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Logistics Guide — Water, Power & Compute

Plan water, power, and compute upkeeps in Star Trek: Outposts Unknown—official Devlog rules on pipes, conduits, and base layout without guessed numbers.

10/21/2026 STOU Wiki Editors Last updated: 10/21/2026 5 min read

FAQ

Does every building need water, power, and compute?
Captain's Devlog #3 says buildings require various upkeeps including water, power, and compute to function, with pipes and conduits taking space. It does not list which early structures skip an upkeep type—use in-game building tooltips for exceptions.
Why do pipes matter for layout?
The same Devlog #3 passage notes that conduits occupy ground space alongside production buildings. Routing everything through a dense core reduces wasted walks; sprawling first costs tiles you cannot reclaim cheaply.
Did launch change how cheap networks are to build?
Devlog #4 (15 Oct 2026) says network infrastructure was made mostly free and instant to build during the homestretch. We have not verified whether retail 20 Oct 2026 still matches that sentence—check your build menu costs after major patches.
How many resources exist in the economy?
Devlog #3 cites more than 55 unique resources that must be researched, harvested, refined, combined, transported, and consumed. Water, power, and compute are upkeeps, not items in that crate list, but they gate whether those items move at all.
Where does the building order guide fit?
Power should follow the Operation Center in the opening sequence described in [/guides/first-outpost-build-order/](/guides/first-outpost-build-order/). Water and compute become mandatory faster once labs and advanced processors come online.

How do water, power, and compute work as logistics?

They are upkeep networks, not optional buffs: Captain’s Devlog #3 (8 September 2026) says buildings need ample water, power, and compute, and that the pipes and conduits feeding them take up space on the outpost footprint. Last verified: 2026-10-21 against Devlog #3/#4 and the Steam store description.

Think like a facilities engineer: production buildings consume crates, but upkeeps decide whether those buildings stay online. A refinery without power is scenery; a lab without compute stalls research; water lines tie into life support and several mid-game processes even though Devlog #3 does not enumerate each consumer.

Official gameplay footage of a round building marked with a Starfleet emblem beside a red-and-white tower and rows of tall panel towers, with a yellow line on the ground

Source: Kourou gameplay reveal (frame ~0:30). The footage does not label which of these buildings produce or consume which upkeep.

What does the official text actually promise?

Devlog #3’s logistics section is short but precise:

  • 55+ unique resources move through harvest → refine → transport → use chains.
  • Three upkeeps—water, power, compute—must be “factored into the design” of an outpost.
  • Physical networks (pipes/conduits) occupy tiles, so layout is part of difficulty.

Devlog #4 (15 October 2026) adds a homestretch balance note: network infrastructure became mostly free of cost and instant to build, alongside tooltip work on where resources come from. That should reduce early friction when you first hook power to the Operation Center, but we flag it as unconfirmed post-launch until a patch note repeats it.

Nothing in those devlogs publishes numeric pump rates, watt caps, or compute units. We intentionally omit them here.

How should you plan power on the surface?

Start from proximity, then redundancy.

Community playbooks (for example Worldeka and GamesStarter) describe Solar Arrays as the Daegus default and Fusion Reactors as a later, fuel-hungry step. Devlog #2 discusses deuterium and fusion-era logistics at the system level—useful context for Kourou, not a day-one recipe list.

Practical layout rules that stay inside official facts:

  1. Place the first generator adjacent to the Operation Center so conduit spans stay short (Devlog #3 space rule).
  2. Add storage and harvesters downstream of power, not behind it—power is the gating upkeep for “function” per Devlog #3 wording.
  3. Reserve a second power route before you double building count; Devlog #3 warns consumption rises with expansion even without giving numbers.

Official gameplay footage of small module clusters and crates on open ground, with a cyan wireframe edge and a yellow line passing between them

Source: Kourou gameplay reveal (frame ~1:54). Module clusters spaced along a yellow line; the line is not labeled in the footage.

Where does water fit relative to power and compute?

Official copy treats water as an equal upkeep alongside power and compute, not a soft suggestion. Devlog #3 does not say which building type breaks first when water runs dry—expect warnings in the UI rather than published thresholds here.

Layout-wise, water shares the same conduit discipline:

  • Run parallel corridors for water and power instead of zig-zagging across the map; every tile counts because pipes occupy space.
  • Keep crew quarters, mess halls, and medical inside the watered/powered core once those structures exist—Devlog #1 introduced onboard quarters to keep outposts self-sustaining while the Resonant travels elsewhere.

For planet-specific hazards that stress shields and life support, see /worlds/daegus-walkthrough/ and the broader /guides/beginner-guide/.

What is compute upkeep in practice?

Devlog #3 lists compute next to water and power but does not define the word beyond upkeep context. Store UI screenshots label a compute meter in the top bar alongside energy and water, implying research and advanced processors draw on a shared compute budget.

Until Magic Fuel publishes a glossary, treat compute like data-center capacity:

  • Cluster Research Labs, sample processors, and other science modules so conduit runs stay short.
  • Expand compute before you duplicate labs on the frontier; otherwise you may build structures that idling for lack of upkeep.
Why we are not listing conveyor rules here

Player guides discuss belt mixing and clogs at length, but those mechanics are not spelled out in Devlogs #3/#4. Read community logistics tips separately; this page stays limited to the three official upkeeps named by the developer.

How do you keep logistics from eating the whole map?

Use a core-and-spoke plan:

Zone Role Official hook
Core Operation Center, power entry, pad, shared storage Devlog #3 conduit space
Inner ring Metal collectors, water/compute headers Upkeep proximity
Outer ring Harvesters, anomalies, future defenses Devlog #2 multi-biome expansion

Official gameplay footage of a glowing cyan structure on a paved pad with yellow lines and round junction nodes running across the ground

Source: Kourou gameplay reveal (frame ~0:18). Yellow lines with round junction nodes on the ground; the footage does not label them.

Before you add a fourth copy of the same processor, ask whether a shorter pipe would solve the stall instead—Devlog #3’s intent is that logistics difficulty comes from geometry, not hidden math we could quote.

Report post-launch patch IDs when they change upkeep rules; we will add gameVersion once Steam news names a build number.

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