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Every few minutes, [[Villagers]] will go to rest at a [[Hearth]] and try to eat food from [[Storage]]. If they cannot eat, they will get a [[Resolve]] penalty. Alternatively, if [[Complex Food Need|Complex Food]] is available, villagers will eat that instead of raw food, rewarding a bonus to Resolve. Therefore, it is essential that your settlement have a steady income of food resources. | Every few minutes, [[Villagers]] will go to rest at a [[Hearth]] and try to eat food from [[Storage]]. If they cannot eat, they will get a [[Resolve]] penalty. Alternatively, if [[Complex Food Need|Complex Food]] is available, villagers will eat that instead of raw food, rewarding a bonus to Resolve. Therefore, it is essential that your settlement have a steady income of food resources. | ||
== Raw Food | == Raw Food == | ||
Initially only Raw Food will be available around the beginning of each settlement. Raw Food prevents villagers from getting hungry, but will not satisfy their needs for [[#Complex_Food|Complex Food]]. Compared to the number and diversity of ingredients, Complex Food feeds more villagers than Raw Food. In general, plan ahead to convert Raw Food into Complex Food, so that you can feed more villagers sustainably and satisfy their needs for Complex Foods. | Initially only Raw Food will be available around the beginning of each settlement. Raw Food prevents villagers from getting hungry, but will not satisfy their needs for [[#Complex_Food|Complex Food]]. Compared to the number and diversity of ingredients, Complex Food feeds more villagers than Raw Food. In general, plan ahead to convert Raw Food into Complex Food, so that you can feed more villagers sustainably and satisfy their needs for Complex Foods. | ||
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You can prevent your villagers from eating one or more of these Raw Food resources via [[Consumption Control]], once the [[Upgrade]] [[Obsidian Archives Level 3]] is unlocked. For example, if you are running low on Roots and need Flour, you may want to disable Roots in the Consumption panel. | You can prevent your villagers from eating one or more of these Raw Food resources via [[Consumption Control]], once the [[Upgrade]] [[Obsidian Archives Level 3]] is unlocked. For example, if you are running low on Roots and need Flour, you may want to disable Roots in the Consumption panel. | ||
=== Producing Raw Food === | === Producing and Gathering Raw Food === | ||
Farms produce raw food and several other resources. Farms can be created on [[File:FertileSoil.png|32px]] [[Fertile Soil]] by building [[File:Farmfield_icon.png|32px]] [[Farm Field]]s. The "Mushroom Seedlings" cornerstone adds the ability to grow [[File:Mushrooms.png|32px]] [[Mushrooms]] ({{2Star}}) in any building that uses fertile soil fields. | Farms produce raw food and several other resources. Farms can be created on [[File:FertileSoil.png|32px]] [[Fertile Soil]] by building [[File:Farmfield_icon.png|32px]] [[Farm Field]]s. The "Mushroom Seedlings" cornerstone adds the ability to grow [[File:Mushrooms.png|32px]] [[Mushrooms]] ({{2Star}}) (or ({{3Star}}) if a [[Stormforge Cornerstone]] in any building that uses fertile soil fields, while the "Moss Broccoli Seeds" cornerstone allows you to grow [[File:Vegetables.png|32px]] [[Vegetables]] in the [[File:Greenhouse icon.png|32px]][[Greenhouse]]. | ||
Raw Food that can be grown or gathered:</br> | |||
* [[File:Icon_Resource_Berries.png|32px]] [[Berries]] | |||
* [[File:Eggs.png|32px]] [[Eggs]] | |||
* [[File:Insects.png|32px]] [[Insects]] | |||
* [[File:Meat.png|32px]] [[Meat]] | |||
* [[File:Mushrooms.png|32px]] [[Mushrooms]] | |||
* [[File:Roots.png|32px]] [[Roots]] | |||
* [[File:Vegetables.png|32px]] [[Vegetables]] | |||
== Complex Food == | == Complex Food == |
Revision as of 15:33, 18 October 2023
Acquiring Resources
Resources can be acquired in four ways: Gathered from Trees and Resource Deposits, Farmed from Farm Fields, Produced by Buildings or given as rewards for completing Orders. Some Gathered resources can also be Produced, while all Farmed resources are also Gathered.
Trees
Main article: The Forest#Trees
Trees can be harvested by Woodcutters' Camp buildings to give Wood. They may also grant additional resources depending on the biome.
Deposit | Bonus Resources | Guaranteed Resource | Gathered By | Biome | Description |
---|---|---|---|---|---|
Abyssal Trees | Meat (10%) Sea Marrow (10%) Leather (5%) |
Wood | Woodcutters' Camp |
Sealed Forest | A bizarre, writhing growth... is this even really a tree? |
Coppervein Trees | Copper Ore (10%) Pigment (5%) Plant Fiber (5%) |
Coral Forest | A scarlet tree covered in enormous thorns. | ||
Crimsonreach Trees | Stone (40%) Incense (20%) |
Coral Forest | A mineralized coral tree. | ||
Dying Trees | Insects (10%) Plant Fiber (10%) |
Cursed Woodlands | A bare, rotting tree infested with grubs. | ||
Lush Trees | Resin (15%) Plant Fiber (10%) Eggs (5%) |
Royal Woodlands | A perfect source of wood. | ||
Mushwood Trees | Mushrooms (15%) Leather (5%) |
Marshland | A giant fungal tree covered in a leathery bark. | ||
Musselsprout Trees | Meat (40%) Crystalized Dew (20%) |
Coral Forest | The unusually hard bark conceals soft, fleshy tissue. | ||
Overgrown Abyssal Trees | Meat (10%) Sea Marrow (10%) Leather (10%) |
Sealed Forest | A giant, bizarre growth... it's bigger than the other trees in the area. | ||
Plateleaf Trees | Plant Fiber (30%) | Coral Forest | A species of plant rarely seen above water. |
Resource Gathering
Main article: The Forest#Resource Deposits
Resource deposits are spots that allow villagers to gather resources. Each deposit can have its own priority set, when it is preferred to be harvested more or less often than other deposits.
Resource deposits come in two sizes. With the exception of the tutorial, Large resource deposits can only be found inside Dangerous Glades and Forbidden Glades.
Each deposit has a number of Charges, representing the amount of times it can be harvested. Small resource deposits can be harvested 15 times if they provide raw food, and 20 times if they provide raw crafting materials. Large resource deposits can be harvested 70 times. The number of Charges can be increased by certain Smoldering City upgrades or Corberstones like "Rich Glades" , "Rooty Ground" and "Woodcutters' Prayer".
Primary Resources |
Bonus Resources |
Resource Deposits | Gathering Building | Worker Slots |
Specialization Bonus |
Build Cost Prestige 5≤ |
Build Cost Prestige 6≥ |
---|---|---|---|---|---|---|---|
Wheat Roots Vegetables |
→ 100% + 20% → 30% + 30% → 40% + 20% |
Swamp Wheat Field (LARGE) Root Deposit (LARGE) Moss Broccoli Patch (LARGE) |
Foragers' Camp (★★) | 2 | Farming Human |
10 Wood 3 Parts |
15 Wood 5 Parts |
→ 20% → 20% → 30% |
Swamp Wheat Field (SMALL) Root Deposit (SMALL) Moss Broccoli Patch (SMALL) |
Small Foragers' Camp (★) | |||||
Plant Fiber Reed |
50% + 30% 30% + 20% 40% + 40% 20% + 20% |
Flax Field (LARGE) Flax Field (SMALL) Reed Field (LARGE) Reed Field (SMALL) |
Harvesters' Camp (★★) | 2 | none | 10 Wood 3 Parts |
15 Wood 5 Parts |
Berries Herbs Mushrooms |
Herb Node (LARGE) Dewberry Bush (LARGE) Bleeding Tooth Mushrooms (LARGE) Grasscap Mushrooms (LARGE) |
Herbalists' Camp(★★) | 2 | Alchemy Harpy |
10 Wood 3 Parts |
15 Wood 5 Parts | |
Herb Node (SMALL) Dewberry Bush (SMALL) Bleeding Tooth Mushrooms (SMALL) Grasscap Mushrooms (SMALL) |
Small Herbalists' Camp (★) | ||||||
Clay Sea Marrow Stone |
Clay Deposit Sea Marrow Deposit Stone Deposit |
Stonecutters' Camp(★★) | 2 | none | 10 Wood 3 Parts |
15 Wood 5 Parts | |
Meat Insects Eggs |
Leech Broodmother (LARGE) Slickshell Broodmother (LARGE) Wormtongue Nest (LARGE) Snake Nest (LARGE) Stormbird Nest (LARGE) |
Trappers' Camp (★★) | 2 | Meat Production Lizard |
10 Wood 3 Parts |
15 Wood 5 Parts | |
Leech Broodmother (SMALL) Slickshell Broodmother (SMALL) Wormtongue Nest (SMALL) Snake Nest (SMALL) Stormbird Nest (SMALL) |
Small Trappers' Camp (★) | 2 | 10 Wood 3 Parts |
15 Wood 5 Parts |
Resource Production
All of the following buildings except the Ranch need Fertile Soil to function. Buildings such as the Greenhouse and Clay Pit needs to be placed directly on the Fertile Soil, while all others (excluding the Ranch) need Fertile Soil to be converted to Farm Fields. The Resources are then grown on the Farm Fields.
Resources | Building | Worker Slots |
Specialization Bonus |
Build Cost Prestige 5≤ |
Build Cost Prestige 6≥ |
---|---|---|---|---|---|
Clay (★★) Reeds (★★) |
Clay Pit | 3 | Water Fox |
2 Planks 2 Fabric |
|
Resin (★★) Crystalized Dew (★★) |
Forester's Hut | 4 | Wood Beaver |
2 Planks | 3 Planks |
Herbs (★★) Mushrooms (★★) |
Greenhouse | 3 | Water Farming Fox Human |
2 Bricks 2 Fabric |
|
Roots (★) Herbs (★★) |
Herb Garden | 2 | Farming Human |
2 Planks | 3 Planks |
Roots (★★★) Herbs (★★★) |
Hallowed Herb Garden | 3 | Farming Human |
Found in Glades, cannot be built. | |
Grain (★★★) Plant Fiber (★★★) Vegetables (★★) Mushrooms (★★) |
Homestead | 3 | Farming Human |
Found in Glades, cannot be built. | |
Berries (★★) Plant Fiber (★★) |
Plantation | 2 | Farming Human |
2 Planks | 3 Planks |
Vegetables (★) Grain (★★) |
Small Farm | 2 | Farming Human |
2 Planks | 3 Planks |
Vegetables (★★★) Grain (★★★) |
Hallowed Small Farm | 3 | Farming Human |
Found in Glades, cannot be built. | |
Meat (★) Leather (★) Eggs (★) |
Ranch | 2 | Meat Lizard |
5 Planks | 8 Planks |
Food
Main article: Food
Every few minutes, Villagers will go to rest at a Hearth and try to eat food from Storage. If they cannot eat, they will get a Resolve penalty. Alternatively, if Complex Food is available, villagers will eat that instead of raw food, rewarding a bonus to Resolve. Therefore, it is essential that your settlement have a steady income of food resources.
Raw Food
Initially only Raw Food will be available around the beginning of each settlement. Raw Food prevents villagers from getting hungry, but will not satisfy their needs for Complex Food. Compared to the number and diversity of ingredients, Complex Food feeds more villagers than Raw Food. In general, plan ahead to convert Raw Food into Complex Food, so that you can feed more villagers sustainably and satisfy their needs for Complex Foods.
You can prevent your villagers from eating one or more of these Raw Food resources via Consumption Control, once the Upgrade Obsidian Archives Level 3 is unlocked. For example, if you are running low on Roots and need Flour, you may want to disable Roots in the Consumption panel.
Producing and Gathering Raw Food
Farms produce raw food and several other resources. Farms can be created on Fertile Soil by building Farm Fields. The "Mushroom Seedlings" cornerstone adds the ability to grow Mushrooms (★★) (or (★★★) if a Stormforge Cornerstone in any building that uses fertile soil fields, while the "Moss Broccoli Seeds" cornerstone allows you to grow Vegetables in the Greenhouse.
Raw Food that can be grown or gathered:
Complex Food
Main article: Complex Food Need
These food resources are produced from Recipes and will satisfy the villagers' needs for Complex Food. Villagers prefer these food items over Raw Food when resting at Hearths. Satisfying villagers with Complex Food is more efficient, because most Recipes yield more goods than the number of raw ingredients used to produce them.
Note that the ingredients Flour, Grain, and Herbs are not edible, but are required in many Complex Food recipes.
Also note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.
Complex Food | Amber Value | Produced in | Recipe | ||
---|---|---|---|---|---|
1st Ingredient | 2nd Ingredient | Blightrot Footprint | |||
Biscuits | 0.25 | Apothecary (★★) Bakery (★★) Cookhouse (★★) Smelter (★) Field Kitchen (⊙) |
Flour | Berries Herbs Roots |
2% |
Jerky | 0.14 | Smokehouse (★★★) Butcher (★★) Kiln (★) Field Kitchen (⊙) |
Insects Meat |
Coal Oil Sea Marrow Wood |
2% |
Pickled Goods | 0.20 | Granary (★★) Brewery (★) Cellar (★) Field Kitchen (⊙) |
Berries Mushrooms Roots Vegetables |
Barrels Pottery Waterskins |
2% |
Pie | 0.25 | Brick Oven (★★★) Bakery (★★) Furnace (★★) |
Flour | Berries Eggs Herbs Insects Meat |
2% |
Skewers | 0.20 | Grill (★★★) Butcher (★★) Cookhouse (★★) |
Insects Jerky Meat Mushrooms |
Berries Eggs Roots Vegetables |
2% |
Building Materials
Building Materials are mostly used for constructing new Buildings, however there are Recipes that require these materials as ingredients. All materials are refunded if a Building is demolished.
Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.
Building Material | Amber value | Produced in | Recipe | ||
---|---|---|---|---|---|
1st Ingredient | 2nd Ingredient | Blightrot Footprint | |||
Bricks | 0.31 | Brickyard (★★) Furnace (★★) Workshop (★★) Kiln (★) Crude Workstation (⊙) |
— | Clay Stone |
2% |
Fabric | 0.31 | Weaver (★★★) Granary (★★) Leatherworker (★★) Workshop (★★) Crude Workstation (⊙) |
— | Plant Fiber Leather Reed |
2% |
Planks | 0.18 | Lumber Mill (★★★) Carpenter (★★) Supplier (★★) Workshop (★★) Crude Workstation (⊙) |
— | Wood | 2% |
Parts | 2.39 | Rainpunk Foundry (★★★) | Clay Copper Bars Crystalized Dew Stone |
Coal Oil Wood |
4% |
Wildfire Essence | 5.00 | Cannot be produced. Found from Trading, solving Glade Events, and fulfilling Orders. |
Consumable Items
Consumable items include Clothing and Service Goods. Some of these items can also be used as ingredients when producing Trade Goods.
Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.
Clothing
Humans and Beavers have a need for Clothing.
Consumable Item | Used in Service | Amber value | Produced in | Recipe | ||
---|---|---|---|---|---|---|
1st Ingredient | 2nd Ingredient | Blightrot Footprint | ||||
Coats | Clothing (at Hearths) | 0.10 | Clothier (★★★) Artisan (★★) Smithy (★★) Druid's Hut (★) |
— | Fabric | 2% |
Service Goods
Service Goods are used in Service Buildings to satisfy villagers' needs for Services.
Consumable Item | Used in Service | Amber value | Produced in | Recipe | ||
---|---|---|---|---|---|---|
1st Ingredient | 2nd Ingredient | Blightrot Footprint | ||||
Ale | Leisure | 0.17 | Brewery (★★★) Tinctury (★★) Scribe (★★) Grill (★) |
Grain Roots |
Barrels Pottery Waterskins |
4% |
Cosmetics | Cleanliness | 0.14 | Alchemist's Hut (★★) Apothecary (★★) Cooperage (★) |
Eggs Oil |
Herbs Pigment Resin |
4% |
Incense | Religion | 0.18 | Apothecary (★★) Brick Oven (★) Druid's Hut (★) Smokehouse (★) |
Herbs Insects Resin Roots |
Coal Oil Sea Marrow Wood |
4% |
Scrolls | Education | 0.14 | Scribe (★★★) Clothier (★) Lumber Mill (★) Rain Mill (★) |
Leather Plant Fiber Wood |
Pigment Wine |
4% |
Training Gear | Brawling | 0.21 | Cooperage (★★) Manufactory (★★) Tinkerer (★★) Weaver (★) |
Copper Bars Crystalized Dew Stone |
Planks Reed |
4% |
Wine | Luxury | 0.14 | Cellar (★★★) Alchemist's Hut (★★) Tinctury (★★) |
Berries Mushrooms Reed |
Barrels Pottery Waterskins |
4% |
Bonus Consumable Items
Additionally, some of these resources are available as bonuses when villagers work deposits on map tiles. If you have no access to their main production methods, you will still find a few as bonuses. They are infrequent extra resources that happen during normal gathering (between 5% and 40% of the time, typically about 1-in-5 times). See Bonus Resources for more information.
Consumable Item | From resource deposit |
---|---|
Ale | none |
Cosmetics | none |
Incense | Crimsonreach Trees (Coral Forest) |
Scrolls | none |
Training Gear | none |
Wine | none |
Crafting Materials
Crafting Materials are goods used in Recipes, and most don't have another purpose except as intermediate products. These are the most diversely and frequently used resources, some being used in almost a dozen recipes. Materials for building Roads also falls into this broad category.
Crafting Materials are split into roughly two groups, one raw from the map and one produced in Buildings. The exceptions that appear in both lists are Crystalized Dew and Leather.
Crafting Materials can frequently be found as rewards from Glade Events and Orders.
Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.
Raw Crafting Materials
These Crafting Materials are gathered or farmed from map tiles with resource deposits. Some only need a Camp or Mine, while others need Fertile Soil to be improved to Farm Fields and a nearby farming building.
Note that Crystalized Dew appears here because it can be farmed raw from the Grove. It is also produced in three buildings, listed here for quick reference, and its Recipe appears in the second table for Crafting Materials.
Raw Crafting Material | Amber value | Gathered by | Farmed from Farm Fields by | Produced by | |
---|---|---|---|---|---|
Camp | Near resource deposit | ||||
Clay | 0.14 | Stonecutters' Camp (★) | Clay Deposit | none | Clay Pit (★★) |
Copper Ore | 0.12 | none | none | Mine (★) on a Copper Deposit | |
Crystalized Dew | 0.59 | none | Grove (★★) | Alchemist's Hut (★★) Brickyard (★★) Smelter (★) | |
Grain | 0.20 | Foragers' Camp (★) | Swamp Wheat Field | Homestead (★★) Small Farm (★★) |
none |
Herbs | 0.20 | Herbalists' Camp (★) | Herb Deposit | Greenhouse (★★) Herb Garden (★★) |
none |
Leather | 0.14 | none | none | Ranch (★) | |
Plant Fiber | 0.14 | Harvesters' Camp (★) | Flax Field | Plantation (★★) | none |
Reed | 0.14 | Harvesters' Camp (★) | Reed Field | none | Clay Pit (★★) |
Resin | 0.14 | none | Grove (★★) | none | |
Sparkdew | 0.06 | none | none | Rain Collector (★) | |
Stone | 0.14 | Stonecutters' Camp | Stone Deposit | none | none |
Bonus Raw Crafting Materials
Additionally, some of these resources are available as bonuses when villagers work other deposits. If you have no access to their main gathering, farming, or production methods, you will still find a few as bonuses. They are infrequent extra resources that happen during normal gathering (between 5% and 40% of the time, typically about 1-in-5 times). See Bonus Resources for more information.
Raw Crafting Material | From resource deposit |
---|---|
Clay | Flax Field Reed Field Stone Deposit Mine on a Copper Deposit |
Copper Ore | Clay Deposit Coppervein Trees (Scarlet Orchard) |
Crystalized Dew | Musselsprout Trees (Coral Forest) |
Grain | none |
Herbs | Roots Deposit |
Leather | Mushwood Trees (The Marshlands) Slickshell Broodmother Snake Nest |
Plant Fiber | Coppervein Trees (Scarlet Orchard) Herb Deposit Lush Trees (Royal Woodlands) Plateleaf Trees (Coral Forest) Swamp Wheat Field |
Reed | none |
Resin | Lush Trees (Royal Woodlands) Plantleaf Trees (Coral Forest) |
Sparkdew | none |
Stone | Mine on a Coal Deposit Crimsonreach Trees (Coral Forest) Sea Marrow Deposit |
Refined Crafting Materials
These Crafting Materials are produced from Recipes in Buildings. They are not available from gathering, with the exception of Crystalized Dew.
Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.
Bonus Refined Crafting Materials
Additionally, some of these resources are available as bonuses when villagers work deposits on map tiles. If you have no access to their main production methods, you will still find a few as bonuses. They are infrequent extra resources that happen during normal gathering (between 5% and 40% of the time, typically about 1-in-5 times). See Bonus Resources for more information.
Crystalized Dew and Leather are repeated here for quick reference; they are also in #Bonus Raw Crafting Materials, above.
Crafting Material | From resource deposit |
---|---|
Barrels | none |
Copper Bars | none |
Crystalized Dew | Musselsprout Trees (Coral Forest) |
Flour | none |
Leather | Mushwood Trees (The Marshlands) Slickshell Broodmother |
Pigment | Coppervein Trees (Scarlet Orchard) |
Pottery | none |
Waterskins | none |