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For resources obtained from recipes, you can customize recipes in production buildings and decide what is being crafted, from which ingredients, and at what limit. To do so, select a building or use the Global Recipe Panel (the “book” icon). To disable or enable a recipe for a specific good, mark the checkbox next to its icon. To change the ingredients used, select a resource in the recipe and choose another good from the radial menu. To set a limit on production, use the horizontal bar in the “limit” section or type a number into the text field.
{{Version|1.4.17}}


An arrow will indicate when a resource or type or resource is increasing or decreasing.
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]].


== Food ==
Every few minutes villagers will go on a break, gather around the Hearth, and try to eat food from the Storage. If they cannot eat they will get one stack of the Hunger effect. Each stack is a Resolve penalty, and if the Resolve of a species reaches 0, they will start to leave the settlement.


=== Raw Food ===
== Swapping Ingredients ==
Initially only Raw Food will be available, which will prevent villagers from getting hungry but will not satisfy their needs for [[#Complex_Food|Complex Food]]. You can prevent your villagers from eating one or more of these Raw Food resources via [[Consumption Control]], once unlocked. For example, if you are running low on Roots and need Flour, you may want to disable Roots in the Consumption panel. In general, plan ahead to convert Raw Food into Complex Food, so that you can feed more villagers and satisfy their needs for Complex Foods.


{| class="wikitable"
:''See also: [[Recipes]]''
! Raw food item !! Amber value !! Gathered or produced by this building !! Placed on or near this node or tile
 
[[File:Recipes_example.png|thumb|Two recipes shown in the game]]
[[File:Frame_UI_Swap_Ingredient.png|{{ImgL}}|left|alt=Look for this border around ingredients you can swap]]
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 {{rl|Barrels}}. This Building is currently using {{rl|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 {{rl|Planks}}; the square border around the ingredient icon means you cannot swap this ingredient. The bottom recipe for {{rl|Pack of Provisions}} is currently using {{rl|Eggs}}, but that can be changed, indicated by the rotating arrow circular frame around the Eggs icon.
 
== Moving resources between buildings ==
 
[[File:Building_panel_example-tab_2.png|thumb|300px|This Weaver building currently stores four ingredients that the workers retrieved from the warehouse.]]
 
When a worker takes goods to a building (whether by construction, or to be ingredients in a [[Recipes|recipe]]), you can instantly move those goods back to the warehouse. Click the red-and-white '''X''' icon to do so.
 
Note: When goods have been produced in a building, they must be moved by a worker to the warehouse. If you demolish the building while the ''Produced Goods'' storage contains goods, those goods will be lost.
 
== Acquiring Resources ==
 
Resources can be acquired in four ways:
* Gathered from Trees and Resource Deposits
* Farmed from [[Farm Fields]]
* Produced or collected in Buildings
* Given as rewards for completing Orders
 
=== Trees ===
 
:''Main article: [[The Forest]]''
 
[[File:Icon_Resource_Wood.png|{{ImgH}}|left|alt=Wood]]
 
All trees can be harvested by {{bl|Woodcutters' Camp}}s to produce {{rl|Wood}}. They may also grant additional resources depending on the biome. All trees have 2 charges, except Overgrown Abyssal trees, which have 20.
 
 
{| class="wikitable sortable mw-collapsible"
|+ Trees, bonus yields beyond Wood, and biomes
! Tree !! Biome !! Bonus Resources
|-
|-
|rowspan="2"| [[File:Berries.png|64px]] [[Berries]] ||rowspan="2"| 0.20 [[File:Amber.png|12px]] || [[Herbalists' Camp]] (★) || [[File:DebugNode DewberryBushSmall icon.png|36px]] [[Dewberry Bush]]
| [[File:Kelpwood tree.png|{{ImgH}}]] Kelpwood Tree
| [[Coastal Grove]] ||
 
{|
|style="width:2.5em"| 30% || {{rl|Algae|medium}}
|-
| 10% || {{rl|Vegetables|medium}}
|}
 
|-
|-
| [[Plantation]] (★★) || [[Fertile Soil]] improved to a [[Farm Field]]
| [[File:Crimsonreach Tree.png|{{ImgH}}]] Crimsonreach Tree
| [[Coral Forest]] ||
 
{|
|style="width:2.5em"| 40% || {{rl|Stone|medium}}
|-
| 20% || {{rl|Incense|medium}}
|}
 
|-
|-
| [[File:Musselsprout Tree.png|{{ImgH}}]] Musselsprout Tree
| [[Coral Forest]] ||


|rowspan="3"| [[File:Eggs.png|64px]] [[Eggs]] ||rowspan="3"| 0.20 [[File:Amber.png|12px]] || [[Foragers' Camp]] (★) ||rowspan="2"| [[File:DebugNode StormbirdNestSmall icon.png|36px]] [[Stormbird Nest]]
{|  
|style="width:2.5em"| 40% || {{rl|Meat|medium}}
|-
|-
| [[Trappers' Camp]] (★)
| 20% || {{rl|Crystalized Dew|medium}}
|}
 
|-
|-
| [[Ranch]] (★) || (no placement requirements)
| [[File:Plateleaf Tree.png|{{ImgH}}]] Plateleaf Tree
| [[Coral Forest]] ||
 
{|
|style="width:2.5em"| 30% || {{rl|Plant Fiber|medium}}
|}
 
|-
|-
| [[File:Dying Tree.png|{{ImgH}}]] Dying Tree
| [[Cursed Royal Woodlands]] ||


|rowspan="2"| [[File:Insects.png|64px]] [[Insects]] ||rowspan="2"| 0.20 [[File:Amber.png|12px]] || [[Scavengers' Camp]] (★) ||rowspan="2"| [[File:DebugNode WormtongueNestSmall icon.png|36px]] [[Wormtongue Nest]]
{|
|style="width:2.5em"| 60% || {{rl|Wood|medium}}
|-
|-
| [[Trappers' Camp]] (★)
| 10% || {{rl|Insects|medium}}
|-
| 10% || {{rl|Plant Fiber|medium}}
|-
| 10% || {{rl|Roots|medium}}
|}
 
|-
|-
| [[File:Lush Trees.png|{{ImgH}}]] Lush Tree
| [[Royal Woodlands]] ||


|rowspan="2"| [[File:Meat.png|64px]] [[Meat]] ||rowspan="2"| 0.20 [[File:Amber.png|12px]] || [[Trappers' Camp]] (★) || [[File:DebugNode SnailBroodmotherSmall icon.png|36px]] [[Slickshell Broodmother]]
{|
|style="width:2.5em"| '''100%''' || {{rl|Wood|medium}}
|-
| 15% || {{rl|Resin|medium}}
|-
| 10% || {{rl|Plant Fiber|medium}}
|-
|-
| [[Ranch]] (★) || (no placement requirements)
| 5% || {{rl|Eggs|medium}}
|}
 
|-
|-
| [[File:Coppervein Tree.png|{{ImgH}}]] Coppervein Tree
| [[Scarlet Orchard]] ||


|rowspan="3"| [[File:Mushrooms.png|64px]] [[Mushrooms]] ||rowspan="3"| 0.20 [[File:Amber.png|12px]] || [[Herbalists' Camp]] (★) || [[File:DebugNode MushroomSmall icon.png|36px]] [[Bleeding Tooth Mushroom]]
{|
|style="width:2.5em"| 60% || {{rl|Wood|medium}}
|-
|-
| [[Greenhouse]] || (no placement requirements)
| 10% || {{rl|Copper Ore|medium}}
|-
| 5% || {{rl|Dye|medium}}
|-
|-
| [[Homestead]] (★★) || [[Fertile Soil]] improved to [[Farm Field]]
| 5% || {{rl|Plant Fiber|medium}}
|}
 
|-
|-
| [[File:Abyssal Trees.png|{{ImgH}}]] Abyssal Tree
| [[Sealed Forest]] ||


|rowspan="3"| [[File:Roots.png|64px]] [[Roots]] ||rowspan="3"| 0.20 [[File:Amber.png|12px]] || [[Scavengers' Camp]] (★) || [[File:DebugNode RootsSmall icon.png|36px]] [[Roots Deposit]]
{|
|style="width:2.5em"| 10% || {{rl|Meat|medium}}
|-
|-
| [[Herb Garden]] (★★) ||rowspan="2"| [[Fertile Soil]] improved to [[Farm Field]]
| 10% || {{rl|Leather|medium}}
|-  
|-
| [[Hallowed Herb Garden]] (★★★)
| 10% || {{rl|Sea Marrow|medium}}
|}
 
|-
|-
| [[File:Giant Abyssal Tree.png|{{ImgH}}]] Overgrown Abyssal Tree
| [[Sealed Forest]] ||


|rowspan="4"| [[File:Vegetables.png|64px]] [[Vegetables]] ||rowspan="4"| 0.20 [[File:Amber.png|12px]] || [[Foragers' Camp]] (★) || [[File:DebugNode MossBroccoliSmall icon.png|36px]] [[Moss Broccoli Patch]]
{|
|style="width:2.5em"| 10% || {{rl|Meat|medium}}
|-
|-
| [[Small Farm]] (★) ||rowspan="3"| [[Fertile Soil]] improved to [[Farm Field]]
| 10% || {{rl|Leather|medium}}
|-
| 10% || {{rl|Sea Marrow|medium}}
|}
 
|-
|-
| [[Homestead]] (★★)
| [[File:Mushwood Tree.png|{{ImgH}}]] Mushwood Tree
| [[Marshlands]] ||
 
{|
|style="width:2.5em"| 15% || {{rl|Mushrooms|medium}}
|-
|-
| [[Hallowed Small Farm]] (★★★)
| 5% || {{rl|Leather|medium}}
|}
 
|}
|}


=== Complex Food ===
=== Resource Deposits ===
These food resources are produced from Recipes and will satisfy the villagers' needs for Complex Food. Villagers prefer these food items over [[#Raw_Food|Raw Food]] when resting at [[Hearths]]. Satisfying villagers with Complex Food is more efficient, because most Recipes yield more goods than the number of raw ingredients used to produce them.
 
:''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 {{bl|Foragers' Camp}}, {{bl|Herbalists' Camp}}, and {{bl|Trappers' Camp}}.'''
 
Each deposit has a certain number of charges, which are used up every time a villager harvests from it. The number of charges can be increased by Smoldering City [[upgrades]] and [[Cornerstones]], like [[Rich Glades]]. Large resource deposits always have more charges than their smaller versions. Exhausting a deposit's charges will cause the deposit to disappear and free up the tile it was on for other uses.


{| class="wikitable"
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.
! rowspan=2 | Complex Food !! rowspan=2 | [[File:Amber.png|25px]] Amber Value !! colspan=6 | Recipe
 
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_Buildings#Camps|List of Camps]]''
 
{| class="wikitable sortable mw-collapsible"
|+ Deposits and Camps
! Resource !! Deposit !! Gathering Camp to Use !!class=unsortable| Biomes
|-
| {{rl|Algae|large}}
| [[File:Large Algae Pond.png|{{ImgL}}|alt=Algae Pond]] Algae Pond
| {{bl|Small Fishing Hut|large}} ||
* Coastal Grove
* Marshlands
* Sealed Forest
|-
| {{rl|Mushrooms|large}}
| [[File:DebugNode MushroomBig icon.png|{{ImgL}}|alt=Mushroom Patch]] Bleeding Tooth Mushrooms
| {{bl|Small Herbalists' Camp|large}} ||
* Royal Woodlands
* Cursed Woodlands
* Sealed Forest
|-
| {{rl|Clay|large}}
| [[File:DebugNode_ClaySmall_icon.png|{{ImgL}}|alt=Clay Deposit]] Clay Deposit
| {{bl|Stonecutters' Camp|large}} ||
* Coastal Grove
* Cursed Royal Woodlands
* Royal Woodlands
* Sealed Forest
|-
| {{rl|Scales|large}}
| [[File:Large Copperfin Trout Pond.png|{{ImgL}}|alt=Copperfin Trout Pond]] Copperfin Trout Pond
| {{bl|Small Fishing Hut|large}} ||
* Coastal Grove
* Coral Forest
* Royal Woodlands
* Sealed Forest
|-
| {{rl|Berries|large}}
| [[File:DebugNode DewberryBushSmall icon.png|{{ImgL}}|alt=Dewberry Patch]] Dewberry Bush
| {{bl|Small Herbalists' Camp|large}} ||
* Coastal Grove
* Royal Woodlands
* Scarlet Orchard
* Sealed Forest
|-
|  {{rl|Eggs|large}}
| [[File:DebugNode DrizzlewingNestSmall icon.png|{{ImgL}}|alt=Drizzlewing Nest]] Drizzlewing Nest
| {{bl|Small Trappers' Camp|large}} ||
* Royal Woodlands
* Scarlet Orchard
|-
|-
! Amount produced !! Ingredient 1 !! Ingredient 2 !! Time !! Building !! Blightroot Footprint
| {{rl|Plant Fiber|large}}
| [[File:DebugNode FlaxSmall icon.png|{{ImgL}}|alt=Flax Field]] Flax Field
| {{bl|Harvesters' Camp|large}} ||
* Cursed Royal Woodlands
* Royal Woodlands
|-
|-
| [[File:Biscuits.png|50px]] [[Biscuits]] || 0.25 || 10 || [[File:Flour.png|25px]] 8 Flour || [[File:Berries.png|25px]] 3 Berries<br>[[File:Herbs.png|25px]] 3 Herbs<br>[[File:Roots.png|25px]] 3 Roots || 1:30 || [[File:Bakery icon.png|25px]] Bakery<br>[[File:Cookhouse icon.png|25px]] Cookhouse || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Mushrooms|large}}
| [[File:DebugNode MarshlandsMushroomSmall icon.png|{{ImgL}}|alt=Grasscap Mushrooms]] Grasscap Mushrooms
| {{bl|Small Herbalists' Camp|large}} ||
* Marshlands
|-
|-
| [[File:Jerky.png|50px]] [[Jerky]] || 0.14 || 10 || [[File:Insects.png|25px]] 4 Insects<br>[[File:Meat.png|25px]] 4 Meat || [[File:Wood.png|25px]] 5 Wood<br>[[File:Oil.png|25px]] 2 Oil<br>[[File:Coal.png|25px]] 1 Coal<br>[[File:SeaMarrow.png|25px]] 1 Sea Marrow || 1:15 || [[File:Kiln icon.png|25px]] Kiln<br>[[File:Smokehouse icon.png|25px]] Smokehouse || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Herbs|large}}
| [[File:DebugNode HerbsSmall icon.png|{{ImgL}}|alt=Herbs Node]] Herb Node
| {{bl|Small Herbalists' Camp|large}} ||
* Coral Forest
* Cursed Royal Woodlands
* Scarlet Orchard
|-
|-
| [[File:PickledGoods.png|50px]] [[Pickled Goods]] || 0.20 || 10 || [[File:Barrels.png|25px]] 3 Barrels<br>[[File:Pottery.png|25px]] 3 Pottery<br>[[File:Waterskins.png|25px]] 3 Waterskins || [[File:Berries.png|25px]] 6 Berries<br>[[File:Mushrooms.png|25px]] 6 Mushrooms<br>[[File:Roots.png|25px]] 6 Roots<br>[[File:Vegetables.png|25px]] 6 Vegetables || 1:30 || [[File:Brewery icon.png|25px]] Brewery || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Meat|large}}
| [[File:DebugNode LeechBroodmotherBig icon.png|{{ImgL}}|alt=Leech Broodmother]] Leech Broodmother
| {{bl|Small Trappers' Camp|large}} ||  
* Coral Forest
* Marshlands
|-
|-
| [[File:Pie.png|50px]] [[Pie]] || 0.25 || 10 || [[File:Flour.png|25px]] 6 Flour || [[File:Berries.png|25px]] 4 Berries<br>[[File:Eggs.png|25px]] 4 Eggs<br>[[File:Herbs.png|25px]] 4 Herbs<br>[[File:Insects.png|25px]] 4 Insects<br>[[File:Meat.png|25px]] 4 Meat || 1:30 || [[File:Bakery icon.png|25px]] Bakery || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Vegetables|large}}
| [[File:DebugNode MossBroccoliSmall icon.png|{{ImgL}}|alt=Moss Broccoli Patch]] Moss Broccoli Patch
| {{bl|Small Foragers' Camp|large}} ||  
* Coral Forest
* Cursed Royal Woodlands
* Royal Woodlands
|-
|-
| [[File:Skewers.png|50px]] [[Skewers]] || 0.20 || 10 || [[File:Jerky.png|25px]] 3 Jerky<br>[[File:Insects.png|25px]] 4 Insects<br>[[File:Meat.png|25px]] 4 Meat<br>[[File:Mushrooms.png|25px]] 4 Mushrooms || [[File:Berries.png|25px]] 4 Berries<br>[[File:Eggs.png|25px]] 4 Eggs<br>[[File:Roots.png|25px]] 4 Roots<br>[[File:Vegetables.png|25px]] 4 Vegetables || 1:30 || [[File:Cookhouse icon.png|25px]] Cookhouse || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Stone|large}}
|}
| [[File:Small Overgrown Stone.png|{{ImgL}}|alt=Overgrown Stone Deposit]] Overgrown Stone Deposit
 
| {{bl|Stonecutters' Camp|large}} ||  
== Building materials ==
* Marshlands
Building materials are used for construction. All materials are refunded if a building is demolished.
{| class="wikitable"
! rowspan=2 | Building Material !! rowspan=2 | Cost !! colspan=6 | Recipe
|-
|-
! Amount produced !! Ingredient 1 !! Ingredient 2 !! Time !! Building !! Blightroot Footprint
| {{rl|Reed|large}}
| [[File:DebugNode ReedSmall icon.png|{{ImgL}}|alt=Reed Field]] Reed Field
| {{bl|Harvesters' Camp|large}} ||
* Coastal Grove
* Coral Forest
* Scarlet Orchard
* Sealed Forest
|-
|-
| [[File:Bricks.png|50px]] Bricks || 0.31 || 2 || [[File:Clay.png|25px]] 3 Clay<br>[[File:Stone.png|25px]] 3 Stone || - || 0:30 || [[File:Brickyard icon.png|25px]] Brickyard<br>[[File:Kiln icon.png|25px]] Kiln (33% more ingredients)<br>[[File:Crude Workstation icon.png|25px]] Crude Workstation (100% more ingredients) || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Roots|large}}
| [[File:DebugNode RootsSmall icon.png|{{ImgL}}|alt=Root Deposit]] Root Deposit
| {{bl|Small Foragers' Camp|large}} ||  
* Coastal Grove
* Royal Woodlands
* Scarlet Orchard
* Sealed Forest
|-
|-
| [[File:Fabric.png|50px]] Fabric || 0.31 || 2 || [[File:Leather.png|25px]] 2 Leather<br>[[File:PlantFiber.png|25px]] 2 Plant Fiber<br>[[File:Reeds.png|25px]] 2 Reed || - || 0:20 || [[File:Weaver icon.png|25px]] Weaver<br>[[File:Leatherworks icon.png|25px]] Leatherworker (50% more ingredients) || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Sea Marrow|large}}
| [[File:DebugNode SeaMarrowSmall icon.png|{{ImgL}}|alt=Sea Marrow Deposit]] Sea Marrow Deposit
| {{bl|Stonecutters' Camp|large}} ||  
* Cursed Royal Woodlands
* Royal Woodlands
* Scarlet Orchard
* Sealed Forest
|-
|-
| [[File:Planks.png|50px]] Planks || 0.18 || 2 || [[File:Wood.png|25px]] 3 Wood || - || 0:20 || [[File:Lumbermill icon.png|25px]] Lumber Mill<br>[[File:Carpenter icon.png|25px]] Carpenter (66% more ingredients)<br>[[File:Crude Workstation icon.png|25px]] Crude Workstation (166% more ingredients) || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Meat|large}}
| [[File:DebugNode SnailBroodmotherSmall icon.png|{{ImgL}}|alt=Slickshell Broodmother]] Slickshell Broodmother
| {{bl|Small Trappers' Camp|large}} ||  
* Royal Woodlands
* Sealed Forest
|-
|-
| [[File:Parts.png|50px]] Parts || 2.39 || 1 || [[File:Wood.png|25px]] 5 Wood<br>[[File:Oil.png|25px]] 2 Oil<br>[[File:Coal.png|25px]] 1 Coal || [[File:Clay.png|25px]] 15 Clay<br>[[File:Stone.png|25px]] 15 Stone<br>[[File:CopperBar.png|25px]] 4 Copper Bars<br>[[File:CrystalizedDew.png|25px]] 4 Crystalized Dew || 2:00 || [[File:Rainpunk Foundry icon.png|25px]] Rainpunk Foundry || [[File:FRAME Grade Blight 3.png]] 4%
| {{rl|Eggs|large}}
| [[File:DebugNode SnakeNestSmall icon.png|{{ImgL}}|alt=Snake Nest]] Snake Nest
| {{bl|Small Trappers' Camp|large}} ||
* Marshlands
|-
|-
| [[File:Wildfire Essence.png|50px]] Wildfire Essence || 5.00 || colspan=6 | Cannot be obtained from recipes
| {{rl|Stone|large}}
|}
| [[File:DebugNode StoneSmall icon.png|{{ImgL}}|alt=Stone Deposit]] Stone Deposit
 
| {{bl|Stonecutters' Camp|large}} ||  
== Consumable items ==
* Coral Forest
Consumable items are used in various buildings to satisfy villagers' needs.
* Scarlet Orchard
{| class="wikitable"
! rowspan=2 | Item !! rowspan=2 | Cost !! rowspan=2 | Used at !! colspan=6 | Recipe
|-
|-
! Amount produced !! Ingredient 1 !! Ingredient 2 !! Time !! Building !! Blightroot Footprint
| {{rl|Grain|large}}
| [[File:DebugNode SwampWheatSmall icon.png|{{ImgL}}|alt=Swamp Wheat Field]] Swamp Wheat Field
| {{bl|Small Foragers' Camp|large}} ||
* Cursed Royal Woodlands
* Marshlands
* Scarlet Orchard
|-
|-
| [[File:Coats.png|50px]] Coats || 0.10 || Directly || 10 || [[File:Fabric.png|25px]] 1 Fabric || - || 1:30 || [[File:Clothier icon.png|25px]] Clothier || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Fish|large}}
| [[File:Large Thunderfish Pond.png|{{ImgL}}|alt=Thunderfish Pond]] Thunderfish Pond
| {{bl|Small Fishing Hut|large}} ||  
* Coastal Grove
* Cursed Royal Woodlands
* Scarlet Orchard
|-
|-
| [[File:Ale.png|50px]] Ale || 0.17 || Tavern<br>Monastery<br>Forum || 10 || [[File:Grain.png|25px]] 4 Grain<br>[[File:Roots.png|25px]] 4 Roots || [[File:Pottery.png|25px]] 2 Pottery<br>[[File:Waterskins.png|25px]] 2 Waterskins<br>[[File:Barrels.png|25px]] 1 Barrels || 1:15 || [[File:Brewery icon.png|25px]] Brewery || [[File:FRAME Grade Blight 3.png]] 4%
| {{rl|Leather|large}}
| [[File:Small Strider Molt.png|{{ImgL}}|alt=Strider Molt]] Water Strider Molt
| {{bl|Harvesters' Camp|large}} ||  
* Cursed Royal Woodlands
* Marshlands
* Scarlet Orchard
|-
|-
| [[File:Incense.png|50px]] Incense || 0.18 || Clan Hall<br>Monastery<br>Temple<br>Holy Temple || 10 || [[File:Resin.png|25px]] 8 Resin<br>[[File:Herbs.png|25px]] 6 Herbs<br>[[File:Insects.png|25px]] 6 Insects<br>[[File:Roots.png|25px]] 6 Roots || [[File:Wood.png|25px]] 6 Wood<br>[[File:Oil.png|25px]] 3 Oil<br>[[File:Coal.png|25px]] 2 Coal<br>[[File:SeaMarrow.png|25px]] 2 Sea Marrow || 1:30 || [[File:Smokehouse icon.png|25px]] Smokehouse || [[File:FRAME Grade Blight 3.png]] 4%
| {{rl|Insects|large}}
| [[File:DebugNode WormtongueNestBig icon.png|{{ImgL}}|alt=Wormtongue Nest]] Wormtongue Nest
| {{bl|Small Trappers' Camp|large}} ||  
* Coastal Grove
* Coral Forest
* Cursed Royal Woodlands
* Sealed Forest
|-
|-
| [[File:Scrolls.png|50px]] Scrolls || 0.14 || Explorers' Lodge<br>Forum<br>Temple<br>Holy Temple || 8 || [[File:Pigment.png|25px]] 3 Pigment<br>[[File:Wine.png|25px]] 3 Wine || [[File:Wood.png|25px]] 10 Wood<br>[[File:Leather.png|25px]] 4 Leather<br>[[File:PlantFiber.png|25px]] 4 Plant Fiber || 1:00 || [[File:Clothier icon.png|25px]] Clothier<br>[[File:Lumbermill icon.png|25px]] Lumber Mill<br>[[File:Rain Mill icon.png|25px]] Rain Mill || [[File:FRAME Grade Blight 3.png]] 4%
| {{rl|Coal|large}}
| [[File:Coal Vein.png|{{ImgL}}|alt=Coal Vein]] Coal Vein
| {{bl|Mine|large}} ||  
* Coastal Grove
* Coral Forest
* Marshlands
|-
|-
| [[File:TrainingGear.png|50px]] Training Gear || 0.21 || Clan Hall<br>Explorer's Lodge || 10 || [[File:Planks.png|25px]] 3 Planks<br>[[File:Reeds.png|25px]] 3 Reed || [[File:Stone.png|25px]] 8 Stone<br>[[File:CopperBar.png|25px]] 3 Copper Bars<br>[[File:CrystalizedDew.png|25px]] 3 Crystalized Dew || 1:30 || [[File:Weaver icon.png|25px]] Weaver || [[File:FRAME Grade Blight 3.png]] 4%
| {{rl|Copper Ore|large}}
| [[File:Copper Vein.png|{{ImgL}}|alt=Copper Vein]] Copper Vein
| {{bl|Mine|large}} ||
* Cursed Royal Woodlands
* Marshlands
* Scarlet Orchard
* Sealed Forest
|}
|}


== Crafting resources ==
Crafting resources are used in Recipes.


=== Raw resources ===
==== Bonus Resources ====
Raw resources are obtained directly from resource nodes.
 
{| class="wikitable"
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|Crafting Materials]].
! Resource !! Cost !! Obtained in
 
{| class="wikitable sortable mw-collapsible"
|+ Primary and bonus yields from resource deposits
! Size !! Deposit !! Primary Resource
! Charges !!class=unsortable colspan=3| Bonus Resources
|-
| ''Large'' || [[File:Large Algae Pond.png|{{ImgM}}|alt=Algae Pond]] Algae Pond || {{rl|Algae|medium}}
| 80 || '''100%''' {{rl|Algae|medium}} || 50% 2x {{rl|Herbs|medium}} || 20% 2x {{rl|Fish|medium}}
|-
| ''Small'' || [[File:Small Algae Pond.png|{{ImgM}}|alt=Algae Pond]] Algae Pond || {{rl|Algae|medium}}
| 60 || 40% {{rl|Herbs|medium}} || — || —
|-
| ''Large'' || [[File:DebugNode MushroomBig icon.png|{{ImgM}}|alt=Bleeding Tooth Mushrooms]] Bleeding Tooth Mushrooms || {{rl|Mushrooms|medium}}
| 70 || 40% {{rl|Insects|medium}} || — || —
|-
| ''Small'' || [[File:DebugNode MushroomBig icon.png|{{ImgM}}|alt=Bleeding Tooth Mushrooms]] Bleeding Tooth Mushrooms || {{rl|Mushrooms|medium}}
| 15 || 20% {{rl|Insects|medium}} || — || —
|-
| ''Large'' || [[File:DebugNode_ClaySmall_icon.png|{{ImgM}}|alt=Clay Deposit]] Clay Deposit || {{rl|Clay|medium}}
| 60 || 75% {{rl|Copper Ore|medium}} || 30% {{rl|Roots|medium}} || —
|-
| ''Small'' || [[File:DebugNode_ClaySmall_icon.png|{{ImgM}}|alt=Clay Deposit]] Clay Deposit || {{rl|Clay|medium}}
| 20 || 50% {{rl|Copper Ore|medium}} || 20% {{rl|Roots|medium}} || —
|-
| ''Large'' || [[File:Large Copperfin Trout Pond.png|{{ImgM}}|alt=Copperfin Trout Pond]] Copperfin Trout Pond || {{rl|Scales|medium}}
| 80 || '''100%''' {{rl|Scales|medium}} || 50% 2x {{rl|Sea Marrow|medium}} || 30% 2x {{rl|Fish|medium}}
|-
| ''Small'' || [[File:Small Copperfin Trout Pond.png|{{ImgM}}|alt=Copperfin Trout Pond]] Copperfin Trout Pond || {{rl|Scales|medium}}
| 60 || 40% {{rl|Sea Marrow|medium}} || — || —
|-
| ''Large'' || [[File:DebugNode DewberryBushSmall icon.png|{{ImgM}}|alt=Dewberry Patch]] Dewberry Bush || {{rl|Berries|medium}}
| 70 || 80% {{rl|Berries|medium}} || — || —
|-
| ''Small'' || [[File:DebugNode DewberryBushSmall icon.png|{{ImgM}}|alt=Dewberry Patch]] Dewberry Bush || {{rl|Berries|medium}}
| 15 || 20% {{rl|Berries|medium}} || — || —
|-
| ''Large'' || [[File:DebugNode DrizzlewingNestSmall icon.png|{{ImgM}}|alt=Drizzlewing Nest]] Drizzlewing Nest || {{rl|Eggs|medium}}
| 70 || 40% {{rl|Meat|medium}} || — || —
|-
| ''Small'' || [[File:DebugNode DrizzlewingNestSmall icon.png|{{ImgM}}|alt=Drizzlewing Nest]] Drizzlewing Nest || {{rl|Eggs|medium}}
| 15 || 20% {{rl|Meat|medium}} || — || —
|-
| ''Large'' || [[File:DebugNode FlaxSmall icon.png|{{ImgM}}|alt=Flax Field]] Flax Field || {{rl|Plant Fiber|medium}}
| 60 || 50% {{rl|Clay|medium}} || 30% {{rl|Insects|medium}} || —
|-
| ''Small'' || [[File:DebugNode FlaxSmall icon.png|{{ImgM}}|alt=Flax Field]] Flax Field || {{rl|Plant Fiber|medium}}
| 20 || 25% {{rl|Clay|medium}} || 20% {{rl|Insects|medium}} || —
|-
| ''Large'' || [[File:DebugNode MarshlandsMushroomSmall icon.png|{{ImgM}}|alt=Grasscap Mushrooms]] Grasscap Mushrooms || {{rl|Mushrooms|medium}}
| 70 || 40% {{rl|Insects|medium}} || — || —
|-
| ''Small'' || [[File:DebugNode MarshlandsMushroomSmall icon.png|{{ImgM}}|alt=Grasscap Mushrooms]] Grasscap Mushrooms || {{rl|Mushrooms|medium}}
| 15 || 20% {{rl|Insects|medium}} || — || —
|-
| ''Large'' || [[File:DebugNode HerbsSmall icon.png|{{ImgM}}|alt=Herbs Node]] Herb Node || {{rl|Herbs|medium}}
| 70 || 40% {{rl|Berries|medium}} || 20% {{rl|Plant Fiber|medium}} || —
|-
| ''Small'' || [[File:DebugNode HerbsSmall icon.png|{{ImgM}}|alt=Herbs Node]] Herb Node || {{rl|Herbs|medium}}
| 15 || 20% {{rl|Berries|medium}} || — || —
|-
| ''Large'' || [[File:DebugNode LeechBroodmotherBig icon.png|{{ImgM}}|alt=Leech Broodmother]] Leech Broodmother || {{rl|Meat|medium}}
| 70 || '''100%''' {{rl|Leather|medium}} || 60% {{rl|Leather|medium}} || 20% {{rl|Eggs|medium}}
|-
| ''Small'' || [[File:DebugNode LeechBroodmotherBig icon.png|{{ImgM}}|alt=Leech Broodmother]] Leech Broodmother || {{rl|Meat|medium}}
| 15 || 20% {{rl|Leather|medium}} || — || —
|-
| ''Large'' || [[File:DebugNode MossBroccoliSmall icon.png|{{ImgM}}|alt=Moss Broccoli Patch]] Moss Broccoli Patch || {{rl|Vegetables|medium}}
| 70 || 40% {{rl|Insects|medium}} || 20% {{rl|Roots|medium}} || —
|-
| ''Small'' || [[File:DebugNode MossBroccoliSmall icon.png|{{ImgM}}|alt=Moss Broccoli Patch]] Moss Broccoli Patch || {{rl|Vegetables|medium}}
| 15 || 30% {{rl|Insects|medium}} || — || —
|-
| ''Large'' || [[File:Large Overgrown Stone.png|{{ImgM}}|alt=Overgrown Stone Deposit]] Overgrown Stone Deposit || {{rl|Stone|medium}}
| 60 || 40% {{rl|Algae|medium}} || 30% {{rl|Insects|medium}} || 10% {{rl|Copper Ore|medium}}
|-
| ''Small'' || [[File:Small Overgrown Stone.png|{{ImgM}}|alt=Overgrown Stone Deposit]] Overgrown Stone Deposit || {{rl|Stone|medium}}
| 20 || 30% {{rl|Algae|medium}} || 20% {{rl|Insects|medium}} || —
|-
| ''Large'' || [[File:DebugNode ReedSmall icon.png|{{ImgM}}|alt=Reed Field]] Reed Field || {{rl|Reed|medium}}
| 60 || 40% {{rl|Roots|medium}} || 40% {{rl|Clay|medium}} || —
|-
| ''Small'' || [[File:DebugNode ReedSmall icon.png|{{ImgM}}|alt=Reed Field]] Reed Field || {{rl|Reed|medium}}
| 20 || 20% {{rl|Roots|medium}} || 20% {{rl|Clay|medium}} || —
|-
| ''Large'' || [[File:DebugNode RootsSmall icon.png|{{ImgM}}|alt=Root Deposit]] Root Deposit || {{rl|Roots|medium}}
| 70 || 30% {{rl|Herbs|medium}} || 30% {{rl|Resin|medium}} || —
|-
| ''Small'' || [[File:DebugNode RootsSmall icon.png|{{ImgM}}|alt=Root Deposit]] Root Deposit || {{rl|Roots|medium}}
| 15 || 20% {{rl|Herbs|medium}} || — || —
|-
| ''Large'' || [[File:DebugNode SeaMarrowSmall icon.png|{{ImgM}}|alt=Sea Marrow Deposit]] Sea Marrow Deposit || {{rl|Sea Marrow|medium}}
| 60 || '''100%''' {{rl|Sea Marrow|medium}} || 50% {{rl|Stone|medium}} || 1% {{rl|Ancient Tablet|medium}}
|-
| ''Small'' || [[File:DebugNode SeaMarrowSmall icon.png|{{ImgM}}|alt=Sea Marrow Deposit]] Sea Marrow Deposit || {{rl|Sea Marrow|medium}}
| 20 || 80% {{rl|Sea Marrow|medium}} || 40% {{rl|Stone|medium}} || —
|-
|-
| [[File:Clay.png|50px]] Clay || 0.14 || Stonecutters' Camp<br>Clay Pit
| ''Large'' || [[File:DebugNode SnailBroodmotherSmall icon.png|{{ImgM}}|alt=Slickshell Broodmother]] Slickshell Broodmother || {{rl|Meat|medium}}
| 70 || '''100%''' {{rl|Leather|medium}} || — || —
|-
|-
| [[File:CopperBar.png|50px]] Copper Bars || 0.53 || Grill<br>Furnace<br>Stamping<br>Mill<br>Smelter
| ''Small'' || [[File:DebugNode SnailBroodmotherSmall icon.png|{{ImgM}}|alt=Slickshell Broodmother]] Slickshell Broodmother || {{rl|Meat|medium}}
| 15 || 20% {{rl|Leather|medium}} || — ||
|-
|-
| [[File:CopperOre.png|50px]] Copper Ore || 0.12 || Mine
| ''Large'' || [[File:DebugNode SnakeNestSmall icon.png|{{ImgM}}|alt=Snake Nest]] Snake Nest || {{rl|Eggs|medium}}
| 70 || 40% {{rl|Leather|medium}} || 20% {{rl|Meat|medium}} ||
|-
|-
| [[File:Grain.png|50px]] Grain || 0.20 || Foragers' Camp<br>Small Farm<br>Hallowed Small Farm<br>Homestead
| ''Small'' || [[File:DebugNode SnakeNestSmall icon.png|{{ImgM}}|alt=Snake Nest]] Snake Nest || {{rl|Eggs|medium}}
| 15 || 20% {{rl|Leather|medium}} || || —
|-
|-
| [[File:Herbs.png|50px]] Herbs || 0.20 || Herbalists' Camp<br>Greenhouse<br>Herb Garden<br>Hallowed Herb Garden
| ''Large'' || [[File:DebugNode StoneSmall icon.png|{{ImgM}}|alt=Stone Deposit]] Stone Deposit || {{rl|Stone|medium}}
| 60 || 30% {{rl|Roots|medium}} || 30% {{rl|Insects|medium}} || 10% {{rl|Copper Ore|medium}}
|-
|-
| [[File:Leather.png|50px]] Leather || 0.14 || Ranch
| ''Small'' || [[File:DebugNode StoneSmall icon.png|{{ImgM}}|alt=Stone Deposit]] Stone Deposit || {{rl|Stone|medium}}
| 20 || 20% {{rl|Roots|medium}} || 20% {{rl|Insects|medium}} ||
|-
|-
| [[File:PlantFiber.png|50px]] Plant Fiber || 0.14 || Plantation<br>Harvesters' Camp<br>Homestead
| ''Small'' || [[File:DebugNode StoneSmall icon.png|{{ImgM}}|alt=Stone Deposit]] Stone Deposit (Petrified Necropolis)* || {{rl|Stone|medium}}
| 20 || 20% {{rl|Meat|medium}} || 10% {{rl|Leather|medium}} || 10% {{rl|Sea Marrow|medium}}
|-
|-
| [[File:Reeds.png|50px]] Reed || 0.14 || Harvesters' Camp<br>Clay Pit
| ''Large'' || [[File:DebugNode SwampWheatSmall icon.png|{{ImgM}}|alt=Swamp Wheat Field]] Swamp Wheat Field || {{rl|Grain|medium}}
| 70 || '''100%''' {{rl|Plant Fiber|medium}} || 20% {{rl|Plant Fiber|medium}} || —
|-
|-
| [[File:Resin.png|50px]] Resin || 0.14 || Grove
| ''Small'' || [[File:DebugNode SwampWheatSmall icon.png|{{ImgM}}|alt=Swamp Wheat Field]] Swamp Wheat Field || {{rl|Grain|medium}}
| 12 || 20% {{rl|Plant Fiber|medium}} || — ||
|-
|-
| [[File:Stone.png|50px]] Stone || 0.14 || Stonecutter's Camp
| ''Large'' || [[File:Large Strider Molt.png|{{ImgM}}|alt=Water Strider Molt]] Water Strider Molt || {{rl|Leather|medium}}
|}
| 60 || '''100%''' {{rl|Leather|medium}} || 40% {{rl|Meat|medium}} ||
 
|-
=== Refined resources ===
| ''Small'' || [[File:Small Strider Molt.png|{{ImgM}}|alt=Water Strider Molt]] Water Strider Molt || {{rl|Leather|medium}}
Refined resources are crafted from Recipes.
| 20 || 20% {{rl|Meat|medium}} || — || —
{| class="wikitable"
|-
! rowspan=2 | Resource !! rowspan=2 | Cost !! colspan=7 | Recipe
| ''Large'' || [[File:Large Thunderfish Pond.png|{{ImgM}}|alt=Thunderfish Pond]] Thunderfish Pond || {{rl|Fish|medium}}
| 80 || '''100%''' {{rl|Fish|medium}} || 50% 2x {{rl|Scales|medium}} || —
|-
| ''Small'' || [[File:Small Algae Pond.png|{{ImgM}}|alt=Algae Pond]] Algae Pond || {{rl|Algae|medium}}
| 60 || 40% {{rl|Scales|medium}} || — ||
|-
|-
! Amount produced !! Ingredient 1 !! Ingredient 2 !! Ingredient 3 !! Time !! Building !! Blightroot Footprint
| ''Large'' || [[File:DebugNode WormtongueNestBig icon.png|{{ImgM}}|alt=Wormtongue Nest]] Wormtongue Nest || {{rl|Insects|medium}}
| 70 || 60% {{rl|Insects|medium}} || — || —
|-
|-
| [[File:Flour.png|50px]] Flour || 0.18 || 10 || [[File:Grain.png|25px]] 5 Grain<br>[[File:Mushrooms.png|25px]] 5 Mushrooms<br>[[File:Roots.png|25px]] 5 Roots || - || - || 0:45 || [[File:Rain Mill icon.png|25px]] Rain Mill<br>[[File:Provisioner icon.png|25px]] Provisioner (40% more ingredients) || [[File:FRAME Grade Blight 2.png]] 3%
| ''Small'' || [[File:DebugNode WormtongueNestBig icon.png|{{ImgM}}|alt=Wormtongue Nest]] Wormtongue Nest || {{rl|Insects|medium}}
| 15 || 20% {{rl|Insects|medium}} || ||
|-
|-
| [[File:Pigment.png|50px]] Pigment || 0.12 || 10 || [[File:Coal.png|25px]] 3 Coal<br>[[File:Berries.png|25px]] 4 Berries<br>[[File:Insects.png|25px]] 4 Insects<br>[[File:CopperOre.png|25px]] 4 Copper Ore || - || - || 1:30 || [[File:Cookhouse icon.png|25px]] Cookhouse || [[File:FRAME Grade Blight 2.png]] 3%
|data-sort-value=zz| || [[File:Coal Vein.png|{{ImgM}}|alt=Coal Vein]] Coal Vein|| {{rl|Coal|medium}}
| 30 || 30% {{rl|Stone|medium}} || ||
|-
|-
| [[File:Barrels.png|50px]] Barrels || 0.20 || 10 || [[File:Planks.png|25px]] 2 Planks || [[File:CopperBar.png|25px]] 2 Copper Bars<br>[[File:CrystalizedDew.png|25px]] 2 Crystalized Dew || - || 1:30 || [[File:Provisioner icon.png|25px]] Provisioner || [[File:FRAME Grade Blight 2.png]] 3%
|data-sort-value=zz| — || [[File:Copper Vein.png|{{ImgM}}|alt=Copper Vein]] Copper Vein || {{rl|Copper Ore|medium}}
| 20 || 30% {{rl|Clay|medium}} || — ||
|}
<nowiki>*</nowiki>''This version of the Stone Deposit (small) will only appear in games with the Petrified Necropolis modifier when a villager dies.
 
==== 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 {{bl|Foragers' Camp}}, {{bl|Herbalists' Camp}}, and {{bl|Trappers' Camp}}.  
 
{| class="wikitable mw-collapsible"
|+ Giant Resource Deposits in the Marshlands
! Deposit !! Primary Resource
! Charges !!colspan=4| Bonus Resources
|-
|-
| [[File:Pottery.png|50px]] Pottery || 0.18 || 5 || [[File:Clay.png|25px]] 3 Clay || [[File:Wood.png|25px]] 5 Wood<br>[[File:Oil.png|25px]] 2 Oil<br>[[File:Coal.png|25px]] 1 Coal<br>[[File:SeaMarrow.png|25px]] 1 Sea Marrow || - || 1:00 || [[File:Bakery icon.png|25px]] Bakery<br>[[File:Brickyard icon.png|25px]] Brickyard<br>[[File:Smokehouse icon.png|25px]] Smokehouse || [[File:FRAME Grade Blight 2.png]] 3%
| [[File:DebugNode Marshlands InfiniteGrain icon.png|{{ImgH}}|alt=Ancient Proto-Wheat]] Ancient Proto-Wheat || {{rl|Grain|medium}}
| 999 || 40% {{rl|Reed|medium}} || 40% {{rl|Herbs|medium}} || 30% {{rl|Oil|medium}} || 5% {{rl|Amber|medium}}
|-
|-
| [[File:Waterskins.png|50px]] Waterskins || 0.18 || 10 || [[File:Leather.png|25px]] 4 Leather || [[File:Meat.png|25px]] 2 Meat<br>[[File:Oil.png|25px]] 3 Oil || - || 0:45 || [[File:Leatherworks icon.png|25px]] Leatherworker<br>[[File:Clothier icon.png|25px]] Clothier (50% more ingredients) || [[File:FRAME Grade Blight 2.png]] 3%
| [[File:DebugNode Marshlands InfiniteMeat icon.png|{{ImgH}}|alt=Dead Leviathan]] Dead Leviathan || {{rl|Meat|medium}}
| 999 || 40% {{rl|Leather|medium}} || 30% {{rl|Jerky|medium}} || 30% {{rl|Sea Marrow|medium}} || 30% {{rl|Crystalized Dew|medium}}
|-
|-
| [[File:CrystalizedDew.png|50px]] Crystalized Dew || 0.59 || 2 || [[File:Sparkdew.png|25px]] 6 Sparkdew || [[File:Clay.png|25px]] 3 Clay<br>[[File:Stone.png|25px]] 3 Stone || [[File:Herbs.png|25px]] 2 Herbs<br>[[File:Insects.png|25px]] 2 Insects<br>[[File:Resin.png|25px]] 2 Resin<br>[[File:Vegetables.png|25px]] 2 Vegetables || 0:30 || [[File:Brickyard icon.png|25px]] Brickyard || [[File:FRAME Grade Blight 3.png]] 4%
| [[File:DebugNode Marshlands InfiniteMushroom icon.png|{{ImgH}}|alt=Giant Proto-Fungus]] Giant Proto-Fungus || {{rl|Mushrooms|medium}}
| 999 || 40% {{rl|Insects|medium}} || 40% {{rl|Dye|medium}} || 40% {{rl|Waterskins|medium}} || 30% {{rl|Pickled Goods|medium}}
|}
|}


== Trade goods ==
=== Farming ===
Trand goods are used in Trades or Orders.
 
{| class="wikitable"
[[File:FertileSoil.png|{{ImgH}}|left|alt=Fertile Soil]]
! rowspan=2 | Goods !! rowspan=2 | Cost !! colspan=6 | Recipe
 
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 {{bl|Greenhouse}} and {{bl|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 {{rl|Crystalized Dew}} and crafting materials {{rl|Plant Fiber}}, {{rl|Clay}}, and {{rl|Resin}}.
 
In addition to the yields below, the Cornerstone [[Mushroom Seedlings]] adds the ability to grow {{rl|Mushrooms}} in any building that uses Fertile Soil. The Cornerstone [[Moss Broccoli Seeds]] allows you to grow {{rl|Vegetables}} in the {{bl|Greenhouse}}.
 
:''See Also: [[Buildings#Food_Production_2|Buildings#Food Production]]''
 
{| class="wikitable mw-collapsible"
|+ Farming Yields and Farming Buildings
! Yields !! Efficiency !! Farming Building
|-
|-
! Amount produced !! Ingredient 1 !! Ingredient 2 !! Time !! Building !! Blightroot Footprint
| {{rl|Clay|large}} || {{2Star}} || {{bl|Clay Pit|large}}
|-
|-
| [[File:BuildingMaterials.png|50px]] Pack of Building Materials || 0.87 || 2 || [[File:CopperOre.png|25px]] 12 Copper Ore<br>[[File:Planks.png|25px]] 8 Planks<br>[[File:Bricks.png|25px]] 5 Bricks<br>[[File:Fabric.png|25px]] 5 Fabric || - || 0:30 || [[File:Rain Mill icon.png|25px]] Rain Mill<br>[[File:Makeshift Post icon.png|25px]] Makeship Post (20% more ingredients) || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Reed|large}} || {{2Star}} || {{bl|Clay Pit|large}}
|-
|-
| [[File:Crops.png|50px]] Pack of Crops || 0.59 || 2 || [[File:Grain.png|25px]] 5 Grain<br>[[File:Mushrooms.png|25px]] 5 Mushrooms<br>[[File:Roots.png|25px]] 5 Roots<br>[[File:Vegetables.png|25px]] 5 Vegetables || - || 0:30 || [[File:Brewery icon.png|25px]] Brewery<br>[[File:Makeshift Post icon.png|25px]] Makeship Post (20% more ingredients) || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Resin|large}} || {{2Star}} || {{bl|Forester's Hut|large}}
|-
|-
| [[File:Luxury.png|50px]] Pack of Luxury Goods || 0.65 || 2 || [[File:Ale.png|25px]] 4 Ale<br>[[File:Cosmetics.png|25px]] 4 Cosmetics<br>[[File:Incense.png|25px]] 4 Incense<br>[[File:Scrolls.png|25px]] 4 Scrolls<br>[[File:TrainingGear.png|25px]] 4 Training Gear<br>[[File:Wine.png|25px]] 4 Wine || - || 0:30 || [[File:Carpenter icon.png|25px]] Carpenter<br>[[File:Leatherworks icon.png|25px]] Leatherworker (25% more ingredients) || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Crystalized Dew|large}} || {{2Star}} || {{bl|Forester's Hut|large}}
|-
| {{rl|Herbs|large}} || {{2Star}} || {{bl|Greenhouse|large}}
|-
|-
| [[File:Provisions.png|50px]] Pack of Provisions || 0.40 || 3 || [[File:Berries.png|25px]] 4 Berries<br>[[File:Eggs.png|25px]] 4 Eggs<br>[[File:Herbs.png|25px]] 4 Herbs<br>[[File:Insects.png|25px]] 4 Insects<br>[[File:Meat.png|25px]] 4 Meat || - || 0:30 || [[File:Provisioner icon.png|25px]] Provisioner<br>[[File:Makeshift Post icon.png|25px]] Makeship Post (50% more ingredients) || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Mushrooms|large}} || {{2Star}} || {{bl|Greenhouse|large}}
|-
|-
| [[File:TradeGoods.png|50px]] Pack of Trade Goods || 0.80 || 2 || [[File:Oil.png|25px]] 8 Oil<br>[[File:Pigment.png|25px]] 8 Pigment<br>[[File:Barrels.png|25px]] 6 Barrels<br>[[File:Flour.png|25px]] 6 Flour<br>[[File:Pottery.png|25px]] 6 Pottery<br>[[File:Waterskins.png|25px]] 6 Waterskins || - || 0:30 || [[File:Lumbermill icon.png|25px]] Lumber Mill || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Herbs|large}} || {{2Star}} || {{bl|Herb Garden|large}}
|-
|-
| [[File:Amber.png|50px]] Amber || 1.00 || 1 || [[File:Resin.png|25px]] 3 Resin || [[File:Sparkdew.png|25px]] 3 Sparkdew<br>[[File:Oil.png|25px]] 1 Oil || 0:30 || [[File:Finesmith icon.png|25px]] Finesmith || [[File:FRAME Grade Blight 3.png]] 4%
| {{rl|Roots|large}} || {{1Star}} || {{bl|Herb Garden|large}}
|-
|-
| [[File:AncientTablet.png|50px]] AncientTablet || 8.00 || colspan=6 | Cannot be obtained from recipes
| {{rl|Herbs|large}} || {{3Star}} || {{bl|Hallowed Herb Garden|large}}*
|}
|-
 
| {{rl|Roots|large}} || {{3Star}} || {{bl|Hallowed Herb Garden|large}}*
== Fuel & exploration ==
|-
{| class="wikitable"
| {{rl|Grain|large}} || {{3Star}} || {{bl|Homestead|large}}*
! rowspan=2 | Resource !! rowspan=2 | Cost !! colspan=7 | Recipe
|-
| {{rl|Plant Fiber|large}} || {{3Star}} || {{bl|Homestead|large}}*
|-
|-
! Amount produced !! Ingredient 1 !! Ingredient 2 !! Ingredient 3 !! Time !! Building !! Blightroot Footprint
| {{rl|Vegetables|large}} || {{2Star}} || {{bl|Homestead|large}}*
|-
|-
| [[File:PurgingFire.png|50px]] Purging Fire || 0.31 || 5 || [[File:Wood.png|25px]] 10 Wood || - || - || 0:40 || [[File:Blight Post icon.png|25px]] Blight Post ||  
| {{rl|Mushrooms|large}} || {{2Star}} || {{bl|Homestead|large}}*
|-
|-
| [[File:Coal.png|50px]] Coal || 0.31 || 5 || [[File:Wood.png|25px]] 10 Wood || - || - || 1:00 || [[File:Kiln icon.png|25px]] Kiln || [[File:FRAME Grade Blight 1.png]] 2%
| {{rl|Berries|large}} || {{2Star}} || {{bl|Plantation|large}}
|-
|-
| [[File:SimpleTools.png|50px]] Simple Tools || 1.38 || 2 || [[File:Wood.png|25px]] 8 Wood<br>[[File:Planks.png|25px]] 2 Planks || [[File:CopperBar.png|25px]] 3 Copper Bars<br>[[File:CrystalizedDew.png|25px]] 3 Crystalized Dew || - || 1:10 || [[File:Carpenter icon.png|25px]] Carpenter || [[File:FRAME Grade Blight 3.png]] 4%
| {{rl|Plant Fiber|large}} || {{2Star}} || {{bl|Plantation|large}}
|-
|-
| [[File:InfusedTools.png|50px]] Infused Tools || 1.76 || 2 || [[File:Sparkdew.png|25px]] 4 Sparkdew || [[File:CopperBar.png|25px]] 2 Copper Bars<br>[[File:CrystalizedDew.png|25px]] 2 Crystalized Dew || [[File:Wood.png|25px]] 6 Wood<br>[[File:Planks.png|25px]] 1 Planks || 1:00 || [[File:Finesmith icon.png|25px]] Finesmith<br>[[File:Rainpunk Foundry icon.png|25px]] Rainpunk Foundry || [[File:FRAME Grade Blight 3.png]] 4%
| {{rl|Grain|large}} || {{2Star}} || {{bl|Small Farm|large}}
|-
|-
| [[File:Oil.png|50px]] Oil || 0.16 || colspan=7 | Cannot be obtained from recipes
| {{rl|Vegetables|large}} || {{1Star}} || {{bl|Small Farm|large}}
|-
|-
| [[File:SeaMarrow.png|50px]] Sea Marrow || 0.31 || colspan=7 | Cannot be obtained from recipes
| {{rl|Grain|large}} || {{3Star}} || {{bl|Hallowed Small Farm|large}}*
|-
|-
| [[File:Wood.png|50px]] Wood || 0.06 || colspan=7 | Cannot be obtained from recipes
| {{rl|Vegetables|large}} || {{3Star}} || {{bl|Hallowed Small Farm|large}}*
|}
|}
<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.
== List of Resources ==
:''Main Page: [[List of Resources]]


== Smoldering City resources ==
{{:List of Resources}}
There are three resources that can be used to buy upgrades in Smoldering City:
* [[File:Icon MetaResource FoodStockpiles.png|25px]] Food Stockpiles: Basic currency in the realm. Workers are eager to exchange their labor for food for their families. Most used resource.
* [[File:Icon MetaResource Machinery.png|25px]] Machinery: Rainpunk technology ripped from the past. Repurposed with skill and labor.
* [[File:Icon MetaResource Artifact.png|25px]] Artifacts: Curiosities of varying nature. Fascinating, sinister, both and all between.

Latest revision as of 15:42, 3 November 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
Two recipes shown in the game
Look for this border around ingredients you can swap

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 Barrels. This Building is currently using Crystalized Dew 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 Planks; the square border around the ingredient icon means you cannot swap this ingredient. The bottom recipe for Pack of Provisions Pack of Provisions is currently using Eggs Eggs, but that can be changed, indicated by the rotating arrow circular frame around the Eggs icon.

Moving resources between buildings

This Weaver building currently stores four ingredients that the workers retrieved from the warehouse.

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

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

Acquiring Resources

Resources can be acquired in four ways:

  • Gathered from Trees and Resource Deposits
  • Farmed from Farm Fields
  • Produced or collected in Buildings
  • Given as rewards for completing Orders

Trees

Main article: The Forest
Wood

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


Trees, bonus yields beyond Wood, and biomes
Tree Biome Bonus Resources
Kelpwood tree.png Kelpwood Tree Coastal Grove
30% Algae Algae
10% Vegetables Vegetables
Crimsonreach Tree.png Crimsonreach Tree Coral Forest
40% Stone Stone
20% Incense Incense
Musselsprout Tree.png Musselsprout Tree Coral Forest
40% Meat Meat
20% Crystalized Dew Crystalized Dew
Plateleaf Tree.png Plateleaf Tree Coral Forest
30% Plant Fiber Plant Fiber
Dying Tree.png Dying Tree Cursed Royal Woodlands
60% Wood Wood
10% Insects Insects
10% Plant Fiber Plant Fiber
10% Roots Roots
Lush Trees.png Lush Tree Royal Woodlands
100% Wood Wood
15% Resin Resin
10% Plant Fiber Plant Fiber
5% Eggs Eggs
Coppervein Tree.png Coppervein Tree Scarlet Orchard
60% Wood Wood
10% Copper Ore Copper Ore
5% Dye Dye
5% Plant Fiber Plant Fiber
Abyssal Trees.png Abyssal Tree Sealed Forest
10% Meat Meat
10% Leather Leather
10% Sea Marrow Sea Marrow
Giant Abyssal Tree.png Overgrown Abyssal Tree Sealed Forest
10% Meat Meat
10% Leather Leather
10% Sea Marrow Sea Marrow
Mushwood Tree.png Mushwood Tree Marshlands
15% Mushrooms Mushrooms
5% Leather Leather

Resource Deposits

Main article: The Forest

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

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

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

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

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

See Also: List of Camps
Deposits and Camps
Resource Deposit Gathering Camp to Use Biomes
Algae Algae Algae Pond Algae Pond Small Fishing Hut Small Fishing Hut
  • Coastal Grove
  • Marshlands
  • Sealed Forest
Mushrooms Mushrooms Mushroom Patch Bleeding Tooth Mushrooms Small Herbalists' Camp Small Herbalists' Camp
  • Royal Woodlands
  • Cursed Woodlands
  • Sealed Forest
Clay Clay Clay Deposit Clay Deposit Stonecutters' Camp Stonecutters' Camp
  • Coastal Grove
  • Cursed Royal Woodlands
  • Royal Woodlands
  • Sealed Forest
Scales Scales Copperfin Trout Pond Copperfin Trout Pond Small Fishing Hut Small Fishing Hut
  • Coastal Grove
  • Coral Forest
  • Royal Woodlands
  • Sealed Forest
Berries Berries Dewberry Patch Dewberry Bush Small Herbalists' Camp Small Herbalists' Camp
  • Coastal Grove
  • Royal Woodlands
  • Scarlet Orchard
  • Sealed Forest
Eggs Eggs Drizzlewing Nest Drizzlewing Nest Small Trappers' Camp Small Trappers' Camp
  • Royal Woodlands
  • Scarlet Orchard
Plant Fiber Plant Fiber Flax Field Flax Field Harvesters' Camp Harvesters' Camp
  • Cursed Royal Woodlands
  • Royal Woodlands
Mushrooms Mushrooms Grasscap Mushrooms Grasscap Mushrooms Small Herbalists' Camp Small Herbalists' Camp
  • Marshlands
Herbs Herbs Herbs Node Herb Node Small Herbalists' Camp Small Herbalists' Camp
  • Coral Forest
  • Cursed Royal Woodlands
  • Scarlet Orchard
Meat Meat Leech Broodmother Leech Broodmother Small Trappers' Camp Small Trappers' Camp
  • Coral Forest
  • Marshlands
Vegetables Vegetables Moss Broccoli Patch Moss Broccoli Patch Small Foragers' Camp Small Foragers' Camp
  • Coral Forest
  • Cursed Royal Woodlands
  • Royal Woodlands
Stone Stone Overgrown Stone Deposit Overgrown Stone Deposit Stonecutters' Camp Stonecutters' Camp
  • Marshlands
Reed Reed Reed Field Reed Field Harvesters' Camp Harvesters' Camp
  • Coastal Grove
  • Coral Forest
  • Scarlet Orchard
  • Sealed Forest
Roots Roots Root Deposit Root Deposit Small Foragers' Camp Small Foragers' Camp
  • Coastal Grove
  • Royal Woodlands
  • Scarlet Orchard
  • Sealed Forest
Sea Marrow Sea Marrow Sea Marrow Deposit Sea Marrow Deposit Stonecutters' Camp Stonecutters' Camp
  • Cursed Royal Woodlands
  • Royal Woodlands
  • Scarlet Orchard
  • Sealed Forest
Meat Meat Slickshell Broodmother Slickshell Broodmother Small Trappers' Camp Small Trappers' Camp
  • Royal Woodlands
  • Sealed Forest
Eggs Eggs Snake Nest Snake Nest Small Trappers' Camp Small Trappers' Camp
  • Marshlands
Stone Stone Stone Deposit Stone Deposit Stonecutters' Camp Stonecutters' Camp
  • Coral Forest
  • Scarlet Orchard
Grain Grain Swamp Wheat Field Swamp Wheat Field Small Foragers' Camp Small Foragers' Camp
  • Cursed Royal Woodlands
  • Marshlands
  • Scarlet Orchard
Fish Fish Thunderfish Pond Thunderfish Pond Small Fishing Hut Small Fishing Hut
  • Coastal Grove
  • Cursed Royal Woodlands
  • Scarlet Orchard
Leather Leather Strider Molt Water Strider Molt Harvesters' Camp Harvesters' Camp
  • Cursed Royal Woodlands
  • Marshlands
  • Scarlet Orchard
Insects Insects Wormtongue Nest Wormtongue Nest Small Trappers' Camp Small Trappers' Camp
  • Coastal Grove
  • Coral Forest
  • Cursed Royal Woodlands
  • Sealed Forest
Coal Coal Coal Vein Coal Vein Mine Mine
  • Coastal Grove
  • Coral Forest
  • Marshlands
Copper Ore Copper Ore Copper Vein Copper Vein Mine Mine
  • Cursed Royal Woodlands
  • Marshlands
  • Scarlet Orchard
  • Sealed Forest


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.

Primary and bonus yields from resource deposits
Size Deposit Primary Resource Charges Bonus Resources
Large Algae Pond Algae Pond Algae Algae 80 100% Algae Algae 50% 2x Herbs Herbs 20% 2x Fish Fish
Small Algae Pond Algae Pond Algae Algae 60 40% Herbs Herbs
Large Bleeding Tooth Mushrooms Bleeding Tooth Mushrooms Mushrooms Mushrooms 70 40% Insects Insects
Small Bleeding Tooth Mushrooms Bleeding Tooth Mushrooms Mushrooms Mushrooms 15 20% Insects Insects
Large Clay Deposit Clay Deposit Clay Clay 60 75% Copper Ore Copper Ore 30% Roots Roots
Small Clay Deposit Clay Deposit Clay Clay 20 50% Copper Ore Copper Ore 20% Roots Roots
Large Copperfin Trout Pond Copperfin Trout Pond Scales Scales 80 100% Scales Scales 50% 2x Sea Marrow Sea Marrow 30% 2x Fish Fish
Small Copperfin Trout Pond Copperfin Trout Pond Scales Scales 60 40% Sea Marrow Sea Marrow
Large Dewberry Patch Dewberry Bush Berries Berries 70 80% Berries Berries
Small Dewberry Patch Dewberry Bush Berries Berries 15 20% Berries Berries
Large Drizzlewing Nest Drizzlewing Nest Eggs Eggs 70 40% Meat Meat
Small Drizzlewing Nest Drizzlewing Nest Eggs Eggs 15 20% Meat Meat
Large Flax Field Flax Field Plant Fiber Plant Fiber 60 50% Clay Clay 30% Insects Insects
Small Flax Field Flax Field Plant Fiber Plant Fiber 20 25% Clay Clay 20% Insects Insects
Large Grasscap Mushrooms Grasscap Mushrooms Mushrooms Mushrooms 70 40% Insects Insects
Small Grasscap Mushrooms Grasscap Mushrooms Mushrooms Mushrooms 15 20% Insects Insects
Large Herbs Node Herb Node Herbs Herbs 70 40% Berries Berries 20% Plant Fiber Plant Fiber
Small Herbs Node Herb Node Herbs Herbs 15 20% Berries Berries
Large Leech Broodmother Leech Broodmother Meat Meat 70 100% Leather Leather 60% Leather Leather 20% Eggs Eggs
Small Leech Broodmother Leech Broodmother Meat Meat 15 20% Leather Leather
Large Moss Broccoli Patch Moss Broccoli Patch Vegetables Vegetables 70 40% Insects Insects 20% Roots Roots
Small Moss Broccoli Patch Moss Broccoli Patch Vegetables Vegetables 15 30% Insects Insects
Large Overgrown Stone Deposit Overgrown Stone Deposit Stone Stone 60 40% Algae Algae 30% Insects Insects 10% Copper Ore Copper Ore
Small Overgrown Stone Deposit Overgrown Stone Deposit Stone Stone 20 30% Algae Algae 20% Insects Insects
Large Reed Field Reed Field Reed Reed 60 40% Roots Roots 40% Clay Clay
Small Reed Field Reed Field Reed Reed 20 20% Roots Roots 20% Clay Clay
Large Root Deposit Root Deposit Roots Roots 70 30% Herbs Herbs 30% Resin Resin
Small Root Deposit Root Deposit Roots Roots 15 20% Herbs Herbs
Large Sea Marrow Deposit Sea Marrow Deposit Sea Marrow Sea Marrow 60 100% Sea Marrow Sea Marrow 50% Stone Stone 1% Ancient Tablet Ancient Tablet
Small Sea Marrow Deposit Sea Marrow Deposit Sea Marrow Sea Marrow 20 80% Sea Marrow Sea Marrow 40% Stone Stone
Large Slickshell Broodmother Slickshell Broodmother Meat Meat 70 100% Leather Leather
Small Slickshell Broodmother Slickshell Broodmother Meat Meat 15 20% Leather Leather
Large Snake Nest Snake Nest Eggs Eggs 70 40% Leather Leather 20% Meat Meat
Small Snake Nest Snake Nest Eggs Eggs 15 20% Leather Leather
Large Stone Deposit Stone Deposit Stone Stone 60 30% Roots Roots 30% Insects Insects 10% Copper Ore Copper Ore
Small Stone Deposit Stone Deposit Stone Stone 20 20% Roots Roots 20% Insects Insects
Small Stone Deposit Stone Deposit (Petrified Necropolis)* Stone Stone 20 20% Meat Meat 10% Leather Leather 10% Sea Marrow Sea Marrow
Large Swamp Wheat Field Swamp Wheat Field Grain Grain 70 100% Plant Fiber Plant Fiber 20% Plant Fiber Plant Fiber
Small Swamp Wheat Field Swamp Wheat Field Grain Grain 12 20% Plant Fiber Plant Fiber
Large Water Strider Molt Water Strider Molt Leather Leather 60 100% Leather Leather 40% Meat Meat
Small Water Strider Molt Water Strider Molt Leather Leather 20 20% Meat Meat
Large Thunderfish Pond Thunderfish Pond Fish Fish 80 100% Fish Fish 50% 2x Scales Scales
Small Algae Pond Algae Pond Algae Algae 60 40% Scales Scales
Large Wormtongue Nest Wormtongue Nest Insects Insects 70 60% Insects Insects
Small Wormtongue Nest Wormtongue Nest Insects Insects 15 20% Insects Insects
Coal Vein Coal Vein Coal Coal 30 30% Stone Stone
Copper Vein Copper Vein Copper Ore Copper Ore 20 30% Clay Clay

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

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.

Giant Resource Deposits in the Marshlands
Deposit Primary Resource Charges Bonus Resources
Ancient Proto-Wheat Ancient Proto-Wheat Grain Grain 999 40% Reed Reed 40% Herbs Herbs 30% Oil Oil 5% Amber Amber
Dead Leviathan Dead Leviathan Meat Meat 999 40% Leather Leather 30% Jerky Jerky 30% Sea Marrow Sea Marrow 30% Crystalized Dew Crystalized Dew
Giant Proto-Fungus Giant Proto-Fungus Mushrooms Mushrooms 999 40% Insects Insects 40% Dye Dye 40% Waterskins Waterskins 30% Pickled Goods Pickled Goods

Farming

Fertile Soil

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 Crystalized Dew and crafting materials Plant Fiber Plant Fiber, Clay Clay, and Resin Resin.

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

See Also: Buildings#Food Production
Farming Yields and Farming Buildings
Yields Efficiency Farming Building
Clay Clay ★★ Clay Pit Clay Pit
Reed Reed ★★ Clay Pit Clay Pit
Resin Resin ★★ Forester's Hut Forester's Hut
Crystalized Dew Crystalized Dew ★★ Forester's Hut Forester's Hut
Herbs Herbs ★★ Greenhouse Greenhouse
Mushrooms Mushrooms ★★ Greenhouse Greenhouse
Herbs Herbs ★★ Herb Garden Herb Garden
Roots Roots Herb Garden Herb Garden
Herbs Herbs ★★★ Hallowed Herb Garden Hallowed Herb Garden*
Roots Roots ★★★ Hallowed Herb Garden Hallowed Herb Garden*
Grain Grain ★★★ Homestead Homestead*
Plant Fiber Plant Fiber ★★★ Homestead Homestead*
Vegetables Vegetables ★★ Homestead Homestead*
Mushrooms Mushrooms ★★ Homestead Homestead*
Berries Berries ★★ Plantation Plantation
Plant Fiber Plant Fiber ★★ Plantation Plantation
Grain Grain ★★ Small Farm Small Farm
Vegetables Vegetables Small Farm Small Farm
Grain Grain ★★★ Hallowed Small Farm Hallowed Small Farm*
Vegetables Vegetables ★★★ Hallowed Small Farm 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 Roots and need it to make Flour Flour for more efficient food like Biscuits Biscuits, you may decide you need to prohibit your villagers from eating Roots Roots.

Gathering Camps and Farms produce raw food, among other things. See the sections on Resource Deposits and Farming.

Raw Food that can be Grown or Gathered
Raw Food Example Sources
Berries Berries Dewberry Bush Dewberry Bush Plantation Plantation
Eggs Eggs Drizzlewing Nest Drizzlewing Nest Ranch Ranch
Fish Fish Thunderfish Pond Thunderfish Pond Small Fishing Hut Small Fishing Hut
Insects Insects Wormtongue Nest Wormtongue Nest Small Trappers' Camp Small Trappers' Camp
Meat Meat Slickshell Broodmother Slickshell Broodmother Small Trappers' Camp Small Trappers' Camp
Mushrooms Mushrooms Grasscap Mushrooms Grasscap Mushrooms Small Herbalists' Camp Small Herbalists' Camp
Roots Roots Roots Deposit Roots Deposit Herb Garden Herb Garden
Vegetables Vegetables Moss Broccoli Patch Moss Broccoli Patch Small Farm 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.

Producing complex foods and which species prefer them
Complex Food Species Preferences Ingredients and Options Production Buildings
Biscuits Biscuits
Beavers Beavers
Humans Humans
Flour Flour
Berries Berries
Herbs Herbs
Roots Roots
Jerky Jerky
Harpies Harpies
Lizards Lizards
Meat Meat
Insects Insects
Coal Coal
Oil Oil
Sea Marrow Sea Marrow
Wood Wood
Pickled Goods Pickled Goods
Beavers Beavers
Foxes Foxes
Lizards Lizards
Berries Berries
Eggs Eggs
Mushrooms Mushrooms
Roots Roots
Vegetables Vegetables
Barrels Barrels
Pottery Pottery
Waterskins Waterskins
Paste Paste
Frogs Frogs
Harpies Harpies
Dye Dye
Eggs Eggs
Fish Fish
Meat Meat
Pie Pie
Frogs Frogs
Humans Humans
Lizards Lizards
Flour Flour
Berries Berries
Eggs Eggs
Fish Fish
Herbs Herbs
Insects Insects
Meat Meat
Porridge Porridge
Foxes Foxes
Frogs Frogs
Humans Humans
Fish Fish
Grain Grain
Herbs Herbs
Mushrooms Mushrooms
Vegetables Vegetables
Drizzle Water Drizzle Water
Clearance Water Clearance Water
Storm Water Storm Water
Skewers Skewers
Foxes Foxes
Lizards Lizards
Fish Fish
Insects Insects
Jerky Jerky
Meat Meat
Mushrooms Mushrooms
Berries Berries
Eggs Eggs
Roots Roots
Vegetables Vegetables

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 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 materials
Building Material Recipe Ingredients and Options Production Buildings
Bricks Bricks
Clay Clay
Stone Stone
Fabric Fabric
Algae Algae
Plant Fiber Plant Fiber
Reed Reed
Pipes Pipes
Copper Bars Copper Bars
Crystalized Dew Crystalized Dew
Planks Planks
Wood Wood
Parts 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 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 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.

Coats as consumable goods
Clothing Goods Species Preferences Recipe Ingredients and Options Production Building
Coats Coats
Beavers Beavers
Harpies Harpies
Humans Humans
Fabric Fabric
Leather Leather
Dye Dye
Resin Resin
Boots Boots
Frogs Frogs
Foxes Foxes
Harpies Harpies
Lizards Lizards
Leather Leather
Scales Scales

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 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.

Consumable goods for services
Service Goods Service Species Preferences Recipe Ingredients and Options Production Building
Ale Ale Leisure Leisure
Beavers Beavers
Humans Humans
Grain Grain
Roots Roots
Barrels Barrels
Pottery Pottery
Waterskins Waterskins
Incense Incense Religion Religion
Foxes Foxes
Frogs Frogs
Humans Humans
Herbs Herbs
Insects Insects
Resin Resin
Roots Roots
Scales Scales
Coal Coal
Oil Oil
Sea Marrow Sea Marrow
Wood Wood
Scrolls Scrolls Education Education
Beavers Beavers
Harpies Harpies
Leather Leather
Plant Fiber Plant Fiber
Wood Wood
Dye Dye
Wine Wine
Tea Tea Treatment Treatment
Foxes Foxes
Harpies Harpies
Herbs Herbs
Mushrooms Mushrooms
Dye Dye
Resin Resin
Roots Roots
Clearance Water Clearance Water
Drizzle Water Drizzle Water
Storm Water Storm Water
Pottery Pottery
Barrels Barrels
Waterskins Waterskins
Training Gear Training Gear Brawling Brawling
Frogs Frogs
Lizards Lizards
Copper Bars Copper Bars
Crystalized Dew Crystalized Dew
Stone Stone
Leather Leather
Planks Planks
Reed Reed
Wine Wine Luxury Luxury
Beavers Beavers
Frogs Frogs
Berries Berries
Mushrooms Mushrooms
Reed Reed
Barrels Barrels
Pottery Pottery
Waterskins Waterskins

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 Crystalized Dew and Leather 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.

Raw crafting materials and where to get them
Crafting material Gathering camp, farm, or other building
Algae Algae
Clay Clay
Copper Ore Copper Ore
Crystalized Dew Crystalized Dew
Grain Grain
Herbs Herbs
Leather Leather
Plant Fiber Plant Fiber
Reed Reed
Resin Resin
Scales Scales
Stone Stone


Refined Crafting Materials

These crafting materials are produced from recipes in buildings.

Refined crafting materials and where they are produced
Crafting material Recipe ingredients and options Production building
Barrels Barrels
Copper Bars Copper Bars
Crystalized Dew Crystalized Dew
Planks Planks
Copper Bars Copper Bars
Copper Ore Copper Ore
Scales Scales
Coal Coal
Oil Oil
Sea Marrow Sea Marrow
Wood Wood
Crystalized Dew Crystalized Dew
Algae Algae
Herbs Herbs
Insects Insects
Resin Resin
Vegetables Vegetables
Clay Clay
Stone Stone
Clearance Water Clearance Water
Drizzle Water Drizzle Water
Storm Water Storm Water
Flour Flour
Algae Algae
Grain Grain
Mushrooms Mushrooms
Roots Roots
Leather Leather
Algae Algae
Grain Grain
Reed Reed
Vegetables Vegetables
Dye Dye
Berries Berries
Coal Coal
Copper Ore Copper Ore
Insects Insects
Scales Scales
Pottery Pottery Clay Clay
Coal Coal
Oil Oil
Sea Marrow Sea Marrow
Wood Wood
Waterskins Waterskins Leather Leather
Meat Meat
Oil Oil

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 Amber 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 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 and where to make them
Trade goods Amber value (when sold) Recipe ingredients and options Production buildings
Amber Amber 1.20 Amber Resin Resin
Clearance Water Clearance Water
Oil Oil
Pack of Building Materials Pack of Building Materials 1.20 Amber
Bricks Bricks
Copper Ore Copper Ore
Fabric Fabric
Planks Planks
Pack of Crops Pack of Crops 1.20 Amber
Grain Grain
Mushrooms Mushrooms
Roots Roots
Vegetables Vegetables
Pack of Luxury Goods Pack of Luxury Goods 1.80 Amber
Ale Ale
Incense Incense
Scrolls Scrolls
Tea Tea
Training Gear Training Gear
Wine Wine
Pack of Provisions Pack of Provisions 0.60 Amber
Berries Berries
Eggs Eggs
Fish Fish
Herbs Herbs
Insects Insects
Meat Meat
Pack of Trade Goods Pack of Trade Goods 1.80 Amber
Barrels Barrels
Flour Flour
Oil Oil
Dye Dye
Pottery Pottery
Waterskins Waterskins
Ancient Tablet Ancient Tablet 9.60 Amber 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, or meta resources
Citadel resources
Food Stockpiles Food Stockpiles
Machinery Machinery
Artifacts Artifacts

Fuel & Exploration

This category includes the fuel goods burned and Sacrificed in Hearths, including the Wood 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 and exploration goods where to get them
Fuel & exploration goods Gathering or production building
Coal Coal
Oil Oil
Purging Fire Purging Fire
Sea Marrow Sea Marrow
Tools Tools
Wood Wood