ROB RUN base production uses facilities you place from inventory, including workbenches, farms and laboratories. Kefir describes workbench modules as expanding station functionality, while the basic main building starts with only limited furniture. Renting a plot does not automatically supply a complete production setup.
Use this guide to match a facility to a job. For land eligibility and documents, start with renting a base; for item-access restrictions, use the Shipments unlock guide.
Get the building item before planning placement
The Base Management announcement describes an item-based construction system. Houses, fences and garages, as well as functional objects such as safes, racks, workbenches, vises, garden beds and cooking pots, are deployed from inventory. The developer identifies purchasing and looting as ways to obtain these objects.
That is a different system from assuming every object appears in a universal crafting menu as soon as you rent land. Our recommendation is to check what you actually own and what its current description allows before reserving space for it. No universal recipe, material cost or placement key is established by the cited announcement.
Choose a facility around the task
The developer gives these examples:
| Task | Described base facility or function |
|---|---|
| Grow bushes | A farm |
| Use chemical reagents | A laboratory |
| Expand station functions | Modules for a workbench |
| Store another vehicle | A garage |
| Accommodate a looted helicopter | A helipad |
| Replace vehicle modules at home | A lift |
| Keep physical valuables | Base storage facilities |
These are supported examples of facility roles, not a complete production catalogue. They do not establish a particular crop yield, chemical recipe or profitable crafting chain. Compare the current item and facility prompts before committing your resources.
Add furniture and upgrade the right station
The announced basic main building contains a laptop, first-aid kit and a few cabinets. Additional furniture and workbenches are your responsibility. Modules can expand a workbench’s functionality, so acquiring a station and upgrading its capabilities are separate decisions.
Our suggested sequence is to identify the intended job, check its facility, then inspect the available module requirement. Do not buy an unrelated vehicle module to solve a workbench requirement merely because both are called modules. The car-upgrade guide covers vehicle attachment areas and home repair facilities separately.
Source: Base Management. The official Steam description also describes placing workbenches and safes in a hideout; the facility examples and module details above come from the announcement.
Give hauled goods a destination
Kefir describes cargo being set up to open at a base, bushes grown at a farm and reagents used in a laboratory. Those examples explain why an item you cannot use immediately may have a later base function. They do not mean every haul should be stored indefinitely.
For a safe or shipment, plan the transport and processing destination together using the cargo guide. Our advice is to check the relevant interaction before bringing home repeated loads. A storage rack solves a different problem from a facility that can process what you brought back.
Account for raids and the current cycle
A production facility is still part of a vulnerable base. Security fuses and ally alerts can help delay or respond to intrusion, while the Federal Raid resets plots and bases. See base defenses and wipe carry-over rules before treating furniture as permanent progress.
Choose a facility you can actually use during the current cycle. This is planning advice, not a ranked crafting build. Exact recipes, output rates and item-specific unlock thresholds remain outside the reliable evidence available for this page.
Ready for your next run?
Keep the official help center handy when a patch changes the rules.
Open official support ↗