Field reference · procedural crafting stationsbuild

Quasimorph Bench Atlas

Where the nine in-mission crafting stations actually spawn, how likely each mission is to hold one, and which friendly stations you can walk into and craft at. Every number below is read out of the shipped room binaries and config tables, not from play notes.

SOURCE resources.assets · GameData/BinaryPresetsMap.json + 4,987 room binaries ODDS Monte Carlo over the shipped draw rules, 12,000 missions per cell
01

The nine benches

118 recipes total · perk-gated rows shown in amber

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.

02

Benches you can count on

weight-1.000 draws — every roll produces 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.

Orbital Industrial
The stage-1 shuttle room is drawn from a pool of exactly one preset, and it holds a Workbench. Every orbit_Industrial mission — 12 stations — starts you next to one.
Orbital Spaceport
Both stage-1 shuttle presets hold a Fabricator. Every orbit_Spaceport mission — 12 stations — guarantees one, subject to its charge roll.
Mercury surface
One shuttle preset, holding a Workbench. Every Mercury-surface template (Military, Lab, Mine, Spaceport, Industrial) opens on it.
Ceres / Anna Herman surface
Both elevator presets hold a Fabricator and a Medical Machine. Every cerera_* mission has both in the stage-1 lift room — the richest guaranteed pair in the game, across 13 stations.
Mars surface
Three shuttle presets, one of which holds a Workbench and a Stove: a 1-in-3 opener rather than a guarantee.
Bramfaturas & Routers
Zero benches. All nine bramfatura folders are empty of crafting stations, and so is every ordinary RouterOrbital room — a Router's only Fabricator sits in one of its two cargoBlock objective presets, which only a Sabotage or Control contract places.
03

Odds by mission template

probability the mission contains at least one

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.

Rating
Show

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.

04

Friendly-station visits

fixed maps — no roll involved

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.

StationTypeOwner LocationBench on the station floorAlso 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.

05

What decides whether the bench is usable

06

What to carry

inputs ranked by how many recipes use them

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.

Universal
Plastic (29 recipes), Rags (15), Armor Plate (12), Acid (12), Powder (12), Rusty Metal (11), Tin (10). Plastic and Rags alone cover a backpack, a vest, splints, bandages and medical glue.
Printer fodder
The Printer and Medical Printer take four identical parts and nothing else. Four Plastic, four Armor Plates, four Rusty Metal, four Ceramic Plates, four Rubber or four Acid each unlock a different possible output — so a stack of four of the cheap ones is what makes a Printer worth stopping for.
Grenades
Tin + 90mm Nails + Explosives makes a frag grenade at a Fabricator, or the handmade version at a Workbench. Tin + Explosives alone gives a high-explosive grenade. This is the best weight-to-value craft in the game's field list.
Batteries
20–30 rounds of any battery ammo. Two charges recovered on a dead Fabricator is worth more than the weight of anything else on this list.
Repair kits
A Fabricator turns junk parts into all five repair kits with no perk requirement: Pierce + Blunt Parts → melee, Rusty Metal + Armor Plate + 2 Springs → firearm, Rod + Coarse Parts → engineering, Rags + Plastic + Rusty Metal + Armor Plate → armor.
07

How these numbers were produced