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Dinotica Buildings

Forty functional buildings were the Early Access pitch. Here is what the settlement actually needs after 1.0.

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Buildings and Settlement

The settlement is a grid of jobs wearing cute roofs. Early Access promised about 40 functional buildings. This page groups them by purpose so you stop placing sleighs before hunting posts. How-to order lives on Farm and Base. This is the catalogue.

Production

Hatchery — turns eggs into companions. Build it before anything pretty. Without it, How to Tame and Hatch is theoretical.

Farms and plots — plant, water, fertilise, harvest. Companions can tend them. Food is a combat stat because hungry hunters fail.

Workbenches — crafts with low throughput, a frequent review complaint. Upgrade when biome bosses unlock the tier. Queue before a long chapter.

Hunting post — sends workers for leather and related goods. Slot count starts tiny and grows with base level. Ranked S on the Worker Tier List.

Fishing station / pond — added in the 1.10 line. Calm loot: fish, ingredients, surprise items. Full page: Fishing. The official film sits there, not on this catalogue.

Dye Workshop — 1.9.0. Recolours dinos. Cosmetic. Not a dodge upgrade.

Altar — 1.9.0. Extract or install talents and enhance basic stats. A coin sink with a job, not a minigame.

Training Ground — 1.9.0. Test totem and pet combinations before a ranked rift or a 200-room climb.

Care

Beds — companions sleep. Skip this and the town gets dramatic for the wrong reasons.

Sanitation / dung handling — reviews mention pollution as a real chore. Place these with pathing space; AI gets stuck.

Training / stat spend — described by reviewers as a coin sink rather than a minigame. It works. It is not a highlight. Spend on movement speed first.

Progression gates

Research and technology buildings — unlock higher resource tiers, extra slots, and sometimes the next layer of decorations. Several gates sit behind biome bosses, which is why Maps and this page cross-link.

Equipment station — outfits. Nine sets exist; four are early. Later named looks in Traditional Chinese coverage include 焰螭羽, 赤影羊, 風翼龍, 風絨獸, 風暴鷹. Cosmetics are not leather.

Seasonal kits

Halloween 1.10.2: cross, jack-o’-lantern, tombstone, withered vine, ghost, pumpkin carriage. Christmas 1.10.3: sleigh, stocking, gift bundle, tree, snowman, plus the Evil Snowman boss. Fun. Optional. Do not spend the hunting budget on them during Launch Weeks unless the town is already fed.

Placement notes

Leave corridors. Pathing oddities are a documented Early Access leftover. Combat maps are cramped on purpose; your farm does not need to copy them. If workers idle, move the bed or the job building before you fire the species.

Online co-op will not place buildings on a friend’s save. Remote Play Together uses the host town. Local split-screen shares one settlement. See Co-op.

When a patch adds a building in a single line — “Added a fishing station” — it will appear here in that wording. Until a full English building list is published, this catalogue stays grouped by job, not by an invented 40-row table.

Upgrade order after the hatchery is food, beds, hunting, then the workbench you actually queue. Research buildings come next because they raise slot caps, not because the tech tree is a collectable. If you are staring at a locked decoration tab, you are done with this page for the night — go run a chapter. Getting Started already said decorations wait; this catalogue exists so you can name the waiting.

Workbench complaints from Early Access still apply. Throughput is low. Queue before Dark Forest, not during the boss door. Hunting slots still start tiny. One specialist at the post beats three fighters who “help when they feel like it.” Fishing is the calm loop for evenings you will not rift; it is not a leather replacement.

If the town looks pretty and the next expedition is unfunded, you built the wrong forty things. Tear down a sleigh before you refund. The Review already logged settlement friction; this page is how you route around it.

FAQ

Frequently Asked Questions

Quick answers drawn from the current 1.0 build.

What is the first building I should make?

The hatchery, then food and beds. Hunting next. Decorations last.

Are seasonal decorations useful?

They are flavour. Fishing is the seasonal-adjacent building that actually drops loot.

Why do workers get stuck?

Pathing. Widen corridors and stop packing jobs against fences.

Do I need all 40 buildings?

No. Production, care, and the current tech gate matter. The rest is settlement identity.