Every recipe consumes materials from the operative's own inventory — floor piles and corpses do not count — and one craft batch ends the turn. Four of the nine run on charges and arrive with a random 0–3 of them.
These come from single-preset role pools, so the draw has no alternative to pick. They are the only bench spawns in the game you can plan a loadout around before the map is generated.
orbit_Industrial mission — 12 stations — starts you next to one.orbit_Spaceport mission — 12 stations — guarantees one, subject to its charge roll.cerera_* mission has both in the stage-1 lift room — the richest guaranteed pair in the game, across 13 stations.RouterOrbital room — a Router's only Fabricator sits in one of its two cargoBlock objective presets, which only a Sabotage or Control contract places.Simulated against the shipped generator: stage count and rooms per floor from the difficulty rating, stage 1 from the first preset folder and later stages from the second, plus the arrival shuttle, the stage-1 shuttle room, and one lift room per connection — all with the real weight − 15 × timesUsed decay. Objective rooms are excluded because they depend on the contract type.
Reading it: “Any gear bench” excludes the Stove and Primitive Kitchen, which only cook. A 100.0% cell is a genuine guarantee from a single-preset pool, not a rounded 99.9. Higher ratings mean more floors and more rooms, so the odds only climb. Every station that uses each template is spelled out in the last column — Ctrl+F a station name to find the row that governs its missions.
A peaceful visit loads an authored world structure from GameData/Plans/Stations/, so what is on the map never varies. You arrive with the whole floor already explored, no hostiles, no loot budget, and leave through the shuttle. It costs 4 in-game hours, needs faction reputation of at least −35, and is blocked while the station has an active mission or is inside its 96-hour post-capture lock.
| Station | Type | Owner | Location | Bench on the station floor | Also in arrival |
|---|
The other 161 stations have no crafting station on their visit map at all. Ownership changes with capture; the map does not. The arrival column only matters if “skip arrival cutscenes” is off — with it on you land directly in the station hall, and taking the shuttle ends the visit rather than returning you. On all three stations with an arrival bench the same machine also stands in the hall, so nothing is actually lost.
Random.Range(0, maxEnergy + 1) on spawn with max 3, so each one independently has a 1-in-4 chance of arriving dead at 0 charges and averages 1.5 crafts. The Workbench, Primitive Workbench, Cartridge Press, Stove and Primitive Kitchen have no energy component and are unlimited.battery_basic_ammo, battery_crafted_ammo or dil_battery_ammo works, 10 rounds per charge, up to the cap of 3. Carrying 20–30 battery rounds turns every fabricator you find into 2–3 guaranteed crafts. Crafted battery ammo comes off a plain Workbench at glass + acid + wire per round.TurnOffOnDamage: the first hit that advances its destruction stage flips _isWorking to false for the rest of the raid, and nothing turns it back on. On fabricators the same event also zeroes the charges. Do not fight next to one, and keep explosives away._singleUniqueReceipt: on spawn they pick one recipe uniformly from their perk-free list and that is all they will ever make. A Cartridge Press is a 1-in-11 shot at the ammo type you wanted; a Printer is 1-in-16.small_expansive_ammo costs 3 Powder per round. Batch size is capped at the item's max stack, and the whole batch is one turn.IMedicalCraft and IScholarCraft ranks come from the merc you brought; without them those rows are simply absent from the panel.Ranked across all 118 recipes. The first block is what makes a found bench pay off regardless of which one it turns out to be.
GameData/RoomBinaries/**/*.bytes preset was parsed for its obstacle GUID list, and those GUIDs resolved through the descriptor registry in resources.assets to prefabs carrying a Workbench component. The one QuestWorkbench placement is excluded — it is scripted, not procedural.BinaryPresetsMap.json; draw counts follow MissionFactory.GenerateProceduralPlan and ExordiumDungeonGenerator. Stage 1 uses PresetFolders[0], later stages PresetFolders[1]. Every non-bramfatura template sets StartFromSpaceship, so spawn-point rooms never contribute a bench to a procedural mission.Random(MinRooms, MaxRooms + 1) from #mission_difficulty. On Unfair the #progression_difficulty override never applies, so the rating table is the real range from your first mission.RandomizeRoom's reuse decay, max(weight − 15 × timesUsed, 10), with the per-floor usage table shared across roles as the game shares it.