Planet Crafter Wiki
Wreck Precedural 1

An entrance to one of the procedural wrecks of the main map.

Procedural wrecks are a special type of wreck which, unlike ordinary wrecks, do not possess a fixed structure and are procedurally created the moment a player enters them.

Prior to version 1.102, these types of wrecks could only be accessed via a Portal Generator and they were located in special areas not connected to the main map. With the Explosive Update, four procedural wrecks are now included in the main map.

Locations on the Main Map[]

The entrances of the wrecks on the main map are all blocked by destructible boulders, which can be removed using Explosives.

Spoiler: Locations of the entrances to the procedural wrecks on the main map
Region Coordinates Picture
The Highlands
northwest corner
1923:80:2355
Grasslands
north cliff
towards the east
2701:118:689
Central Plateau
east end
north of Aluminium Hills
1180:16:-209
Gate Desert
south of the southmost sinkhole
583:92:-941

Structure[]

A procedural wreck consists of a maze of rooms and corridors on several floors, with stairs leading up and down. Within the wreck, there will be deconstructable metal trestles and explodable boulders blocking the way.

Regular crates and small canisters with access cards in them can be found.

A procedural wreck has one single vault room, which needs 0 to 3 access cards to enter, depending on the difficulty. Generally speaking, the player will find at least twice as many cards inside the wreck itself, as needed to open the vault room. Inside it, up to five safes are located.

Difficulty Cards Safes
1 0 1
2 0 2
3 1 3
4 2 4
5 3 5
 All procedural wrecks contain a Fusion Reactor. To activate it, a single Fusion Energy Cell is needed. This not only switches on the lights, but also opens several round airlocks, which reveal additional safes directly behind them.


Recommended Gear[]

The player should prepare to explore the wrecks. Therefore they should bring the following gear with them, while, at the same time, leaving enough room for loot:

Exploration[]

Higher-difficulty wrecks can be extremely complex, and it is very easy to get lost. It is recommended to apply a "left-wall-hugging" or "right-wall-hugging" maze traversal strategy; both work fine.

"Left-wall-hugging" means that the player always takes the left corridor first when arriving at an intersection. After exploring this left part of the maze first, the player will automatically return to this intersection and then explore the other options, thus exploring the whole maze—in theory.

This works perfectly well with tree-like structures, but unfortunately procedural wrecks are not like that. They contain loops in which the player loops back to the same point over and over again. In this case, the path has to be cut by building an artificial "wall." Then, the wall-hugging works again.

To make this process easier and to avoid walking the same paths multiple times, it's a good strategy to mark already explored passages by activating flares and dropping unneeded items. The player can also build signs to mark already visited passages or to point out a shortcut to the exit, but it's not possible to build anything else.

If you are using the wall-hugging strategy it is recommended to always place your flares or other markers along the side of the hallway you are following. That way if you retrace your steps keeping your markers on the opposite side it will always quickly lead you back to the entrance.

Loot[]