Coral Forest: Difference between revisions

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[[File:Icon Biome CoralForest.png|thumb|360px|The Coral Forest]]
{{Version|1.8.10}}
[[File:Biome CoralForest.png|thumb|360px|The Coral Forest]]


== Overview ==
== Overview ==
[[File:CoralForestIcon.png|96px|left]]
[[File:Icon_Biome_CoralForest.png|96px|left]]
The true source of the coral’s growth is unknown. Contrary to common belief, it doesn't usually appear in flooded regions. The unique influence of the coral mutates trees into distinctive strands that offer various resources.
The true source of the coral’s growth is unknown. Contrary to common belief, it doesn't usually appear in flooded regions. The unique influence of the coral mutates trees into distinctive strands that offer various resources.
<br /><br /><br />
<br /><br /><br />
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== Resources ==
== Resources ==


The Coral Forest has an Average amount of [[File:FertileSoil.png|32px]] [[Fertile Soil]] and contains the following [[Resources]]:
The Coral Forest has an average amount of [[File:FertileSoil.png|32px]] [[Fertile Soil]] and contains the following [[Resources]]:


=== Trees ===
=== Trees ===
All trees can be harvested by [[File:Woodcutters Camp icon.png|25px]] [[Woodcutters' Camp]] buildings to give {{rl|Wood}}. They may also grant additional [[Resources]] depending on the biome. These trees have 2 charges each.
All trees can be harvested by [[File:Woodcutters Camp icon.png|25px]] [[Woodcutters' Camp]] buildings to give {{rl|Wood}}. They may also grant additional [[Resources]] depending on the [[biome]]. These trees have 2 charges each.


{| class="wikitable mw-collapsible" style="text-align:center; width:100%;"
{| class="wikitable mw-collapsible" style="text-align:center; width:100%;"
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| [[File:Crimsonreach Tree.png|94px|center]]Crimsonreach Tree
| [[File:Crimsonreach Tree.png|94px|center]]Crimsonreach Tree
| style="vertical-align:middle;" | 2
| style="vertical-align:middle;" | 2
| style="text-align:left;" | {{rl|Stone|med}} 40% +<br />{{rl|Incense|med}} 20%
| style="text-align:left;" | {{rl|Stone|medium}} 40% +<br />{{rl|Incense|medium}} 20%
| A mineralized coral tree.
| A mineralized coral tree.
|-
|-
| [[File:Musselsprout Tree.png|94px|center]]Musselsprout Tree
| [[File:Musselsprout Tree.png|94px|center]]Musselsprout Tree
| 2
| 2
| style="text-align:left;" | {{rl|Meat|med}} 40% +<br />{{rl|Crystalized Dew|med}} 20%
| style="text-align:left;" | {{rl|Meat|medium}} 40% +<br />{{rl|Crystalized Dew|medium}} 20%
| The unusually hard bark conceals soft, fleshy tissue.
| The unusually hard bark conceals soft, fleshy tissue.
|-
|-
| [[File:Plateleaf Tree.png|94px|center]]Plateleaf Tree
| [[File:Plateleaf Tree.png|94px|center]]Plateleaf Tree
| 2
| 2
| style="text-align:left;" | {{rl|Plant Fiber|med}} 30%
| style="text-align:left;" | {{rl|Plant Fiber|medium}} 30%
| A species of plant rarely seen above water.
| A species of plant rarely seen above water.
|}
|}
Line 64: Line 65:
| colspan="2" | 70 → [[File:DebugNode_MossBroccoliBig_icon.png|32px]] Moss Broccoli Patch
| colspan="2" | 70 → [[File:DebugNode_MossBroccoliBig_icon.png|32px]] Moss Broccoli Patch
| [[File:Insects.png|32px]] 40% + [[File:Roots.png|32px]] 20%
| [[File:Insects.png|32px]] 40% + [[File:Roots.png|32px]] 20%
| {{bl|Foragers' Camp|large}}{{2Star}}
| {{bl|Foragers' Camp|large}} {{2Star}}
| style="text-align:center;" | 00:17
| style="text-align:center;" | 00:17
| rowspan="2" style="text-align:center;" | {{Sl|Farming}} <br /><br />{{Species link|Humans}}
| rowspan="2" style="text-align:center;" | {{Sl|Farming|medium}} <br /><br />{{Species link|Humans|medium}}
|-
|-
| colspan="2" | 15 → [[File:DebugNode_MossBroccoliSmall_icon.png|32px]] Moss Broccoli Patch
| colspan="2" | 15 → [[File:DebugNode_MossBroccoliSmall_icon.png|32px]] Moss Broccoli Patch
Line 77: Line 78:
| [[File:Roots.png|32px]] 40% + [[File:Icon Resource Clay.png|32px]] 40%<br /><br />[[File:Roots.png|32px]] 20% + [[File:Icon Resource Clay.png|32px]] 20%
| [[File:Roots.png|32px]] 40% + [[File:Icon Resource Clay.png|32px]] 40%<br /><br />[[File:Roots.png|32px]] 20% + [[File:Icon Resource Clay.png|32px]] 20%
| {{bl|Harvesters' Camp|large}} {{2Star}}
| {{bl|Harvesters' Camp|large}} {{2Star}}
| style="text-align:center;" | 00:05
| style="text-align:center;" | 00:08
| style="text-align:center;" | none
| style="text-align:center;" | ''none''
|-
|-
| rowspan="2" | {{rl|Herbs|large}}
| rowspan="2" | {{rl|Herbs|large}}
Line 85: Line 86:
| {{bl|Herbalists' Camp|large}} {{2Star}}
| {{bl|Herbalists' Camp|large}} {{2Star}}
| style="text-align:center;" | 00:17
| style="text-align:center;" | 00:17
| rowspan="2" style="text-align:center;" | {{Sl|Alchemy}} <br /><br />{{Species link|Harpies}}
| rowspan="2" style="text-align:center;" | {{Sl|Alchemy|medium}} <br /><br />{{Species link|Harpies|medium}}
|-
|-
| colspan="2" | 15 → [[File:DebugNode HerbsSmall icon.png|32px]] Herb Node
| colspan="2" | 15 → [[File:DebugNode HerbsSmall icon.png|32px]] Herb Node
Line 96: Line 97:
| [[File:Roots.png|32px]] 30% + [[File:Insects.png|32px]] 30% + [[File:CopperOre.png|32px]] 10%
| [[File:Roots.png|32px]] 30% + [[File:Insects.png|32px]] 30% + [[File:CopperOre.png|32px]] 10%
| rowspan="2" | {{bl|Stonecutters' Camp|large}} {{2Star}}
| rowspan="2" | {{bl|Stonecutters' Camp|large}} {{2Star}}
| rowspan="2" style="text-align:center;" | 00:05
| rowspan="2" style="text-align:center;" | 00:08
| rowspan="2" style="text-align:center;" | ''none''
| rowspan="2" style="text-align:center;" | [[File:Icon Spec Masonry.png|{{ImgM}}]] [[ Buildings#Specializations | Masonry]] <br /><br /> {{Species link|Frogs|medium}}
|-
|-
| colspan="2" | 20 → [[File:DebugNode StoneSmall icon.png|32px]] Stone Deposit
| colspan="2" | 20 → [[File:DebugNode StoneSmall icon.png|32px]] Stone Deposit
Line 107: Line 108:
| {{bl|Trappers' Camp|large}} {{2Star}}
| {{bl|Trappers' Camp|large}} {{2Star}}
| style="text-align:center;" | 00:17
| style="text-align:center;" | 00:17
| rowspan="2" style="text-align:center;" | {{Sl|Meat production}}<br /> <br />{{Species link|Lizards}}
| rowspan="2" style="text-align:center;" | {{Sl|Meat production|medium}}<br /> <br />{{Species link|Lizards|medium}}
|-
|-
| colspan="2" | 15 → [[File:DebugNode_LeechBroodmotherSmall_icon.png|32px]] Leech Broodmother<br /><br />15 → [[File:DebugNode WormtongueNestSmall icon.png|32px]] Wormtongue Nest
| colspan="2" | 15 → [[File:DebugNode_LeechBroodmotherSmall_icon.png|32px]] Leech Broodmother<br /><br />15 → [[File:DebugNode WormtongueNestSmall icon.png|32px]] Wormtongue Nest
Line 114: Line 115:
| style="text-align:center;" | 00:25
| style="text-align:center;" | 00:25
|-
|-
| {{rl|Coal|large}}
| rowspan="2" | {{rl|Scales|large}}
| colspan="2" | 120 → [[File:Coal Vein.png|32px]] Coal Vein
| 80 → Copperfin Pond
| [[File:Clay.png|32px]] 30%
| colspan="2" | [[File:Icon Resource Scales 1.png|{{ImgM}}]] 100% + 2 [[File:Icon Resource SeaMarrow.png|{{ImgM}}]] 50% + 2 [[File:Icon Resource Fish 1.png|{{ImgM}}]] 30%
| {{bl|Fishing Hut|large}} {{2Star}}
| style="text-align:center;" | 00:08
| rowspan="2" style="text-align:center;" | ''none''
|-
| colspan="2" | 60 → Copperfin Pond
| [[File:Icon Resource SeaMarrow.png|{{ImgM}}]] 40%
| {{bl|Small Fishing Hut|large}} {{1Star}}
| style="text-align:center;" | 00:12
|-
| {{rl|Coal|large}} <br /><br /> {{rl|Salt|large}}
|colspan="2" | 120 → [[File:Coal Vein.png|32px]] Coal Vein <br /><br />75 → [[File:Salt Vein.png|32px]] Salt Vein
| [[File:Stone.png|32px]] 30%<br /><br />[[File:Icon Resource SeaMarrow.png|32px]] 30%
| {{bl|Mine|large}} {{2Star}}
| {{bl|Mine|large}} {{2Star}}
| style="text-align:center;" | 00:40
| style="text-align:center;" | 00:40
| style="text-align:center;" | {{Sl|Engineering}}<br /><br />{{Species link|Beavers}}
| style="text-align:center;" | {{Sl|Engineering|medium}}<br /><br />{{Species link|Beavers|medium}}
|}
|}
=== Node weighting ===
Coral Forest's nodes all have roughly equal weighting.[[#References|<sup>[1]</sup>]]


== Strategy ==
== Strategy ==
* Coral Forest doesn't have any nodes for {{rl|Flour}} input. That makes {{bl|Small Farm}} a good choice if you wish to sustainably produce {{rl|Flour}} for {{rl|Biscuits}}, {{rl|Pie}}, or {{rl|Pack of Trade Goods}}. The only options for {{rl|Flour}} input outside of [[Farming]] and {{bl|Greenhouse}}s are bonus yields from {{rl|Stone}}, {{rl|Reed}}, and big {{rl|Vegetables}} nodes.
* Coral Forest doesn't have any nodes for {{rl|Flour}} input. That makes {{bl|Small Farm}} a good choice if you wish to sustainably produce Flour for {{rl|Biscuits}}, {{rl|Pie}}, or {{rl|Pack of Trade Goods}}. The only options for Flour input outside of [[Farming]] and {{bl|Greenhouse|s}} are bonus yields from {{rl|Stone}}, {{rl|Reed}}, and big {{rl|Vegetables}} nodes.
* Coral Forest is the only [[biome]] with {{rl|Coal}} veins being the only veins on the map. That makes it relatively easy to set up a {{rl|Coal}} {{bl|Mine}}, effortlessly solving all potential fuel issues.
* The trees in the Coral Forest do not provide any extra wood or bonus yield that can be used directly as fuel. Consider making fuel production or purchasing fuel from traders a higher priority.
* Accessible {{rl|Coal}} also makes fuel-based [[Recipes]] like {{rl|Jerky}}, {{rl|Incense}}, and {{rl|Purging Fire}} easier to sustain.
** {{rl|Coal}} veins and {{rl|Salt}} veins which provide {{rl|Sea Marrow}} are plentiful in the Coral Forest, so mining can easily solve your fuel supply issues.
** Both Plateleaf Trees and Musselsprout Trees have secondary resources that can be turned into {{rl|Oil}} if you have the appropriate recipe.
* [[#Effects | Inspiring Pressure]] can provide a powerful boost to your production output when you are working on a [[Hostility]]-raising event or simply assign a lot of woodcutters.
* [[#Effects | Inspiring Pressure]] can provide a powerful boost to your production output when you are working on a [[Hostility]]-raising event or simply assign a lot of woodcutters.
* Finding a patch of trees with {{rl|Crystalized Dew}} bonus yields enables you to solve some [[Glade Events]], build [[Fox Housing]], as well as produce some {{rl|Pipes}} or {{rl|Tools}}.
* Finding a patch of trees with {{rl|Crystalized Dew}} bonus yields enables you to solve some [[Glade Events]], build [[Fox Housing]], as well as produce some {{rl|Pipes}} or {{rl|Tools}}.
* [[#Trees | Musselsprout trees]] also have {{rl|Meat}} bonus yields at 40%, which can help feed your [[villagers]]. Extra {{rl|Meat}} can even go towards {{rl|Oil}} production, if you happen to get [[Meat Specialization]].
** '''Crystal Growth''' [[Perk]] (+1/2 {{rl|Crystalized Dew}} production) is uniquely strong on Coral Forest because of [[#Trees | Musselsprout trees]].
* [[#Trees | Musselsprout trees]] also have {{rl|Meat}} bonus yields at 40%, which can help feed your [[villagers]]. Extra Meat can even go towards {{rl|Oil}} production, if you happen to get the '''Meat Specialization''' [[Cornerstone]].
* Stockpiling some {{rl|Incense}} from [[#Trees | Crimsonreach trees]] can help you solve [[Glade Events]] later.
* Stockpiling some {{rl|Incense}} from [[#Trees | Crimsonreach trees]] can help you solve [[Glade Events]] later.
* To make sure your {{bl|Woodcutters' Camp}}s focus on the trees you want, make ample use of the tree [[The_Forest#Trees | Marking and Unmarking]] tools.
* To make sure your {{bl|Woodcutters' Camp|s}} focus on the trees you want, make ample use of the tree [[The_Forest#Trees | Marking and Unmarking]] tools.
* Consider using big {{rl|Stone}} deposits for food if your [[villagers]] are at risk of starvation. 60% chance of bonus food yields combined with {{bl|Stonecutters' Camp}}'s short production cycle will keep villagers fed at least until Stone nodes run out.
 
== Trivia ==
* Based on a sample of 10 Coral Forest settlements, the average amount of trees generated per map is:
** Plateleaf - 2395
** Musselsprout - 2595
** Crimsonreach - 804
 
== References ==
 
# Datamining done by Discord user @forwindz (Analysis tab) https://docs.google.com/spreadsheets/d/1Fwy2H84BZ6_FSuoiH7asT2gYrS7BiqA0/edit?gid=244521242#gid=244521242


== See Also ==
== See Also ==


[[Category:Biomes]]
[[Category:Biomes]]

Latest revision as of 00:33, 14 August 2025

This article was last updated during version 1.8.10. The game is now in 1.11.2. Some information may be out of date. Help us keep the wiki up to date by comparing this article against the patch notes and updating it.

The Coral Forest

Overview

The true source of the coral’s growth is unknown. Contrary to common belief, it doesn't usually appear in flooded regions. The unique influence of the coral mutates trees into distinctive strands that offer various resources.


Effects


Diverse Flora
Vegetation here mutates into unique strands ... Each type of tree offers unique resource bonuses.

Inspiring Pressure
The Forest is as scary as it is beautiful. Villagers have a +3% double yield chance per Hostility level.

Resources

The Coral Forest has an average amount of Fertile Soil and contains the following Resources:

Trees

All trees can be harvested by Woodcutters' Camp buildings to give Wood Wood. They may also grant additional Resources depending on the biome. These trees have 2 charges each.

Trees Charges Bonus Resources Description
Crimsonreach Tree
2 Stone Stone 40% +
Incense Incense 20%
A mineralized coral tree.
Musselsprout Tree
2 Meat Meat 40% +
Crystalized Dew Crystalized Dew 20%
The unusually hard bark conceals soft, fleshy tissue.
Plateleaf Tree
2 Plant Fiber Plant Fiber 30% A species of plant rarely seen above water.

Natural Resources:

Primary Resources Charges → Resource Deposits Bonus Resources Gathering Building Speed
per Unit
Specialization
Bonus
Vegetables Vegetables 70 → Moss Broccoli Patch 40% + 20% Foragers' Camp Foragers' Camp ★★ 00:17 Farming Farming

Humans Humans
15 → Moss Broccoli Patch 30% Small Foragers' Camp Small Foragers' Camp ★ 00:25
Reed Reed
60 → Reed Field

20 → Reed Field
40% + 40%

20% + 20%
Harvesters' Camp Harvesters' Camp ★★ 00:08 none
Herbs Herbs 70 → Herb Node 40% + 20% Herbalists' Camp Herbalists' Camp ★★ 00:17 Alchemy Alchemy

Harpies Harpies
15 → Herb Node 20% Small Herbalists' Camp Small Herbalists' Camp ★ 00:25
Stone Stone 60 → Stone Deposit 30% + 30% + 10% Stonecutters' Camp Stonecutters' Camp ★★ 00:08 Masonry

Frogs Frogs
20 → Stone Deposit 20% + 20%
Meat Meat

Insects Insects
70 → Leech Broodmother

70 → Wormtongue Nest
100% + 60% + 20%

60%
Trappers' Camp Trappers' Camp ★★ 00:17 Meat production Meat production

Lizards Lizards
15 → Leech Broodmother

15 → Wormtongue Nest
20%

20%
Small Trappers' Camp Small Trappers' Camp ★ 00:25
Scales Scales 80 → Copperfin Pond 100% + 2 50% + 2 30% Fishing Hut Fishing Hut ★★ 00:08 none
60 → Copperfin Pond 40% Small Fishing Hut Small Fishing Hut ★ 00:12
Coal Coal

Salt Salt
120 → Coal Vein

75 → Salt Vein
30%

30%
Mine Mine ★★ 00:40 Engineering Engineering

Beavers Beavers

Node weighting

Coral Forest's nodes all have roughly equal weighting.[1]

Strategy

  • Coral Forest doesn't have any nodes for Flour Flour input. That makes Small Farm a good choice if you wish to sustainably produce Flour for Biscuits Biscuits, Pie Pie, or Pack of Trade Goods Pack of Trade Goods. The only options for Flour input outside of Farming and Greenhouses are bonus yields from Stone Stone, Reed Reed, and big Vegetables Vegetables nodes.
  • The trees in the Coral Forest do not provide any extra wood or bonus yield that can be used directly as fuel. Consider making fuel production or purchasing fuel from traders a higher priority.
    • Coal Coal veins and Salt Salt veins which provide Sea Marrow Sea Marrow are plentiful in the Coral Forest, so mining can easily solve your fuel supply issues.
    • Both Plateleaf Trees and Musselsprout Trees have secondary resources that can be turned into Oil Oil if you have the appropriate recipe.
  • Inspiring Pressure can provide a powerful boost to your production output when you are working on a Hostility-raising event or simply assign a lot of woodcutters.
  • Finding a patch of trees with Crystalized Dew Crystalized Dew bonus yields enables you to solve some Glade Events, build Fox Housing, as well as produce some Pipes Pipes or Tools Tools.
  • Musselsprout trees also have Meat Meat bonus yields at 40%, which can help feed your villagers. Extra Meat can even go towards Oil Oil production, if you happen to get the Meat Specialization Cornerstone.
  • Stockpiling some Incense Incense from Crimsonreach trees can help you solve Glade Events later.
  • To make sure your Woodcutters' Camps focus on the trees you want, make ample use of the tree Marking and Unmarking tools.
  • Consider using big Stone Stone deposits for food if your villagers are at risk of starvation. 60% chance of bonus food yields combined with Stonecutters' Camp's short production cycle will keep villagers fed at least until Stone nodes run out.

Trivia

  • Based on a sample of 10 Coral Forest settlements, the average amount of trees generated per map is:
    • Plateleaf - 2395
    • Musselsprout - 2595
    • Crimsonreach - 804

References

  1. Datamining done by Discord user @forwindz (Analysis tab) https://docs.google.com/spreadsheets/d/1Fwy2H84BZ6_FSuoiH7asT2gYrS7BiqA0/edit?gid=244521242#gid=244521242

See Also