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'''LEVEL II'''</br>
'''LEVEL II'''</br>
<ul><li>[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] ''Manned Lookout'': -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.<br>Calculation:<br>[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])<br><br>Example:<br>- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by rain engines in that structure +1 Blightrot Cyst will spawn<br>- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] ''Manned Lookout'' effect of 90%<br><br>With this we have:<br>Blightrot counter maximum = 32<br>summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus = 90% = 0.9<br><br>Calculation with this:<br>32 / ( 1 - 0.9) = 32 / 0.1 = 320<br>So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] ''Manned Lookout'' bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.<br>
<ul><li>[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] ''Manned Lookout'': -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.<br>Calculation:<br>[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])<br><br>Example:<br>- each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn<br>- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] ''Manned Lookout'' effect of 90%<br><br>With this we have:<br>Blightrot counter maximum = 32<br>summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus = 90% = 0.9<br><br>Calculation with this:<br>32 / ( 1 - 0.9) = 32 / 0.1 = 320<br>So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] ''Manned Lookout'' bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.<br>
<br>
<br>
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] ''Manned Lookout'' bonus:
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] ''Manned Lookout'' bonus:

Revision as of 20:36, 21 April 2025

This article was last updated during version 1.7.5. 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.

Blight Post

Building
(City Buildings)

A specialized building dedicated to fighting Blightrot. Blight Fighters will prepare Purging Fire Purging Fire during drizzle and clearance seasons, and use it to burn Blightrot Cysts during the storm.

Specialization bonus:
Alchemy Alchemy (Proficiency) Harpies
Warmth Warmth (Comfort) Lizards
Cooperation Cooperation (Comfort) Foxes

3 Workers

Recipes

20 Storage

Construction

4Planks Planks
3Bricks Bricks
2Parts Parts
5City score
40Build time
3 × 3Building size

Not movable

ID = 'Blight Post'

Overview

The structure becomes available once unlocking the Smoldering City's level 6 Obsidian Archive at the cost of 30 Food Stockpiles.

It's the only structure in the game that is used to deal with Blightrot Cysts and the Corruption those cause.
It's also the only structure in the game on which Blightrot Cysts will never grow.

While the Blightrot mechanic is only active on Veteran (or higher) difficulty it's still possible to have Blightrot Cysts spawn on lower difficulties:
Some Glade Events can spawn Blightrot Cysts.

Overexploitation (Cornerstone)
Global gathering speed is increased by 30%, and newly discovered gathering nodes have more charges (+10 charges to small gathering nodes, +25 charges to large gathering nodes). For every 40 gathering node charges used, 1 Blightrot Cyst will spawn.

Once unlocking the level 18 Obsidian Archive at the cost of 156 Food Stockpiles the Blight Post can also be upgraded up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.

Speculative (needs testing): Blightrot related events (and Cornerstones) shouldn't be encountered while the Rainpunk tech (and the Blight Post along with it) hasn't been unlocked yet, as otherwise there'd be a game mechanic in play that can't be countered.

Helpful UI features:

  • the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings
  • the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a Hydrant would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way
  • The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause
  • the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause a +1 Blightrot Cyst spawn by hitting their Blightrot counter


Helpful links:

Blight Fighter behavior

When ordering the production of Purging Fire this will only be crafted while Blightrot Cysts can't be attacked or while running out of it while they can be attacked.
While any Blightrot Cysts are active, which is during each Storm Season and while working on certain Glade Events with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.
Like all other villagers Blight Fighters will still take their regular breaks, even with Blightrot Cysts active, which is to be considered.

Production Chain

Recipes in the Blight Post

1 Recipe in the Blight Post
Building Grade Ingredient # Product
Blight Post ★★★
0:40
10 Wood Wood
4 Oil Oil
3 Coal Coal
3 Sea Marrow Sea Marrow
1 Purging Fire Purging Fire


Blight Post Upgrades

This becomes available when unlocking the Smoldering City's level 18 Obsidian Archive at the cost of 156 Food Stockpiles.

Only 1 of 3 upgrades can be chosen per level.
Level 1 upgrades cost:
4 Pipes Pipes
2 Pack of Building Materials Pack of Building Materials
Triple Ignition System Mobile Sparkcasters Blight Automaton
Level 2 upgrades cost:
6 Pipes Pipes
2 Pack of Building Materials Pack of Building Materials
Manned Lookout Alchemical Forge Blight Automaton

LEVEL I

  • float Triple Ignition System: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.
  • float Mobile Sparkcasters: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don't benefit from this upgrade.
  • float Blight Automaton: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn't use up a worker slot. Automatons can't produce Purging Fire but also don't take any breaks. Their move speed is increased while moving on roads but isn't affected by any other positive or negative modifiers. Automatons also don't get targeted by effects that directly kill villagers.

LEVEL II

  • float Manned Lookout: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.
    Calculation:
    [Blightrot counter maximum] divided by (1 - [summed up float Manned Lookout bonus percentage])

    Example:
    - each structure with Rain Engines installed gets a Blightrot counter that has a default value of 32 as its maximum, meaning that for every 32 units of rainwater used by Rain Engines in that structure +1 Blightrot Cyst will spawn
    - 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a float Manned Lookout effect of 90%

    With this we have:
    Blightrot counter maximum = 32
    summed up float Manned Lookout bonus = 90% = 0.9

    Calculation with this:
    32 / ( 1 - 0.9) = 32 / 0.1 = 320
    So due to the float Manned Lookout bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.

    Table: What multiplier for the Blightrot counter and actual values you get depending on the active float Manned Lookout bonus:
    float Manned Lookout
    %value
    resulting
    multiplier
    buffed value
    (Blight counter: 32)
    absolute
    bonus
    10% 1.111 36 +4
    20% 1.25 40 +8
    30% 1.428 46 +14
    40% 1.666 53 +21
    50% 2 64 +32
    60% 2.5 80 +48
    70% 3.333 107 +75
    80% 5 160 +128
    90% 10 320 +288

    Special cases:
    1) If a calculation for the Blightrot counter's new value doesn't result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.
    2) If float Manned Lookout reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally

    High risk and threat of this upgrade: The higher the buff's value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter's game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn't stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.
    Example:
    Due to unlucky circumstances a 90% buff was partially lost and you're now at 60%.

    Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.
    Any structure that had its Blightrot counter's current value at a higher value (let's say 177) than the Blightrot counter's new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter's maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter's current value is lower than its maximum value. The one exception when it doesn't is when reaching a 100% bonus, which disables the Blightrot counters.
    The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It's not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.
  • float Alchemical Forge: +50% extra yield chance when producing Purging Fire at a Blight Post with this upgrade.
  • float Blight Automaton: Adds +1 Automaton that functions the same as its level 1 version.

Strategies

  • If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the Corruption mechanic works.
  • Depending on the extent of Blightrot in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.
  • It may be worthwhile to deconstruct the Blight Post for building materials once you've burned all the Cysts during the Storm or an Event.
    Beware the Prestige 3 modifier: Blightrot appears every 3rd Clearance Season.

Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by

  • any effects that increase move speed, such as: good roads, villager move speed perks, the Mobile Sparkcasters Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles
  • nearby Blight Posts / Hydrants that reduce the travel time for Purging Fire reloads
  • having a nearby Hearth for short travel distance when taking a break
  • any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)
  • Among the level 1 upgrades, float Blight Automaton is always better than Triple Ignition System.
  • the Triple Ignition System Blight Post upgrade that reduces the time spent on each Blightrot Cyst's destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it

The Blightrot overlay needs to be used to stop Blightfighters and Automatons from destroying all the Cysts on structures at which Foxes Foxes are working, so that they can keep their Blightrot Comfort effect, granting them +5 resolve (before any other modifiers).

See Also