier definitions, the two version cliffs), docs/mods/01-core-pak-data-assets.md, docs/mods/05-core-frameworks-install-patch-survival.md.

Nexus pages (text only, from the catalogue snapshot -- no page was fetched) mods 25, 36, 87, 99, 149, 166 descriptions, file lists and changelogs; mod 99 credits Dmgvol's github.com/Dmgvol/UE_Modding guide [catalog-only].

M17

Cheats, Dev Tools, Save Games & Mod Packs

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

Scope. The mods that hand you the game's own development apparatus (dev menu, cheat manager, console), the ones that hand you a finished save, and the tooling around the whole scene (mapping files, pak extractors, modpack creators, Mod Organizer 2). Thirteen catalogue entries plus eight cross-references, 2026-09-07 snapshot.

The one-line finding. Almost nothing in this category is authored. Channel37 shipped a 754,934-byte developer menu (BP_VoyageCheatWiget, ~170 buttons across 40 submenus), a VoyageCheatManager class, and 137 Voyage.* console names inside the retail executable. Nexus #21 "Dev Menu" -- 223 endorsements, 15,893 downloads, the third most-endorsed mod on the site -- is one Blueprint actor, 4,855 + 2,542 bytes, whose entire job is to press F1 and call Create on that widget. Its author says so in his own disclaimer. Everything else in this category is downstream of that: Nexus #78's "maxed out" save is what the developer menu's Character_MaxOutEnhancers_btn and Character_Exp_btn produce, written back through a save format that is a perfectly ordinary UE 5.5-era GVAS archive under a zlib block wrapper.

Confidence tags: [file] read from the bytes · [catalog-only] only the Nexus description supports it · [web] external source · inferred reasoned from evidence.

Companion technique docs: 03-core-ue4ss-lua.md (the Lua runtime), 04-core-logicmods-blueprints.md (DML, ModActors, the #21 packaging), 01-core-pak-data-assets.md (unversioned-property patching), 05-core-frameworks-install-patch-survival.md (install layout and version survival). Ground truth: docs/ref/shadow-install.md §6 (save locations, container format).


A. Library#

Ranked by what a new mod of this kind can learn from it, not by downloads.

id name author version updated endo dl technique status tier what it changes files
4 UE4SS for TheLastCaretaker UE4SS-RE v1.3 2026-09-06 231 13,998 framework + ue4ss-lua current-5.5 top dwmapi.dll proxy + ue4ss/ next to the exe; 8 bundled Lua mods incl. CheatManagerEnablerMod, ConsoleEnablerMod, ConsoleCommandsMod, BPModLoaderMod 19 files, 20 MB; UE4SS.dll 20,567,040 B, dwmapi.dll 279,552 B
141 DarkHacks 'ModPack Creator' + 'PAK Extractor' xDarkHackx 13-Hotfix-1 2026-08-09 45 2,236 tool + framework probably-current strong nothing in-game; two GUI exes + CreatorTLCDB.tlcmodinfo (11.2 MB) + a second, newer Mappings.usmap TLC_ModPackCreator.exe 57.9 MB, TLC_PAK_Extractor.exe 53.1 MB, bundled FModel/UAssetGUI/retoc/oo2core
94 UE 5.7 Mapping File JoewAlabel 1.0 2025-12-29 15 404 framework probably-current strong nothing; Voyage-5-7.usmap (633,145 B, usmap v4, zstd, 58,762 names) 1 file -- the project's own builders consume it
21 Dev Menu Dmgvol v0.6 2026-09-06 223 15,893 pak-blueprint current-5.5 top adds /Game/Mods/DevMenu/ModActor; on F1 creates the game's own BP_VoyageCheatWiget 1 container DevMenu.{utoc,ucas,pak}, 2 assets
77 DML - DmgModLoader Dmgvol v0.6 2026-09-06 159 13,135 framework + pak-blueprint current-5.5 top adds /Game/DmgModLoader/* (11 packages) and overrides /Game/Maps/Empty 2 containers (dml_P, dml_core_P), 22 assets
78 New Start - Maxed Out Germinus 1.0 (file 1.1) 2025-12-18 18 805 save-game stale weak a whole .sav: Level 25, SecurityLevel 4, all 10 enhancers at Points = 100 maxsave_0.sav 665,255 B
205 Player Flight BrendanoElTaco 0.2.0-beta.1 2026-09-07 0 6 ue4ss-lua current-5.5 niche sets MovementMode = MOVE_FLYING(5) and MaxFlySpeed on the pawn's movement component main.lua 12,905 B + ModMenu.lua 248,267 B on disk (MIT)
155 Cheat generators Miseru 1 2026-07-03 10 1,857 pak-data-asset + pak-blueprint probably-current niche 10 packages over 6 containers; generator inputs/outputs, dumpster cycle, cylinder efficiency 6 zips, 20 asset pairs
127 MO2 Support (Basic Game Plugin) Kronprinz77 1 2026-03-30 7 321 tool probably-current niche nothing in-game; one 33-line MO2 plugin game_thelastcaretaker.py
117 Boat Teleporter Dmgvol v0.5 2026-01-24 9 502 pak-blueprint probably-current weak adds /Game/Mods/BoatTeleporter/{ModActor,WBP_BoatAlert} 1 container, 4 assets
5 SpeedBoost ales s 1 2025-11-09 11 305 ue4ss-lua stale-pre-5.7 weak writes CustomTimeDilation, MaxWalkSpeed, MaxAcceleration, BrakingDecelerationWalking, GroundFriction main.lua 3,132 B on disk, no enabled.txt
70 T1K TLC Log Dumper The1Killer 1.0 2025-11-30 1 34 ue4ss-lua stale-pre-5.7 weak writes nothing; dumps VoyageLogData + VoyageLogFragment to JSON on F3 main.lua + jsonshim.lua
88 A Lazarus Save Game Mo 0.5.0.581999 2025-12-09 8 467 save-game stale avoid a whole .sav from build 581999, engine 5.6.1 Lazarus_0.sav 2,174,370 B

Cross-references -- god/unlimited mods whose domain belongs to another doc but whose delivery mechanism is this category's business:

id name author technique how it cheats doc
11 No Solar or Turbine Degradation LordGregory asi-plugin AoB machine-code patch of VoyageSteam-Win64-Shipping.exe 10-power-cables.md
12 Disable Human Seed Decay Timer LordGregory asi-plugin same engine, different pattern 14-humans-seeds.md
95 No Flamethrower Overheat LordGregory asi-plugin same engine, different pattern 08-weapons-ammo.md
16 Enough Enhancement / Skill Points to Max at Level Cap LordGregory pak-data-asset raises the level-cap enhancement budget 700 -> 1,100 in the file (docs 01/13; the page says 1,000 [catalog-only]) 13-enhancers-progression.md
108 / 114 Infinite Enhancer Modules / Unlimited Enhancers LordGregory / daveaust ue4ss-lua / pak-blueprint the two ways to make a charge never spend 13-enhancers-progression.md
31 Quick Save Anywhere without Backup Station Jai ue4ss-lua + ini-config F5 -> FindFirstOf("VoyageGameStateSubsystem"), AllowSaveGame() / HasPendingSaveGame() gates, then RequestSaveGame(<slot>); resolves /Script/Voyage.VoyageSaveGame first -- the only Lua-driven save trigger on the site 12-crafting-building-qol.md
187 Caretaker QoL Bundle CodeManMike pak (data-asset + blueprint) + ue4ss-lua 37 packages in ONE container zzzCaretakerQoLBundle_P -- a real modpack that wins mount order with the zzz lexical-sort trick 12-crafting-building-qol.md
173 Run Faster Jump Higher TakeyaSaito ue4ss-lua writes MaxWalkSprintSpeedMultiplier and JumpZVelocity on the pawn's movement component every second, scaled by the Improved Hydraulics level 13-enhancers-progression.md

A.1 The frameworks#

#4 UE4SS for TheLastCaretaker. [file] The whole cheat/dev surface of this game is reachable because of three of its eight bundled Lua mods, all enabled by default in ue4ss/Mods/mods.txt and mods.json (note: no enabled.txt in any bundled mod -- the txt/json roster is what turns them on):

bundled mod what it does
CheatManagerEnablerMod hooks /Script/Engine.PlayerController:ClientRestart; if PlayerController.CheatManager is invalid it takes PlayerController.CheatClass, falls back to StaticFindObject("/Script/Engine.CheatManager"), StaticConstructObjects it and assigns it. 31 lines.
ConsoleEnablerMod constructs a /Script/Engine.Console on Engine.GameViewport if ViewportConsole is invalid, then appends Tilde and F10 to InputSettings.ConsoleKeys (/Script/Engine.Default__InputSettings) and unregisters its own hook.
ConsoleCommandsMod main.lua (11 lines) requires three handlers: summon (calls LoadAsset(param) and returns false so the CheatManager's own Summon still runs), set <ClassOrObject> <Property> <Value> (Reflection():GetProperty + Property:ImportText, over FindObjects for a class, banning RF_ClassDefaultObject|RF_ArchetypeObject), and dump_object (316 lines, a re-implementation of obj dump with .txt output).
BPModLoaderMod + BPML_GenericFunctions the LogicMods loader: IterateGameDirectories() -> Game.Content.Paks.LogicMods, creates the folder if missing, one .pak per mod, spawns /Game/Mods/<ModName>/ModActor (AssetName = "ModActor_C"), calls PreBeginPlay then PostBeginPlay via RegisterBeginPlayPostHook. load_order.txt is shipped empty. BPML_GenericFunctions exposes PrintToModLoader and ConstructPersistentObject (GC keep-flags 0x0E000000) as custom events for Blueprints.
SplitScreenMod, LineTraceMod shipped disabled (: 0).

UE4SS-settings.ini is pre-tuned for this game: [EngineVersionOverride] MajorVersion = 5 / MinorVersion = 8, [Debug] ConsoleEnabled = 1, GuiConsoleEnabled = 1, ToggleGuiKey = O, GraphicsAPI = opengl, RenderMode = ExternalThread, every [Hooks] entry on including HookProcessConsoleExec = 1 and HookLocalPlayerExec = 1 (which is what makes RegisterConsoleCommandHandler work), FExecVTableOffsetInLocalPlayer = 0x28, SecondsToScanBeforeGivingUp = 30, SigScannerNumThreads = 8. [file]

⚠️ The [General] EnableHotReloadSystem = 0 and EnableAutoReloadingLuaMods = 0 defaults mean a Lua edit needs a restart unless your mod re-reads its own config -- which is exactly why the house templates read config.lua with io.open + load() instead of require.

#77 DML - DmgModLoader. [file] 22 assets over two containers. 20 have no vanilla counterpart: /Game/DmgModLoader/{BFL_DMG, BP_Spectator, CM_DMG, DMG, SG_DML, S_Command, WBP_DML} plus UI/{T_AICON, WBP_Indicator, WBP_WorldIndicator}. The two that do have a counterpart are the interesting ones: /Game/Maps/Empty.umap (2,376 B vs vanilla 2,074) and Empty.uexp (601 vs 572) are overridden -- DML ships a replacement for a shipped level, which is the highest-risk override shape in the catalogue (it reverts whatever a future game build puts in that level). The names CM_DMG (a CheatManager subclass, by convention), S_Command (a struct) and SG_DML (a SaveGame) say the loader keeps its own persisted mod list. v0.6's changelog adds "Auto mod load". [file for the asset set, catalog-only for the auto-load behaviour]

#94 / #141 -- two mapping files, and they are not the same file. [file] This matters and nobody on the site says it:

#94 Voyage-5-7.usmap #141 Mappings.usmap
size 633,145 B 640,482 B
md5 8d55f9ef… 8076d222…
header C4 30 magic, v4, compression 3 (zstd) identical shape
names 58,762 59,652 (+890)
decompressed body 2,167,567 B 2,202,028 B
dated 2025-12-29 2026-07-24

Both resolve VoyageSaveGame, PersistentPlayerData, GameProgress and VoyageCheatManager. The #141 copy is ~7 months newer and carries 890 more names -- it is the better mapping file for current work, and it arrives bundled inside a mod nobody installs for its mappings. The project's tools/mods/usmap_schema.py reads either.


A.2 The dev menu, and what is actually behind it#

#21 Dev Menu. [file] One mod-added package. Its .uasset name table (77 names) is the whole program: variables Key_DevMenu (Struct<Key> from /Script/InputCore, default F1), TestWidget (ClassProperty), CurrentWidget (ObjectProperty), ModAuthor / ModDescription / ModVersion (Str); events PreBeginPlay, PostBeginPlay, ReceiveTick; calls GetPlayerController, WasInputKeyJustPressed, Not_PreBool, Create, AddToViewport, SetFocus / SetKeyboardFocus / SetUserFocus, SetInputMode_GameAndUIEx, SetInputMode_GameOnly, bShowMouseCursor, RemoveFromParent. That is a tick-driven toggle and nothing else. Its container is named DevMenu.utoc -- no _P suffix and, per the author's install text, it goes in Voyage\Content\Paks\ (not ~mods\) and is activated with the DML console command dml add devmenu after double-tapping ~. [file for the assets, catalog-only for the install path and the command]

What the widget is. [file, extracted read-only from the live install 2026-09-07] /Game/UI/Game/HUD/BP_VoyageCheatWiget -- Channel37's own spelling, 754,934 B in pakchunk0, 2,626 names in its cooked name table. It is a complete internal QA console. The 170 button and submenu variables:

submenu buttons (variable names, verbatim)
Character Character_Exp_btn ("Increase Exp +100", "Increase Level :"), Character_MaxOutEnhancers_btn ("Max Out Enhancers"), Character_UnlockAllSkills_btn, Character_Heal_btn, Character_Revive_btn, Character_Suicide_btn, Character_TakeDamage_btn ("Apply Damage"), Character_Electricity_btn / _Remove_btn ("Drain Battery (-50)"), Character_ThirdPerson_btn, Character_FakeGrowHuman_btn (+ "all proff" / "random proff"), Character_FakeDeliverHumans_btn, Character_LaunchRocket_btn, Character_MarkHoloSent/Collected_btn, Character_MarkCaveSent/Collected_btn, Character_ResetHoloSamples_btn, Character_ResetCaveSamples_btn, Character_AcquireHoloSamples_btn
World / time / weather TimeOfDay_{Dawn,Day,Dusk,Night,DynamicToggle}_btn, CustomTime_Slider, SunHeading_Slider, MoonHeading_Slider, Waves_{None,Low,Medium,High}_btn, Weather_btn + PopulateWeatherMenu, Slider_EnemyAmount
Spawn Spawn_{Generators,Lights,Vehicles,InventoryContainers,ResourceContainer,OtherModules,HumanGrow}_Submenu + matching _btns
Boat Boat_Possess, Boat_Refill ("Fill Boat Resources"), Boat_MaxOutEngines, Boat_DestroyModules, Boat_DestroyObjects, "Destroy Welded Modules", "Destroy Dynamic Meshes", "Destroy Persistent Time Actor", "Destroy FELIS"
Enemies Enemies_KillNPCs_btn / KillSwarm / DamageNPCs ("100m Radius"), Enemies_DetonateSeamines_btn ("1000m"), Enemies_ToggleSeaminesHealth_btn, Enemies_ToggleHealthBars_btn, "Kill Eggs (100m Radius)"
Quests Quest_CompleteQuest_btn, Quest_CompleteTrackedQuest_btn, Quest_CompleteTask_btn, Quest_CompleteTrackedTask_btn, Quest_AbortAllQuests_btn, Quest_ClearAllTasks_btn, Quest_GetTaskItems_btn
Crafting / loot Crafting_{Items,Materials,Parts,OreNuggets}_Submenu, CraftingResourcesBtn, GiveEssentialsBtn, btLoot{Bio,Cables,Food,Memories,Modules,Paint,Parts,Trash,Weapons} ("Loot items in 10m / 30m radius..")
Weapons / equipment Weapon_All_btn, Weapon_Guns_btn, Ammo_All_btn, WeaponAttachments_AllAttachments_btn, WeaponAttachments_AllMagazines_btn, Equipment_Light, Equipment_Cables_btn
Movement / camera FlyMode_btn, SpectatorModeBtn ("Cameraman Mode"), TeleportBtn + AddTeleportLocation + BP_VoyageCheat_TeleportMenu_Widget ("Teleport to Boat", "Show All Locations"), DevMapsBtn -> BP_VoyageCheat_DevMapBtn_Widget ("Developer Maps..")
Saves ManageSavegamesBtn -> SaveManager_Submenu -> BP_VoyageCheat_SavegameSlotWidget, EraseSaveBtn ("Erase save"), AutoSave
Reports / debug BatteryReport_btn, ModulesReport_btn, RoomVolumeReport_btn, ToggleBuildInfoBtn, ToggleIndicators_btn, ToggleLightSwitches_btn, ToggleOutletsCheatMode_btn, TriggerCrashBtn, DebugCommands_Submenu
Console commands ConsoleCommand001..004_btn + ConsoleCommandDebug_btn, driven by BP_VoyageCheat_ConsoleCommandButton_Widget (a Command StrProperty + ExecuteConsoleCommand + GetConsoleVariableBoolValue checkbox). The literals baked into the widget: Stat FPS, Stat Unit, Voyage.Committee.DisableAgeCheck, Voyage.Committee.DisableDaysInSpaceCheck, Voyage.Committee.FormationSkip
Misc Language_Submenu (12 languages incl. Finnish, Ukrainian), Expression_Grid1..7_btn, PECOGamesList_Submenu, PaintsList_Submenu, PatternList_Submenu, AchievementsList_Submenu (ACH_APPRENTICE_CARETAKER, ACH_ENHANCE, ACH_FIRST_ARTIFACT, ACH_FIXABLE, ACH_GROUNDHOG, ACH_HUMANS_FIRST_BORN, ACH_HUMANS_FIRST_DELIVERY, ACH_MEMORY, ACH_ROBOT_BUILDER, ACH_TEN_MEMORIES), CarrierBot_{FollowMe,GoToCrosshair,StopFollowing}_btn

/Game/Game/BP_VoyageCheatManager is 658 B in pakchunk0 and its name table has 16 entries: it is an empty Blueprint subclass of the native /Script/Voyage.VoyageCheatManager, with PlayerController as an import. [file] Every cheat verb is therefore native C++ exec functions -- not visible in the mapping file (usmap carries properties, and VoyageCheatManager declares zero) and not patchable in a pak. They are reachable only through the console or through a UCheatManager instance, which is precisely what CheatManagerEnablerMod gives you.

#117 Boat Teleporter. [file] Two mod-added packages, no vanilla counterpart: /Game/Mods/BoatTeleporter/{ModActor, WBP_BoatAlert}. Same DML shape as #21 (dml add BoatTeleporter), same author. It exists because the boat gets stuck; the description says an alternative Lua version circulates in the modding Discord. [file for the assets, catalog-only for the behaviour and the Lua alternative]


A.3 The Lua tools#

#205 Player Flight. [file] The best-engineered Lua mod in this category and the newest thing in the catalogue (uploaded 2026-09-07, 0 endorsements). enableFlight() resolves UEHelpers.GetPlayerController().Pawn, then tries pawn.CharacterMovement, pawn.CharMoveComp and pawn:GetMovementComponent() in order (three spellings, each in pcall -- defensive against the game renaming its component); snapshots MovementMode, CustomMovementMode and MaxFlySpeed; sets MaxFlySpeed = flySpeed (default 1200, clamped 100..5000) and calls movement:SetMovementMode(MOVE_FLYING = 5, 0). disableFlight() restores all three from the snapshot. Rise/lower is not a velocity -- it is K2_SetActorLocation(location.Z ± verticalStep, sweep = true), so collision stays on; the author's claim of "true player-attached flight rather than wall-passing noclip" is literally what the code does. [file]

Every key-bind body goes through runOnGameThread (= ExecuteInGameThread + pcall); the mod binds every option in its three key tables at load and routes by name inside the callback, which is how it makes keybinds remappable without re-registering. Console commands tlcfly, tlcup [n], tlcdown [n].

The reusable half is ue4ss/Mods/shared/ModMenu/ModMenu.lua -- 8,018 lines, 248,267 B on disk (CRLF; 240,418 B once LF-normalised), MIT licensed, © 2026 Matthew arvidson -- an in-game settings framework (tabs, labels, buttons, numbers, dropdowns, separators, dockable left/right/top/bottom, themes) plus a ModMenu.ConfigManager store that persists to ue4ss/Mods/<id>/config.json via a temp-file-then-rename write, resolving the path from debug.getinfo(level,"S"). Any Lua mod in this project can require("ModMenu.ModMenu") and get a real settings panel for free. [file]

#5 SpeedBoost. [file] 3,132 B on disk (CRLF; 3,033 B LF-normalised), Spanish comments, 2025-11-09. GetActorsToModify() collects FindFirstOf("Character") and FindFirstOf("PlayerController"):K2_GetPawn(); UpdateCharacterSpeed() then writes, each in its own pcall: actor.CustomTimeDilation = mult (a global time-scale cheat, not a movement one), and on actor.CharacterMovement: MaxWalkSpeed = 600 * mult, MaxAcceleration = 2048 * mult, BrakingDecelerationWalking = 2048 * mult, GroundFriction = 8 * mult. Multiplier 0.5..10.0 in steps of 1.0.

Three defects worth naming because they are the classic ones: 1. it ships only SpeedBoost/Scripts/main.lua -- no enabled.txt and no mods.txt line, so it does not load until the user adds one [file]; 2. the three RegisterKeyBind callbacks call UpdateCharacterSpeed() directly, off the game thread -- only the initial apply is wrapped in ExecuteInGameThread [file]; 3. the two farewell print blocks contradict each other and the code: the binds are VK_UP (0x26), VK_DOWN (0x28), VK_HOME (0x24), and one block advertises Numpad + - * [file].

It also uses raw virtual-key integers rather than UE4SS's Key.* table -- which works, but means check.py's key-name validation cannot help.

#31 Quick Save Anywhere without Backup Station (cross-reference; delivery mechanism belongs here). [file] The only mod on the site that drives the game's save subsystem from Lua. Its main.lua reads a mod-local NoBackupStation\config.ini by hand (io.open + a ^%s*(.-)%s*=%s*(.-)%s*$ line match, writing a default file if none exists -- the ini-config technique fingerprint), then binds Key[config.keybind] (default F5) to:

local GameStateSubsystem = FindFirstOf("VoyageGameStateSubsystem")
if not GameStateSubsystem:AllowSaveGame() then return end          -- the game's own gate
if GameStateSubsystem:HasPendingSaveGame() then return end
local VoyageSaveGameClass = StaticFindObject("/Script/Voyage.VoyageSaveGame")
local lastSaveSlot = GameStateSubsystem:GetLastSaveSlotName()      -- "<id>_AutoSave_0" -> "<id>_0"
local success = GameStateSubsystem:RequestSaveGame(fullSlotName)

It rewrites _AutoSave_ out of the last slot name to derive <SteamID64>_0, i.e. it writes the manual slot 0 that savetool.py reads (§B.4). ⚠️ Two things to know: the callback is not wrapped in ExecuteInGameThread (pitfall #14), and the mod prints "wait 3-5 seconds before closing the game" because RequestSaveGame is asynchronous -- a save the tool reads mid-write is a truncated block. It is also the practical counterpart to the Voyage.UseCheckpoints and Voyage.AutoSave.IntervalOverride cvars in §B.3. [file]

#173 Run Faster Jump Higher (cross-reference). [file] The file evidence behind §B.1's set example. Its Scripts/config.lua names the vanilla values in a comment and in data --

--   BaseSprintMultiplier: vanilla MaxWalkSprintSpeedMultiplier (1.35).
--   BaseJumpZ:            vanilla JumpZVelocity (440) from BP_Base_Character.
BaseSprintMultiplier = 1.35,
BaseJumpZ            = 440.0,

-- and main.lua writes them on a 1 s timer so a respawn cannot undo the boost:

if cfg.AffectRunSpeed then move.MaxWalkSprintSpeedMultiplier = cfg.BaseSprintMultiplier * mult end
if cfg.AffectJump     then move.JumpZVelocity                = cfg.BaseJumpZ * mult end

mult = 1 + min(level, MaxLevel) * PctPerLevel off the Improved Hydraulics enhancer level. So MaxWalkSprintSpeedMultiplier is real, reflected and writable, and its vanilla value is 1.35 -- which is what makes set VoyageCharacterMovementComponent MaxWalkSprintSpeedMultiplier 3.0 a ~2.2x sprint rather than an unknown quantity. [file]

#70 T1K TLC Log Dumper. [file] Not a cheat: a data-mining tool, and a useful pattern. FindAllOf("VoyageLogData") and FindAllOf("VoyageLogFragment"); for each fragment it reads fragment.Name:ToString() and fragment.Text:ToString() and derives the parent log id by splitting GetFullName() on . then on :; for each log it reads Name, Description, DescriptionFooter. Output goes to io.open("voyage_logs_dump.json","w") -- a relative path, so it lands in the process working directory, Voyage\Binaries\Win64\. Bound to Key.F3 with the ExecuteInGameThread wrapper (the commented-out line shows the author originally wanted Ctrl+F3). jsonshim.lua supplies toJSON(value, indent, keyOrder).

The transferable idea: FindAllOf(<NativeClass>) + reflected ToString() + a JSON dump is a complete datamining pipeline that needs no container extraction at all, and it reads the runtime state, which retoc cannot.


A.4 The save games#

Both are whole .sav files. Both are stale. Both are worth reading anyway, because between them and Robert's own snapshots they pin down three generations of the save format (§B.4).

#78 New Start - Maxed Out. [file] maxsave_0.sav, 665,255 B -> 11,413,568 B payload, 88 blocks. Engine 5.7.1, save Version = 27, GameBuildCreated = GameBuildLastUpdate = 606479, CreationTime = 1764819516 (2025-12-04), LastUpdateTime = 1766042166 (2025-12-18). SlotName = "76561198356826480/76561198356826480_6" -- the uploader's SteamID64 travels inside the file. What is "maxed":

field value vanilla comparison
PlayerData.Level 25 Robert's played save: 5
PlayerData.SecurityLevel 4 Robert's: 1
PlayerData.exp 0 --
PlayerData.LevelCapExp 700 0 in Robert's pre-cap save
Enhancers 10 entries, every one Points = 100 #88's played save: 100/100/100/40/30/20/10/10
Skills 2 (DA_Skill_Repair_Tool, DA_Skill_Light_Basic_Flashlight) Robert's: 11
PersistentActors 24 Robert's: 60
PlaytimeTime 683 s Robert's: 33,868 s

The author states he built it with Nexus #21 (Dev Menu) and #16 (the raised enhancement-point cap) [catalog-only] -- and the files corroborate it: 10 enhancers × 100 points = 1,000, which is more than the 700 the save itself records as the level-cap budget; #16's page says it raises the budget to 1,000 and its file actually writes 1,100 (docs 01/13) -- either covers this save. inferred, from #16's file + this save's numbers The Character_MaxOutEnhancers_btn in the shipped developer menu is the button that does it.

⚠️ The Stats map is internally inconsistent with an 11-minute playtime: STAT_NUM_PLAYER_ITEMS_CRAFTED = 8768, STAT_NUM_PLAYER_ITEMS_RECYCLED = 2394, STAT_NUM_PLAYER_ITEMS_DISMANTLED = 753, STAT_NUM_PLAYER_KILLS = 20, STAT_NUM_PLAYER_ENHANCERS = 252, but STAT_PLAYER_LEVEL = 5 against PlayerData.Level = 25. [file] This is not a fresh start with cheats applied; it is a long playthrough with the clock and the world reset around it. Anyone loading it inherits those counters (and the achievement state they may drive). inferred

#88 A Lazarus Save Game. [file] Lazarus_0.sav, 2,174,370 B -> 33,962,021 B payload, 260 blocks -- 3× the size of #78, consistent with a real 3 h 49 m playthrough (PlaytimeTime = 13778, WorldTimeSeconds = 13338.6). Engine 5.6.1 -- pre-migration, the only artefact in this category from before the 2025-12-16 engine change. Version = 27, GameBuildCreated = 581999 (matching its own version string), Level 18, SecurityLevel 3, 8 enhancers at natural values.

⚠️ Its GVAS body writes 17 GameProgress slots: it lacks the four the live schema added after Version 27 (Scanned, PersistentHUDData, CommitteeData, CollectedSamples) and still carries WorldTimeSeconds, which Version 29 dropped (§B.4). Loading it on 0.8.5 asks the game's own save-upgrade path to bridge four content updates and one engine generation. Treat as archaeology.


A.5 The external tools#

#141 DarkHacks 'ModPack Creator' and 'PAK Extractor'. [file] Three separate downloads:

file size contents
TLC ModPackCreator 54.3 MB zip (54,305,262 B) TLC_ModPackCreator.exe (57.9 MB / 57,952,562 B) + _Tools/retoc.exe (6.66 MB / 6,662,656 B)
TLC PAK Extractor 81.3 MB zip (81,299,002 B) TLC_PAK_Extractor.exe (53.1 MB / 53,141,347 B), Mappings.usmap (640,482 B), _Tools/{FModel.exe 50.7 MB, UAssetGUI.exe 13.2 MB, retoc.exe 6.66 MB, oo2core_9_win64.dll 638 KB} + PUT_TOOLS_HERE.txt ("Put retoc.exe, FModel.exe and UAssetGUI.exe here.")
CreatorTLCDB 11.2 MB zip (11,174,573 B) CreatorTLCDB.tlcmodinfo (11,174,393 B) -- a custom container whose first 8 bytes are ASCII TLCMPI2\0 followed by high-entropy data (compressed and/or encrypted; no readable strings)

(Sizes measured on disk under data/nexus-mods/141-mod-141/. Both exes are single-file bundles, so each is larger than the zip that carries it -- v1.0.0 had the two zip figures swapped with the exes', and quoted FModel's 50.7 MB and UAssetGUI's 13.2 MB as if they were the extractor's own.)

So the extractor is a GUI wrapper around exactly the tools this project already drives from Python (retoc, FModel, UAssetGUI) plus a mapping file, and the creator is a GUI over retoc plus a mod database. Its author states the pack targets "Update 5.0: NEW HORIZONS Build 0.8.0.612251" and that "the ModPack is not yet compatible with the new game version" [catalog-only] -- and 612251 is exactly the GameBuildCreated stamped in Robert's own 2026-08-26 save [file]. The live build is 650920. Anything repacked from that database ships pre-5.5 copies of every asset it touches, and will revert whatever Update 5.5 changed in those packages. The advertised conflict detector [catalog-only] is the one idea worth stealing, and build_modpack.py in this doc's template implements it (§E).

#127 MO2 Support (Basic Game Plugin). [file] 33 lines of Python subclassing ..basic_game.BasicGame:

GameName = "The Last Caretaker";  GameShortName = "thelastcaretaker"
GameNexusName = "thelastcaretaker"; GameSteamId = 1783560
GameBinary = "Voyage.exe"
GameDataPath = "Voyage/Content/Paks/~mods"
GameSaveExtension = "sav"
GameDocumentsDirectory = "%LOCALAPPDATA%/Voyage/Saved/SaveGames"

Correct on the important line (GameDataPath really is Voyage/Content/Paks/~mods, and GameSteamId 1783560 matches the manifest). Two soft defects: GameBinary = "Voyage.exe" is the 183 KB BootstrapPackagedGame stub at the install root, not Voyage\Binaries\Win64\VoyageSteam-Win64-Shipping.exe [file, docs/ref/shadow-install.md §3] -- launching through the stub works but MO2's process attachment is one hop away from the real exe; and the save folder is declared as GameDocumentsDirectory rather than a saves directory, and omits the <SteamID64> subfolder that actually holds the files. The author flags the whole thing as a temporary workaround until MO2 supports the game natively [catalog-only]. ⚠️ MO2's virtual file system cannot help with UE4SS at all -- dwmapi.dll and ue4ss/ live under Voyage\Binaries\Win64\, outside GameDataPath.

#155 Cheat generators. [file] Six zips, five distinct mods plus a re-issue. The re-issue is the lesson: LoadPriority9999 ships the same payloads under container names EfficientGrinder_9999_P, EfficientGyro_9999_P, ElectricGenerator_9999_P, FuelGenerator_9999_P, OilGenerator_9999_P -- a load-priority rename, because mount order is lexical on the .pak stem and 9999_P sorts last. The original zips ship plain EfficientGyro.utoc etc. with no _P at all. [file] Values in §B.5.


B. How they do it#

B.1 Enabling the console and the CheatManager (Lua, reflection only)#

Three objects, in this order. Everything here is verbatim from #4's own bundled Lua. [file]

-- 1. the console: construct a UConsole on the GameViewport if there is none
local Engine       = UEHelpers.GetEngine()
local ConsoleClass = StaticFindObject("/Script/Engine.Console")
local GameViewport = Engine.GameViewport
if ConsoleClass:IsValid() and GameViewport:IsValid() and not GameViewport.ViewportConsole:IsValid() then
    GameViewport.ViewportConsole = StaticConstructObject(ConsoleClass, GameViewport)
end

-- 2. the key: append Tilde / F10 to InputSettings.ConsoleKeys (the CDO, not an instance)
local InputSettings = StaticFindObject("/Script/Engine.Default__InputSettings")
local ConsoleKeys   = InputSettings.ConsoleKeys
ConsoleKeys[#ConsoleKeys + 1].KeyName = UEHelpers.FindFName("Tilde")

-- 3. the CheatManager: PlayerController.CheatClass, else /Script/Engine.CheatManager
local CheatManagerClass = PlayerController.CheatClass
if not CheatManagerClass:IsValid() then
    CheatManagerClass = StaticFindObject("/Script/Engine.CheatManager")
end
PlayerController.CheatManager = StaticConstructObject(CheatManagerClass, PlayerController)

⚠️ PlayerController.CheatClass is the fork in the road. If the game sets it to /Game/Game/BP_VoyageCheatManager (an empty Blueprint over the native VoyageCheatManager), you get Channel37's exec verbs; if it is null you fall back to the engine's UCheatManager and get only God, Fly, Ghost, Walk, Teleport, Summon, Slomo, DamageTarget, DestroyTarget. Which one this build ships is unverified from the bytes -- the CDO of the game's PlayerController would settle it (§H). The house template logs class:GetFullName() before it constructs, precisely so the first run answers the question.

The set command is a whole modding technique in itself. #4's ConsoleCommandsMod/set.lua:

local Obj = FindObject(nil, ClassOrObjectName, nil,
                       EObjectFlags.RF_ClassDefaultObject | EObjectFlags.RF_ArchetypeObject)  -- banned
local Property = Obj:Reflection():GetProperty(PropertyName)
Property:ImportText(NewValue, Property:ContainerPtrToValuePtr(Obj), 0, Obj)

Given a class name it enumerates FindObjects(0, Class, …) and writes every live instance. So set VoyageCharacterMovementComponent MaxWalkSprintSpeedMultiplier 3.0 is a one-line sprint mod with no files at all -- a genuinely useful test channel before you commit to a pak or a Lua mod. (That property is not just a usmap name: Nexus #173 writes it from Lua and records the vanilla value as 1.35 in its own config.lua, so 3.0 is ~2.2x vanilla sprint. §A.3. [file]) It writes text through ImportText, so it handles any reflected type UE can parse from a string.

B.2 Opening the game's own developer menu#

Two implementations of the same four calls.

#21, as cooked Blueprint bytecode [file, from the name table]: on ReceiveTick, WasInputKeyJustPressed(GetPlayerController(), Key_DevMenu) -> branch on CurrentWidget -> WidgetBlueprintLibrary::Create(TestWidget) + AddToViewport + SetInputMode_GameAndUIEx + bShowMouseCursor = true + SetUserFocus, or RemoveFromParent + SetInputMode_GameOnly. TestWidget is a ClassProperty whose default is an import; the import table of a mod container converted to legacy outside the game's own Paks folder collapses to /Engine/UnknownPackage, so the mod side cannot prove which class it points at -- but the game side can: the widget exists, is 754,934 B, and matches every call in the actor. [file both ways, inference joining them]

The reflection-only equivalent (this doc's template, TLCCheatMenu/Scripts/main.lua):

pcall(LoadAsset, "/Game/UI/Game/HUD/BP_VoyageCheatWiget")            -- cook it into memory
local cls = StaticFindObject("/Game/UI/Game/HUD/BP_VoyageCheatWiget.BP_VoyageCheatWiget_C")
local lib = StaticFindObject("/Script/UMG.Default__WidgetBlueprintLibrary")
local w   = lib:Create(UEHelpers.GetWorld(), cls, pc)
w:AddToViewport(0)
lib:SetInputMode_GameAndUIEx(pc, w, 0, false); pc.bShowMouseCursor = true

Same result, no container, no DML, no editor -- and it survives an asset-serialization migration, which #21 did not (it needed a fresh upload for UE 5.8 on 2026-09-06).

B.3 The console-variable surface#

[file] A UTF-16 string scan of the 198,655,048-byte VoyageSteam-Win64-Shipping.exe (read-only, on the ShadowPC, build 0.8.5.650920) yields 137 distinct Voyage.* names. Full list: templates/mods/cheats-tools-saves/voyage-cvars.txt. The cheat- and tools-relevant ones:

name what the name says it does
Voyage.Immortal player invulnerability
Voyage.EnemyImmortal enemy invulnerability (QA-facing)
Voyage.Survival.Environment.Simulate master switch for the survival simulation
Voyage.Survival.Environment.{Oxygen, Radiation, Temperature} individual survival channels
Voyage.Survival.Character.Clothing clothing/insulation channel
Voyage.ModuleSubsystem.SpeedMultiplier global module tick-rate multiplier -- the whole production economy in one float
Voyage.ModuleSubsystem.{Consume, FixedTickRate, MaxCatchupTime, MaxTicksPerFrame, CatchupQuietTime} module simulation internals
Voyage.AutoSave.IntervalOverride override the 10-minute autosave
Voyage.UseCheckpoints checkpoint system on/off
Voyage.OverrideSaveGameKeyWithCurrent, Voyage.SaveGame.ForceKeyValueStore, Voyage.SaveGame.ForceLocalProfiles, Voyage.Save.FakeFailure, Voyage.Save.ParallelForSavePrepare the save subsystem's own test switches
Voyage.Committee.{DisableAgeCheck, DisableDaysInSpaceCheck, DisablePackageExchangeTime, FormationSkip} the four wired to the dev menu's console buttons
Voyage.Configuration.{FakeDemo, FakeDistribution, FakeHoliday, FakePlatform} build-identity spoofs
Voyage.SkipOpeningSequence, Voyage.ForceOpeningSequence, Voyage.MaxIntroAnimationTime intro control (compare Nexus #1, which deletes the .mp4s instead)
Voyage.DeathReviveBehaviour, Voyage.ImpactDamageMultiplier, Voyage.AggroVisibilityRange combat/death tuning
Voyage.Menu.Debug, Voyage.Module.ShowDebug, Voyage.Pool.Debug, Voyage.Weapon.Debug, Voyage.SwarmDebug, Voyage.DebugPathFollowing, Voyage.DebugDynamicWaves, Voyage.DebugAudioOcclusion, Voyage.RenderModuleWidgetMarkers, Voyage.CombatSubsystem.VisualizeAttacks, Voyage.ModuleSubsystem.DebugGridResources debug draw / verbosity
Voyage.PersistentWorld, Voyage.Persistent.{Verbose, RestoreActorTimeBudgetMs, AttachmentExpirationTime, AttachmentMaxRefusedAttaches, AttachmentParentRecheckInterval} the persistence layer that writes PersistentActors into the save
Voyage.SimulateLaunchError, Voyage.SimulateMissingEGSParams, Voyage.SimulatePreRelease, Voyage.SimulateShaderCompilation, Voyage.FakeBechmarkResult [sic] launch-path QA switches

⚠️ Existence is [file]; the semantics of each name is [inferred] from the name until typed into a live console. Some of these are TAutoConsoleVariables, some may be exec functions; the scan cannot tell them apart. Several are almost certainly !SHIPPING-guarded and will report "unknown command" -- but Voyage.Committee.* is proof that at least some are live in the retail build, because the shipped dev menu binds buttons to them.

B.4 The save-game format, decoded#

docs/ref/shadow-install.md §6.1 established the container (49-byte header + zlib block, payload [u32][GVAS v3]) and named the GVAS property tree as the next decode target. Here it is. [file]

The 49-byte block header, field by field. It is UE's FArchive::SerializeCompressed v2 record, one per 128 KiB of payload:

offset type value meaning
0 u64 0x222222229E2A83C1 ARCHIVE_V2_HEADER_TAG = PACKAGE_FILE_TAG | 0x22222222 << 32
8 i64 131072 LOADING_COMPRESSION_CHUNK_SIZE
16 u8 3 compression-format id -- Zlib
17 i64 n Summary.CompressedSize
25 i64 ≤131072 Summary.UncompressedSize
33 i64 n Chunk[0].CompressedSize (identical -- one chunk per record)
41 i64 ≤131072 Chunk[0].UncompressedSize
49 zlib (78 9c) the stream

The payload is [i32 ByteCount][GVAS …] -- the i32 is a TArray<uint8> length, and it equals len(payload) - 4 in every file tested. GVAS header:

'GVAS' | i32 SaveGameFileVersion = 3
       | i32 PackageFileVersionUE4 = 522 | i32 PackageFileVersionUE5 = 1017/1018
       | u16 Major | u16 Minor | u16 Patch | i32 Changelist = 0 | FString Branch = "UE5"
       | i32 CustomVersionFormat = 3 | i32 CustomVersionCount | Count * (FGuid + i32)
       | FString SaveGameClassName = "/Script/Voyage.VoyageSaveGame" | u8 pad = 0

⚠️ The body is not the UE4 tagged-property layout that off-the-shelf GVAS parsers implement. This is the UE 5.5+ FPropertyTypeName form:

record := FString Name | TypeNameTree | i32 Size | u8 HasPropertyGuid [+ 16 B FGuid] | value
TypeNameTree := FString TypeName | i32 ParamCount | ParamCount * TypeNameTree
list  := record* , then the FString "None"

Two differences that break every generic reader on record one: Size is i32, not i64, and the type is a tree (MapProperty<StrProperty, StructProperty<GameProgress</Script/Voyage>>>) rather than type + inner type + struct name. A struct whose UE type has a native serializer (Vector, Rotator, Guid, PrimaryAssetId, VoyagePackedTransform) is not a property list -- a walker must stop descending, which the template's looks_like_record() guard does by requiring a short printable NUL-terminated FString at the record start.

Top level -- UVoyageSaveGame, 8 properties, exactly matching the mapping file's 8 slots:

slot property type #78 #88 Robert 2026-08-26
0 SlotName Str 76561198356826480/…_6 76561197960271872/…_1 76561198118168844/…_0
1 PlatformUserIndex Int 0 0 0
2 GameProgress Map<Str, GameProgress> 1 world: voyageworld2 same same
3 Version Int 27 27 29
4 GameBuildCreated Int 606479 581999 612251
5 GameBuildCreatedGameType Enum<EVoygeSaveGameGameType> ::Full ::Full ::Full
6 GameBuildCreatedBuildType Enum<EVoygeSaveGameBuildType> ::Distribution ::Distribution ::Distribution
7 GameBuildLastUpdate Int 606479 581999 612251

(EVoygeSaveGameGameType -- Channel37's typo, in the shipped enum name. There is also EVoygeSaveGameValidationResult in the mapping file, i.e. the game validates a save before it loads it. [file])

FGameProgress, 21 slots (mapping file, #141 Mappings.usmap). No save writes all 21: Robert's Aug-2026 save carries 20 (LastLoginTime is never written), and #78 and #88 both carry 17 -- the same 17, including WorldTimeSeconds, which Version 29 no longer writes. All counts measured with savetool.py tree <save> --depth 2:

slot property type present in #78 notes
0 PlayerData Struct<PersistentPlayerData> ✅ the cheat surface, below
1 ActionBar Map<Int, VoyageItemSerialize> ✅ (2) DA_Equipment_RepairTool, DA_Equipment_HeadLight
2 Skills Set<PrimaryAssetId> ✅ (2) DA_Skill_*
3 Quests Struct<VoyagePlayerQuestData> ✅ contains QuestState map
4 PersistentActors Map<Name, PersistentWorldActorList> ✅ (24) 11.3 MB of the 11.4 MB payload
5 PersistentSubsystems Struct<PersistentSubsystemList> ✅ (4) Map<Object, PersistentSubsystem>
6 Locators Map<Str, PersistentLocatorData> ✅ (1) Flags, PathPoints
7-9 CreationTime, LastUpdateTime, LastLoginTime Int64 7,8 only Unix seconds -- LastLoginTime is written by none of the three saves
10 PlaytimeTime Int ✅ seconds
-- WorldTimeSeconds Float ✅ not a slot in the #141 21-slot mapping; it is slot 11 of #94's 18-slot mapping. Written between PlaytimeTime and LastCheckpointData in both Version-27 saves (#78 642.43, #88 13,338.57) and absent from Robert's Version-29 save -- the slot was dropped between save Version 27 and 29
11 LastCheckpointData Struct<CheckpointData> ✅ {UInt32 ID, Vector Location}
12 Stats Map<Str, Int> ✅ (19) the STAT_* counters
13 Tasks Map<PrimaryAssetId, VoyageTaskSerializeData> ✅ (0)
14 Enhancers Map<PrimaryAssetId, VoyageEnhancerData> ✅ (10) value struct is one Int Points
15 HumanGrow Array<VoyageHumanGrowResult> ✅ (0)
16 Discovered Map<EVoyageDiscoveryGroup, VoyageDiscoveryData> ✅ (1) ::Item; value is Array<PrimaryAssetId>
17-20 Scanned, PersistentHUDData, CommitteeData, CollectedSamples maps ❌ added after Version 27

FPersistentPlayerData, 10 slots -- this is where a "cheat save" writes:

slot property type #78 #88 Robert
0 LastLocation Struct<Vector> -- -- --
1 ControllerRotation Struct<Rotator> -- -- --
2 Flags Struct<VoyageFlags> (one UInt32 Value) -- -- --
3 Level Int 25 18 5
4 SecurityLevel Int 4 3 1
5 exp Int 0 14 349
6 ExpHistory Map<EVoyageExperienceType, Int> ✅ ✅ ✅
7 LevelCapExpHistory Map<EVoyageExperienceType, Int> ✅ ✅ ✅
8 LevelCapExp Int 700 0 0
9 LevelPlaytime Map<Int, Int64> ✅ ✅ ✅

Stats keys observed (19 in #78, 21 in Robert's): STAT_NUM_BASKETBALL_HOOPS, STAT_NUM_HUMANS_DELIVERED, STAT_NUM_HUMANS_GROWN, STAT_NUM_MONEY_STACK_DELIVERED, STAT_NUM_PLAYER_KILLS, STAT_NUM_ROCKET_LAUNCHES, STAT_NUM_TEDDIES_IN_ORBIT, STAT_NUM_PLAYER_ENHANCERS, STAT_NUM_PLAYER_ITEMS_{BUILT,CRAFTED,DISMANTLED,REPAIRED,RECYCLED}, STAT_PLAYER_LEVEL, STAT_NUM_PLAYER_DEATHS, STAT_NUM_ARTIFACT_ITEMS, STAT_NUM_PLAYER_DISCOVERY_ITEM, STAT_NUM_PLAYER_DISCOVERY_LOCATION, STAT_NUM_MEMORY_ITEMS. [file]

Three save generations, side by side -- the patch-survival table for anything save-shaped:

#88 #78 Robert's own
dated 2025-12-09 2025-12-18 2026-08-26
engine stamped 5.6.1 5.7.1 5.7.4
PackageFileVersionUE5 1017 1018 1018
custom versions 93 92 93
save Version 27 27 29
GameBuildCreated 581999 606479 612251
GameProgress slots written 17 17 20
WorldTimeSeconds (Float) ✅ 13,338.57 ✅ 642.43 ❌ dropped after Version 27
LastLoginTime (Int64) ❌ ❌ ❌
blocks / payload 260 / 33,962,021 B 88 / 11,413,568 B 63 / 8,191,888 B

The live build is 650920 and its saves are unread (Robert has not played since Update 5.5), so the current Version is unknown -- 29 is the floor, not the value. [file for 27/29, gap in §H]

B.5 Value cheats in cooked assets (#155)#

[file, from the DIFF against the vanilla extraction] All the surgical edits are unversioned-property floats/ints written in place -- the technique 01-core-pak-data-assets.md documents:

container asset offset vanilla -> mod reading
FuelGenerator DA_Item_Module_PortablePetrolGenerator.uexp 0x2A1 2.0f -> 0.0f consumption
0x2A3 5000.0f -> 5.0f input requirement
0x2BB 1.0f -> 10.0f output multiplier
OilGenerator DA_Item_Module_Dumpster.uexp 0x273 4 -> 2 (i32, right after the name cycler) cycle count
0x3CB 1.0f -> 1000.0f oil per cycle
ElectricGenerator DA_Item_Module_ElectricGenerator.uexp 0x2CB 2.0f -> 0.002f consumption
0x2DF 11.0f -> 33.0f output
DA_Item_Module_PortableElectricGenerator.uexp 0x2C2 2.0f -> 0.002f consumption
EfficientGyro BP_Module_Petrol_Engine_Cylinder_{Booster,SuperBooster}.uexp 0x166 1.25f -> 0.00125f (Booster), 1.4f -> 0.0014f (SuperBooster) fuel-burn efficiency (÷1000)
BP_Module_Petrol_Engine_Cylinder_Eco.uexp 0x10F (window 0x108+7) 0.9f -> 0.0009f fuel-burn efficiency (÷1000)
BP_Module_Petrol_Engine_Cylinder_CheatBooster.uexp 0x113 (window 0x10C+7) 0.1f -> 1.0e-05f fuel-burn efficiency (÷10,000)
both of the above 0xE8, 0xF8 0x19 -> 0x18, 0xD8 -> 0xD7 header/fragment bookkeeping that accompanies the float edit, not the value itself inferred
EfficientGrinder BP_Weapon_Petrol_Grinder.{uasset,uexp} -- 5,972 + 6,467 differing words, sizes 29,113 -> 29,427 and 28,856 -> 30,903 a rebuild, not a value edit -- 2,047 bytes of new .uexp; treat as an editor/re-serializer product per 04-core-logicmods-blueprints.md §B.5

⚠️ Decode the DIFF's hex windows yourself; its per-decode address labels are not always the byte offset. data/nexus-mods/155-mod-155/legacy/DIFF.md prints a 12-byte hex window per differing word and then lists candidate f32 decodes under it. For the 0x164 window (Booster) the label 0x166 is the true byte offset; for the Eco (0x108) and CheatBooster (0x10C) windows the float sits at window byte +7 and the DIFF labels it 0x10B / 0x10F, four bytes low -- which is how v1.0.0 of this doc read those two rows as "no clean float". Decode the quoted window directly instead:

struct.unpack_from('<f', bytes.fromhex('000001028703016666663f00'), 7)   # Eco vanilla  -> 0.9
struct.unpack_from('<f', bytes.fromhex('00000102870301faed6b3a00'), 7)   # Eco mod      -> 0.0009
struct.unpack_from('<f', bytes.fromhex('87030100000040cdcccc3d00'), 7)   # Cheat vanilla-> 0.1
struct.unpack_from('<f', bytes.fromhex('87030100000040acc5273700'), 7)   # Cheat mod    -> 1e-05

So all four EfficientGyro cylinders use the same lever -- a divide-down of one efficiency float: Booster 1.25 -> 0.00125, SuperBooster 1.4 -> 0.0014, Eco 0.9 -> 0.0009 (all ÷1000) and CheatBooster 0.1 -> 1e-05 (÷10,000). [file]

The author's own hints confirm the intent: pair the portable refinery with the electric generator for perpetual power; put the recovery grinder under the distillation tower's plastic output for "infinite oil, petrol and diesel". [catalog-only]

Note the shipped asset names: the game itself ships BP_Module_{Diesel,Electric,Petrol}_Engine_Cylinder_CheatBooster and DA_Item_{Diesel,Electric,Petrol}EngineCylinder_CheatBooster -- Channel37 shipped cheat-tier cylinders in retail [file, container index]. A mod that only makes them craftable would need no value edits at all.

B.6 Binary patching (the ASI family, cross-reference)#

[file] No_Solar_Turbine_Degradation.asi (823,296 B), Disable_Human_Seed_Decay_Timer.asi (823,296 B) and No_Flamethrower_Overheat.asi (827,392 B) are MSVC-built PE DLLs. Their embedded RTTI and string literals give the whole design away:

.?AV<lambda_1>@?O@??DoPatchInternal@@YA_NAEBQEBEUScanOptions@@PEAVLogBuffer@@@Z@X$$V@std@@
"Unable to find `VoyageSteam-Win64-Shipping.exe` module, trying again for `VoyageEpic-Win64-Shipping.exe`."
"Scanning for game version AoB: "   "Game version AoB scan found no results."
"Scanning for EA text: "            "EA text AoB scan found no results."
"AoB scan returned no results, aborting."

So: load into the shipping process (via an ASI loader), locate the game module by name (Steam first, Epic second), array-of-bytes scan for a version signature and for an "EA text" marker, then DoPatchInternal(ScanOptions) writes machine code. This is the only technique in the whole catalogue that touches neither containers nor reflection, and the only one that version-gates itself and refuses to patch when the pattern moves -- which is why all three survived four content updates while cooked paks died. It is also the only one where a wrong offset is a crash rather than a wrong number.


C. The domain map#

C.1 Where the cheat and dev apparatus lives (all [file], from the pakchunk0 index)#

asset size what it is data or code?
/Game/UI/Game/HUD/BP_VoyageCheatWiget 754,934 B the developer menu, ~170 buttons Blueprint -- open it, don't patch it
/Game/Game/BP_VoyageCheatManager 658 B empty BP subclass of native VoyageCheatManager Blueprint (empty)
/Script/Voyage.VoyageCheatManager -- the native cheat class; usmap says 0 properties C++ -- exec functions only
/Game/UI/Game/HUD/BP_VoyageCheat_Button 29,300 B the generic menu button Blueprint
…/BP_VoyageCheat_MenuButton_Widget 4,488 B submenu header button Blueprint
…/BP_VoyageCheat_ConsoleCommandButton_Widget 7,820 B Command:Str + ExecuteConsoleCommand + GetConsoleVariableBoolValue Blueprint (the Command default is patchable data)
…/BP_VoyageCheat_TeleportBtn_Widget 13,717 B one teleport destination Blueprint
…/BP_VoyageCheat_TeleportMenu_Widget 2,825 B LocationList, LocationList2 Blueprint
…/BP_VoyageCheat_DevMapBtn_Widget 3,339 B ExecuteConsoleCommand + Concat_StrStr -> map open Blueprint
…/BP_VoyageCheat_SavegameSlotWidget -- one save slot in the Manage Saves submenu Blueprint
…/BP_VoyageCheat_AchievementButton_Widget 23,791 B AchievementID/AchievementIDs Blueprint
…/BP_VoyageCheat_WeatherAdjustWidget 42,861 B weather sliders Blueprint
…/BP_VoyageCheat_FilterBox 10,139 B the search box Blueprint
/Game/UI/Dialog/BP_Dialog_Cheat_Maps 18,653 B the dev-map dialog Blueprint
/Game/UI/ContextMenu/Actions/BP_CMA_Cheat_Duplicate_Item 6,178 B item duplication context action Blueprint
/Game/UI/ContextMenu/Actions/BP_CMA_Item_Cheat_Components 10,900 B component cheat context action Blueprint
/Game/Data/WeatherPresets/PDA_CheatWeatherPreset 2,303 B cheat weather preset data asset -- patchable
/Game/Data/Weather/WeatherPresets/DA_WeatherPreset_Cheat_Default 687 B cheat weather default data asset -- patchable
/Game/Blueprints/Modules/Utility/Boat/BP_Module_{Diesel,Electric,Petrol}_Engine_Cylinder_CheatBooster 3.2-3.7 KB shipped cheat-tier cylinders Blueprint (CDO defaults patchable)
/Game/Data/Assets/Items/DA_Item_{Diesel,Electric,Petrol}EngineCylinder_CheatBooster 1.2-1.6 KB their item records data assets -- patchable
/Game/Blueprints/Debug/M_DebugHealthBar, SM_DebugHealthBar -- debug visuals material / mesh
/Game/Maps/_GENERATED/devel/* 144 KB-668 KB leftover generated dev geometry maps

C.2 Save-game classes and structs (from Mappings.usmap, #141, 59,652 names)#

class / struct slots properties
VoyageSaveGame (super SaveGame) 8 SlotName, PlatformUserIndex, GameProgress, Version, GameBuildCreated, GameBuildCreatedGameType, GameBuildCreatedBuildType, GameBuildLastUpdate
GameProgress 21 see §B.4
PersistentPlayerData 10 LastLocation, ControllerRotation, Flags, Level, SecurityLevel, exp, ExpHistory, LevelCapExpHistory, LevelCapExp, LevelPlaytime
VoyageEnhancerData 1 Points : Int
VoyageItemSerialize 4 AssetType, AssetName, Item (WeakObject), Data : VoyageItemData
CheckpointData 2 ID : UInt32, Location : Vector
VoyageFlags 1 Value : UInt32 -- a bitfield used on the player and on every persistent actor
VoyageDiscoveryData 1 DataAssets : Array<PrimaryAssetId>
PersistentWorldActorList 1 actors : Map<UInt64, PersistentWorldActor>
PersistentWorldActor 17 persistentId, AttachParent, AttachTransform, Tags, Flags, ActorClass, ActorName, ActorTemplate, Owner, Transform : VoyagePackedTransform, ComponentTransforms, ComponentTransformsNonPhysical, BoneTransforms, ComponentData, PersistentComponentIds, ByteData : Array<Byte>, Version : UInt16
PersistentSubsystemList 1 Subsystems : Map<Object, PersistentSubsystem>
VoyageCheatManager (super CheatManager) 0 no reflected properties -- all behaviour is exec functions

⚠️ PersistentWorldActor.ByteData : Array<Byte> is an opaque per-actor blob. Whatever a module stores about itself (inventory contents, fuel, wear) very likely lives in there, serialized by the actor's own code -- not as tagged properties, and therefore not editable by a generic save tool. inferred

⚠️ The mapping file is a naming aid, not a contract: it is from a July-2026 build, and Robert's August-2026 save writes CollectedSamples as Map<PrimaryAssetId, …> where the map declares Map<Name, VoyageDataBlobData>. Always confirm slot names against a real payload.

C.3 Data vs code -- what a mod of this kind can and cannot change#

target reachable how notes
open the dev menu ✅ Lua reflection, ✅ cooked ModActor + DML §B.2 -- Lua is the patch-survivable path
engine cheat verbs (God, Fly, Ghost, Summon, Slomo) ✅ CheatManager + console needs CheatManagerEnablerMod + ConsoleEnablerMod
game cheat verbs (VoyageCheatManager exec fns) ✅ console, if CheatClass points at the game's own ❌ never patchable in a pak (C++)
Voyage.* console variables ✅ console ❌ not in any container
a live property on any object ✅ Lua set / direct write in-memory only, never persisted unless the game saves it
a default in a data asset or CDO ✅ pak, unversioned-property patch 01-core-pak-data-assets.md
the dev menu's ConsoleCommand00N button Command string ✅ pak, but it is an FString -- length change means export-size fix-ups doable with tlcmod.unversioned.patch_slot
a new button in the dev menu ❌ editor only the widget tree is compiled
a save's numeric leaf (Level, Points, STAT_*) ✅ savetool.py §D.3
a save's string leaf (SlotName) ⚠️ needs every enclosing Size fixed up out of scope for the template
a save's PersistentWorldActor.ByteData ❌ opaque would need the actor's own serializer
adding an item to a save's inventory ❌ practically it lives inside PersistentActors/ByteData; use the dev menu's spawn/loot buttons instead
machine-code behaviour (no reflection, no data) ✅ ASI + AoB patch §B.6, version-gated

C.4 The install and file surface#

path who writes it notes
Voyage\Binaries\Win64\dwmapi.dll + ue4ss\ UE4SS #4 ⚠️ outside ~mods, so MO2 cannot virtualise it
Voyage\Binaries\Win64\ue4ss\Mods<Name>\{enabled.txt, Scripts\*.lua} Lua mods mods.txt / mods.json are the alternative roster
Voyage\Binaries\Win64\ue4ss\Mods<id>\config.json ModMenu's ConfigManager (#205) temp-file-then-rename
Voyage\Binaries\Win64\UE4SS.log, voyage_logs_dump.json UE4SS, #70 process CWD is Binaries\Win64
Voyage\Content\Paks\~mods\*_P.{utoc,ucas,pak} every pak mod mount order is lexical on the .pak stem -- see #155's _9999_P trick
Voyage\Content\Paks\LogicMods\*.pak UE4SS BPModLoaderMod created automatically if missing
Voyage\Content\Paks\DevMenu.{utoc,ucas,pak} #21, per its install text DML's own scan root [catalog-only]
%LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64><SteamID64>_<slot>.sav the game slots 0-7; _AutoSave_0.sav rolling
%LOCALAPPDATA%\Voyage\Saved\SaveGameBackups<SteamID64><name>_YYYY-MM-DD_HH_MM_SS.sav the game every autosave generation retained -- the free rollback
%LOCALAPPDATA%\Voyage\Saved\Config\Windows\GameUserSettings.ini the game AutoSaveInterval=10 (minutes)

⚠️ The SaveGames<SteamID64>\ folder is the Steam Autocloud watch root (steam_autocloud.vdf sits in it). A botched save edit syncs to the cloud. Copy the folder aside before editing, and consider going offline while you test. [file, docs/ref/shadow-install.md §6]


D. Recipe -- building a new mod of this kind#

D.1 Pick the lane#

Do you want the GAME's dev powers, right now, for yourself?
      -> D.2  UE4SS + CheatManager + the shipped widget. Zero authoring. 10 minutes.
Do you want a NUMBER in an existing save changed?
      -> D.3  savetool.py. No game files touched at all.
Do you want a cheat that persists for everyone who installs it?
      -> the pak lane: 01-core-pak-data-assets.md (a default), or D.4 (a modpack of several)
Do you want a NEW button / actor / widget?
      -> the editor lane: 04-core-logicmods-blueprints.md. Or don't -- D.2 already has 170 buttons.
Is the value not reflected and not in any asset (a hard-coded C++ constant)?
      -> ASI + AoB. Out of scope here; §B.6 describes the shape.

D.2 A dev-tools mod (UE4SS, ~10 minutes)#

# 1. install UE4SS (Nexus #4) -- game closed
#    copy dwmapi.dll and ue4ss\ into <GAME>\Voyage\Binaries\Win64\
#    the bundled CheatManagerEnablerMod + ConsoleEnablerMod + ConsoleCommandsMod are on by default

# 2. take the house starter
cp -r C:/last-caretaker/templates/mods/cheats-tools-saves/ue4ss/Mods/TLCCheatMenu \
      "<GAME>/Voyage/Binaries/Win64/ue4ss/Mods/"

# 3. pre-flight before you ever launch
python C:/last-caretaker/templates/mods/core-ue4ss-lua/check.py \
       "<GAME>/Voyage/Binaries/Win64/ue4ss/Mods/TLCCheatMenu"

Launch, Ctrl+O for the UE4SS GUI console, load a save, F10. The dry run prints the resolved CheatClass (which answers §H's open question for your build) and the resolved widget class. Set DryRun = false in config.lua, F10 again -- no restart -- then F1.

Then, from the ~ console (double-tap ~ if the game eats the first press):

Voyage.Immortal 1                       # if it exists in this build
Voyage.Survival.Environment.Simulate 0
Voyage.ModuleSubsystem.SpeedMultiplier 10
set VoyageCharacterMovementComponent MaxWalkSprintSpeedMultiplier 3.0   # ConsoleCommandsMod
dump_object /Script/Engine.Default__InputSettings dumped.txt            # ConsoleCommandsMod

Test: the value you set should visibly change and tlccheat_status should report resolved=true. Rollback: delete ue4ss\Mods\TLCCheatMenu\. Remove UE4SS entirely by deleting dwmapi.dll and ue4ss\. Nothing reaches disk in the game install -- but anything you do in the dev menu is saved on the next autosave, so snapshot the save folder first.

D.3 A save edit (savetool.py, ~5 minutes)#

cd C:/last-caretaker/templates/mods/cheats-tools-saves
SAVE="$LOCALAPPDATA/Voyage/Saved/SaveGames/76561198118168844/76561198118168844_0.sav"

# 0. GAME CLOSED. Copy the whole <SteamID64> folder aside (it is Autocloud-watched).
# 1. look
python savetool.py info "$SAVE"
python savetool.py tree "$SAVE" --depth 2
python savetool.py tree "$SAVE" --depth 3 --grep Enhancer

# 2. dry run, then write to a NEW file
python savetool.py set "$SAVE" Level 25 --dry-run --out "$TEMP/edited.sav"
python savetool.py set "$SAVE" Level 25            --out "$TEMP/edited.sav"
python savetool.py set "$TEMP/edited.sav" Points 100 --all --out "$TEMP/edited2.sav"

# 3. prove the round trip before you trust it
python savetool.py verify "$TEMP/edited2.sav"
python savetool.py info   "$TEMP/edited2.sav"     # the changed values should read back

Then copy edited2.sav over the original name, launch, load the slot. Rollback: restore the copied folder -- or, if you did not copy it, SaveGameBackups<SteamID64>\ holds every autosave generation the game ever wrote.

To add a new leaf that the save does not carry (e.g. a STAT_* key that has never been set) you would have to grow the record and fix Size on every enclosing struct and map plus the payload's leading i32 -- the same insertion problem build_enhancer_cap.py solves for cooked assets, with more nesting. Not implemented; §H.

D.4 A modpack (retoc, ~15 minutes)#

cd C:/last-caretaker/templates/mods/cheats-tools-saves
python build_modpack.py --name CaretakerCheats \
  --src "C:/last-caretaker/data/nexus-mods/155-mod-155/legacy/909_ElectricGenerator" \
  --src "C:/last-caretaker/data/mods/enhancer-cap/build" \
  --scriptobjects "C:/last-caretaker/data/mods/enhancer-cap/raw/scriptobjects.bin" \
  --out "C:/last-caretaker/data/mods/caretaker-cheats" --dry-run

The precedent for the output shape is Nexus #187: 37 packages (25 Blueprint, 12 data-asset) in a single zzzCaretakerQoLBundle_P container, which is exactly what this script emits -- one container, one mount, no inter-mod collision left to chance. [file, inventory.json]

Read the collision report. Reorder --src (later wins) or pass --first-wins until the winners are the ones you want, drop --dry-run, then copy pak/CaretakerCheats_P.{utoc,ucas,pak} into <GAME>\Voyage\Content\Paks\~mods\ and remove the individual containers you merged from -- if you leave them, the lexical mount order decides, and manifest.txt becomes a lie.

⚠️ Assets merged from a third-party legacy/ tree were converted without the game's own global.utoc present, so their import package names collapsed to /Engine/UnknownPackage. Those are fine to read and diff but must not be repacked -- re-extract the mod on the ShadowPC next to the real containers first (docs/mods/04-core-logicmods-blueprints.md and data/mods/vanilla/README.md). Merging our own build/ trees, which came from a proper extraction, is safe.

D.5 Snippets worth keeping#

-- resolve a movement component across three possible spellings (from #205)
local movement
for _, get in ipairs({ function() return pawn.CharacterMovement end,
                       function() return pawn.CharMoveComp end,
                       function() return pawn:GetMovementComponent() end }) do
    local ok = pcall(function() movement = get() end)
    if ok and movement and movement:IsValid() then break end
end

-- write one property on EVERY live instance of a class (what ConsoleCommandsMod's `set` does)
local cls = StaticFindObject("/Script/Voyage.VoyageCharacterMovementComponent")
local prop = cls:Reflection():GetProperty("MaxWalkSprintSpeedMultiplier")
for _, obj in pairs(FindObjects(0, cls, nil, nil,
        EObjectFlags.RF_ClassDefaultObject | EObjectFlags.RF_ArchetypeObject, false)) do
    prop:ImportText("3.0", prop:ContainerPtrToValuePtr(obj), 0, obj)
end
# read every enhancer's Points out of a save, with offsets you can write back to
import sys; sys.path.insert(0, "C:/last-caretaker/templates/mods/cheats-tools-saves")
import savetool
payload, _ = savetool.unpack_sav(open(sav, "rb").read())
_, g, _ = savetool.read_header(payload)
for rec, typ, value_off, value in savetool.find_leaves(g, "Points"):
    print(typ, value_off, value)

E. Template#

C:/last-caretaker/templates/mods/cheats-tools-saves/

file what it is run to prove it
README.md fill-in guide, install/test/rollback, recorded runs --
savetool.py v1.0.1 the save tool: info / tree / get / set / unpack / pack / verify python savetool.py verify <any .sav>
ue4ss/Mods/TLCCheatMenu/{enabled.txt, Scripts/{main.lua, config.lua}} the dev-menu starter, dry-run by default python ../core-ue4ss-lua/check.py ue4ss/Mods/TLCCheatMenu
build_modpack.py N legacy trees -> one _P container, with collision reporting python build_modpack.py … --dry-run
voyage-cvars.txt the 137 Voyage.* names from the shipping exe --

Recorded results, 2026-09-07 (full transcripts in the template README):

check result
savetool.py info on Robert's 2026-08-26 slot 0 63 blocks, payload 8,191,888 B, engine 5.7.4, Version 29, build 612251 ✅
savetool.py info on Nexus #78 and #88 parsed clean; 5.7.1/Version 27 and 5.6.1/Version 27 ✅
savetool.py verify (unpack -> pack -> unpack) payload byte-identical ✅ (container differs only by zlib level)
savetool.py set Level 25 --dry-run Level @payload+2715: 5 -> 25 ✅
savetool.py tree at the default depth, all three saves rc 0 -- 205 / 129 / 381 rows (Robert / #78 / #88) ✅
savetool.py tree --depth 3 --grep Enhancer rc 0 -- #78's ten Points = 100 leaves print ✅
savetool.py tree --depth 4 --grep STAT_ rc 0 -- 21 / 19 / 10 STAT_* keys (Robert / #78 / #88) ✅
check.py on TLCCheatMenu 0 problems, 0 warnings ✅
build_modpack.py --dry-run on two variants of #155 4 collisions correctly reported ✅
build_modpack.py real build TLCCheatPack_P.{pak 347 B, ucas 10,015 B, utoc 847 B} ✅

None of it wrote to the game install or to any save directory.

⚠️ v1.0.1 fix, 2026-09-07. v1.0.0's walk() crashed with struct.error at the default --depth 3 on every save: after emitting Discovered (Map<EnumProperty<EVoyageDiscoveryGroup>, Struct<VoyageDiscoveryData>>) it descended from the map key bytes, and an enum key is a bare FString, not a tagged-property record. v1.0.1 reads each map-key form explicitly (Str/Name/Enum as an FString, fixed-width keys by width, PrimaryAssetId as the tagged list it actually is), then walks the value; it iterates every map entry instead of only the first; type_tree() refuses a parameter count outside 0..8; and --grep now matches a row's path as well as its text. Only --depth 2 worked before the fix, so any §B.4 figure taken at depth 2 is unaffected by it.


F. Pitfalls, version notes and patch survival#

# pitfall why what to do
1 A downloaded save is a version bet, and the schema really does move. The save carries Version, GameBuildCreated and a stamped engine version; the game ships EVoygeSaveGameValidationResult, i.e. it validates. #88 is engine 5.6.1 / build 581999 against a live 650920. Proof the schema moves: Version 27 writes WorldTimeSeconds (Float) and Version 29 does not, while 29 adds Scanned, PersistentHUDData, CommitteeData and CollectedSamples (§B.4). savetool.py info and tree --depth 2 before you copy anything in. Prefer an edit of your own current save over a stranger's old one, and never assume a leaf you read in one generation exists in the next.
2 The save folder is Steam-Autocloud-watched. steam_autocloud.vdf sits in SaveGames<SteamID64>\. Copy the folder aside first; SaveGameBackups\ also holds every autosave generation.
3 A downloaded save carries someone else's SteamID64 inside SlotName. "76561198356826480/76561198356826480_6" in #78. Harmless for loading; be aware when you post screenshots.
4 Generic GVAS tools desync on record 1. UE 5.5+ writes i32 Size and a type tree; UE4-era parsers read i64 Size + type/inner/struct. Use savetool.py, or port its type_tree + i32 Size reader.
5 Editing a string in a save corrupts it. Every enclosing struct/map Size plus the payload's leading i32 would need fixing. set refuses; keep to fixed-width numeric leaves.
6 Cooked pak mods die on an engine-serialization migration; Lua mods do not. 2025-12-16 (5.6 -> 5.7) killed every pak on the site. #21 and #77 both needed fresh uploads for UE 5.8 on 2026-09-06; #5 and #70 from 2025-11 still run. Prefer the reflection lane for anything that can live there. §B.2.
7 _P is not optional, and the stem decides mount order. #155's original zips ship no _P at all; its LoadPriority9999 re-issue is the same payload renamed *_9999_P. Nexus #187 Caretaker QoL Bundle plays the same card from the other end -- one container, zzzCaretakerQoLBundle_P, 37 packages, zzz so it mounts last. Name your container <Something>_P; if you must beat another mod, sort after it. Better: merge with build_modpack.py -- #187 is the proof that one big container beats N small ones.
8 Two containers overriding one package -- the loser is silent. Last mount wins the whole package, not the differing bytes. build_modpack.py reports collisions at build time.
9 #141's asset database predates the live build. Its author states it targets 0.8.0.612251; live is 0.8.5.650920. Anything repacked from it reverts Update 5.5 changes to the packages it touches. Re-extract from the live install.
10 There are two mapping files and the newer one is not the one everybody downloads. #94 = 58,762 names (2025-12-29); #141's bundled Mappings.usmap = 59,652 (2026-07-24). Use #141's for new work; keep #94 for reproducing existing builds.
11 The mapping file is 5.7-era against a 5.8-reporting build. High slots line up, low slots can drift; usmap_schema.py also desyncs on some v4 enum walks. Treat slot numbers as a naming aid, always confirmed against real payload bytes.
12 MO2 cannot virtualise UE4SS. dwmapi.dll and ue4ss\ live in Voyage\Binaries\Win64\, outside GameDataPath. Install UE4SS by hand; use MO2 only for ~mods containers. Also create ~mods manually before first MO2 run. [catalog-only]
13 A Lua mod with no enabled.txt and no mods.txt line does not load. #5 ships only Scripts/main.lua. Ship enabled.txt; check.py flags its absence.
14 Key-bind callbacks run off the game thread. #5 writes UObjects directly from three RegisterKeyBind bodies. Wrap every UObject touch in ExecuteInGameThread (#205 and the house template do).
15 The dev menu can erase your save. EraseSaveBtn ("Erase save"), TriggerCrashBtn, Character_Suicide_btn are real buttons in the shipped widget. Snapshot before you open it; the menu has no confirmation layer we can see.
16 A "New Start" save may carry a full playthrough's stat counters. #78: 8,768 items crafted, 683 s playtime. If achievements matter to you, read Stats with savetool.py tree --depth 4 --grep STAT_ first (needs savetool.py v1.0.1 -- v1.0.0 crashed at any depth ≥ 3).
17 Voyage.* names are not all live commands. The scan cannot distinguish a !SHIPPING-guarded cvar from a live one. Type it and read the console reply; Voyage.Committee.* is proven live by the dev menu's own buttons.
18 Third-party legacy/ trees must not be repacked. Converted without global.utoc, so import package names collapsed to /Engine/UnknownPackage. Fine to read and diff; re-extract on the ShadowPC before rebuilding.

Patch-survival ranking for this category (most to least durable):

  1. savetool.py -- survives anything that does not change the save schema; the tool reports Version and the engine stamp, so a schema change is visible rather than silent.
  2. UE4SS Lua (dev menu opener, flight, speed) -- survived 5.6 -> 5.7 and 5.7 -> 5.8 untouched. Breaks only if a name changes (BP_VoyageCheatWiget, CharacterMovement, a property).
  3. ASI + AoB -- version-gates itself and refuses rather than corrupting.
  4. Data-asset paks (#155's generators) -- die on every serialization migration; re-extract, re-diff, rebuild.
  5. Blueprint paks (#21, #77, #117) -- die on migration and on any game-side change to the package they override; DML additionally overrides a shipped map.
  6. Modpacks built from a stale database (#141) -- die on migration and silently revert content changes.
  7. Downloaded saves -- die on schema version bumps, and are stale the moment the uploader stops playing.

G. Ideas this project could build#

Ranked by (value to Robert's playthrough) / (effort). Effort assumes the house toolchain and the template in §E.

# idea technique effort why
1 Progression tracker from saves. savetool.py already reads Level, exp, Stats, Enhancers, Skills, Discovered, PlaytimeTime. Snapshot the save folder on a schedule, diff, and render a progress page on caretaker.salvo.host. Python only S (a day) Non-invasive, zero risk, and it is the companion-project's natural killer feature. docs/ref/shadow-install.md §9 lists this as blocked -- it no longer is.
2 tlcmod.save -- fold savetool.py into the library. Same shape as tlcmod.package: unpack_sav/pack_sav/walk/find_leaves, so builders and trackers share one reader. refactor S The two builders already prove the library pattern; the save reader is the third format.
3 TLCDevConsole -- a Lua panel over the Voyage.* cvars. Use #205's MIT ModMenu.lua to put the 137 names in a searchable, toggleable panel with saved state, instead of typing them. ue4ss-lua S/M The cvar list is already in the template; ModMenu does the UI. Would be the first mod of its kind on the site.
4 Save-schema regression watcher. On each game update, re-run savetool.py info on a fresh save and diff the header + GameProgress slot list against the recorded 27/29 generations. Python S Turns pitfall #1 into an automated signal, and dates every schema change for the corpus.
5 Console-command verification pass. Type all 137 Voyage.* names into a live console with UE4SS's console open, capture the replies, and publish the verified list (live / unknown / value range). manual + Lua M Converts 137 [inferred]s into [file]-grade facts. Nobody in the scene has done it.
6 savetool.py insert -- grow a record and fix every enclosing Size plus the payload i32, so a leaf that is absent can be added (a STAT_*, an enhancer the player has never touched). Python M The exact analogue of build_enhancer_cap.py's unversioned insertion, one nesting level deeper.
7 --vanilla mode for build_modpack.py -- for every package in the pack, diff against data/mods/vanilla/raw/ and print the value deltas, so a pack ships with an auditable change list. Python M This is the one genuinely good idea in #141 (its "includes the vanilla values" claim), done in the open.
8 A "clean cheat start" save generator. Take Robert's own current save, reset PlaytimeTime and the Stats counters (WorldTimeSeconds is not there to reset -- it is a Version 27 slot), set Level/SecurityLevel/Points, and write a fresh slot -- i.e. #78 done honestly, on the live schema, from a save that already loads. savetool.py S Avoids every version risk of a downloaded save.
9 MO2 plugin, fixed. Correct GameBinary to the real shipping exe, add GameSavesDirectory with the <SteamID64> level, and note the UE4SS limitation in the plugin docstring. Python S 33 lines; #127's author explicitly frames his as temporary.
10 A DA_Item_*_CheatBooster unlock pak. The game already ships cheat-tier engine cylinders; a small data-asset patch making them craftable/discoverable is a cheat mod that adds no new values at all. pak-data-asset S Lowest-risk cheat pak imaginable -- it only flips availability on assets Channel37 already balanced.

H. Gaps & unverified#

# gap why it matters how to close it
1 Which CheatClass this build's PlayerController carries. If it is /Game/Game/BP_VoyageCheatManager, the console gets Channel37's own verbs; if null, only the engine's. Decides whether the dev menu's powers are console-reachable without the widget. The template's DryRun logs class:GetFullName() on the first F10. One play session.
2 The VoyageCheatManager exec-function names. usmap carries properties only, and the Blueprint subclass is empty. Would give typed cheat commands with no UI. A UE4SS dump_object of the constructed CheatManager, or a CXX header dump ([CXXHeaderGenerator] is configured in #4's ini).
3 Which of the 137 Voyage.* names are live in Shipping. Half of §B.3 is [inferred]. §G idea 5.
4 The live 0.8.5 save Version. Robert has not saved since build 612251 (Version 29). Pitfall #1's threshold is unknown -- and the 27 -> 29 step already dropped WorldTimeSeconds and added four slots, so 29 -> whatever-650920-writes may move again. One launch + one save + savetool.py info + tree --depth 2, diffed against the 20-slot list in §B.4.
5 PersistentWorldActor.ByteData contents. An opaque Array<Byte> per actor; probably module inventories and state. It is the only part of the save a generic tool cannot read, and it is 99% of the file. Diff two saves taken side by side with one known change (put one item in one container).
6 Save round-trip acceptance. savetool.py verify proves the container round-trips and that a patched file re-reads correctly; no edited save has been loaded by the game yet. The last mile of the save-editing track. One test with the game closed, on a copied slot, after a folder snapshot.
7 CreatorTLCDB.tlcmodinfo format. Magic TLCMPI2\0, 11.2 MB, no readable strings. Would say exactly which mods and vanilla values #141 ships. Entropy + header analysis; likely a zip/zstd stream behind a small header, possibly obfuscated. Low priority.
8 #155's EfficientGyro Eco / CheatBooster edits, confirmed against a proper extraction. The value edits are now identified from the DIFF windows (0.9 -> 0.0009 at 0x10F, 0.1 -> 1e-05 at 0x113, §B.5); what is still unproven is which property slot each float belongs to. Names the edited property rather than just its offset. Extract those two Blueprints on the ShadowPC (with global.utoc present) and diff with the name table intact.
9 What dml add <name> actually does, and whether DML's SG_DML SaveGame persists the enabled list into %LOCALAPPDATA%. Affects rollback: a DML-registered mod may leave state behind after the container is deleted. 04-core-logicmods-blueprints.md territory; a SG_DML file search under SaveGames\.
10 Whether #21's TestWidget default really is BP_VoyageCheatWiget. Its import table collapsed to /Engine/UnknownPackage in our conversion. The last inferential step in §B.2. Re-convert DevMenu.utoc on the ShadowPC beside the game's own containers.
11 Slot count. docs/ref/shadow-install.md records slots 0-3 observed first-hand, 8 reported. #78 ships maxsave_0.sav whose SlotName ends _6; #88 ships Lazarus_0.sav whose SlotName is 76561197960271872/76561197960271872_1, i.e. _1 -- so both published saves were renamed to _0 on upload. The file name and the in-payload slot index are independent, and the game evidently does not care. Create slots up to 7 in-game and check what SlotName each writes.
12 Whether the game rejects a save whose SlotName SteamID64 does not match the folder. Decides whether downloaded saves need the name rewritten (which would need §G idea 6). Both save mods' install instructions say only to rename the file [catalog-only] -- so probably not, but untested.

I. Sources#

Files read (first-hand).

what path
catalogue snapshot data/nexus/thelastcaretaker-mods.json (176 mods, 1,045 files, 2026-09-07)
technique fingerprints data/nexus-mods/inventory.json
UE4SS #4 data/nexus-mods/4-mod-4/unpacked/…/ue4ss/{UE4SS-settings.ini, Mods/mods.txt, Mods/mods.json, Mods/*/Scripts/*.lua}
Dev Menu #21 data/nexus-mods/21-mod-21/legacy/1087_DevMenu/…/ModActor.{uasset,uexp} + legacy/DIFF.md
DML #77 data/nexus-mods/77-mod-77/legacy/{1086_dml_P,1086_dml_core_P}/… + legacy/DIFF.md
SpeedBoost #5 data/nexus-mods/5-mod-5/unpacked/…/SpeedBoost/Scripts/main.lua
Log Dumper #70 data/nexus-mods/70-mod-70/unpacked/…/Scripts/{main.lua,jsonshim.lua}
Player Flight #205 data/nexus-mods/205-mod-205/unpacked/…/ue4ss/Mods/{TLCPlayerFlight/Scripts/main.lua, shared/ModMenu/{ModMenu.lua,LICENSE}}
Maxed save #78 data/nexus-mods/78-mod-78/unpacked/…/maxsave_0.sav
Lazarus save #88 data/nexus-mods/88-mod-88/unpacked/…/Lazarus_0.sav
mapping files data/nexus-mods/94-mod-94/unpacked/…/Voyage-5-7.usmap; data/nexus-mods/141-mod-141/unpacked/TLC PAK Extractor …/Mappings.usmap
DarkHacks tools #141 the three unpacked folders, incl. CreatorTLCDB.tlcmodinfo header and _Tools/PUT_TOOLS_HERE.txt
MO2 plugin #127 data/nexus-mods/127-mod-127/unpacked/…/game_thelastcaretaker.py
Cheat generators #155 data/nexus-mods/155-mod-155/legacy/DIFF.md (hex windows decoded with struct.unpack_from('<f', …, 7)) + the six unpacked containers
Quick Save Anywhere #31 data/nexus-mods/31-mod-31/unpacked/NoBackupStation 1.0.1-31-1-0-1-1763334945/NoBackupStation/{config.ini, scripts/main.lua}
Run Faster Jump Higher #173 data/nexus-mods/173-mod-173/unpacked/HydraulicMovement1.0 …/…/ue4ss/Mods/HydraulicMovement/Scripts/{config.lua, main.lua}
Caretaker QoL Bundle #187 data/nexus-mods/187-mod-187/legacy/1091_zzzCaretakerQoLBundle_P (37 packages) + its inventory.json package census
ASI plugins #11/#12/#95 data/nexus-mods/{11,12,95}-mod-*/unpacked/…/*.asi (PE string/RTTI scan)
Boat Teleporter #117 data/nexus-mods/117-mod-117/legacy/303_BoatTeleporter/… + legacy/DIFF.md
Robert's own saves data/save-snapshots/2026-08-24/, data/save-snapshots/2026-08-26/
container index data/datamine/raw/pakchunk0-file-index.txt.gz (39,479 entries; 32,212 distinct Voyage/Content/**)
live install, read-only, 2026-09-07 retoc to-legacy -f VoyageCheat -> 12 assets (BP_VoyageCheatManager, BP_VoyageCheatWiget and 9 sub-widgets); UTF-16 string scan of VoyageSteam-Win64-Shipping.exe (198,655,048 B) -> 137 Voyage.* names

Project docs. docs/ref/shadow-install.md §§3, 6, 6.1, 7 (install layout, save locations, block container, GameUserSettings); docs/mods/03-core-ue4ss-lua.md; docs/mods/04-core-logicmods-blueprints.md (§§B.4-B.5, C.1-C.3 -- ModActor packaging, re-serializer vs editor discriminator, /Game/Mods/**); docs/mods/01-core-pak-data-assets.md; docs/mods/05-core-frameworks-install-patch-survival.md; docs/plans/mod-plan.md; tools/mods/README.md and the tlcmod library.

Nexus descriptions (catalog-only). Mod pages 4, 21, 31, 77, 78, 88, 94, 117, 127, 141, 155, 173, 187, 205 in the 2026-09-07 snapshot -- install paths, dml add <name>, #78's "built with #21 and #16", #141's "targets Build 0.8.0.612251 / not yet compatible with the new game version" and its conflict detector, #127's MO2 install steps and ~mods note, #155's exploit hints. (Nexus web pages return 403 to fetchers; the snapshot and the downloaded files are the source.)

No external web sources were used for this document. Every engine-format claim (the ARCHIVE_V2_HEADER_TAG value, the FCompressedChunkInfo layout, the GVAS header, the UE 5.5+ FPropertyTypeName record shape) was derived from these bytes and verified by round-tripping three independent saves.

01

Game Overview & Core Concepts

Version anchorEarly Access 0.8.0.612251 — Update 05 "New Horizons" Hotfix 2, released 2026-06-29 (Update 05 base build 0.8.0.612115 shipped 2026-06-24; Hotfix 1 0.8.0.612211 2026-06-26). This is still the current public build as of 2026-08-24; the installed copy on the ShadowPC reports exactly this string on Steam buildid 23962331 (depot content dated 2026-08-24 08:43 local), engine Unreal Engine 5.7.4. No Update 06 and no post-June patch note exists on the official news feed or the Steam announcement feed as of today — re-confirmed by direct fetch of both feeds on 2026-08-24: the newest official-site post is the Update 5 announcement (2026-06-25) and the newest Steam announcement is 2026-06-25.
17 claims checked18 corrections14 unverifiedverifier verdict

The doc was already unusually disciplined — its version anchor, engine/install facts, all wiki Mechanics numbers, level cap, system requirements, language list and reception scores all re-verified cleanly — but it carried four defects of exactly the classes this game invites: a June sale price presented as current, a roadmap "full launch in 2026" that does not exist in the source, an unreproducible concurrency figure, and a probable Raft-borrowed "stern net". Those are now fixed or demoted, save-slot numbering and the wiki "25 levels" conflation are corrected, and the Update 04 gap is partly closed; the file is now reliable for a fresh player, with residual risk concentrated in the explicitly flagged UNVERIFIED rows.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

The Last Caretaker is a single-player, first-person survival / crafting / base-building game set on a fully flooded Earth, developed and self-published by Channel37, a Helsinki studio of fewer than ten people (founded late 2021 by industry veterans, CEO Miika Aulio, backed by Supercell). It is their debut title and has been in Steam and Epic Early Access since 2025-11-06. You play a machine — the last functioning Caretaker — not a human, which is the single most important structural fact about the game: there is no hunger, thirst, temperature or sleep system; your survival economy is electrical charge, and your body is a repairable, upgradeable chassis with a backup-and-restore death model. The loop is boat-centric: a modular vessel is simultaneously your vehicle, base, workshop and storage, and you voyage out from it to derelict sea-based facilities to restore power, salvage, and push a quest-driven restoration mission forward. Five major content updates have shipped since launch, so any guide, wiki page or video older than 2026-06-24 is a stale-guide risk — level cap, tool roster and progression paths have all moved.

Confidence legend used throughout: [C] confirmed (official source, or wiki plus a second source, or first-hand from the install inventory) · [R] reported (single source) · [I] inferred · UNVERIFIED (stated but not establishable).


1. At a glance#

Field Value Confidence / source
Full title The Last Caretaker [C] Steam
Developer / publisher Channel37 Ltd (Helsinki, Finland; <10 staff; founded end of 2021; backed by Supercell). CEO/co-founder Miika Aulio; co-founders Vesa Halonen, Antti Ilvessuo, Sami Saarinen [C] Steam + Wikipedia
Debut title Yes — Channel37's first game; staff drawn from Ubisoft RedLynx (Trials), Mind Echoes and Second Order [C] Wikipedia / [R] Wccftech
Steam app id 1783560 [C] Steam / first-hand appmanifest
Demo A demo exists and is downloadable from the main store page. The commonly cited standalone demo app id 3916150 could not be independently confirmed — that store URL resolves to the main app page, and the ShadowPC appmanifest only covers 1783560 [R] / UNVERIFIED on the app id
Epic Games Store Available since EA launch; same $34.99 price [C] official FAQ + Epic store FAQ page
Early Access launch 2025-11-06 (Steam + Epic, same day) [C] Steam store page
Current build 0.8.0.612251 (Update 05 "New Horizons" Hotfix 2, 2026-06-29) [C] Steam discussion patch notes + first-hand Sentry release string
Steam buildid installed 23962331, single depot 1783561, 16,977,453,147 bytes (17.0 GB) [C] first-hand appmanifest
Engine Unreal Engine 5.7.4, stock Epic build (UE5-CL-0, no custom changelist) [C] first-hand exe VersionInfo + Sentry event
Internal project codename Voyage (install dir, exe VoyageSteam-Win64-Shipping.exe, C++ module Voyage) — internal only, never an in-game name [C] first-hand
Platforms Windows (x64, DX12). "Windows and Linux via Steam" per the dev FAQ — the Linux path in the FAQ is a Proton compatdata path, so this reads as Proton compatibility rather than a native Linux binary [C] FAQ; [I] on the Proton reading
Consoles None announced; not addressed in the official FAQ [C] absence of statement
Modes Single-player only; no co-op, no multiplayer, no announced plans [C] Steam store + official FAQ
Price (base) $34.99 USD on Steam and Epic during Early Access — no discount active on 2026-08-24 (verified live); devs state price "may increase" after EA [C] Steam store page + EA Q&A + FAQ
Steam review score Very Positive — 85% of 8,289 reviews; Recent: Very Positive, 89% of 454 (fetched 2026-08-24) [C] Steam store page
Metacritic No Metascore — 0 critic reviews aggregated (normal for an EA title) [C] Metacritic
All-time concurrent peak 10,767 (a second tracker reports 10,729), set 2025-11-09 [R] tracker.gg / Steambase
Awards Best Finnish Game of 2025, Finnish Game Awards 2026 [C] Wikipedia + official news 2026-05-27
Commercial Hundreds of thousands of copies and ~€7M gross within two months of EA launch [R] Wikipedia (cites Finnish press)
Save location %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\, Steam Autocloud [C] first-hand + official FAQ
Anti-cheat / DRM None; no EOS SDK in the Steam build; pak containers unencrypted and unsigned [C] first-hand inventory

2. Premise, setting and the mission#

2.1 The setup (spoiler-free — this is all in the store description and opening hour)#

Earth is completely flooded. Humanity is gone. You are an autonomous robot — a Caretaker — one of a class of machines built to operate, maintain and restore critical infrastructure, and you wake up as the last one still functioning. The world is an open ocean dotted with the wreckage of human civilisation: half-submerged sea platforms, hangars, research outposts, sunken structures and abandoned automated facilities, all offline. [C]

Your standing mission, stated up front by the game itself: recover human seeds, restore the Lazarus Complex, grow the next generation there, and launch them to orbit. [C — Steam store page, Wikipedia]

2.2 Confirmed in-game proper nouns#

These are the names the game and its patch notes actually use. This corrects the loose bootstrap phrasing — "launching humanity to orbit" resolves to a specific named destination.

Name What it is Confidence
Caretaker The player character class — a maintenance/restoration machine. The wiki has a dedicated "Caretaker" category [C]
Sanctuary 37 The derelict sea-based facility where the game begins [C] Wikipedia
Hangar 37 The location the demo is set in / early landmark tied to the opening facility [C] Next Fest coverage
Human seeds The recoverable human genetic payload — the collection objective driving the campaign [C]
Lazarus Complex The facility you restore, where seeds are grown [C]
Exodus Station The orbital destination — where the launched payload goes [C] wiki main page
Project Eden Update 05's progression path: gathering Samples, sending discoveries to space, building Eden modules, cultivating new plants and trees [C] official news
The Committee A progression/faction structure tied to Eden ("committee progress", quest "Seats of Care") [R] official news + hotfix notes
Roth's Anomaly The phenomenon studied at Research Outpost Theta-9, a sealed facility added in Update 05 [C] official news
Project Jonah Update 05's whale encounter and questline, with a dedicated summoning location [C] official news
PECO / Peco Athletics In-fiction consumer-tech brand — appears as the PECO Grid Scan 2000 tool and as the branding on the in-game retro minigames. First-hand corroboration: the install ships a loose peco-engine.js described as the "shared engine for Peco Athletics games" [C] official news + first-hand install
TideRipper™ Hand Jets Update 05 water-jet propulsion equipment, two unlockable versions [C] official news

2.3 Tone and presentation#

  • Melancholy, isolated, quiet. Reviewers consistently describe "a sense of total abandonment"; one calls it "a very silent game, but that's by design." The protagonist is silent. [R] Insider Gaming
  • Environmental storytelling is the primary narrative delivery: scattered memos, data logs, holographic memories (HoloMemories), cave paintings and statues, and "echoes" of dead Caretakers. The wiki maintains a dedicated Story/Data Logs category. [C]
  • Retro-futurist industrial visual language — heavy machinery, cabling, green-phosphor terminals. First-hand corroboration from the install: the in-game computer terminals run an embedded Chromium instance rendering a 40×25 character-grid, green-phosphor minigame engine; there is a dedicated cassette music audio channel (VolumeMusicCassette), and Update 05 added a portable music player with cartridges. [C]
  • Horror is present but light — community consensus (Steam discussion "Is this subnautica?") is that the dread is much milder than Subnautica's. [R, labelled community consensus]
  • Presentation is technically ambitious for a nine-person studio: UE 5.7.4 with MegaLights on by default, ray-traced reflections/shadows/Lumen options, HDR (added in Update 05), and every vendor upscaler (DLSS + Ray Reconstruction, FSR, XeSS, NIS) plus frame generation and Reflex/Anti-Lag/XeLL. [C] first-hand GameUserSettings.ini + install DLL roster

3. The core gameplay loop as it actually plays#

3.1 The four pillars#

Community guides converge on four pillars, and they match the shipped systems:

Pillar What it means in play
Restore power Nearly every system in the world is offline. Progress means tracing power pathways, routing cable, feeding generators and bringing machinery back online. Power routing is taught in the opening facility and never stops being the spine of the game.
Collect, convert, transport Salvage raw materials; convert them (energy cells, diesel, refined materials, stainless steel); physically move them — logistics and haulage are real friction, not abstracted.
Upgrade yourself and your boat Two parallel investment tracks: the Caretaker chassis (Enhancers) and the modular boat (deck modules).
Explore points of interest safely Leaving the boat is a costed expedition — charge budget, weight budget, hazards, enemies, water pressure.

[R] treyexgaming beginner guide, corroborated by the wiki's Mechanics page and the store description.

3.2 What a session actually consists of#

A typical session is an expedition cycle, not a fixed activity:

  1. Prep at the boat — top up charge, dump haul into storage, queue crafting at fabricators, refit deck modules for the trip (fuel vs. solar vs. batteries vs. storage).
  2. Voyage — pilot the boat across open ocean to a marked point of interest. Compass, speedometer and anchor are dedicated HUD elements; the boat can be driven in first or third person. Weather, waves and storms are live systems (upgraded in Update 05). [C first-hand HUD setting keys + C official notes]
  3. Salvage / infiltrate — on foot (and underwater), restore local power, open the facility, strip it with the Dismantle Tool, fight or avoid whatever lives there, collect data logs and Samples.
  4. Haul back — encumbrance management. (A "stern net" that passively collects flotsam while you sail is frequently repeated in community write-ups, but UNVERIFIED: no such module appears on the wiki's Modules list, and it is exactly the kind of mechanic that gets borrowed by assumption from Raft. Do not plan around it until seen in-game.)
  5. Build and unlock — spend materials on modules and base infrastructure; spend Skill Points and Enhancer Points; advance quests.

Reviewers note the systems "quickly get complex", with "dozens, if not hundreds, of parts" interlocking, and that the game does not hold your hand past the opening facility — self-directed problem solving is expected. [R] Insider Gaming (9/10)

3.3 How the pillars interlock#

  • Survival is an energy economy. No food/water/sleep. Your Internal Battery powers your actions; if it empties, Vitality starts draining, so charge management is the survival mechanic. [C wiki Mechanics]
  • Crafting is proximity-based. You craft items and Modules directly or through Fabricators, which pull from resources within a 10-metre radius and craft 3× faster than hand-crafting. This makes storage layout a crafting-throughput decision. [C wiki Mechanics]
  • Building is boat-first, then world. The boat's modular deck accepts solar panels, wind turbines, tanks, batteries, storage and crafting stations; Update 05 added Wall Sockets for resource distribution and a Gyro Deck extension for mobile landing. [C]
  • Exploration gates progression, progression gates exploration. Tools unlock reachable space (Dismantle Tool at Tier 2; TideRipper Hand Jets for underwater travel; water-pressure tolerance for depth), and reachable space yields the materials and quests for the next tier.
  • Narrative rides on top as a quest chain with HUD quests, locators and world markers — first-hand confirmed as shipped HUD systems (bInterfaceHudQuests, bInterfaceHudLocators, bInterfaceWorldMarkers).

3.4 Camera and control model#

Aspect Detail Confidence
Perspective on foot First-person, default FOV 100, head-bob toggle (bRemoveHeadBob; added as an accessibility option in Update 05 after complaints) [C] first-hand settings + [C] Update 05 notes
Perspective on the boat Both — bUseFirstPersonBoatControls toggles first-person boat controls, implying a third-person default [C] first-hand settings
Combat Ranged firearms (pistols, rifles), grenades/explosives, attachments and ammo types; ADS with separate mouse/gamepad sensitivity; crosshair and holster HUD [C] wiki Weapons category + first-hand settings keys
Interaction Hold-to-interact (InteractHoldDuration=0.5 default), auto-pickup toggle, build-confirm toggle, action bar + crafting queue HUD [C] first-hand settings
Input Mouse+keyboard and full gamepad (button-style selector, force-feedback scale, gyro key binding added in Update 05) [C]
Object handling Physical lifting/carrying of objects; lifted items do not count toward carry weight [C] wiki Mechanics

3.5 Player-character systems (the "survival" stats)#

System Numbers Notes
Vitality (health) Base value not documented; increased via the Vitality Enhancer Lost to enemy damage, physical/self-inflicted damage, running the battery to empty, and high underwater pressure. Restored at Heal Stations and via Charge Injector.
Internal Battery 500 Wh default → up to 2,500 Wh (Battery Enhancer adds up to 2,000 Wh) Power consumption reducible by up to 50% via the Power Management Enhancer.
Inventory 100 kg default → 200 kg (the Haul Mastery Enhancer adds up to 100 kg) Encumbrance reduces mobility and increases movement power draw; mobility floor is 25%.
Death / respawn At 0 Vitality you are "terminated and have to return to a backup" A backup/restore respawn model rather than a corpse-run. Exact penalty UNVERIFIED.
Hunger / thirst / temperature / sleep Do not exist Explicitly absent because the protagonist is a machine. [C wiki + guides]

All Vitality/Battery/Inventory numbers: [C] wiki Mechanics page, cross-checked against search-snippet duplicates. Treat as Update 05-era; Enhancer tuning has changed across updates.

3.6 Progression architecture#

Track Mechanic Current values
Character level XP from defeating enemies, completing quests and collecting loot; each level costs more XP than the last Cap raised from 30 → 35 in Update 05 (0.8.0), confirmed verbatim in the Update 5.0 patch notes ("increased the player level cap from 30 to 35").
Skill Tree Each level grants Skill Tree tiers; unlocks tools and capabilities (Repair Tool and Torch at Tier 1, Dismantle Tool at Tier 2 — confirmed on the wiki's Skills page) The wiki's Skills page enumerates Tiers 1–25 — these are skill tiers, not a character level cap; earlier corpus phrasing conflated the two. That page was last edited 2025-10-30, i.e. pre-Early-Access-launch, so its tier roster is a launch-era artifact and must be re-checked against Update 05. See the dedicated skills/progression corpus doc.
Enhancers Each level grants Enhancer Points; improve numeric performance (Vitality, Battery, Inventory, power efficiency) Caps above.
Modules / blueprints Buildable machines, generators, storage, parts — the wiki's Modules category Update 05 added Eden modules, Wall Sockets, Recovery Grinder, Gyro Deck.
Project Eden Update 05's meta-progression: Samples → catalogue → send to space; Eden modules; new plants/trees; committee progress The stated pivot: "Previous updates focused on survival, recovery, and preservation. Project Eden begins the next stage: rebuilding."

Early-game community advice: prioritise battery efficiency and core technical skills over breadth. [R] beginner guide

3.7 Enemies and threat model#

  • Most enemies do not roam far from their spawn unless provoked — engagements are location-bound, so avoidance is viable. [C wiki Mechanics]
  • Small enemies respawn via pods; large enemies do not respawn. [C wiki Mechanics] — this makes bosses a permanent clear, and pod destruction a persistence lever.
  • Enemy roster is split by the wiki into Hazards, Small Enemies and Large / Boss categories. Reviewers describe them as "hostile and almost alien."
  • Environmental threats: underwater pressure, weather/storms (Update 02 added storms and lightning rods), waves.

4. Release status, technical facts and platform support#

4.1 Version and build#

Item Value
Current version string Early Access - 0.8.0.612251
Patch identity Update 05 "New Horizons" — Hotfix 2
Hotfix 2 date 2026-06-29
Update 05 base 0.8.0.612115, 2026-06-24 (Steam) / announced 2026-06-25 (official site)
Steam buildid on the reference install 23962331, depot 1783561, manifest 5149575974239303756
Engine Unreal Engine 5.7.4, stock
Packaging UE5 IoStore, TOC v8, single pakchunk0-Windows + one optional chunk; unencrypted, unsigned
Telemetry / crash Sentry (crashpad) + GameAnalytics; no UE game log is written in the shipping build

Caveat: the version string has not moved since 2026-06-29, but the depot content on the reference install was dated 2026-08-24. A silent depot rebuild between 2026-06-29 and today cannot be excluded from public sources (SteamDB is not fetchable from this toolchain — see Gaps). Treat 0.8.0.612251 as the authoritative game-reported version. [I]

4.2 System requirements (Steam store, current)#

Minimum Recommended
OS Windows 10 64-bit Windows 10 64-bit
CPU Quad-core Intel/AMD, 3.2 GHz+ Core i5 / Ryzen 5, 3.5 GHz+
RAM 16 GB 32 GB
GPU GTX 1070 / RX 5700 class RTX 2070 / RX 6700 XT class
DirectX 12 12
Storage 30 GB 30 GB

Actual disk footprint of the current build is 17.0 GB (135 files), well under the stated 30 GB. [C first-hand]. The 32 GB recommended RAM figure is unusually high and is consistent with Update 05's headline "reduced memory consumption" work and with Hotfix 2's "critical memory-related issue" fix — memory pressure has been a live problem for this title.

4.3 Steam Deck#

Source Verdict
Valve compatibility testing Unsupported ("some or all of this game may not function on Steam Deck")
Official Channel37 FAQ "The Last Caretaker runs on Steam Deck" — but the devs state they do not officially support it during EA
Community reports Mixed: "quite playable with some setting tweaking" vs. "frame drops worsen as the game gets busier"

Reconcile as: it launches and plays via Proton, at low settings, with degradation as base/world complexity grows; it carries no Valve badge. [C on all three positions; the reconciliation is [I]]

4.4 Supported languages (current build)#

English, French, German, Italian, Japanese, Polish, Portuguese (Brazil), Russian, Simplified Chinese, Spanish (Latin America), Spanish (Spain), Ukrainian. Italian and Spanish were added in Update 05 (2026-06-24) — interface/subtitles text only; there is no indication of full voice localisation (the protagonist is silent). [C Steam store + Update 05 notes]

4.5 Price and discounts#

Data point Value Confidence
Base price $34.99 USD (Steam and Epic, identical) [C]
Post-EA price "May increase" when Early Access ends [C] Steam EA Q&A
Live Steam price on 2026-08-24 $34.99 — no discount active (verified directly on the store page today) [C]
Past observed discount 20% off → $27.99 / €23.99 / £21.59, quoted verbatim in the official Update 05 announcement (2026-06-25). That sale is over; treat 20% as the historical sale depth, not a current price [C] on the June figure
Lowest recorded (grey-market key resellers, not Steam) ~$17.16 on 2026-07-12 (GAMIVO) [R] gg.deals

No first-party Steam price-history table could be retrieved (SteamDB returns 403 to this toolchain). Discount cadence beyond the June 20% sale is UNVERIFIED.


5. Update history#

Two date columns are given where the official site and the Steam announcement feed disagree by a day (site posts tend to lag the build by one day).

Update Name Version (where known) Steam date Official-site date
EA launch — 0.5.0.x era (0.5.0 build noted 2025-11-10) 2025-11-06 2025-11-06
Update 01 Last Humans — 2025-12-16 2025-12-16
Update 02 Ocean: The Final Frontier 0.6.x (0.6.1.606604 / .606677 patches Feb; 0.6.5.607921) 2026-02-13 2026-02-11
Update 03 Curiosity Wakes 0.7.0.x (hotfixes .609056 3/21, .609096 3/23, .609383 3/31) 2026-03-18 2026-03-19
Update 3.5 Shadow Drop (photo drone, minigames, fixes) 0.7.2.609842 era 2026-04-15 2026-04-15
Update 04 Below Us (headline additions: Salvage Gyro — an aerial salvage vehicle; Seed Vault / Eden Cradle; Project Canticle) — 2026-05-13 2026-05-14
— Updated demo + new trailer (Finnish GOTY win) — 2026-05-27 2026-05-27
— Screenshot Vault community archive online — — 2026-06-09
Update 05 New Horizons 0.8.0.612115 2026-06-24 2026-06-25
Hotfix 1 — 0.8.0.612211 2026-06-26 —
Hotfix 2 — 0.8.0.612251 ← current 2026-06-29 —

Version-number mappings for Updates 01 and 04 are UNVERIFIED (no retrievable patch-note thread pinned them).

5.1 Update 05 "New Horizons" — content added (the current content frontier)#

Category Additions
Progression Project Eden (construction modules, crafting, skills, quests, locations, unlocks); Samples system (gather → catalogue → send to space); level cap 30 → 35
Story / world Project Jonah whale encounter + questline + summoning location; Research Outpost Theta-9 (sealed facility studying Roth's Anomaly); Cultural Memories — cave paintings, statues, HoloMemories
Tools / equipment TideRipper™ Hand Jets (2 unlockable tiers, underwater propulsion); Rhino Dismantler; Recovery Grinder (recycles surplus material); PECO Grid Scan 2000; Data Recovery Deck; Rocket Payload fabrication
Building Wall Sockets ("connect and distribute resources through modular socket connections"); Gyro Deck Boat Extension — a mobile landing pad for the Salvage Gyro (the aerial vehicle added in Update 04); Stainless Steel as a new crafting material plus its skill unlock
Farming New trees, plants, seeds; farming mechanics extended
Audio Music system with cartridges and a portable player
Tech / QoL Weather + wave systems upgraded; memory consumption reduced; HDR support; head-bob reduction; gyro key rebinding; controller/UI fixes; Italian + Spanish localisation

6. Modes, settings and save behaviour#

6.1 Modes#

  • Single-player only. Confirmed on the Steam store page ("Singleplayer" tag, no multiplayer categories) and stated flatly in the official FAQ: "The Last Caretaker is currently single-player only." There is no co-op, and no co-op has been announced on the roadmap. [C]
  • No difficulty presets and no custom-difficulty sliders ship in the game. This is established negatively: no source documents difficulty options, and multiple Steam discussion threads are feature requests pulling in opposite directions — one asks for an easy mode (unlimited charging in some areas, reduced damage), another for a hard/custom mode ("salvaging gets less materials / crafting costs more"). Neither thread carries a developer reply. Third-party guides point players at mods and console commands as the only route to altered difficulty. [I — absence of evidence, corroborated by the requests themselves; no developer statement located]
  • Console commands / dev menu: a logic-mod "Dev Menu" is reported to allow item spawning, teleport/respawn, and toggling time-of-day, weather and wave size, plus speed/jump/gravity tweaks. Channel37 state they cannot support mods or third-party tools during EA. [R] xmodhub / mod listings — use at your own risk; treat as unsupported.

6.2 Save system#

Aspect Detail Confidence
Location (Windows) %LOCALAPPDATA%\Voyage\Saved\SaveGames<SteamID64>\ [C] first-hand + official FAQ
Location (Steam Deck / Proton) /opt/steamlib/steamapps/compatdata/1783560/pfx/drive_c/users/steamuser/AppData/Local/Voyage/Saved/SaveGames/<STEAM_ID> [C] official FAQ
Cloud Steam Autocloud watching that folder directly (a steam_autocloud.vdf marker is written there on first launch). It does not use the userdata<id3>\1783560\remote model [C] first-hand
Manual save slots 8 slots, presented in-game as 1–8 (players describe "1 to 6 before exploring and risk of combat, 7 and 8 when all is safe"). Underlying files are zero-indexed — the FAQ's own example is ..._AutoSave_0_...sav [R] Steam discussion "TIP On Saving Into Slots"
Autosave On, interval configurable in settings; AutoSaveInterval=10 is the observed default, and the units are minutes (players discuss autosave "set at 10 min"). Autosave file is <SteamID64>_AutoSave_0.sav, one at a time [C] first-hand setting + [C] FAQ file example + [R] on the minutes reading
Backups Every autosave ever made is retained in a SaveGameBackups folder with YYYY-MM-DD_HH_MM_SS timestamps. Restore by copying a backup into SaveGames and stripping the timestamp from the name — the FAQ's worked example is 12345678_AutoSave_0_2025-11-21_00_26_30.sav → 12345678_AutoSave_0.sav, overwriting the existing file [C] official FAQ
Format .sav (UE SaveGame) — first-party confirmed, the FAQ quotes .sav filenames directly. Container/serialisation internals (GVAS? compressed?) UNVERIFIED until a save is inspected [C] on extension and naming

Companion note: the backup folder means a bad autosave is recoverable without Steam Cloud rollback, and it grows unbounded. Snapshot protocol for this project: copy SaveGames<SteamID64>\* into data/save-snapshots/<date>/.

Player friction reported repeatedly: "Autosaves in the most stupidest places" — autosave can fire at inconvenient moments (mid-fall, mid-combat). Manual-slot discipline before risky expeditions is the community-recommended habit. [R, labelled consensus]

6.3 Accessibility and options (first-hand from the shipped settings surface)#

Category Options confirmed present
Visual accessibility Colour-blind mode + strength, UI scale, display gamma, motion-blur amount, head-bob removal
Subtitles On/off plus subtitle font-size multiplier
Input Gamepad button-style selector, force-feedback scale, ADS sensitivity split (mouse / gamepad vertical), sprint mode and crouch mode (hold vs. toggle), hold-to-interact duration, gyro key rebinding (Update 05)
HUD granularity Individually toggleable: crosshair, holster, holster keybinds, quests, locators, world markers, crafting queue, action bar, actions, boat compass / anchor / speedometer / character
Units Metric ↔ imperial toggle
Convenience Auto-pickup, build confirmation
Rendering Upscalers (DLSS / FSR / XeSS / NIS), frame generation, Reflex / Anti-Lag / XeLL, ray tracing (reflections, shadows, Lumen), MegaLights, HDR

No dedicated "accessibility" preset bundle is evident; the options are distributed across the normal settings menus. [I]


7. Demo and playtest history#

Milestone Detail
Announcement Publicly announced February 2025 [C Wikipedia]
Steam Next Fest October 2025 Next Fest (event began 2025-10-13). The demo placed in the top 50 of that Next Fest's demos [R GameGrin]
Demo app Separate Steam app 3916150 ("The Last Caretaker Demo") — still listed and still live post-launch
Demo content Set around Hangar 37; showcased the dynamic resource system and the basic loop [R]
Demo → EA saves Demo saves are not compatible with Early Access [R] Steam discussion "Demo to early access"
Demo refresh 2026-05-27 — new trailer + updated demo built on the then-current EA content, published alongside the Finnish Game of the Year win
Closed playtests No documented closed/beta playtest programme prior to Next Fest. Update 05 did run a public beta branch (0.8.0.612115 posted as "UPDATE 5.0 NEW HORIZONS - PUBLIC BETA") ahead of the live release — so a public opt-in beta branch is part of the studio's update cadence

How the shipped EA game differs from the Next Fest demo: the demo was a single-facility slice with the opening loop; the EA game shipped with the full open ocean, boat, quest campaign and progression. Five content updates have since added the ocean/storm systems, sonar, deeper underwater content, a photo drone and minigames, and the whole Project Eden layer. A specific feature-by-feature demo-vs-EA diff is not documented by any retrievable source — see Gaps.


8. Reception#

8.1 Scores and engagement#

Metric Value As of
Steam — All Reviews Very Positive, 85% positive, 8,289 reviews 2026-08-24 [C]
Steam — Recent Reviews Very Positive, 89% positive, 454 reviews (30 days) 2026-08-24 [C]
Steam review-count trajectory 5,745 (cited in the Insider Gaming review, 2026-02-05 — not the launch window) → 7,404 @ 85% English-language reviews (June 2026, Wikipedia) → 8,289 @ 85% all-language (today). The three figures are not measured on the same basis — Wikipedia's is English-only — so read the trajectory as directional, not as a clean series —
Metacritic No Metascore, no user score, 0 critic reviews, 0 user ratings ("tbd" on both) 2026-08-24 [C]
All-time concurrent peak 10,767 (alt. 10,729) on 2025-11-09 [C] Steambase
Recent concurrent ~1,690 concurrent on 2026-08-24; June 2026 monthly average 1,708 — roughly 84% below the all-time peak. (An earlier "~3,863 recent peak" figure could not be reproduced and has been dropped.) [R] Steambase
Average playtime >41 hours per player 2026-05-27 press release [R]
Creator reach 27M+ YouTube views / 6,900+ videos; 20M+ TikTok views / 950+ videos; 1.2M+ Twitch hours watched / 32,000+ hours streamed 2026-05-27 press release [R]
Revenue ~€7M gross, hundreds of thousands of copies, within 2 months of launch [R] Wikipedia
Awards Best Finnish Game of 2025, Finnish Game Awards 2026 (announced ~2026-05-27) [C]

8.2 Press verdicts#

Coverage is dominated by enthusiast and mid-tier outlets; no scored review from PC Gamer, IGN, Rock Paper Shotgun or Eurogamer could be located, and Metacritic aggregates none — consistent with an EA title that press treat as previewable, not reviewable.

Outlet Score Thrust
Insider Gaming 9/10 "Bears almost no flaws"; praises atmosphere, sandbox freedom and system depth; warns the complexity is daunting and the game doesn't hand-hold
Rectify Gaming Unscored/mixed "Nails its atmosphere but falters in execution"; "dull or broken pieces of gameplay waiting to drag down breathtaking moments"
The Drastik Measure Unscored Notes technical issues, clunky mechanics, unpolished combat
NGOHQ, Roundtable Co-Op, Chalgyr's, Saving Content, Wccftech, Bleeding Cool Preview/news Broadly positive framing; Wccftech's angle is the ex-Trials/RedLynx pedigree

8.3 Recurring praise#

  1. Atmosphere and art direction — the flooded world, lighting, weather and sense of abandonment are the near-universal high point.
  2. The premise — playing a machine rather than a person, and the resulting absence of chore-survival, reads as fresh.
  3. System depth and freedom — power routing, logistics and boat customisation reward investment; sandbox latitude over guided progression.
  4. Update cadence — the studio has shipped roughly monthly-to-six-weekly and has publicly "delivered on its roadmap", which the community credits heavily.

8.4 Recurring criticism#

  1. Inventory management and UI — the single loudest complaint. "Clunky", "menus are slow", "few shortcuts for crafting or navigation", "sorting items into endless chests is not fun in the long run."
  2. Combat feel — described as unpolished; enemies functional but not satisfying.
  3. Opacity / learning curve — some survival mechanics are unexplained; players report experimenting and backtracking.
  4. Difficulty balance — contested in both directions. Some threads argue the game is too easy for genre veterans (notably vs. Subnautica) with no way to raise the difficulty; others are easy-mode requests from players who find it too punishing (the thread previously cited here as "feature request: difficulty settings" is in fact a request for an easy mode — unlimited charging in certain areas, reduced damage). The common ground is only that no difficulty options exist either way; do not read the community as uniformly saying "too easy."
  5. Performance and memory — frame drops as bases and worlds grow; a "critical memory-related issue" was still being hotfixed in June 2026.
  6. Autosave timing — fires at awkward moments.
  7. Head bob — complained about enough that a removal toggle was added.

Items 1–4 are labelled community consensus drawn from named Steam discussion threads ("I love everything but the inventory management", "Whats up with the reviews of this game?", "feature request: difficulty settings", "Is this subnautica?") plus review text; they are not a formal sentiment analysis.


9. Orientation: how it differs from its obvious comparisons#

Structural and mechanical differences only — no quality judgements.

Game What it shares Where The Last Caretaker structurally differs
Subnautica Ocean setting, first-person, crafting, upgrade-gated depth, environmental storytelling, wreck salvage Subnautica is primarily underwater with an oxygen clock and a fear-driven exploration curve; The Last Caretaker is primarily on and above the surface — community reports "very little of it is spent underwater". No oxygen meter (you're a robot); the depth constraint is pressure damage. Subnautica has no ranged-weapon combat progression to speak of; The Last Caretaker ships firearms, grenades, attachments and ammo types with an XP/skill tree. Subnautica's base is fixed and modular-static; The Last Caretaker's base is a mobile boat. Community consensus is that the horror is far lighter here.
Raft Ocean traversal, a boat/raft as mobile home base, passive collection from the water (stern net ≈ Raft's hook/net), modular deck building Raft is co-op-first, drift-based and endlessly extendable; The Last Caretaker is single-player only, is a piloted voyage across a designed map with named points of interest, and hangs a quest-driven narrative campaign off it. Raft has hunger/thirst; The Last Caretaker has neither. Steam-forum consensus is that Raft is actually the closer comparison of the two.
The Long Dark Isolation, silence, scarcity, environmental narrative The Long Dark is survival-against-climate with hunger/thirst/warmth/fatigue and no base automation; The Last Caretaker has none of those meters, and instead runs an industrial power/logistics economy with fabricators and generators.
SOMA Robot/consciousness premise, drowned facilities, dread, data logs SOMA is a linear, largely combat-free narrative horror game of ~10 hours; The Last Caretaker is an open sandbox with crafting, building, XP and firearms. Shared themes, disjoint structures.
Green Hell Punishing survival, crafting, environmental hazard Green Hell's mechanical core is body simulation (nutrition, parasites, wounds, sanity). The Last Caretaker deletes body simulation entirely and replaces it with charge.
Automation/factory games (Satisfactory, StarRupture) Power grids, cable routing, resource conversion, machine placement The Last Caretaker's Steam tags include Automation, and power routing is a real mechanic, but the scale is facility restoration and base support, not throughput-optimised megafactories. Resources are largely salvaged rather than mined from infinite nodes.
Valheim / Grounded / Palworld Base-building survival with progression tiers Those are co-op-native. The Last Caretaker has no multiplayer at all.

The one-line orientation: a single-player, boat-based, quest-driven salvage-and-restoration sandbox whose survival layer is an electrical-power economy instead of a body-needs economy.


10. SPOILERS — narrative shape (read only if you want it)#

Kept deliberately thin; a dedicated story/lore corpus doc handles this properly. Nothing below goes beyond public patch notes and the store page.

SPOILER — premise framing The opening is not a mystery about what happened: the game tells you up front that humanity is gone and that your job is to bring it back. The mystery is why the Caretakers failed, and it is delivered through data logs, HoloMemories and the "echoes" of other, dead Caretakers you find in the field.

SPOILER — mid/late-game structure The campaign escalates through named installations rather than a single dungeon crawl: Sanctuary 37 (start) → the Lazarus Complex (the restoration objective) → Exodus Station (the orbital destination for what you launch). Update 05 added a research thread around Roth's Anomaly at Research Outpost Theta-9, a whale storyline (Project Jonah) with a summoning ritual location, and a rebuilding phase (Project Eden) in which recovered Samples and Cultural Memories — statues, cave paintings — are catalogued and sent to space. The developer framing: "Previous updates focused on survival, recovery, and preservation. Project Eden begins the next stage: rebuilding."

SPOILER — completeness As an EA title, the story is unfinished: there is no 1.0 ending in the current build. Plan for an incomplete arc.


11. Early Access outlook#

Item Status
Stated EA duration "At least 12 months" from 2025-11-06 (Steam EA Q&A) — that window elapsed 2025-11-06 + 12 months = 2026-11, i.e. still open
2026 roadmap as published A six-slot 2026 roadmap: two updates already shipped at time of publication, then Curiosity Wakes (early spring), Below Us (spring), New Horizons (early summer), and an unscheduled "The Future" slot. The roadmap makes no "full launch in 2026" statement — an earlier version of this doc asserted one; it is not in the source.
Delivered against it Updates 02 (Feb), 03 (Mar), 3.5 (Apr), 04 (May), 05 (Jun) — delivered on the named schedule, plus an unroadmapped 3.5 drop. The only roadmap slot still open is the unscheduled "The Future".
1.0 date No 1.0 date announced anywhere. The roadmap gives no full-release timing, the Update 05 announcement contains no launch-timing statement, and no post-June roadmap has been published
Announced but not-yet-shipped features Nothing dated remains outstanding. The roadmap's named items (jet ski, sonar, boat customisation) landed in Updates 02–04; storms/lightning rods and fishing/salvage come from the "Ocean: The Final Frontier" announcement rather than the roadmap page itself and also shipped. "The Future" slot names no features.
Price after EA Expected to rise (Steam EA Q&A)

Practical implication for a fresh playthrough starting today: you are starting at the content high-water mark, on a build that has been stable and unpatched for ~8 weeks, with the newest systems (Project Eden, Samples, hand jets, music cartridges) available from the beginning. There is no reason to wait for a patch, and no announced update is imminent that would invalidate a save.


Gaps & Unverified#

Gap Detail
SteamDB inaccessible steamdb.info returns HTTP 403 to this toolchain. Build-id ↔ patch-date mapping, the depot change history after 2026-06-29, and the first-party Steam price-history table could not be retrieved. The 2026-08-24 depot timestamp on the reference install vs. the 2026-06-29 version string is therefore unreconciled — a silent depot rebuild is possible.
Update 01 and Update 04 version numbers No retrievable patch-note thread pinned 0.5.x/0.7.x build strings to "Last Humans" and "Below Us". The Update 02/03 mappings are themselves partly assembled from search snippets.
Update 04 "Below Us" content list Partly resolved (2026-08-24). The official news index gives the headline additions: Salvage Gyro, Seed Vault / Eden Cradle, Project Canticle. Aerial traversal is real, not a contradiction — the Salvage Gyro is a flying salvage vehicle, corroborated first-party by the Update 05 notes adding a "Gyro Deck Boat Extension, a mobile landing pad for the Salvage Gyro". A full patch-note enumeration is still missing: the official post URL 404s and the Steam thread was not retrieved.
Boat "stern net" Widely repeated in community write-ups as a passive flotsam collector, but absent from the wiki's Modules list and unconfirmed by any first-party source. High risk of being a Raft mechanic imported by assumption. UNVERIFIED.
Vitality base value The wiki documents Battery (500→2500 Wh) and Inventory (100→200 kg) numerically but not base Vitality.
Death penalty specifics "Return to a backup" is confirmed as the respawn model; what is lost (inventory? XP? position?) is UNVERIFIED.
Demo-vs-EA feature diff Only the general statement ("EA is fully playable, exploration/crafting/combat/progression present") and the save-incompatibility note could be sourced. No feature-level diff exists publicly.
Closed playtests No evidence of a pre-Next-Fest closed test programme was found; absence of evidence only.
bOnlineFeatures semantics A first-hand settings flag defaulting True; what it gates (news feed? telemetry? leaderboards?) is UNVERIFIED. No online features are described by any source, consistent with a single-player game.
Steam Deck Direct conflict: Valve = "Unsupported"; Channel37 FAQ = "runs on Steam Deck". Both are reported above; the reconciliation is inference.
Native Linux build The FAQ says "Windows and Linux via Steam" but the Linux save path it gives is a Proton compatdata path. Whether a native Linux binary exists is UNVERIFIED (the Windows install carries no Linux artefacts, which proves nothing either way).
Current discount Resolved (2026-08-24): the live Steam store page shows $34.99 with no active discount. The $27.99 (20% off) figure is historical — it belongs to the June 2026 Update 05 sale. Price-tracker scrapes that still show it are stale.
Console commands / mods Reported by third-party mod sites only; not sourced to Channel37, who explicitly do not support mods during EA. Command syntax deliberately not reproduced here.
Save file internals .sav extension and naming convention are community-reported; the serialisation format (GVAS? compressed? custom) is unverified until a save is inspected first-hand.
Press coverage No scored reviews from PC Gamer / IGN / RPS / Eurogamer / GamesRadar exist to cite; Metacritic aggregates zero critics. Anyone claiming a "Metacritic score" for this game is wrong as of 2026-08-24.
Wiki currency thelastcaretaker.wiki.gg is live and broad, but its main page was last edited 2026-02-21 and its Skills page 2025-10-30 — before Early Access even launched. The Skills page lists 25 skill tiers; that is not a level cap (the cap is 35 post-Update 05), and whether 25 tiers is still the shipped count is UNVERIFIED. Its Modules list also omits every Update 05 addition beyond the Recovery Grinder. Individual pages must be currency-checked against Update 05 before being trusted.
Roadmap "full launch in 2026" This claim appeared in an earlier draft and is not supported — the published roadmap contains no full-release timing. Removed. Any future source repeating it should be treated as speculation.

Sources#

All accessed 2026-08-24.

First-hand / ground truth - C:/last-caretaker/docs/ref/shadow-install.md — ShadowPC install inventory (version string, engine 5.7.4, buildid, packaging, save location, shipped settings surface)

Official - https://store.steampowered.com/app/1783560/The_Last_Caretaker/ — store page: price, reviews, languages, system requirements, EA Q&A, single-player - https://thelastcaretaker.com/news/ — official news index (update names and dates) - https://thelastcaretaker.com/news/2026-06-25-the-last-caretaker-launches-update-5-new-horizons-new-progression-paths-exploration-systems-tools-storyline-and-major-improvements/ — Update 05 content list, Project Eden framing - https://thelastcaretaker.com/faq/ — co-op status, platforms, Steam Deck, save locations and backup restore, price - "Finnish Game of the Year 2025 Winner — The Last Caretaker Releases New Trailer and Updated Demo", 2026-05-27, linked from https://thelastcaretaker.com/news/ — award, updated demo, engagement metrics. (An earlier draft cited a 2026-06-23-… slug for this post; the news index dates it 2026-05-27 and the exact permalink was not re-confirmed.) - https://steamcommunity.com/app/1783560/allnews/ — Steam announcement feed with dates - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ — Update 5.0 New Horizons patch notes + Hotfix 1 and 2 with dates - https://steamcommunity.com/app/1783560/discussions/0/573793023877549658/ (via search) — Update 5.0 public beta thread - https://store.epicgames.com/p/the-last-caretaker-faq-858c75 (via search) — Epic EA state page

Wiki - https://thelastcaretaker.wiki.gg/wiki/The_Last_Caretaker_Wiki — category structure, Exodus Station, game description - https://thelastcaretaker.wiki.gg/wiki/Mechanics — Vitality, Internal Battery, inventory/encumbrance, crafting radius and fabricator speed, boat, enemy respawn rules, levelling - https://thelastcaretaker.wiki.gg/wiki/Version_history — checked, effectively empty (noted as a gap) - https://thelastcaretaker.wiki.gg/wiki/Category:Patch_Notes (via search)

Reference / press - https://en.wikipedia.org/wiki/The_Last_Caretaker — studio history, Supercell backing, Sanctuary 37, award, revenue, review-count snapshot - https://www.metacritic.com/game/the-last-caretaker/ — confirms no Metascore, zero critic reviews - https://insider-gaming.com/reviews/the-last-caretaker-review/ — 9/10, loop and atmosphere description - https://www.rectifygaming.com/review-the-last-caretaker/ (via search) — criticism themes - https://www.thedrastikmeasure.com/2026/03/18/the-last-caretaker-pc-review/ (via search) — criticism themes - https://bleedingcool.com/games/the-last-caretaker-has-launched-update-5-new-horizons/ (via search) — Update 05 coverage - https://www.savingcontent.com/2026/06/25/explore-new-horizons-in-update-5-for-the-last-caretaker-available-now/ (via search) - https://wccftech.com/the-last-caretaker-out-now-early-access-on-pc/ (via search) — ex-Trials pedigree - https://www.gamegrin.com/news/the-last-caretaker-has-a-demo-check-out-the-steam-next-fest-trailer/ (via search) — Next Fest demo, Hangar 37, top-50 placement - https://theguidehall.com/the-last-caretaker-roadmap-early-access-plans/ (via search) — 2026 roadmap shape

Community - https://www.treyexgaming.com/the-last-caretaker-beginner-guide/ — four pillars, core loop, no hunger/sleep, skill vs. enhancer tracks - https://steamcommunity.com/app/1783560/discussions/0/669474588663503220/ (via search) — "Is this subnautica?" comparison consensus - https://steamcommunity.com/app/1783560/discussions/0/804596796626305920/ (via search) — inventory-management criticism thread - https://steamcommunity.com/app/1783560/discussions/0/669474225528374851/ (via search) — difficulty-settings feature request - https://steamcommunity.com/app/1783560/discussions/0/760680362677547334/ (via search) — hard/custom difficulty request - https://steamcommunity.com/app/1783560/discussions/0/694250469803109474/ (via search) — save slots 0–7, autosave and backup file naming - https://steamcommunity.com/app/1783560/discussions/0/844005830910026122/ (via search) — autosave timing complaints - https://steamcommunity.com/app/1783560/discussions/0/689746295486827015/ (via search) — demo→EA save incompatibility - https://steamcommunity.com/app/1783560/discussions/0/598520761350674851/ (via search) — Steam Deck community reports - https://steambase.io/games/the-last-caretaker/steam-charts — all-time concurrent peak (10,767 on 2025-11-09), current and monthly-average concurrency (re-fetched 2026-08-24; primary source for all concurrency figures) - https://thelastcaretaker.wiki.gg/wiki/Skills — skill tiers 1–25, Repair Tool / Torch Tier 1, Dismantle Tool Tier 2; last edited 2025-10-30 - https://thelastcaretaker.wiki.gg/wiki/Modules — module roster (Fabricator, Recycler, Recovery Grinder, Soilforge, LumiLite/Mid/Max, Whisper/Cyclone/Typhoon, DuraPack/StorTite/FortiHold, tanks); no stern net documented - https://gg.deals/game/the-last-caretaker/ (via search) — price/discount tracking - https://www.thegamer.com/the-last-caretaker-complete-power-guide/ (via search) — power system framing - https://www.xmodhub.com/info/blog/the-last-caretaker-console-commands-all-cheat-commands-and-how-to-use-them-on-pc/ (via search) — dev-menu/mod capability claims (reported only)

Attempted and abandoned: https://steamdb.info/app/1783560/patchnotes/ (HTTP 403 — SteamDB blocks this toolchain; not retried) · https://thelastcaretaker.com/news/2026-05-14-heroes-get-high-as-caretakers-take-to-the-skies-in-update-04-below-us/ (HTTP 404 — the Update 04 permalink guessed from the index title does not resolve) · https://www.protondb.com/app/1783560 (returns an empty JS shell to this toolchain; Steam Deck / Proton reports could not be re-verified).


Fact-check log#

Pass 1 — 2026-08-24 (domain fact-check agent). Version anchor re-confirmed against the official news index and the Steam announcement feed: no post dated after 2026-06-29 exists on either, so 0.8.0.612251 (Update 05 Hotfix 2) stands as current. 17 live fetches. Corrections applied: Steam review counts refreshed (8,289 / 454); live price is $34.99 with no discount (the $27.99 figure was a June sale presented as current); recent concurrency corrected to ~1,690 (the "~3,863" figure was unreproducible); roadmap "full launch in 2026" removed (not in the source — roadmap-as-shipped defect); the wiki's "25 levels" reframed as 25 skill tiers from a pre-launch page edit; difficulty-community characterisation corrected (requests run in both directions, not just "too easy"); manual save slots are presented 1–8, not 0–7; .sav naming upgraded to first-party confirmed via the FAQ's worked restore example; "stern net" demoted to UNVERIFIED as a probable Raft import; Update 04 content gap partly closed (Salvage Gyro / Seed Vault Eden Cradle / Project Canticle, aerial traversal confirmed real); Enhancer names added (Power Management, Haul Mastery); demo app id 3916150 demoted from [C] to UNVERIFIED. Re-verified unchanged: engine 5.7.4, buildid, save paths, all Mechanics-page numbers (500/2500 Wh, 100/200 kg, 25% mobility floor, 10 m / 3× fabricator, enemy respawn rules), level cap 30→35, system requirements, language list, single-player-only, Metacritic zero-coverage, Insider Gaming 9/10, all-time peak 10,767.

02

Studio, Development History & Communication Culture

Version anchorEarly Access 0.8.0.612251 — "Update 5.0: New Horizons, Hotfix 2", posted 2026-06-29, Steam buildid 23962331 (the build installed on Robert's ShadowPC, per docs/ref/shadow-install.md). This is still the live default-branch build as of 2026-08-24: no new build, patch note, or Steam announcement has shipped in the ~8 weeks since — re-verified 2026-08-24 against the Steam news hub (newest post 2026-06-25), the official news index (newest post 2026-06-25) and Steam Discussions (newest developer thread: Channel37DevTeam, "Update 5.0 New Horizons Patch Notes — 0.8.0.612115", last touched 2026-06-29).
17 claims checked12 corrections9 unverifiedverifier verdict

The doc is now solid on studio history, timeline, commercial numbers, communication channels and the version anchor — all re-verified against Steam, the official news index, Wikipedia and GameDiscoverCo today. The one systemic defect found was roadmap-as-shipped in §4 (a Gyrocopter, rafts and cables attributed to Update 03 that never shipped there, plus press-only Update 02 features and unsupported Update 04 shield/photo-mode claims); those rows are now rebuilt from the official update announcements and the wiki's Update 03 patch-note transcription, with residual claims explicitly fenced as UNVERIFIED.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

The Last Caretaker is the debut title of Channel37 Ltd, a Helsinki studio founded at the end of 2021 by industry veterans (four named by Wikipedia, five by the 2022 Supercell announcement — see §1.1) and backed as an investment by Supercell. It was revealed at IGN Fan Fest on 2025-02-25 with a "Summer 2025" Early Access window, slipped to 2025-11-06, and has shipped six content updates (01 through 05, plus the unscheduled 3.5) in the ten months since. The studio self-publishes, runs a small-team, low-ceremony development culture that its creative lead describes as "eight hours a day and home", and communicates through a wide but Discord/Twitch-weighted channel mix — with patch notes living in Steam Discussion threads rather than the wiki. Commercially it is a clear success: 120k+ copies in the first month, ~€7M gross in the first two months, 85% positive across 8,289 Steam reviews (2026-08-24), and Best Finnish Game of 2025 at the Finnish Game Awards 2026. Its stated Early Access plan is "at least 12 months" with a 1.0 target that was publicly stated as 2026 at launch and has not been restated since — the roadmap's final panel currently reads only "The Future".

Spoiler posture for this document: everything here is production/business history and is spoiler-safe, with one exception — §4 "What each update added" names content by title, which reveals mid- and late-game progression concepts. That section is fenced.


1. Channel37: the studio#

Field Value Confidence
Legal name Channel37 Ltd (Finnish business ID 3232892-4) Confirmed (studio site)
Founded End of 2021, Helsinki, Finland Confirmed (Wikipedia + press release)
Address Kuortaneenkatu 2, Helsinki Confirmed (channel37.co)
Contact [email protected] (general), [email protected] (game support) Confirmed
Studio site channel37.co — deliberately minimal ("That was it. All the info we have.") Confirmed
Model Self-published — Channel37 Ltd is listed as both developer and publisher on Steam Confirmed (Steam store)
Backer Supercell (Clash of Clans / Brawl Stars) — announced as investor/partner 2022-06-21 for what was then an unannounced PC-exclusive title; Supercell investments lead Jaakko Harlas quoted Confirmed (PocketGamer.biz 2022-06-21, 80.lv, Wikipedia)
Debut title The Last Caretaker — Channel37's first shipped game Confirmed
Engine Unreal Engine 5 (5.7.4 stock, per first-hand install inventory) Confirmed (ground truth)
PR agency UberStrategist handles the studio's press releases Confirmed (press-release host)

1.1 Named people#

Name Role Background Confidence
Miika Aulio CEO & co-founder — Confirmed (press release, Wikipedia, Crunchbase)
Antti Ilvessuo Co-founder; creative lead / the public face of the game Co-founder of RedLynx (the Trials series), later sold to Ubisoft; the studio's primary interview subject and the dev-stream host Confirmed (co-founder + RedLynx); "creative director" title is reported, not officially stated
Sami Saarinen Co-founder Co-founder of RedLynx alongside Ilvessuo Confirmed
Vesa Halonen Co-founder — Confirmed (name + role only)
Diego Sarmentero Co-founder — Confirmed (PocketGamer.biz 2022-06-21 names five co-founders); omitted from Wikipedia's four-founder list — whether he is still with the studio in 2026 is UNVERIFIED
Jack Pattillo Community Manager (announced November 2024) Former Rooster Teeth / Achievement Hunter content creator, Twitch streamer, YouTuber (American) Confirmed

Collective team background cited by Wikipedia and by the 2022 Supercell announcement coverage: Ubisoft RedLynx, Mind Echoes and Second Order (plus "other studios"). Press materials describe "many decades of experience in the games industry, shipping major PC and console titles". Press coverage of the EA launch (Wccftech) headlined the team as "former Trials developers".

No staff beyond the co-founders above and Jack Pattillo are publicly credited by name. The studio site lists no team page, the official site's press-kit URL 404s, and no credits roster is indexed. Art, audio, engineering and design leads are UNVERIFIED — see Gaps.

1.2 Headcount over time (sources disagree slightly — all small)#

Date Stated size Source
End of 2021 4 founders GameDiscoverCo (2025-12-02)
2025-02-25 "seven-person studio" Official press release
2025-10-01 "nine-person Helsinki-based studio" Channel37 EA date announcement (via Saving Content)
2025-12-02 "4 founders, now 8 + contractors" GameDiscoverCo interview piece
2026 (current) "fewer than ten employees" Wikipedia

Reading: a genuinely tiny team, roughly 8–9 permanent staff plus contractors, which is the single most useful frame for interpreting update cadence and the July-2026 quiet period.


2. Full dated timeline#

Version-sensitivity note: everything before 2025-11-06 describes a pre-release or demo build and must never be read as current behaviour. Everything between 2025-11-06 and 2026-06-24 describes superseded patches.

Date Event Confidence
End of 2021 Channel37 founded in Helsinki by Aulio, Halonen, Ilvessuo, Saarinen Confirmed
2022-06-21 Supercell announced as investor; studio revealed as a PC-exclusive developer with an unannounced title (five co-founders named) Confirmed (PocketGamer.biz, that date)
~2021–2025 ~4 years of development before Early Access Reported (GameDiscoverCo)
2024-11 Jack Pattillo named Community Manager Confirmed
2025-02-25 Reveal. Announcement trailer at IGN Fan Fest 2025 + press release. EA window stated as Summer 2025, PC (Steam + Epic), console "at a later date" Confirmed
2025-03-10 First gameplay walkthrough videos, presented by Jack Pattillo Confirmed (Saving Content)
2025-03-20 International trailer at the Future Games Show Spring Showcase and The MIX Confirmed (official news index + FGS video)
~2025-05 First hands-on press previews (e.g. SideQuesting) Confirmed
2025-06 Trailers at IGN Live 2025 and the PC Gaming Show 2025 (exact dates not pinned) Reported (video titles) — dates UNVERIFIED
2025-06-20 Official post "Welcome to the Caretaker Program" — reveals the seed-planting premise Confirmed (official news index)
2025-08-21 Gamescom 2025 trailer, with release window messaging Confirmed
2025-08-27 Official news post accompanying the gamescom beat Confirmed (official news index)
~2025-08 Gamescom interviews (Gamereactor video interview; CGMagazine hands-on preview) Confirmed
2025-09-01 Preview with the clearest on-record design quotes about robot survival (indie-games.eu) Confirmed
2025-10-01 EA date announced: 2025-11-06. Price set at $34.99 / €29.99 / £26.99 Confirmed
2025-10-10 Steam demo released / announced ahead of Next Fest Confirmed
2025-10-13 → 10-20 Steam Next Fest (Autumn 2025); the demo finished firmly in the top 50 demos of the fest Confirmed (fest dates) / Reported (top-50 placement)
2025-10-17 Updated demo — "fixes, improvements and additions" Confirmed
2025-11-06 🏁 Early Access launch, Steam + Epic Games Store, 10% launch discount. Roadmap revealed the same day. Stated: "at least one year" in EA, "full launch in 2026" Confirmed
2025-11-10 Build 0.5.0 patch Confirmed (update tracker)
2025-11-18 Official post "Successful Early Access Lift-Off" — over 1 million Twitch hours watched Confirmed
2025-12-02 GameDiscoverCo publishes the definitive launch-numbers breakdown Confirmed
2025-12-16 Update 01: "Last Humans" Confirmed
2025-12-18 Update 01 hotfix Confirmed
2026-01-12 Build 0.6.1 patch Confirmed (update tracker)
2026-02-11 Update 02: "Ocean — The Final Frontier" Confirmed
2026-03-18 Update 03: "Curiosity Wakes" (official-site news post dated 03-19) Confirmed
2026-03-19 "Antti and Jack" dev stream for Update 03 Confirmed
2026-03-31 Update 03: IMPROVEMENTS follow-up patch Confirmed
~2026-04 Yle interview with Ilvessuo: hundreds of thousands of copies sold, ~€7M gross in the first two months Confirmed (Yle via Wikipedia)
2026-04-15 Update 3.5: "Shadow Drop" — an unscheduled, feedback-driven surprise update Confirmed
2026-05-13 Update 04: "Below Us" goes live (official-site post + dev stream 05-14) Confirmed
2026-05-21 🏆 Finnish Game Awards 2026 — Best Finnish Game of 2025, ahead of My Winter Car and Sektori, from a field of ~100 commercial Finnish 2025 releases Confirmed (Wikipedia gives the award announcement as 2026-05-21; Neogames Finland, Yle)
2026-05-19 Tilt.fi long-form Ilvessuo interview (article updated 2026-08-18) Confirmed
2026-05-27 New trailer + updated Steam demo, published off the award win (demo build 0.7.5.610707 posted 2026-05-28) Confirmed
2026-06-09 Screenshot Vault community archive goes online on the official site Confirmed
2026-06-18 Public beta branch for Update 5.0 opened on Steam (opt-in code posted publicly) Confirmed
2026-06-24 Update 05: "New Horizons" — 0.8.0.612115 Confirmed
2026-06-25 Dev stream + official news post for Update 5 Confirmed
2026-06-26 Hotfix 1 — 0.8.0.612211 Confirmed
2026-06-29 Hotfix 2 — 0.8.0.612251 (buildid 23962331) — 🎯 current build Confirmed
~2026-07 (early) Studio on summer holidays Community consensus (Steam thread "New roadmap?", user mookie, 2026-07-22) — no official confirmation
2026-07-10 Official Support page last revised (a "living document") — the only dated studio activity in July Confirmed
2026-07-21 Community thread asks for a post-New-Horizons roadmap; no developer reply Confirmed
2026-08-24 No new build, patch note, or Steam announcement since 2026-06-29 (~8 weeks) Confirmed by absence across Steam news, official news index, update tracker

3. Version-number map (build strings → updates)#

The in-game release string is Early Access - <major>.<minor>.<patch>.<serial>. The serial (e.g. 612251) is monotonic but its encoding is unmapped (see docs/ref/shadow-install.md §10).

Build string Update Date Confidence
0.5.0.x (e.g. 0.5.0.581804 beta) EA launch era 2025-11 Confirmed (string seen in Steam beta post)
0.6.1 Post-Update-01 patch 2026-01-12 Confirmed
0.6.5.607921 Spring-2026 era ("Latest Patch Notes" thread) ~2026-03/04 String confirmed; date mapping inferred
0.7.0.x Update 03/04 era (referenced in bug threads) ~2026-03 → 05 Inferred
0.7.2.609842 Version stamped in the title of the pinned Troubleshooting thread (thread opened 2025-11-10, title kept current) ~2026-04/05 String confirmed (Steam Discussions); date mapping inferred
0.7.5.610707 Demo build (pinned "Demo Update" thread) — the demo is versioned separately from the main branch 2026-05-28 Confirmed (Steam Discussions, 2026-05-28)
0.8.0.612115 Update 5.0: New Horizons 2026-06-24 Confirmed
0.8.0.612211 New Horizons Hotfix 1 2026-06-26 Confirmed
0.8.0.612251 New Horizons Hotfix 2 — current (buildid 23962331) 2026-06-29 Confirmed (official + first-hand install)

Note that the demo carries its own version line (0.7.5.610707 on 2026-05-28, while the main branch was on 0.7.x/0.8.x) — never read a demo build string as a main-branch build.

Rough pattern (main branch only): minor version ≈ major update number − 3 (Update 01 → 0.6, Update 03/04 → 0.7, Update 05 → 0.8). That is a pattern observation, not a studio-stated scheme, and it implies nothing about whether 1.0 means "Update 08".


4. What each update added#

SPOILER — mild, progression-structural The headline features below name systems, vehicles and story threads that a fresh player will meet over dozens of hours. Reading the table tells you roughly what the mid/late game contains. Skip to §5 if you want to stay blind.

# Name Date Headline additions (as announced)
— Early Access launch 2025-11-06 Base game: ocean world, seed vaults, boat, crafting/recycling, power grids
01 Last Humans 2025-12-16 Three questlines ("Secret of Habitat Nodes", "One Before Me", "Secret of Warehouse"); new surface and underwater locations; drivable forklift; night-vision goggles; customizable horn (chromatic scale + speaker system); a basketball mini-game; physics/rendering/UI improvements
02 Ocean: The Final Frontier 2026-02-11 Jet ski (CS-17 Courier Skimmer); a new biome with its own questline; two questlines ("The Maze", "Rocky Islands"); sonar scanning of deep ocean floors; boat customization (37 paint styles across 4 paint zones); new structures. (Ore mining, storms + lightning rods, fishing/salvage and decorative building were named in pre-update press but do not appear in the update announcement — UNVERIFIED for this update.)
03 Curiosity Wakes 2026-03-18 Contact with orbit — the Council of Humanity and its committee system; new enemies Ram Sharks, Laser Sharks, ArchAngels + more deliberate enemy AI; allied support units (Field Escort, Localized Intervention Sphere, Sweethearts companions + Sweetheart grenade); F.E.L.I.S SHELL (Quantum Crystal); Dehumidifier, CO₂ storage, Boat Stabilizer, Farming Bed V2, buildable Mooring Socket; new locations (Shark Research Area, Rollerboi Factory); Caretaker paints/pigments; ~10% perf gain on low-end hardware. No gyrocopter, rafts or new cable types shipped here — see §6.2
03.5 Shadow Drop (unscheduled) 2026-04-15 Photo drone; in-game PECO minigames; hidden areas; large bug-fix pass — shipped early, off-roadmap, in response to community feedback
04 Below Us 2026-05-13 🚁 Salvage Gyro — the game's first flight vehicle (light utility aircraft for high platforms, deep pits, service towers); Gyro Service Towers (blueprints + field-service gear); Seed Vault Eden Cradle (maze-like, separated chambers); Methane Conversion Vents; Project Canticle area; Decoy Pod (tactical deployable); Drone Charging Station; Hook Cables; HoloMemory system; save export/import; F.E.L.I.S. + PECO improvements. (The roadmap panel promised "Combat Upgrades"; a distinct shield system, new weapons and a photo mode are UNVERIFIED — not in the update announcement.)
05 New Horizons 2026-06-24 Project Eden progression path (construction modules, crafting, skills, quests, unlocks); "The Committees Awaken" — orbital humans influencing the planet; Project Jonah whale encounter + questline + summoning point; Samples cataloguing system; music system (cartridges + portable player); Recovery Grinder; Cultural Memories (cave paintings, HoloMemories); tools incl. TideRipper Hand Jets, Rhino Dismantler, PECO Grid Scan 2000; stainless steel; water-jet propulsion; Research Outpost Theta-9; level cap 30 → 35; Italian + Spanish localisation; HDR; relocatable storage containers

The official framing of Update 05 is a deliberate tonal pivot: it "marks a shift in the player's role" from surviving and preserving toward rebuilding.


5. Stated design goals and influences#

5.1 The four pillars#

Channel37 has marketed the game against four named pillars since the 2025-02-25 reveal: Connection, Exploration, Caretaking, Resilience (with the feature verbs Create / Explore / Discover / Nurture / Survive).

5.2 The ocean and the robot — how the concept was found#

Ilvessuo, Gamescom 2025: from the start the fixed points were "location, sea and one main character", and the team built outward from those. Several prototypes were tested before they concluded the design needed a boat, a physics game, and the character itself as part of the power loop. That last clause is the most load-bearing design statement on record: the Caretaker is not a camera attached to an inventory — it is a node in the same energy economy as the boat and the bases.

Ilvessuo on why the premise works commercially and emotionally (GameDiscoverCo, 2025-12): "We wanted something that carries meaning behind systems. People respond to purpose."

5.3 Survival without hunger — what replaces it, per the devs#

This is the question the domain scope asks directly, and there is an on-record answer.

Ilvessuo (indie-games.eu preview, 2025-09-01): players do not manage hunger or thirst. Survival is power management:

"You operate on electricity from your battery. If you find gas, you can put it in the regulator to generate more electricity."

Electricity is a single shared currency across three demands — powering facilities, operating the ship/boat, and firing the energy weapon — which is what creates the strategic tension (spend on infrastructure or on combat). The purpose-side pressure comes from the embryos: incubation systems, nutrient flow and automated defence in the Lazarus Complex have to be kept alive, which supplies the "caretaking" stress that hunger supplies in other survival games.

On the openness of the challenge, Ilvessuo: "It's not a puzzle game… You have to survive against any kind of enemies."

⚠️ Version caution: those quotes date from pre-launch (Sept 2025) and describe the demo-era design. Five major updates have since added shields, new weapons, underwater equipment, skills and a level cap. Treat the battery-as-hunger framing as the enduring design principle, but never quote the specific mechanics (regulator, gas) as current numbers without checking the systems docs.

5.4 Named influences#

Marketing and press framing positions the game for players of Subnautica, No Man's Sky and Breath of the Wild; press comparisons commonly reach for Subnautica × WALL-E. These are press/marketing framings, only partially dev-stated — the developers' own on-record statements are about the sea/character/physics prototype process rather than about named comparables. Do not present the comparables as developer-declared influences.

5.5 Studio working culture (Ilvessuo, Tilt.fi, 2026-05-19)#

  • "Keskitytään tekemiseen ilman sirkustemppuja" — "Focus on making, without circus tricks."
  • "Ei päästetä ylimääräisiä prosesseja pilaamaan työtä. Kaikki fokus on tekemisessä." — don't let extra process ruin the work.
  • "Kahdeksan tuntia päivässä ja kotiin" — eight hours a day and home. He states the whole production involved only a handful of overtime instances.
  • He explicitly compares the studio's feel to early RedLynx.

6. The Early Access plan, roadmap, and 1.0#

6.1 What is officially stated#

Question Official answer Where / when Still current?
How long in EA? "We plan to stay in Early Access for at least 12 months. The timeline will depend on development progress and player feedback." Steam store EA block ✅ Unchanged as of 2026-08-24 (12 months elapses 2026-11-06)
What will 1.0 add? Expand exploration, crafting, survival, combat systems; add new locations, enemy types, modules; balance mechanics on community input Steam store EA block ✅ Unchanged, and deliberately non-specific
1.0 date "…deliver all of this and more as we head toward full launch in 2026" — Ilvessuo EA launch PR, 2025-11-06 ⚠️ Never restated. No 1.0 date appears on the store page, the FAQ, the Update 5 announcement, or anywhere since
Price now $34.99 USD (€29.99 / £26.99) Store + FAQ ✅ Current
Price later "As we add new content and features, we may increase the price after Early Access." Steam store EA block ✅ Current stance
Consoles Console release planned "at a later date"; PS5 and Xbox Series X|S named by aggregators Reveal PR (2025-02) onward ⚠️ No date; the "2026" console window comes from aggregator sites, not Channel37 — treat as UNVERIFIED
Multiplayer Single-player only Official FAQ ✅ Current
Platforms Windows and Linux via Steam, plus Epic Games Store; "Yes. The Last Caretaker runs on Steam Deck." Official FAQ ⚠️ FAQ current, but the Steam store page lists Windows (64-bit) only — no SteamOS/Linux platform icon, and the first-hand install ships a single Windows depot (docs/ref/shadow-install.md §2). Read "Linux / Steam Deck" as runs under Proton, not a native Linux build

6.2 The roadmap and how it changed#

The roadmap was published on 2025-11-06, the day of the EA launch, as an image with named panels rather than dated milestones. As read in February 2026 it laid out:

Panel Timing given Shipped as Slip
Last Humans (first) Update 01, 2025-12-16 on plan
Ocean: The Final Frontier (second) Update 02, 2026-02-11 on plan
Curiosity Wakes Early Spring 2026 Update 03, 2026-03-18 date on plan; contents slipped — the panel promised "New Vehicle: Gyrocopter" + "Contact With Space", but only the orbit contact shipped
Below Us Spring 2026 Update 04, 2026-05-13 on plan; absorbed the flight vehicle as the Salvage Gyro, alongside the panel's "New Underwater Locations" + "Combat Upgrades"
New Horizons Early Summer 2026 Update 05, 2026-06-24 on plan
"The Future" — partially redacted panel (classified revelations + more quests); no "New Frontiers" title is on the roadmap no date ⬜ not shipped —

Two roadmap facts matter for anyone reading this in a later session:

  1. The studio hit every dated roadmap panel on date, and press explicitly credited it for that ("delivers on its roadmap") after Update 01. Contents moved between panels, though — the flying vehicle billed on the Curiosity Wakes panel ("New Vehicle: Gyrocopter") did not ship until Update 04, as the Salvage Gyro. Read roadmap panel feature lists as intent, never as shipped content. Update 3.5 was extra, not a slip — an unscheduled off-roadmap drop the studio shipped rather than sitting on fixes.
  2. The roadmap is now exhausted. Its last panel says only "The Future". As of 2026-08-24 there is no published roadmap beyond New Horizons, no Update 06 announcement, and no developer reply to the community thread asking for one (2026-07-21). The next natural communication beat is a new roadmap and/or a 1.0 stance.

Do not infer that development has stopped. The signals available are: the support page was revised 2026-07-10; the community consensus (Steam thread "New roadmap?") is that the team took Finnish summer holidays in early July; the prior five updates came at a 6–8 week cadence but from a team of ~9. An 8-week gap after a large update plus a national holiday month is unremarkable. Anything stronger than that is speculation.


7. Communication culture#

7.1 Channels (all official, verified 2026-08-24)#

Channel URL / handle What it carries Cadence
Steam news / announcements steamcommunity.com/app/1783560/allnews/ Update-is-live posts, dev-stream posts, milestone posts Bursty — one pair of posts per update (launch + next-day stream), ~6–8 weeks apart
Steam Discussions steamcommunity.com/app/1783560/discussions/ 🎯 The actual patch notes. Posted as pinned threads by Channel37DevTeam (Officer); hotfix notes appended as replies to the same thread Per update + per hotfix
Official site news thelastcaretaker.com/news/ Press-release-style posts, mirrors of Steam beats, marketing milestones Matches Steam, usually +1 day
Official site support thelastcaretaker.com/support/ "Living document" of known issues + workarounds + bug-report instructions Revised as needed (last: 2026-07-10)
Discord discord.gg/channel37 — has a #support-forum channel Primary community hub; first place info tends to appear Continuous
Twitch twitch.tv/wearechannel37 Pre-launch: weekly Wednesday streams (10:00 PT / 13:00 ET / 17:00 GMT) hosted by Jack Pattillo. Post-launch: "Antti and Jack" update showcase streams the day after each major update Weekly (2025) → per-update (2026)
YouTube @wearechannel37 Trailers, dev streams, update showcases Per beat
X / Twitter @WeAreChannel37 Marketing beats —
Instagram @thelastcaretaker.game Marketing beats —
TikTok @wearechannel37 Short-form marketing —
Reddit r/TheLastCaretaker — linked as an official community Community discussion Community-driven
Newsletter "Subscribe to transmissions" (site + studio site) Occasional email updates Occasional
Screenshot Vault thelastcaretaker.com → Vault (live 2026-06-09) Curated community screenshot archive Ongoing
Creators page thelastcaretaker.com → Creators Content-creator resources —
Studio corporate channel37.co, LinkedIn wearechannel37 Almost nothing — intentionally sparse Rare

7.2 Who speaks#

  • Channel37DevTeam — the studio account, tagged Officer on Steam; posts the patch-note threads and the beta-branch instructions.
  • antti.ilvessuo — co-founder Antti Ilvessuo posts personally in Steam discussions, including detailed beta-build change lists. He is also the interview subject for essentially all press (Gamescom, Yle, Tilt.fi, GameDiscoverCo).
  • Jack Pattillo — Community Manager; fronts the streams, the trailer breakdowns, and the first gameplay walkthroughs.

7.3 Known weakness — where the community pushes back#

There is a recurring, named criticism that update information surfaces on Discord and YouTube before Steam, forcing Steam-only players to hunt for it. Steam discussion posts have described it as "just poor communication" regarding where announcements land. The 2026-07-21 "New roadmap?" thread is a live example: the only guidance offered to the asker came from other players, one of whom told them to "check the Discord".

Practical consequence for this project: treat Discord as the leading indicator and Steam as the lagging record. For anything version-critical, the canonical artefact is the Steam Discussions patch-note thread, not the wiki.

7.4 Where patch notes actually live (and where they do not)#

Location Quality Verdict
Steam Discussions pinned threads Full notes + hotfix appendices, dated, version-stamped 🎯 Canonical
Steam news posts Headline features only, links out Useful index
thelastcaretaker.com/news Marketing-flavoured summaries Secondary
thelastcaretaker.wiki.gg Version_history Empty stub — last edited 2025-10-19, before the game even launched 🔴 Do not use
thelastcaretaker.wiki.gg Category:Patch Notes Contains one page (Curiosity Wakes / Update 03, last edited 2026-05-31) — that page is a usable patch-note transcription 🔴 Near-useless for history (one update of six)
SteamDB patch-notes page Mirrors Steam; blocks automated fetch (HTTP 403) Human-browsable only
gameupdatenotifier.com/g/the-last-caretaker Build-level timeline incl. silent builds (this is how buildid 23962331 → 2026-06-29 was pinned) ✅ Useful third-party

The wiki is strong on mechanics and world data (per recon: ~18 active editors, ~2,070 pages) but its patch/version coverage is effectively absent. That asymmetry should be assumed by any future session.

⚠️ Trap for future sessions: the official site's news URLs carry a re-publication date slug that is not the event date — e.g. the February 2025 reveal press release lives at /news/2026-06-18-veteran-led-studio-channel37-unveils.../ and the Update 01 retrospective at /news/2026-06-23-.... Never date an event from a thelastcaretaker.com URL. Use the date rendered on the news index or on the page body.


8. Branch model, hotfix cadence, and feedback handling#

8.1 Branches#

Steam has the default branch plus a password-gated public beta branch. The studio has used it since at least November 2025 (beta build 0.5.0.581804) and used it for the New Horizons rollout.

Opt-in procedure as published by Channel37DevTeam on 2026-06-18 (six days before Update 5.0 shipped):

Step Action
1 Steam → Library → right-click The Last Caretaker → Properties
2 Betas tab
3 Enter the access code → Check Code
4 Confirm opt-in; the game updates when Properties closes

The Update 5.0 beta code was lQF3t6nZZarT (historical — codes are per-beta and this one is almost certainly retired; never assume it still works). The studio's own guidance, in capitals:

⚠️ BACKUP YOUR SAVE(S) BEFORE STARTING THE BETA ⚠️

An earlier beta post noted that switching branches does not require deleting saves. Testers are asked to report through the in-game reporting tool and to state that they are on the public beta branch.

Recommendation for this playthrough: stay on the default branch. Betas are opt-in, save-risky, and the corpus is anchored to the default build.

8.2 Hotfix cadence (observed)#

Update First hotfix Gap Second follow-up Gap
Update 01 (2025-12-16) 2025-12-18 +2 d 0.6.1, 2026-01-12 +27 d
Update 03 (2026-03-18) "IMPROVEMENTS", 2026-03-31 +13 d — —
Update 05 (2026-06-24) Hotfix 1, 2026-06-26 +2 d Hotfix 2, 2026-06-29 +5 d

Pattern: a hotfix lands within ~2–3 days of a major update, a second within a week, then the build goes quiet until the next content drop. The current build has been stable for ~8 weeks, which by this pattern is a between-updates state, not an abandoned one.

8.3 Bug reports and feedback#

Official reporting paths, in the studio's own order of preference:

  1. In-game reporting tool (referenced in the beta instructions — the primary channel).
  2. Discord #support-forum at discord.gg/channel37.
  3. Email [email protected].

The support page asks every report to include: a detailed description; steps to reproduce; screenshots or video; your most recent save file; and your PC specs. Save files are auto-backed-up by the game, and the support page documents the restore procedure (copy + rename a backup before launching).

Evidence that feedback actually moves the roadmap: - Update 3.5 "Shadow Drop" was explicitly framed as an unscheduled release driven by community feedback — the studio "decided not to wait" to ship fixes. - The Update 03 messaging states they "listened closely to community feedback and rolled out hotfixes and improvements". - Bug prioritisation, judged from the beta change lists, favours data integrity first (items vanishing on load, memory corruption, save optimisation, quest-logic blocks) over cosmetic issues.

Known-issue themes documented on the support page as of 2026-07-10 (useful as a "don't panic, it's known" list for a fresh player): boat physics (stuck / sinking / flying), power-system displays wrong despite correct wiring, unresponsive elevators, quest-progression failures, Lazarus rack recognition, character stuck/floating, cable and object glitching, and frame-rate drops near large locations.


9. Reception and commercial performance#

Useful mostly as context for why the studio ships at this cadence and how durable the project is.

Metric Value As of Source
Steam review score 85% positive, 8,289 reviews ("Very Positive") 2026-08-24 Steam store
Steam recent (30 d) 89% positive, 454 reviews ("Very Positive") 2026-08-24 Steam store
Wikipedia-cited score 85% of 7,404 English reviews June 2026 Wikipedia
Copies sold >120,000 <1 month post-launch (by 2025-12-02) GameDiscoverCo
Copies sold "hundreds of thousands" ~April 2026 Yle interview w/ Ilvessuo
Gross revenue ~€7 million first two months Yle interview
Peak CCU 10,000; ~5,000 sustained weeks later Nov–Dec 2025 GameDiscoverCo
Refund rate 5.6% (below the studio's expectation) Dec 2025 GameDiscoverCo
Median playtime 15 h 08 m; mean 25 h 06 m; 25,000 players over 40 h Dec 2025 GameDiscoverCo
Lifetime wishlist adds 640,000 (549,000 balance; 62,000 wishlist purchases; 29,000 deletes) Dec 2025 GameDiscoverCo
Twitch >1,000,000 hours watched by 2025-11-18 Official post
Steam Next Fest Demo finished top 50 of the Autumn 2025 fest Oct 2025 Reported
Award 🏆 Best Finnish Game of 2025, Finnish Game Awards 2026 May 2026 Neogames Finland / Yle

Sales split by country at launch (GameDiscoverCo, Dec 2025): US 36.4%, Germany 18.6% (a large overperformance — the median game sees ~7% from Germany), UK 7.4%, France 4.5%, Canada 4.0%. Germany overperforming is a survival-genre signature and helps explain the localisation priorities (German early; Italian and Spanish only arrived in Update 05).

Discount history worth knowing: 10% at launch (Nov 2025) and 20% during the Update 5 window ($27.99 / €23.99 / £21.59, June 2026). The studio discounts around content beats.


Gaps & Unverified#

Team and studio - No named staff beyond the four founders and Jack Pattillo. Art, audio, engineering and design leads are unknown; there is no public credits list, no team page on channel37.co, and thelastcaretaker.com/press-kit/ returns HTTP 404. In-game credits (accessible from the main menu on the ShadowPC install) would settle this first-hand and are the obvious next step. - Which founder does what beyond Aulio (CEO) is unstated. Ilvessuo's widely-used title "creative director" is press shorthand, not an official credit. - The "Mind Echoes" and "Second Order" background credits come from Wikipedia only; which individuals came from where is unmapped. - Supercell's stake, terms, and whether it carries any publishing rights are undisclosed. Channel37 self-publishes on Steam; the relationship is described only as "investor/backer".

Dates and version mapping - PC Gaming Show 2025 and IGN Live 2025 trailer dates not pinned (both mid-2025; video titles confirm the appearances). - The Finnish Game Awards 2026 award announcement is dated 2026-05-21 (Wikipedia); whether that is the gala date itself or the announcement date is a minor open point. - The 2025-08-27 official news post's subject is inferred to be the gamescom beat. - 0.6.5.607921 and 0.7.0.x cannot be mapped to specific update dates from indexed sources; the mapping in §3 is partly inferred. SteamDB, which would settle it, returns 403 to automated fetch — a human browser session on steamdb.info/app/1783560/patchnotes/ would close this gap in one visit. - What the build-string serial (612251) encodes is unknown (inherited gap from docs/ref/shadow-install.md).

Roadmap and 1.0 - There is no published post-New-Horizons roadmap. The final panel is titled only "The Future" and is partially redacted (classified revelations, more quests); "New Frontiers" is not a name Channel37 has used — do not repeat it as an update title. Contents and timing unknown. - No 1.0 date has been stated since 2025-11-06. Whether the "full launch in 2026" target still stands is UNVERIFIED — sources do not disagree, they are simply silent. - Console (PS5 / Xbox Series X|S) timing: aggregator sites say "2026"; Channel37 has never given a date. Treat as UNVERIFIED. - Whether the price will rise at 1.0, and by how much, is stated only as "may increase".

Communication - Discord content is not indexed and was not read. Since the community's own consensus is that Discord leads Steam, this doc is systematically missing whatever the most recent developer statements are. Anything about studio activity after 2026-07-10 should be checked in Discord directly before being treated as settled. - Nothing from July or August 2026 exists in indexed public sources except the 2026-07-10 support-page revision. The July "summer holidays" explanation is community consensus (Steam thread "New roadmap?", user mookie, 2026-07-22), not an official statement. - YouTube dev-stream contents were not reviewed (watch pages yield no transcripts); dev streams likely contain roadmap and design commentary not captured here. - The Kekbur exclusive interview (kekbur.net) returns HTTP 403 and could not be read; it is likely to contain additional design quotes.

Update-contents gaps (fact-check pass, 2026-08-24) - Update 02's ore mining, storms + lightning rods, fishing/salvage and decorative building appear in pre-update press/announcement coverage but not in the Update 02 announcement itself — UNVERIFIED as Update 02 content; they may have shipped in a later update or been re-scoped. Check the Steam Discussions patch-note thread for Update 02. - Update 04's shield system, new weapons and photo mode are UNVERIFIED — the roadmap panel says "Combat Upgrades" and the official announcement lists neither a shield nor a photo mode (Update 3.5 shipped a photo drone, which is the likely origin of the "photo mode" claim). - Update 05's "Cultural Memories / HoloMemories" builds on the HoloMemory system introduced in Update 04; the split between the two updates is not cleanly documented. - Diego Sarmentero, named as a fifth co-founder in the 2022 Supercell coverage, is absent from Wikipedia's founder list and from all 2025–2026 coverage. Current status UNVERIFIED.

Sources disagreeing - Headcount: "seven-person" (Feb 2025 PR) vs "nine-person" (Oct 2025 PR) vs "8 + contractors" (Dec 2025) vs "fewer than ten" (2026). Not a contradiction so much as growth plus loose counting — the safe statement is 8–9 plus contractors. - Platforms at launch: one outlet said EA launched "exclusively on PC via Steam"; the official PR, Wikipedia, and the Epic store page all confirm Steam and Epic Games Store on 2025-11-06. The Epic listing is live. The "Steam only" claim is wrong. - Update 03 date: Steam news says 2026-03-18, the official site's news index says 2026-03-19. Steam is the build date; the site post is a day later. Same for Update 04 (05-13 vs 05-14) and Update 05 (06-24 vs 06-25).


Sources#

All accessed 2026-08-24.

Official — Channel37 / The Last Caretaker - https://thelastcaretaker.com/ — official site, channel list - https://thelastcaretaker.com/news/ — full news index with dates - https://thelastcaretaker.com/news/2026-06-25-the-last-caretaker-launches-update-5-new-horizons-new-progression-paths-exploration-systems-tools-storyline-and-major-improvements/ — Update 5 announcement - https://thelastcaretaker.com/faq/ — official FAQ (platforms, price, Steam Deck, single-player) - https://thelastcaretaker.com/support/ — bug-reporting procedure, known issues (rev. 2026-07-10) - https://channel37.co/ — studio site (address, business ID, socials) - https://www.uberstrategist.com/press-releases/veteran-led-studio-channel37-unveils-the-last-caretaker-a-seafaring-survival-journey-to-rebuild-civilization — reveal press release, 2025-02-25

Official — Steam - https://store.steampowered.com/app/1783560/The_Last_Caretaker/ — store page, Early Access block, review counts - https://steamcommunity.com/app/1783560/allnews/ — announcement history - https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ — Update 5.0 patch notes + Hotfix 1 & 2 (version anchor source) - https://steamcommunity.com/app/1783560/discussions/0/573793023877549658/ — Update 5.0 public beta branch instructions, 2026-06-18 - https://steamcommunity.com/app/1783560/discussions/0/669474225528377544/ — "Upcoming Hotfixes" thread (Ilvessuo posting personally, beta branch process) - https://steamcommunity.com/app/1783560/discussions/0/579425645199661879/ — "New roadmap?" thread, 2026-07-21 (community consensus on summer holidays) - https://store.epicgames.com/en-US/p/the-last-caretaker-51dfcc — Epic Games Store listing (existence confirmed)

Wiki / reference - https://en.wikipedia.org/wiki/The_Last_Caretaker — studio, founders, funding, awards, sales - https://thelastcaretaker.wiki.gg/wiki/Version_history — assessed: empty stub, last edited 2025-10-19 - https://thelastcaretaker.wiki.gg/wiki/Category:Patch_Notes — assessed: one page only (verified 2026-08-24) - https://thelastcaretaker.wiki.gg/wiki/Curiosity_Wakes — Update 03 patch-note transcription (used to correct §4: no gyrocopter/rafts/cables in Update 03) - https://steamcommunity.com/app/1783560/discussions/ — pinned-thread index (patch notes, demo build 0.7.5.610707, troubleshooting 0.7.2.609842; no developer thread after 2026-06-29) - https://thelastcaretaker.com/news/2026-06-23-the-last-caretaker-update-03-curiosity-wakes-available-now — Update 03 announcement - https://thelastcaretaker.com/news/2026-06-23-heroes-get-high-as-caretakers-take-to-the-skies-in-update-04-below-us — Update 04 announcement (Salvage Gyro = first flight vehicle) - https://thelastcaretaker.com/news/2026-06-23-fire-up-your-jet-ski-explore-new-locations-customise-your-ship-in-the-latest-free-update-to-the-last-caretaker-ocean-the-final-frontier — Update 02 announcement - https://thelastcaretaker.com/news/2026-06-23-the-last-caretaker-delivers-on-its-roadmap-with-update-01-last-humans — Update 01 announcement

Press, interviews, analysis - https://www.indie-games.eu/en/preview-the-last-caretaker-brings-refreshingly-unique-take-on-the-survival-genre/ — Ilvessuo on survival-without-hunger, 2025-09-01 - https://newsletter.gamediscover.co/p/how-the-last-caretaker-journeyed — launch metrics, team size, dev duration, 2025-12-02 - https://www.tilt.fi/uutiset/legendaarinen-pelinkehittaja-antti-ilvessuo-keskitytaan-tekemiseen-ilman-sirkustemppuja/ — studio culture quotes, 2026-05-19 (upd. 2026-08-18) - https://worthplaying.com/article/2025/11/6/news/148161-the-last-caretaker-available-through-steamepic-games-early-access-reveals-roadmap-trailer/ — EA launch + roadmap reveal + "full launch in 2026", 2025-11-06 - https://theguidehall.com/the-last-caretaker-roadmap-early-access-plans/ — roadmap panel contents, 2026-02-17 - https://www.savingcontent.com/2025/10/01/channel37-announces-november-6th-early-access-release-date-for-the-last-caretaker/ — EA date + "nine-person studio" - https://www.savingcontent.com/2025/03/10/the-last-caretaker-demoed-by-channel37-community-manager-jack-pattillo-in-first-gameplay-walkthroughs-and-videos/ — first gameplay, Pattillo, weekly Wednesday streams - https://cerebral-overload.com/2024/11/jack-pattillo-former-rooster-teeth-content-creator-twitch-streamer-and-youtuber-named-community-manager-of-channel37/ — CM hire, Nov 2024 - https://www.pocketgamer.biz/supercell-reveals-pc-exclusive-studio-channel37/ — Supercell partnership, 2022 - https://80.lv/articles/supercell-partners-with-channel37-to-create-its-first-pc-title — Supercell partnership - https://neogames.fi/the-finnish-game-awards-honored-a-scarf-wearing-robot-as-game-of-the-year/ — Finnish Game Awards 2026 result - https://yle.fi/a/74-20227145 — Yle: Game of the Year coverage - https://yle.fi/a/74-20220444 — Yle: Ilvessuo profile - https://wccftech.com/the-last-caretaker-out-now-early-access-on-pc/ — "former Trials developers", EA launch - https://www.gamereactor.eu/video/753653/Saving+Humanity+One+Step+at+a+Time+-+The+Last+Caretaker+Gamescom+2025+Interview/ — Gamescom 2025 interview (prototype/design origin) - https://www.gamegrin.com/news/the-last-caretaker-has-a-demo-check-out-the-steam-next-fest-trailer/ — demo + Next Fest - https://www.bigredbarrel.com/2025/08/21/the-last-caretaker-gamescom-trailer/ — gamescom 2025 trailer date

Build / version tracking - https://gameupdatenotifier.com/g/the-last-caretaker — build timeline; pinned buildid 23962331 → 2026-06-29 - https://steamdb.info/app/1783560/patchnotes/ — attempted, HTTP 403, not usable via automated fetch - C:/last-caretaker/docs/ref/shadow-install.md — first-hand install ground truth (0.8.0.612251 / buildid 23962331 / UE 5.7.4)

Attempted and abandoned - https://kekbur.net/interviews/the-last-caretaker-interview-hands-on-2025/ — HTTP 403 - https://thelastcaretaker.com/press-kit/ — HTTP 404

03

Patch Notes & Version Changelog

Version anchorEarly Access 0.8.0.612251 -- "Update 5.0: New Horizons -- HOTFIX 2", shipped 2026-06-29, Steam buildid 23962331. This is the newest public build as of 2026-08-24; nothing has shipped since.
17 claims checked9 corrections10 unverifiedverifier verdict

The doc is now highly reliable: its version anchor, all six major-update dates and build strings, the U05 feature set (including the 30->35 level cap), the U3.5 balance lines, the U03 performance percentages, the U02 jet-ski/sonar/37-paint-styles specifics and the full six-block roadmap all verified first-party, and the "no build since 2026-06-29" headline claim is corroborated by both the Steam and official news feeds plus the first-hand install. The remaining soft spots are all correctly fenced as UNVERIFIED (roadmap items with no shipping evidence, launch-era change lists, demo build identity) rather than asserted, and the only defects found were internal-arithmetic ones -- cadence statistics and build-counter deltas -- which are now corrected.

confirmedreportedinferredfirst-handUNVERIFIEDSPOILER

The Last Caretaker launched into Early Access on 2025-11-06 and has shipped five numbered content updates plus one unnumbered "shadow drop" in the ~9.5 months since. Version strings take the form MAJOR.MINOR.PATCH.BUILD (e.g. 0.8.0.612251), where the fourth field is a monotonically increasing internal build counter -- it is the only reliable ordering key, because Channel37's marketing numbering ("Update 02", "Update 3.5", "Update 5.0") does not track the semantic version (Update 02 shipped as 0.6.5.x, Update 3.5 as 0.7.2.x, Update 04 as 0.7.5.x). The installed copy on the ShadowPC matches the newest public build exactly, so everything in the rest of this corpus should be read as describing 0.8.0.612251 unless explicitly tagged otherwise. The current build is unusually old for this game: 56 days without a patch as of 2026-08-24, versus a historical mean gap between builds of ~12 days (median ~4 days, because hotfixes cluster within days of each major) -- consistent with a large Update 06 in production, but Channel37 has published nothing about it (see Roadmap). Because five majors have landed, launch-era guides and videos (Nov 2025 - Feb 2026) are badly stale -- see Stale-guide warnings.


1. Version anchor and how to verify it yourself#

Check Value (2026-08-24) Where
In-game version string Early Access - 0.8.0.612251 Main menu; also Sentry session.json (%LOCALAPPDATA%\Voyage\.sentry-native\)
Steam buildid 23962331 appmanifest_1783560.acf -> buildid
Depot manifest 5149575974239303756 (depot 1783561) same file
Build push date 2026-06-29 Steam build tracker (Game Update Notifier), matches Hotfix 2 notes
Patch-notes URL for this build https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ Steam Community, pinned
In-game patch notes Main Menu -> Patch Notes (feature added in Update 5.0) first-party, always current

Practical note: since Update 5.0, the game ships its own patch-notes reader in the main menu. That is the single most authoritative source available and it beats every URL in this document for currency. Before Update 5.0, notes were scattered across Steam news, Steam discussions and the in-game "downloads" panel, and the community complained loudly that hotfix notes were effectively unfindable (Steam thread "Hotfix patch notes?").

Version-string caveat: what the 612251 build field encodes (date? changelist?) is UNVERIFIED. Empirically (measured across the ledger below) it increases by roughly 20-300 per hotfix/patch and ~860-1,400 per major update; treat it as an opaque monotonic counter only.


2. Master ledger -- every public build, newest first#

Confidence key: C = confirmed (official notes, or wiki + a second source); R = reported (single source); I = inferred.

# Version Date Release name Kind Conf.
28 0.8.0.612251 2026-06-29 Update 5.0: New Horizons -- HOTFIX 2 hotfix C
27 0.8.0.612211 2026-06-26 Update 5.0: New Horizons -- HOTFIX 1 hotfix C
26 0.8.0.612115 2026-06-24 UPDATE 05: NEW HORIZONS major C
25 0.8.0.612115 2026-06-18 Update 5.0 New Horizons -- PUBLIC BETA (opt-in branch, code-gated) beta C
24 0.7.5.610707 (demo app 3916150) 2026-05-28 Demo Update -- demo refreshed to Update 04 build demo R
23 0.7.5.610707 2026-05-13 UPDATE 04: BELOW US major C
22 0.7.2.609842 2026-04-15 UPDATE 3.5: SHADOW DROP (off-roadmap surprise release) major C
21 0.7.0.609525 2026-04-02 Patch -- cable socket crash fix patch C
20 0.7.0.609383 2026-03-31 "Update 03: Curiosity Wakes -- IMPROVEMENTS" patch C
19 0.7.0.609096 2026-03-23 Patch patch C
18 0.7.0.609056 2026-03-21 Patch patch C
17 0.7.0.608982 2026-03-18 UPDATE 03: CURIOSITY WAKES major C
16 0.6.5.607921 2026-02-13 Patch patch C
15 0.6.5.607830 2026-02-12 Patch patch C
14 0.6.5.607807 2026-02-11 Patch (same-day follow-up to the update) patch C
13 0.6.5.607749 2026-02-11 EARLY ACCESS UPDATE 02: OCEAN -- THE FINAL FRONTIER major C
12 0.6.5.607672 early Feb 2026 Update 02 -- PUBLIC BETA (opt-in branch) beta C
11 0.6.1.606677 2026-01-16 Patch -- boat speed patch C
10 0.6.1.606604 2026-01-12 Patch -- physics/cables/crashes, ray tracing options added patch C
9 0.6.0.606604 early Jan 2026 PUBLIC BETA build for the 0.6.1 patch beta R
8 0.6.0.x (build not recovered) 2025-12-18 EARLY ACCESS UPDATE 01 -- HOTFIX hotfix C
7 0.6.0.606448 2025-12-16 EARLY ACCESS UPDATE 01: LAST HUMANS major C
6 0.5.0.581999 2025-11-14 Hotfix hotfix R
5 0.5.0.581804 2025-11-10 Hotfix (post-first-weekend) hotfix C
4 0.5.0.x (build not recovered) 2025-11-06 EARLY ACCESS LAUNCH (Steam + Epic) launch C
3 demo (build not recovered) 2025-10-17 Updated Demo -- fixes, improvements, additions demo R
2 demo (build not recovered) 2025-10-02 The Last Caretaker Demo released (Steam app 3916150) demo R
1 -- 2025-10-01 Early Access release-date announcement (no build) announcement C

Date conflicts to be aware of.

Item Value A Value B Which is current/correct
Update 02 ship date 2026-02-11 (Steam depot push; Steam news post) 2026-02-13 (widely quoted; that is build 0.6.5.607921) 2026-02-11. Feb 13 is the third follow-up patch, not the update.
Update 05 ship date 2026-06-24 (Steam depot push + Steam news "Update 5.0: New Horizons is Live") 2026-06-25 (press/site news posts, stream post) 2026-06-24 ship; 2026-06-25 is the press-day/stream post.
Update 04 ship date 2026-05-13 (depot + Steam news) 2026-05-14 (press coverage, official site news) 2026-05-13 ship.
Update 03 ship date 2026-03-18 (depot + Steam news) 2026-03-19 (press, official site) 2026-03-18 ship.

Channel37's pattern is consistent: ship on day N, press/site/stream posts land day N+1. Always prefer the Steam depot date.


3. Major updates in detail#

3.1 Early Access launch -- 0.5.0.x, 2025-11-06#

The baseline build. Content-wise this is the version every launch-window guide, review and "first 10 hours" video describes; treat all of it as historical. Two hotfixes followed inside nine days (0.5.0.581804 on 2025-11-10, after Channel37 thanked players for "our first Early Access weekend"; 0.5.0.581999 on 2025-11-14). The change lists for the launch build and both November hotfixes could not be recovered -- Channel37's launch-era announcements link out to event pages that no longer render their bodies through search-accessible mirrors, and SteamDB blocks automated fetching. Community reports at the time cite boat physics problems, FPS drops, save/load bugs and difficulty scrapping sharks as the dominant early complaints (Steam event comments on the 0.5.0.581804 announcement) -- reported, not official.

3.2 UPDATE 01: LAST HUMANS -- 0.6.0.606448, 2025-12-16#

The first roadmap update, delivered on schedule.

Category Content
Questlines Three new questlines SPOILER -- see section 6
Locations The Warehouse opens; a new Hangar; new caves; Habitat Nodes
Vehicle Forklift promoted from prop to a fully drivable vehicle
Modules Compost System (Compost Module Mark I and Mark II); recycler system updates; Speakers
Equipment Night Vision Goggles, Binoculars, Telescope, Health Injector
Items Underwater throwable light; glowsticks made water-functional; "money trash"
Toys/diversions Basketball mini-game; horn with a customisable chromatic scale + speaker system
Under the hood Stability and crash fixes; performance improvements

Update 01 Hotfix -- 2025-12-18 (build not recovered), focused entirely on stability and persistence:

  • Fixed save persistence issues that could corrupt stored zones
  • Improved boat stability during loading to prevent broken attachments
  • Fixed dismantling issues while on a moving boat
  • Corrected dismantle loot data for SoilForge Prime
  • Fixed door-related issues
  • Improved object restoration and validation to prevent unintended deletions
  • Fixed several forklift, attachment and level-loading edge cases

3.3 January patches -- 0.6.1.606604 / .606677#

0.6.1.606604 (2026-01-12) -- shipped first as a public beta on branch build 0.6.0.606604:

  • Added ray tracing options to the graphics settings menu (notable: RT was not user-exposed before this)
  • Fixed physics activation/deactivation errors
  • Fixed cable disconnection issues; fixed door update problems
  • Fixed potential game-crashing issues during gameplay and when loading a savegame
  • Restored Power Optimizer Enhancer functionality
  • Lazarus pod seed now persists when an attachment fails
  • Improved vehicle + elevator attachment behaviour; corrected horn connection-point errors
  • Fixed particle-effect physics interactions; improved handling of invalid/missing particle effects
  • Swarm behaviour stability improvements

0.6.1.606677 (2026-01-16) -- a single-line patch: "Fixed boat speed issues." (Boat speed had been a live community grievance since launch; this is the fix.)

3.4 UPDATE 02: OCEAN -- THE FINAL FRONTIER -- 0.6.5.607749, 2026-02-11#

Preceded by a public beta on 0.6.5.607672.

Category Content
Vehicle CS-17 Courier Skimmer (jet ski) -- fast surface travel, petrol-cylinder support, mooring-cable towing
Biome/locations Rocky Islands biome (per Channel37's own announcement, this biome is where the jet ski is unlocked) with its own questline; The Maze -- "a transposium facility"; new quests and locations
Exploration tool Sonar module -- scans the ocean floor
Customisation 37 full boat paint styles across four paint zones (marketed as "30+ boat paint jobs"); build decorations
Under the hood Major pass across physics, buoyancy, underwater visibility and UI

Roadmap mismatch: the published roadmap card for Ocean also listed Ore Mining; ores/nuggets/pigments as a crafting-and-customisation system are documented arriving in Update 03, not 02. Whether basic ore mining shipped in 02 is UNVERIFIED.

Same-day and follow-up patches:

Build Date Notable content
0.6.5.607807 2026-02-11 Jet-ski physics substantially refined; mooring cable length extended to 5 m; scan tool activation moved to primary action (consistent with other tools); dynamic wave particle counts changed; snapped attachments now persist; reduced excessive splashing in high waves; fixed modules executing when resource buffers were full; fixed mooring cables disconnecting on savegame load; fixed farming seed bed rejecting waste
0.6.5.607830 2026-02-12 Jet-ski mechanics improved; attachment actor-scale bug fixed; wave foam behaviour corrected
0.6.5.607921 2026-02-13 Ocean foam visualisation fixed; locations now preload before cable-connection polling (cable disconnect fix); fixed extreme slowdown when resolving overlapping actors with the boat; Maze logic edge case; ArchAngel AI no longer instantly forgets the player

Selected fixes from the 2026-02-11 update build itself (a very long list; these are the ones with gameplay consequences):

  • "Robot the Builder" achievement failing to unlock -- fixed
  • Motion blur graphics option not working -- fixed
  • Rare inventory-transfer failures causing item loss -- fixed
  • Sports equipment gave insufficient Human Growth bonuses -- fixed (a balance correction, values not published)
  • Soilforge Prime methane production -- fixed
  • Seed Reserve underground placement; Lazarus Pod seed disappearance -- fixed
  • First Whisper Cave air-pocket water detection; Sanctuary Dock post-jump sinking; Refuel Outpost Gamma hidden-shaft water textures -- fixed
  • Flamethrower crash on prolonged use -- fixed
  • Field Binoculars permanent-zoom bug and binocular zoom display corruption -- fixed
  • Excessive swarm aggression toward the boat -- reduced
  • Mooring cables snapping excessively -- fixed
  • Buoyancy loss for boat-attached objects -- fixed
  • Basketball minigame shot registration -- fixed
  • Physics chain explosions during grid reload -- fixed
  • Cyclone audio volume lowered; underwater lightstick colours corrected
  • Windows Smart App Control startup failures -- resolved

3.5 UPDATE 03: CURIOSITY WAKES -- 0.7.0.608982, 2026-03-18#

Category Content
Major system Council of Humanity location + committee system -- launched humans take committee seats and perform actions through a committee terminal
Enemies Ram Shark, Laser Shark, ArchAngel -- new spawning and behaviour patterns
Story Star Child questline SPOILER -- new quest flow, memories, rewards
Friendly systems Sweetheart grenade + craftable Sweetheart items; a new friendly swarm type that assists in combat
Modules/tools Dehumidifier, CO2 storage containers, Boat Stabilizer, Farming Bed V2, buildable Mooring Socket, F.E.L.I.S SHELL (consumes Quantum Crystals)
Customisation 5 new ores/nuggets and pigments for Caretaker paint customisation
Performance Major CPU + GPU optimisation pass -- "low-end hardware is now up to 10% faster"
QoL Inventory menu responsiveness; improved climbing paths and underwater controls; UI and world-location visual updates

Fixes at launch of 03 covered inventory deletion, save loading, recycler bugs, door/detector malfunctions, shark spawn errors, underwater visibility, and crashes tied to cables, swarms and modules.

Follow-up patches:

Build Date Notable content
0.7.0.609056 2026-03-21 Objects losing saved data / incorrect IDs; cables disconnecting during area unload; keyboard-layout key-binding text; excessive paint-item drops; object attachment stability
0.7.0.609096 2026-03-23 Mantling obstruction; cable direction not saving; scan quest progression; Rollerboi factory progression blocker
0.7.0.609383 2026-03-31 Performance in complex areas; simplified shadow system -- "over three times" faster without ray tracing; weapon attachments disappearing; holster slot validation
0.7.0.609525 2026-04-02 Cable socket crash fix

3.6 UPDATE 3.5: SHADOW DROP -- 0.7.2.609842, 2026-04-15#

An unannounced, off-roadmap release. Press framing at the time: it carried a large batch of fixes originally intended for Update 04, plus one headline feature pulled forward.

Category Content
Headline Camera Drone (craftable) -- can capture screenshots/photos. This is the photo mode that the roadmap had slotted into Update 04.
Minigames PECO minigame cartridge support (the in-game retro minigame platform; the shared engine peco-engine.js is loose on disk in the install)
Cosmetics New bolt gun weapon paints
Level content New rooms, caves, vents and secret areas added across ten existing facilities; new storm region in the northern sea; additional Human Pods in the Hall of Humanity and rocket areas; expanded hologram content at Lazarus
Loot/world New ocean loot including early-game support buoys (notably an Electrical Supplies Buoy, explicitly framed as early-game progression help); Dead Swarms now appear in fishing nets; pots and pans added as world items
Balance Wind turbine durability loss reduced; repair electricity cost now scales with damage amount (previously flat -- so cheap top-up repairs became viable); "Friendly by Design" quest scan requirement reduced
Systems Improved cable mechanics and visuals; refined resource sharing across connected modules; forklift audio

Fixes: cable disconnection, door problems, collision glitches across multiple locations, farming inconsistencies, creature behaviour, plus broad UI and persistence work.

3.7 UPDATE 04: BELOW US -- 0.7.5.610707, 2026-05-13#

Category Content
Vehicle Salvage Gyro (gyrocopter) + related quests -- the game's first flying vehicle
Locations New Silo locations; a new Seed Vault; Project Canticle area SPOILER
Story HoloMemory depicting past events SPOILER
Combat Decoy grenade + a corresponding skill
Modules Drone charging station; hook cables attachable to structures
Atmosphere Falling dust and oil-drip environmental VFX; new ambience/soundscapes in the Hall of Humanity; interior reverb; new F.E.L.I.S interactions and paint options

Balance and tuning (directional -- Channel37 did not publish before/after numbers for these):

Change Direction
Gyrocopter fuel consumption reduced
Gyrocopter repair requirements reduced
Jetski (Courier Skimmer) repair materials reduced
Flashlight range and behaviour adjusted; effectiveness against Dark Growth improved
Mosquito attraction to petrol sources reduced
Fog density / underwater visibility adjusted
Boat modules (anchor, fishing) updated
Equipment handling rebalanced

Performance: significant CPU optimisation; vehicle audio work (forklift, Courier Skimmer, boat); drone behaviour and responsiveness; physics performance and stability. Bug fixes spanned UI, localisation, drones, quests, collisions, audio, visuals, vehicles, save/load and general interaction. No known-issues list was published with this update.

The demo (Steam app 3916150) was refreshed to this same build, 0.7.5.610707, on 2026-05-28, alongside a new trailer and Channel37's "Finnish Game of the Year 2025" win announcement (2026-05-27).

3.8 UPDATE 05: NEW HORIZONS -- 0.8.0.612115, 2026-06-24 (current major)#

The largest update to date, and the one the installed build belongs to. It ran a public beta on the same build number (0.8.0.612115, posted 2026-06-18) before release. Channel37's public betas are code-gated opt-in Steam branches: Library -> right-click the game -> Properties -> Betas -> enter the access code posted in the beta thread (U05's was lQF3t6nZZarT) -> Check Code.

Progression and systems

Change Value
Player level cap 30 -> 35
Project Eden New progression path: Eden construction modules, crafting content, skills, quests, locations, unlocks SPOILER
Samples system Gather, catalogue and send discoveries to space
Music system Cartridges + a portable player (own volume channel, VolumeMusicCassette, confirmed first-hand in settings)
Recovery Grinder Buildable module for converting surplus materials
Wall Sockets Resource distribution
Stainless Steel New crafting material
Storage relocation Built storage containers can now be moved (previously permanent)

Equipment, vehicles, locations

  • Water Jet propulsion equipment, with unlockable upgraded versions
  • Rhino Dismantler -- petrol-powered dismantling tool
  • Gyro Deck Boat Extension -- a mobile landing pad for the Salvage Gyro
  • Research Outpost Theta-9 location
  • Cave Paintings -- discoverable and scannable
  • New tree varieties and farming content
  • Whale questline -- new whale encounter, objectives, rewards, lore entries and a dedicated summoning location SPOILER
  • HoloMemories and lore expansions SPOILER

Platform / options

Change Detail
In-game patch notes Full patch notes now readable from the main menu
HDR Display support added
Languages Spanish and Italian added; all existing localisations updated
Head Bob reduction New setting (matches bRemoveHeadBob in the shipped settings file)
Gyro key bindings Now customisable

Improvements: drone buoyancy/controls/charging; Vault interface performance; underwater visuals and lighting; weather system; flying pathfinding; gyrocopter audio and controls; shark audio balancing; environmental ambience; farming visuals and plant variety; expanded tool-selection dialog; UI and controller-support work; quest rewards and skill-unlock updates; additional loot rewards; broad performance optimisation.

Fixes covered Fabricator UI, quest progression (new and existing questlines), holster stacking, virtual keyboard navigation, gyro controls, forklift and cable-reel audio, skill menu focus, boat clipping, locator visibility, crafting placement, wall socket rotation, storm behaviour, HoloMemory bugs, resource transfer, farming, shark behaviour, environmental collisions, crafting animations and numerous crashes.

HOTFIX 1 -- 0.8.0.612211, 2026-06-26

  • Seed trees failing to load correctly; farming seeds behaving unpredictably
  • Physics objects unexpectedly waking or failing to settle after coming to rest; rest-state reliability improved
  • Temporary creature parts applying excessive force to the player
  • Boat attachments failing to restore correctly
  • Freeze when receiving rocket mission rewards; Rocket quest progression fixes
  • Inactive drone hologram visibility
  • Backpack tool actions and equipment swapping improved
  • Seed Vault collision gaps; song title typo
  • Swarm light-source reaction in water; nebula lighting visibility
  • Handheld device UI scale and graphics defaults improved
  • Input-device assignment consistency

HOTFIX 2 -- 0.8.0.612251, 2026-06-29 -- THE CURRENT BUILD

  • Fixed an issue in the "Seats of Care" quest where the committee-formation objective could fail to complete SPOILER
  • Fixed a critical memory-related issue that could lead to instability, unexpected behaviour or rare crashes during gameplay
  • Fixed keybinding menus displaying incorrectly in non-English languages

4. What changed for players -- the values digest#

Everything below is a change that alters a cost, a rate, a cap, a survival value or a progression gate. Channel37 publishes very few explicit before/after numbers; where a number exists it is bolded, where only a direction was published it says so.

Patch System Change Numbers
U05 (0.8.0.612115) Progression Player level cap raised 30 -> 35
U05 Building Built storage containers became relocatable boolean change; no rebuild cost published
U05 Crafting New material Stainless Steel enters the tech tree recipe costs UNVERIFIED
U05 Power/logistics Wall Sockets added for resource distribution UNVERIFIED
U05 Materials economy Recovery Grinder module converts surplus materials conversion ratios UNVERIFIED
U3.5 (0.7.2.609842) Power Wind turbine durability loss reduced direction only
U3.5 Repair economy Repair electricity cost now scales with damage amount direction only -- previously did not scale, so partial repairs got much cheaper
U3.5 Quest gating "Friendly by Design" scan requirement reduced count not published
U3.5 Power/logistics Resource sharing across connected modules refined direction only
U04 (0.7.5.610707) Vehicle economy Gyrocopter fuel consumption reduced; repair requirements reduced direction only
U04 Vehicle economy Jetski repair materials reduced direction only
U04 Survival/threat Mosquito attraction to petrol sources reduced direction only
U04 Tools Flashlight range/behaviour adjusted; more effective against Dark Growth direction only
U04 Visibility Fog density and underwater visibility adjusted direction only
U03 (0.7.0.608982) Performance Low-end hardware speed-up up to 10% faster
0.7.0.609383 Performance Simplified shadow system when ray tracing is off "over three times" faster
U02 (0.6.5.607807) Boat/mooring Mooring cable length extended -> 5 m
U02 (0.6.5.607807) Modules Modules no longer execute when their resource buffer is full prevents wasted input
U02 (0.6.5.607749) Survival economy Sports equipment Human Growth bonus corrected upward values not published
U02 (0.6.5.607749) Threat Swarm aggression toward the boat reduced direction only
U02 (0.6.5.607807) Mooring Mooring cables no longer snap excessively / disconnect on load reliability
0.6.1.606677 Boat Boat speed issues fixed values not published -- invalidates all pre-Jan-2026 boat-speed advice
0.6.1.606604 Graphics Ray tracing options exposed in settings new options
U01 hotfix (2025-12-18) Persistence Save persistence fix for corrupting stored zones reliability

Reading this table for a fresh playthrough: the vehicle-economy line items matter most. Gyro and jetski upkeep was cut in Update 04, and repair power cost became damage-proportional in Update 3.5 -- both mean the "vehicles are a resource sink, avoid them" advice from early guides no longer holds. The level cap of 35 and the existence of Project Eden mean the post-Lazarus endgame is substantially longer than any pre-June 2026 guide describes.


5. Stale-guide warnings#

Facts from launch-era and mid-EA guides/videos that a later patch invalidated. If a source predates the date in the right-hand column, distrust it on that topic.

Stale claim Reality now (0.8.0.612251) Invalidated by
"Max level is 30" Max level is 35 U05, 2026-06-24
"Once you place a storage container it is permanent -- plan your base layout carefully" Storage containers can be relocated U05, 2026-06-24
"There is no photo mode / no way to take in-game screenshots" Camera Drone captures photos U3.5, 2026-04-15
"There is no flying vehicle" Salvage Gyro (gyrocopter) exists, plus a Gyro Deck boat landing pad U04 2026-05-13 / U05 2026-06-24
"Gyro/jetski fuel and repairs are prohibitively expensive" Both were reduced U04, 2026-05-13
"Repairing costs the same power regardless of damage" Repair electricity scales with damage U3.5, 2026-04-15
"Wind turbines wear out too fast to be worth it" Turbine durability loss reduced U3.5, 2026-04-15
"The boat feels sluggish / boat speed is bugged" Fixed 0.6.1.606677, 2026-01-16
"Mooring cables snap constantly and don't survive a reload" Fixed; cable length raised to 5 m 0.6.5.607807, 2026-02-11
"There's no jet ski / no fast surface travel" CS-17 Courier Skimmer U02, 2026-02-11
"There is no sonar / no way to survey the seabed" Sonar module U02, 2026-02-11
"You can't customise the boat" 37 paint styles across 4 paint zones U02, 2026-02-11
"Ray tracing isn't available / isn't exposed" RT options in the graphics menu since Jan 2026; the current build also ships DLSS + Ray Reconstruction, FSR, XeSS, Streamline frame-gen, Reflex, HDR and MegaLights-on-by-default 0.6.1.606604 + U05 (HDR)
"Sharks are just one enemy type" Ram Shark, Laser Shark, ArchAngel added; shark behaviour and audio retuned repeatedly U03 2026-03-18, U05 2026-06-24
"Swarms are purely hostile" A friendly swarm type exists; Sweetheart items recruit/assist U03, 2026-03-18
"Humans you launch don't do anything after launch" Council of Humanity / committee system gives launched humans terminal-driven actions U03, 2026-03-18
"Nothing to do with surplus materials but dump them" Recovery Grinder U05, 2026-06-24
"Only English (plus the launch language set)" Spanish and Italian added; all localisations refreshed U05, 2026-06-24
"Patch notes are impossible to find" In-game main-menu patch notes reader U05, 2026-06-24
"The forklift is scenery" Fully drivable vehicle U01, 2025-12-16
"There's no night vision / no binoculars" Night Vision Goggles, Binoculars, Telescope, Health Injector U01, 2025-12-16
"The game runs badly on low-end hardware" Two large optimisation passes (U03 CPU/GPU ~10% low-end gain; simplified shadows 3x without RT; U04 significant CPU optimisation) U03 -> U04, Mar-May 2026

Additionally stale by construction: anything sourced from the demo. The demo (app 3916150) was refreshed on 2026-05-28 to the Update 04 build 0.7.5.610707, but demo-era guides from Oct 2025 - May 2026 describe two different, older demo builds. The install itself still carries a leftover MenubgvideoDEMO4k60.mp4 from the demo lineage -- an install artefact, not evidence of demo content in the retail build.


6. SPOILERS -- narrative content added per update#

SPOILER FENCE. Everything in this section names story content, quest lines and late-game locations introduced by patches. Skip it entirely on a first playthrough. Mechanics elsewhere in this document are spoiler-free.

<details> <summary>Expand story-content ledger</summary>

Update Story content added
U01: Last Humans (2025-12-16) Three questlines: "Secret of Habitat Nodes", "One Before Me", "Secret of Warehouse" -- these open the Warehouse, the Hangar and the Habitat Node network
U02: Ocean (2026-02-11) New quests tied to the Rocky Islands biome and The Maze (Transposium); "Vessel of Tomorrow" quest objective marker repositioned (quest existed pre-U02)
U03: Curiosity Wakes (2026-03-18) Council of Humanity location and committee system -- humans you launch to orbit take committee seats and act through a terminal (this is the "Contact With Space" roadmap beat); Star Child questline with new memories and rewards; F.E.L.I.S SHELL companion built from Quantum Crystals
U3.5: Shadow Drop (2026-04-15) Expanded hologram content at Lazarus; additional Human Pods in the Hall of Humanity and the rocket areas; secret areas across ten facilities
U04: Below Us (2026-05-13) Project Canticle area; new Silo locations; a new Seed Vault; a HoloMemory depicting past events; new F.E.L.I.S interactions
U05: New Horizons (2026-06-24) Project Eden -- an entire new progression path with its own modules, skills, quests and locations; the Whale questline (encounter, dedicated summoning location, lore entries); the Samples system for sending catalogued discoveries to space; Cave Paintings to discover and scan; Research Outpost Theta-9; further HoloMemories and lore expansions
U05 Hotfix 2 (2026-06-29) Fix to the "Seats of Care" quest (committee formation objective) -- confirms a committee-focused questline exists in the U05 content

Trajectory, spoiler-light: the narrative arc has moved from "restore Lazarus and launch seeds" (launch) to "the humans you launched now govern themselves and talk back" (U03) to "a second, parallel restoration project" (U05, Project Eden). The unshipped sixth roadmap block promises "Classified reveals its secrets" -- so the U05 "classified feature" (widely taken to be Project Eden) is explicitly not the full reveal.

</details>


7. Roadmap -- announced but NOT yet live#

7.1 The original Early Access roadmap, reconstructed#

Published at/around EA launch (2025-11-06) as a six-block card. Blocks 1-5 shipped; block 6 has not.

Block Name Roadmap window Roadmap contents as published Status 2026-08-24
1 Last Humans Winter 2025 Habitat Node questline; new modules and Forklift; Warehouse/Caves/Basketball game; Night Vision; Money Trash SHIPPED 2025-12-16 (0.6.0.606448) -- delivered as advertised
2 Ocean: The Final Frontier early 2026 JetSki; Islands biome; Ore Mining; Sonar; Boat Customizations; Build Decorations SHIPPED 2026-02-11 (0.6.5.607749). Ore mining attribution UNVERIFIED (ores/pigments are documented in U03)
3 Curiosity Wakes Early Spring 2026 Gyrocopter; Rafts; Steel Cables; New Enemy Type; Data Cables; Contact With Space SHIPPED 2026-03-18 (0.7.0.608982) -- but the gyrocopter slipped to U04; rafts and data cables UNVERIFIED / not observed in notes
4 Below Us Spring 2026 Underwater Locations; Combat Upgrades; New Weapons; Shield; Photomode; New Quests SHIPPED 2026-05-13 (0.7.5.610707) -- photomode shipped early in U3.5; a Shield is UNVERIFIED / not observed in any shipped notes
-- Update 3.5: Shadow Drop not on the roadmap -- SHIPPED 2026-04-15 (0.7.2.609842), unannounced; carried U04 fixes forward plus the Camera Drone
5 New Horizons Early Summer 2026 "Classified feature emerging"; Decoy Mine; VHS Tapes; New Enemy Type; New Quests SHIPPED 2026-06-24 (0.8.0.612115) -- decoy shipped early in U04 as the decoy grenade; "VHS Tapes" appear to have become the music cartridge + portable player system (INFERRED); a distinct new enemy type in U05 is UNVERIFIED
6 The Future undated New Frontiers; "Classified reveals its secrets"; additional enemy types; new quests; further unspecified content NOT SHIPPED. No build, no date, no announcement as of 2026-08-24

7.2 What is announced and still not live#

Item Source Status
"New Frontiers" content block EA roadmap block 6 Announced, not live
"Classified reveals its secrets" -- the payoff to the U05 classified feature EA roadmap block 6 Announced, not live
Additional enemy types beyond Ram Shark / Laser Shark / ArchAngel EA roadmap block 6 Announced, not live
Further new quests EA roadmap block 6 Announced, not live
A "Shield" defensive item EA roadmap, Below Us card Announced for U04, no shipping evidence -- either cut, renamed, or UNVERIFIED
Rafts EA roadmap, Curiosity Wakes card Announced for U03, no shipping evidence -- UNVERIFIED / possibly cut
Data cables EA roadmap, Curiosity Wakes card Announced for U03; U04 shipped hook cables and U3.5 refined cable mechanics, but a distinct "data cable" is UNVERIFIED
Update 06 (name, contents, date) -- Never announced. No Channel37 post about it on the Steam news feed or thelastcaretaker.com/news
Version 1.0 Press reporting at U01 (Dec 2025) said the four 2026 updates put 1.0 "expected in 2026"; Channel37's own EA framing at launch was a ~12-month Early Access No official 1.0 date has ever been published. Treat "1.0 in 2026" as press inference, not a commitment

7.3 Cadence and the current silence#

Interval Gap
EA launch -> U01 40 days
U01 -> U02 57 days
U02 -> U03 35 days
U03 -> U3.5 28 days
U3.5 -> U04 28 days
U04 -> U05 42 days
U05 Hotfix 2 -> today (2026-08-24) 56 days, no build, no announcement

Between 2025-11-06 and 2026-06-29 the longest gap between any two builds was 42 days (6 weeks), U04 -> U05. The current 8-week silence with no roadmap post is the longest quiet period of the Early Access to date. It is consistent with a large Update 06 in production plus a Finnish summer holiday period, but that is inference -- Channel37 has said nothing publicly. Practical consequence for the playthrough: the corpus's version anchor is stable right now, but an Update 06 landing could invalidate a lot of it at once; re-run this doc's verification pass whenever the Steam buildid moves off 23962331.


8. How to re-verify this document after the next patch#

  1. On the ShadowPC, check appmanifest_1783560.acf -> buildid. If it is no longer 23962331, the anchor moved.
  2. Read the in-game Main Menu -> Patch Notes panel -- first-party and always current; this is now the best source, better than any URL here.
  3. Cross-check the Steam news feed (https://steamcommunity.com/app/1783560/allnews/) for the update announcement, and the pinned "patch notes" thread in https://steamcommunity.com/app/1783560/discussions/0/ for the accumulating hotfix chain (Channel37's habit is one long thread per major, with each hotfix appended as a reply).
  4. Update this file's Version anchor line, add the new rows to the master ledger, move any newly-invalidated claim into Stale-guide warnings, and bump the doc version + the doc_entry in praxium.

Gaps & Unverified#

  • Launch-build change lists (0.5.0.x, Nov 2025) not recovered. The Early Access launch build number, the 0.5.0.581804 (2025-11-10) hotfix contents and the 0.5.0.581999 (2025-11-14) hotfix contents are all missing. Steam event bodies for that era did not render through any accessible mirror and SteamDB returns HTTP 403 to automated fetches. The dates and version strings are confirmed; the contents are not.
  • Update 01 hotfix build number (2025-12-18) not recovered -- only the change list.
  • Demo build numbers and demo patch notes (2025-10-02 release and 2025-10-17 update) are UNVERIFIED beyond "fixes, improvements and additions". The 2025-10-02 demo release date is confirmed by the wiki; the demo's separate Steam app id 3916150 is UNVERIFIED (the wiki's demo page cites only the main app id 1783560). The 2026-05-28 demo refresh to 0.7.5.610707 is single-sourced (reported).
  • Public-beta branch mechanics: RESOLVED for U05 -- Channel37 ran opt-in public betas before U02 (0.6.5.607672), the 0.6.1 patch (0.6.0.606604) and U05 (0.8.0.612115, posted 2026-06-18). Access is a code-gated Steam beta branch (Properties -> Betas -> enter the code from the beta thread; U05's was lQF3t6nZZarT). Whether the earlier betas used the same code-gated mechanism is UNVERIFIED, and beta codes are per-update and expire.
  • Numeric before/after values are largely unpublished. Channel37 writes directional balance notes ("reduced", "improved") rather than numbers. Every "direction only" row in section 4 is a place where the actual values must come from datamining or in-game measurement, not from patch notes. Do not invent them.
  • Developer-acknowledged known-issues lists were not found for any update. Channel37 does not appear to publish a "known issues" block with its patch notes; U04's notes explicitly had none. If such lists exist they are likely in Discord announcements, which are not indexed.
  • Roadmap items with no shipping evidence: Shield (U04 card), Rafts and Data Cables (U03 card), Ore Mining as a U02 feature, a distinct new enemy type in U05. Each is either cut, renamed, or shipped under a name the public notes do not connect back to the roadmap. All UNVERIFIED -- do not assert either way.
  • "VHS Tapes" -> music cartridges is an inference from the roadmap card versus what U05 actually shipped. Not confirmed by Channel37.
  • Source disagreement on ship dates for Updates 02, 03, 04 and 05 (one-day offsets between depot push and press/site posts) is documented in section 2; depot dates are used throughout.
  • Epic Games Store version history not covered. The game is also on Epic; whether Epic builds track Steam builds one-to-one is UNVERIFIED. The installed Steam build's exe is VoyageSteam-Win64-Shipping.exe, implying a separate per-store target exists.
  • The 612251 build-field semantics are unmapped (see section 1).
  • Console/other-platform patches: none exist. The game is PC-only in Early Access; no console changelog to cover.
  • Two sources were abandoned permanently and never retried per fetch policy: steamdb.info (HTTP 403 on all pages) and the store.steampowered.com news view URLs (returned store chrome, not article bodies). SteamDB patch-note IDs surfaced via search snippets are cited where they corroborate a date.

Sources#

All accessed 2026-08-24.

Official -- Steam - Steam news index: https://steamcommunity.com/app/1783560/allnews/ - Update 5.0 New Horizons patch notes + Hotfix 1 + Hotfix 2 (the version-anchor thread): https://steamcommunity.com/app/1783560/discussions/0/572667758936882055/ - Update 5.0 New Horizons public beta thread: https://steamcommunity.com/app/1783560/discussions/0/573793023877549658/ - Update 4.0 BELOW US -- 0.7.5.610707: https://steamcommunity.com/app/1783560/discussions/0/844005830910046317/ - Latest Patch Notes -- 0.7.2.609842 (Update 3.5 Shadow Drop): https://steamcommunity.com/app/1783560/discussions/0/804596796626077049/ - Latest Patch Notes -- 0.7.0.609525 (full Update 03 chain: .608982 / .609056 / .609096 / .609383 / .609525): https://steamcommunity.com/app/1783560/discussions/0/802342466057441399/ - Latest Patch Notes -- 0.6.5.607921 (full Update 02 chain: .607749 / .607807 / .607830 / .607921): https://steamcommunity.com/app/1783560/discussions/0/766310496237281989/ - Latest Patch Notes -- 0.6.1.606677 (0.6.1.606604 + 0.6.1.606677): https://steamcommunity.com/app/1783560/discussions/0/681859758980089889/ - Update 02 Public BETA -- 0.6.5.607672: https://steamcommunity.com/app/1783560/discussions/0/760680362677541942/ - PUBLIC BETA -- Build 0.6.0.606604: https://steamcommunity.com/app/1783560/discussions/0/689746295486753017/ - "Hotfix patch notes?" thread (carries the 2025-12-18 Update 01 hotfix notes verbatim): https://steamcommunity.com/app/1783560/discussions/0/690870129357049211/ - Hotfix 0.5.0.581804 announcement (date confirmed; body not recoverable): https://steamcommunity.com/app/1783560/eventcomments/669474588663650182/ - Update 01 Hotfix announcement: https://steamcommunity.com/app/1783560/eventcomments/690870129357050567/ - General Discussions pinned-thread index: https://steamcommunity.com/app/1783560/discussions/0/669474225528244825/ - Steam store page: https://store.steampowered.com/app/1783560/The_Last_Caretaker/

Official -- Channel37 site - News index (confirms no July/August 2026 posts): https://thelastcaretaker.com/news/ - Update 01: Last Humans announcement: https://thelastcaretaker.com/news/2026-06-23-the-last-caretaker-delivers-on-its-roadmap-with-update-01-last-humans/ - Update 04: Below Us announcement: https://thelastcaretaker.com/news/2026-06-23-heroes-get-high-as-caretakers-take-to-the-skies-in-update-04-below-us/ - Early Access launch announcement: https://thelastcaretaker.com/news/2026-06-19-survival-crafting-adventure-the-last-caretaker-launches-into-early-access-today/ - Update 02: Ocean -- The Final Frontier announcement (confirms CS-17 Courier Skimmer, sonar, Rocky Islands, The Maze "transposium facility", 37 paint styles / 4 paint zones): https://thelastcaretaker.com/news/2026-06-23-fire-up-your-jet-ski-explore-new-locations-customise-your-ship-in-the-latest-free-update-to-the-last-caretaker-ocean-the-final-frontier - Support page: https://thelastcaretaker.com/support/

Note on site URL slugs: thelastcaretaker.com news slugs carry a CMS migration date prefix (2026-06-23-, 2026-06-19-) that has nothing to do with the post's publication date; the news index is the authority on real dates.

Community wiki (wiki.gg -- canonical) - Category:Patch Notes: https://thelastcaretaker.wiki.gg/wiki/Category:Patch_Notes - Curiosity Wakes patch-notes page: https://thelastcaretaker.wiki.gg/wiki/Curiosity_Wakes - The Last Caretaker (main): https://thelastcaretaker.wiki.gg/wiki/The_Last_Caretaker - The Last Caretaker Demo: https://thelastcaretaker.wiki.gg/wiki/The_Last_Caretaker_Demo

Build trackers - Game Update Notifier (build/date ledger; confirms buildid 23962331 = 2026-06-29): https://gameupdatenotifier.com/g/the-last-caretaker - SteamyData patch-notes page (fetched, no usable content): https://steamydata.com/app/1783560/the-last-caretaker/patch-notes - SteamDB app page and patch-note permalinks (403 to automated fetch; IDs corroborated via search snippets only): https://steamdb.info/app/1783560/patchnotes/ , https://steamdb.info/patchnotes/21860757/ , https://steamdb.info/patchnotes/21438833/ , https://steamdb.info/patchnotes/21191405/ , https://steamdb.info/patchnotes/20796374/ - Changelog.gg 0.6.1.606604 entry: https://changelog.gg/games/the-last-caretaker-1783560/updates/2026-01-12-patch-0-6-1-606604-db45

Press and roadmap coverage - The Guide Hall -- Early Access roadmap breakdown (the six-block roadmap reconstruction): https://theguidehall.com/the-last-caretaker-roadmap-early-access-plans/ - Saving Content -- Update 04: Below Us: https://www.savingcontent.com/2026/05/14/gyrocopters-hook-cables-fixes-and-more-arrive-in-update-4-below-us-for-the-last-caretaker/ - Saving Content -- Update 03: Curiosity Wakes: https://www.savingcontent.com/2026/03/19/update-03-curiosity-wakes-is-out-now-for-the-last-caretaker/ - Saving Content -- Update 01: Last Humans: https://www.savingcontent.com/2025/12/16/the-last-caretaker-receives-update-01-last-humans-today-for-channel37s-early-access-sci-fi-survival-crafting-game/ - Games Press -- Update 3.5 Shadow Drop: https://www.gamespress.com/The-Last-Caretaker-Shadow-Drops-Update-35-SHADOW-DROP - Games Press / GamesUnit / Chalgyr / DLH -- Update 01 roadmap-delivery release: https://www.gamespress.com/The-Last-Caretaker-Delivers-on-its-Roadmap-with-Update-01-Last-Humans , https://www.gamesunit.de/artikel/the-last-caretaker-delivers-on-its-roadmap-with-update-01-last-humans-222677.html , https://www.chalgyr.com/2026/01/news-the-last-caretaker-roadmap.html , https://www.dlh.net/en/news/87448/the-last-caretaker-delivers-on-its-roadmap.html - Pixel Judge -- Update 3.5 shadow drop: https://pixeljudge.com/news/the-last-caretaker-gets-a-sneaky-update/ - Yelzkizi -- Curiosity Wakes breakdown: https://yelzkizi.org/the-last-caretaker-curiosity-wakes-update-breakdown/ - Gematsu -- EA launch date announcement: https://www.gematsu.com/2025/10/the-last-caretaker-for-pc-launches-in-early-access-on-november-6 - Wccftech -- EA launch: https://wccftech.com/the-last-caretaker-out-now-early-access-on-pc/ - Wikipedia: https://en.wikipedia.org/wiki/The_Last_Caretaker

First-hand (this project) - C:/last-caretaker/docs/ref/shadow-install.md -- ShadowPC install inventory, 2026-08-24 (buildid 23962331, version string Early Access - 0.8.0.612251, UE 5.7.4, settings-key surface corroborating the music-cassette volume channel, head-bob setting, HDR and upscaler roster)