Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Some items I use the most from the workshop (off the top of my head)
1. BEAST analyzer. I am trying to complete the bestiary. It’s a ridiculous grind. I get bestiary points for analyzing different creatures. There’s also a bonus on the first attack after analyzing them.
2. Workshop ore finder
This is way better than the crafted one. The crafted one only tells you where a nearby repository is located. The workshop one you can specify what ore/resource you want to find. It has somewhat limited range, so you might have to wander a bit to find the node you’re looking for.
3. Exotic radar
The workshop exotic radar doesn’t need a power source and has a longer range than the crafted electric one. It also attracts more animals from farther away, but I don’t actually notice a big difference.
4. Improved environment suits
This is such a big QOL improvement. I haven’t been to Prometheus so I don’t have the best one, but the main one I wear on my characters is the one with 1 oxygen slot, 1 water slot, and 2 module slots.
5. 2 modules
I go with one speed improvement and one 6 slot inventory.
6. Pickaxe that reduces encumbrance by 50%.
Encumbrance is a complete non issue for me with this equipped.
7. Armors
I primarily use the Hunter armor for stealth and the composite armor for physical resistance, but there’s a mining armor I use when I want to max out mining, particularly exotics, and there’s a newer beast master armor I’ll sometimes wear when I want to give a big adjustment to my animals for combat. Not really all that necessary though.
8. Extractors for exotics
When I find an exotic mode I place an orbital exchange interface and call down 2 extractors. They require fuel containers from the workshop. The fuel containers can’t be sent back up. They’ll be deleted, but the extractors can be. I use the fire containers until they’re empty then I buy their replacements.
9. Strawberries
Several go to food recipes use strawberries. There’s a couple of XP boost foods I’ll use for characters I’m still leveling up. Strawberry jam and fruit muffins. Strawberry hard candy gives a 25% movement boost for about 3 1/2 minutes. I keep a stack of 50 on me.
There’s several good recipes with strawberries, but you have to import the seeds from the workshop and then grow them. Actually they’re also given as a reward for Simpl3 missions, but it’s completely random.
If I’m going to do missions the old way and not through open world there are a ton of workshop items that help. But it’s been a long time since I’ve done a mission that way.
I use the cow for milk cream and butter and the chicken for eggs for cakes (especially carrot cake).
There are probably some other ones. I want to unlock everything in the workshop eventually, but I’m a long way away from that currently.
I used to use the various backpacks, but I moved to a crafted electric portable icebox (I carry two of them to switch when the battery dies on the first one). As someone that loves the food part of the game, I find I can’t go without my iceboxes any more.
Oxygen cannister. One of the BEST things in the entire workshop. It will retain any oxygen it has in between missions. So it can be used across more then one mission sometimes on a single full charge.
A backpack. Just unlock the very first one, for the extra carrying spaces. Look at the rest if they help your playstyle.
The MXC knife does indeed have a ridiculous durability. BUT it counts as steel, so it can be used to butcher and skin even tier 2 animals, like a buffalo. Many of the workshop items are only meant to give you a quick boost in the very start of missions, until you can make better knives that are easy to repair. The MXC knife was a VERY good choice.
A ranged weapon. I am partial to bows. Don't forget to buy an arrow pack. Being able to quickly kill animals in early missions is huge. Get fur and leather to build a bedroll and crafting table. There are other weapons, like the crossbows and the pistol, but they have a bigger cost to unlock. Bow are low hanging fruit, easier to unlock and make.
An armor set. I recommend the 700 series, which has very very very good stealth, and ok-ish heat and cold insulation. It won't keep you from freezing in the arctic, but it's okay enough to be used solo in many simpler missions.
If you do a lot of base building, then the 400 armor set. And the backpack that increases resources you can carry. Both will be huge help in base building.
Modules- Patcher II for extra carrying spaces, and the other module that lets you run faster.
I'd start with this basic stuff first, before moving on to more expensive things in the workshop.
https://icarus.fandom.com/wiki/Category:Pickaxes
Inaris "Neves" Pickaxe
To preserve your workshop knife, destroy bones with your crafted Pickaxe or axe. Bones are a waste of durability. Also the perks for knife durability do apply to your workshop gear, just not the extra crafted item durability.
If you’re planning to base up and stay awhile, you’ll be making better stuff than what I’ve described soon enough.
I craft a bone knife and use that to destroy bones. The knife animation is faster than any of the others, and it's easy to repair when you're using it to destroy bones anyway. Given the number of wildlife I kill, maximizing bones is not really an issue.
In open world I use the taxidermy knife A LOT to maximize bestiary points, but I'll always use the bone knife to destroy the bones after looting the carcass.
A fun thing with the canteen/thermos. If you have an open world, you can fill it with whatever liquid you can make, then ship it up to orbit where it will be available. I have workshop thermoses filled with both hot coffee with cream and ice water, depending on what biome I'm heading to. It's a huge help in the arctic biome to preserve body heat.
When I was doing only missions, no open world, one issue I'd run into is gradually using up the oxygen/water in the workshop tanks/canteens, because I didn't want to bother to build the equipment to fill them up again. An open world base made that a non issue.
You don’t have to buy repair kits for workshop items. Send them up to orbit. Right click them. They’ll be repaired for 10 ren.
Then the advanced ore scanners very nice to have. If your doing missions, any knife is nice, i went for a slightly better one for the butcher yeild.
I tended to use bone javalins as early weapon of choice, but otherwise a crossbow would of been great.
And eventually, /any/ of the armour sets. They have defence comparable to anything short of composite and enough heat and cold protection to survive the desert/artic with a cold/hot drink. (outside of storms)
I personaly go for the mining set, it still sees use even with better crafted armour,; that +25% yield is very nice to have.
Sorry for all the info but I'm a details person, I don't know if you are or not so I tend to just give everything in case it helps you or maybe someone else too.
Then an envirosuit to get a slot for the water & a slot for the oxygen, that way it'll remove that annoyance of having to keep track of your water intake since it'll do it automatically once you put the O2 tank & Canteen in your suit.
Since you've already got the basic MXC Knife, I would research (but not make) the higher knives in the Workshop before you actually make a 2nd knife, since the higher you go the more durability it'll have. For starting out I'd treat the MXC Knife as others have said, just a basic to protect you & for skinning (you'll need the meat for food) till you're able to make a better one in game and unlock the higher Workshop knives.
After you focus on those 3, then then I would look at how you survive in your armor, if you're doing fine with blueprint made armor then I would focus on getting the Pickaxe and Axe below if you want to get the most out of the resources to have things go faster. After the Pickaxe & Axe, then I'd decide to do either a weapon or armor then.
However, it's personal preference so whatever you focus on after the Must Have's I mentioned make sure it's something you'll use regularly that'll be of benefit. If you can get by on blueprint made items, then put those items on the back burner & unlock the things that give you better bonuses or will be more helpful for your play style.
Either way, remember that you can't repair till you build an "Orbital Exchange Interface" to send your weapons up to repair (log out to Character Selection, Then choose your character, Choose Workshop, then right click to repair item) or repair with the "Repair Bench" (which requires electricity to repair workshop items) and a "Workshop Repair Kit Bundle" from the workshop.
For me my favorite workshop knife is "Shengong 'Sichou' Knife" because of the skin speed & yield, plus melee dmg if needed for close quarters combat until I'm able to move back & shoot with my bow. Durability is 50,000 but it goes faster than you think. To prolong the durability I would use another tool that you've made on world for gathering the bones after the initial combat or skinning. Gathering the bones takes at least 2 strikes so you'll be able to save that workshop knife durability that way. After you've built up enough currency to not have it matter about repair cost then just the knife exclusively for skinning & bone gathering.
My bow is "Larkwell Martinez Compound Bow" with stone arrows & stealth head shots for everyday combat. If I'm doing a boss or something tougher then I'll use some of the workshop arrows to do higher dmg (alongside a blueprint made gun if multiple targets). If I do use workshop arrows then I usually save up to unlock the higher tier arrows so that way there's less of a break chance so I can reuse them once I gather them from the corpse. This bow has 40,000 durability, so it lasts a good while.
My envirosuit is "Xigo 'Hark' S5 Envirosuit" because it has a combo of the previous envirosuits so it'll give me some physical resist, 2 suit modules (which modules I choose will depend on what I need), a slot for the oxygen tank and water canteen from the workshop, plus a tiny bit of reduction in perceived threat while stealthed which is how I get closer to try to do a 1-shot head kill. This doesn't have a durability bar so I haven't seen it get damaged.
Most who are new to the Workshop tend to get the MXC versions of the campfire, furnace, cot, & storage. I haven't found them too useful yet except in a few situations, so I'll explain about them below so you'll get an idea of how they are compared to the blueprint versions. The MXC Campfire acts like the T1 blueprint version cooking the same items. The MXC Furnace is about half the size of the T1 blueprint version so if you're starting in a very small base then it helps on space, but otherwise it still does the same ores as the T1 blueprint version. The MXC Cot gives 10 more coziness, 10 more sleep quality, & 200 more seconds of the "Well Rested" buff than the blueprint T1 version. The Crate gives 25 slots vs the 20 slots a T1 Medium Crate gives. So those 4 items are almost the same as the T1 blueprint versions.