Resources
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 for Complex Food. You can prevent your villagers from eating one or more of these Raw Food resources via Consumption Control, once unlocked. For example, if you are running low on Roots and need Flour, you may want to disable Roots in the Consumption panel. In general, plan ahead to convert Raw Food into Complex Food, so that you can feed more villagers and satisfy their needs for Complex Foods.
Raw Food | Amber Value | Gathered or Produced by | Placed on or near this map node |
---|---|---|---|
Berries | 0.20 | Herbalists' Camp (★) | Dewberry Bush |
Plantation (★★) | Fertile Soil improved to a Farm Field | ||
Eggs | 0.20 | Foragers' Camp (★) | Stormbird Nest |
Trappers' Camp (★) | |||
Ranch (★) | (no placement requirements) | ||
Insects | 0.20 | Scavengers' Camp (★) | Wormtongue Nest |
Trappers' Camp (★) | |||
Meat | 0.20 | Trappers' Camp (★) | Slickshell Broodmother |
Ranch (★) | (no placement requirements) | ||
Mushrooms | 0.20 | Herbalists' Camp (★) | Bleeding Tooth Mushroom |
Greenhouse | (no placement requirements) | ||
Homestead (★★) | Fertile Soil improved to Farm Field | ||
Roots | 0.20 | Scavengers' Camp (★) | Roots Deposit |
Herb Garden (★★) | Fertile Soil improved to Farm Field | ||
Hallowed Herb Garden (★★★) | |||
Vegetables | 0.20 | Foragers' Camp (★) | Moss Broccoli Patch |
Small Farm (★) | Fertile Soil improved to Farm Field | ||
Homestead (★★) | |||
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 | Amber Value | 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.
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.
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.