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An impassable wall. Capable of holding up a roof.

Base Stats



1 × 1
Cover Effectiveness
Blocks Wind
Terrain Affordance
Depends on materials


Work To Make
135 ticks (2.25 secs)
Stuff Tags
Metallic, Woody, Stony
Resources to make
Stuff 5
Deconstruct yield
Stuff 2 - 3
Destroy yield

Walls are impassable structures primarily used to create rooms.


Walls are built and repaired by colonists assigned to construct. Walls are constructed with Stuff 5 Stuff (Metallic/Woody/Stony) and take 135 ticks (2.25 secs) to build.

Wall construction may sometimes fail and waste the materials, more often with lower construction skill.


Walls are impassible objects that block movement, line of sight, and line of fire. An area enclosed by walls, doors, or other impassible objects like coolers is considered a room. Each room has its own room stats - consisting of cleanliness, beauty, wealth, and spaciousness. Power conduits can be constructed below a wall, negating the conduit's beauty penalty. Floors under a wall are also negated for room stats.

Walls can also support roofing, up to 6 tiles away in all directions. If walls, columns, and all other supporting objects are removed, then the roof will collapse and injure pawns and objects below. While most natural walls count as walls for the purposes of rooms, collapsed rocks do not.

Corners, i.e., diagonal walls, are not required to complete a room. Corners will provide weaker temperature and beauty insulation than vertical or horizontal aligned walls, but still create rooms. Pawns cannot travel or shoot through diagonal gaps. However, fire can go through diagonals. If there is an open door on the other side of the diagonal, then pawns can melee attack through.

Walls also provide excellent cover from projectile attacks, blocking 75% of shots. Pawns behind a wall with an adjacent free space will "lean" around the wall to shoot at enemies on the other side.


Certain damage types are designed to deal more damage to impassible terrain, and to walls specifically:

  • Walls take 8× damage from Bomb type damage; 4× from being an impassable, and 2× for being a wall
  • Walls take 30× damage from Thump type damage; 15× from being an impassable, and 2× for being a wall
  • Walls take 7.5× damage from Breach type damage; 10× from being impassable, but 0.75× for being a wall


Ascetics can meditate at a wall for a Meditation Focus Strength of 22%.


Walls, or natural rock, are practically essential to create rooms and defensive structures. It's certainly possible to create a room of doors or coolers, but that is just more expensive. As impassible structures, they are important when controling enemy flow and creating killboxes. Sapper and breach raids will explicitly try and break them, but other raiders will path around so long as any target can be reached.

Note that non-sapper, non-breacher raiders will occasionally ignite or throw grenades or Molotovs at walls. These are infrequent and random - they won't intentionally attempt to breach a wall, but if the wall is destroyed by a single explosion or the resulting fire, they will path through the breach. As such, walls that are non-flammable and have over 400 HP to resist the damage from standard explosives should be used for defenses, even when only routing standard raiders. Ideally, these walls would be also be two thick.

Material choice[edit]

Wall materials each have their own advantages and disadvantages:


Wood is easily obtainable in a vast majority of biomes, and are the fastest wall to create. They are very helpful when first starting a Crashlanded scenario, and often essential for Lost Tribe and Naked Brutality starts. However, wood is flammable. Other than raiders lighting it on fire, a bad dry thunderstorm or conduit explosion could end up engulfing your entire base in flames. Especially by the time you get to using Electricity, you should replace wood with another material.


Stone is very abundant, but very time consuming. In addition to constructing the wall, cutting up stone blocks takes quite a bit of work. However, stone types are available in bulk, generally fairly hardy and are completely fire-proof. Ideally, all large walls should be made of one of the more durable stone types however strategically placed sections of stone walls will act as a "fire break" to limit the spread of a fire while your colonists fight it.

  • Granite is the most durable wall material. Limestone is the 2nd most durable. Limestone has have no advantage as walls over granite, unless your biome happens to lack the harder stone.
  • Sandstone walls are the quickest stone wall to build, which can save a lot of time for large bases. They are also the weakest stone type able to resist a single standard 50 damage explosion without failure, while no material short of plasteel can resist two. This makes Sandstone the lowest acceptable tier for outer walls, mortar pits, unstable power cellContent added by the Royalty DLC enclosures, and similar defences.
  • Slate has essentially no redeeming qualities compared to other stone types. They are destroyed by a single explosion and their benefits of being lighter as when in material form is rarely relevant. They are still stronger than steel and wood, and are non-flammable, but they should only be used when other, stronger stone types aren't available.
  • Marble walls give +1 beauty to a room and colonists looking at it. They are otherwise the least durable stone wall.


Steel isn't as durable as stone. Also, steel walls are flammable, unlike concrete and the actual steel item. However, steel is much faster to construct than stone. It may also be a necessity in a material-scare biome like the ice sheet. If you need a quick-yet-durable installation, or if nothing else is available, steel walls are useful. Otherwise, as the walls are relatively fragile, and as steel is useful for many other purposes, steel walls are usually a poor choice.

Plasteel and Uranium are even stronger than stone (and are non-flammable), but these materials are significantly rarer and more expensive than other alternatives. As such they should be reserved for locations that need to take a lot of damage without failure, such as the entrance, back wall, and defenses of a killbox.

Precious materials[edit]

Not technically a category in-game Gold, Silver, and Jade walls are similar in that they more beautiful than regular walls while offering very low HP. Typically, they are inferior to the same materials turned into sculptures when increasing room stats,[Verify] but do not rely on having an Artist.

Stats table

  • Wall Wall Beauty Work to Build HP Flamma­bility Terrain
    Gold Gold 20 000,122 ticks (2.03 secs) 180 40% Medium 500 Silver
    Granite blocks Granite blocks 0 000,950 ticks (15.83 secs) 510 0% Heavy 7.9 Silver
    Limestone blocks Limestone blocks 0 000,950 ticks (15.83 secs) 465 0% Heavy 7.9 Silver
    Marble blocks Marble blocks 1 000,883 ticks (14.72 secs) 360 0% Heavy 7.7 Silver
    Plasteel Plasteel 0 000,297 ticks (4.95 secs) 840 0% Medium 46 Silver
    Sandstone blocks Sandstone blocks 0 000,815 ticks (13.58 secs) 420 0% Heavy 7.4 Silver
    Silver Silver 6 000,135 ticks (2.25 secs) 210 40% Medium 51 Silver
    Slate blocks Slate blocks 0 000,950 ticks (15.83 secs) 390 0% Heavy 7.9 Silver
    Steel Steel 0 000,135 ticks (2.25 secs) 300 40% Medium 10 Silver
    Jade Jade 10 000,675 ticks (11.25 secs) 150 0% Heavy 27 Silver
    Uranium Uranium 0 000,257 ticks (4.28 secs) 750 0% Medium 31 Silver
    Wood Wood 0 000,095 ticks (1.58 secs) 195 100% Light 6.3 Silver
  • Version history[edit]

    • 0.7.581 - Wood wall and metal wall merged into wall with the introduction of the stuff system.
    • 1.1.0 - Terrain requirements now depends on what they’re built from. This means stone walls can’t be built on bridges any more.
    • 1.1.2654 - Increase psyfocus gain of wall from 11 to 22.
    • 1.3.3200 - Thump damage multiplier versus walls reduced from 4× to 2×.