How to Use Base Designs Gallery
Browse curated reference layouts with verified building data to plan your next build
Reference Layouts
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.
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.
Filters
Filter by build style, complexity, or focus area. All designs include footprint details and key benefits.
Starter Bases
Compact designs focusing on rapid setup and basic automation.
9 buildings | 42 grid cells
19 buildings | 68 grid cells
11 buildings | 38 grid cells
18 buildings | 76 grid cells
18 buildings | 64 grid cells
Production Hubs
Efficient layouts for material processing and crafting.
31 buildings | 82% efficiency
37 buildings | 78% efficiency
38 buildings | 85% efficiency
27 buildings | 88% efficiency
35 buildings | 82% efficiency
31 buildings | 77% efficiency
Defensive Setups
Designs emphasizing survival and threat mitigation.
19 buildings | High defense
25 buildings | Very High defense
16 buildings | High defense
8 buildings | Medium defense
Gallery
Showing 23 designs. Click on any design to see full details and blueprints.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.