List of Resources
This is a list of all Resources in the game. See the main article on Resources for strategies and descriptions of how to use them in the game.
This list focuses on how you can gather or produce the resources yourself. For acquiring resources via trading, see the article on Trader Wares.
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 and need it to make Flour for more efficient food like Biscuits, you may decide you need to prohibit your villagers from eating Roots.
Gathering Camps and Farms produce raw food, among other things. See the sections on Resource Deposits and Farming.
Raw Food | Example Sources | |
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Berries | Dewberry Bush | Plantation |
Eggs | Drizzlewing Nest | Ranch |
Insects | Wormtongue Nest | Small Trappers' Camp |
Meat | Slickshell Broodmother | Small Trappers' Camp |
Mushrooms | Grasscap Mushrooms | Small Herbalists' Camp |
Roots | Roots Deposit | Herb Garden |
Vegetables | Moss Broccoli Patch | 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.
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 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 Material | Recipe Ingredients and Options | Production Buildings | |||
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Bricks |
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Fabric |
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Pipes |
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Planks |
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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 |
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.
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
Some species require Coats to satisfy their Clothing Need.
Clothing Goods | Species Preferences | Recipe Ingredients and Options | Production Building | |||
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Coats |
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Fabric |
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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.
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.
Service Goods | Service | Species Preferences | Recipe Ingredients and Options | Production Building | ||||||||||||||
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Ale | Leisure |
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Incense | Religion |
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Scrolls | Education |
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Tea | Treatment |
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Training Gear | Brawling |
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Wine | Luxury |
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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 and 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.
Crafting material | Gathering camp, farm, or other building |
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Clay |
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Copper Ore |
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Crystalized Dew |
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Grain |
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Herbs |
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Leather |
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Plant Fiber |
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Reed |
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Resin |
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Stone |
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Refined Crafting Materials
These crafting materials are produced from recipes in buildings.
Crafting material | Recipe ingredients and options | Production building | |||||||||||
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Barrels |
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Planks | — |
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Copper Bars | Copper Ore |
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Crystalized Dew |
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Flour |
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Leather |
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— | — | Lua error in Module:RecipeController at line 160: You must specify a product, building, or ingredient. Please see the template documentation for how to use the parameters. | |||||||||
Pottery | Clay |
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Waterskins | Leather |
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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 Orders and from Glade Events. They are not producible by any Buildings.
Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.
Trade Goods | Amber value | Produced in | Recipe | ||
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1st Ingredient | 2nd Ingredient | Blightrot Footprint | |||
Pack of Building Materials | 0.87 | Tinkerer (★★) Rain Mill (★) Makeshift Post (⊙) |
— | Bricks Copper Ore Fabric Planks |
2% |
Pack of Crops | 0.59 | Granary (★★) Brewery (★) Makeshift Post (⊙) |
— | Grain Mushrooms Roots Vegetables |
2% |
Pack of Luxury Goods | 0.65 | Carpenter (★★) Leatherworker (★) Press (★) |
— | Ale Cosmetics Incense Scrolls Training Gear Wine |
2% |
Pack of Provisions | 0.40 | Provisioner (★★) Manufactory (★★) Makeshift Post (⊙) |
— | Berries Eggs Herbs Insects Meat |
2% |
Pack of Trade Goods | 0.80 | Smithy (★★) Lumber Mill (★) Weaver (★) |
— | Barrels Flour Oil Pigment Pottery Waterskins |
2% |
Amber | 1.00 | Finesmith (★★★) | Resin | Sparkdew Oil |
4% |
Ancient Tablet | 8.00 | Cannot be produced. Found from solving Glade Events. |
Citadel Resources
Citadel Resources are special Trade Goods that are used to upgrade the Smoldering City. Citadel Resources cannot be produced, instead you earn them by completing settlements on the World Map. You earn more if you complete a settlement next to a Modifier. You can also find them in The Forest by Trading, solving Glade Events, and completing Orders.
Food Stockpiles |
Machinery |
Artifacts |
Fuel & Exploration
This category includes the Fuel burned and Sacrificed in Hearths, the Wood obtained from opening Glades, and the tools for opening Caches and solving Glade Events.
Raw Fuel Resources
The Fuel resources in this category can be gathered from resource deposits on the map tiles. There are Recipes for Coal and Oil in the next table of all Fuel & Exploration resources.
Resource | Amber value | Gathered by | Farmed from Farm Fields | Produced by | |
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Camp | Near resource deposit | ||||
Coal | 0.31 | none | none | Mine (★) on a Coal Deposit | |
Sea Marrow | 0.31 | Stonecutters' Camp (★) | Sea Marrow Deposit | none | none |
Wood | 0.06 | Woodcutters' Camp (★) | Trees | none | none |
Produced Fuel & Exploration Resources
Some of the Fuel & Exploration Resources are produced in Buildings from Recipes. Coal is also gathered via the Mine, shown in the previous section.
Note that the amount of ingredients, the amount produced, and the time it takes to produce all vary depending on the Building in which the Recipe is working. Consult the Recipes Panel in the game or the specific, linked Building page or Resource page for these further details.
Fuel & Exploration Resource | Amber value | Produced in | Recipe | |||
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1st Ingredient | 2nd Ingredient | 3rd Ingredient | Blightrot Footprint | |||
Coal | 0.31 | Kiln (★★★) Brick Oven (★) |
– | – | Wood | 2% |
Oil | 0.16 | Druid's Hut (★★★) Press (★★★) Butcher (★★) |
– | – | Grain Meat Plant Fiber Vegetables |
4% |
Simple Tools | 1.38 | Toolshop (★★★) Carpenter (★★) Smithy (★★) Tinkerer (★★) Scribe (★) |
– | Planks Wood |
Copper Bars Crystalized Dew |
4% |
Infused Tools | 1.76 | Finesmith (★★★) Rainpunk Foundry (★★★) |
Planks Wood |
Copper Bars Crystalized Dew |
Sparkdew | 4% |
Purging Fire | 0.31 | Blight Post (★) | – | – | Coal Oil Sea Marrow Wood |
none |