Solarpunk Guide

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Solarpunk Airship Fuel Guide

Last updated: July 2, 2026

Fuel is the limiting resource for every Solarpunk expedition. Running out of fuel mid-voyage leaves you stranded and forces an expensive emergency refuel. Knowing your ship's fuel economy, the location of every refuel station, and the optimal cargo routes is the difference between profitable multi-island trade and constant repair bills. This guide covers all 5 ship classes, all 6 refuel stations, and 5 tried-and-tested trade routes from beginner to end-game.

All Ship Classes & Fuel Economy

Solarpunk has 5 ship classes unlocked at different progression milestones. Fuel consumption is measured per tile traveled at base speed. Headwinds and storms can increase this by 30 to 50 percent.

ShipFuel/TileCargoSpeedRange (Full Tank)Best Use
Starter Skiff0.3201x1000 tilesSolo play, short hops
Cargo Barge0.5600.7x600 tilesBulk material transport
Voyager0.4401.2x750 tilesMultiplayer expeditions
Sundancer0.25301.5x1200 tilesEnd-game exploration
Tidewalker0.2501.3x1500 tilesLate-game bulk hauler

All Refuel Stations

StationLocationFuel Cost (per 10)Bonus Service
Home Island LandingPlayer islandFree (1 wood per 10 fuel)Saves game on dock
Greenhold OutpostTropical biome cluster5 silver per 10 fuelTrading post, sell crops
Tidebreak StationNorthern trade route8 silver per 10 fuelShipwright, repair damage
Sunspire PortVolcanic biome cluster10 silver per 10 fuelRefinery, smelt ore
Floating WorkshopCloud island chain12 silver per 10 fuelCraft advanced parts
Driftnet HideoutPirate zone edge15 silver per 10 fuelBlack market access

Optimal Trade Routes

These routes are calibrated for the Cargo Barge or Tidewalker, the two best hauler ships. Silver per trip assumes you bring back a full load of trade goods and sell at the highest-paying station on the loop.

RouteStopsFuel UsedSilver/TripTimeDifficulty
Starter Loop (Beginner)Home → Greenhold → Home24015025 minEasy
Triangle Trade (Mid)Home → Greenhold → Sunspire → Home48032045 minMedium
Cloud Expedition (Mid-Late)Home → Greenhold → Floating Workshop → Sunspire → Home72048070 minMedium
Pirate Run (Late)Home → Tidebreak → Driftnet → Sunspire → Home60062080 minHard
End-Game MegaloopHome → Greenhold → Floating Workshop → Driftnet → Sunspire → Tidebreak → Home1100980120 minHard

Fuel Sources & Efficiency

Multiple fuel sources exist, with very different efficiency and cost. The right choice depends on your current progression.

SourceEnergy/UnitConversionRenewableCost
Wood Log101 wood = 10 fuelYesFree from forestry
Plant Fiber51 fiber = 5 fuelYesFree from grass biomes
Coal301 coal = 30 fuelNoMining only
Refined Oil1001 oil = 100 fuelNoRefinery only
Solar Cell501 cell = 50 fuel (passive regen)YesCrafted at workbench

Fuel Management Strategy

Running out of fuel at sea triggers a costly emergency sequence: a rescue ship spawns 5 minutes later and charges 50 silver for a tow back to the nearest station. Avoid this with three rules:

  1. Never depart with less than 200 fuel. A 200-fuel reserve covers the longest single leg of any trade route plus a 50-fuel emergency buffer. The home island refuels at 1 wood per 10 fuel, so the 200-fuel minimum costs 20 wood — a trivial cost.
  2. Refuel at every station, not just the final one. Topping off at Greenhold when you have 400 fuel left might feel wasteful, but storms can consume 100 fuel in a single tile. Local refuels are cheap insurance against weather variance.
  3. Build the solar cell upgrade as soon as possible. The solar cell slot on every ship grants 50 fuel of passive regen per day while the ship is parked. A ship with a solar cell at home refuels itself — you only need to manage fuel on long expeditions.

FAQ

Does headwind affect fuel consumption?

Yes, significantly. Headwind increases fuel consumption by 30 percent. Tailwind decreases it by 15 percent. Storm cells add a flat +50 fuel per tile crossed. The optimal route planner in the map view shows wind direction — use it to pick the most efficient leg direction. Going east with a westerly wind costs 30 percent more fuel than the same leg going west.

Can I refuel at sea without docking?

No. All refuel stations require you to dock at the station's landing pad. Floating oil barrels exist in some areas but they only provide 20 fuel per barrel and despawn after one use. They are emergency only. The proper refuel strategy is to plan your route so you dock at a station when your fuel drops below 100.

What is the best ship for solo play?

The Sundancer is the best solo ship. It has the second-best fuel economy (0.25 per tile), the highest speed (1.5x), and a respectable 30 cargo slots. For pure cargo hauling, the Tidewalker is better with 50 cargo slots and 0.2 fuel per tile, but it requires the late-game steel production chain. For very early game, the Starter Skiff is the only available ship — focus on building up to the Sundancer by day 20.

Advanced Tips

  • Run cargo both directions. A common mistake is making one-way trips. Most trade routes have a sell-good at one end and a buy-good at the other. The Triangle Trade route in the table above is profitable because you sell crops at Greenhold, buy ore at Sunspire, and sell refined bars back at Greenhold for a 320 silver round trip.
  • Stack fuel buffs. The "Sailor" trait on crew grants 10 percent fuel reduction. The "Quartermaster" trait grants another 5 percent. A crew of two Sailors and one Quartermaster reduces your effective fuel consumption by 25 percent. The fuel savings alone make crew composition worth optimizing.
  • Use cloud islands for free fuel. The cloud island chain has floating algae mats that you can harvest for free fuel. Cloud fuel is 0 silver cost and the algae respawns every 5 in-game days. It is the best refuel source in the game once you unlock the Floating Workshop.

Last updated: July 2, 2026. Fuel rates verified against Solarpunk main branch as of June 2026 patch cycle.