Guides
Solarpunk Database: Items, Power, Seeds, Airships
Quick Answer
Use the Solarpunk database finder when you remember a name but not the system it belongs to. Search power, airship, seed, crop, platform, building, animal, or resource rows, save the row that blocks your next session, then open the focused guide for that system.
Database Finder
Search Solarpunk Items, Power, Seeds, Airships, And Platforms
Pick a category or a player question and open the row that matches today's blocker. Confirm live values before spending rare materials.finder entries
Use for safer planning now
Confirm before rare spending
Useful for island and base choices
Choose a quick question or search by item, system, route, platform, or risk.
Plan install, first-save checks, and co-op setup around launch day.
- Do nextUse this as a starting constraint, then open the focused guide.
- Best forLaunch timing
- TypeRelease
- WatchCheck your own regional store for exact unlock time and download details.
- CheckStore time, version, download size
Use PC if you want the safest first route for mouse, keyboard, and quick testing.
- Do nextCheck store features, save behavior, and co-op comfort on that platform.
- Best forControls, building, early data checks
- TypePlatform
- WatchSteam Deck comfort still needs a live-build test.
- PlatformPC
Use Xbox when Game Pass or Play Anywhere changes the buying route.
- Do nextCheck store features, save behavior, and co-op comfort on that platform.
- Best forGame Pass, console play, cross-device checks
- TypePlatform
- WatchTest host, join, storage, and reload before a permanent shared world.
- PlatformXbox Series X|S
Use PS5 if you want console-first building with a local store listing.
- Do nextCheck store features, save behavior, and co-op comfort on that platform.
- Best forConsole setup
- TypePlatform
- WatchCheck online requirements and controller comfort before a co-op save.
- PlatformPS5
Use Switch 2 only after checking handheld readability and performance.
- Do nextCheck store features, save behavior, and co-op comfort on that platform.
- Best forHandheld play
- TypePlatform
- WatchLong build sessions need a live readability and frame-rate check.
- PlatformNintendo Switch 2
Run a throwaway shared world before choosing the main host.
- Do nextUse this as a starting constraint, then open the focused guide.
- Best forFriend groups
- TypeMode
- WatchHost ownership, storage, cargo, and reload behavior need live checks.
- CheckHost, join, build, store, quit, reload
Prioritize base reliability over combat prep.
- Do nextUse this as a starting constraint, then open the focused guide.
- Best forNew players
- TypeCore loop
- WatchExact tutorial order and unlock costs still come from the live build.
Use as the first daytime power lane, then pair with batteries before adding machines.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forStarter daytime power
- TypeGenerator
- WatchWeather and night behavior must be checked in your build.
- MaterialsWood, glass, iron are reported as likely inputs
- UnlockBasic Energy reported
- PowerGeneration depends on sunlight and weather
- CheckClear weather, cloudy weather, night, reload
Use as a backup when solar drops or when a base sits high on an island.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forWeather backup and night coverage
- TypeGenerator
- WatchDo not assume altitude math until the live build proves it.
- MaterialsWood planks, iron, cloth are reported as possible inputs
- UnlockWind Power reported
- PowerReported as steady generation with weather influence
- CheckAltitude, storm, night, battery charge
Use when a base route sits near water and needs steadier generation.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forWater-adjacent bases
- TypeGenerator
- WatchPlacement, flow, and unlock rules are not final until checked.
- PowerReported as steady power near water features
- CheckPlacement, output, battery behavior
Place before adding a larger farm, workshop, or co-op workload.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forWeather gaps and night coverage
- TypeStorage
- WatchCapacity and discharge rates should be checked before scaling.
- MaterialsIron and cloth are reported as likely inputs
- PowerStores surplus energy
- CheckCharge rate, discharge, reload
Check range before spreading machines across multiple platforms.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forBase layout and remote stations
- TypeDelivery
- WatchRange and failure behavior need a small build test.
- PowerDelivery range unknown
- CheckRange, blocked line, reload
Use after a small crop test proves water demand.
- Do nextPair generation with storage before adding machines or farm devices.
- Best forSmall farm automation
- TypeFarm device
- WatchDo not build a giant farm around untested coverage values.
- MaterialsIron, cloth, planks reported
- UnlockAuto-Farming reported
- PowerReported low draw
- CheckCoverage, water source, power draw
Use after power and storage are stable.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forPassive ore and stone routes
- TypeAutomation
- WatchCheck node rules and storage output before relying on it.
- MaterialsIron, cloth, battery reported
- UnlockAuto-Collection or Automated Mining reported
- CheckNode placement, output, storage
Use to reduce repeated chest-to-station hauling once storage labels are stable.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forBase logistics
- TypeAutomation
- WatchDo not trust long-route logistics until range and transfer rules are checked.
- MaterialsIron, cloth, batteries, solar panel reported
- UnlockDrone Tech reported
- RouteIntra-base logistics
- CheckRange, storage, priority, reload
Use for wood and demolition checks during the first save.
- Do nextConfirm station, inputs, and unlock route before batching.
- Best forEarly gathering
- TypeStarter tool
- WatchConfirm exact material count before spending scarce stone.
- MaterialsBranch and stone reported
- UnlockStarter or Basic Tools reported
- CheckRecipe, durability, repair
Use for stone, ore, sand, and early route checks.
- Do nextConfirm station, inputs, and unlock route before batching.
- Best forMining routes
- TypeStarter tool
- WatchCheck which deposits it can actually mine.
- MaterialsBranch and stone reported
- UnlockStarter or Basic Tools reported
- CheckDeposit gates, durability, repair
Use before scaling crop beds or layout work.
- Do nextConfirm station, inputs, and unlock route before batching.
- Best forFarming setup
- TypeStarter tool
- WatchCheck exact terrain and farm actions in the live build.
- MaterialsBranch and stone reported
- CheckTilling, flattening, terrain behavior
Use for a small base test before expanding platforms.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forBase placement
- TypeBuild tool
- WatchCheck rotate, demolish, refund, and co-op edit permissions.
- MaterialsBranch and stone reported
- CheckPlace, rotate, demolish, refund
Use to test manual watering before automation.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forEarly water loop
- TypeWater tool
- WatchCapacity and refill behavior need launch checks.
- MaterialsWood reported
- CheckCapacity, refill, crop use
Keep a working stack for structures, storage, and early devices.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forEarly construction
- TypeProcessed material
- WatchCheck output per log before deciding how much wood to process.
- MaterialsLog input reported
- CheckWorkbench, output count, storage
Protect early cloth until you know whether it blocks research or airship parts.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forResearch, airship, farm automation
- TypeProcessed material
- WatchCheck whether cotton is the only early input.
- MaterialsCotton reported
- CheckInput source, station, priority crafts
Reserve early ingots for power and airship gates until recipes are clear.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forMid-game device gates
- TypeProcessed material
- WatchSmelting ratio and furnace unlock need live checks.
- MaterialsIron ore reported
- UnlockSmelting reported
- CheckFurnace, ratio, priority
Save early glass for power before decoration.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forSolar panels and greenhouse checks
- TypeProcessed material
- WatchCheck sand source and smelting ratio.
- MaterialsSand reported
- UnlockSmelting reported
- CheckSand route, furnace, solar recipe
Protect first copies until the upgrade screen proves a spend.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forAdvanced upgrades
- TypeRare material
- WatchDo not treat rare island materials as surplus before launch checks.
- RouteCrystal island reported
- CheckIsland route, respawn, upgrade use
Build early and keep storage nearby.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forStarter processing and tools
- TypeStation
- WatchCheck whether it needs power or adjacency in your build.
- MaterialsLogs reported
- PowerNone reported
- CheckRecipe, station range, storage
Prioritize when it unlocks power, farming, automation, or airship routes.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forTech progression
- TypeStation
- WatchResearch costs and timings need live checks.
- MaterialsPlanks and cloth reported
- UnlockBasic Farming or early tech reported
- CheckCost, time, unlock order
Use when iron, glass, and advanced device recipes appear.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forIron and glass routes
- TypeStation
- WatchCheck fuel or power requirements before bulk smelting.
- UnlockOre Smelting reported
- CheckFuel, power, ratio, output
Separate protected materials, working stock, food, seeds, and airship parts.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forEvery early base
- TypeStorage
- WatchCheck slots and co-op access rules.
- MaterialsPlanks and rope reported
- CheckSlots, labels, co-op access
Use before large crop or animal loops if rain behavior is reliable.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forStarter water backup
- TypeWater
- WatchWeather frequency and storage capacity need live checks.
- MaterialsPlanks and cloth reported
- UnlockRainwater Collection reported
- CheckRain rate, capacity, bucket use
Build only after the base has power, iron, and safe return storage.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forFirst island scouting
- TypeBuilding
- WatchCheck edge placement, power draw, and material cost.
- MaterialsConcrete, iron, solar panel reported
- UnlockAirship Technology reported
- PowerLow draw reported
- CheckPlacement, cost, power, reload
Use to identify the first material bottleneck for the vehicle.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forAirship construction
- TypePart
- WatchCheck whether frame is a craft, subpart, or build step.
- MaterialsWood reported
- CheckCraft step, station, count
Protect cloth until the airship path is clear.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forAirship construction
- TypePart
- WatchConfirm cloth demand before turning cotton into other crafts.
- MaterialsCloth reported
- CheckMaterial count, station, unlock
Check whether iron, batteries, or advanced components block launch.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forVehicle completion
- TypePart
- WatchDo not spend batteries elsewhere until the engine recipe is visible.
- MaterialsIron and battery inputs reported
- CheckRecipe, power, fuel, station
Check after the first basic airship route proves travel demand.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forRange and weather planning
- TypePart
- WatchTreat range bonuses as unverified until tested.
- MaterialsSolar panel or crystal reported
- PowerSolar-assisted travel reported
- CheckRange, weather, route distance
Pick cargo before speed when repeated trips are the bottleneck.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forResource hauling
- TypeUpgrade
- WatchCheck slots, stacks, and reload behavior before rare-material runs.
- MaterialsWood, iron, reinforced parts reported
- RouteRepeat island runs
- CheckCapacity, stack rules, save reload
Choose if cloudy or long routes are your actual limit.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forRange support
- TypeUpgrade
- WatchReported bonus values need live route testing.
- MaterialsCrystal and solar panel reported
- CheckRange change, weather, material cost
Choose when resource trips fill the hold before the route is done.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forCargo capacity
- TypeUpgrade
- WatchCheck whether this changes cargo, durability, or both.
- MaterialsAdvanced cloth and iron reported
- CheckCapacity, route value, material cost
Use only after the normal airship route proves multi-island hauling matters.
- Do nextCheck dock, cargo, and island route rules before a long trip.
- Best forLate resource loops
- TypeVehicle
- WatchTreat as late-route planning until the live tech tree confirms it.
- UnlockLate game tech reported
- CheckTech gate, capacity, route cost
Use as a first small plot or wild-food check.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forEarly food and thirst coverage
- TypeCrop
- WatchGrowth and yield values need live confirmation.
- RouteWild bushes and planting reported
- CheckSeed source, water, growth, yield
Save first harvest until bread, feed, and flour uses are checked.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forFood and animal feed
- TypeCrop
- WatchDo not plant huge wheat fields before water demand is clear.
- RouteStarter or planting seeds reported
- CheckWater, growth, feed, recipe
Protect first harvest because cloth may block research and airship parts.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forCrafting and airship prep
- TypeCrop
- WatchCheck whether cotton has food, craft, or quest uses before selling.
- CheckSeed source, water, cloth recipe
Save rare seeds until recipe, decor, oil, or fuel uses are known.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forRare seed checks
- TypeSeed
- WatchMerchant prices and stock limits are unverified.
- RouteDesert or merchant route reported
- CheckSeed source, stock, growth, use
Check whether it is food, seed, recipe, or trade material before processing.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forDesert route food
- TypeCrop
- WatchExact harvest and seed behavior need live checks.
- RouteDesert island reported
- CheckHarvest, seed, water, use
Keep first samples for lighting, fuel, or advanced craft checks.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forRare crop testing
- TypeRare crop
- WatchDo not sell rare crops before testing recipe screens.
- RouteCrystal island chests reported
- CheckSeed source, growth, crafting use
Check stamina and drink uses before ranking it as a money crop.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forStamina or drink route
- TypeCrop
- WatchGrowth time and output need live checks.
- RouteMid forest island chests reported
- CheckSeed source, growth, drink use
Buy or save only after you know whether it supports power, decor, or crafting.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forRare seed route
- TypeRare seed
- WatchStock, price, and use need launch checks.
- RouteRare merchant stock reported
- CheckStock, use, growth
Use after small crop beds prove which crops deserve protected growth.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forStable crop loops
- TypeFarm building
- WatchCheck season/weather behavior before investing glass.
- MaterialsGlass and planks reported
- CheckRecipe, weather effect, crop limits
Use only after seed storage and crop choices are stable.
- Do nextPlant a small test patch and keep rare seeds out of early cooking.
- Best forRepeat crop loops
- TypeFarm device
- WatchCheck seed priority so rare seeds are not planted accidentally.
- UnlockMid-game tech reported
- CheckSeed priority, storage, power
Use as the first animal check if eggs, pests, or feed loops appear early.
- Do nextCheck feed, care, storage, and co-op rules before scaling.
- Best forStarter animal loop
- TypeAnimal
- WatchOutputs, feed, and care timing need live checks.
- UnlockBasic Animal Care reported
- CheckFeed, output, shelter, reload
Check if wool supports cloth, beds, airship fabric, or trade.
- Do nextCheck feed, care, storage, and co-op rules before scaling.
- Best forCloth and feed planning
- TypeAnimal
- WatchOutput cycles and listed values need live checks.
- UnlockMid Animal Care reported
- CheckFeed, wool, milk, shelter
Check pig care early if truffles become a recipe or trade bottleneck.
- Do nextCheck feed, care, storage, and co-op rules before scaling.
- Best forSpecial output checks
- TypeAnimal
- WatchCare condition, truffle frequency, and use need live checks.
- CheckCare, output, truffle use
Check milk, climbing, or special route value before building extra pens.
- Do nextCheck feed, care, storage, and co-op rules before scaling.
- Best forMid animal loop
- TypeAnimal
- WatchAll output and care details need live checks.
- CheckUnlock, feed, output, pen
Build only after feed and water are ready.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forStarter animal housing
- TypeAnimal building
- WatchCheck material cost and animal capacity before scaling.
- MaterialsWood and cloth reported
- UnlockBasic Animal Care reported
- CheckCapacity, feed, reload
Use after crop waste exists and before fertilizer assumptions matter.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forSustainable farm loops
- TypeFarm building
- WatchCheck conversion time and output before storing spoiled goods.
- MaterialsPlanks and rope reported
- CheckInput, output, timer
Use only after you know which extras are actually safe to recycle.
- Do nextPlace it only when power, water, storage, or airship routing supports it.
- Best forLate cleanup
- TypeUtility
- WatchDo not recycle first-copy or unknown materials.
- MaterialsIron and glass reported
- UnlockWaste Cycling reported
- CheckInputs, reward, rare material safety
Use as the first route to build a starter resource checklist.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forEarly resource runs
- TypeRoute
- WatchExact island names and respawn behavior need live checks.
- RouteEarly forest route reported
- CheckNode names, respawn, airship route
Use when glass, solar panels, or rare seed checks block progress.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forGlass and seed routes
- TypeRoute
- WatchHeat, water, and travel requirements need live checks.
- RouteDesert route reported
- CheckAirship access, sand, seed source
Use when power, tools, or airship recipes need metal.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forOre and wind routes
- TypeRoute
- WatchExact tool gates and cargo needs need live checks.
- RouteMountain route reported
- CheckTool gate, cargo, respawn
Use only after the airship can return safely with rare cargo.
- Do nextProtect first copies until the source and repeat route are clear.
- Best forAdvanced power and rare seeds
- TypeRoute
- WatchProtect first copies until upgrade screens prove the spend.
- RouteCrystal route reported
- CheckRoute, cargo, rare material use
No matching Solarpunk row. Clear the search, switch category, or widen the status filter.
Use this Solarpunk database as the broad lookup board before you commit to a base, airship route, crop plan, platform choice, or power layout. Search the name you remember, save the row that affects your next session, then move to the focused guide once the question becomes practical: how to power it, where to build it, what crop to grow, or which platform to buy.
The database is strongest when it turns a vague item name into a route. It should not replace the focused pages for energy, airships, crops, base layout, or platforms; it should point you to the next page fast.
Quick Answer
Use the finder above as the Solarpunk hub database. Search a word like airship, seed, solar, or Game Pass, choose a category, then save the rows that affect your next session. Rows marked as needing a live check are still useful, but they should not decide rare material spending until your current build confirms the exact behavior.
Read Do next before treating any row as final. That line turns a store listing, route lead, crop name, power system, or airship part into the next safe player action: test, save, compare, build small, or open the focused guide.
Best Search Routes
| Player problem | Search or choose | Open next |
|---|---|---|
| I do not know what to build first | What should I build first? | Launch Checklist |
| My base may run out of power | solar, wind, water, battery | Power Finder |
| I need airship parts or route help | airship, cargo, dock, engine | Airship Finder |
| I found a seed or crop | seed, cotton, wheat, rare | Seeds and Crops Finder |
| My platform choice is not clear | PC, Xbox, PS5, Switch 2, Game Pass | Platforms |
| I need a starter base decision | base, island, storage, water | Best Base Location |
| I am playing with friends | co-op, host, guest, storage | Co-op Guide |
How To Read A Row
| Row field | What it tells you | How to use it |
|---|---|---|
| Status | Whether the row is confirmed, store-listed, reported, or needs a live check | Trust confirmed systems first, then test exact values |
| Best for | The player situation where the row helps most | Match the row to your current blocker |
| Watch | The risk that can waste materials or time | Slow down before spending rare goods |
| Check | The exact behavior to test in the live build | Use a short save before a permanent base |
Database First, Then Focused Tools
The database is the broad doorway. It is best when you remember a name or mechanic but do not know which guide to open. If the row becomes a real decision, switch to a focused page:
- Power Finder for solar, wind, water, batteries, wireless power, and powered farm devices.
- Airship Finder for docks, parts, upgrades, cargo, drones, and island route rules.
- Seeds and Crops Finder for food, feed, cotton, rare seeds, first harvests, and farm devices.
- Base Calculator when the question is power, water, storage, machines, or players.
Route Decisions From One Search
| Row type | Player decision | Focused page |
|---|---|---|
| Power system | Can this base run machines, storage, and farming without rebuilding? | Solarpunk energy |
| Airship part | Is this for travel, cargo, dock placement, or island access? | Solarpunk airship |
| Seed or crop | Should this be planted, saved, fed to animals, or used in crafting? | Solarpunk crops |
| Resource | Is it common gathering stock or first-copy material? | Solarpunk resource map |
| Platform row | Is this a purchase decision or a save/co-op decision? | Solarpunk platforms |
| Base row | Does the location help power, water, storage, and airship cargo? | Solarpunk best base location |
| Co-op row | Does host/guest progress change the route? | Solarpunk co-op |
What To Save
Save rows that would cost time or rare materials if you guessed wrong. Batteries, power links, airship parts, cargo upgrades, cotton, rare seeds, starter tools, platform notes, and shared-base rules all deserve a saved row before a long session. Common rows can stay searchable without becoming a permanent checklist.
| Save this | Why |
|---|---|
| First-copy materials | They may feed power, airship, crafting, or base upgrades |
| Power bottlenecks | A weak power plan can force a base rebuild |
| Airship route parts | Travel and cargo choices affect every island trip |
| Crop or seed rows | Wrong planting can waste early storage and water |
| Co-op storage rules | Shared worlds need one rule before rare goods move |
| Platform notes | Purchase, save, and co-op decisions depend on platform behavior |
Safe Current-Build Habit
Before treating any row as final, run one small test: build the item or system only if the menu shows the same requirement, save and reload, then check whether output, storage, route, or power behavior survives. That keeps the database useful without turning changing current-build details into risky instructions.
Next Pages To Open
- Solarpunk guide hub
- Solarpunk launch checklist
- Solarpunk energy
- Solarpunk airship
- Solarpunk crops
- Solarpunk platforms
Sources
FAQ
What can I search in the Solarpunk database?
Search platforms, power systems, airship parts, seed and crop rows, starter tools, buildings, animals, resources, and rows that need a live-build check.
Are exact Solarpunk recipes and values final?
No. Use exact recipes, growth times, yields, prices, and route limits only after the current build shows them.
What should I save in the database?
Save rows that block your next decision, such as batteries, cotton, airship engine parts, cargo upgrades, rare seeds, or platform checks.
Which Solarpunk guide should I open next?
Open energy for power, airship for travel and parts, crops for seeds and first harvests, calculator for base pressure, or checklist before a long save.