Machinefall has 51 building and strategic-structure entries, ranging from free construction support to late-game launch sites. The cost tables below list every structure, along with its health, maximum workers, storage capacity, unlock, and practical role.
For items and vehicles made inside these buildings, see the Units, Vehicles, and Equipment guide.
How Construction Works
Construction materials must reach the new site before work begins. A building with worker positions can assign its own worker once the materials arrive, and you can manually send other units to help. A nearby construction camp can assign up to four builders to construction and repair jobs within 30 spaces, making it especially useful for a dense expansion area.
Keep wood, stone, water, and scrap in a nearby storage building before placing several projects. Delivery time is often the real bottleneck: roads speed up movement, while depots, ports, and airfields only send a route vehicle after it can be fully loaded.
The construction camp and first aid station require no construction materials. A nuclear silo is different; it is discovered through radar rather than built by the player.
Complete Building Cost List
The Unlock column gives the technology that makes the structure available. Storage is total capacity, not the amount reserved for each resource. The refugee tent has a dynamic water cost, explained under placement rules.
Settlement and Essential Services
| Building | Cost | Health | Workers | Storage | Unlock | Purpose |
|---|---|---|---|---|---|---|
| Small storage | 4 wood | 500 | 4 | 500 | Small storage | Stores and distributes nearby resources. |
| Lumber camp | 1 wood | 150 | 1 | 20 | Lumber camp | Produces wood for a new settlement. |
| Well | 4 wood | 400 | 1 | 50 | Well | Provides an endless water supply. |
| Carpenter’s shop | 20 wood | 1,000 | 2 | 100 | Carpenter’s shop | Makes backpacks and wooden bats. |
| Marketplace | 4 wood | 400 | 4 | 100 | Marketplace | Supplies houses with water and food and collects rags. |
| Construction camp | No materials | 500 | 4 | 0 | Construction camp | Sends builders to construction and repair jobs within 30 spaces. |
| Field hospital | 15 wood; 15 rags | 3,000 | 2 | 300 | Medicine | Produces bandages and treats wounded soldiers. |
| First aid station | No materials | 400 | 1 | 20 | First aid station | Sends medics out with bandages to heal wounded soldiers. |
| Archery | 15 wood; 5 stones | 1,000 | 2 | 200 | Archery | Makes bows and quivers. |
| Barracks | 10 wood; 5 rags | 1,000 | 3 | 2,000 | Barracks | Equips units for melee combat. |
| Firing range | 10 wood; 5 rags | 1,000 | 3 | 2,000 | Firing range | Equips units for ranged combat and ammunition use. |
| Repair station | 4 wood | 500 | 0 | 0 | Repair station | Repairs ground and air vehicles. |
| City hall | 30 wood | 5,000 | 1 | 0 | City hall | Automates settlement construction and advancement. |
| Refugee camp | 10 wood; 10 water | 1,000 | 1 | 0 | Refugee camp | Supports refugee tents that each provide one worker. |
| Refugee tent | 3 x current house water cost + 1 water per nearby tent | 100 | 0 | 0 | Refugee camp | Adds one worker while its linked refugee camp survives. |
Resources and Production
| Building | Cost | Health | Workers | Storage | Unlock | Purpose |
|---|---|---|---|---|---|---|
| Lumberyard | 20 wood; 5 stones | 1,000 | 3 | 300 | Lumberyard | Produces and stores a larger supply of wood. |
| Quarry | 10 wood | 800 | 1 | 100 | Mines | Produces stone when built on a hillside. |
| Farm | 20 wood; 10 water | 1,000 | 2 | 200 | Agriculture | Turns watered fields into food on grassy land. |
| Field | 1 wood; 5 water | 100 | 0 | 0 | Agriculture | Consumes water to grow food near a farm. |
| Junkyard | 10 wood; 10 rags | 800 | 2 | 100 | Junkyard | Collects waste from waste dumps. |
| Waste plant | 10 wood; 20 rags; 10 waste | 3,000 | 4 | 500 | Waste plant | Converts waste into rags and three types of scrap. |
| Armory | 20 wood; 10 stones; 10 metal scrap | 3,000 | 2 | 600 | Armory | Makes veteran armor, rifles, and warhammers. |
| Advanced armory | 20 wood; 20 stones; 10 metal scrap; 10 plastic scrap | 3,000 | 2 | 500 | Advanced armory | Makes elite armor, shock batons, and grenade launchers. |
| Ammo factory | 20 wood; 10 stones; 10 metal scrap | 3,000 | 2 | 900 | Ammunition factory | Makes ammo boxes and explosives. |
Logistics and Vehicle Production
| Building | Cost | Health | Workers | Storage | Unlock | Purpose |
|---|---|---|---|---|---|---|
| Dirt road | 1 wood | 100 | 0 | 0 | Roads | Raises unit travel speed by 50%. |
| Gravel road | 1 stone | 200 | 0 | 0 | Mines | Raises unit travel speed by 100%. |
| Wooden bridge | 5 wood | 300 | 0 | 0 | Bridges | Provides a short river crossing for friendly units and enemies. |
| Medium storage | 12 wood; 4 stones | 1,000 | 4 | 2,000 | Medium storage | Stores 2,000 items and supports cart deliveries. |
| Large storage | 10 wood; 10 stones; 10 metal scrap | 3,000 | 4 | 5,000 | Large storage | Stores 5,000 items and supports truck deliveries. |
| Depot | 30 wood | 2,000 | 4 | 3,000 | Depots | Runs long-distance ground routes and starts with four carts. |
| Port | 40 wood | 1,000 | 4 | 3,000 | Ports | Runs sea routes and starts with four rafts. |
| Airfield | 60 wood | 4,000 | 4 | 3,000 | Airfield | Runs long-distance air routes and starts with four hot-air balloons. |
| Cart maker | 30 wood | 1,000 | 2 | 100 | Carts | Builds carts. |
| Shipyard | 40 wood | 1,000 | 3 | 400 | Shipyard | Builds rafts and barges. |
| Garage | 30 wood; 10 stones; 30 metal scrap | 3,000 | 2 | 400 | Garage | Builds trucks and tanks. |
| Hangar | 30 wood; 30 metal scrap; 30 plastic scrap; 10 electronic scrap | 3,000 | 2 | 500 | Hangar | Builds hot-air balloons and zeppelins. |
Defenses
| Building | Cost | Health | Workers | Storage | Unlock | Purpose |
|---|---|---|---|---|---|---|
| Barbed wire | 2 wood | 2,000 | 0 | 0 | Defenses | Creates a quick barrier without blocking passage. |
| Palisade | 5 wood | 4,000 | 0 | 0 | Palisades | Wooden defensive wall. |
| Palisade gate | 7 wood | 4,000 | 0 | 0 | Palisades | Passable wooden wall gate. |
| Palisade tower | 7 wood; 1 stone | 8,000 | 4 | 0 | Palisade tower | Wood-and-stone defensive tower. |
| Concrete wall | 5 stones | 8,000 | 0 | 0 | Concrete walls | Strong stone defensive wall. |
| Concrete gate | 7 stones | 8,000 | 0 | 0 | Concrete walls | Passable stone wall gate. |
| Concrete tower | 7 stones; 1 metal scrap | 12,000 | 4 | 0 | Concrete walls | Strong stone-and-scrap defensive tower. |
| Ballista tower | 10 wood; 1 bow; 10 quivers; 3 stones | 8,000 | 1 | 20 | Ballista | Fires five bolts per attack from a fortified tower. |
| Machine gun tower | 10 stones; 3 metal scrap; 1 rifle; 10 ammo boxes | 12,000 | 1 | 20 | Machinegun | Rapid-fire tower that consumes ammo boxes. |
| Cannon tower | 10 stones; 3 metal scrap; 1 grenade launcher; 10 explosives | 12,000 | 1 | 20 | Cannon | Long-range tower that consumes explosives. |
| Catapult | 10 wood; 5 bows; 10 stones | 8,000 | 1 | 300 | Catapult | Long-range stone-throwing siege weapon. |
Strategic Structures
| Building | Cost | Health | Workers | Storage | Unlock | Purpose |
|---|---|---|---|---|---|---|
| Silo | Not constructible | 1,000 | 0 | 0 | Radar discovery | A discovered structure containing one nuclear warhead. |
| Radar | 100 stones; 50 metal scrap; 100 electronic scrap | 5,000 | 4 | 300 | Radar | Locates nuclear missile silos through increasingly costly scans. |
| Launch pad | 10 metal scrap; 10 explosives; 10 plastic scrap; 10 electronic scrap | 600 | 0 | 0 | Launch pad | Launches a transported nuclear warhead and is consumed on use. |
| Space shuttle | 10 metal scrap; 10 explosives; 10 plastic scrap; 10 electronic scrap | 600 | 0 | 0 | Space shuttle | Launches a one-use troop and vehicle transport. |
Production Building Recipes
Production time is the base time for one completed recipe. Lumber camps, lumberyards, wells, quarries, and junkyards have no material input, but they still need a worker to run. Farms and fields use their own water-and-growing cycle rather than one of the timed recipes below.
| Building | Product | Materials | Time |
|---|---|---|---|
| Lumber camp | Wood | No material input | 1s |
| Well | Water | No material input | 10s |
| Carpenter’s shop | Backpack | 1 wood; 1 rag | 5s |
| Carpenter’s shop | Wooden bat | 2 wood | 5s |
| Field hospital | Bandage | 1 rag | 3s |
| Archery | Bow | 2 wood; 1 rag | 5s |
| Archery | Quiver | 1 wood | 1s |
| Lumberyard | Wood | No material input | 1s |
| Quarry | Stone | No material input | 10s |
| Junkyard | Waste | No material input | 1s |
| Waste plant | Rags | 1 waste | 1s |
| Waste plant | Metal scrap | 1 waste | 1s |
| Waste plant | Plastic scrap | 3 waste | 3s |
| Waste plant | Electronic scrap | 4 waste | 4s |
| Armory | Warhammer | 1 wooden bat; 2 metal scrap | 15s |
| Armory | Rifle | 2 metal scrap; 2 plastic scrap | 15s |
| Armory | Veteran armor | 3 metal scrap; 3 rags | 15s |
| Advanced armory | Shock baton | 1 warhammer; 10 electronic scrap | 30s |
| Advanced armory | Grenade launcher | 1 rifle; 10 electronic scrap | 30s |
| Advanced armory | Elite armor | 1 veteran armor; 10 plastic scrap | 30s |
| Ammo factory | Ammo box | 1 metal scrap | 3s |
| Ammo factory | Explosives | 2 plastic scrap | 3s |
| Cart maker | Cart | 10 wood | 30s |
| Shipyard | Raft | 30 wood; 5 rags | 50s |
| Shipyard | Barge | 30 wood; 20 metal scrap | 100s |
| Garage | Truck | 20 metal scrap | 30s |
| Garage | Tank | 50 metal scrap; 10 explosives | 60s |
| Hangar | Hot-air balloon | 10 wood; 50 rags | 50s |
| Hangar | Zeppelin | 50 plastic scrap; 20 electronic scrap | 100s |
Storage and Transport Defaults
Storage buildings can be configured, but their starting settings favor different jobs:
- Small storage holds 500 total. It accepts wood, water, and rags up to 100 each, plus stone, food, waste, and metal scrap up to 50 each.
- Medium storage holds 2,000 total. It accepts the common resources and metal scrap up to 200 each, plus plastic and electronic scrap up to 100 each.
- Large storage holds 5,000 total. It accepts wood, water, rags, stone, food, waste, and all three scrap types up to 400 each.
- Depots, ports, and airfields each hold 3,000 total. Quivers, bandages, ammo boxes, and explosives are enabled by default at 100 each; configure routes and storage choices for the cargo you actually want moved.
A depot begins with four carts, a port with four rafts, and an airfield with four hot-air balloons. Each hub supplies nearby buildings like ordinary storage, but long-distance movement requires a route and a full vehicle load.
Placement Rules That Matter
A quarry must sit on a hillside. Farms and fields require grassy land, and fields need water to produce food. A wooden bridge is useful for crossing rivers, but enemies can cross it too.
A completed refugee camp supports tents within 6 spaces. Leave at least 13 spaces between refugee camp centers; closer placements are rejected so each camp retains room for its tents. Destroying a camp also destroys its tents and kills their workers.
A refugee tent’s cost is calculated when you place it. It costs three times the current water cost for upgrading a house, plus 1 extra water for every completed refugee tent within 30 spaces of the planned site. The house cost is 5 + floor((total units / 1,000)^2), so a tent starts at 15 water before nearby-tent surcharges and later population scaling.
A city hall needs houses, water, and trees in its service area. Once established, it gives a settlement autonomy: new buildings are constructed automatically and the town advances as resources allow.
Defensive Building Notes
Barbed wire does not block movement, while palisades and concrete walls form solid barriers. Gates count as roads through those barriers. Ballista, machine gun, and cannon towers each need one operator and carry their own ammunition supply; the catapult uses stone. The machine gun tower consumes ammo boxes quickly, and the cannon tower uses explosives.
The launch pad and space shuttle are one-use structures. Both cost the same materials, and each is destroyed when launched. The launch pad needs a nuclear warhead delivered by truck or zeppelin before it can fire.