Reference Layouts

Base Design Gallery

Game Version: Hotfix 0.1.2 (Updated: Jan 17, 2026)

Reference layouts for factory builds, defensive strongholds, and efficient production setups. Each design is documented with exact building lists, power budgets, and efficiency notes based on in-game building data.

Curated reference layoutsEfficiency analysisBuilding data verified

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Browse curated reference layouts with verified building data to plan your next build

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Production Hub

7 designs

These designs were assembled by the Star Rupture Calculator team as reference layouts based on verified in-game building data. Building stats, power values, and cycle times are extracted from game files. Some layouts are inspired by strategies discussed in the Steam Community and Discord channels.

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Find the perfect base layout

Filter by build style, complexity, or focus area. All designs include footprint details and key benefits.

Starter Bases

Essential layouts for first 5 hours

Compact designs focusing on rapid setup and basic automation.

  • Survival Starter Setup

    9 buildings | 42 grid cells

  • Wind Power Foundation

    19 buildings | 68 grid cells

  • Chemical Generator Outpost

    11 buildings | 38 grid cells

  • Player Quarters Habitat

    18 buildings | 76 grid cells

  • Balanced Progression Base

    18 buildings | 64 grid cells

Production Hubs

Optimized manufacturing chains

Efficient layouts for material processing and crafting.

  • Ore Processing Hub

    31 buildings | 82% efficiency

  • Linear Fabrication Assembly

    37 buildings | 78% efficiency

  • Assembler Production Complex

    38 buildings | 85% efficiency

  • Compounder Synthesis Lab

    27 buildings | 88% efficiency

  • Corporation Export Hub

    35 buildings | 82% efficiency

  • Mega Press Manufacturing Line

    31 buildings | 77% efficiency

Defensive Setups

Fortified bases with protection layers

Designs emphasizing survival and threat mitigation.

  • Fortified Perimeter Base

    19 buildings | High defense

  • Defense Tower Stronghold

    25 buildings | Very High defense

  • Decoy-Layered Defense Grid

    16 buildings | High defense

  • Base Core Capacity Expansion

    8 buildings | Medium defense

Gallery

All Base Designs

Showing 23 designs. Click on any design to see full details and blueprints.

StarterIntermediateAdvanced
🏗️Survival Starter Setup
starter

Survival Starter Setup

Essential facilities for the first few hours. Focuses on survival basics: habitat protection, basic storage, and initial power generation. A minimal footprint design to get your first base operational on Arcadia-7.

🏗️ 9 buildings 📐 42 cells +0W
First hourLow resourcesSurvival essentialsCompact
🏗️Wind Power Foundation
starter

Wind Power Foundation

Leverage the Wind Turbine v.1 early advantage: at 200W output per turbine, two turbines support all mid-tier crafting machines simultaneously. This base is structured around stable power surplus to enable continuous production without energy bottlenecks.

🏗️ 19 buildings 📐 68 cells +365W
Wind powerPower surplusEarly automationStable
🏗️Ore Processing Hub
intermediate

Ore Processing Hub

A dedicated ore-to-material pipeline handling Titanium, Wolfram, Calcium, Helium, and Sulphur simultaneously. Smelters and Refineries run in parallel chains, eliminating the material bottleneck that commonly halts mid-game base expansion.

🏗️ 31 buildings 📐 148 cells +385W
Ore processingParallel chainsMaterial throughputRail logistics
🏗️Fortified Perimeter Base
intermediate

Fortified Perimeter Base

A multi-layered defensive layout designed for high-threat zones. Defense Turrets cover all approach vectors, the Base Core sits in the protected center, and the Habitat is positioned adjacent to the turret ammo supply chain. Built for survival when enemies regularly probe your base location.

🏗️ 19 buildings 📐 88 cells +280W
Defense focusedFull coverageAmmo supplyTurret ring
🏗️Assembler Production Complex
advanced

Assembler Production Complex

Three Assemblers (60W each, 8.3s cycle) operating in parallel to maximize intermediate component output. The Assembler requires 3 distinct input sockets and produces complex intermediate parts needed for advanced building blueprints and corporation reputation items.

🏗️ 38 buildings 📐 218 cells +3690W
Assembler focusedIntermediate partsParallel processingHigh output
🏗️Research & Data Point Farm
advanced

Research & Data Point Farm

A base built around the Molecular Binder — the automated research building that converts Value Materials into Research Points. Includes an Analyzing Station for manual Data Point generation from items, and a Corpo Terminal for spending accumulated points.

🏗️ 23 buildings 📐 132 cells +1015W
Research pointsData pointsCorporation progressionAutomation
🏗️Balanced Progression Base
starter

Balanced Progression Base

A well-rounded starter layout that covers all early-game needs in one compact footprint: power generation, ore processing, basic crafting, and a Habitat for respawn. Avoids the common mistake of building power or storage in isolation without accompanying production.

🏗️ 18 buildings 📐 64 cells +315W
Well-roundedAll essentialsNo bottleneckFirst 5 hours
🏗️Linear Fabrication Assembly
intermediate

Linear Fabrication Assembly

A straight-line production layout with dedicated input and output zones. Raw materials feed into Fabricators from one end, processed goods exit to Storage Depots at the other. The linear arrangement simplifies rail routing and makes capacity expansion straightforward.

🏗️ 37 buildings 📐 172 cells +290W
AutomationLinear flowScalableFabricator chain
🏗️Solar Farm Power Station
intermediate

Solar Farm Power Station

A power-generation focused outpost using Solar Generator v.2 (1000W each) to produce a substantial power surplus. Designed to feed power through Rail conductance to remote production bases, enabling you to place energy-hungry buildings far from generator infrastructure.

🏗️ 18 buildings 📐 76 cells +3985W
RenewableHigh outputPower exportSurplus generation
🏗️Chemical Generator Outpost
starter

Chemical Generator Outpost

Night-cycle reliable power using Chemical Generators (180W each) that do not depend on sunlight. Positioned as a secondary power source that maintains output during Fire Wave events when external infrastructure may be disrupted.

🏗️ 11 buildings 📐 38 cells +575W
Night reliableWeather resistantConsistent outputBackup power
🏗️Defense Tower Stronghold
advanced

Defense Tower Stronghold

An advanced defensive configuration using Defense Towers (Tier 2 turrets, 50W each) with Drone Rail resupply — no manual ammo loading required. The automated ammo supply chain allows the base to function as an unattended forward defensive position.

🏗️ 25 buildings 📐 102 cells +1780W
Automated defenseDrone resupplyTower networkHigh threat
🏗️Bulk Resource Depot
intermediate

Bulk Resource Depot

A centralized storage facility with separate bays for different resource categories. Storage Depot v.2 units handle ore overflow (1600 units/slot), Multistorage accepts mixed excess items, and Expandable Storage supports growing capacity needs. Built for mid-to-late game resource staging.

🏗️ 32 buildings 📐 204 cells +245W
High capacityOrganized baysResource stagingOverflow handling
🏗️Compounder Synthesis Lab
advanced

Compounder Synthesis Lab

Chemical synthesis base using Compounders (60W each, 4.2s cycle) — the fastest production cycle among all intermediate crafting machines. Two Compounders paired with a Refinery create a high-throughput chemical chain for corporation export goods.

🏗️ 27 buildings 📐 168 cells +1790W
Fast cycleChemical synthesisCompounderCorp exports
🏗️Corporation Export Hub
intermediate

Corporation Export Hub

An outpost dedicated to maximizing corporation reputation through high-volume item export. Multiple Orbital Cargo Launchers run export cycles simultaneously (33.3s each), and Fabricators produce exportable components in-base to reduce dependence on centralized crafting hubs.

🏗️ 35 buildings 📐 188 cells +500W
Corporation repExport focusedValue generationMulti-exporter
🏗️Mega Press Manufacturing Line
advanced

Mega Press Manufacturing Line

Built around the Mega Press — a high-speed stamping machine with a 4.2s cycle that processes intermediate parts. Ideal for bulk-producing metal components required for Tier 2 building blueprints. The Mega Press takes 4 input rail sockets, requiring careful input planning.

🏗️ 31 buildings 📐 164 cells +345W
Mega PressMetal stampingBlueprint componentsTier 2 parts
🏗️Constructorizer Advanced Hub
advanced

Constructorizer Advanced Hub

Two Constructorizers (BD_Factory, 80W each, 11.1s cycle) running in tandem to produce complex crafted items with 4 distinct input materials each. Despite its slower cycle, the Constructorizer handles the broadest recipe pool of any production building.

🏗️ 35 buildings 📐 232 cells +945W
ConstructorizerComplex recipesMulti-inputLate game
🏗️Teleporter Network Hub
advanced

Teleporter Network Hub

A fast-travel infrastructure base placing Teleporters (80W each) at strategic map locations. Since Teleporters require two paired units — one at source and one at destination — this design accounts for both ends of a traversal route between your mining outpost and main base.

🏗️ 11 buildings 📐 86 cells +1835W
Fast travelTeleporterMap traversalNetwork infrastructure
🏗️Long-Distance Cargo Outpost
intermediate

Long-Distance Cargo Outpost

A remote outpost using Cargo Dispatcher and Cargo Receiver pairs to move bulk resources across the map without player intervention. Each Cargo Dispatcher (40W) and Receiver (40W) pair operates independently, enabling automated logistics between distant bases.

🏗️ 19 buildings 📐 94 cells +35W
Cargo dispatchRemote logisticsAutomated transferLong range
🏗️Player Quarters Habitat
starter

Player Quarters Habitat

A Habitat-focused interior base with complete player utility modules: respawn point, equipment management, food processing, and recipe unlocking. Positioned as a forward operating post for players spending extended time away from the main base.

🏗️ 18 buildings 📐 76 cells +20W
Player comfortRespawn pointEquipment hubHabitat interior
🏗️Wind & Solar Hybrid Power Farm
advanced

Wind & Solar Hybrid Power Farm

A complementary power generation layout pairing Wind Turbine v.2 (2000W, always on) with Solar Generator v.2 (1000W, daytime). Total capacity reaches 4000W daytime, 2000W night — enough to run an entire late-game industrial complex with comfortable headroom.

🏗️ 16 buildings 📐 98 cells +5985W
Hybrid powerHigh capacityDay-night coverageLate game
🏗️Decoy-Layered Defense Grid
intermediate

Decoy-Layered Defense Grid

A defensive layout using Decoys strategically placed to intercept and redirect enemy AI pathing away from critical infrastructure. Decoys absorb initial enemy attention, drawing them into turret kill zones before they reach the Base Core or production buildings.

🏗️ 16 buildings 📐 72 cells +120W
Decoy tacticsEnemy redirectionTurret kill zonesAI manipulation
🏗️Base Core Capacity Expansion
intermediate

Base Core Capacity Expansion

A dedicated layout for maximizing Fire Wave protection through Base Core Amplifiers. Both Amplifier variants are included: v.1 (active, +50 capacity, 80W stability cost) and v.2 (passive, +20 capacity, 60W stability cost). Use this design when your base keeps hitting capacity limits during rupture events.

🏗️ 8 buildings 📐 44 cells +990W
Fire Wave protectionCapacity upgradeBase Core amplifierRupture survival
🏗️Rail Logistics Backbone
advanced

Rail Logistics Backbone

A layout focused entirely on logistics infrastructure: Rail v.3 main lines, Rail Modulator junctions, and Drone Stations. Designed as the transport layer connecting extraction outposts, processing hubs, and export stations across a large base complex.

🏗️ 51 buildings 📐 186 cells +300W
Rail networkLogistics hubDrone routingInter-base transport