Resources: Difference between revisions
(→Farming: more accurate link; carried over some notes from Food section about farming into this section on Farming) |
(→Food: Editing pass; vastly simplified the table. Feel free to copy the ratios and stuff from the version history into a detail page somewhere else instead of this overview page) |
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<nowiki>*</nowiki>''The Hallowed Herb Garden, Homestead, and Hallowed Small Farm cannot be built by you. You will find them rarely in Dangerous and Forbidden Glades. | <nowiki>*</nowiki>''The Hallowed Herb Garden, Homestead, and Hallowed Small Farm cannot be built by you. You will find them rarely in Dangerous and Forbidden Glades. | ||
= Food = | == Food == | ||
'' | :''See Also: [[Resolve]]'' | ||
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 | Every few minutes, your [[Villagers]] will go to rest at a [[Hearth]] and try to eat food from your [[Storage]]. If they cannot eat, they will get a [[Resolve]] penalty called '''Hunger''' that can stack if they miss multiple meals, multiplying their Resolve penalty. Alternatively, if cooked and produced food goods, called [[Complex Food Need|Complex Food]], is available then villagers will eat that instead of raw food. Since Complex Foods reward a bonus to Resolve, you will make the production of Complex Food an early objective of every settlement. This requires that your settlement have a steady income of raw food, among other goods. | ||
== Raw Food == | === Raw Food === | ||
Initially only | Initially only raw food will be available around the beginning of each settlement, from [[#Resource Deposits|deposits]], as explained above. Raw food is an inefficient way to feed your villagers and keep them from going hungry. Complex Food feeds more villagers than raw food, but requires raw food as ingredients. | ||
You can prevent your villagers from eating | You can prevent your villagers from eating raw food ingredients via [[Consumption Control]]. For example, if you are running low on {{rl|Roots}} and need it to make {{rl|Flour}} for more efficient food like {{rl|Biscuits}}, you may decide you need to prohibit your villagers from eating {{rl|Roots}}. | ||
Gathering Camps and Farms produce raw food, among other things. See the sections on [[#Resource Deposits|Resource Deposits]] and [[#Farming|Farming]]. | |||
[[File: | {| class="wikitable" | ||
|+ Raw Food that can be Grown or Gathered | |||
! Raw Food !!colspan=2| Example Sources | |||
|- | |||
| {{rl|Berries|large}} || [[File:DebugNode DewberryBushSmall icon.png|{{ImgL}}|alt=Dewberry Bush]] Dewberry Bush || {{bl|Plantation|large}} | |||
|- | |||
| {{rl|Eggs|large}} || [[File:DebugNode DrizzlewingNestSmall icon.png|{{ImgL}}|alt=Drizzlewing Nest]] Drizzlewing Nest || {{bl|Ranch|large}} | |||
|- | |||
| {{rl|Insects|large}} || [[File:DebugNode WormtongueNestBig icon.png|{{ImgL}}|alt=Wormtongue Nest]] Wormtongue Nest || {{bl|Small Trappers' Camp|large}} | |||
|- | |||
| {{rl|Meat|large}} || [[File:DebugNode SnailBroodmotherSmall icon.png|{{ImgL}}|alt=Slickshell Broodmother]] Slickshell Broodmother || {{bl|Small Trappers' Camp|large}} | |||
|- | |||
| {{rl|Mushrooms|large}} || [[File:DebugNode MarshlandsMushroomSmall icon.png|{{ImgL}}|alt=Grasscap Mushrooms]] Grasscap Mushrooms || {{bl|Small Herbalists' Camp|large}} | |||
|- | |||
| {{rl|Roots|large}} || [[File:DebugNode RootsSmall icon.png|{{ImgL}}|alt=Roots Deposit]] Roots Deposit || {{bl|Herb Garden|large}} | |||
|- | |||
| {{rl|Vegetables|large}} || [[File:DebugNode MossBroccoliSmall icon.png|{{ImgL}}|alt=Moss Broccoli Patch]] Moss Broccoli Patch || {{bl|Small Farm|large}} | |||
|} | |||
== Complex Food == | == Complex Food == | ||
Line 497: | Line 507: | ||
''Main article: [[Complex Food Need]]'' | ''Main article: [[Complex Food Need]]'' | ||
Complex Food goods are produced from raw goods and will satisfy the villagers' needs for [[Complex Food Need|Complex Food]]. Villagers prefer these food items over raw food. Besides giving a benefit to [[Resolve]], Complex Food more efficiently feeds your villagers, because their recipes yield more goods than the number of raw ingredients used to produce them. | |||
Like you can do with raw food, you can prohibit your villagers from eating Complex Food through [[Consumption Control]]. However, unlike with raw food, they will get a small penalty to their Resolve when you deny them Complex Food. | |||
For more information, click on the good to see more about its recipes' ingredients, production times, and producing buildings. | |||
{| class="wikitable mw-collapsible sortable" | |||
|+ Producing Complex Foods and Species Preferences | |||
! Complex Food !! Species Preference !!colspan=2| Ingredients and Options !! Production Buildings | |||
|- | |||
{| class="wikitable mw-collapsible | | {{rl|Biscuits|large}} || <!--Species inner table--> | ||
|+ | {| | ||
|- | | {{Species link|Beavers|med}} | ||
|- | |||
| {{Species link|Harpies|med}} | |||
|- | |||
| {{Species link|Humans|med}} | |||
|} | |||
|- | | {{rl|Flour|med}} || <!--Second ingredient inner table--> | ||
| | {| | ||
| | | {{rl|Berries|med}} | ||
| | |- | ||
| | | {{rl|Herbs|med}} | ||
| | |- | ||
| | | {{rl|Roots|med}} | ||
| | |} | ||
| | | {{Recipe|Biscuits|display=list}} | ||
| | |- | ||
|- | | {{rl|Jerky|large}} || <!--Species inner table--> | ||
| | {| | ||
| | | {{Species link|Harpies|med}} | ||
| | |- | ||
| | | {{Species link|Lizards|med}} | ||
| | |} | ||
| | | <!--First ingredient inner table--> | ||
|- | {| | ||
| | | {{rl|Meat|med}} | ||
| | |- | ||
| | | {{rl|Insects|med}} | ||
| | |} | ||
| | | <!--Second ingredient inner table--> | ||
| | {| | ||
|- | | {{rl|Coal|med}} | ||
| | |- | ||
| | | {{rl|Oil|med}} | ||
| | |- | ||
| | | {{rl|Sea Marrow|med}} | ||
| | |- | ||
| | | {{rl|Wood|med}} | ||
|} | |||
| {{Recipe|Jerky|display=list}} | |||
|- | |||
| {{rl|Pickled Goods|large}} || <!--Species inner table--> | |||
{| | |||
| {{Species link|Beavers|med}} | |||
|- | |||
| {{Species link|Foxes|med}} | |||
|- | |||
| {{Species link|Lizards|med}} | |||
|} | |||
| <!--First ingredient inner table--> | |||
{| | |||
| {{rl|Berries|med}} | |||
|- | |||
| {{rl|Eggs|med}} | |||
|- | |||
| {{rl|Mushrooms|med}} | |||
|- | |||
| {{rl|Roots|med}} | |||
|- | |||
| {{rl|Vegetables|med}} | |||
|} | |||
| <!-- Second ingredient inner table--> | |||
{| | |||
| {{rl|Barrels|med}} | |||
|- | |||
| {{rl|Pottery|med}} | |||
|- | |||
| {{rl|Waterskins|med}} | |||
|} | |||
| {{Recipe|Pickled Goods|display=list}} | |||
|- | |||
| {{rl|Pie|large}} || <!--Species inner table--> | |||
{| | |||
| {{Species link|Harpies|med}} | |||
|- | |||
| {{Species link|Humans|med}} | |||
|- | |||
| {{Species link|Lizards|med}} | |||
|} | |||
| {{rl|Flour|med}} || <!-- Second ingredient inner table--> | |||
{| | |||
| {{rl|Berries|med}} | |||
|- | |||
| {{rl|Eggs|med}} | |||
|- | |||
| {{rl|Herbs|med}} | |||
|- | |||
| {{rl|Insects|med}} | |||
|- | |||
| {{rl|Meat|med}} | |||
|} | |||
| {{Recipe|Pie|display=list}} | |||
|- | |||
| {{rl|Porridge|large}} || <!--Species inner table--> | |||
{| | |||
| {{Species link|Foxes|med}} | |||
|- | |||
| {{Species link|Humans|med}} | |||
|} | |||
| <!--First ingredient inner table--> | |||
{| | |||
| {{rl|Grain|med}} | |||
|- | |||
| {{rl|Herbs|med}} | |||
|- | |||
| {{rl|Mushrooms|med}} | |||
|- | |||
| {{rl|Vegetables|med}} | |||
|} | |||
| <!-- Second ingredient inner table--> | |||
{| | |||
| {{rl|Drizzle Water|med}} | |||
|- | |||
| {{rl|Clearance Water|med}} | |||
|- | |||
| {{rl|Storm Water|med}} | |||
|} | |||
| {{Recipe|Porridge|display=list}} | |||
|- | |||
| {{rl|Skewers|large}} || <!--Species inner table--> | |||
{| | |||
| {{Species link|Foxes|med}} | |||
|- | |||
| {{Species link|Lizards|med}} | |||
|} | |||
| <!--First ingredient inner table--> | |||
{| | |||
| {{rl|Insects|med}} | |||
|- | |||
| {{rl|Jerky|med}} | |||
|- | |||
| {{rl|Meat|med}} | |||
|- | |||
| {{rl|Mushrooms|med}} | |||
|} | |||
| <!-- Second ingredient inner table--> | |||
{| | |||
| {{rl|Berries|med}} | |||
|- | |||
| {{rl|Eggs|med}} | |||
|- | |||
| {{rl|Roots|med}} | |||
|- | |- | ||
| | | {{rl|Vegetables|med}} | ||
|} | |||
| {{Recipe|Skewers|display=list}} | |||
| | |||
| | |||
|} | |} | ||
Revision as of 04:59, 1 December 2023
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
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 Barrels. This Building is currently using Crystalized Dew for this recipe, but the rotating arrows around the icon means you can swap the ingredient. This recipe also has a fixed ingredient of Planks; the square border around the ingredient icon means you cannot swap this ingredient. The bottom recipe for Lua error in Module:ResourceLink at line 41: No resource found with name: Packs of Provisions. Please see the template documentation for how to use the parameters. is currently using Eggs, but that can be changed, indicated by the rotating arrow circular frame around the Eggs icon.
Resources Panel
At any time, you can see the totals of different categories of resources at the top of your screen, to the left of the primary time display and controls.
The number on each category icon represents the total amount of those types of resources. Clicking on those icons reveals a grid below the panel showing icons for every resource from that category currently in storage. The number below each of those icons is how many of that specific item your settlement has in storage. It does not count items in buildings' inventories that are waiting to be consumed by production or have been produced but not yet delivered to a Warehouse. The red or green arrow on each icon indicates whether the number of each category or resource has been trending up or down recently.
From left to right, the categories are the following:
Recipes Panel
You can also see your current Resource amounts from the Recipes Panel. You can browse the Recipes Panel by either end Product or Ingredient - allowing you to see which Recipes either produce or use that Resource. If you uncheck Show All, it will only display the Resources and Buildings you have available. You can also check Show All to explore the full list of Recipes.
When browsing by Product, the left-hand side number indicates the current amount in Storage; and on the right-hand side you can set a Global Production Limit for that Resource. If you click on a Product, it will expand a menu showing which Buildings have Recipes for that Product - including which Ingredients can be used, how many Ingredients are required, and how many resulting Resources that Recipe will produce. It will also display all possible Resources which could be used to produce that Product in the bottom of the panel - including how many currently reside in your Storage.
When browsing by Ingredient, the left-hand side number indicates the current amount in Storage. If you click on an Ingredient, it will expand a menu showing all the Recipes from all the Buildings which use that Ingredient. If you have unlocked a particular Building, you can adjust which Ingredients are being used and apply a Building-specific Production Limit that overrides the Global Production Limit.
The Recipes Panel hotkey is "U" by default.
Acquiring Resources
Resources can be acquired in four ways:
- Gathered from Trees and Resource Deposits
- Farmed from Farm Fields
- Produced by Buildings
- Given as rewards for completing Orders
Trees
- Main article: The Forest
All trees can be harvested by Woodcutters' Camps to produce Wood. They may also grant additional resources depending on the biome. All trees have 2 charges, except Overgrown Abyssal trees, which have 20.
Tree | Biome | Bonus Resources | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Crimsonreach Tree | Coral Forest |
| ||||||||
Musselsprout Tree | Coral Forest |
| ||||||||
Plateleaf Tree | Coral Forest |
| ||||||||
Dying Tree | Cursed Royal Woodlands |
| ||||||||
Lush Tree | Royal Woodlands |
| ||||||||
Coppervein Tree | Scarlet Orchard |
| ||||||||
Abyssal Tree | Sealed Forest |
| ||||||||
Overgrown Abyssal Tree | Sealed Forest |
| ||||||||
Mushwood Tree | 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 Perks, like Rich Glades and Rooty Ground. 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
Deposit | Gathering Camp to Use | Primary Resource Gathered | Biomes |
---|---|---|---|
Bleeding Tooth Mushrooms | Small Herbalists' Camp | Mushrooms |
|
Clay Deposit | Stonecutters' Camp | Clay |
|
Dewberry Patch | Small Herbalists' Camp | Berries |
|
Drizzlewing Nest | Small Trappers' Camp | Eggs |
|
Flax Field | Harvesters' Camp | Plant Fiber |
|
Grasscap Mushrooms | Small Herbalists' Camp | Mushrooms |
|
Herbs Node | Small Herbalists' Camp | Herbs |
|
Leech Broodmother | Small Trappers' Camp | Meat |
|
Moss Broccoli Patch | Small Foragers' Camp | Vegetables |
|
Reed Field | Harvesters' Camp | Reed |
|
Root Deposit | Small Foragers' Camp | Roots |
|
Sea Marrow Deposit | Stonecutters' Camp | Sea Marrow |
|
Slickshell Broodmother | Small Trappers' Camp | Meat |
|
Snake Nest | Small Trappers' Camp | Eggs |
|
Stone Deposit | Stonecutters' Camp | Stone |
|
Swamp Wheat Field | Small Foragers' Camp | Grain |
|
Wormtongue Nest | Small Trappers' Camp | Insects |
|
Coal Deposit | Mine | Coal |
|
Copper Deposit | Mine | Clay |
|
Bonus Resources
Size | Deposit | Primary Resource | Charges | Bonus Resources | ||
---|---|---|---|---|---|---|
Large | Bleeding Tooth Mushrooms | Mushrooms | 70 | 40% Insects | — | — |
Small | Bleeding Tooth Mushrooms | Mushrooms | 15 | 20% Insects | — | — |
Large | Clay Deposit | Clay | 60 | 75% Copper Ore | 30% Roots | — |
Small | Clay Deposit | Clay | 20 | 50% Copper Ore | 20% Roots | — |
Large | Dewberry Patch | Berries | 70 | 40% Berries | — | — |
Small | Dewberry Patch | Berries | 15 | 20% Berries | — | — |
Large | Drizzlewing Nest | Eggs | 70 | 40% Meat | — | — |
Small | Drizzlewing Nest | Eggs | 15 | 20% Meat | — | — |
Large | Flax Field | Plant Fiber | 60 | 50% Clay | 30% Insects | — |
Small | Flax Field | Plant Fiber | 20 | 30% Clay | 20% Insects | — |
Large | Grasscap Mushrooms | Mushrooms | 70 | 40% Insects | — | — |
Small | Grasscap Mushrooms | Mushrooms | 15 | 20% Insects | — | — |
Large | Herbs Node | Herbs | 70 | 40% Berries | 20% Plant Fiber | — |
Small | Herbs Node | Herbs | 15 | 20% Berries | — | — |
Large | Moss Broccoli Patch | Vegetables | 70 | 40% Insects | 20% Roots | — |
Small | Moss Broccoli Patch | Vegetables | 12 | 30% Insects | — | — |
Large | Reed Field | Reed | 60 | 40% Roots | 40% Clay | — |
Small | Reed Field | Reed | 20 | 20% Roots | 20% Roots | — |
Large | Root Deposit | Roots | 70 | 30% Herbs | 30% Resin | — |
Small | Root Deposit | Roots | 12 | 20% Herbs | — | — |
Large | Sea Marrow Deposit | Sea Marrow | 60 | 100% Sea Marrow | 50% Stone | 1% Ancient Tablet |
Small | Sea Marrow Deposit | Sea Marrow | 20 | 80% Sea Marrow | 40% Stone | — |
Large | Slickshell Broodmother | Meat | 70 | 100% Leather | — | — |
Small | Slickshell Broodmother | Meat | 15 | 20% Leather | — | — |
Large | Stone Deposit | Stone | 60 | 30% Roots | 30% Insects | 10% Copper Ore |
Small | Stone Deposit | Stone | 20 | 20% Roots | 20% Insects | — |
Large | Swamp Wheat Field | Grain | 70 | 100% Plant Fiber | 20% Plant Fiber | — |
Small | Swamp Wheat Field | Grain | 12 | 20% Plant Fiber | — | — |
Large | Wormtongue Nest | Insects | 70 | 60% Insects | — | — |
Small | Wormtongue Nest | Insects | 15 | 20% Insects | — | — |
— | Coal Deposit | Coal | 30 | 30% Stone | — | — |
— | Copper Deposit | Copper Ore | 20 | 30% Clay | — | — |
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.
Deposit | Primary Resource | Charges | Bonus Resources | |||
---|---|---|---|---|---|---|
Ancient Proto-Wheat | Grain | 1011 | 40% Reed | 40% Herbs | 30% Oil | 5% Amber |
Dead Leviathan | Meat | 1011 | 40% Leather | 30% Jerky | 30% Sea Marrow | 30% Crystalized Dew |
Giant Proto-Fungus | Mushrooms | 1011 | 40% Insects | 40% Lua error in Module:ResourceLink at line 41: No resource found with name: Pigment. Please see the template documentation for how to use the parameters. | 40% Waterskins | 30% Pickled Goods |
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 Crystalized Dew and crafting materials Plant Fiber, Clay, and Resin.
In addition to the yields below, the Cornerstone Mushroom Seedlings adds the ability to grow Mushrooms in any building that uses Fertile Soil. The Cornerstone Moss Broccoli Seeds allows you to grow Vegetables in the Greenhouse.
- See Also: Buildings#Food Production
Yields | Efficiency | Farming Building |
---|---|---|
Clay | ★★ | Clay Pit |
Reed | ★★ | Clay Pit |
Resin | ★★ | Forester's Hut |
Crystalized Dew | ★★ | Forester's Hut |
Herbs | ★★ | Greenhouse |
Mushrooms | ★★ | Greenhouse |
Herbs | ★★ | Herb Garden |
Roots | ★ | Herb Garden |
Herbs | ★★★ | Hallowed Herb Garden* |
Roots | ★★★ | Hallowed Herb Garden* |
Grain | ★★★ | Homestead* |
Plant Fiber | ★★★ | Homestead* |
Vegetables | ★★ | Homestead* |
Mushrooms | ★★ | Homestead* |
Berries | ★★ | Plantation |
Plant Fiber | ★★ | Plantation |
Grain | ★★ | Small Farm |
Vegetables | ★ | Small Farm |
Grain | ★★★ | Hallowed Small Farm* |
Vegetables | ★★★ | Hallowed Small Farm* |
*The Hallowed Herb Garden, Homestead, and Hallowed Small Farm cannot be built by you. You will find them rarely in Dangerous and Forbidden Glades.
Food
- See Also: Resolve
Every few minutes, your Villagers will go to rest at a Hearth and try to eat food from your Storage. If they cannot eat, they will get a Resolve penalty called Hunger that can stack if they miss multiple meals, multiplying their Resolve penalty. Alternatively, if cooked and produced food goods, called Complex Food, is available then villagers will eat that instead of raw food. Since Complex Foods reward a bonus to Resolve, you will make the production of Complex Food an early objective of every settlement. This requires that your settlement have a steady income of raw food, among other goods.
Raw Food
Initially only raw food will be available around the beginning of each settlement, from deposits, as explained above. Raw food is an inefficient way to feed your villagers and keep them from going hungry. Complex Food feeds more villagers than raw food, but requires raw food as ingredients.
You can prevent your villagers from eating raw food ingredients via Consumption Control. For example, if you are running low on Roots and need it to make Flour for more efficient food like Biscuits, you may decide you need to prohibit your villagers from eating Roots.
Gathering Camps and Farms produce raw food, among other things. See the sections on Resource Deposits and Farming.
Raw Food | Example Sources | |
---|---|---|
Berries | Dewberry Bush | Plantation |
Eggs | Drizzlewing Nest | Ranch |
Insects | Wormtongue Nest | Small Trappers' Camp |
Meat | Slickshell Broodmother | Small Trappers' Camp |
Mushrooms | Grasscap Mushrooms | Small Herbalists' Camp |
Roots | Roots Deposit | Herb Garden |
Vegetables | Moss Broccoli Patch | Small Farm |
Complex Food
Main article: Complex Food Need
Complex Food goods are produced from raw goods and will satisfy the villagers' needs for Complex Food. Villagers prefer these food items over raw food. Besides giving a benefit to Resolve, Complex Food more efficiently feeds your villagers, because their recipes yield more goods than the number of raw ingredients used to produce them.
Like you can do with raw food, you can prohibit your villagers from eating Complex Food through Consumption Control. However, unlike with raw food, they will get a small penalty to their Resolve when you deny them Complex Food.
For more information, click on the good to see more about its recipes' ingredients, production times, and producing buildings.
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 | Used as Ingredient | Recipe | Recipe Ratio + Time |
Production Building | |
---|---|---|---|---|---|
1st | 2nd | ||||
Bricks |
Pack of Building Materials | Clay Stone |
none | 2 > 2 → 00:28 → 3 > 2 → 00:42 → 3 > 2 → 00:42 → 4 > 2 → 00:42 → 6 > 2 → 00:56 → |
Brickyard ★★★ Furnance ★★ Workshop ★★ Kiln ★ Crude Workstation ☆ |
Fabric |
Coats Pack of Building Materials |
Leather Plant Fiber Reeds |
none | 2 > 2 → 00:28 → 3 > 2 → 00:42 → 3 > 2 → 00:42 → 3 > 2 → 00:42 → 2 > 2 → 00:28 → 6 > 2 → 00:56 → |
Weaver ★★★ Granary ★★ Workshop ★★ Leatherworker ★★ Flawless Leatherworker ★★★ Crude Workstation ☆ |
Parts |
none | 15 Clay 4 Copper Bar 4 Crystalized Dew 15 Stone |
1 Coal 2 Oil 1 Sea Marrow 5 Wood |
02:48 → | Rainpunk Foundry ★★★ |
Pipes |
none | CopperBar Crystalized Dew |
Coal Oil Sea Marrow Wood |
4 + 6 > 10 → 01:45 → 5 + 7 > 10 → 02:06 → 5 + 7 > 10 → 02:06 → 8 + 10> 10 → 02:17 → |
Smithy ★★ Toolshop ★★ Workshop Crude Workstation ☆ |
Planks |
Pack of Building Materials Barrels Tools Training Gear |
Wood | none | 4 + 6 > 10 → 01:45 → 5 + 7 > 10 → 02:06 → 5 + 7 > 10 → 02:06 → 8 + 10 > 10 → 02:17 → |
Lumber Mill ★★★ Carpenter ★★ Supplier ★★ Workshop ★★ Crude Workstation ☆ |
Wildfire Essence |
none | Coal AND Copper Bar or Crystalized Dew |
Clearance Water Storm Water |
10+ 2 + 10 > 10 → 01:30 → |
Rainpunk Foundry ★★★ |
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
Some villagers use Coats as Clothing, they fulfill this need by the closest Hearth.
Services | Reputation Earned |
Service Goods |
Service Building |
Recipe | Recipe Ratio + Time |
Production Building | |
---|---|---|---|---|---|---|---|
1st | 2nd | ||||||
Clothing |
Beavers Harpies Humans |
Coats |
Hearth |
Fabric | none | 1 > 10 → 02:06 → 2 > 10 → 02:48 → 2 > 10 → 02:48 → 1 > 10 → 02:06 → 3 > 10 → 02:48 → 1 > 10 → 02:06 → |
Clothier★★★ Artisan★★ Cooperage★★ Flawless Cooperage ★★★ Druid's Hut ★ Flawless Druid's Hut ★★★ |
Service Goods
Service Goods are used in Service Buildings to satisfy villagers' needs for Services|.
Service Goods |
Recipe | Recipe Ratio + Time |
Production Building | ||
---|---|---|---|---|---|
1st | 2nd | 3rd | |||
Training Gear |
Copper Bars Crystalized Dew Stone |
Planks Reed |
- | 5 + 3 > 10 → 02:06 → 5 + 3 > 10 → 02:06 → 3 + 2 > 10 → 01:45 → 5 + 3 > 10 → 02:06 → 8 + 3 > 10 → 02:06 → |
Manufactory ★★ Smelter ★★ Flawless Smelter ★★★ Tinkerer ★★ Weaver ★ |
Scrolls |
Leather | Pigment | - | 2 + 1 > 8 → 01:03 → 4 + 3 > 8 → 01:24 → 4 + 3 > 8 → 01:24 → 4 + 3 > 8 → 01:24 → 1 + 1 > 8 → 01:03 → |
Scribe ★★★ Clothier ★ Lumber Mill ★ Rain Mill ★ Flawless Rain Mill ★★★ |
Ale |
Grain Roots |
Barrels Pottery Waterskins |
- | 4 + 2 > 10 → 01:45 → 4 + 2 > 10 → 01:45 → 5 + 3 > 10 → 02:06 → 5 + 3 > 10 → 02:06 → 6 + 3 > 10 → 02:06 → |
Brewewry ★★★ Flawless Brewwery ★★★ Tinctuary ★★ Scribe ★★ Grill ★ |
Wine |
Berries Mushrooms Reeds |
Barrels Pottery Waterskins |
- | 2 + 2 > 10 → 01:03 → 2 + 2 > 10 → 01:03 → 3 + 3 > 10 → 01:24 → 3 + 3 > 10 → 01:24 → 3 + 3 > 10 → 01:24 → |
Cellar ★★★ Flawless Cellar ★★★ Alchemist's Hut ★★ Distillery ★★ Tinctury ★★ |
Incense |
Herbs Insects Resin Roots |
Coal Oil Sea Marrow Wood |
- | 5 + 6 > 10 → 02:06 → 6 + 6 > 10 → 02:06 → 6 + 6 > 10 → 02:06 → 4 + 6 > 10 → 01:45 → 6 + 6 > 10 → 02:06 → |
Apothecary ★★ Brick Oven ★ Druid's Hut ★ Flawless Druid's Hut ★★★ Smokehouse ★ |
Tea |
Herbs Mushrooms Pigment Resin Roots |
Clearance Water Drizzle Water Storm Water |
Crystalized Dew Copper Bar |
2 + 2+ 1 > 10 → 01:45 → 3 + 3 + 2 > 10 → 02:06 → 3 + 3 + 2 > 10 → 02:06 → 4 + 4 + 2 > 10 → 02:06 → 2 + 2 + 1 > 10 → 01:45 → |
Teahouse ★★★ Alchemist's Hut ★★ Apothecary ★★ Cooperage ★ Flawless Cooperage ★★★ |
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.
Produced Crafting Material | Amber value | Produced in | Recipe | |||
---|---|---|---|---|---|---|
1st Ingredient | 2nd Ingredient | 3rd Ingredient | Blightrot Footprint | |||
Barrels | 0.20 | Cooperage (★★★) Artisan (★★) Provisioner (★★) Toolshop (★) |
— | Copper Bars Crystalized Dew |
Planks | 3% |
Copper Bars | 0.59 | Smelter (★★★) Furnace (★★) Grill (★) Stamping Mill (★) |
— | Copper Ore | Wood Oil Coal Sea Marrow |
4% |
Crystalized Dew | 0.59 | Alchemist's Hut (★★) Brickyard (★★) Smelter (★) |
Herbs Insects Resin Vegetables |
Clay Stone |
Sparkdew | 4% |
Flour | 0.18 | Rain Mill (★★★) Provisioner (★★) Stamping Mill (★★) Supplier (★★) Press (★) |
— | — | Grain Mushroom Roots |
3% |
Leather | 0.14 | Ranch (★) | — | — | Grain Plant Fiber Reed Vegetables |
3% |
Pigment | 0.12 | Artisan (★★) Cookhouse (★★) Manufactory (★★) Tinctury (★★) |
— | — | Berries Coal Copper Ore Insects |
3% |
Pottery | 0.18 | Stamping Mill (★★★) Bakery (★★) Brickyard (★★) Smokehouse (★) |
— | Clay | Coal Oil Sea Marrow Wood |
3% |
Waterskins | 0.18 | Leatherworker (★★★) Supplier (★★) Clothier (★) Toolshop (★) |
— | Leather | Meat Oil |
3% |
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 |
Trade Goods
Trade Goods are used in Trade and Orders. Generally, these items have the highest value of Amber among all of the resources because they are at the end of the production chains.
Producing these items consumes more ingredients than most other recipes, so be careful. When fulfilling Orders, setting limits is recommended, so you don't inadvertently use up all your building materials and food.
Amber is in this section, which is the currency of settlements and Trade.
Citadel Resources are also in this section, which are awarded after completing Orders and from Glade Events. They are not producible by any Buildings.
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.
Trade Goods | Amber value | Produced in | Recipe | ||
---|---|---|---|---|---|
1st Ingredient | 2nd Ingredient | Blightrot Footprint | |||
Pack of Building Materials | 0.87 | Tinkerer (★★) Rain Mill (★) Makeshift Post (⊙) |
— | Bricks Copper Ore Fabric Planks |
2% |
Pack of Crops | 0.59 | Granary (★★) Brewery (★) Makeshift Post (⊙) |
— | Grain Mushrooms Roots Vegetables |
2% |
Pack of Luxury Goods | 0.65 | Carpenter (★★) Leatherworker (★) Press (★) |
— | Ale Cosmetics Incense Scrolls Training Gear Wine |
2% |
Pack of Provisions | 0.40 | Provisioner (★★) Manufactory (★★) Makeshift Post (⊙) |
— | Berries Eggs Herbs Insects Meat |
2% |
Pack of Trade Goods | 0.80 | Smithy (★★) Lumber Mill (★) Weaver (★) |
— | Barrels Flour Oil Pigment Pottery Waterskins |
2% |
Amber | 1.00 | Finesmith (★★★) | Resin | Sparkdew Oil |
4% |
Ancient Tablet | 8.00 | Cannot be produced. Found from solving Glade Events. |
Citadel Resources
Citadel Resources are special Trade Goods that are used to upgrade the Smoldering City. Citadel Resources cannot be produced, instead you earn them by completing settlements on the World Map. You earn more if you complete a settlement next to a Modifier. You can also find them in The Forest by Trading, solving Glade Events, and completing Orders.
Food Stockpiles |
Machinery |
Artifacts |
Tips on Trade Goods
Unlike Planks and Fabric, Bricks are not used in any Recipes except for Packs of Building Materials. Bricks are used in constructing buildings, but most buildings only require 2-4 Bricks. Service buildings tend to require more - usually 8 bricks (except for the Monastery which requires 20 Bricks). If you have a decent amount of Clay, it might be beneficial to primarily produce Packs of Building Materials using Bricks.
Berries can be farmed at Plantations (★★), Herbs can be farmed at Herb Gardens (★★), and Meat and Eggs can be produced by the Ranch (★). When producing Packs of Provisions, if you have any of those Buildings it might be beneficial to use their ingredients instead of Insects - which can be used to produce Jerky, Skewers, Pie, Incense, and Pigments.
Incense is probably the easiest ingredient to produce that is used in making Packs of Luxury Goods (just Wood and Herbs). Wine and Ale require vessels; Scrolls require Wine or Pigments; and Training Gear uses Stone, Copper Bars, or Crystalized Dew. Cosmetics is a close second (just Eggs and Herbs), but you may not run into the Buildings which produce it as easily as those for Incense.
Fuel & Exploration
This category includes the Fuel burned and Sacrificed in Hearths, the Wood obtained from opening Glades, and the tools for opening Caches and solving Glade Events.
Raw Fuel Resources
The Fuel resources in this category can be gathered from resource deposits on the map tiles. There are Recipes for Coal and Oil in the next table of all Fuel & Exploration resources.
Resource | Amber value | Gathered by | Farmed from Farm Fields | Produced by | |
---|---|---|---|---|---|
Camp | Near resource deposit | ||||
Coal | 0.31 | none | none | Mine (★) on a Coal Deposit | |
Sea Marrow | 0.31 | Stonecutters' Camp (★) | Sea Marrow Deposit | none | none |
Wood | 0.06 | Woodcutters' Camp (★) | Trees | none | none |
Produced Fuel & Exploration Resources
Some of the Fuel & Exploration Resources are produced in Buildings from Recipes. Coal is also gathered via the Mine, shown in the previous section.
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.
Fuel & Exploration Resource | Amber value | Produced in | Recipe | |||
---|---|---|---|---|---|---|
1st Ingredient | 2nd Ingredient | 3rd Ingredient | Blightrot Footprint | |||
Coal | 0.31 | Kiln (★★★) Brick Oven (★) |
– | – | Wood | 2% |
Oil | 0.16 | Druid's Hut (★★★) Press (★★★) Butcher (★★) |
– | – | Grain Meat Plant Fiber Vegetables |
4% |
Simple Tools | 1.38 | Toolshop (★★★) Carpenter (★★) Smithy (★★) Tinkerer (★★) Scribe (★) |
– | Planks Wood |
Copper Bars Crystalized Dew |
4% |
Infused Tools | 1.76 | Finesmith (★★★) Rainpunk Foundry (★★★) |
Planks Wood |
Copper Bars Crystalized Dew |
Sparkdew | 4% |
Purging Fire | 0.31 | Blight Post (★) | – | – | Coal Oil Sea Marrow Wood |
none |