⚠️ Eco v0.14 is coming — the next major update reworks upgrade modules, so some of these numbers will change. They reflect the current version. What’s changing →
  • Simpler tiers: the 1–4 tiered upgrades become a single Basic / Advanced / Modern upgrade each.
  • Permanent upgrades: a module placed in a workstation is permanent — no more swapping lower tiers out as you progress.
  • Power transitions: a module can change a station’s power type/draw (e.g. a Modern upgrade moves a sawmill from mechanical to electrical power).
  • Talent-integrated: modules now use the same bonus/talent system — any talent benefit (power, labor cost, recipe unlocks) can come from a module.
  • Cheaper to upgrade: with the multi-tier parts gone, fully upgrading a workstation costs significantly less.

We’ll update this calculator shortly after the update releases.

HomeTopicsRepair Component

Repair Component

Repair Component

Allows citizens to repair tools.

The Repair Component allows citizens to repair tools at a ToolBenchItem.

Repairing Tools

After inserting a broken tool, the repair cost will appear. Advanced tools can be repaired for less resources by citizens with the corresponding Specialty. The resources used can be manually added by a citizen or taken from a linked container in the Storage Component.

The owner of a Tool Bench can allow other citizens access to repair their own tools for a fee set in the Credit Component. When offering tool repair to the public, consumer rights must be given in the Authorization Component.