Resources

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Revision as of 22:20, 11 November 2022 by Aeredor (talk | contribs) (Added some missing gathering locations. added bonus gathering locations. moved copper bars to produced table, since that's not raw, but added sparkdew to top table and crystalized dew to both because it comes from Grove farm. reformatted table to match tables above, including stars for buildings and new redlinks. →Crafting 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: 🔄. 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

Resources panel in game
Showing Crafting Materials expanded

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:

  1. Food (Raw Foods like Berries and Roots and Complex Foods like Biscuits and Jerky)
  2. Building Materials (the main three—Planks, Bricks, and Fabric—and also Parts and Wildfire Essence)
  3. Consumable Items (for providing Services, such as Ale, Incense, and Scrolls)
  4. Crafting Materials (everything else that's part of a Recipe—like Flour, Pottery, and Reeds—and also Stone and Clay that are used in both Recipes and for building Roads)
  5. Trade Goods (Citadel resources, Amber, Packs of Goods, and Ancient Tablets)
  6. 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 resources and how to get them
Raw food item Amber value Gathered by Farmed from Farm Fields by Produced by
Camp Near resource node
Berries 0.20 Herbalists' Camp (★) Dewberry Bush Plantation (★★) none
Eggs 0.20 Scavengers' Camp (★)
Trappers' Camp (★)
Stormbird Nest none Ranch (★)
Insects 0.20 Scavengers' Camp (★)
Trappers' Camp (★)
Wormtongue Nest none none
Meat 0.20 Trappers' Camp (★) Slickshell Broodmother none Ranch (★)
Mushrooms 0.20 Herbalists' Camp (★) Bleeding Tooth Mushroom Homestead (★★) Greenhouse (★★)
Roots 0.20 Scavengers' Camp (★) Roots Deposit Herb Garden (★★) none
Vegetables 0.20 Foragers' Camp (★) Moss Broccoli Patch Small Farm (★)
Homestead (★★)
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.

Bonus resources and where to find them
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 (★★)
Bakery (★★)
Cookhouse (★★)
Smelter (★)
Field Kitchen (⊙)
Flour Berries
Herbs
Roots
10 1:30
Jerky 0.14 Smokehouse (★★★)
Butcher (★★)
Kiln (★)
Field Kitchen (⊙)
Insects
Meat
Coal
Oil
Sea Marrow
Wood
10 1:15
Pickled Goods 0.20 Granary (★★)
Brewery (★)
Cellar (★)
Field Kitchen (⊙)
Berries
Mushrooms
Roots
Vegetables
Barrels
Pottery
Waterskins
10 1:30
Pie 0.25 Brick Oven (★★★)
Bakery (★★)
Furnace (★★)
Flour Berries
Eggs
Herbs
Insects
Meat
10 1:30
Skewers 0.20 Grill (★★★)
Butcher (★★)
Cookhouse (★★)
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 (★★)
Furnace (★★)
Workshop (★★)
Kiln (★)
Crude Workstation (⊙)
— Clay
Stone
2 0:30
Fabric 0.31 Weaver (★★★)
Granary (★★)
Leatherworker (★★)
Workshop (★★)
Crude Workstation (⊙)
— Plant Fiber
Leather
Reed
2 0:20
Planks 0.18 Lumber Mill (★★★)
Carpenter (★★)
Supplier (★★)
Workshop (★★)
Crude Workstation (⊙)
— Wood 2 0:20
Parts 2.39 Rainpunk Foundry (★★★) 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 (★★★)
Artisan (★★)
Smithy (★★)
Druid's Hut (★)
— Fabric 10 1:30
Ale Leisure 0.17 Brewery (★★★)
Tinctury (★★)
Scribe (★★)
Grill (★)
Grain
Roots
Barrels
Pottery
Waterskins
10 1:15
Cosmetics Cleanliness Alchemist's Hut (★★)
Apothecary (★★)
Cooperage (★)
Eggs
Oil
Herbs
Pigment
Resin
10 1:30
Incense Religion 0.18 Apothecary (★★)
Brick Oven (★)
Druid's Hut (★)
Smokehouse (★)
Herbs
Insects
Resin
Roots
Coal
Oil
Sea Marrow
Wood
10 1:30
Scrolls Education 0.14 Scribe (★★★)
Clothier (★)
Lumber Mill (★)
Rain Mill (★)
Leather
Plant Fiber
Wood
Pigment
Wine
8 1:00
Training Gear Brawling 0.21 Cooperage (★★)
Manufactory (★★)
Tinkerer (★★)
Weaver (★)
Copper Bars
Crystalized Dew
Stone
Planks
Reed
10 1:30
Wine Luxury Cellar (★★★)
Alchemist's Hut (★★)
Tinctury (★★)
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 Materials and where to get them
Raw Crafting Material Amber value Gathered by Farmed from Farm Fields by Produced by
Camp Near resource node
Clay 0.14 Stonecutters' Camp (★) Clay Deposit none Clay Pit (★★)
Copper Ore 0.12 none none Mine (★)
Crystalized Dew none Grove (★★) Alchemist's Hut (★★)
Brickyard (★★)
Smelter (★)
Grain 0.20 Foragers' Camp (★) Swamp Wheat Field Homestead (★★)
Small Farm (★★)
none
Herbs 0.20 Herbalists' Camp (★) Herb Node Greenhouse (★★)
Herb Garden (★★)
none
Leather 0.14 none none Ranch (★)
Plant Fiber 0.14 Harvesters' Camp (★) Flax Field Plantation (★★) none
Reed 0.14 Harvesters' Camp (★) Reed Field none Clay Pit (★★)
Resin 0.14 none Grove (★★) none
Sparkdew none none Rain Collector (★)
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.

Bonus resources and where to find them
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 Coppervein Trees (Scarlet Orchard)
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.

Crafting Materials that are produced and how to get them
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 (★★★)
Artisan (★★)
Provisioner (★★)
Toolshop (★)
— Copper Bars
Crystalized Dew
Planks 10 1:30
Crystalized Dew 0.59 Alchemist's Hut (★★)
Brickyard (★★)
Smelter (★)
Herbs
Insects
Resin
Clay
Stone
Sparkdew 2 0:30
Flour 0.18 Rain Mill (★★★)
Provisioner (★★)
Stamping Mill (★★)
Supplier (★★)
Press (★)
— — Grain
Mushroom
Roots
10 0:45
Pigment 0.12 Artisan (★★)
Cookhouse (★★)
Manufactory (★★)
Tinctury (★★)
— — Berries
Coal
Copper Ore
Insects
10 1:30
Pottery 0.18 Stamping Mill (★★★)
Bakery (★★)
Brickyard (★★)
Smokehouse (★)
— Clay Coal
Oil
Sea Marrow
Wood
5 1:00
Waterskins 0.18 Leatherworker (★★★)
Supplier (★★)
Clothier (★)
Toolshop (★)
— Leather Meat
Oil
10 0:45

Trade goods

Trand goods are used in Trades or Orders.

Goods Cost Recipe
Amount produced Ingredient 1 Ingredient 2 Time Building Blightroot Footprint
Pack of Building Materials 0.87 2 12 Copper Ore
8 Planks
5 Bricks
5 Fabric
- 0:30 Rain Mill
Makeship Post (20% more ingredients)
2%
Pack of Crops 0.59 2 5 Grain
5 Mushrooms
5 Roots
5 Vegetables
- 0:30 Brewery
Makeship Post (20% more ingredients)
2%
Pack of Luxury Goods 0.65 2 4 Ale
4 Cosmetics
4 Incense
4 Scrolls
4 Training Gear
4 Wine
- 0:30 Carpenter
Leatherworker (25% more ingredients)
2%
Pack of Provisions 0.40 3 4 Berries
4 Eggs
4 Herbs
4 Insects
4 Meat
- 0:30 Provisioner
Makeship Post (50% more ingredients)
2%
Pack of Trade Goods 0.80 2 8 Oil
8 Pigment
6 Barrels
6 Flour
6 Pottery
6 Waterskins
- 0:30 File:Smithy.png Smithy
Lumber Mill (50% more ingedients)
2%
Amber 1.00 1 3 Resin 3 Sparkdew
1 Oil
0:30 Finesmith 4%
AncientTablet 8.00 Cannot be obtained from recipes

Fuel & exploration

Resource Cost Recipe
Amount produced Ingredient 1 Ingredient 2 Ingredient 3 Time Building Blightroot Footprint
Purging Fire 0.31 5 10 Wood - - 0:40 Blight Post
Coal 0.31 5 10 Wood - - 1:00 Kiln 2%
Simple Tools 1.38 2 8 Wood
2 Planks
3 Copper Bars
3 Crystalized Dew
- 1:10 Carpenter 4%
Infused Tools 1.76 2 4 Sparkdew 2 Copper Bars
2 Crystalized Dew
6 Wood
1 Planks
1:00 Finesmith
Rainpunk Foundry
4%
Oil 0.16 Cannot be obtained from recipes
Sea Marrow 0.31 Cannot be obtained from recipes
Wood 0.06 Cannot be obtained from recipes

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.