Facilities

**Facilities** are the building blocks of your home site.

## About Facilities

Each facility will either allow you to produce needed supplies (items or resources) or provide other benefits such as allowing your survivors to recover from injuries, fatigue, or infection. Many facilities also have a maintenance/daily upkeep cost or require certain resources to fully function.

Every base has built-in facilities and empty facility slots. These empty slots can be used to build additional facilities, however the type of the slot (Large or Small, Indoor or Outdoor) determines what facilities can be built there. Some built-in facilities can also be cleared in case you want to build something else in its place.

The majority of the facilities can be upgraded, granting you access to a wider array of facility actions and passive effects. Some facilities will have knowledge requirements before they can be built or upgraded, and may also require these knowledge to keep the facility running and fully functional.

You can also install a Facility Mod into most of the facilities to improve their benefits or give them new ones. Some facilities must be upgraded before you could install a facility mod into them.

**Note:** The Materials cost of building and upgrading facilities will increase when playing on higher difficulties. The cost is determined by the **Community** slider. On the pages below the costs are described in the following format: Green / Standard / Dread / Nightmare / Lethal.

## Basic Facilities

These facilities are located in every base and can't be demolished.

 **Parking** |  | With the appropriate items, upgrade parked cars. We can also quickly grab vehicle supplies from our stockpiles here.

## Crafting & Building Facilities

These facilities are your primary means for crafting and keeping your community, base, and equipment ready for action.

 **Kitchen** |  | **Craft Stamina Items, Produce Food**
 **Staging Area** |  | **Speed Up Build Times**
 **Forge** |  | **Craft Melee Weapons, Materials, Parts**
 **Auto Shop** |  | **Craft Vehicle Upgrades, Craft Toolkits at a Discount**
Vehicle upgrades transform most vehicles into badass apocalypse-ready versions of themselves, each with unique strengths. Crafts toolkits and advanced toolkits. Features bulk crafting capabilities, allowing us to create three of either toolkit for the parts cost of two. Passively improves fuel efficiency. Can spend parts to temporarily boost vehicle durability, or to reduce vehicle noise so that fewer zeds hear us driving.

## Health & Sleep Facilities

These facilities are required for keeping your survivors healthy and well rested when they're not out scouting, scavenging or killing zombies.

 **Infirmary** |  | **Treat Blood Plague, Restore Health**

## Resource Production Facilities

These facilities allow you to grow and produce essential resources your community needs.

Needs water and power to function.

## Morale & Training Facilities

These facilities will help you to build up morale or help your survivors to improve their skills faster.

 **Shooting Range** |  | **Train Shooting, +20 Stamina**
Different ways to use available labor to boost morale.

## Defense & Utility Facilities

These facilities can help you to keep your survivors safe and improve the quality of their life.

 **Rain Collector** |  | **Provides Base-Wide Water**
 **Generator** |  | **Provides Base-Wide Power**
 **Solar Array** |  | **Provides Free, Silent Base-Wide Power**
 **Haven Device** |  | **One Big Siege, AI Assisted Sieges**
We install CLEO, after helping Izzbee and Dr. Hoffman in Trumbull Valley, in a high-intensity transmitter to assist with zombie sieges.

## Leader Projects

Leader Projects are only available when your community has a Leader. Each Leader Type unlocks one of them. Once they're built, they can still be used if the leader gets demoted or killed.

 **Sniper Tower** |  | **Radio Unlock: Sniper Cover**
 **Field Hospital** |  | **Heal All Injuries And Sickness**
 **Trade Depot** |  | **Summons Traders, Free Influence**
Summon any trader you want over the radio.

## Daybreak Facilities

These facilities can only be built after unlocking them in Daybreak. Some of these facilities are superior versions of existing facilities while others are new and unique ones providing facility actions and passive benefits that only these facilities can offer.

 **Red Talon Workshop** |  | **Workshop 3 + Free Passive Repairs**
 **Red Talon Watchtower** |  | **3 Armed Guards, -6 Threat**
 **Officer Quarters** |  | **Two Beds, Morale Boost, Efficiency Gains**
 **CLEO Relay** |  | **Summon CLEO Drops**
This kit-bashed satellite relay lets you request a delivery of high-tech gear from the CLEO system of drones. The signal also draws lots of zombies to your base. The CLEO Core required for this facility is a special reward unlocked by playing Daybreak. Survive zombie attacks in that game mode to unlock better and better rewards.

## Unique Facilities - Campaign

Each Home Site has something unique; not just in appearance and layout, but in terms of built-ins. The facilities listed below are only available in certain bases.

## Unique Facilities - Heartland

The facilities listed below are only available in the Jurassic Junction base when playing Heartland.