Resources: Difference between revisions
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| [[File:DebugNode Marshlands InfiniteGrain icon.png|{{ImgH}}|alt=Ancient Proto-Wheat]] Ancient Proto-Wheat || {{rl|Grain|med}} | | [[File:DebugNode Marshlands InfiniteGrain icon.png|{{ImgH}}|alt=Ancient Proto-Wheat]] Ancient Proto-Wheat || {{rl|Grain|med}} | ||
| | | 999 || 40% {{rl|Reed|med}} || 40% {{rl|Herbs|med}} || 30% {{rl|Oil|med}} || 5% {{rl|Amber|med}} | ||
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| [[File:DebugNode Marshlands InfiniteMeat icon.png|{{ImgH}}|alt=Dead Leviathan]] Dead Leviathan || {{rl|Meat|med}} | | [[File:DebugNode Marshlands InfiniteMeat icon.png|{{ImgH}}|alt=Dead Leviathan]] Dead Leviathan || {{rl|Meat|med}} | ||
| | | 999 || 40% {{rl|Leather|med}} || 30% {{rl|Jerky|med}} || 30% {{rl|Sea Marrow|med}} || 30% {{rl|Crystalized Dew|med}} | ||
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| [[File:DebugNode Marshlands InfiniteMushroom icon.png|{{ImgH}}|alt=Giant Proto-Fungus]] Giant Proto-Fungus || {{rl|Mushrooms|med}} | | [[File:DebugNode Marshlands InfiniteMushroom icon.png|{{ImgH}}|alt=Giant Proto-Fungus]] Giant Proto-Fungus || {{rl|Mushrooms|med}} | ||
| | | 999 || 40% {{rl|Insects|med}} || 40% {{rl|Pigment|med}} || 40% {{rl|Waterskins|med}} || 30% {{rl|Pickled Goods|med}} | ||
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Revision as of 19:11, 17 March 2024
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 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 Pack of Provisions is currently using Eggs, 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 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 | ||||||||
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Crimsonreach Tree | Coral Forest |
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Musselsprout Tree | Coral Forest |
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Plateleaf Tree | Coral Forest |
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Dying Tree | Cursed Royal Woodlands |
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Lush Tree | Royal Woodlands |
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Coppervein Tree | Scarlet Orchard |
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Abyssal Tree | Sealed Forest |
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Overgrown Abyssal Tree | Sealed Forest |
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Mushwood Tree | Marshlands |
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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
Resource | Deposit | Gathering Camp to Use | Biomes |
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Mushrooms | Bleeding Tooth Mushrooms | Small Herbalists' Camp |
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Clay | Clay Deposit | Stonecutters' Camp |
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Berries | Dewberry Patch | Small Herbalists' Camp |
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Eggs | Drizzlewing Nest | Small Trappers' Camp |
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Plant Fiber | Flax Field | Harvesters' Camp |
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Mushrooms | Grasscap Mushrooms | Small Herbalists' Camp |
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Herbs | Herbs Node | Small Herbalists' Camp |
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Meat | Leech Broodmother | Small Trappers' Camp |
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Vegetables | Moss Broccoli Patch | Small Foragers' Camp |
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Reed | Reed Field | Harvesters' Camp |
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Roots | Root Deposit | Small Foragers' Camp |
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Sea Marrow | Sea Marrow Deposit | Stonecutters' Camp |
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Meat | Slickshell Broodmother | Small Trappers' Camp |
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Eggs | Snake Nest | Small Trappers' Camp |
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Stone | Stone Deposit | Stonecutters' Camp |
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Grain | Swamp Wheat Field | Small Foragers' Camp |
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Insects | Wormtongue Nest | Small Trappers' Camp |
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Coal | Coal Deposit | Mine |
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Clay | Copper Deposit | Mine |
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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.
Size | Deposit | Primary Resource | Charges | Bonus Resources | ||
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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 | Leech Broodmother | Meat | 70 | 100% Leather | 60% Leather | 20% Eggs |
Small | Leech Broodmother | Meat | 15 | 20% Leather | — | — |
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% Clay | — |
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 | |||
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Ancient Proto-Wheat | Grain | 999 | 40% Reed | 40% Herbs | 30% Oil | 5% Amber |
Dead Leviathan | Meat | 999 | 40% Leather | 30% Jerky | 30% Sea Marrow | 30% Crystalized Dew |
Giant Proto-Fungus | Mushrooms | 999 | 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 |
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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.
List of Resources
- Main Page: List of Resources
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 |
Fish | Thunderfish Pond | Small Fishing Hut |
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 used for constructing new Buildings and in recipes that require these as ingredients to produce other goods. You can also produce each Pack of Building Materials with some of these goods.
Note that the number of ingredients required, the number of goods produced, and the time it takes to produce depend on the efficiency of the recipe. Consult the Recipes Panel in the game or the buildings' or good's page for further details.
Building Material | Recipe Ingredients and Options | Production Buildings | |||
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Bricks |
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Fabric |
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Pipes |
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Planks |
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Parts | Producing Parts and Wildfire Essence is only possible with a special production building only found in Dangerous and Forbidden Glades, the Rainpunk Foundry. | ||||
Wildfire Essence |
Consumable items
Consumable items include goods consumed to satisfy Clothing Need and Services Needs. Some of these items can also be used as ingredients when producing a Pack of Trade Goods.
Note that the number of ingredients required, the number of goods produced, and the time it takes to produce depend on the efficiency of the recipe. Consult the Recipes Panel in the game or the building's or good's wiki page for further details.
Clothing Goods
Species require Coats or Boots to satisfy their Clothing Need.
Clothing Goods | Species Preferences | Recipe Ingredients and Options | Production Building | ||||||||
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Coats |
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Boots |
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— |
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Services Goods
These goods are used in buildings that provide services that satisfy villagers' Services Needs. They are also useful as ingredients when making each Pack of Luxury Goods.
Additionally, at least one of these resources can be gathered as bonuses from trees or deposits. If you have no access to their main production methods, you will still find a few as bonuses. See Resources#Acquiring Resources for details.
Service Goods | Service | Species Preferences | Recipe Ingredients and Options | Production Building | |||||||||||||||
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Ale | Leisure |
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— |
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Incense | Religion |
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— |
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Scrolls | Education |
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— |
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Tea | Treatment |
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Training Gear | Brawling |
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— |
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Wine | Luxury |
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— |
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Crafting materials
Crafting materials include a variety of goods used in recipes that don't have another purpose except as intermediate products. These are the most diversely and frequently used resources, some being options for almost a dozen recipes. Materials for building Roads also falls into this broad category.
Crafting materials are split into roughly two groups. The first group is similar to raw food goods that are gathered from the map, so they are called here Raw Crafting Materials for simplicity. The second group is produced in production buildings, and they are called here Refined Crafting Materials to distinguish them from raw ones. There are some that appear in both lists: Crystalized Dew and Leather because they are easily obtainable both way (the latter especially as a bonus resource).
Crafting materials can frequently be found as rewards from Glade Events and Orders.
Additionally, several of these resources can be gathered as bonuses from trees and deposits. See Resources#Acquiring Resources for details.
Note that the number of ingredients required, the number of goods produced, and the time it takes to produce depend on the efficiency of the recipe. Consult the Recipes Panel in the game or the building's or good's wiki page for further details.
Raw crafting materials
These crafting materials are gathered from resource deposits or farmed from fields.
Remember many of these are also gathered as bonuses from resource deposits, some with high probabilities; see Resources#Acquiring Resources for details.
Crafting material | Gathering camp, farm, or other building |
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Algae |
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Clay |
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Copper Ore |
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Crystalized Dew |
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Grain |
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Herbs |
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Leather |
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Plant Fiber |
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Reed |
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Resin |
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Scales |
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Stone |
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Refined Crafting Materials
These crafting materials are produced from recipes in buildings.
Crafting material | Recipe ingredients and options | Production building | ||||||||||||
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Barrels |
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Planks | — |
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Copper Bars |
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— |
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Crystalized Dew |
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Flour |
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— | — |
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Leather |
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— | — |
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Dye |
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— | — |
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Pottery | Clay |
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— |
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Waterskins | Leather |
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— |
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Trade Goods
Trade Goods are used in Trade and many Orders. Because these goods are at the end of long production chains, these items typically have the highest value among all of the resources.
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 exchange currency used between settlements (via Trade Routes), with Traders, and with the Smoldering City.
Note that the number of ingredients required, the number of goods produced, and the time it takes to produce depend on the efficiency of the recipe. Consult the Recipes Panel in the game or the building's or good's wiki page for further details.
Trade goods | Amber value (when sold) | Recipe ingredients and options | Production buildings | |||||||
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Amber | 1.20 | Resin |
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Pack of Building Materials | 1.20 |
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— |
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Pack of Crops | 1.20 |
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— |
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Pack of Luxury Goods | 1.80 |
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— |
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Pack of Provisions | 0.60 |
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— |
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Pack of Trade Goods | 1.80 |
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— |
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Ancient Tablet | 9.60 | Only found from solving Glade Events; cannot be produced. |
Citadel Resources
Citadel resources, or meta resources, are special goods that are used to purchase Upgrades in the Smoldering City. They are not able to be produced by any recipes in any buildings. Instead, you earn these resources at the end of every successful mission. See the article on the World Map and the Smoldering City for more information on the meta-progression of the game.
Citadel resources |
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Food Stockpiles |
Machinery |
Artifacts |
Fuel & Exploration
This category includes the fuel goods burned and Sacrificed in Hearths, including the Wood obtained from opening Glades, and the goods used for exploring and expanding your settlement.
Some fuel and exploration goods can be gathered from resource deposits on the map tiles. Some must be produced in buildings; some have multiple ways to get them. See the good's or building's wiki page for the details.
Fuel & exploration goods | Gathering or production building |
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Coal |
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Oil |
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Purging Fire |
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Sea Marrow |
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Tools | |
Wood |
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