The Forest: Difference between revisions

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== Resource deposits ==
{{Version|1.4.17}}
Resource deposits are spots that allow villagers to gather resources. Each deposit has a number of Charges, representing the amount of times it can be harvested. Each deposit can have its own priority set, when it is preferred to be harvested more or less often than other deposits.
 
{| class="wikitable"
[[File:Walkthrough-1-10-b-glades.png|thumb|right|480px|The Forest, full of trees and glades]]
! Deposit !! Charges !! Guaranteed resources !! Possible resources !! Gathered by !! Description
 
== The Forest ==
 
All [[Settlements]] are constructed in The Forest.  The Forest consists of multiple [[#Glades | Glades]] separated by a dense carpet of [[#Trees | Trees]].
 
== Seasons ==
 
{{MainArticle|Seasons}}
 
Each Settlement must brave the three seasons of The Forest:
 
# [[File:Drizzle.png|40px]] Drizzle lasts 4:00 minutes.
# [[File:Clearance.png|40px]] Clearance lasts 4:00 minutes.
# [[File:Storm 2.png|40px]] Storm lasts 2:00 or 4:00 minutes depending on [[Difficulty]].
 
== Hostility ==
 
{{MainArticle|Hostility}}
 
<blockquote>
''With every fallen tree, with every ancient site sacked - the Forest grows angrier.''
</blockquote>
 
Hostility is a measure of how wary the forest is of the settlement. It always starts at 0. Each Hostility level above 0 will decrease Global [[Resolve]] by 2 (6 during storms) and may activate a negative [[Forest Mystery]]. All modifiers that raise Hostility scale with [[Difficulty]].
 
== Trees ==
 
Trees can be harvested by {{bl|Woodcutters' Camp}}s to provide {{rl|Wood}}. Each tree has 2 charges, except Overgrown Abyssal trees, which has 20. Trees may also grant additional Resources depending on the [[World_Map#Map_tiles_and_biomes| Biome]]. You can always hover over an individual tree to see what Resources it provides.
 
You can set what chopping behavior you want each Woodcutters' Camp to use.  You can also set a Default Woodcutters' Camp Mode from the Gameplay Settings.
 
'''Woodcutters' Camp Modes'''
* Fell All Trees - All trees will be felled
* Avoid Glades -  All trees will be felled EXCEPT trees that open glades.
* Avoid Glades (except marked) - All trees will be felled EXCEPT trees that open glades, UNLESS you have marked glade-opening trees.
* Only Marked Trees - Only marked trees will be felled.
* Only Marked Trees & Avoid Glades - Only marked trees will be felled, and glade-opening trees will be avoided.
 
[[File:Mark_And_Unmark_Tools.png|thumb|Mark and unmark tools]]Usually (unless you are using Fell All Trees or Avoid Glades) you must mark which trees you would like to Woodcutters' camps to fell.  You can click the green axe icon with the plus sign to the right of the building menus at the bottom of the screen - or use the hotkey (defaults to [F]) - to begin marking trees with a 3-tree width painting tool.  Marked trees which are in range of a Woodcutters' Camp are highlighted in yellow, marked trees which are out of range are highlighted in grey. 
 
If you need to unmark trees, you can click the green axe icon with the minus sign - or use the hotkey (defaults to [G]) - to begin unmarking trees with a similar 3-tree width painting tool. 
 
If you hold the [Shift] key while using the marking or unmarking paint tool, the width of the tool decreases to a single tree - allowing you to be very precise, useful to help you pick out Overgrown Abyssal trees in Sealed Forest. If you hold the [Ctrl] key while using the marking tool, you cannot mark trees which would open [[#Glades | Glades]].  You can use both [Shift] and [Ctrl] at the same time.
 
{| class="wikitable sortable mw-collapsible" style="vertical-align:middle; width:100%;"
|+ Trees across Biomes
! Tree !! Biome !! Additional resources !! style="width: 25%" | Description !! Image
|-
|-
| '''Clay Deposit (big)''' || 60 || [[File:Clay.png|25px]] Clay || [[File:CopperOre.png|25px]] Copper Ore (40%)<br>[[File:Roots.png|25px]] Roots (30%) || [[File:Stonecutter's Camp icon.png|25px]] Stonecutters' Camp || ''Soil infused with the essence of the rain.''
| '''Abyssal Tree'''  
| Sealed Forest
| {{rl|Meat}} (10%) +<br>{{rl|Sea Marrow}} (10%) +<br>{{rl|Leather}} (10%)
| A bizarre, writhing growth... is this even really a tree?
| [[File:Abyssal Trees.png|150px|centre|thumb|Abyssal Trees]]
|-
|-
| '''Clay Deposit (small)''' || 20 || [[File:Clay.png|25px]] Clay || [[File:CopperOre.png|25px]] Copper Ore (25%)<br>[[File:Roots.png|25px]] Roots (20%) || [[File:Stonecutter's Camp icon.png|25px]] Stonecutters' Camp || ''Soil infused with the essence of the rain.''
| '''Coppervein Tree'''  
| Scarlet Orchard
| {{rl|Wood}} (60%) +<br>{{rl|Copper Ore}} (10%) +<br>{{rl|Dye}} (5%) +<br>{{rl|Plant Fiber}} (5%)
| A scarlet tree covered in enormous thorns.
| [[File:Coppervein Tree.png|150px|centre|thumb|Coppervein Trees]]
|-
|-
| '''Flax Field (big)''' || 60 || [[File:PlantFiber.png|25px]] Plant Fiber || [[File:Clay.png|25px]] Clay (20%)<br>[[File:Insects.png|25px]] Insects (20%) || [[File:Harvester Camp icon.png|25px]] Harvesters' Camp || ''Resilient plants perfect for cloth-making.''
| '''Crimsonreach Tree'''  
| Coral Forest
| {{rl|Stone}} (40%) +<br>{{rl|Incense}} (20%)
| A mineralized coral tree.
| [[File:Crimsonreach Tree.png|150px|centre|thumb|Crimsonreach Trees]]
|-
|-
| '''Flax Field (small)''' || 20 || [[File:PlantFiber.png|25px]] Plant Fiber || [[File:Clay.png|25px]] Clay (30%)<br>[[File:Insects.png|25px]] Insects (20%) || [[File:Harvester Camp icon.png|25px]] Harvesters' Camp || ''Resilient plants perfect for cloth-making.''
| '''Dying Tree'''
| Cursed Royal Woodlands
| {{rl|Wood}} (60%) +<br>{{rl|Insects}} (10%) +<br>{{rl|Plant Fiber}} (10%) +<br>{{rl|Roots}} (10%)
|A bare, rotting tree infested with grubs.
| [[File:Dying Tree.png|150px|centre|thumb|Dying Trees]]
|-
|-
| '''Lush Tree''' || 2 || [[File:Wood.png|25px]] Wood (2) || [[File:Resin.png|25px]] Resin (15%)<br>[[File:PlantFiber.png|25px]] Plant Fiber (10%)<br>[[File:Eggs.png|25px]] Eggs (5%) || [[File:Woodcutters Camp icon.png|25px]] Woodcutters' Camp || ''Perfect source of wood.''
| '''Kelpwood Tree'''  
| Coastal Grove
| {{rl|Wood}} (100%) +<br>{{rl|Algae}} (30%) +<br>{{rl|Vegetables}} (10%)
| A very flexible, yet extremely hardy plant. It moves in the wind as if moved by sea waves.
| [[File:Kelpwood tree.png|150px|centre|thumb|Kelpwood Trees]]
|-
|-
| '''Moss Broccoli Patch (big)''' || 60 || [[File:Vegetables.png|25px]] Vegetables || [[File:Insects.png|25px]] Insects (30%)<br>[[File:Roots.png|25px]] Roots (20%) || [[File:Forager's Camp icon.png|25px]] Foregars' Camp || ''An edible and tasty type of moss.''
| '''Lush Tree'''  
| Royal Woodlands
| {{rl|Wood}} (100%) +<br>{{rl|Resin}} (15%) +<br>{{rl|Plant Fiber}} (10%) +<br>{{rl|Eggs}} (5%)
| A perfect source of wood.
| [[File:Lush Trees.png|150px|centre|thumb|Lush Trees]]
|-
|-
| '''Slickshell Broodmother (small)''' || 15 || [[File:Meat.png|25px]] Meat || Leather (40%) || Trappers' Camp || ''Small Slickshells are crawling out of the openings in the broodmother's shell. It's easy to collect them.''
| '''Mushwood Tree'''  
| Marshlands
| {{rl|Mushrooms}} (15%) +<br>{{rl|Leather}} (5%)
| A giant fungal tree covered in a leathery bark.
| [[File:Mushwood Tree.png|150px|centre|thumb|Mushwood Trees]]
|-
| '''Musselsprout Tree'''
| Coral Forest
| {{rl|Meat}} (40%) +<br>{{rl|Crystalized Dew}} (20%)
| The unusually hard bark conceals soft, fleshy tissue.
| [[File:Musselsprout Tree.png|150px|centre|thumb|Musselsprout Trees]]
|-
| '''Overgrown Abyssal Tree'''
| Sealed Forest
| {{rl|Meat}} (10%) +<br>{{rl|Sea Marrow}} (10%) +<br>{{rl|Leather}} (10%)
| A giant, bizarre growth... it's bigger than the other trees in the area.
| [[File:Giant Abyssal Tree.png|150px|centre|thumb|Overgrown Abyssal Tree]]
|-
| '''Plateleaf Tree'''  
| Coral Forest
| {{rl|Plant Fiber}} (30%)
| A species of plant rarely seen above water.
| [[File:Plateleaf Tree.png|150px|centre|thumb|Plateleaf Trees]]
|}
|}


=== Inside Glades ===
== Resource Deposits ==
{| class="wikitable"
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 before or after other deposits.
! Deposit !! Charges !! Guaranteed resources !! Possible resources !! Gathered by !! Description
 
Resource deposits come in two types: Nodes and Veins. Nodes are gatherable with Camps and come in two sizes. Veins are gathered in the {{bl|Mine}}.
 
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 of raw crafting materials can be harvested '''60''' times. Large raw food deposits can be harvested '''70''' times and only by large camps. The number of charges can be increased by a total of '''12''' for all deposits in the '''Vanguard Spire''' branch of Smoldering City [[upgrades]]. {{rl|Coal}} and {{rl|Copper Ore}} veins are not affected by Smoldering City upgrades.
 
{| class="wikitable ats-table-nobands" style="width: 100%;"
|+ Resource Deposits across Biomes
! Deposit
! Guaranteed resources
! Possible resources
! Gathered by
! Biome
 
|-
| [[File:Large Algae Pond.png|50px]] Algae Pond (big)
| rowspan="2" | {{rl|Algae|medium}}
| {{rl|Algae}} (100%) +<br /> 2x {{rl|Herbs}} (50%) +<br /> 2x {{rl|Fish}} (20%)
| {{bl|Fishing Hut|medium}}
| rowspan="2" | Coastal Grove<br /><br />Marshlands<br/><br />Sealed Forest
|-
| [[File:Small Algae Pond.png|50px]] Algae Pond (small)
| {{rl|Herbs}} (40%)
| {{bl|Fishing Hut|medium}}<br />{{bl|Small Fishing Hut|medium}}
|-
| [[File:Large Copperfin Trout Pond.png|50px]] Copperfin Trout Pond (big)
| rowspan="2" | {{rl|Scales|medium}}
| {{rl|Scales}} (100%) +<br /> 2x {{rl|Sea Marrow}} (50%) +<br /> 2x {{rl|Fish}} (30%)
| {{bl|Fishing Hut|medium}}
| rowspan="2" | Coastal Grove<br /><br />Coral Forest<br /><br />Royal Woodlands<br /><br />Sealed Forest
|-
| [[File:Small Copperfin Trout Pond.png|50px]] Copperfin Trout Pond (small)
| {{rl|Sea Marrow}} (40%)
| {{bl|Fishing Hut|medium}}<br />{{bl|Small Fishing Hut|medium}}
|-
| [[File:Large Thunderfish Pond.png|50px]] Thunderfish Pond (big)
| rowspan="2" | {{rl|Fish|medium}}
| {{rl|Fish}} (100%) +<br /> 2x {{rl|Scales}} (50%)
| {{bl|Fishing Hut|medium}}
| rowspan="2" | Coastal Grove<br/><br />Cursed Royal Woodlands<br/><br />Scarlet Orchard
|-
| [[File:Small Thunderfish Pond.png|50px]] Thunderfish Pond (small)
| {{rl|Scales}} (40%)
| {{bl|Fishing Hut|medium}}<br />{{bl|Small Fishing Hut|medium}}
|-
| [[File:DebugNode SwampWheatBig icon.png|50px]] Swamp Wheat Field (big)
| rowspan="2" | {{rl|Grain|medium}}
| {{rl|Plant Fiber}} (100%) +<br />{{rl|Plant Fiber}} (20%)
| {{bl|Foragers' Camp|medium}}
| rowspan="2" | Cursed Royal Woodlands<br /><br />Scarlet Orchard<br /><br />Marshlands
|-
| [[File:DebugNode SwampWheatSmall icon.png|50px]] Swamp Wheat Field (small)
| {{rl|Plant Fiber}} (20%)
| {{bl|Foragers' Camp|medium}}<br />{{bl|Small Foragers' Camp|medium}}
|-
| [[File:DebugNode RootsBig icon.png|50px]] Root Deposit (big)
| rowspan="2" | {{rl|Roots|medium}}
| {{rl|Herbs}} (30%) +<br />{{rl|Resin}} (30%)
| {{bl|Foragers' Camp|medium}}
| rowspan="2" | Coastal Grove<br /><br />Royal Woodlands<br /><br />Scarlet Orchard<br /><br />Sealed Forest
|-
| [[File:DebugNode RootsSmall icon.png|50px]] Root Deposit (small)
| {{rl|Herbs}} (20%)
| {{bl|Foragers' Camp|medium}}<br />{{bl|Small Foragers' Camp|medium}}
|-
| [[File:DebugNode MossBroccoliBig icon.png|50px]] Moss Broccoli Patch (big)
| rowspan="2" | {{rl|Vegetables|medium}}
| {{rl|Insects}} (40%) +<br />{{rl|Roots}} (20%)
| {{bl|Foragers' Camp|medium}}
| rowspan="2" | Coral Forest<br /><br />Cursed Royal Woodlands<br /><br />Royal Woodlands
|-
| [[File:DebugNode MossBroccoliSmall icon.png|50px]] Moss Broccoli Patch (small)
| {{rl|Insects}} (30%)
| {{bl|Foragers' Camp|medium}}<br />{{bl|Small Foragers' Camp|medium}}
|-
| [[File:DebugNode FlaxBig icon.png|50px]] Flax Field (big)
| rowspan="2" | {{rl|Plant Fiber|medium}}
| {{rl|Clay}} (50%) +<br />{{rl|Insects}} (30%)
| rowspan="2" | {{bl|Harvesters' Camp|medium}}
| rowspan="2" | Cursed Royal Woodlands<br /><br />Royal Woodlands
|-
| [[File:DebugNode FlaxSmall icon.png|50px]] Flax Field (small)
| {{rl|Clay}} (25%) +<br />{{rl|Insects}} (20%)
|-
| [[File:DebugNode ReedBig icon.png|50px]] Reed Field (big)
| rowspan="2" | {{rl|Reed|medium}}
| {{rl|Clay}} (40%) +<br />{{rl|Roots}} (40%)
| rowspan="2" | {{bl|Harvesters' Camp|medium}}
| rowspan="2" | Coastal Grove<br /><br />Coral Forest<br /><br />Scarlet Orchard<br /><br />Sealed Forest
|-
| [[File:DebugNode ReedSmall icon.png|50px]] Reed Field (small)
| {{rl|Clay}} (20%) +<br />{{rl|Roots}} (20%)
|-
| [[File:Large Strider Molt.png|50px]] Water Strider Molt (big)
| rowspan="2" | {{rl|Leather|medium}}
| {{rl|Leather}} (100%) +<br />{{rl|Meat}} (40%)
| rowspan="2" | {{bl|Harvesters' Camp|medium}}
| rowspan="2" | Marshlands<br /><br />Scarlet Orchard<br /><br />Cursed Royal Woodlands
|-
| [[File:Small Strider Molt.png|50px]] Water Strider Molt (small)
| {{rl|Meat}} (20%)
|-
| [[File:DebugNode DewberryBushBig icon.png|50px]] Dewberry Bush (big)
| rowspan="2" | {{rl|Berries|medium}}
| {{rl|Berries}} (80%)
| {{bl|Herbalists' Camp|medium}}
| rowspan="2" | Coastal Grove<br /><br />Royal Woodlands<br /><br />Scarlet Orchard<br /><br />Sealed Forest
|-
| [[File:DebugNode DewberryBushSmall icon.png|50px]] Dewberry Bush (small)
| {{rl|Berries}} (20%)
| {{bl|Herbalists' Camp|medium}}<br />{{bl|Small Herbalists' Camp|medium}}
|-
| [[File:DebugNode HerbsBig icon.png|50px]] Herb Deposit (big)
| rowspan="2" | {{rl|Herbs|medium}}
| {{rl|Berries}} (40%) +<br />{{rl|Plant Fiber}} (20%)
| {{bl|Herbalists' Camp|medium}}
| rowspan="2" | Coral Forest<br /><br />Cursed Royal Woodlands<br /><br />Scarlet Orchard
|-
| [[File:DebugNode HerbsSmall icon.png|50px]] Herb Deposit (small)
| {{rl|Berries}} (20%)
| {{bl|Herbalists' Camp|medium}}<br />{{bl|Small Herbalists' Camp|medium}}
|-
| [[File:DebugNode MushroomBig icon.png|50px]] Bleeding Tooth Mushroom (big)
| rowspan="2" | {{rl|Mushrooms|medium}}
| {{rl|Insects}} (40%)
| {{bl|Herbalists' Camp|medium}}
| rowspan="2" | Cursed Royal Woodlands<br /><br />Royal Woodlands<br /><br />Sealed Forest
|-
| [[File:DebugNode MushroomSmall icon.png|50px]] Bleeding Tooth Mushroom (small)
| {{rl|Insects}} (20%)
| {{bl|Herbalists' Camp|medium}}<br />{{bl|Small Herbalists' Camp|medium}}
|-
| [[File:DebugNode MarshlandsMushroomBig icon.png|50px]] Grasscap Mushroom (big)
| rowspan="2" | {{rl|Mushrooms|medium}}
| {{rl|Insects}} (40%)
| {{bl|Herbalists' Camp|medium}}
| rowspan="2" | Marshlands<br />
|-
| [[File:DebugNode_MarshlandsMushroomSmall_icon.png|50px]] Grasscap Mushroom (small)
| {{rl|Insects}} (20%)
| {{bl|Herbalists' Camp|medium}}<br />{{bl|Small Herbalists' Camp|medium}}
|-
| [[File:DebugNode ClayBig icon.png|50px]] Clay Deposit (big)
| rowspan="2" | {{rl|Clay|medium}}
| {{rl|Copper Ore}} (75%) +<br />{{rl|Roots}} (30%)
| rowspan="2" | {{bl|Stonecutters' Camp|medium}}
| rowspan="2" | Coastal Grove<br /><br />Cursed Royal Woodlands<br /><br />Royal Woodlands<br /><br />Sealed Forest
|-
| [[File:DebugNode ClaySmall icon.png|50px]] Clay Deposit (small)
| {{rl|Copper Ore}} (50%) +<br />{{rl|Roots}} (20%)
|-
| [[File:Large Overgrown Stone.png|50px]] Overgrown Stone Deposit (big)
| rowspan="2" | {{rl|Stone|medium}}
| {{rl|Algae}} (40%) +<br />{{rl|Insects}} (30%) +<br />{{rl|Copper Ore}} (10%)
| rowspan="2" | {{bl|Stonecutters' Camp|medium}}
| rowspan="2" | Marshlands
|-
|-
| '''Bleeding Tooth Mushroom''' || 15 || [[File:Mushrooms.png|25px]] Mushrooms || Insects (30%) || Herbalists' Camp || ''A resilient species that grows on marshy soil.''
| [[File:Small Overgrown Stone.png|50px]] Overgrown Stone Deposit (small)
| {{rl|Algae}} (30%) +<br />{{rl|Insects}} (20%)
|-
|-
| '''Dewberry Bush (small)''' || 15 || [[File:Berries.png|25px]] Berries || Berries (40%) || Herbalists' Camp || ''Fresh and sweet berries infused by the Rain.''
| [[File:DebugNode SeaMarrowBig icon.png|50px]] Sea Marrow Deposit (big)
| rowspan="2" | {{rl|Sea Marrow|medium}}
| {{rl|Sea Marrow}} (100%) +<br />{{rl|Stone}} (50%) +<br />{{rl|Ancient Tablet}} (1%)
| rowspan="2" | {{bl|Stonecutters' Camp|medium}}
| rowspan="2" | Cursed Royal Woodlands<br /><br />Royal Woodlands<br /><br />Scarlet Orchard<br /><br />Sealed Forest
|-
|-
| '''Root Deposit (small)''' || 15 || [[File:Roots.png|25px]] Roots || Herbs (20%) || Scavengers' Camp || ''A tangled net of living vines.''
| [[File:DebugNode SeaMarrowSmall icon.png|50px]] Sea Marrow Deposit (small)
| {{rl|Sea Marrow}} (80%) +<br />{{rl|Stone}} (40%)
|-
|-
| '''Stormbird Nest (small)''' || 15 || [[File:Eggs.png|25px]] Eggs || Meat (20%) || Scavengers' Camp<br>Trappers' Camp || ''An abandoned nest. Let's hope the owner doesn't come back...''
| [[File:DebugNode StoneBig icon.png|50px]] Stone Deposit (big)
| rowspan="2" | {{rl|Stone|medium}}
| {{rl|Insects}} (30%) +<br />{{rl|Roots}} (30%) +<br />{{rl|Copper Ore}} (10%)
| rowspan="2" | {{bl|Stonecutters' Camp|medium}}
| rowspan="2" | Coral Forest<br /><br />Scarlet Orchard
|-
|-
| '''Wormtongue Nest (small)''' || 15 || [[File:Insects.png|25px]] Insects || Insects (20%) || Foragers' Camp<br>Trappers' Camp || ''A nest full of tasty Wormtongues.''
| [[File:DebugNode StoneSmall icon.png|50px]] Stone Deposit (small)
| {{rl|Insects}} (20%) +<br />{{rl|Roots}} (20%)
|-
| [[File:DebugNode StoneSmall icon.png|50px]] Stone Deposit (small)*
| {{rl|Stone|medium}}
| {{rl|Meat}} (20%) +<br />{{rl|Leather}} (10%) +<br />{{rl|Sea Marrow}} (10%)
| {{bl|Stonecutters' Camp|medium}}
| Petrified Necropolis modifier
|-
| [[File:DebugNode StormbirdNestBig icon.png|50px]] Drizzlewing Nest (big)
| rowspan="2" | {{rl|Eggs|medium}}
| {{rl|Meat}} (40%)
| {{bl|Trappers' Camp|medium}}
| rowspan="2" | Royal Woodlands<br /><br />Scarlet Orchard
|-
| [[File:DebugNode StormbirdNestSmall icon.png|50px]] Drizzlewing Nest (big) Nest (small)
| {{rl|Meat}} (20%)
| {{bl|Trappers' Camp|medium}}<br />{{bl|Small Trappers' Camp|medium}}
|-
| [[File:DebugNode SnakeNestBig icon.png|50px]] Snake Nest (big)
| rowspan="2" | {{rl|Eggs|medium}}
| {{rl|Leather}} (40%) +<br />{{rl|Meat}} (20%)
| {{bl|Trappers' Camp|medium}}
| rowspan="2" | Marshlands<br />
|-
| [[File:DebugNode SnakeNestSmall icon.png|50px]] Snake Nest (small)
| {{rl|Leather}} (20%)
| {{bl|Trappers' Camp|medium}}<br />{{bl|Small Trappers' Camp|medium}}
|-
| [[File:DebugNode WormtongueNestBig icon.png|50px]] Wormtongue Nest (big)
| rowspan="2" | {{rl|Insects|medium}}
| {{rl|Insects}} (60%)
| {{bl|Trappers' Camp|medium}}
| rowspan="2" | Coastal Grove<br /><br />Coral Forest<br /><br />Cursed Royal Woodlands<br /><br />Sealed Forest
|-
| [[File:DebugNode WormtongueNestSmall icon.png|50px]] Wormtongue Nest (small)
| {{rl|Insects}} (20%)
| {{bl|Trappers' Camp|medium}}<br />{{bl|Small Trappers' Camp|medium}}
|-
| [[File:DebugNode SnailBroodmotherBig icon.png|50px]] Slickshell Broodmother (big)
| rowspan="2" | {{rl|Meat|medium}}
| {{rl|Leather}} (100%)
| {{bl|Trappers' Camp|medium}}
| rowspan="2" | Royal Woodlands<br /><br />Sealed Forest
|-
| [[File:DebugNode SnailBroodmotherSmall icon.png|50px]] Slickshell Broodmother (small)
| {{rl|Leather}} (20%)
| {{bl|Trappers' Camp|medium}}<br />{{bl|Small Trappers' Camp|medium}}
|-
| [[File:DebugNode_LeechBroodmotherSmall_icon.png|50px]] Leech Broodmother (big)
| rowspan="2" style="vertical-align:middle;" | {{rl|Meat|medium}}
| {{rl|Leather}} (100%) +<br/>{{rl|Leather}} (60%) +<br/>{{rl|Eggs}} (20%)
| {{bl|Trappers' Camp|medium}}
| rowspan="2" | Coral Forest<br /><br />Marshlands
|-
| [[File:DebugNode_LeechBroodmotherSmall_icon.png|50px]] Leech Broodmother (small)
| {{rl|Leather}} (20%)
| {{bl|Trappers' Camp|medium}}<br />{{bl|Small Trappers' Camp|medium}}
|-
| [[File:Copper Vein.png|50px]] Copper Vein
| {{rl|Copper Ore|medium}}
| {{rl|Clay}} (30%)
| {{bl|Mine|medium}}
| Cursed Royal Woodlands<br/><br />Marshlands<br/><br />Scarlet Orchard<br/><br />Sealed Forest
|-
| [[File:Coal Vein.png|50px]] Coal Vein
| {{rl|Coal|medium}}
| {{rl|Stone}} (30%)
| {{bl|Mine|medium}}
| Coastal Grove<br /><br />Coral Forest<br/><br />Marshlands
|}
|}
<nowiki>*</nowiki>''This version of the Stone Deposit (small) will only appear in games with the Petrified Necropolis modifier when a villager dies.


== Glades ==
== Glades ==
Glades are empty areas of the Forest that are shrouded until they are first reached by clearing trees. They may contain resources, treasures, fertile soil, ruined buildings, and more.
''Main article: [[Glades]]''
<blockquote>
''Rich glades are full of resources - yours for the taking.''
</blockquote>
 
Glades are empty areas of the Forest that are shrouded until they are first reached by clearing trees. They may contain resource deposits, fertile soil, and [[Glade Events]].


To reach a Glade faster, trees can be marked and unmarked for harvest via the axe icon on the bottom bar, ensuring they will be cut before other trees. Marked trees will glow golden if inside the area of a Woodcutters' Camp and white if outside one.
To reach a Glade faster, trees can be marked and unmarked for harvest via the axe icon on the bottom bar, ensuring they will be cut before other trees. Marked trees will glow golden if inside the area of a Woodcutters' Camp and white if outside one.


The best rewards come from Dangerous Glades and Forbidden Glades (both marked with a skull icon), but they always contain at least one dangerous Glade Event, which requires delivering certain goods or completing a challenge.
The best rewards come from Dangerous Glades and especially Forbidden Glades, but they always contain at least one Dangerous or Forbidden Glade Event, which requires delivering certain goods or completing a challenge.


=== Glade Events ===
=== Glade Events ===
Glade Events are objects found in the forest, like abandoned caches, survivor camps, ruins, wild beasts, etc. Some of them are positive, offering goods or new villagers for small resource investments. Others are dangerous, forcing you to act quickly to avoid negative consequences (but also giving you generous rewards for solving them).
''Main article: [[Glade Events]]''
 
Glade Events are points of interest found in the forest, like [[Abandoned Caches]], [[Survivor Camps]], [[Ruins]] etc. Some of them are positive, offering goods or new villagers for small resource investments. Others are dangerous, forcing you to act quickly to avoid negative consequences (but also giving you generous rewards for solving them).


Once you select a Glade Event, the Event Panel will show up. There, you will find a few different sections: effects, worker slots, requirements, and rewards. The effect section shows you the possible negative consequences of the Event, and how much time you have before they occur. To solve an Event, you need to assign workers to it, select one of two reward options, and select "investigate".
Once you select a Glade Event, the Event Panel will show up. There, you will find a few different sections: effects, worker slots, requirements, and rewards. The effect section shows you the possible negative consequences of the Event, and how much time you have before they occur. To solve an Event, you need to assign workers to it, select one of two reward options, and select "investigate".


Some events simply require you to deliver goods, others have something called a Working Effect. Working Effects are special conditions that activate once you give the order to investigate an Event (like a Resolve penalty, a slow debuff, etc.). Your goal is to survive these conditions for a set amount of time. After an Event is solved, the workers will bring back the rewards to your Storage, and no negative consequence will trigger.
Some events simply require you to deliver goods, others have something called a Working Effect. Working Effects are special conditions that activate once you give the order to investigate an Event (like a Resolve penalty, a slow debuff, etc.). Your goal is to survive these conditions for a set amount of time. After an Event is solved, the workers will bring back the rewards to your Storage, and no negative consequence will trigger.
{| class="wikitable"
 
! Event !! Required goods !! Approaches (rewards) !! Glade type
== See Also ==
|-
 
| '''Harbalists' Camp'''
* [[Villagers]]
|
* [[Hostility]]
# 6 Wood
 
|
[[Category:Forest]]
* Rebuild (Harbalists' Camp)
[[Category:Glades]]
* Salvage (30 Wood, 20 Roots)
[[Category:Settlements]]
| Safe
|-
| '''Small Abandoned Cache'''
|
# 4 Simple Tools
|
* Keep Goods (high quality reward)
* Send to the citadel (0.5 Reputation, 10 Amber)
| Safe
|-
| '''Small Encampment'''
|
# 4 Food
|
* Welcome new people (2 villagers)
* Send to the citadel (10 Amber)
| Safe
|-
| '''Ancient Shrine'''<br>Curse of the Forefathers
|
# 5 Planks or 20 Wood
# 5 Bricks or 5 Fabric
# 10 Simple Tools
|
* 1 Ancient Tablet
| Dangerous
|}

Latest revision as of 21:51, 22 October 2024


The Forest, full of trees and glades

The Forest

All Settlements are constructed in The Forest. The Forest consists of multiple Glades separated by a dense carpet of Trees.

Seasons

Main article: Seasons

Each Settlement must brave the three seasons of The Forest:

  1. Drizzle.png Drizzle lasts 4:00 minutes.
  2. Clearance.png Clearance lasts 4:00 minutes.
  3. Storm 2.png Storm lasts 2:00 or 4:00 minutes depending on Difficulty.

Hostility

Main article: Hostility

With every fallen tree, with every ancient site sacked - the Forest grows angrier.

Hostility is a measure of how wary the forest is of the settlement. It always starts at 0. Each Hostility level above 0 will decrease Global Resolve by 2 (6 during storms) and may activate a negative Forest Mystery. All modifiers that raise Hostility scale with Difficulty.

Trees

Trees can be harvested by Woodcutters' Camps to provide Wood Wood. Each tree has 2 charges, except Overgrown Abyssal trees, which has 20. Trees may also grant additional Resources depending on the Biome. You can always hover over an individual tree to see what Resources it provides.

You can set what chopping behavior you want each Woodcutters' Camp to use. You can also set a Default Woodcutters' Camp Mode from the Gameplay Settings.

Woodcutters' Camp Modes

  • Fell All Trees - All trees will be felled
  • Avoid Glades - All trees will be felled EXCEPT trees that open glades.
  • Avoid Glades (except marked) - All trees will be felled EXCEPT trees that open glades, UNLESS you have marked glade-opening trees.
  • Only Marked Trees - Only marked trees will be felled.
  • Only Marked Trees & Avoid Glades - Only marked trees will be felled, and glade-opening trees will be avoided.
Mark and unmark tools

Usually (unless you are using Fell All Trees or Avoid Glades) you must mark which trees you would like to Woodcutters' camps to fell. You can click the green axe icon with the plus sign to the right of the building menus at the bottom of the screen - or use the hotkey (defaults to [F]) - to begin marking trees with a 3-tree width painting tool. Marked trees which are in range of a Woodcutters' Camp are highlighted in yellow, marked trees which are out of range are highlighted in grey.

If you need to unmark trees, you can click the green axe icon with the minus sign - or use the hotkey (defaults to [G]) - to begin unmarking trees with a similar 3-tree width painting tool.

If you hold the [Shift] key while using the marking or unmarking paint tool, the width of the tool decreases to a single tree - allowing you to be very precise, useful to help you pick out Overgrown Abyssal trees in Sealed Forest. If you hold the [Ctrl] key while using the marking tool, you cannot mark trees which would open Glades. You can use both [Shift] and [Ctrl] at the same time.

Trees across Biomes
Tree Biome Additional resources Description Image
Abyssal Tree Sealed Forest Meat Meat (10%) +
Sea Marrow Sea Marrow (10%) +
Leather Leather (10%)
A bizarre, writhing growth... is this even really a tree?
Abyssal Trees
Coppervein Tree Scarlet Orchard Wood Wood (60%) +
Copper Ore Copper Ore (10%) +
Dye Dye (5%) +
Plant Fiber Plant Fiber (5%)
A scarlet tree covered in enormous thorns.
Coppervein Trees
Crimsonreach Tree Coral Forest Stone Stone (40%) +
Incense Incense (20%)
A mineralized coral tree.
Crimsonreach Trees
Dying Tree Cursed Royal Woodlands Wood Wood (60%) +
Insects Insects (10%) +
Plant Fiber Plant Fiber (10%) +
Roots Roots (10%)
A bare, rotting tree infested with grubs.
Dying Trees
Kelpwood Tree Coastal Grove Wood Wood (100%) +
Algae Algae (30%) +
Vegetables Vegetables (10%)
A very flexible, yet extremely hardy plant. It moves in the wind as if moved by sea waves.
Kelpwood Trees
Lush Tree Royal Woodlands Wood Wood (100%) +
Resin Resin (15%) +
Plant Fiber Plant Fiber (10%) +
Eggs Eggs (5%)
A perfect source of wood.
Lush Trees
Mushwood Tree Marshlands Mushrooms Mushrooms (15%) +
Leather Leather (5%)
A giant fungal tree covered in a leathery bark.
Mushwood Trees
Musselsprout Tree Coral Forest Meat Meat (40%) +
Crystalized Dew Crystalized Dew (20%)
The unusually hard bark conceals soft, fleshy tissue.
Musselsprout Trees
Overgrown Abyssal Tree Sealed Forest Meat Meat (10%) +
Sea Marrow Sea Marrow (10%) +
Leather Leather (10%)
A giant, bizarre growth... it's bigger than the other trees in the area.
Overgrown Abyssal Tree
Plateleaf Tree Coral Forest Plant Fiber Plant Fiber (30%) A species of plant rarely seen above water.
Plateleaf Trees

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 before or after other deposits.

Resource deposits come in two types: Nodes and Veins. Nodes are gatherable with Camps and come in two sizes. Veins are gathered in the Mine.

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 of raw crafting materials can be harvested 60 times. Large raw food deposits can be harvested 70 times and only by large camps. The number of charges can be increased by a total of 12 for all deposits in the Vanguard Spire branch of Smoldering City upgrades. Coal Coal and Copper Ore Copper Ore veins are not affected by Smoldering City upgrades.

Resource Deposits across Biomes
Deposit Guaranteed resources Possible resources Gathered by Biome
Large Algae Pond.png Algae Pond (big) Algae Algae Algae Algae (100%) +
2x Herbs Herbs (50%) +
2x Fish Fish (20%)
Fishing Hut Fishing Hut Coastal Grove

Marshlands

Sealed Forest
Small Algae Pond.png Algae Pond (small) Herbs Herbs (40%) Fishing Hut Fishing Hut
Small Fishing Hut Small Fishing Hut
Large Copperfin Trout Pond.png Copperfin Trout Pond (big) Scales Scales Scales Scales (100%) +
2x Sea Marrow Sea Marrow (50%) +
2x Fish Fish (30%)
Fishing Hut Fishing Hut Coastal Grove

Coral Forest

Royal Woodlands

Sealed Forest
Small Copperfin Trout Pond.png Copperfin Trout Pond (small) Sea Marrow Sea Marrow (40%) Fishing Hut Fishing Hut
Small Fishing Hut Small Fishing Hut
Large Thunderfish Pond.png Thunderfish Pond (big) Fish Fish Fish Fish (100%) +
2x Scales Scales (50%)
Fishing Hut Fishing Hut Coastal Grove

Cursed Royal Woodlands

Scarlet Orchard
Small Thunderfish Pond.png Thunderfish Pond (small) Scales Scales (40%) Fishing Hut Fishing Hut
Small Fishing Hut Small Fishing Hut
DebugNode SwampWheatBig icon.png Swamp Wheat Field (big) Grain Grain Plant Fiber Plant Fiber (100%) +
Plant Fiber Plant Fiber (20%)
Foragers' Camp Foragers' Camp Cursed Royal Woodlands

Scarlet Orchard

Marshlands
DebugNode SwampWheatSmall icon.png Swamp Wheat Field (small) Plant Fiber Plant Fiber (20%) Foragers' Camp Foragers' Camp
Small Foragers' Camp Small Foragers' Camp
DebugNode RootsBig icon.png Root Deposit (big) Roots Roots Herbs Herbs (30%) +
Resin Resin (30%)
Foragers' Camp Foragers' Camp Coastal Grove

Royal Woodlands

Scarlet Orchard

Sealed Forest
DebugNode RootsSmall icon.png Root Deposit (small) Herbs Herbs (20%) Foragers' Camp Foragers' Camp
Small Foragers' Camp Small Foragers' Camp
DebugNode MossBroccoliBig icon.png Moss Broccoli Patch (big) Vegetables Vegetables Insects Insects (40%) +
Roots Roots (20%)
Foragers' Camp Foragers' Camp Coral Forest

Cursed Royal Woodlands

Royal Woodlands
DebugNode MossBroccoliSmall icon.png Moss Broccoli Patch (small) Insects Insects (30%) Foragers' Camp Foragers' Camp
Small Foragers' Camp Small Foragers' Camp
DebugNode FlaxBig icon.png Flax Field (big) Plant Fiber Plant Fiber Clay Clay (50%) +
Insects Insects (30%)
Harvesters' Camp Harvesters' Camp Cursed Royal Woodlands

Royal Woodlands
DebugNode FlaxSmall icon.png Flax Field (small) Clay Clay (25%) +
Insects Insects (20%)
DebugNode ReedBig icon.png Reed Field (big) Reed Reed Clay Clay (40%) +
Roots Roots (40%)
Harvesters' Camp Harvesters' Camp Coastal Grove

Coral Forest

Scarlet Orchard

Sealed Forest
DebugNode ReedSmall icon.png Reed Field (small) Clay Clay (20%) +
Roots Roots (20%)
Large Strider Molt.png Water Strider Molt (big) Leather Leather Leather Leather (100%) +
Meat Meat (40%)
Harvesters' Camp Harvesters' Camp Marshlands

Scarlet Orchard

Cursed Royal Woodlands
Small Strider Molt.png Water Strider Molt (small) Meat Meat (20%)
DebugNode DewberryBushBig icon.png Dewberry Bush (big) Berries Berries Berries Berries (80%) Herbalists' Camp Herbalists' Camp Coastal Grove

Royal Woodlands

Scarlet Orchard

Sealed Forest
DebugNode DewberryBushSmall icon.png Dewberry Bush (small) Berries Berries (20%) Herbalists' Camp Herbalists' Camp
Small Herbalists' Camp Small Herbalists' Camp
DebugNode HerbsBig icon.png Herb Deposit (big) Herbs Herbs Berries Berries (40%) +
Plant Fiber Plant Fiber (20%)
Herbalists' Camp Herbalists' Camp Coral Forest

Cursed Royal Woodlands

Scarlet Orchard
DebugNode HerbsSmall icon.png Herb Deposit (small) Berries Berries (20%) Herbalists' Camp Herbalists' Camp
Small Herbalists' Camp Small Herbalists' Camp
DebugNode MushroomBig icon.png Bleeding Tooth Mushroom (big) Mushrooms Mushrooms Insects Insects (40%) Herbalists' Camp Herbalists' Camp Cursed Royal Woodlands

Royal Woodlands

Sealed Forest
DebugNode MushroomSmall icon.png Bleeding Tooth Mushroom (small) Insects Insects (20%) Herbalists' Camp Herbalists' Camp
Small Herbalists' Camp Small Herbalists' Camp
DebugNode MarshlandsMushroomBig icon.png Grasscap Mushroom (big) Mushrooms Mushrooms Insects Insects (40%) Herbalists' Camp Herbalists' Camp Marshlands
DebugNode MarshlandsMushroomSmall icon.png Grasscap Mushroom (small) Insects Insects (20%) Herbalists' Camp Herbalists' Camp
Small Herbalists' Camp Small Herbalists' Camp
DebugNode ClayBig icon.png Clay Deposit (big) Clay Clay Copper Ore Copper Ore (75%) +
Roots Roots (30%)
Stonecutters' Camp Stonecutters' Camp Coastal Grove

Cursed Royal Woodlands

Royal Woodlands

Sealed Forest
DebugNode ClaySmall icon.png Clay Deposit (small) Copper Ore Copper Ore (50%) +
Roots Roots (20%)
Large Overgrown Stone.png Overgrown Stone Deposit (big) Stone Stone Algae Algae (40%) +
Insects Insects (30%) +
Copper Ore Copper Ore (10%)
Stonecutters' Camp Stonecutters' Camp Marshlands
Small Overgrown Stone.png Overgrown Stone Deposit (small) Algae Algae (30%) +
Insects Insects (20%)
DebugNode SeaMarrowBig icon.png Sea Marrow Deposit (big) Sea Marrow Sea Marrow Sea Marrow Sea Marrow (100%) +
Stone Stone (50%) +
Ancient Tablet Ancient Tablet (1%)
Stonecutters' Camp Stonecutters' Camp Cursed Royal Woodlands

Royal Woodlands

Scarlet Orchard

Sealed Forest
DebugNode SeaMarrowSmall icon.png Sea Marrow Deposit (small) Sea Marrow Sea Marrow (80%) +
Stone Stone (40%)
DebugNode StoneBig icon.png Stone Deposit (big) Stone Stone Insects Insects (30%) +
Roots Roots (30%) +
Copper Ore Copper Ore (10%)
Stonecutters' Camp Stonecutters' Camp Coral Forest

Scarlet Orchard
DebugNode StoneSmall icon.png Stone Deposit (small) Insects Insects (20%) +
Roots Roots (20%)
DebugNode StoneSmall icon.png Stone Deposit (small)* Stone Stone Meat Meat (20%) +
Leather Leather (10%) +
Sea Marrow Sea Marrow (10%)
Stonecutters' Camp Stonecutters' Camp Petrified Necropolis modifier
DebugNode StormbirdNestBig icon.png Drizzlewing Nest (big) Eggs Eggs Meat Meat (40%) Trappers' Camp Trappers' Camp Royal Woodlands

Scarlet Orchard
DebugNode StormbirdNestSmall icon.png Drizzlewing Nest (big) Nest (small) Meat Meat (20%) Trappers' Camp Trappers' Camp
Small Trappers' Camp Small Trappers' Camp
DebugNode SnakeNestBig icon.png Snake Nest (big) Eggs Eggs Leather Leather (40%) +
Meat Meat (20%)
Trappers' Camp Trappers' Camp Marshlands
DebugNode SnakeNestSmall icon.png Snake Nest (small) Leather Leather (20%) Trappers' Camp Trappers' Camp
Small Trappers' Camp Small Trappers' Camp
DebugNode WormtongueNestBig icon.png Wormtongue Nest (big) Insects Insects Insects Insects (60%) Trappers' Camp Trappers' Camp Coastal Grove

Coral Forest

Cursed Royal Woodlands

Sealed Forest
DebugNode WormtongueNestSmall icon.png Wormtongue Nest (small) Insects Insects (20%) Trappers' Camp Trappers' Camp
Small Trappers' Camp Small Trappers' Camp
DebugNode SnailBroodmotherBig icon.png Slickshell Broodmother (big) Meat Meat Leather Leather (100%) Trappers' Camp Trappers' Camp Royal Woodlands

Sealed Forest
DebugNode SnailBroodmotherSmall icon.png Slickshell Broodmother (small) Leather Leather (20%) Trappers' Camp Trappers' Camp
Small Trappers' Camp Small Trappers' Camp
DebugNode LeechBroodmotherSmall icon.png Leech Broodmother (big) Meat Meat Leather Leather (100%) +
Leather Leather (60%) +
Eggs Eggs (20%)
Trappers' Camp Trappers' Camp Coral Forest

Marshlands
DebugNode LeechBroodmotherSmall icon.png Leech Broodmother (small) Leather Leather (20%) Trappers' Camp Trappers' Camp
Small Trappers' Camp Small Trappers' Camp
Copper Vein.png Copper Vein Copper Ore Copper Ore Clay Clay (30%) Mine Mine Cursed Royal Woodlands

Marshlands

Scarlet Orchard

Sealed Forest
Coal Vein.png Coal Vein Coal Coal Stone Stone (30%) Mine Mine Coastal Grove

Coral Forest

Marshlands

*This version of the Stone Deposit (small) will only appear in games with the Petrified Necropolis modifier when a villager dies.

Glades

Main article: Glades

Rich glades are full of resources - yours for the taking.

Glades are empty areas of the Forest that are shrouded until they are first reached by clearing trees. They may contain resource deposits, fertile soil, and Glade Events.

To reach a Glade faster, trees can be marked and unmarked for harvest via the axe icon on the bottom bar, ensuring they will be cut before other trees. Marked trees will glow golden if inside the area of a Woodcutters' Camp and white if outside one.

The best rewards come from Dangerous Glades and especially Forbidden Glades, but they always contain at least one Dangerous or Forbidden Glade Event, which requires delivering certain goods or completing a challenge.

Glade Events

Main article: Glade Events

Glade Events are points of interest found in the forest, like Abandoned Caches, Survivor Camps, Ruins etc. Some of them are positive, offering goods or new villagers for small resource investments. Others are dangerous, forcing you to act quickly to avoid negative consequences (but also giving you generous rewards for solving them).

Once you select a Glade Event, the Event Panel will show up. There, you will find a few different sections: effects, worker slots, requirements, and rewards. The effect section shows you the possible negative consequences of the Event, and how much time you have before they occur. To solve an Event, you need to assign workers to it, select one of two reward options, and select "investigate".

Some events simply require you to deliver goods, others have something called a Working Effect. Working Effects are special conditions that activate once you give the order to investigate an Event (like a Resolve penalty, a slow debuff, etc.). Your goal is to survive these conditions for a set amount of time. After an Event is solved, the workers will bring back the rewards to your Storage, and no negative consequence will trigger.

See Also