The Forest: Difference between revisions
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! Node !! Charges !! Guaranteed resources !! Possible resources !! Gathered by !! Description | ! Node !! Charges !! Guaranteed resources !! Possible resources !! Gathered by !! Description | ||
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| | | [[File:DebugNode ClayBig icon.png|50px]] 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.'' | ||
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| | | [[File:DebugNode ClaySmall icon.png|50px]] 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.'' | ||
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| | | [[File:DebugNode FlaxBig icon.png|50px]] 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.'' | ||
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| | | [[File:DebugNode FlaxSmall icon.png|50px]] Flax Field (small) || 20 || [[File:PlantFiber.png|25px]] Plant Fiber || [[File:Clay.png|25px]] Clay (40%)<br>[[File:Insects.png|25px]] Insects (20%) || [[File:Harvester Camp icon.png|25px]] Harvesters' Camp || ''Resilient plants perfect for cloth-making.'' | ||
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| [[File:DebugNode MossBroccoliBig icon.png|50px]] 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.'' | |||
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| | | [[File:DebugNode MossBroccoliSmall icon.png|50px]] Moss Broccoli Patch (small) || 15 || [[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.'' | ||
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| [[File:DebugNode RootsSmall icon.png|50px]] Root Deposit (small) || 15 || [[File:Roots.png|25px]] Roots || [[File:Herbs.png|25px]] Herbs (20%) || [[File:Scavenger Camp icon.png|25px]] Scavengers' Camp || ''A tangled net of living vines.'' | |||
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| | | [[File:DebugNode SnailBroodmotherSmall icon.png|50px]] Slickshell Broodmother (small) || 15 || [[File:Meat.png|25px]] Meat || [[File:Leather.png|25px]] Leather (40%) || [[File:Trapper's Camp icon.png|25px]] Trappers' Camp || ''Small Slickshells are crawling out of the openings in the broodmother's shell. It's easy to collect them.'' | ||
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| [[File:DebugNode StormbirdNestSmall icon.png|50px]] Stormbird Nest (small) || 15 || [[File:Eggs.png|25px]] Eggs || [[File:Meat.png|25px]] Meat (20%) || [[File:Scavenger Camp icon.png|25px]] Scavengers' Camp<br>[[File:Trapper's Camp icon.png|25px]] Trappers' Camp || ''An abandoned nest. Let's hope the owner doesn't come back...'' | |||
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Revision as of 16:54, 28 October 2022
Trees
Trees can be harvested by Woodcutters' Camp buildings to give Wood. They may also grant additional resources depending on the biome.
Resource nodes
Resource nodes are spots that allow villagers to gather resources. Each node can have its own priority set, when it is preferred to be harvested more or less often than other nodes.
Each node has a number of Charges, representing the amount of times it can be harvested. The number can be increased by certain Smoldering City upgrades.
Inside 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.
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.
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).
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.
Event | Required goods | Approaches (rewards) |
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Small Abandoned Cache |
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Medium Abandoned Cache |
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Harbalists' Camp |
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Leatherworker |
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Small Encampment |
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