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Machinery plant as it appears in the Dust Front RTS demo, from the game files of build 23882143

Machinery plant

Confirmed Established — fromdocs/sources/demo/raw/BuildConfig.json / r_Factory_Build, build 23882143

Cost

Minerals
250
Energy
150
Build time
30 s

Defence

Hit points
2 000
Extra hit points
+50
Armour
7
Fire resistance
0.98
Gas resistance
0.9
Area resistance
0.2

What it is

The Machinery plant produces vehicles and costs 250 minerals and 150 energy. Its official description says “The main production building for the vehicle units.

Construction of these buildings in a row gives a discount on production.” Build 23882143 records 2 000 base hit points. The production list contains Combine, BREM, Armored car and Howitzer Molot; doctrines are separate upgrades rather than proof that every vehicle is immediately available. The connected-factory component records a discount setting and connection zones. Plan vehicle access, energy and the row layout together instead of treating the plant as an isolated purchase.

Where it comes from

On 15 June 2026, the developer showed a connected factory row: “the factories are connected by a pipe, they receive a production discount if placed in a row like that. This helps a lot with macro gameplay”. That account explains the intended relationship between layout and vehicle production. The linked factory component also records connection zones and a discount setting, rather than merely repeating the description. Neither source certifies an unlimited discount from an arbitrarily long row. Leave room for the planned connections while also considering access and defence; the building connection guide provides the wider context.

How it is actually used

Plan the connection space before spending 250 minerals on another Machinery plant. A row is relevant because both the description and the linked component record a production discount; check the actual connection instead of assuming proximity is sufficient. Its 2 000 base hit points do not make forward placement safe under every attack. Balance access for outgoing vehicles with cover for the production line, and reserve energy for the added plant. The doctrine pages explain the separate upgrades that expand its production options.

How to beat it

The mistake is choosing either a row or scattered factories as an automatic rule. A plant has 2 000 base hit points and requires 150 energy; layout must account for both connections and the threats that can reach it. The Gorb Tank’s calculated building DPS is 48.4, but that figure alone does not certify a successful siege or make other weapons unsuitable. When attacking, consider current production, supporting defences and power supply. For the defender, preserve access to the row while preventing one exposed route from threatening every factory.

Values read from game files · version 23882143

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