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Colony Field

github-actions[bot] edited this page Nov 8, 2026 · 1 revision

Colony Field

The sprawl of a lost colony: habitats, streets, dead fields, silos, a landing pad and a cemetery. Colony fields are the least dangerous ruins and the richest in logs.

Where it generates (requires Nerospace)

Size Where
Citadel Glacira (and its spires and methane shore). Rare.
Complex Greenxertz (and its spore marsh and fungal depths)
Outpost Mars, Glacira and Greenxertz

The citadel

A landing pad with a wreck opens onto a street of habitats, a generator, a school, a store and a dead field. At the end stands the council hall: a Ruin Spawner, a conduit-routing gate and the council vault. Behind the vault, a sanctum holds the chapter's last log and a relic socket that opens a reliquary. The council vault always holds the relic the socket asks for. Satellites — hab rings, fields, silos, a cemetery and wrecks — spread out to roughly 200 blocks.

Complexes and outposts

  • The complex has its own chapter of logs and a vault sealed by Ballast Plates in a guarded room.
  • Outposts are small: a keycard in a chest, a card reader, a Sealed Door and a vault.

Guardians

Mostly Sentinel Mk I; colonies are the gentlest ruins (Guardians).

Protection

In the citadel the council hall, the passage beyond it, the sanctum and the reliquary are enclosed in Reinforced Survey Hull; the outpost's vault room too. The complex's plate-sealed vault room is mineable, like the bunker. Streets, homes and satellites are mineable.

Not yet included

Cemetery markers carry no names yet, and colony farms use vanilla plants rather than NeroAgriculture planters.

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