List of Buildings
This is a list of all Buildings in the game. See the main article on Buildings for strategies and descriptions of how to use them in the game.
Starting Buildings
Every settlement starts with an Ancient Hearth and Main Warehouse.
Building | Purpose | Workplaces | Specialization |
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Ancient Hearth | Heats nearby Houses. Villagers gather here to rest and eat. | 1 | Warmth |
Main Warehouse | Centralizes resources for settlement supply chain. | 3 | none |
Resource Gathering
Resource Gathering buildings are starting points for your settlement to go out into the wild to gather Resources from the map. For Woodcutters' Camps, Gathering Camps, and Fishing Huts, the construction menu will highlight their range and show icons for the resource deposits or trees from which the Camp can gather. All Camps and Fishing Huts can be moved for free.
Some of the Camps have smaller and larger versions. If the Camp you have when you start a map is named "Small," then you can upgrade it by unlocking the Blueprint for the larger version. Small camps can only gather from small resource nodes; the regular camps can gather from both small and large resource nodes.
The Rain Collector and Advanced Rain Collector can be placed freely. It is recommended to place these buildings close to a Hearth since rainwater gathered in these building do not need to be transported to the warehouse. The Clay Pit, Geyser Pump, and Mine must be placed on fertile soil, a rainwater geyser, and ore deposit(s), respectively.
Building | Place near this | Primary resource gathered | Workplaces | Specialization | Cost to build | ||||||||||||||||||||
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Woodcutters' Camp |
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3 | Woodworking |
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Stonecutters' Camp |
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2 | Masonry |
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Harvesters' Camp |
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2 | none |
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Small Foragers' Camp |
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2 | Farming |
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Foragers' Camp |
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Small Herbalists' Camp |
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2 | Alchemy |
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Herbalists' Camp | |||||||||||||||||||||||||
Small Trappers' Camp |
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2 | Meat production |
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Trappers' Camp | |||||||||||||||||||||||||
Small Fishing Hut |
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3 | none |
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Fishing Hut |
Building | Products | Workplaces | Specialization | Cost to build | ||||||
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Clay Pit | 3 | Masonry |
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Rain Collector |
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2 | Rainwater |
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Advanced Rain Collector |
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3 | Rainwater |
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Mine |
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4 | Engineering |
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Food Production
Food production Buildings include Farms and Buildings whose primary purpose is Recipes for food. Many of these buildings also produce non-food items from farming or include non-food Recipes. This may give you more options or less in choosing your Blueprints, depending on how strict your needs are. Note: The Greenhouse can only be constructed on top of a 2x2 plot of Fertile Soil.
Housing
Housing Buildings must be constructed within range of a Hearth to work. These buildings satisfy villagers' need for shelter. Certain Housing Building also satisfy villagers' need for their species-specific housing. These have fewer places for residents and require that you unlock their Blueprints.
Building | Residents | Need Satisfied | Species Satisfied | Cost to Build |
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Shelter | 3 | Basic Housing | none | 10 Wood |
Big Shelter | 6 | Basic Housing | none | 4 Planks |
Human House | 2 | Basic Housing + Human Housing |
Humans | 4 Planks 2 Bricks |
Beaver House | 2 | Basic Housing + Beaver Housing |
Beavers | 8 Planks |
Lizard House | 2 | Basic Housing + Lizard Housing |
Lizards | 2 Fabric 2 Bricks |
Harpy House | 2 | Basic Housing + Harpy Housing |
Harpies | 4 Fabric |
Fox House | 2 | Basic Housing + Fox Housing |
Foxes | 4 Planks 2 Crystalized Dew |
Frog House | 2 | Frog Housing | Frogs | 4 Bricks |
Industry Buildings
Industry Buildings produce intermediate crafting and building materials, trade goods, and the finished goods used for Services and other effects. Most of these buildings require you to unlock their Blueprints before you can place them. The four that you start with are listed first in the table.
Building | Products | Workplaces | Specialization | Cost to build | ||||||
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Crude Workstation | 2 | none |
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Makeshift Post | 2 | none |
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Workshop | 2 | none |
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Lumber Mill |
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2 | Woodworking |
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Cooperage |
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2 | Woodworking |
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Flawless Cooperage |
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2 | Woodworking | Haunted Ruin reward | ||||||
Carpenter |
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3 | Woodworking |
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Cobbler |
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2 | Tailoring |
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Weaver |
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2 | Tailoring |
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Clothier |
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2 | Tailoring |
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Leatherworker |
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2 | Tailoring Meat production |
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Flawless Leatherworker |
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2 | Tailoring Meat production |
Haunted Ruin reward | ||||||
Brick Oven | 3 | Warmth |
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Brickyard |
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2 | Masonry |
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Kiln | 3 | Warmth Masonry |
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Press | 3 | Engineering |
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Provisioner |
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2 | none |
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Stamping Mill |
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2 | Engineering Masonry |
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Smelter |
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3 | Warmth |
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Flawless Smelter |
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3 | Warmth | Haunted Ruin reward | ||||||
Smithy |
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2 | Engineering Warmth |
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Toolshop | 2 | Engineering |
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Artisan | 3 | Tailoring |
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Alchemist's Hut |
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2 | Alchemy Brewing |
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Teahouse |
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2 | Alchemy Rainwater |
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Brewery |
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2 | Brewing |
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Flawless Brewery |
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2 | Brewing | Haunted Ruin reward | ||||||
Distillery |
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2 | Brewing Rainwater |
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Tinctury | 2 | Alchemy Brewing |
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Druid's Hut | 3 | Alchemy |
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Flawless Druid's Hut | 3 | Alchemy | Haunted Ruin reward | |||||||
Tinkerer |
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3 | Engineering |
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Manufactory | 3 | Tailoring |
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Supplier |
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2 | Tailoring |
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Scribe |
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3 | Brewing |
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Rainpunk Foundry |
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3 | Engineering Rainwater |
Forbidden Glade Event reward If blueprint obtained from Strider Port expedition:
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Finesmith | 3 | Engineering | Rare Ruin If blueprint obtained from Strider Port expedition:
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City Buildings
City Buildings include buildings that provide Services and passive effects and the buildings that everyone starts out being able to access that provide essential settlement functions of Hearths, Warehouses, and Trade. Services Buildings can be quite expensive to build, costing upwards of several dozen building materials. The Blight Post and Forsaken Altar become available at different Difficulty levels: Veteran and Prestige 1, respectively.
Building | Number of Workers | Purpose, service, or effects | Cost to build |
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Small Hearth | 1 | Hearths expand settlements, and villagers go there to rest. Warmth Specialization bonus. |
5 Planks 5 Bricks 1 Wildfire Essence |
Warehouse | none or 2 (depends on upgrades) |
Workers deliver and take goods from the nearest Warehouse. | 2 Bricks 2 Fabric 1 Parts |
Trading Post | none | Purchase Resources and Perks from Traders. Enables Trade Routes. | 10 Wood |
Blight Post | 3 | Purging Fire Sends out workers to destroy Blightrot Cysts. Alchemy and Warmth Specialization bonuses. |
4 Planks 3 Bricks 2 Parts |
Hydrant | none | Lets workers from the Blight Post access Purging Fire without going all the way back to the Blight Post. | 1 Bricks 3 Planks |
Forsaken Altar | none | During Storm Season, spend Citadel Resources or villagers' lives for powerful Perks. | 40 Wood 8 Bricks |
Services Buildings
Building | Workplaces | Purpose, service, or effects | Cost to build | ||||||
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Tavern | 3 |
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Temple | 3 |
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Holy Temple | 3 |
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Haunted Ruin reward | ||||||
Monastery | 3 |
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Clan Hall | 3 |
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Forum | 3 |
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Guild House | 3 |
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Holy Guild House | 3 |
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Haunted Ruin reward | ||||||
Market | 2 |
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Holy Market | 2 |
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Haunted Ruin reward | ||||||
Tea Doctor | 3 |
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Bath House | 3 |
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Explorers' Lodge | 3 |
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