Tips & Tricks

## Saving and Backup

* Remember to save at huts, tents, inns, and spaceships etc!
* Some save points restore more than just stamina. Houses, bunkers, the Sunset Haven inn, and Evo Magic Houses will also restore health. The hut in the Fish Village restores oxygen. Evo Magic Houses and any Magic Houses you create in the Vine Copse (not the original) let you choose whether to sleep during the day or night. The Divider Island hut automatically makes you sleep until night (but you can save at night). The Scavenger’s bunker restores health, stamina, and batteries. Building or planting more save points on islands that don’t have any will reduce travel time to the nearest resting place and allow you to exit out of and sync your game in a hurry. Hut blueprints can be found underground on the Ice Island or within the peak of The Heights, House Blueprints from the Mechanic, Magic House Seeds from the Vine Copse, and Evo Magic House Seeds from the Talon Copse. Keep in mind that houses and bunkers require power to restore health, Magic Houses and Evo Magic Houses have a planting cost of 1 Focus Gem, and houses or huts can’t be built underground.
* Manually import and export save files (.asav) in the title options menu. You can also duplicate a save by downloading it and uploading it in a new slot.
* Create an Aground Cloud account to sync your saves across all devices. You'll still need to manually sync on the title menu.
* If you want to delete a save file and leave the slot open, simply start a new game in that slot and then leave before completing the hut quest or saving in any other way. You can also open the developer console and type resetAll(), but be careful, as this will wipe all saves, achievements, and options.
* As of update 1.8.9, there are accessible buttons for exporting and deleting saves for each slot.

## Gameplay

* **Stamina** - Every step and action you take uses a little stamina. When you run out of stamina, it takes health instead. When you run out of health, you die. To keep this from happening, you either have to return to your hut to restore stamina, or carry food with you on longer trips. There are many kinds of stamina-restoring food, and you have to balance their weight and how much stamina they restore. Equipping a plant item such as a Plant Sword will constantly replenish your stamina during the daytime and negate the need to carry large amounts of stamina restoring food. On the magic path, there are 3 armor options that will recharge your stamina in the dark: Robes, Spirit Robes, and Draconian Armor. Spirit Robes replenish your stamina quickest, at +6 per second, but you will have to access the Spirit World to obtain them.
* **Overweight** - That little yellow bar next to the inventory icon on the bottom right shows how overweight you are (you can also see how much you're carrying in your inventory). The bar will flash if you are overweight, which has a stamina penalty. The more overweight you are, the more stamina (or health) every action takes, and it can go down fast if you're heavily burdened. Returning to the Storehouse to drop off items will keep you from going overweight, or getting a bigger backpack (or more food to overcome the stamina penalty) will let you go on longer trips.
* **Storehouse** - Speaking of the storehouse, the left and right arrow buttons in the Move All section between your inventory and the storehouse provide fast ways to transfer everything (except starred items) in the current category to or from the storehouse. The category selecting buttons are on the left.
* **Hotkeys** - In the inventory, you'll notice eight buttons on the left after you have the pickaxe (1 to 8 for keyboard, unless you changed the controls). These are your hotkeys. Select an item in the inventory, then hit one of the eight hotkeys to change that hotkey to that item, and then you can use that item at any time when the inventory is closed by hitting that key. They will only appear outside of your inventory if you have an item mapped to them. Some vehicles will automatically override your hotkey 8 while riding in them if they have another attack.
* **Equipment** - When you are next to an enemy, hitting the action key will automatically attack them with the most powerful weapon. However, you can also select a weapon in your inventory to equip it. When equipped, hitting the action key at any time will use it. This is useful so you don't accidentally talk to NPCs or use structures while fighting boars, and also is a way to attack with a weapon that's not automatically chosen. It's also one of the only ways to fire ranged weapons (the other way being using the ammo, except with ammo-less ones, often bound to a hotkey).
* **Critical Hits** - If you hit an enemy from behind, you are guaranteed a critical hit. This doubles the damage, and can help you punch through heavily armored enemies that weaker weapons don't even hurt. If you're still getting the dreaded "blocked" message, that means the enemy is too strong for you, and you should either run or boost your attack with potions.
* **Enchanted Weapons/ Projectiles** - If you hit a magic enemy (one with an element) from the front with an elemental weapon or projectile it is vulnerable to, the damage will be doubled (after subtracting for defense). A critical hit with this method will score triple damage. Keep in mind that the double or triple damage is based off the base attack *minus* the enemy’s defense.
* **Potions** - Not particularly a trick, but potions are pretty amazing, giving temporary or permanent boosts to your character. If you haven't figured out how to make potions, you might want to explore around and solve some side quests! Even without potions, Red Berries can be used to temporarily increase your attack power, but be warned that they hurt you when you eat them! You'll see how long you have a boosted attack power left at the top of the screen with a time number under an icon of a sword.
* **Vehicles** - You can load and unload most vehicles directly from the storehouse, as long as they are close enough, by clicking on storehouse button at the bottom of the inventory screen in the vehicle's manage cargo screen. You can load cargo into the warehouse in Sunset Haven in the same way. The mining elevator works similarly when it is at the surface. Most vehicles need fuel, so be sure to pack a lot, in addition to some of whatever you need to repair it, in case you run into any enemies while traveling. You should also make sure to equip a weapon on your vehicle, if you can. Make sure to bring ammo for that weapon, if it needs it.
* **Screen Focus** - If your screen moves up and is not centered anymore, that's just a friendly reminder that your pickaxe broke! To fix this, just equip another pickaxe.
* **Net Capture** - The probability of capturing an enemy in a net is based on their level and health. Boars will almost always be caught, while wyrms will almost always break the net at full health. Damaging the enemy you want to capture before trying will greatly increase your chance. The best way to damage an enemy is using traps, but if you don't have them then try to hit the enemy from behind for a critical hit or use a strong weapon, like the Ancient Axe. Some enemies will always break weaker nets, and need higher capture to capture them. A net with higher capture also increases your chances of capturing enemies. You can also improve your capture skill, but this will not let you capture tougher enemies.
* **Health** - Dragonblood is great for restoring your health, and it restores Stamina too! Make sure to turn on the "Auto-eat health healing food" option in the settings, and whenever you are about to die, your character automatically eats the dragonblood and heals. The regenerating Wyrm Queen in the wyrm tunnels is a great source of dragonblood (2 per kill), as are the leeches in the leech maze (3 per kill), but barring access to them, you can hunt for leeches on the magic island. Turning on auto-eat health healing food will also auto-repair your vehicles.
* **Bosses**: There are currently 18 bosses in Aground: the Adult Dragon, the Golemech, the Mirrows, the Pirate Ships, the Cultivator, the Old One, the Wyrm Queen, the Storm, the Kraken, the Bomber, the Cruiser, Death, the Nursery Crab, the Final Boss, the Megolemech, the Chimera, Dice, and the Dishonored One
	+ The Dragon is probably the first boss that you will encounter. It can be defeated with a chainsaw, or steel gear and a kite shield, but you can hatch 5 baby dragons in the wyrm pen after talking to it to tame it without fighting. In general, though, killing it is preferable so long as you are able, as you will only need one baby dragon to obtain an adult dragon--and you also get the experience.
	+ The Golemech is weak against water and plant. Stay somewhat far away from it and attack from a range of from above. Use either a cyborg pack or a plant bag to fight it
	+ The Mirrows are easiest to fight with a ranged weapon or lots of mines. You will also want to bring a lot of health-healing food, such as dragonblood, and possibly a shadow cape. You can negotiate with them instead of fighting if you read all of the logs in the area directly beneath their area. You will need to bring them dragon armor to do this, however.
	+ The Cultivator is generally acknowledged as the easiest boss. It has only one attack that can hit you while you are in the air, so just fly above it with a dragon sword or other fire weapon. You can even have an elder or mecha dragon do the fighting as long as you can replenish their reserves easily.
	+ The Old One is one of the toughest bosses, however like the Mirrows, it is skippable. You should *NOT* skip it however, as this will cause The Alchemist to die. Fight it with a ranged weapon, or pet. Needless to say, you should also bring a lot of food. Remember that it can only be attacked when its shell opens, and even then only from the front. A revolver works well for this. Fire arrows deal plenty of damage per hit with help from burning too.
	+ The Wyrm Queen can only be attacked from the front as well, and only when she opens her mouth to spawn a wyrm. Make sure that you kill most of the wyrms before trying to attack her, because they might attack you from behind while you are attacking. However, once they're dead, the queen is quite easy to kill.
	+ The Hail Storm is located on the floating island above the place where you found The Cultivator. It is very powerful, and can only be damaged by a fire element weapon. It can also only be attacked while in its cloud form. However, after making an evo gem and giving The Sea Witch a revitalizing potion, you can give The Elder Dragon one as well. and he will kill it for you. Alternatively, you can modify an Elder Dragon with Horns in the Vine Copse, which will increase its attack to the point that it can easily kill the Hail Storm.
	+ The Kraken can be found underwater between The Heights and Sunset Haven, and it is easiest to fight with a sub. You must destroy the tentacles, which will grow back, to shoot at the head. However, you can also use a spirit bow, because its projectiles pass through and damage all of the tentacle segments and the head. The only downside to this strategy is that you will take the spirit bow's damage recoil for every piece of tentacle hit.
	+ The Bomber is the first boss that appears in space. It appears during both waves of the Bombardment, and the bombs that it drops will destroy objects and structures on Sunset Haven and the Starting Island. There are four main ways to defeat it. The first way is to get a bunch of titanium and use the Fighter Escort's beam weapon, making sure to use your shield and attack when its shield drops. The second way is to pack fire gems and steaks, and use the Dragonships heavy cannon, still remembering shields. The third, and best way, is to board it and kill the alien crew inside. You will then be able to loot the cargo hold, which has many treasures. It will stop moving and attacking as soon as you kill all of the crew, allowing you to destroy it easily, or take it over if you have a Book of Translation. You can also have The Mirrows kill it for you, but similarly to The Old One, this will result in them dying. They will only kill the one in the first wave.
	+ The Cruiser is potentially the most powerful boss in the entire game. There is one above the Alien HQ, and another during the second wave of the bombardment. It is easily defeatable if you have your own Cruiser, but this will take a lot of fuel. You can also board it and kill the crew and the Dragomech inside, allowing you to loot it and take it over. If you are going on the science path, the best way is still boarding it, and due to its large size, you can deploy an Exo Fighter or an Exo Mech inside to make the fight much easier.
	+ Death is extremely powerful, but quite simple to kill if one is prepared. It is at the bottom floor of Death's Door, and there are very few ways to avoid its attacks, which are quite deadly, dealing 50 damage and ignoring defense. Furthermore, it has no element and can only be damaged by spirit attacks. One way to kill it is to stand on the ladder and wait until it's at the end of its patrol, and then shoot it many times with a Spirit Bow, retreating up the ladder out of reach when it turns toward you. If using this strategy, you should bring a lot of health-healing food, because both the bow and the ladder will damage you. Unlike most other bosses, Death should *not* actually be killed outright, but rather brought very low on HP and then captured within an Evo Spirit Gem in order to obtain a Death Scythe.
	+ The Nursery Crab is found in the Alien HQ's hatchery. It is for the most part like a tougher Kraken, except for the spikes that it shoots. You should first defeat the hatchlings and the cocoons before trying to take it on, as they will hamper you while you fight. You can also use a spirit bow or another weapon whose projectiles pass through tiles and hide behind a block. You don't actually have to fight it, and there is no benefit to doing so, but it may affect things later, in the postgame.
	+ The Final Boss is probably the toughest boss in the game, with the potential exception of the Cruiser. Unlike all of the other bosses, it has two separate stages that you must defeat. Stage One has the boss in the center of a giant square, with tentacles coming out of the corners and orbs orbiting him. The orbs will launch homing attacks at you, so take them out first. Ignore the tentacles, and focus on the main part of the boss. However, you cannot just sit still, as he will launch blasts at you. Once you have defeated the first stage, a cutscene will play, and the second stage will start. Stage Two is much different. He starts out with only a homing orbs attack, and unlike the other stage, he moves around a lot. However, his homing orbs are much more powerful. After dealing 100 damage to him, he will gain an element and start using the effect of that element's tier 3 spellbook around him. He will change his element every 100 damage, and once he is low on health, he will start spawning elemental enemies, which are safe to ignore for the most part.
* **Enchanting** -Enchanting a weapon can make it more powerful and add an extra effect to it as well. You'll want to make sure that you enchant whichever weapon you use, if possible. The recipe for melee weapons is the same as for that type of sword, but switch out the sword for the weapon that you want. Ranged weapons cannot be enchanted, but their ammunition can, with the same recipe as for the arrows. Be careful though, as enchanting something will also give it an Element, so it will be less effective against certain things, but better against others.
* The Forge can be used to repair enchanted melee weapons, such as the Fire Sword and Drain Chainsaw. If the weapon combines a chainsaw, steel sword, or steel axe with a blood gem and a magical ingredient, then you can re-enchant the item with this recipe:
* In the Forge, combine a damaged weapon with the magical ingredients of the recipe used to create it *other than the blood gem.* A Drain weapon uses 1 Dragonblood, a Water weapon uses 1 Icy Fur and 1 Fire Tusk, and so on. The recipe will not be saved on the left, but you will get a fully repaired version of the damaged weapon as the end result on the right side of the screen.
* The Coral Sword, Earth Hammer, Mega Earth Axe, Earth Helm, and Mega Earth Helm can only be repaired by using the Book of Recovery; the Forge cannot fix them. This may be because they cannot be crafted in the Forge, so cannot be re-crafted there either.
* Some magical equipment can be repaired at the anvil as long as you provide the correct ingredient; the anvil will show all damaged equipment in your inventory or any storage unit it is placed next to, and the required ingredients to repair it. Like the Forge, the anvil only needs one of each type of magical ingredient to completely repair an item: The repair cost for items is:
	+ Dragon Sword: 1 Fire Gem
	+ Earth Armor: 1 Earth Gem
	+ Ice Shield: 1 Ice Gem
	+ Robes: 1 Shadow Fur
	+ Scale Mail: 1 Fish Scale
	+ Carapace Armor: 1 Blood Gem
* **Spaceships** - There are currently nine types of spaceship, and two types of mech: the Fighter Escort, the Drone Ship, the Mobile Lab, the Exo Fighter, the Dragonship, the Mecha Dragon Ship, the Dragon Fighter, the Dragon Bomber, and the Dragon Cruiser. The mechs are the Exo Mech and the Dragomech. Both types can go into space, but mechs cannot go between planets or systems. The Fighter Escort and the Dragonship are best for fighting, at least until you gain access to the better forms of Dragonship. All spaceships (except the Jumpship and Dragomech) have a forcefield which needs power/fuel/rations and makes the ship invulnerable, but unable to attack. Make sure to carry a lot of whatever your spaceship needs to regenerate health, as it will be automatically consumed in the same way food is. Spaceships that use Power Cores will use up power the longer you shield, but when you stop shielding the ship will recharge automatically. Other ships will use up fuel; either toggle the main menu settings to auto-eat food so your spaceship will consume fuel at low fuel/health, or use the equipment menu to refuel/repair your ship manually. Any spaceship with an interior can be parked at a Ship Dock, HQ Dragon Chamber, or the Dragon Ship Factory for automatic repairs once you exit your ship. Advanced dragon ships (from the Chamber), Dragomechs, and the Exo Fighter come pre-equipped with weapons that you can’t swap out for other options. Dragonship weapons, Exo Mech equipping, and the Shieldbreaker are destroyed on removal and you have to install replacements instead of equipping them. All spaceships and mechs will set the game scale to 2 when you mount/operate them.
	+ The Escort, however, regenerates its own power and can regenerate yours too. It also can equip the second most powerful weapon, the Antimatter Launcher, which requires Antimatter Missiles to fire.
	+ The Drone Ship is smaller and has less health compared to the Escort, but it has the advantage of being piloted remotely. It can equip the same weapons.
	+ The Mobile Lab has the most health and carrying capacity of any of the science path ships, but has no weapons. It can go underground and underwater, which none of the others can, except the mechs and the Exo Fighter, and comes equipped with many onboard facilities. It is more of a moving base than a fighting ship, even though it does ramming damage. The Mechanic, if on board, will repair any damage automatically with Titanium.
	+ The Exo Fighter is a late game ship, but is smaller and weaker than the Escort. It comes equipped with its own weapons, which only have an attack of 12. The advantages of the Exo Fighter are that it can go underwater and underground, has higher defense, and can be packed up. However, both it and the Exo Mech need Exo Matter to attack and Shield. The Exo Fighter also needs Chromium to repair its health. It has no interior.
	+ The Exo Mech is more powerful than the Exo Fighter, but it cannot go into space. It also needs to have its own weapons installed at the Exo Factory. The weapon options are either the Exo Mech Chainsaw or the Exo Mech Gun, which can’t be unequipped unless you replace them at the Factory. It can mine with mine 9 if it has the Exo Mech chainsaw equipped. It can shield itself if the Shield Generator is equipped. Mining, attacking, and shielding all use fuel; the only fuel the Exo Mech uses is Exotic Matter and 20 are required to fuel it completely. Health is repaired with Chromium. It can also be packed up. It has no interior.
	+ The advantage of The Dragonship is that its weapons do more damage on average than the Escort, and it has more health and carrying capacity.
	+ The Mecha Dragon Ship has as much carrying capacity as a Dragonship, and its Heavy Cannon weapon is stronger than a Plasma Cannon but weaker than Heavy Fire. It uses Power Cores to attack and shield, can be repaired with either Titanium or Blood Gems, and can be equipped with a Homing Blaster which can hit any nearby enemies. Although the Mecha Dragon Ship needs its own special weapons which must be crafted using the Forge and Advanced Lab together or bought from The Mirrows, it is “compatible” with any Dragon Ship lair or the Ship Dock where it can be parked for automatic repairs.
	+ The Dragon Fighter is smaller and weaker than the Dragonship, but it is much faster, and also has a homing orbs attack, used via hotkey 8. The homing orbs do 200 damage (minus the target’s defense), making them one of the strongest attacks in the game. It has no resting place and a low carrying capacity of only 1600.
	+ The Dragon Bomber is the second most powerful ship in the game, and has a lot of health, damage, and carrying capacity. However, unlike the other ships unlocked at the Dragon Chamber, it has no homing attack. Instead, it has a bomb attack, also used via hotkey 8, but be careful, as this can destroy structures and vehicles, and kill most NPCs.
	+ The Dragon Cruiser has the most health, damage, and carrying capacity of anything in the game. However, its main attack is still weaker than Antimatter Missiles, but its homing attack does the most damage of anything in the game. However, it has two main weaknesses. The first one is that in order to power such damaging attacks, it uses an astonishing amount of feed. The second weakness is that since the game does not work well with game scales above 2, it takes up a large portion of the screen, and you cannot see all of it.
	+ The Dragomech is somewhat like a Magic path equivalent to the Exo Mech, although cheaper to feed and with weaker defense. It also has mine 9, and like most other dragon ships, has a homing orbs attack. Dragomechs come pre-equipped with 3 attack options: melee, flame, and homing orbs. Homing and melee are slightly stronger than the Exo Mech Chainsaw and Exo Mech Gun. Like other dragon ships, it eats steak or coal and is repaired with Blood Gems. It can go underwater and underground, and can be packed up. It has no interior.

## Underwater

Swimming in Aground is a way to travel between islands, find treasure chests, and explore in smaller gaps than any vehicle can get into. There are disadvantages with entering or leaving the water if you don’t have flying equipment to surface and dive in anywhere on the surface or a mine 5 drill to create an underground entry to the sea, but even without either you can use swimming as a way to gather resources and discover new areas.

As you swim, your oxygen will deplete at -1 per second. Upgrading your oxygen capacity stat in the skill point allocation menu will allow you to stay underwater for longer without needing air. In most underwater locations across the Aground universe, the sandy seafloor has some giant sponges which produce air bubbles. Staying near the sponge will recharge your oxygen at +4 per second. O2 Generators can instantly restore oxygen completely, so long as they are connected to (or built next to) some kind of power source; blueprints can be bought from the Mirrows or printed on polymer paper in a Blueprint Printer.

Equipment with a high oxygen capacity still has to charge up in an environment with oxygen while equipped before you can go anywhere with no air. Equipping a Space Helm, Water Helm, or other equipment will not instantly give you oxygen if you are in the vacuum of space or on an airless planet. Spaceships have oxygen inside, so if you put on air items (or use a familiar modified with a Helium Sac at one of the copses) and wait for a while before exiting the ship, your oxygen meter will fill up completely.

Oxygen canisters can be made in the Advanced Lab or other highly advanced crafting stations using Titanium and Helium Sacs. They are eaten like food, allowing you to go longer without a full refill. Keep in mind that each one has a weight of 4.

Most equipment like melee weapons and shields can’t be used underwater; if you try to attack or block with your dominant hand or offhand key, you will get a message that says “You cannot do that while swimming.” One way to tell if you can use an item underwater is whether you see your character sprite holding it as you swim. The other is to check the item description; if the description doesn’t say “Can be used underwater”, then it can’t. Some examples of equipment that can be used while swimming are the Laser Sword, Book of Shielding, Automated Suit shield and gun, the Magic Wand, and Book of Vines. Fire spellbooks and melee weapons can’t be used underwater at all.

## Building

Structures can be built from either Blueprints or Magic Seeds; magical structures can be uprooted after you unlock the Vine Copse and planted anywhere else that the specific structure can be placed.

By building your own structures outside of quests, you can craft items and recharge your batteries without having to return to existing structures. Building storehouses on islands that don't have any will help you store items for selling, crafting, repairing, and building. If you already have a Storehouse, Bunker Depot, or Spirit Storehouse, you can store building materials there to create other structures. Full-size crafting structures can access the storehouse for ingredients wherever they are in (e.g. within an island).

You can build structures without dismounting from a vehicle if you are not connected to the nearest storehouse; just open your inventory, manage your own items, and then select and place the blueprint or seed.

Some magical structures have a placing cost in addition to the building cost; for example the Magic House and Evo Magic House require a focus gem, the Time Manipulator an Ice Gem, Spirit Storehouses a Spirit Gem, and Monoliths a Bone Shard. Bone Shards don't have to be in your inventory; you can access them from the nearest storehouse to plant a Monolith.

There are constraints on location when you build structures from Blueprints or magic seeds. Some also need electricity to craft items or restore your health. For example, a Vine Copse can only be planted on a wide enough area of fertile ground. Other structures don't have this rule, but there are limits on whether you can build underground or not.

Some structures cannot be built below ground; early-game examples include Huts, Kitchens, and Smelters. An unusual later example from the magic path is the HQ Dragon Chamber; because dragon ships have to be able to land in the lair, it can’t be built underground or it would be useless. You can only plant a Chamber on a wide area of flat ground, and in most locations where a big enough space exists there will be vegetation that you would be displacing. Fortunately, there are still options if you don’t want to do that. On Unoiks 428c you can plant a Chamber on the plateau of The Heights, which is just wide enough for the purpose, or in the desert of Sunset Haven.

Structures that can be built underground still need a large enough open space or you can't place them. You will get the message "You need to dig out a bigger area" with red tiles indicating where you should mine if you have the settings configured in the main menu. Power Plants, most structures grown from Magic Seeds, blueprints from the Bunker set, O2 Generators, and Electric Lamps are among the structures that can be built underground.

Space Station blueprints, including all Modules and the Ship Dock, have to be built in orbit. These blueprints require a large amount of crafting materials, but you can use a spaceship to carry the materials and access your own inventory to place the blueprints. Hover in front of where you want to build the module and just place the blueprint. Inside some modules like the Large Module there is room to build other structures like Bunker Depots and Teleportals, which will have power wherever they are built within the station. Ship Docks can only connect with structures to the right of them, and at least one side of the ship dock must be unobstructed by walkways or ladders so you can park your spaceship there.

## Placeables

Placeables are small, portable items that serve varied purposes including keeping out enemies or crafting items. The only placing cost any of them have is Power Cores, which can only be placed for 1 Hi-Tech Part.

Some placeables only affect the landscape and can't be used for anything else. Fences and Steel Fences will prevent mobs from approaching the cordoned area, although since underground enemies can move in all directions you will need multiple Steel Fences for the job. Cables can be placed on the ground, underground, or on Steel Ladders to connect power sources with any structures that need power to work. Steel Walkways, Grassy Walkways, and Steel Ladders can be placed in the air or on water to create more flat surfaces and connect platforms vertically; keep in mind that some vehicles like spaceships and boats can't pass through walkways, and if you build a walkway as an extension of a Dock you can't bring a boat there.

Crafting placeables serve as smaller versions of crafting structures; for example the Steel Workbench is a portable Workshop, and the Furnace is a portable Smelter. Other than the regular Workbench which can't work with steel bars, the placeables can craft anything their larger counterparts can. There is no portable version of the Dock or Forge, and Campfires have only the recipe for Steak. When carrying a crafting placeable, you have to watch where you stand depending on where you want to get the required items from; if you stand in front of a storage unit, you can automatically access the materials inside without needing to fill up your inventory. This also applies if you put the placeable next to or in front of a storage unit, so it can use the stored items. Using storehouses will help you keep your inventory weight low enough to move around and pick up more items.

Generators and Nuclear Generators can be turned off to conserve fuel when not in use. Keep in mind that placeable versions of fuel-using structures will have a smaller fuel capacity than the full-size structure. If you want to power a larger structure from a generator, you can place the generator next to or in front of the structure, or use Cables as an alternative. On Divider Island, the Warehouse and Advanced Lab are right next to one another, so a generator can be placed in at the spot they touch to refuel from the Warehouse while powering the Lab.

The Anvil, like other placeables, can only access items from a storehouse if you either stand in front of a storehouse when using it or place it in front of or next to one. If you place an anvil next to a Storehouse or Chest, you don't have to carry the anvil around with you all the time.