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Aniimo Homeland: production, power, environment and RV modules

Three things drive Homeland output: Aniimo whose Home Ability matches the production stage, the right environment (temperature, lighting) and, from RV level 12, a well-supplied power grid. RV modules unlock the rest: quick recipes, crop mutations, incubation and Aniimo trips.

By KZ 6 min read
Updated version 1.0 Sources: In-game help center (1.0 client, extracted 17 September 2026)Game texts: rules and tutorials (1.0 client, extracted 17 September 2026) Report an error
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This guide builds on getting started with the Homeland. Everything below comes from the game’s help pages and tutorials; the game does not publish production rates, so none are quoted here.

Putting the right Aniimo to work

The Homeland runs on Home Abilities. Three rules from the “Home Aniimo Collaboration” help page:

  1. The recipe tells you what it needs. After you set a recipe, the facility shows the Home Ability needed for the current production stage.
  2. The recommended level matters. Aniimo that meet the recommended ability level work more efficiently.
  3. No manual assignment needed. Place Aniimo with matching Home Abilities in your Homeland and they help with production automatically.

Food is still the baseline: hungry Aniimo see their work efficiency drop sharply. Each species’ abilities are listed on its page in the Aniidex.

A few abilities tie directly into environment and power: Fire supplies heat, Ice cools the Homeland environment, Light illuminates it and Lightning handles electricity.

The environment system

Some materials can only be produced with the right temperature or the right lighting.

  • Check the requirements while setting up production: they are shown when you pick the recipe.
  • Place suitable environmental facilities, such as a Heating Unit. Their area of influence must cover the production facilities involved.
  • Set the temperature from a temperature facility’s Details panel.

The game describes RV level 7 as a “modular climate-control system” that lets you fine-tune each area independently, balancing light and humidity. Its requirements include the quest “Environmental Control System: Part 1.”

The power system

Electricity arrives with the Power Module, available at RV level 12. It lets certain Homeland facilities switch to E-Mode, as several facility descriptions remind you: “Reach RV level 12 to switch to E-mode.”

Building a grid

  1. Generate power with Crackle Generators and Lightning-type Aniimo.
  2. Cover your facilities. A processing facility must overlap with the power supply range to receive electricity.
  3. Extend the range with Crackle Power Poles.
  4. Link it all. Several generators and poles form a power grid.

On a grid, facilities share the total power output equally, and the grid’s power supply rate directly affects their efficiency.

Grid readoutWhat it measures
Max power productionSum of power all generators on the grid can provide
Current power productionSum of power those generators are producing right now
Power requirementSum of power required by all facilities on the grid

Power Module levels

Module levelRV level neededUnlocks
1Level 12Crackle Generator (level 1) and Crackle Power Pole
2Level 14Crackle Generator (level 2), higher Power Pole cap
3Level 16Crackle Generator (level 3), higher Power Pole cap
4Level 18Crackle Generator (level 4), higher Power Pole cap
5Level 20Crackle Generator (level 5), higher Power Pole cap

RV modules

Modules are upgraded from the Homeland menu, on the Component Upgrade screen. They are split between the RV Cabin and the Rooftop Loft. Each module level requires a given RV level.

ModuleWhat it doesLevels (RV level needed)
Rest ModuleMax stamina +3%, then +6%, then +10%1 (get the RV), 2 (Lv. 3), 3 (Lv. 5)
Ecological ModuleQuick recipes for Farmland and Woodland (wheat, bamboo, potato, lemon, rice, maple syrup, strawberry, coconut)8 levels, from Lv. 3 to Lv. 18
Kitchen ModuleUnlocks Aniimo feeding, then premium recipes (Claw Game Cooker, Blazing Stove, Pickling Jar)7 levels, from Lv. 2 to Lv. 19
Resource DetectorLocates resources; quick recipes for the Well, Tidewhisper Sandcastle, Dewy House, Nimbus Bed and Floral Windmill8 levels, from Lv. 5 to Lv. 19
Crafting ModuleRecipes for the Crafting Table and Phonolfactory Table7 levels, from Lv. 5 to Lv. 19
Power ModuleE-Mode, generators and poles (table above)5 levels, from Lv. 12 to Lv. 20
Plant Research ModuleCrop mutations (see below)4 levels: Lv. 6, 9, 12, 15
Incubation Reaction ModuleIncreased Homeland Hatchinator efficiency1 level: Lv. 9
Signal TransmitterSending Aniimo on trips from your RV Park3 levels: Lv. 6, 11, 16

The Signal Transmitter is covered in our RV Parks guide.

Mutated crops

The Plant Research Module handles mutation breeding for your Homeland crops.

LevelEffect shown in game
1 (RV Lv. 6)New mutation type: Colorful; higher chance of Giant mutations
2 (Lv. 9)New type: Shining; higher Giant and Colorful chances
3 (Lv. 12)New types: Crystalline and other special mutations; higher Giant, Colorful and Shining chances
4 (Lv. 15)Higher chance of every mutation type

When mutated crops land in the Warehouse, BINI #9 lets you know. You can then:

  • sell them;
  • place them in your Homeland or at an Outpost;
  • take them out of your Inventory to display them.

Home Management

The Manage button opens Home Management. According to the in-game help:

  • The main screen lets you fast-travel between Homeland areas and view each one’s details. It also shows the status of unlocked plots: unlocking more gives you a bigger Homeland.
  • View Details opens Facility Management: every placed facility and its production progress at a glance. Drag the slider or scroll the mouse wheel to zoom.
  • Batch operations: select several facilities of the same type to change their recipes, upgrade them or speed them up in one go.

Hatching eggs in the Homeland

You can place a Hatchinator in your Homeland. Pick an egg and start hatching. Once incubation begins, you and your friends can pet the Hatchinator to speed it up. Higher-quality eggs take longer to hatch.

Life in the Homeland

Your residents sometimes run into trouble. An icon appears above them; interact to sort it out.

Status shownWhat your help does
Bad mood…You comfort them: they cheer up and go back to work
Slacking off…You encourage them: they happily get back to it
Feeling sick…They take the medicine and feel much better
Passed out…You rescue them and they wake up
A bit hungry…No reaction is described: check their food
Needs love…They feel loved and become fully motivated
Needs help…They get better at their building job
Confused…Their question gets answered and they work better

Helping your friends’ Homelands

In another player’s Homeland, you can loosen the soil for their crops. Helping out also earns you a small bonus reward.

Homeland seasons

At RV level 10, the Home Season event opens, together with the Limited-Time Event Zone. Each season has its own story and activities; we track the current one in our news.

Frequently asked questions

When does electricity unlock in the Homeland?

At RV level 12, with the Power Module. It lets certain facilities switch to E-Mode and unlocks the Crackle Generator and the Crackle Power Pole.

Why are my electric facilities slow?

Facilities on the same grid share its total power output, and the grid’s power supply rate directly affects their efficiency. Add generators or Lightning-type Aniimo, and make sure each facility sits inside the supply range.

What can I do with mutated crops?

Sell them, place them in your Homeland or at an Outpost, or take them out of your Inventory to show them off.

How do I speed up egg hatching in the Homeland?

Once incubation starts, you and your friends can pet the Hatchinator to speed it up. The Incubation Reaction Module (RV level 9) also increases the Homeland Hatchinator’s efficiency.

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