These are specific structures from Outpost 2, that are getting a huge overhaul on how they work. GORF: -> A facility that recycles 25% of the resources used up when creating a good, when a new good is consumed. -> Recycles various sources of Scrap, and turns it into usable resources. -> Can link a Robo-Hauler to the GORF, to have it act as a "garbage truck". Once linked, the Robo-Hauler will check a certain radius near the GORF for Scrap to haul back to it. Alternatively, you can order it to collect scrap in a selected area (drag mouse to create a boxed area) and then it will automatically collect scrap, return to the GORF and then head back to the scrap area until the entire area selected is searched. Terraformers = +25% more resources earned when recycling anything. Survivalists = 50% disaster resistance and can operate at red damage status. DIRT: -> A facility that automatically repairs damaged structures up to a maximum of 60% HP (Yellow Damage Status), which consumes resources to do the repairs. Repairs begin after 5 seconds, as long as it hasn't taken damage in those 5 seconds and stops, the moment the structure takes damage again; thus it cannot easily repair a structure that is under attack. -> However, DIRTs have a limited number of structures that it can service. If you lack sufficient numbers of DIRTs, the maximum % of HP that can automatically be repaired up to, goes down by 2% per structure over-capacity. A DIRT can service 10 large structures (ie a Residence) or 20 small structures (ie a Turret) or some combination of the two. -> So, if you had 3 DIRTs and 24 Large Structures and 20 Turrets, you'd be overcapacity by 6 large structures (effectively). Thus, your maximum repair up to limit would be 48% HP (60 - 12) -> DIRTs can only repair structures is they are active and not disabled. Terraformers = DIRTs can service 25% more structures before reaching over capacity (thus about +2.5 large structures) Survivalists = 50% disaster resistance and can operate at red damage status. Meteor Defense: -> Both factions have one. Have a low fire rate, between shots, so isn't super effective as a defensive weapon, but can be used as one. -> Used primarily to destroy incoming meteorites that would get too close to the settlement; eliminates the disaster and thus don't suffer a morale penalty. Large meteorites requires two Meteor Defenses to destroy, else it turns into a Small Meteor. -> Used by Terraformers to shoot down Survivalist's missiles heading their way, but requires two Meteor Defenses to take out 1 missile; much more effective to use the Mass Driver to destroy missiles. -> Used by Survivalists to shoot down Drones, but due to the low-fire rate of the Meteor Defense, a swarm of Drones might get through, but it will discourage small groups of Bomber Drones from attacking them. Terraformers = Can destroy Large Meteors in one shot. Survivalists = 50% disaster resistance and can operate at red damage status. Garage: -> Once a Garage is built, all vehicles gain access to a Repair button. Clicking the button, causes the vehicle to pathfind to the nearest garage and enter it. Once a vehicle is done being repaired, it leaves the Garage with full HP and Armor, and moves slightly away from it. -> However, you can also manually order a vehicle to a Garage. If you do so, then it will not automatically leave the Garage once it is repaired or you can send a healthy vehicle there to set a trap. -> If there are more than 1 vehicle in the garage, you can hit a button when you have the garage selected, to initiate an emergency purge. All military vehicles inside (civilian will stay inside), will quickly exit and move away from the garage, so that the next vehicle can get out swiftly as well. -> This should address the various issues with the Garage, without scrapping it entirely. Garages will have very high armor and HP, and thus make for a great place for civilian vehicles to hide and a great place to store some powerful military vehicles for an emergency. Terraformers = Vehicles can visit the Garage and get a free armor repair, without requiring resources. Survivalists = 50% disaster resistance and can operate at red damage status.