Production and side businesses

All Trades and How to Unlock Them

A trade is a line of work with its own machines, suppliers and buyers. Most trades can be your starting scenario, but none of them is locked to it: Dr. Jackson brings a Furnace on day 6, Joe Wild's Network sells the other unlocks from day 7, and the Appraisal Board takes members from day 8.

A gun-trade counter on day 259 with pistols, knives and gun mods laid out while the wall board reads RENT DUE TODAY
Day 259 of a gun-trade run: pistols, a cleaver and combat knives on the counter, 72,353 Credits on the display and the rent still due.
12trades in the launch build
11playable at launch
Day 7Joe Wild's Network opens
200cheapest Wild unlock in Credits
1,250most expensive unlock in Credits

Trade ledger

Grouped by how you get in. Scenario names open the starting kit, and machine names open their item records.

TradeStarting scenarioHow to unlock mid-runCore machinesGuide
Bought from Joe Wild's Network8
Water Trading Water Merchant Wild: Water Trading (300 Credits) Water Purifier, Moisture Farm, Bottle Printer Water purification
Winemaking None Wild: Retired Winemaker (200 Credits) Wine Bottle, AgeWell Winemaking
Hydroponic Farming Hydroponic Farmer Wild: Retired Farmer (350 Credits) Hydroponic System Hydroponics
Plant Genetics None Wild: Plant Genetics (1,250 Credits, needs Retired Farmer) DNA Manipulator —
Chemistry Chemist Wild: Retired Chemist (1,000 Credits) Blender, Heating Plate, Evaporator, Chem Finisher Chemistry
Gunsmithing Gunsmith Wild: Retired Gunsmith (650 Credits) plus Weapon Permits 3D Printer Gunsmithing
Rat Ranching Rat Wrangler Wild: Ranching (750 Credits) Animal Cage, Feed Dispenser, Auto Butcher Rat ranching
Aquafarming Aquafarmer Wild: Aquaculture (400 Credits, needs Water Trading) Recirculating Aquaculture System Aquafarming
Free, or open from the start3
Smelting None Free: Dr. Jackson gives you a Furnace on day 6 Furnace Metallurgy
Fencing Fence Always open, but no Smuggler's Bay or Exchange until later Smuggler’s Bay Contraband
Appraisal None Join the Appraisal Board on day 8 (85 Credits on Mark Up) Magnifying Glass Appraisal
Not playable yet1
Ruined Machine Scrapping Junker (not selectable yet) Not available in the launch build Furnace, Module Extractor —

What each Wild unlock hands you

Buying an unlock named after a retired visitor gives you a starter kit on the spot, and that visitor then comes back once a week with stock for the trade.

UnlockCreditsStarter kitRestock afterwards
Water Trading 300 Water Trading Manual, testing strips, purification tablets, a Water Pitcher, a Water Filter, a water sign and a used HydraTech Micro Water Purifier Dr. Jackson adds the Water Purifier, Moisture Farm, Bottle Printer, AquaScan, water tanks and better filters to his stock
Retired Winemaker 200 3 Yeast, 3 Wine Bottles, 2 BloomBerries, a Water Ration, a Magnifying Glass and the BloomBerry Wine Fermenting Guide Every Friday: 8 BloomBerries, 4 bottles, Yeast and Water Rations
Retired Farmer 350 An old Hydroponic System, the Hydroponic Farming Manual, Fillerweed and Nutrifruit seeds, Nutrient Tablets and small Water Rations Weekly: a Hydroponic System, Dream Cap, Kotton, Coffee, Fillerweed, Hydroreed and BloomBerry seeds, Nutrient Tablets, a Plant Analyser, an AquaScan and farm modules
Plant Genetics 1,250 A DNA Manipulator, a Gene Scanner and four blank DNA Data Disks Dr. Jackson starts selling more disks, manipulators and DNA modules
Retired Chemist 1,000 Chemistry 101 Guide, Composition Spectrometer, Blender, Heating Plate, Evaporator, Chem Finisher, droppers, measuring cylinders, Bottled Water, Common Chemical Supplies and Coffee Beans Weekly stock for the lab
Retired Gunsmith 650 A shabby 3D Printer with a charged cell, a Liberator pistol chip, filament, a Screwdriver, a gun part and a set of mods Weekly: chips, filament, mods and printer modules, with rare chips likelier for each extra permit you hold
Ranching 750 An Animal Cage with a Feed Dispenser, three pairs of rats at different ages, a Kitchen Cleaver, a Blue Labeler, a Marking Pen, Nutrifruit and Peat Weekly: cages, dispensers, Auto Butchers, serums, a Cleaner Robot and breeding rats, sometimes with better genetics
Aquaculture 400 A Recirculating Aquaculture System with its tank, fertilized Tilapia roe, an Energy Cell, a jug of Rustwater, fish feed, a Kitchen Knife and a Marking Pen The Retired Aquafarmer supplies fish and equipment

Choosing a trade

Cheapest ways in

Smelting costs nothing: the day-6 Furnace turns two Scrap Metal or Metal Ore into one Metal Ingot overnight. Winemaking is the cheapest Wild unlock at 200 Credits, and a finished bottle gains 3 Credits of value for every night it waits on the shelf.

Unlock chains

Plant Genetics needs the Retired Farmer first, Aquaculture needs Water Trading, and Gunsmithing needs Weapon Permits on top of the 650-Credit Retired Gunsmith. Budget for the whole chain, not only the last step.

Risk by product line

Weapons bring inspections, chemicals bring addiction, water brings liability and contraband brings raids. Fencing pays the biggest markups, up to 100% on high-level contraband.

How the trades feed each other

SmeltingGunsmithing

Metal Ingots feed the best printer chips, from Combat Knives to gun frames.

Hydroponic FarmingChemistry, Winemaking, Rat Ranching

Crops become chemistry ingredients, wine berries and animal feed.

Water TradingAquafarming

Water Trading is the prerequisite for buying Aquaculture.

Vending machines

Vending machines keep selling goods overnight after you close the shop. Machines and fountains are separate Wild's Network services at 1,200 Credits each, and the Vending Machine perk starts you with one installed for 2 perk points.

Starting perks →
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Sources.