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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. |
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| An arrow will indicate when a resource or type or resource is increasing or decreasing. | | An arrow will indicate when a resource or type or resource is increasing or decreasing. |
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Revision as of 22:07, 31 October 2022
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
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
Initially only raw food will be available, which will prevent villagers from getting hungry but will not satisfy their needs.
Raw Food |
Cost |
Obtained in
|
Berries |
0.20 |
Herbalists' Camp Plantation Herb Garden Hallowed Herb Garden
|
Eggs |
0.20 |
Foragers' Camp Trappers' Camp Ranch
|
Insects |
0.20 |
Scavengers' Camp Trappers' Camp
|
Meat |
0.20 |
Trappers' Camp Ranch
|
Mushrooms |
0.20 |
Herbalists' Camp Greengouse Homestead
|
Roots |
0.20 |
Scavengers' Camp Herb Garden Hallowed Herb Garden
|
Vegetables |
0.20 |
Foragers' Camp Homestead Small Farm Hallowed Small Farm
|
Complex food
Complex food is cooked from Recipes and will satisfy the villagers' needs. Feeding complex food is also more efficient, as most Recipes in the game yield more goods than raw ingredients used in them.
Complex Food |
Cost |
Recipe
|
Amount produced |
Ingredient 1 |
Ingredient 2 |
Time |
Building |
Blightroot Footprint
|
Biscuits |
0.25 |
10 |
8 Flour |
3 Berries
3 Herbs
3 Roots |
1:30 |
Bakery
Cookhouse |
2%
|
Jerky |
0.14 |
10 |
4 Insects
4 Meat |
5 Wood
2 Oil
1 Coal
1 Sea Marrow |
1:15 |
Kiln
Smokehouse |
2%
|
Pickled Goods |
0.20 |
10 |
3 Barrels
3 Pottery
3 Waterskins |
6 Berries
6 Mushrooms
6 Roots
6 Vegetables |
1:30 |
Brewery |
2%
|
Pie |
0.25 |
10 |
6 Flour |
4 Berries
4 Eggs
4 Herbs
4 Insects
4 Meat |
1:30 |
Bakery |
2%
|
Skewers |
0.20 |
10 |
3 Jerky
4 Insects
4 Meat
4 Mushrooms |
4 Berries
4 Eggs
4 Roots
4 Vegetables |
1:30 |
Cookhouse |
2%
|
Building materials
Building materials are used for construction. All materials are refunded if a building is demolished.
Building Material |
Cost |
Recipe
|
Amount produced |
Ingredient 1 |
Ingredient 2 |
Time |
Building |
Blightroot Footprint
|
Bricks |
0.31 |
2 |
3 Clay
3 Stone |
- |
0:30 |
Brickyard
Kiln (33% more ingredients)
Crude Workstation (100% more ingredients) |
2%
|
Fabric |
0.31 |
2 |
2 Leather
2 Plant Fiber
2 Reed |
- |
0:20 |
Weaver
Leatherworker (50% more ingredients) |
2%
|
Planks |
0.18 |
2 |
3 Wood |
- |
0:20 |
Lumber Mill
Carpenter (66% more ingredients)
Crude Workstation (166% more ingredients) |
2%
|
Parts |
2.39 |
1 |
5 Wood
2 Oil
1 Coal |
15 Clay
15 Stone
4 Copper Bars
4 Crystalized Dew |
2:00 |
Rainpunk Foundry |
4%
|
Wildfire Essence |
5.00 |
Cannot be obtained from recipes
|
Consumable items
Consumable items are used in various buildings to satisfy villagers' needs.
Item |
Cost |
Used at |
Recipe
|
Amount produced |
Ingredient 1 |
Ingredient 2 |
Time |
Building |
Blightroot Footprint
|
Coats |
0.10 |
Directly |
10 |
1 Fabric |
- |
1:30 |
Clothier |
2%
|
Ale |
0.17 |
Tavern Monastery Forum |
10 |
4 Grain
4 Roots |
2 Pottery
2 Waterskins
1 Barrels |
1:15 |
Brewery |
4%
|
Incense |
0.18 |
Clan Hall Monastery Temple Holy Temple |
10 |
8 Resin
6 Herbs
6 Insects
6 Roots |
6 Wood
3 Oil
2 Coal
2 Sea Marrow |
1:30 |
Smokehouse |
4%
|
Scrolls |
0.14 |
Explorers' Lodge Forum Temple Holy Temple |
8 |
3 Pigment
3 Wine |
10 Wood
4 Leather
4 Plant Fiber |
1:00 |
Clothier
Lumber Mill
Rain Mill |
4%
|
Training Gear |
0.21 |
Clan Hall Explorer's Lodge |
10 |
3 Planks
3 Reed |
8 Stone
3 Copper Bars
3 Crystalized Dew |
1:30 |
Weaver |
4%
|
Crafting resources
Crafting resources are used in Recipes.
Raw resources
Raw resources are obtained directly from resource nodes.
Resource |
Cost |
Obtained in
|
Clay |
0.14 |
Stonecutters' Camp Clay Pit
|
Copper Bars |
0.53 |
Grill Furnace Stamping Mill Smelter
|
Copper Ore |
0.12 |
Mine
|
Grain |
0.20 |
Foragers' Camp Small Farm Hallowed Small Farm Homestead
|
Herbs |
0.20 |
Herbalists' Camp Greenhouse Herb Garden Hallowed Herb Garden
|
Leather |
0.14 |
Ranch
|
Plant Fiber |
0.14 |
Plantation Harvesters' Camp Homestead
|
Reed |
0.14 |
Harvesters' Camp Clay Pit
|
Resin |
0.14 |
Grove
|
Stone |
0.14 |
Stonecutter's Camp
|
Refined resources
Refined resources are crafted from Recipes.
Resource |
Cost |
Recipe
|
Amount produced |
Ingredient 1 |
Ingredient 2 |
Ingredient 3 |
Time |
Building |
Blightroot Footprint
|
Flour |
0.18 |
10 |
5 Grain
5 Mushrooms
5 Roots |
- |
- |
0:45 |
Rain Mill
Provisioner (40% more ingredients) |
3%
|
Pigment |
0.12 |
10 |
3 Coal
4 Berries
4 Insects
4 Copper Ore |
- |
- |
1:30 |
Cookhouse |
3%
|
Barrels |
0.20 |
10 |
2 Planks |
2 Copper Bars
2 Crystalized Dew |
- |
1:30 |
Provisioner |
3%
|
Pottery |
0.18 |
5 |
3 Clay |
5 Wood
2 Oil
1 Coal
1 Sea Marrow |
- |
1:00 |
Bakery
Brickyard
Smokehouse |
3%
|
Waterskins |
0.18 |
10 |
4 Leather |
2 Meat
3 Oil |
- |
0:45 |
Leatherworker
Clothier (50% more ingredients) |
3%
|
Crystalized Dew |
0.59 |
2 |
6 Sparkdew |
3 Clay
3 Stone |
2 Herbs
2 Insects
2 Resin
2 Vegetables |
0:30 |
Brickyard |
4%
|
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 |
Lumber Mill |
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
Resource |
Cost |
Recipe
|
Amount produced |
Ingredient 1 |
Ingredient 2 |
Ingredient 3 |
Time |
Building |
Blightroot Footprint
|
Purging Fire |
0.31 |
5 |
10 Wood |
- |
- |
0:40 |
Blight Post |
|
Coal |
0.31 |
5 |
10 Wood |
- |
- |
1:00 |
Kiln |
2%
|
Simple Tools |
1.38 |
2 |
8 Wood
2 Planks |
3 Copper Bars
3 Crystalized Dew |
- |
1:10 |
Carpenter |
4%
|
Infused Tools |
1.76 |
2 |
4 Sparkdew |
2 Copper Bars
2 Crystalized Dew |
6 Wood
1 Planks |
1:00 |
Finesmith
Rainpunk Foundry |
4%
|
Oil |
0.16 |
Cannot be obtained from recipes
|
Sea Marrow |
0.31 |
Cannot be obtained from recipes
|
Wood |
0.06 |
Cannot be obtained from recipes
|
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.