Guides
Solarpunk Co-op Guide
Quick Answer
Solarpunk supports online co-op, but every group should test host save behavior, guest progress, shared storage, building ownership, airship use, and reloads before committing to a main base. Assign roles after the save test, not before.
Co-op can make Solarpunk faster or messier. The difference is whether players test the shared world first and split systems instead of duplicating the same chores. Start with a short test save, check host and guest behavior, then assign one owner each for energy, resources, crafting, base expansion, crops, animals, and airship travel.
Quick Answer
Test joining, saving, reloading, storage, building, crafting, crops, animals, and airship use before the group calls a world permanent. If the host owns most progress, protect the host save and keep rare upgrades out of guest-only experiments.
Current Status
| System | What works now | What to test in your world |
|---|---|---|
| Joining | Online co-op is part of the current Solarpunk pitch | Invite flow, rejoin behavior, and whether guests keep expected progress |
| Shared base | Bases, resources, storage, crops, automation, and airships all affect group work | Permissions, ownership, reload behavior, and rare-material safety |
| Platforms | Store pages help you choose where to buy | Cross-play, save movement, and platform-specific stability in your group |
Player Route
Start with a short shared world. Test joining, building, storage, crafting, travel, save, reload, and rejoin before the group declares a permanent base. Keep one shared priority list at the start of each session.
Decision Table
| Group size | Role split | Watch out for |
|---|---|---|
| 2 players | Energy/base and resources/exploration | Both chasing the same material |
| 3 players | Energy, gathering, crafting | Unclear upgrade spending |
| 4 players | Energy, resources, crafting, expansion | Storage chaos and duplicated work |
| Mixed platforms | Wait for confirmation | Online co-op is not cross-play proof |
Host, Save, And Progress Checks
Run this before choosing a forever base. The test should take one short session and use replaceable materials.
| Check | Host should see | Guest should confirm |
|---|---|---|
| Join and rejoin | Same world loads without a new invite problem | Character, inventory, and position behave predictably |
| Storage | Shared chest or storage rule is clear | Items placed by guest are still there after reload |
| Building | Host can place, move, or remove test objects | Guest permissions match what the group expects |
| Crafting | Station output survives reload | Guest-crafted item does not vanish or duplicate oddly |
| Crops or animals | Basic care loop persists | Guest actions remain visible to host |
| Airship | Boarding, travel, cargo, and docking are understandable | Guest can use or follow the agreed travel rule |
Role Split That Actually Helps
Do not give everyone the same job. Solarpunk pressures power, water, storage, resource trips, crops, crafting, and airship movement at the same time, so clear ownership prevents waste.
| Role | Owns | First rule |
|---|---|---|
| Energy keeper | Solar, wind, water, batteries, machine load | No new machines until power is stable |
| Resource runner | Starter materials, rare finds, storage lanes | First copies go into protected storage |
| Crafter | Stations, upgrades, tool checks | No rare craft without group agreement |
| Farmer | Crops, water, feed, animals | Test a small field before scaling |
| Airship pilot | Routes, cargo, docks, island trips | Empty cargo near storage before exploring again |
What To Verify In Your Save
Trust co-op advice only when host and guest behavior are tested separately. A full test covers joining, rejoining, inventory, storage, building, crafting, crops, animals if available, airship use, saving, reloading, and progress ownership. Mark every result by host and guest. If the game has cross-play, record exactly which platform combinations work rather than saying all platforms can play together.
Set co-op roles after the save test, not before it. If guests keep progress reliably, roles can be more flexible. If the host owns most progression, protect the host save and avoid splitting rare unlock actions. A smooth group needs one shared priority list, one storage rule, one energy owner, and a clear decision before spending scarce materials.
Common Mistakes
- Buying different platforms before cross-play is confirmed.
- Starting a permanent world before testing reload.
- Letting everyone spend rare resources freely.
- Assigning no one to energy.
- Building multiple scattered storage piles.
First Co-op Checks
Separate what the host sees from what guests keep. Test joining, building, gathering, storage, crafting, airship use, animal or crop care, saving, reloading, and rejoining. Mark every result by host and guest, because shared worlds often hide progress differences until the next session. After those basics are stable, use role templates for two, three, and four players so friends do not lose time to unclear ownership rules.
| Priority | Confirm first | Check later |
|---|---|---|
| Save | Host and guest persistence | Backup routine |
| Sharing | Storage, building, airship | Role templates |
| Platforms | Same-store joining | Cross-play notes |
When To Trust A Co-op Setup
Trust a co-op setup only after it survives a full cycle: host creates the world, guest joins, both players place and move a small item, shared storage persists, the airship rule is clear, everyone quits, and the same world reloads cleanly. If platform-to-platform joining is unclear, keep the group on the same platform until a direct test proves otherwise.
Next Pages to Open
Shared Base Rule
Agree on one spending rule before the first real co-op session: common materials can be used freely, unknown materials go into protected storage, and rare upgrade materials need a quick group decision. This keeps energy, airship, crafting, and automation progress from competing with each other. It also gives guests a clear way to help even before the exact upgrade path is known.
Sources
FAQ
How should a Solarpunk group start co-op?
Create a short test world first. Check joining, saving, storage, building, crafting, crops, airship use, quit, reload, and rejoin before choosing a permanent base.
Who should host a Solarpunk co-op world?
Use the player who can keep the world available and back it up. If guest progress behaves differently, protect the host save and avoid guest-only rare-material tests.
What roles help most in Solarpunk co-op?
Split energy, gathering, crafting, farming, storage, and airship travel. Do not let every player chase the same material while power or storage falls behind.
Can Solarpunk co-op use one shared base?
Yes, but agree on one storage rule first: common materials can move freely, unknown materials go into protected storage, and rare upgrades need a quick group decision.