Resources: Difference between revisions
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Your [[Settlement]] revolves around your resources. Some are gathered from map tiles, some are produced in [[Buildings]], some are rewarded from [[Glade Events]], and some moved around your settlement to satisfy [[Recipes]], build Buildings and [[Roads]], and complete Glade Events. Resources are also moved invisibly and instantly through [[Trade]], [[Sacrificing]], and [[Orders]]. | |||
[[File:Resources Panel UI.png|thumb|Resources panel in game]] | |||
[[File:Resources panel UI-crafting expanded.png|thumb|Showing '''Crafting Materials''' expanded]] | |||
At any time, you can see the totals of different categories of resources at the top of your screen, to the left of the primary time display and controls. The number on each category icon represents the total amount of those types of resources. Clicking on those icons reveals a grid below the panel showing icons for every resource from that category currently in [[Storage]]. The number below each of those icons is how many of that item your settlement has in Storage. It does not count items in Building inventories that are waiting to be consumed by Recipes or have been produced but not yet delivered to a Warehouse. | |||
From left to right, the categories are the following: | |||
# '''Food''' (Raw Foods like Berries and Roots and Complex Foods like Biscuits and Jerky) | |||
# '''Building Materials''' (the main three—Planks, Bricks, and Fabric—and also Parts and Wildfire Essence) | |||
# '''Consumable Items''' (for providing Services, such as Ale, Incense, and Scrolls) | |||
# '''Crafting Materials''' (everything else that's part of a Recipe—like Flour, Pottery, and Reeds—and also Stone and Clay that are used in both Recipes and for building Roads) | |||
# '''Trade Goods''' (Citadel resources, Amber, Packs of Goods, and Ancient Tablets) | |||
# '''Fuel & Exploration''' (Wood, Tools, and fuel items like Coal and Sea Marrow) | |||
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. | 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. | ||
Revision as of 04:52, 11 November 2022
Your Settlement revolves around your resources. Some are gathered from map tiles, some are produced in Buildings, some are rewarded from Glade Events, and some moved around your settlement to satisfy Recipes, build Buildings and Roads, and complete Glade Events. Resources are also moved invisibly and instantly through Trade, Sacrificing, and Orders.
At any time, you can see the totals of different categories of resources at the top of your screen, to the left of the primary time display and controls. The number on each category icon represents the total amount of those types of resources. Clicking on those icons reveals a grid below the panel showing icons for every resource from that category currently in Storage. The number below each of those icons is how many of that item your settlement has in Storage. It does not count items in Building inventories that are waiting to be consumed by Recipes or have been produced but not yet delivered to a Warehouse.
From left to right, the categories are the following:
- Food (Raw Foods like Berries and Roots and Complex Foods like Biscuits and Jerky)
- Building Materials (the main three—Planks, Bricks, and Fabric—and also Parts and Wildfire Essence)
- Consumable Items (for providing Services, such as Ale, Incense, and Scrolls)
- Crafting Materials (everything else that's part of a Recipe—like Flour, Pottery, and Reeds—and also Stone and Clay that are used in both Recipes and for building Roads)
- Trade Goods (Citadel resources, Amber, Packs of Goods, and Ancient Tablets)
- Fuel & Exploration (Wood, Tools, and fuel items like Coal and Sea Marrow)
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.
An arrow will indicate when a resource or type or resource is increasing or decreasing.
Food
Main article: Food
Every few minutes, Villagers will go to rest at a Hearth and try to eat food from Storage. If they cannot eat, they will get a Resolve penalty. Alternatively, if Complex Food is available, villagers will eat that instead of raw food, rewarding a bonus to Resolve. Therefore, it is essential that your settlement have a steady income of food resources.
Raw Food
Initially only Raw Food will be available around the beginning of each settlement. Raw Food prevents villagers from getting hungry, but will not satisfy their needs for Complex Food. Compared to the number and diversity of ingredients, Complex Food feeds more villagers than Raw Food. In general, plan ahead to convert Raw Food into Complex Food, so that you can feed more villagers sustainably and satisfy their needs for Complex Foods.
You can prevent your villagers from eating one or more of these Raw Food resources via Consumption Control, once the Upgrade Obsidian Archives Level 3 is unlocked. For example, if you are running low on Roots and need Flour, you may want to disable Roots in the Consumption panel.
Raw food item | Amber value | Gathered by | Farmed from Farm Fields by | Produced by | |
---|---|---|---|---|---|
Camp | Near resource node | ||||
Berries | 0.20 | Herbalists' Camp (★) | Dewberry Bush | Plantation (★★) | none |
Eggs | 0.20 | Scavengers' Camp (★) | Stormbird Nest | none | Ranch (★) |
Trappers' Camp (★) | |||||
Insects | 0.20 | Scavengers' Camp (★) | Wormtongue Nest | none | none |
Trappers' Camp (★) | |||||
Meat | 0.20 | Trappers' Camp (★) | Slickshell Broodmother | none | Ranch (★) |
Mushrooms | 0.20 | Herbalists' Camp (★) | Bleeding Tooth Mushroom | Homestead (★★) | Greenhouse (★★) |
Roots | 0.20 | Scavengers' Camp (★) | Roots Deposit | Herb Garden (★★) | none |
Vegetables | 0.20 | Foragers' Camp (★) | Moss Broccoli Patch | Small Farm (★) | none |
Homestead (★★) |
Additionally, some of these resources are available as bonuses when villagers work other deposits. If you have no access to their main gathering, farming, or production methods, you will still find a few as bonuses. They are infrequent extra resources that happen during normal gathering (between 5% and 40% of the time, typically about 1-in-5 times). See Bonus Resources for more information.
Raw food item | From resource node |
---|---|
Berries | Herb Node |
Eggs | Lush Trees (Royal Woodlands) |
Insects | Bleeding Tooth Mushroom Flax Field Moss Broccoli Patch Stone Deposit |
Meat | Musselsprout Trees (Coral Forest) Stormbird Nest |
Mushrooms | Mushwood Trees (The Marshlands) |
Roots | Clay Deposit Moss Broccoli Patch Reed Field Stone Deposit |
Vegetables | none |
Complex Food
Main article: Complex Food Need
These food resources are produced from Recipes and will satisfy the villagers' needs for Complex Food. Villagers prefer these food items over Raw Food when resting at Hearths. Satisfying villagers with Complex Food is more efficient, because most Recipes yield more goods than the number of raw ingredients used to produce them.
Complex Food | Amber Value | Produced in | Recipe | |||
---|---|---|---|---|---|---|
First ingredient alternatives | Second ingredient alternatives | Amount produced | Time cost | |||
Biscuits | 0.25 | Apothecary (★★) | Flour | Berries Herbs Roots |
10 | 1:30 |
Bakery (★★) | ||||||
Cookhouse (★★) | ||||||
Smelter (★) | ||||||
Field Kitchen (⊙) | ||||||
Jerky | 0.14 | Smokehouse (★★★) | Insects Meat |
Coal Oil Sea Marrow Wood |
10 | 1:15 |
Butcher (★★) | ||||||
Cellar (★) | ||||||
Kiln (★) | ||||||
Field Kitchen (⊙) | ||||||
Pickled Goods | 0.20 | Granary (★★) | Berries Mushrooms Roots Vegetables |
Barrels Pottery Waterskins |
10 | 1:30 |
Brewery (★) | ||||||
Cellar (★) | ||||||
Field Kitchen (⊙) | ||||||
Pie | 0.25 | Brick Oven (★★★) | Flour | Berries Eggs Herbs Insects Meat |
10 | 1:30 |
Bakery (★★) | ||||||
Furnace (★★) | ||||||
Skewers | 0.20 | Grill (★★★) | Insects Jerky Meat Mushrooms |
Berries Eggs Roots Vegetables |
10 | 1:30 |
Butcher (★★) | ||||||
Cookhouse (★★) |
Note that the ingredients Flour, one of its ingredient alternatives Grain, and Herbs are not edible, but required in many Complex Food recipes.
Building materials
Building materials are used for construction. All materials are refunded if a building is demolished.
Consumable items
Consumable items are used in various buildings to satisfy villagers' needs.
Crafting resources
Crafting resources are used in Recipes.
Raw resources
Raw resources are obtained directly from resource nodes.
Refined resources
Refined resources are crafted from Recipes.
Trade goods
Trand goods are used in Trades or Orders.
Goods | Cost | Recipe | |||||
---|---|---|---|---|---|---|---|
Amount produced | Ingredient 1 | Ingredient 2 | Time | Building | Blightroot Footprint | ||
Pack of Building Materials | 0.87 | 2 | 12 Copper Ore 8 Planks 5 Bricks 5 Fabric |
- | 0:30 | Rain Mill Makeship Post (20% more ingredients) |
2% |
Pack of Crops | 0.59 | 2 | 5 Grain 5 Mushrooms 5 Roots 5 Vegetables |
- | 0:30 | Brewery Makeship Post (20% more ingredients) |
2% |
Pack of Luxury Goods | 0.65 | 2 | 4 Ale 4 Cosmetics 4 Incense 4 Scrolls 4 Training Gear 4 Wine |
- | 0:30 | Carpenter Leatherworker (25% more ingredients) |
2% |
Pack of Provisions | 0.40 | 3 | 4 Berries 4 Eggs 4 Herbs 4 Insects 4 Meat |
- | 0:30 | Provisioner Makeship Post (50% more ingredients) |
2% |
Pack of Trade Goods | 0.80 | 2 | 8 Oil 8 Pigment 6 Barrels 6 Flour 6 Pottery 6 Waterskins |
- | 0:30 | File:Smithy.png Smithy Lumber Mill (50% more ingedients) |
2% |
Amber | 1.00 | 1 | 3 Resin | 3 Sparkdew 1 Oil |
0:30 | Finesmith | 4% |
AncientTablet | 8.00 | Cannot be obtained from recipes |
Fuel & exploration
Smoldering City resources
There are three resources that can be used to buy upgrades in Smoldering City:
- Food Stockpiles: Basic currency in the realm. Workers are eager to exchange their labor for food for their families. Most used resource.
- Machinery: Rainpunk technology ripped from the past. Repurposed with skill and labor.
- Artifacts: Curiosities of varying nature. Fascinating, sinister, both and all between.