Cattle Farm
Burger Meister
You’re making progress inSteamworld Build. You’ve started exploring the Dusty Caverns in the mines, and you’re keeping your Workers happy. Now comes the next step: Engineers. Get ready for a jump in both cost and complexity as this tier of building options expands your capabilities notably further than before.
Progress like that doesn’t come easy. Before you know it, you’re sprockets deep in messy production lines and negative resource gain. But it doesn’t need to stay that way. Here’s everything there is to know about the Engineer buildings.

100 Dollars, 0.125 Tools (Rounded up)
What It Does
Connects buildings
The Paved Road is adirect upgrade to the Dirt Road. It extends the range of service buildings and warehouses toabout 38 road tiles.

Every eight road tilesyou build costsone additional Tool resource. If tools are light in stock, we recommend being mindful of this metric.
Delivery bots from warehouses will alsomove faster on this road.This means deliveries are made faster and to more buildings.

Provides Up To 50 Dollars, 20 Engineers
The heart of the Engineer tab, this buildinghouses the Engineer bots,providing workforce and tax income.
Unlike other buildings,you don’t build this one. Instead, you upgrade an existing Worker Residential, costing the listed resources. Note that theWorker Residential needs to be 100 percent happyto qualify for an upgrade. Likewise, this building can later beupgraded into an Aristobot Residentialat 100 percent happiness and a high enough Milestone.

Like the Worker Residential, this building will havea changing series of requirementsto maintain steambot happiness and population. With each new Milestone, the number of requirements will rise, but so will the total tax income and Engineer population.
36 Dollars, 13 Engineers
Milestone 8
Train Access, Charcoal, Moonshine, General Store, Saloon, Surveyor Office, Spare Parts,Water, Robo Burger, Wash Service Shop
50 Dollars, 20 Engineers
Engineers have quite a few consumed resources. They do not consume them at a 1:1 ratio, however, allowingone Production building to support several Residentials. This table will organize this info by how much each Residentialconsumes per cycle, thebuilding usedto produce that resource, andhow many Residentials that building can support at standard efficiency.
0.04

50
0.08

25
0.05

20
0.10

40
Due to how small these fractions get, there is a margin of error, and you may experienceslightly different numbers at higher population levels.

Generates Sand every 15 seconds
The Sand Sifting Factory works similarly to the Forester. It needs an open space of sand around it tohave 100 percent “fertility.“If it does, it willgenerate Sandregularly, which is used in making Glassware and Thread (for some reason).

Converts 1 Sand into 1 Glassware every 30 seconds
The Glassblowermakes Glassware, which is used to create resourceslike Moonshine, a staple item in the Engineer diet.
8 Dollars, 10 Engineers
Converts 1 Glassware and 1 Cactus Water into 1 Moonshine every 30 seconds
This is one of the earliest buildings torequire more than one input resource. It distills Cactus Water into glass bottles, making the Moonshine resource. This isa Happiness resource for Engineers, with a single building producing enough Moonshine tosupport 25 Engineer Residentials.
Since one of the defining qualities of real-world moonshine is thatit’s produced illegally, and these buildings have permission to exist, it’stechnically not producing moonshine, just alcohol.
Provides Engineer happiness
This is a service building that, despite the theme,doesn’t require any Moonshineitself. Engineer Residentials within range willreceive Happiness benefitsaccordingly.
Use Paved Roads to extend how far this service building will reach.
Converts 1 Scrap into 1 Tool every 15 seconds
From this point on, Tools will bean extremely common and in-demand resource, needed for everything from roads and buildings to underground facilities. For the early game, it may be worthwhile tohave two Tool Makers running, at least until the Aristobot phase.
You can supplement your Tool supply by digging up Tool-filled dirt nodes in the underground levels.
By Milestone 6, Engineers will develop an interest in more than just alcoholism. This isanother Service building, so be sure toplace it within range of your Engineer Residentials.
18 Dollars, 30 Engineers
Converts 1 Wood and 1 Scrap into 1 Pickaxe every 30 seconds
By now, you’ll have explored a bit of the Dusty Caverns in the underground mines. You may have noticed thatMiners need a Pickaxe to dig through Sandstone.
Sandstone will be prevalent through every floor of the mines, so be sure to keep plenty of Pickaxes on hand until you know for sure you’re done exploring each floor.
Because of its above-average Engineer demand, considerplacing an Itemon this building thatreduces the workforce requirement.
Converts 1 Ironium into 1 Sheet Metal every 15 seconds
While it’s used in many buildings, the need forSheet Metal will be most prominentfor Bridges. Many areas in the mines are across fromchasmsthat your bots can’t cross on their own. Building bridges covers the gap at the cost of Sheet Metal and a few other resources.