Resources
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 fill Storage, satisfy Recipes, build Buildings and Roads, and complete Glade Events. Resources are also moved invisibly and instantly through Trade, Sacrificing, and Orders.
Whenever producing a new Recipe, check to see whether you can use alternative ingredients. If the Recipe accepts alternatives, the resource icon will be round with rotating arrows around it, like this: π. If the ingredient is fixed, for example Flour in the Biscuits recipe, the icon will be square.
Consult the Recipes Panel to browse Recipes or look for a specific ingredient or product. To open this panel, click any product in any building, or click the book icon in the top right of your screen. In this panel, you can check or uncheck Recipes just like when looking at a Building. You can also set limits, to stop production once the count of that resource in Storage reaches that number.
Resources Panel
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. The red or green arrow on each icon indicates whether the number of each category or resource has been trending up or down recently.
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 threeβPlanks, Bricks, and Fabricβand 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 Recipeβlike Flour, Pottery, and Reedsβand 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)
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 (β ) | Dewberry Bush | Plantation (β β ) | none |
Eggs | 0.20 | Scavengers' Camp (β
) Trappers' Camp (β ) |
Stormbird Nest | none | Ranch (β ) |
Insects | 0.20 | Scavengers' Camp (β
) Trappers' Camp (β ) |
Wormtongue Nest | none | none |
Meat | 0.20 | Trappers' Camp (β ) | Slickshell Broodmother | none | Ranch (β ) |
Mushrooms | 0.20 | Herbalists' Camp (β ) | Bleeding Tooth Mushroom | Homestead (β β ) | Greenhouse (β β ) |
Roots | 0.20 | Scavengers' Camp (β ) | Roots Deposit | Herb Garden (β β ) | none |
Vegetables | 0.20 | Foragers' Camp (β ) | Moss Broccoli Patch | Small Farm (β
) Homestead (β β ) |
none |
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.
Note that the ingredients Flour, one of its ingredient alternatives Grain, and Herbs are not edible, but required in many Complex Food recipes.
Complex Food | Amber Value | Produced in | Recipe | |||
---|---|---|---|---|---|---|
First ingredient alternatives | Second ingredient alternatives | Amount produced | Time cost | |||
Biscuits | 0.25 | Apothecary (β
β
) Bakery (β β ) Cookhouse (β β ) Smelter (β ) Field Kitchen (β) |
Flour | Berries Herbs Roots |
10 | 1:30 |
Jerky | 0.14 | Smokehouse (β
β
β
) Butcher (β β ) Kiln (β ) Field Kitchen (β) |
Insects Meat |
Coal Oil Sea Marrow Wood |
10 | 1:15 |
Pickled Goods | 0.20 | Granary (β
β
) Brewery (β ) Cellar (β ) Field Kitchen (β) |
Berries Mushrooms Roots Vegetables |
Barrels Pottery Waterskins |
10 | 1:30 |
Pie | 0.25 | Brick Oven (β
β
β
) Bakery (β β ) Furnace (β β ) |
Flour | Berries Eggs Herbs Insects Meat |
10 | 1:30 |
Skewers | 0.20 | Grill (β
β
β
) Butcher (β β ) Cookhouse (β β ) |
Insects Jerky Meat Mushrooms |
Berries Eggs Roots Vegetables |
10 | 1:30 |
Building Materials
Building Materials are mostly used for constructing new Buildings, however there are Recipes that require these materials as ingredients. All materials are refunded if a Building is demolished.
Building Material | Amber value | Produced in | Recipe | |||
---|---|---|---|---|---|---|
First ingredient alternatives | Second ingredient alternatives | Amount produced | Time cost | |||
Bricks | 0.31 | Brickyard (β
β
) Furnace (β β ) Workshop (β β ) Kiln (β ) Crude Workstation (β) |
β | Clay Stone |
2 | 0:30 |
Fabric | 0.31 | Weaver (β
β
β
) Granary (β β ) Leatherworker (β β ) Workshop (β β ) Crude Workstation (β) |
β | Plant Fiber Leather Reed |
2 | 0:20 |
Planks | 0.18 | Lumber Mill (β
β
β
) Carpenter (β β ) Supplier (β β ) Workshop (β β ) Crude Workstation (β) |
β | Wood | 2 | 0:20 |
Parts | 2.39 | Rainpunk Foundry (β β β ) | Clay Copper Bars Crystalized Dew Stone |
Oil Wood |
1 | 2:00 |
Wildfire Essence | 5.00 | Cannot be produced; only available by trading. |
Consumable Items
Consumable items are used in Service Buildings to satisfy villagers' needs for Services. Some of these items are also ingredients when producing Packs of Goods.
Consumable Item | Used in Service | Amber value | Produced in | Recipe | |||
---|---|---|---|---|---|---|---|
Amount produced | First ingredient alternatives | Second ingredient alternatives | Time cost | ||||
Coats | Clothing (at Hearths) | 0.10 | Clothier (β
β
β
) Artisan (β β ) Smithy (β β ) Druid's Hut (β ) |
β | Fabric | 10 | 1:30 |
Ale | Leisure | 0.17 | Brewery (β
β
β
) Tinctury (β β ) Scribe (β β ) Grill (β ) |
Grain Roots |
Barrels Pottery Waterskins |
10 | 1:15 |
Cosmetics | Cleanliness | 0.14 | Alchemist's Hut (β
β
) Apothecary (β β ) Cooperage (β ) |
Eggs Oil |
Herbs Pigment Resin |
10 | 1:30 |
Incense | Religion | 0.18 | Apothecary (β
β
) Brick Oven (β ) Druid's Hut (β ) Smokehouse (β ) |
Herbs Insects Resin Roots |
Coal Oil Sea Marrow Wood |
10 | 1:30 |
Scrolls | Education | 0.14 | Scribe (β
β
β
) Clothier (β ) Lumber Mill (β ) Rain Mill (β ) |
Leather Plant Fiber Wood |
Pigment Wine |
8 | 1:00 |
Training Gear | Brawling | 0.21 | Cooperage (β
β
) Manufactory (β β ) Tinkerer (β β ) Weaver (β ) |
Copper Bars Crystalized Dew Stone |
Planks Reed |
10 | 1:30 |
Wine | Luxury | 0.14 | Cellar (β
β
β
) Alchemist's Hut (β β ) Tinctury (β β ) |
Berries Mushrooms Reed |
Barrels Pottery Waterskins |
10 | 1:00 |
Crafting Materials
Crafting Materials are goods used in Recipes, and most don't have another purpose except as intermediate products. These are the most diversely and frequently used resources, some being used in almost a dozen recipes. Materials for building Roads also falls into this broad category.
Crafting Materials can frequently be found as rewards from Glade Events and Orders.
Raw Crafting Materials
These Crafting Materials are gathered or farmed from map tiles with resource deposits. Some only need a Camp or Mine, while others need Fertile Soil to be improved to Farm Fields and a nearby farming building.
Note that Crystalized Dew appears here because it can be farmed raw from the Grove. It is also produced in three buildings, listed here for quick reference, and its Recipe appears in the second table for Crafting Materials.
Raw Crafting Material | Amber value | Gathered by | Farmed from Farm Fields by | Produced by | |
---|---|---|---|---|---|
Camp | Near resource node | ||||
Clay | 0.14 | Stonecutters' Camp (β ) | Clay Deposit | none | Clay Pit (β β ) |
Copper Ore | 0.12 | none | none | Mine (β ) | |
Crystalized Dew | 0.59 | none | Grove (β β ) | Alchemist's Hut (β
β
) Brickyard (β β ) Smelter (β ) | |
Grain | 0.20 | Foragers' Camp (β ) | Swamp Wheat Field | Homestead (β
β
) Small Farm (β β ) |
none |
Herbs | 0.20 | Herbalists' Camp (β ) | Herb Node | Greenhouse (β
β
) Herb Garden (β β ) |
none |
Leather | 0.14 | none | none | Ranch (β ) | |
Plant Fiber | 0.14 | Harvesters' Camp (β ) | Flax Field | Plantation (β β ) | none |
Reed | 0.14 | Harvesters' Camp (β ) | Reed Field | none | Clay Pit (β β ) |
Resin | 0.14 | none | Grove (β β ) | none | |
Sparkdew | 0.06 | none | none | Rain Collector (β ) | |
Stone | 0.14 | Stonecutters' Camp | Stone Deposit | none | none |
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 Crafting Material | From resource node |
---|---|
Clay | Flax Field Reed Field Stone Deposit |
Copper Ore | Clay Deposit Coppervein Trees (Scarlet Orchard) |
Crystalized Dew | Musselsprout Trees (Coral Forest) |
Grain | none |
Herbs | Roots Deposit |
Leather | Mushwood Trees (The Marshlands) Slickshell Broodmother |
Plant Fiber | Coppervein Trees (Scarlet Orchard) Herb Node Lush Trees (Royal Woodlands) Swamp Wheat Field |
Reed | none |
Resin | Lush Trees (Royal Woodlands) Plantleaf Trees (Coral Forest) |
Sparkdew | none |
Stone | Crimsonreach Trees (Coral Forest) Sea Marrow Deposit |
Produced Crafting Materials
These Crafting Materials are produced from Recipes in Buildings. They are not available from gathering, with the exception of Crystalized Dew.
Produced Crafting Material | Amber value | Produced in | Recipe | ||||
---|---|---|---|---|---|---|---|
First ingredient alternatives | Second ingredient alternatives | Third ingredient alternatives | Amount produced | Time cost | |||
Barrels | 0.20 | Cooperage (β
β
β
) Artisan (β β ) Provisioner (β β ) Toolshop (β ) |
β | Copper Bars Crystalized Dew |
Planks | 10 | 1:30 |
Crystalized Dew | 0.59 | Alchemist's Hut (β
β
) Brickyard (β β ) Smelter (β ) |
Herbs Insects Resin |
Clay Stone |
Sparkdew | 2 | 0:30 |
Flour | 0.18 | Rain Mill (β
β
β
) Provisioner (β β ) Stamping Mill (β β ) Supplier (β β ) Press (β ) |
β | β | Grain Mushroom Roots |
10 | 0:45 |
Pigment | 0.12 | Artisan (β
β
) Cookhouse (β β ) Manufactory (β β ) Tinctury (β β ) |
β | β | Berries Coal Copper Ore Insects |
10 | 1:30 |
Pottery | 0.18 | Stamping Mill (β
β
β
) Bakery (β β ) Brickyard (β β ) Smokehouse (β ) |
β | Clay | Coal Oil Sea Marrow Wood |
5 | 1:00 |
Waterskins | 0.18 | Leatherworker (β
β
β
) Supplier (β β ) Clothier (β ) Toolshop (β ) |
β | Leather | Meat Oil |
10 | 0:45 |
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.
Crystalized Dew is repeated here for quick reference, although it is also in the bonus gathering table in Raw Crafting Materials, above.
Crafting Material | From resource node |
---|---|
Barrels | none |
Crystalized Dew | Musselsprout Trees (Coral Forest) |
Flour | none |
Pigment | Coppervein Trees (Scarlet Orchard) |
Pottery | none |
Waterskins | none |
Trade Goods
Trade Goods are used in Trade and Orders. Generally, these items have the highest value of Amber among all of the resources because they are at the end of the production chains.
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 is in this section, which is the currency of settlements and Trade.
Citadel Resources are also in this section, which are awarded after completing settlement Missions and from Glade Events. They are not producible by any Buildings.
Trade Goods | Amber value | Produced in | Recipe | |||
---|---|---|---|---|---|---|
First ingredient alternatives | Second ingredient alternatives | Amount produced | Time cost | |||
Pack of Building Materials | 0.87 | Tinkerer (β
β
) Rain Mill (β ) Makeshift Post (β) |
β | Bricks Copper Ore Fabric Planks |
2 | 0:30 |
Pack of Crops | 0.59 | Granary (β
β
) Brewery (β ) Makeshift Post (β) |
β | Grain Mushrooms Roots Vegetables |
2 | 0:30 |
Pack of Luxury Goods | 0.65 | Carpenter (β
β
) Leatherworker (β ) Press (β ) |
β | Ale Cosmetics Incense Scrolls Training Gear Wine |
2 | 0:30 |
Pack of Provisions | 0.40 | Provisioner (β
β
) Manufactory (β β ) Makeshift Post (β) |
β | Berries Eggs Herbs Insects Meat |
3 | 0:30 |
Pack of Trade Goods | 0.80 | Smithy (β
β
) Lumber Mill (β ) Weaver (β ) |
β | Barrels Flour Oil Pigment Pottery Waterskins |
2 | 0:30 |
Amber | 1.00 | Finesmith (β β β ) | Resin | Sparkdew Oil |
1 | 0:30 |
Ancient Tablet | 8.00 | Cannot be produced. Found from solving Glade Events. | ||||
Food Stockpiles | Cannot be produced. Found from solving Glade Events and completing Missions. | |||||
Machinery | Cannot be produced. Found from solving Glade Events and completing Missions. | |||||
Artifacts | Cannot be produced. Found from solving Glade Events and completing Missions. |