Resources

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Revision as of 04:59, 1 December 2023 by Aeredor (talk | contribs) (→Food: Editing pass; vastly simplified the table. Feel free to copy the ratios and stuff from the version history into a detail page somewhere else instead of this overview page)

This article was last updated during version 1.0. 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 Some information may be out of date.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.

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 get ready for production of Recipes, satisfy Needs, build Buildings and Roads, and complete Glade Events. Resources are also moved invisibly and instantly through Trade, Sacrificing, and Orders.


Swapping Ingredients

Two recipes shown in the game
Look for this border around ingredients you can swap

Whenever producing a new recipe, check to see which ingredients are allowed. If the recipe accepts multiple ingredients, the resource icon will be round with rotating arrows around it. If the ingredient is required, the icon will be square.

In the example screenshot, the top recipe is for Barrels Barrels. This Building is currently using Crystalized Dew Crystalized Dew for this recipe, but the rotating arrows around the icon means you can swap the ingredient. This recipe also has a fixed ingredient of Planks Planks; the square border around the ingredient icon means you cannot swap this ingredient. The bottom recipe for [Resource not found: Packs of Provisions] is currently using Eggs Eggs, but that can be changed, indicated by the rotating arrow circular frame around the Eggs icon.


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 specific item your settlement has in storage. It does not count items in buildings' inventories that are waiting to be consumed by production 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:

Food Food (Raw Foods like Berries and Roots and Complex Foods like Biscuits and Jerky)
Building Materials Building Materials (including the main three: Planks, Bricks, and Fabric)
Consumable Items Consumable Items (for providing Services, such as Ale, Incense, and Scrolls)
Crafting Materials Crafting Materials (everything else that's part of recipes)
Trade Goods Trade Goods (Citadel resources, Amber, Packs of Goods, and Ancient Tablets)
Fuel & Exploration Fuel & Exploration (Wood, Tools, and fuel items like Coal and Sea Marrow)


Recipes Panel

Recipes button
Recipes button
Recipes icon (fourth from left, like a book) in the top right of the screen

You can also see your current Resource amounts from the Recipes Panel. You can browse the Recipes Panel by either end Product or Ingredient - allowing you to see which Recipes either produce or use that Resource. If you uncheck Show All, it will only display the Resources and Buildings you have available. You can also check Show All to explore the full list of Recipes.

When browsing by Product, the left-hand side number indicates the current amount in Storage; and on the right-hand side you can set a Global Production Limit for that Resource. If you click on a Product, it will expand a menu showing which Buildings have Recipes for that Product - including which Ingredients can be used, how many Ingredients are required, and how many resulting Resources that Recipe will produce. It will also display all possible Resources which could be used to produce that Product in the bottom of the panel - including how many currently reside in your Storage.

When browsing by Ingredient, the left-hand side number indicates the current amount in Storage. If you click on an Ingredient, it will expand a menu showing all the Recipes from all the Buildings which use that Ingredient. If you have unlocked a particular Building, you can adjust which Ingredients are being used and apply a Building-specific Production Limit that overrides the Global Production Limit.

The Recipes Panel hotkey is "U" by default.


Acquiring Resources

Resources can be acquired in four ways:

  • Gathered from Trees and Resource Deposits
  • Farmed from Farm Fields
  • Produced by Buildings
  • Given as rewards for completing Orders

Trees

Main article: The Forest

All trees can be harvested by Woodcutters' Camps to produce Wood Wood. They may also grant additional resources depending on the biome. All trees have 2 charges, except Overgrown Abyssal trees, which have 20.


Trees, bonus yields beyond Wood, and biomes
Tree Biome Bonus Resources
Crimsonreach Tree Coral Forest
40% [Resource Link size not valid: med]
20% [Resource Link size not valid: med]
Musselsprout Tree Coral Forest
40% [Resource Link size not valid: med]
20% [Resource Link size not valid: med]
Plateleaf Tree Coral Forest
30% [Resource Link size not valid: med]
Dying Tree Cursed Royal Woodlands
60% [Resource Link size not valid: med]
10% [Resource Link size not valid: med]
10% [Resource Link size not valid: med]
10% [Resource Link size not valid: med]
Lush Tree Royal Woodlands
100% [Resource Link size not valid: med]
15% [Resource Link size not valid: med]
10% [Resource Link size not valid: med]
5% [Resource Link size not valid: med]
Coppervein Tree Scarlet Orchard
60% [Resource Link size not valid: med]
10% [Resource Link size not valid: med]
5% [Resource Link size not valid: med]
5% [Resource Link size not valid: med]
Abyssal Tree Sealed Forest
10% [Resource Link size not valid: med]
10% [Resource Link size not valid: med]
10% [Resource Link size not valid: med]
Overgrown Abyssal Tree Sealed Forest
10% [Resource Link size not valid: med]
10% [Resource Link size not valid: med]
10% [Resource Link size not valid: med]
Mushwood Tree Marshlands
15% [Resource Link size not valid: med]
5% [Resource Link size not valid: med]

Resource Deposits

Main article: The Forest

Resource deposits are tiles from which villagers may gather resources. Deposits come in two sizes; large deposits can only be found inside Dangerous and Forbidden Glades. (The tutorial is an exception.) Their size determines not just how much can be gathered from the deposits, but also which Camps can gather from them. Large deposits require the larger Foragers' Camp, Herbalists' Camp, and Trappers' Camp.

Each deposit has a certain number of charges, which are used up every time a villager harvests from it. The number of charges can be increased by Smoldering City Upgrades and Perks, like Rich Glades and Rooty Ground. Large resource deposits always have more charges than their smaller versions. Exhausting a deposit's charges will cause the deposit to disappear and free up the tile it was on for other uses.

Like trees, resource deposits have chances for additional gathered resources. When a resource has both a first bonus chance of 100% and a second bonus chance of X%, you will have X% chance of getting both additional resources from gathering. You always get at least one of the two.

You may choose priorities for each deposit by clicking on its tile. Deposits with higher priority will be gathered from first.

See Also: List of Camps
Deposits and Camps
Deposit Gathering Camp to Use Primary Resource Gathered Biomes
Mushroom Patch Bleeding Tooth Mushrooms Small Herbalists' Camp Small Herbalists' Camp Mushrooms Mushrooms
  • Royal Woodlands
Clay Deposit Clay Deposit Stonecutters' Camp Stonecutters' Camp Clay Clay
  • Royal Woodlands
Dewberry Patch Dewberry Patch Small Herbalists' Camp Small Herbalists' Camp Berries Berries
  • Royal Woodlands
  • Scarlet Orchard
Drizzlewing Nest Drizzlewing Nest Small Trappers' Camp Small Trappers' Camp Eggs Eggs
  • Royal Woodlands
  • Scarlet Orchard
Flax Field Flax Field Harvesters' Camp Harvesters' Camp Plant Fiber Plant Fiber
  • Royal Woodlands
Grasscap Mushrooms Grasscap Mushrooms Small Herbalists' Camp Small Herbalists' Camp Mushrooms Mushrooms
  • Marshlands
Herbs Node Herbs Node Small Herbalists' Camp Small Herbalists' Camp Herbs Herbs
  • Coral Forest
  • Royal Woodlands
  • Scarlet Orchard
Leech Broodmother Leech Broodmother Small Trappers' Camp Small Trappers' Camp Meat Meat
  • Coral Forest
  • Marshlands
Moss Broccoli Patch Moss Broccoli Patch Small Foragers' Camp Small Foragers' Camp Vegetables Vegetables
  • Coral Forest
  • Royal Woodlands
Reed Field Reed Field Harvesters' Camp Harvesters' Camp Reed Reed
  • Coral Forest
  • Scarlet Orchard
Root Deposit Root Deposit Small Foragers' Camp Small Foragers' Camp Roots Roots
  • Royal Woodlands
  • Scarlet Orchard
Sea Marrow Deposit Sea Marrow Deposit Stonecutters' Camp Stonecutters' Camp Sea Marrow Sea Marrow
  • Royal Woodlands
  • Scarlet Orchard
Slickshell Broodmother Slickshell Broodmother Small Trappers' Camp Small Trappers' Camp Meat Meat
  • Royal Woodlands
Snake Nest Snake Nest Small Trappers' Camp Small Trappers' Camp Eggs Eggs
  • Marshlands
Stone Deposit Stone Deposit Stonecutters' Camp Stonecutters' Camp Stone Stone
  • Coral Forest
  • Marshlands
  • Scarlet Orchard
Swamp Wheat Field Swamp Wheat Field Small Foragers' Camp Small Foragers' Camp Grain Grain
  • Marshlands
  • Scarlet Orchard
Wormtongue Nest Wormtongue Nest Small Trappers' Camp Small Trappers' Camp Insects Insects
  • Coral Forest
Coal Deposit Coal Deposit Mine Mine Coal Coal
  • Coral Forest
  • Marshlands
Copper Deposit Copper Deposit Mine Mine Clay Clay
  • Marshlands
  • Scarlet Orchard


Bonus Resources

Primary and bonus yields from resource deposits
Size Deposit Primary Resource Charges Bonus Resources
Large Bleeding Tooth Mushrooms Bleeding Tooth Mushrooms [Resource Link size not valid: med] 70 40% [Resource Link size not valid: med] — —
Small Bleeding Tooth Mushrooms Bleeding Tooth Mushrooms [Resource Link size not valid: med] 15 20% [Resource Link size not valid: med] — —
Large Clay Deposit Clay Deposit [Resource Link size not valid: med] 60 75% [Resource Link size not valid: med] 30% [Resource Link size not valid: med] —
Small Clay Deposit Clay Deposit [Resource Link size not valid: med] 20 50% [Resource Link size not valid: med] 20% [Resource Link size not valid: med] —
Large Dewberry Patch Dewberry Patch [Resource Link size not valid: med] 70 40% [Resource Link size not valid: med] — —
Small Dewberry Patch Dewberry Patch [Resource Link size not valid: med] 15 20% [Resource Link size not valid: med] — —
Large Drizzlewing Nest Drizzlewing Nest [Resource Link size not valid: med] 70 40% [Resource Link size not valid: med] — —
Small Drizzlewing Nest Drizzlewing Nest [Resource Link size not valid: med] 15 20% [Resource Link size not valid: med] — —
Large Flax Field Flax Field [Resource Link size not valid: med] 60 50% [Resource Link size not valid: med] 30% [Resource Link size not valid: med] —
Small Flax Field Flax Field [Resource Link size not valid: med] 20 30% [Resource Link size not valid: med] 20% [Resource Link size not valid: med] —
Large Grasscap Mushrooms Grasscap Mushrooms [Resource Link size not valid: med] 70 40% [Resource Link size not valid: med] — —
Small Grasscap Mushrooms Grasscap Mushrooms [Resource Link size not valid: med] 15 20% [Resource Link size not valid: med] — —
Large Herbs Node Herbs Node [Resource Link size not valid: med] 70 40% [Resource Link size not valid: med] 20% [Resource Link size not valid: med] —
Small Herbs Node Herbs Node [Resource Link size not valid: med] 15 20% [Resource Link size not valid: med] — —
Large Moss Broccoli Patch Moss Broccoli Patch [Resource Link size not valid: med] 70 40% [Resource Link size not valid: med] 20% [Resource Link size not valid: med] —
Small Moss Broccoli Patch Moss Broccoli Patch [Resource Link size not valid: med] 12 30% [Resource Link size not valid: med] — —
Large Reed Field Reed Field [Resource Link size not valid: med] 60 40% [Resource Link size not valid: med] 40% [Resource Link size not valid: med] —
Small Reed Field Reed Field [Resource Link size not valid: med] 20 20% [Resource Link size not valid: med] 20% [Resource Link size not valid: med] —
Large Root Deposit Root Deposit [Resource Link size not valid: med] 70 30% [Resource Link size not valid: med] 30% [Resource Link size not valid: med] —
Small Root Deposit Root Deposit [Resource Link size not valid: med] 12 20% [Resource Link size not valid: med] — —
Large Sea Marrow Deposit Sea Marrow Deposit [Resource Link size not valid: med] 60 100% [Resource Link size not valid: med] 50% [Resource Link size not valid: med] 1% [Resource Link size not valid: med]
Small Sea Marrow Deposit Sea Marrow Deposit [Resource Link size not valid: med] 20 80% [Resource Link size not valid: med] 40% [Resource Link size not valid: med] —
Large Slickshell Broodmother Slickshell Broodmother [Resource Link size not valid: med] 70 100% [Resource Link size not valid: med] — —
Small Slickshell Broodmother Slickshell Broodmother [Resource Link size not valid: med] 15 20% [Resource Link size not valid: med] — —
Large Stone Deposit Stone Deposit [Resource Link size not valid: med] 60 30% [Resource Link size not valid: med] 30% [Resource Link size not valid: med] 10% [Resource Link size not valid: med]
Small Stone Deposit Stone Deposit [Resource Link size not valid: med] 20 20% [Resource Link size not valid: med] 20% [Resource Link size not valid: med] —
Large Swamp Wheat Field Swamp Wheat Field [Resource Link size not valid: med] 70 100% [Resource Link size not valid: med] 20% [Resource Link size not valid: med] —
Small Swamp Wheat Field Swamp Wheat Field [Resource Link size not valid: med] 12 20% [Resource Link size not valid: med] — —
Large Wormtongue Nest Wormtongue Nest [Resource Link size not valid: med] 70 60% [Resource Link size not valid: med] — —
Small Wormtongue Nest Wormtongue Nest [Resource Link size not valid: med] 15 20% [Resource Link size not valid: med] — —
— Coal Deposit Coal Deposit [Resource Link size not valid: med] 30 30% [Resource Link size not valid: med] — —
— Copper Deposit Copper Deposit [Resource Link size not valid: med] 20 30% [Resource Link size not valid: med] — —


Giant Deposits in the Marshlands

There are always three Forbidden Glades in the Marshlands Biome, and one giant resource deposits can be found in each of them. These massive treasure troves of resources provide many bonus resources as well as more than enough charges to outlast a mission.

The giant resource deposits require the larger Foragers' Camp, Herbalists' Camp, and Trappers' Camp.

Giant Resource Deposits in the Marshlands
Deposit Primary Resource Charges Bonus Resources
Ancient Proto-Wheat Ancient Proto-Wheat [Resource Link size not valid: med] 1011 40% [Resource Link size not valid: med] 40% [Resource Link size not valid: med] 30% [Resource Link size not valid: med] 5% [Resource Link size not valid: med]
Dead Leviathan Dead Leviathan [Resource Link size not valid: med] 1011 40% [Resource Link size not valid: med] 30% [Resource Link size not valid: med] 30% [Resource Link size not valid: med] 30% [Resource Link size not valid: med]
Giant Proto-Fungus Giant Proto-Fungus [Resource Link size not valid: med] 1011 40% [Resource Link size not valid: med] 40% [Resource Link size not valid: med] 40% [Resource Link size not valid: med] 30% [Resource Link size not valid: med]


Farming

Fertile Soil

Farming is the primary source of renewable goods for your settlements and requires Fertile Soil. Once your workers convert Fertile Soil into Farm Fields, any nearby farming buildings will send out their workers who can sow and harvest from those fields to produce their corresponding goods forever. The exceptions are the Greenhouse and Clay Pit, which you need to build directly on the Fertile Soil.

Farming is not only for edible foods and food ingredients; you can grow and harvest metal Crystalized Dew Crystalized Dew and crafting materials Plant Fiber Plant Fiber, Clay Clay, and Resin Resin.

In addition to the yields below, the Cornerstone Mushroom Seedlings adds the ability to grow Mushrooms Mushrooms in any building that uses Fertile Soil. The Cornerstone Moss Broccoli Seeds allows you to grow Vegetables Vegetables in the Greenhouse.

See Also: Buildings#Food Production
Farming Yields and Farming Buildings
Yields Efficiency Farming Building
Clay Clay ★★ Clay Pit Clay Pit
Reed Reed ★★ Clay Pit Clay Pit
Resin Resin ★★ Forester's Hut Forester's Hut
Crystalized Dew Crystalized Dew ★★ Forester's Hut Forester's Hut
Herbs Herbs ★★ Greenhouse Greenhouse
Mushrooms Mushrooms ★★ Greenhouse Greenhouse
Herbs Herbs ★★ Herb Garden Herb Garden
Roots Roots ★ Herb Garden Herb Garden
Herbs Herbs ★★★ Hallowed Herb Garden Hallowed Herb Garden*
Roots Roots ★★★ Hallowed Herb Garden Hallowed Herb Garden*
Grain Grain ★★★ Homestead Homestead*
Plant Fiber Plant Fiber ★★★ Homestead Homestead*
Vegetables Vegetables ★★ Homestead Homestead*
Mushrooms Mushrooms ★★ Homestead Homestead*
Berries Berries ★★ Plantation Plantation
Plant Fiber Plant Fiber ★★ Plantation Plantation
Grain Grain ★★ Small Farm Small Farm
Vegetables Vegetables ★ Small Farm Small Farm
Grain Grain ★★★ Hallowed Small Farm Hallowed Small Farm*
Vegetables Vegetables ★★★ Hallowed Small Farm Hallowed Small Farm*

*The Hallowed Herb Garden, Homestead, and Hallowed Small Farm cannot be built by you. You will find them rarely in Dangerous and Forbidden Glades.

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 Roots and need it to make Flour Flour for more efficient food like Biscuits Biscuits, you may decide you need to prohibit your villagers from eating Roots Roots.

Gathering Camps and Farms produce raw food, among other things. See the sections on Resource Deposits and Farming.

Raw Food that can be Grown or Gathered
Raw Food Example Sources
Berries Berries Dewberry Bush Dewberry Bush Plantation Plantation
Eggs Eggs Drizzlewing Nest Drizzlewing Nest Ranch Ranch
Insects Insects Wormtongue Nest Wormtongue Nest Small Trappers' Camp Small Trappers' Camp
Meat Meat Slickshell Broodmother Slickshell Broodmother Small Trappers' Camp Small Trappers' Camp
Mushrooms Mushrooms Grasscap Mushrooms Grasscap Mushrooms Small Herbalists' Camp Small Herbalists' Camp
Roots Roots Roots Deposit Roots Deposit Herb Garden Herb Garden
Vegetables Vegetables Moss Broccoli Patch Moss Broccoli Patch Small Farm 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.

Producing Complex Foods and Species Preferences
Complex Food Species Preference Ingredients and Options Production Buildings
Biscuits Biscuits
Beavers Beavers
Harpies Harpies
Humans Humans
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]


Jerky Jerky
Harpies Harpies
Lizards Lizards
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]


Pickled Goods Pickled Goods
Beavers Beavers
Foxes Foxes
Lizards Lizards
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]


Pie Pie
Harpies Harpies
Humans Humans
Lizards Lizards
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]


Porridge Porridge
Foxes Foxes
Humans Humans
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]


Skewers Skewers
Foxes Foxes
Lizards Lizards
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]
[Resource Link size not valid: med]


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.

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.

Building Material Used as Ingredient Recipe Recipe
Ratio + Time
Production Building
1st 2nd

Bricks
Pack of Building Materials Clay
Stone
none 2 > 2 → 00:28 →
3 > 2 → 00:42 →
3 > 2 → 00:42 →
4 > 2 → 00:42 →
6 > 2 → 00:56 →
Brickyard ★★★
Furnance ★★
Workshop ★★
Kiln ★
Crude Workstation ☆

Fabric
Coats
Pack of Building Materials
Leather
Plant Fiber
Reeds
none 2 > 2 → 00:28 →
3 > 2 → 00:42 →
3 > 2 → 00:42 →
3 > 2 → 00:42 →
2 > 2 → 00:28 →
6 > 2 → 00:56 →
Weaver ★★★
Granary ★★
Workshop ★★
Leatherworker ★★
Flawless Leatherworker ★★★
Crude Workstation ☆

Parts
none 15 Clay
4    Copper Bar
4     Crystalized Dew
15 Stone
1 Coal
2 Oil
1 Sea Marrow
5 Wood
02:48 → Rainpunk Foundry ★★★

Pipes
none CopperBar
Crystalized Dew
Coal
Oil
Sea Marrow
Wood
4 + 6 > 10 → 01:45 →
5 + 7 > 10 → 02:06 →
5 + 7 > 10 → 02:06 →
8 + 10> 10 → 02:17 →
Smithy ★★
Toolshop ★★
Workshop
Crude Workstation ☆

Planks
Pack of Building Materials
Barrels
Tools
Training Gear
Wood none 4 + 6 > 10 → 01:45 →
5 + 7 > 10 → 02:06 →
5 + 7 > 10 → 02:06 →
8 + 10 > 10 → 02:17 →
Lumber Mill ★★★
Carpenter ★★
Supplier ★★
Workshop ★★
Crude Workstation ☆

Wildfire Essence
none Coal

AND

Copper Bar
or
Crystalized Dew

Clearance Water
Storm Water

10+ 2 + 10 > 10 → 01:30 →
Rainpunk Foundry ★★★

Consumable Items

Consumable items include Clothing and Service Goods. Some of these items can also be used as ingredients when producing Trade Goods.

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.

Clothing

Some villagers use Coats as Clothing, they fulfill this need by the closest Hearth.

Services Reputation
Earned
Service
Goods
Service
Building
Recipe Recipe
Ratio + Time
Production Building
1st 2nd

Clothing
Beavers

Harpies

Humans

Coats

Hearth
Fabric none 1 > 10 → 02:06 →
2 > 10 → 02:48 →
2 > 10 → 02:48 →
1 > 10 → 02:06 →
3 > 10 → 02:48 →
1 > 10 → 02:06 →
Clothier★★★
Artisan★★
Cooperage★★
Flawless Cooperage ★★★
Druid's Hut ★
Flawless Druid's Hut ★★★

Service Goods

Service Goods are used in Service Buildings to satisfy villagers' needs for Services|.

Service
Goods
Recipe Recipe
Ratio + Time
Production Building
1st 2nd 3rd

Training Gear
Copper Bars
Crystalized Dew
Stone
Planks
Reed
- 5 + 3 > 10 → 02:06 →
5 + 3 > 10 → 02:06 →
3 + 2 > 10 → 01:45 →
5 + 3 > 10 → 02:06 →
8 + 3 > 10 → 02:06 →
Manufactory ★★
Smelter ★★
Flawless Smelter ★★★
Tinkerer ★★
Weaver ★

Scrolls
Leather Pigment - 2 + 1 > 8 → 01:03 →
4 + 3 > 8 → 01:24 →
4 + 3 > 8 → 01:24 →
4 + 3 > 8 → 01:24 →
1 + 1 > 8 → 01:03 →
Scribe ★★★
Clothier ★
Lumber Mill ★
Rain Mill ★
Flawless Rain Mill ★★★

Ale
Grain
Roots
Barrels
Pottery
Waterskins
- 4 + 2 > 10 → 01:45 →
4 + 2 > 10 → 01:45 →
5 + 3 > 10 → 02:06 →
5 + 3 > 10 → 02:06 →
6 + 3 > 10 → 02:06 →
Brewewry ★★★
Flawless Brewwery ★★★
Tinctuary ★★
Scribe ★★
Grill ★

Wine
Berries
Mushrooms
Reeds
Barrels
Pottery
Waterskins
- 2 + 2 > 10 → 01:03 →
2 + 2 > 10 → 01:03 →
3 + 3 > 10 → 01:24 →
3 + 3 > 10 → 01:24 →
3 + 3 > 10 → 01:24 →
Cellar ★★★
Flawless Cellar ★★★
Alchemist's Hut ★★
Distillery ★★
Tinctury ★★

Incense
Herbs
Insects
Resin
Roots
Coal
Oil
Sea Marrow
Wood
- 5 + 6 > 10 → 02:06 →
6 + 6 > 10 → 02:06 →
6 + 6 > 10 → 02:06 →
4 + 6 > 10 → 01:45 →
6 + 6 > 10 → 02:06 →
Apothecary ★★
Brick Oven ★
Druid's Hut ★
Flawless Druid's Hut ★★★
Smokehouse ★

Tea
Herbs
Mushrooms
Pigment
Resin
Roots
Clearance Water
Drizzle Water
Storm Water
Crystalized Dew
Copper Bar
2 + 2+ 1 > 10 → 01:45 →
3 + 3 + 2 > 10 → 02:06 →
3 + 3 + 2 > 10 → 02:06 →
4 + 4 + 2 > 10 → 02:06 →
2 + 2 + 1 > 10 → 01:45 →
Teahouse ★★★
Alchemist's Hut ★★
Apothecary ★★
Cooperage ★
Flawless Cooperage ★★★

Bonus Consumable Items

Additionally, some of these resources are available as bonuses when villagers work deposits on map tiles. If you have no access to their main 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
Consumable Item From resource deposit
Ale none
Cosmetics none
Incense Crimsonreach Trees (Coral Forest)
Scrolls none
Training Gear none
Wine none

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 are split into roughly two groups, one raw from the map and one produced in Buildings. The exceptions that appear in both lists are Crystalized Dew and Leather.

Crafting Materials can frequently be found as rewards from Glade Events and Orders.

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.

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 deposit
Clay 0.14 Amber Stonecutters' Camp (★) Clay Deposit none Clay Pit (★★)
Copper Ore 0.12 Amber none none Mine (★) on a Copper Deposit
Crystalized Dew 0.59 Amber none Grove (★★) Alchemist's Hut (★★)
Brickyard (★★)
Smelter (★)
Grain 0.20 Amber Foragers' Camp (★) Swamp Wheat Field Homestead (★★)
Small Farm (★★)
none
Herbs 0.20 Amber Herbalists' Camp (★) Herb Deposit Greenhouse (★★)
Herb Garden (★★)
none
Leather 0.14 Amber none none Ranch (★)
Plant Fiber 0.14 Amber Harvesters' Camp (★) Flax Field Plantation (★★) none
Reed 0.14 Amber Harvesters' Camp (★) Reed Field none Clay Pit (★★)
Resin 0.14 Amber none Grove (★★) none
Sparkdew 0.06 Amber none none Rain Collector (★)
Stone 0.14 Amber Stonecutters' Camp Stone Deposit none none

Bonus Raw Crafting Materials

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 deposit
Clay Flax Field
Reed Field
Stone Deposit
Mine on a Copper 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
Snake Nest
Plant Fiber Coppervein Trees (Scarlet Orchard)
Herb Deposit
Lush Trees (Royal Woodlands)
Plateleaf Trees (Coral Forest)
Swamp Wheat Field
Reed none
Resin Lush Trees (Royal Woodlands)
Plantleaf Trees (Coral Forest)
Sparkdew none
Stone Mine on a Coal Deposit
Crimsonreach Trees (Coral Forest)
Sea Marrow Deposit

Refined Crafting Materials

These Crafting Materials are produced from Recipes in Buildings. They are not available from gathering, with the exception of Crystalized Dew.

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.

Crafting Materials that are produced and how to get them
Produced Crafting Material Amber value Produced in Recipe
1st Ingredient 2nd Ingredient 3rd Ingredient Blightrot Footprint
Barrels 0.20 Amber Cooperage (★★★)
Artisan (★★)
Provisioner (★★)
Toolshop (★)
— Copper Bars
Crystalized Dew
Planks 3% Blightrot Footprint
Copper Bars 0.59 Amber Smelter (★★★)
Furnace (★★)
Grill (★)
Stamping Mill (★)
— Copper Ore Wood Wood
Oil Oil
Coal Coal
Sea Marrow Sea Marrow
4% Blightrot Footprint
Crystalized Dew 0.59 Amber Alchemist's Hut (★★)
Brickyard (★★)
Smelter (★)
Herbs
Insects
Resin
Vegetables
Clay
Stone
Sparkdew 4% Blightrot Footprint
Flour 0.18 Amber Rain Mill (★★★)
Provisioner (★★)
Stamping Mill (★★)
Supplier (★★)
Press (★)
— — Grain
Mushroom
Roots
3% Blightrot Footprint
Leather 0.14 Amber Ranch (★) — — Grain
Plant Fiber
Reed
Vegetables
3% Blightrot Footprint
Pigment 0.12 Amber Artisan (★★)
Cookhouse (★★)
Manufactory (★★)
Tinctury (★★)
— — Berries
Coal
Copper Ore
Insects
3% Blightrot Footprint
Pottery 0.18 Amber Stamping Mill (★★★)
Bakery (★★)
Brickyard (★★)
Smokehouse (★)
— Clay Coal
Oil
Sea Marrow
Wood
3% Blightrot Footprint
Waterskins 0.18 Amber Leatherworker (★★★)
Supplier (★★)
Clothier (★)
Toolshop (★)
— Leather Meat
Oil
3% Blightrot Footprint

Bonus Refined Crafting Materials

Additionally, some of these resources are available as bonuses when villagers work deposits on map tiles. If you have no access to their main 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.

Crystalized Dew and Leather are repeated here for quick reference; they are also in #Bonus Raw Crafting Materials, above.

Bonus refined Crafting Materials and where to find them
Crafting Material From resource deposit
Barrels none
Copper Bars none
Crystalized Dew Musselsprout Trees (Coral Forest)
Flour none
Leather Mushwood Trees (The Marshlands)
Slickshell Broodmother
Pigment Coppervein Trees (Scarlet Orchard)
Pottery none
Waterskins none

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 and how to make them
Trade Goods Amber value Produced in Recipe
1st Ingredient 2nd Ingredient Blightrot Footprint
Pack of Building Materials 0.87 Amber Tinkerer (★★)
Rain Mill (★)
Makeshift Post (⊙)
— Bricks
Copper Ore
Fabric
Planks
2% Blightrot Footprint
Pack of Crops 0.59 Amber Granary (★★)
Brewery (★)
Makeshift Post (⊙)
— Grain
Mushrooms
Roots
Vegetables
2% Blightrot Footprint
Pack of Luxury Goods 0.65 Amber Carpenter (★★)
Leatherworker (★)
Press (★)
— Ale
Cosmetics
Incense
Scrolls
Training Gear
Wine
2% Blightrot Footprint
Pack of Provisions 0.40 Amber Provisioner (★★)
Manufactory (★★)
Makeshift Post (⊙)
— Berries
Eggs
Herbs
Insects
Meat
2% Blightrot Footprint
Pack of Trade Goods 0.80 Amber Smithy (★★)
Lumber Mill (★)
Weaver (★)
— Barrels
Flour
Oil
Pigment
Pottery
Waterskins
2% Blightrot Footprint
Amber 1.00 Amber Finesmith (★★★) Resin Sparkdew
Oil
4% Blightrot Footprint
Ancient Tablet 8.00 Amber 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

Tips on Trade Goods

Unlike Planks and Fabric, Bricks are not used in any Recipes except for Packs of Building Materials. Bricks are used in constructing buildings, but most buildings only require 2-4 Bricks. Service buildings tend to require more - usually 8 bricks (except for the Monastery which requires 20 Bricks). If you have a decent amount of Clay, it might be beneficial to primarily produce Packs of Building Materials using Bricks.

Berries can be farmed at Plantations (★★), Herbs can be farmed at Herb Gardens (★★), and Meat and Eggs can be produced by the Ranch (★). When producing Packs of Provisions, if you have any of those Buildings it might be beneficial to use their ingredients instead of Insects - which can be used to produce Jerky, Skewers, Pie, Incense, and Pigments.

Incense is probably the easiest ingredient to produce that is used in making Packs of Luxury Goods (just Wood and Herbs). Wine and Ale require vessels; Scrolls require Wine or Pigments; and Training Gear uses Stone, Copper Bars, or Crystalized Dew. Cosmetics is a close second (just Eggs and Herbs), but you may not run into the Buildings which produce it as easily as those for Incense.

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.

Fuel and where to get it
Resource Amber value Gathered by Farmed from Farm Fields Produced by
Camp Near resource deposit
Coal 0.31 Amber none none Mine (★) on a Coal Deposit
Sea Marrow 0.31 Amber Stonecutters' Camp (★) Sea Marrow Deposit none none
Wood 0.06 Amber 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.

Produced Fuel & Exploration Resources
Fuel & Exploration Resource Amber value Produced in Recipe
1st Ingredient 2nd Ingredient 3rd Ingredient Blightrot Footprint
Coal 0.31 Amber Kiln (★★★)
Brick Oven (★)
– – Wood 2% Blightrot Footprint
Oil 0.16 Amber Druid's Hut (★★★)
Press (★★★)
Butcher (★★)
– – Grain
Meat
Plant Fiber
Vegetables
4% Blightrot Footprint
Simple Tools 1.38 Amber Toolshop (★★★)
Carpenter (★★)
Smithy (★★)
Tinkerer (★★)
Scribe (★)
– Planks
Wood
Copper Bars
Crystalized Dew
4% Blightrot Footprint
Infused Tools 1.76 Amber Finesmith (★★★)
Rainpunk Foundry (★★★)
Planks
Wood
Copper Bars
Crystalized Dew
Sparkdew 4% Blightrot Footprint
Purging Fire 0.31 Amber Blight Post (★) – – Coal
Oil
Sea Marrow
Wood
none