COLOCODE

BUILDINGS

Buildings & modules

Your colony is anchored by the Core and grown with stations placed on the map. Drones are assembled from modules. Here is what each structure and module does, its cost, and its stats.

STRUCTURES

The Core is placed when you settle; stations are queued with Place Build Plan and built by a drone. Each station drains Station charge every tick while it stands.

Core

AVAILABLE

The colony's brain and heart. It runs your Core node graph every tick (even while you are offline) and is the hub drones recharge, deposit, and build from.

BUILD COST

Placed when you settle

STATS

HP 10,000FOOTPRINT 3×3

WHY

If the Core dies, the colony is lost — defend it. Upgrade it through stages S1–S3 to raise its compute budget and unlock the Processor (S2) and Market (S3). It slowly decays (1 HP/tick) and is repaired with IRON.

Processor

UNLOCKS AT S2AVAILABLE

A refinery station that runs Process Resource and Combine Resources jobs on two parallel channels, off-loading that work from the Core.

BUILD COST

30 20 5

STATS

HP 600CHANNELS 2CHARGE / TICK ⚡5FOOTPRINT 3×3

WHY

Place it near your deposits to refine raw ore into goods and alloy at scale without tying up Core channels. Unlocks at Core stage 2.
$

Market

UNLOCKS AT S3AVAILABLE

A trade station that places buy and sell limit orders on the exchange shared by every player, using Core storage and colony credits.

BUILD COST

20 25 8 5

STATS

HP 500CHANNELS 1CHARGE / TICK ⚡5FOOTPRINT 3×3

WHY

Turns surplus goods into credits — and credits into scarce inputs — without a drone round-trip per trade. Unlocks at Core stage 3.

Depot

ROADMAP

A storage depot that extends the colony's resource capacity beyond the Core.

STATS

HP 400FOOTPRINT 3×3

WHY

Planned: lets you stockpile more raw and refined goods closer to where they're produced.

Pylon

ROADMAP

A power pylon that relays Station charge across the colony.

STATS

HP 300FOOTPRINT 3×3

WHY

Planned: extends the charge network so distant drones and stations stay powered.

Tower

ROADMAP

A defense tower with automated point-defense against raiders.

STATS

HP 700FOOTPRINT 3×3

WHY

Planned: a static defense that fires on hostiles without spending a drone.

DRONE MODULES

A drone is the sum of its modules — they set its HP, weight, speed, cargo, charge, and what it can do. More modules cost more charge and ticks to construct.

Engine

Speed +2. No engine ⇒ immobile.

Adds +2 speed. A drone with no engine cannot move at all.

EFFECTS

HP +50speed +2

WHY

Every drone that travels — miners, haulers, fighters — needs at least one. Add more to outrun a heavy loadout, since weight above speed slows each step.

Storage

Cargo capacity +50.

Adds +50 cargo capacity for mined ore and hauled goods.

EFFECTS

HP +50cargo +50

WHY

Lets a miner carry a full load back in one trip instead of shuttling. Stack a few on dedicated haulers.

Laser

Mine/repair range 2.

Enables mining deposits and repairing (25 HP) same-colony units and the Core at range 2.

EFFECTS

HP +50minerepair

WHY

The only way to extract raw resources, and to keep the colony patched up. A miner or a repair drone needs one.

Missile

50 dmg/module, range 10.

Enables ranged attack — each module launches one 50-damage missile at range 10.

EFFECTS

HP +50attack

WHY

Required to fight raiders. Fit several on a combat drone to fire parallel missiles.

Armor

+100 HP.

Pure survivability — +100 HP and nothing else.

EFFECTS

HP +100

WHY

Keeps fighters and exposed miners alive longer. The heaviest-HP module, but it adds weight with no speed.

Battery

Charge capacity +400.

Adds +400 charge capacity so a drone can act longer between recharges.

EFFECTS

HP +50charge +400

WHY

Useful for drones working far from the Station; a larger reserve means fewer trips back to recharge.