Resources

Your settlement revolves around your resources. Some are gathered from map tiles, some are produced in Buildings, some are rewarded from Glade Events, and all of them will move around your settlement by villagers to get ready for production of Recipes, satisfy Needs, build Buildings and Roads, and complete Glade Events. Resources are also moved invisibly and instantly through Trade, Sacrificing, and Orders.

Swapping Ingredients

 * See also: Recipes

Whenever producing a new recipe, check to see which ingredients are allowed. If the recipe accepts multiple ingredients, the resource icon will be round with rotating arrows around it. If the ingredient is required, the icon will be square.

In the example screenshot, the top recipe is for. This Building is currently using for this recipe, but the rotating arrows around the icon means you can swap the ingredient. This recipe also has a fixed ingredient of ; the square border around the ingredient icon means you cannot swap this ingredient. The bottom recipe for is currently using, but that can be changed, indicated by the rotating arrow circular frame around the Eggs icon.

Moving resources between buildings


When a worker takes goods to a building (whether by construction, or to be ingredients in a recipe), you can instantly move those goods back to the warehouse. Click the red-and-white X icon to do so.

Note: When goods have been produced in a building, they must be moved by a worker to the warehouse. If you demolish the building while the Produced Goods storage contains goods, those goods will be lost.

Acquiring Resources
Resources can be acquired in four ways:
 * Gathered from Trees and Resource Deposits
 * Farmed from Farm Fields
 * Produced or collected in Buildings
 * Given as rewards for completing Orders

Trees

 * Main article: The Forest



All trees can be harvested by Woodcutters' Camps to produce. They may also grant additional resources depending on the biome. All trees have 2 charges, except Overgrown Abyssal trees, which have 20.

{| class="wikitable sortable mw-collapsible" ! Tree !! Biome !! Bonus Resources
 * + Trees, bonus yields beyond Wood, and biomes
 * [[File:Crimsonreach Tree.png|]] Crimsonreach Tree
 * Coral Forest ||
 * Coral Forest ||


 * [[File:Musselsprout Tree.png|]] Musselsprout Tree
 * Coral Forest ||
 * Coral Forest ||


 * [[File:Plateleaf Tree.png|]] Plateleaf Tree
 * Coral Forest ||
 * Coral Forest ||


 * [[File:Dying Tree.png|]] Dying Tree
 * Cursed Royal Woodlands ||
 * Cursed Royal Woodlands ||


 * [[File:Lush Trees.png|]] Lush Tree
 * Royal Woodlands ||
 * Royal Woodlands ||


 * [[File:Coppervein Tree.png|]] Coppervein Tree
 * Scarlet Orchard ||
 * Scarlet Orchard ||


 * [[File:Abyssal Trees.png|]] Abyssal Tree
 * Sealed Forest ||
 * Sealed Forest ||


 * [[File:Giant Abyssal Tree.png|]] Overgrown Abyssal Tree
 * Sealed Forest ||
 * Sealed Forest ||


 * [[File:Mushwood Tree.png|]] Mushwood Tree
 * Marshlands ||
 * Marshlands ||


 * }

Resource Deposits

 * Main article: The Forest

Resource deposits are tiles from which villagers may gather resources. Deposits come in two sizes; large deposits can only be found inside Dangerous and Forbidden Glades. (The tutorial is an exception.) Their size determines not just how much can be gathered from the deposits, but also which Camps can gather from them.

Large deposits require the larger Foragers' Camp, Herbalists' Camp, and Trappers' Camp.

Each deposit has a certain number of charges, which are used up every time a villager harvests from it. The number of charges can be increased by Smoldering City upgrades and Cornerstones, like Rich Glades. Large resource deposits always have more charges than their smaller versions. Exhausting a deposit's charges will cause the deposit to disappear and free up the tile it was on for other uses.

Like trees, resource deposits have chances for additional gathered resources. When a resource has both a first bonus chance of 100% and a second bonus chance of X%, you will have X% chance of getting both additional resources from gathering. You always get at least one of the two.

You may choose priorities for each deposit by clicking on its tile. Deposits with higher priority will be gathered from first.


 * See Also: List of Camps

Bonus Resources
These are the bonus resources that can be gathered from resource deposits. Refer back to this list, especially when planning your access to Crafting Materials.

Giant Deposits in the Marshlands
There are always three Forbidden Glades in the Marshlands Biome, and one giant resource deposits can be found in each of them. These massive treasure troves of resources provide many bonus resources as well as more than enough charges to outlast a mission.

The giant resource deposits require the larger Foragers' Camp, Herbalists' Camp, and Trappers' Camp.

Farming


Farming is the primary source of renewable goods for your settlements and requires Fertile Soil. Once your workers convert Fertile Soil into Farm Fields, any nearby farming buildings will send out their workers who can sow and harvest from those fields to produce their corresponding goods forever. The exceptions are the Greenhouse and Clay Pit, which you need to build directly on the Fertile Soil.

Farming is not only for edible foods and food ingredients; you can grow and harvest metal and crafting materials, , and.

In addition to the yields below, the Cornerstone Mushroom Seedlings adds the ability to grow in any building that uses Fertile Soil. The Cornerstone Moss Broccoli Seeds allows you to grow in the Greenhouse.


 * See Also: Buildings#Food Production

* ''The Hallowed Herb Garden, Homestead, and Hallowed Small Farm cannot be built by you. You will find them rarely in Dangerous and Forbidden Glades.

List of Resources

 * ''Main Page: List of Resources