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Gadgets and Tools
February 23, 2026 at 04:31 AM
Article covering all confirmed gadgets and tools; some categories still undocumented
Gadgets and tools in Solarpunk fall into two categories: hand tools that the player directly wields, and placed gadgets that operate as part of the island's energy and automation infrastructure. The game does not include movement gadgets such as grappling hooks or gliders; traversal between islands is handled entirely by the airship.
Tool | Crafting recipe | Function |
|---|---|---|
Axe | Not confirmed (early recipe) | Chop trees for Wood and Saplings; demolish building pieces (recovers ~half resources) |
Pickaxe | Sticks + Stones | Mine rocks for Stone, Iron Ore, Sand, and Clay |
Build-Hammer | Stone + Stick | Opens radial building menu for placing structures |
Torch | Quick-craft (F key) | Provides portable lighting; does not require a Crafting Table |
All hand tools experience degradation through use but rebuild quickly from commonly available resources. The Axe doubles as a demolition tool, making it useful for both gathering and base redesign.
Gadget | Function |
|---|---|
Solar panels | Generate power from sunlight; output decreases in rain and drops to zero at night |
Wind turbines | Generate power from wind; operate in all weather conditions |
Batteries | Store surplus energy for use during low-generation periods |
Cables | Connect generators to machines and devices (Astroneer-style physical connections) |
Day/night sensors | Detect time of day; commonly used to automate lighting |
Rain sensors | Detect precipitation; disable sprinklers when rain waters crops naturally |
Weather stations | Monitor environmental conditions |
Gadget | Function |
|---|---|
Transport drones | Automatically gather and deliver resources; start with one inventory slot, upgradeable |
Automatic drills | Extract Stone, Iron Ore, Sand, and Clay from rock formations without player input |
Automatic magnet fisher | Collect algae from water bodies passively |
Sprinklers | Water crops automatically; connect to energy grid |
Farming bots | Mobile watering units that move through crop areas |
Gadget | Function |
|---|---|
Post Box | Send items to receive tickets as a secondary currency for trading |
Vending machine | Exchange tickets or currency for character skins |
Several gadget categories that players might expect in a survival-craft game have not been confirmed for Solarpunk. There are no known combat weapons (consistent with the game's no-combat design), no movement gadgets for personal traversal, and no defensive structures. The game's tool set is oriented entirely around building, gathering, farming, and automating peaceful activities.