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	<id>https://wiki.hoodedhorse.com/Whiskerwood/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198072005092</id>
	<title>Whiskerwood Official Wiki - User contributions [en]</title>
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	<updated>2026-10-24T04:09:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Blacksmith&amp;diff=1588</id>
		<title>Blacksmith</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Blacksmith&amp;diff=1588"/>
		<updated>2026-05-21T08:52:20Z</updated>

		<summary type="html">&lt;p&gt;76561198072005092: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Blacksmith==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Blacksmith&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| [[File:Blacksmith.PNG|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Blacksmith&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex wood 07.png|30px]]Planks&lt;br /&gt;
| scope=&amp;quot;rowspan=&amp;quot;2&amp;quot;&amp;quot; colspan=&amp;quot;2&amp;quot;| 13&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex MiningIcons 80 t.png|30px]]Cut Stone&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| 13&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: rgb(0 0 0 / 20%)&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Tex MiningIcons 14 t.png|30px]]Machinery&lt;br /&gt;
|style=&amp;quot;background-color: rgb(0 0 0 / 20%)&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#21252a&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Employees&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: rgb(0 0 0 / 20%)&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| [[File:Icons8-gear-100 1 .png|30px]] Engineer&#039;s Guild Preference&lt;br /&gt;
|style=&amp;quot;background-color: rgb(0 0 0 / 20%)&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Requires one craftsman to function and an apprentice for the last slot.&lt;br /&gt;
|style=&amp;quot;background-color: rgb(0 0 0 / 20%)&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#21252a&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color: rgb(0 0 0 / 20%)&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|Crafts useful items made of iron or steel. &lt;br /&gt;
|style=&amp;quot;background-color: rgb(0 0 0 / 20%)&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|3x3x2 with a fair few empty blocks.&lt;br /&gt;
|- &lt;br /&gt;
!style=&amp;quot;background-color:#21252a&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;|Building&#039;s Catalyst&lt;br /&gt;
|- style=&amp;quot;background-color: rgb(0 0 0 / 5%)&amp;quot;&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Tex spare parts 12.png|80px]]&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| The Wooden Vice is made in the [[Carpenter]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#21252a&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| [[File:Tex_ForestIcons_51_t.png|30px]] Hard Labour&lt;br /&gt;
|}&lt;br /&gt;
The Blacksmith will create assorted catalysts out of iron and steel bars.&lt;br /&gt;
&lt;br /&gt;
The iron pots that are produced at the Blacksmith are particularly helpful in elevating your production of food at the Soup Kitchen.  They are relatively cheap to produce and may be needed to help supply the rigorous demands of your colony for ever increasing qualities of food.&lt;br /&gt;
&lt;br /&gt;
The precision scales are more niche as they impact things like soap manufacture or medicine production.  They also cost substantially more by requiring steel in the recipe. If you are trying to supply your colony with soap to improve bathing quality to 4 stars at a bath house,  it may prove helpful. &lt;br /&gt;
&lt;br /&gt;
The catalyst for the Blacksmith is the wooden vise which is made at the Carpenter for wood planks.  This is relatively cheap to make, so it can be helpful if you have large demands for these catalyst items.   That being said, even a partially staffed Blacksmith can likely keep up with the demands of your colony. &lt;br /&gt;
&lt;br /&gt;
Since all of these catalysts are expensive and slowly consumed,  it is recommended to set a production limit.   A small limit of 20-30 should be effective protection against shortages without crowding Warehouses.  If your end users are located together,  it may be helpful to locate a Storage Shed or Small Warehouse near those buildings and dedicate space to the catalyst.&lt;br /&gt;
&lt;br /&gt;
The Smuggler will purchase steel plates for 55 coins of credit towards a gold bullion.  This is one of the best offers the Smuggler makes, but given the cost of producing steel plates, you should likely stick to over producing Cut Stone or Woven Cloaks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
==Recipes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%;margin: auto;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Input&lt;br /&gt;
! style=&amp;quot;width: 25%;&amp;quot; | Production time&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Output&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Tex in 06.png|30px]] Iron Bars 2&lt;br /&gt;
| [[File:Icons8-time-machine-96.png|30px]] 233.0s &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Tex pt 20.png|30px]] Iron Pots 3&lt;br /&gt;
|- style=&amp;quot;background-color: rgb(0 0 0 / 2%)&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Tex in 02.png|30px]] Steel Bars 2&lt;br /&gt;
| [[File:Icons8-time-machine-96.png|30px]] 233.0s &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Tex pt 22.png|30px]] Precision Scales 3&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Tex in 02.png|30px]] Steel Bars 1&lt;br /&gt;
| [[File:Icons8-time-machine-96.png|30px]] 377.0s &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Tex pt 26.png|30px]] Steel Plates 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198072005092</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Blast_Furnace&amp;diff=1587</id>
		<title>Blast Furnace</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Blast_Furnace&amp;diff=1587"/>
		<updated>2026-05-21T08:46:45Z</updated>

		<summary type="html">&lt;p&gt;76561198072005092: /* Blast Furnace */ typo, add missing space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Blast Furnace==&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Blast Furnace&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| [[File:Blast Furnace.PNG|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Blast Furnace&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex MiningIcons 80 t.png|30px]]Cut stone&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| 21&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| [[File:Tex MiningIcons 14 t.png|30px]]Machinery&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Employees&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Icons8-gear-100 1 .png|30px]] Engineer&#039;s Guild Preference&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;1&amp;quot;| Requires one craftsman for the first slot and unlock the two apprentice for the last two slots.&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;4&amp;quot;|Refines metal ores with high melting points into ingots. &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|2x2x3&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#21252a&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;|Building&#039;s Catalyst&lt;br /&gt;
|- style=&amp;quot;background-color: rgb(0 0 0 / 5%)&amp;quot;&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Tex tools 11.png|80px]]&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| Fire Tongs are made in the [[Coppersmith]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#21252a&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;| [[File:Tex_ForestIcons_51_t.png|30px]] Hard Labour&lt;br /&gt;
|}&lt;br /&gt;
The Blast Furnace is required to smelt iron ore into either iron bars or steel bars.  This building has a much larger footprint than the Ore Furnace, but otherwise functions similarly. &lt;br /&gt;
&lt;br /&gt;
Before you excitedly construct the Blast Furnace to finally begin melting down iron ore,  do consider that it also produces an enormous amount of air pollution.  You should construct this far from and downwind from your colony. &lt;br /&gt;
&lt;br /&gt;
This building, like other furnaces, does not need to be heated during winter, as its operation is sufficient to keep the building warm.  It will not substitute for a proper heater for your industrial buildings. &lt;br /&gt;
&lt;br /&gt;
The first recipe available to the Blast Furnace is to make iron bars.   5 iron bars will be produced at the cost of 2 fuel and 1 iron ore.  This makes the Blast Furnace more fuel intensive than its Ore Furnace counterpart.   You may need additional fuel production either via Charcoal Furnaces or a Sifting Tower processing coal to support the additional demand. &lt;br /&gt;
&lt;br /&gt;
Iron bars are used in late game research and later game construction projects (e.g., rail systems,  steam systems). Unlike the lucrative iron ore from whence it was made, The Claw will not accept iron bars to pay taxes. This likely will not be a concern at this point in the game,  but something you may wish to consider if you&#039;re reliant on iron ore to pay the bills. &lt;br /&gt;
&lt;br /&gt;
Because iron bars cannot be sold, it is a good idea to set a production limit on them to preserve fuel and iron ore.  The Blast Furnace will likely outpace your research consumption of iron bars, so you shouldn&#039;t need a large stockpile.&lt;br /&gt;
&lt;br /&gt;
Near the end of the game, an additional recipe to produce steel can be researched.   5 steel bars cost 1 iron ore,  1 coal,  and 2 fuel to produce.   This is extremely energy intensive because a single coal can produce 21 fuel in the Sifting Tower.  Steel bars are used in late game recipes but are not needed for additional research.  Like iron bars,  nobody purchases steel bars.  As such, production limits are encouraged here too.&lt;br /&gt;
&lt;br /&gt;
The catalyst for the Blast Furnace is the fire tongs. These are produced at the Copper Smith at the cost of bronze ingots. Using this catalyst at the Blast Furnace should be carefully considered in the context of bronze supply and needed production speed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%;margin: auto;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | Input&lt;br /&gt;
! style=&amp;quot;width: 20%;&amp;quot; | Production time&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Output&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Tex MiningIcons 35 t.png|30px]] Iron ore 1 &lt;br /&gt;
| [[File:Tex MiningIcons 74 t.png|30px]] Fuel 2&lt;br /&gt;
| [[File:Icons8-time-machine-96.png|30px]] 233.0s &lt;br /&gt;
| [[File:Tex in 06.png|30px]] Iron 5&lt;br /&gt;
| High Pollution &lt;br /&gt;
|- style=&amp;quot;background-color: rgb(0 0 0 / 2%)&amp;quot;&lt;br /&gt;
| [[File:Tex MiningIcons 35 t.png|30px]] Iron Ore 1 &lt;br /&gt;
| [[File:Tex MiningIcons 97 t.png|30px]] Coal 1 &lt;br /&gt;
| [[File:Tex MiningIcons 74 t.png|30px]] Fuel 2&lt;br /&gt;
| [[File:Icons8-time-machine-96.png|30px]] 233.0s &lt;br /&gt;
| [[File:Tex in 02.png|30px]] Steel Bars 5&lt;br /&gt;
| High Pollution &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198072005092</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Farmer%27s_Almanac&amp;diff=1584</id>
		<title>Farmer&#039;s Almanac</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Farmer%27s_Almanac&amp;diff=1584"/>
		<updated>2026-05-03T11:40:01Z</updated>

		<summary type="html">&lt;p&gt;76561198072005092: add legend for X/Y&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Basics==&lt;br /&gt;
[[File:Farm.PNG|thumb|Old MacWhiskers had a farm, E-I-E-I-O.]]&lt;br /&gt;
In the [[Resource Extraction]] tab at the bottom, you can find the [[Farm]] building and the farm tool. The farm tool is used to create fields for the farmers to work through the [[Farm]] building.&lt;br /&gt;
&lt;br /&gt;
===Nutrients and Fertility===&lt;br /&gt;
The term &amp;quot;nutrients&amp;quot; refers to how rich the actual tile is (or can be), while &amp;quot;fertility&amp;quot; is related to the crops themselves. Using the farming tool to move over various tiles, you&#039;ll find a section displaying X%/Y% (X: current fertility level, Y: maximum fertility level). This is the actual tile fertility level (referred to as nutrients to make it distinct from the plant based fertility) which will play the largest role on growing most crops. Fertility is the actual expected output of a tile if a crop is planted on it in its current state. Fertility varies from crop to crop and can still be impacted afterwards by things such as pollution. &lt;br /&gt;
The nutrient recovery rate is roughly 8% to 10% per day on normal difficulty. Tiles recover nutrients whenever there is nothing actively growing on the tile. Nothing else plays a role, as even setting the crop type to fallow is just a way to ensure nothing get planted but is otherwise identical to no field existing in the first place.&lt;br /&gt;
&lt;br /&gt;
===Growth time===&lt;br /&gt;
Growth times are a convenient 5% or 10% of a full year, taking the evening into consideration (translating to 864 seconds/1.6 days and 1728 seconds/3.2 days, respectively at the current 32 days in a year). [[Berries]], [[Flax]], and [[Mushrooms]] grow at 5%, while all other crops grow at 10%.&lt;br /&gt;
&lt;br /&gt;
===Winter===&lt;br /&gt;
There is no actual winter as we know it, instead most crops rapidly die (90% death within 20-30 seconds, the rest following shortly after) when exposed to freezing temperatures (0 Celsius). This has the upside that if you warm the farm above that point, you can continue to grow crops all year round. Exceptions are [[Flax]], [[Berries]], and [[Trees]], which stop growing at 0 Celsius but do not ever actually die, just like their wild counterparts. However, it may be best to let the field rest and recover nutrients in winter depending on what you are growing and the fact that most heat sources tend to cause harmful pollution. Speaking of pollution...&lt;br /&gt;
&lt;br /&gt;
===Rocks, light, and pollution===&lt;br /&gt;
Rocks and pollution both cause a direct reduction in fertility (&#039;&#039;not&#039;&#039; nutrients) ranging from 50% to 100% fertility loss at 100% rock/pollution level. It is unclear at this time if having both results in an additive or multiplicative effect on fertility, as we could not find a farming [[Whiskers|Whisker]] willing to &amp;quot;harm my precious crops like that.&amp;quot; Notable exceptions are [[Flax]], which only takes a 20% fertility hit at 100% rock level, and [[Trees]], which only take 25% fertility hit at 100% pollution. &lt;br /&gt;
&lt;br /&gt;
The only light source in this world comes from the sky as far as the plants are concerned, so campfires and other fire sources will *NOT* work as substitute light. All crops have a minimum light level to grow (usually 75%) but it is unclear at this time what effect going below that has on fertility, growing speed and nutrient recovery, if any.&lt;br /&gt;
&lt;br /&gt;
==More things to consider==&lt;br /&gt;
&lt;br /&gt;
===Mushrooms===&lt;br /&gt;
[[File:Tex mushrooms 07.png|thumb|Mushrooms are a unique crop.]]&lt;br /&gt;
[[Mushrooms]] are special in several ways. For starters, they do not suffer from rockiness at all and do not need any nutrients (though interestingly they will use it up if you fertilize their tiles anyway). Cold and pollution works similar to the other crops. But the final point is the biggest difference: they cannot stand sunlight. The way sunlight works is that every tile exposed to an open sky has 100% sunlight and every tile away from it reduces it by roughly 1/8th. Meaning that you need to be at least 8 tiles away from it in a direct line in order to grow mushrooms without them suffering damage. A good use for that buffer space is putting down [[Storage and Belts|warehouses]] and [[Farm]] buildings for your future mushroom farm.&lt;br /&gt;
&lt;br /&gt;
===How many farms can a farm farmer farm, when a farmer farms farms?===&lt;br /&gt;
So how much work can a farmer handle? In short: about 72 tiles for 2 workers of the Farmers [[Guilds|Guild]] affiliation in 1 farm building for the following crops: [[Cotton]], [[Wheat]], [[Tea Leaves]], and [[Peppers]]. And about 36 tiles for the following crops: [[Berries]], [[Flax]], [[Mushrooms]], and [[Trees]].&lt;br /&gt;
&lt;br /&gt;
The reason for this is that the 72 tile crops take 10% of a year to grow while being fairly fast to fully process at 50 base seconds per tile. This includes plant, 2 harvest actions, and clearing of the leftover material. This number is also before factoring in bonuses to work speed such as Farmers Guild affiliated mice gaining a 50% bonus from their guild. The others can maintain about half for 2 different reasons that have a similar end result: [[Berries]], [[Flax]], and [[Mushrooms]] only take 5% of a year to grow while still taking 50 base seconds to harvest, so a farmer can only get half as much work done before the first plant is ready for another round of attention. [[Trees]], meanwhile, require 34 rather than 14 seconds to do each of the (usually) 2 harvest actions per tile, bringing the total process time to 90 seconds. So they need almost twice as long to fully process a tile and thus farmers only get half as many tiles processed before the first one is ready for another round of attention.&lt;br /&gt;
&lt;br /&gt;
===Small field vs. traditional farming===&lt;br /&gt;
Say you have made a nice 12 wide, 6 deep section to farm [[Cotton]] in. The simple thing would be to designate it as a field, select it as [[Cotton]], and get to work, right? Wrong! Each field will move between stages as 1 entity to avoid cluttering the various tiles into a weird mass of various stages. This means tiles that have been harvested will not be planted until all tiles in the same plot are done. This results in up to 71 tiles waiting for the last to be harvested before any are planted again. To make matters worse, planting 72 tiles is a lot quicker than harvesting them so your farmers will idle during growing and be swamped during harvest time.&lt;br /&gt;
&lt;br /&gt;
The better way to treat your sweet 12 wide, 6 deep section of prime farming ground is to split it into 4 portions of 3 wide, 6 deep (or any other subdivision you prefer). Your farmers will harvest and replant each section one at a time and get it growing again while they work on the other sections. Doing it this way will have 3/4th of the farmland growing while 1/4th is getting processed and will eliminate or minimize worker idle time after the first harvest round is done.&lt;br /&gt;
&lt;br /&gt;
===Fertilizer===&lt;br /&gt;
[[File:Tex reagent 09.png|thumb|Fertilizer adds nutrients to soil for better farming.]]&lt;br /&gt;
Fertilizer is a product that can be made at the [[Sifting Tower]] from potash after it is mined from the ground in the same way you would mine metals such as copper or iron. The research to actually produce fertilizer is fairly late into the tech tree. Overpaying taxes to 175% is an often easier and currently the only infinite method of obtaining fertilizer as a reward from [[The Claws]]. Once a field has the fertilize toggle turned on, any staffed [[Farm]] within range will have their workers retrieve fertilizer and begin applying it to the field. The fertilizer itself is consumed 1 at a time whenever a worker finishes applying it to a tile. Each one will add 200 charges of 1% nutrients to a stockpile tracked invisibly in the farmhouse itself (saving the leftover for the next tile). Applying fertilizer will result in the worked tile immediately setting the current nutrients to 200% and raising the max nutrients by about 6% to 8% each time fertilizer is applied, up to a max of 100% (max nutrients refers to the amount a tile will recover to on its own). This is a great way to create reasonably fertile fields that will continue to be usable even without further use of fertilizer.&lt;br /&gt;
&lt;br /&gt;
===Dreaded beaches===&lt;br /&gt;
Spooky WIP&lt;br /&gt;
&lt;br /&gt;
===The impact the rock toggle has on non-rock behavior===&lt;br /&gt;
In the past, the toggle would unintentionally result in all tiles of a field being cleared of leftover plant matter before any of them would be planted, requiring the mice to visit each tile twice as often. This has since been patched out in patch 19 and the toggle is now safe to stay on.&lt;br /&gt;
&lt;br /&gt;
===Fallow fields===&lt;br /&gt;
Setting fields to fallow ensures nothing gets planted after the next harvest. This can be useful to ensure that nutrients can recover, pollution can dissipate away, or rocks can be be fully removed. In effect, &amp;quot;fallow&amp;quot; is a command to treat the tile as non-farmland for a while, as the only time when tiles will not recover nutrients is when something is actively growing. Fully grown plants recover nutrients at the same rate as fallow and non-farmland.&lt;/div&gt;</summary>
		<author><name>76561198072005092</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Resource_Extraction&amp;diff=1583</id>
		<title>Resource Extraction</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Resource_Extraction&amp;diff=1583"/>
		<updated>2026-04-28T13:45:44Z</updated>

		<summary type="html">&lt;p&gt;76561198072005092: Link to Farmer&amp;#039;s Almanac&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Resource Extraction Buildings ==&lt;br /&gt;
There are 5 buildings available by default that allows Whiskers to harvest resources from their surrounding environment. Each of these buildings will allow for 2 workers, which can be any available Whiskers in your colony, however staffing the building with the preferred guild specialty workers will provide a boost in production. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:95%; margin-left:auto; margin-right:auto;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Build Cost&lt;br /&gt;
!Guild Specialty&lt;br /&gt;
!Hard Labor?&lt;br /&gt;
|-&lt;br /&gt;
|Woodcutter&lt;br /&gt;
|Cuts down nearby trees&lt;br /&gt;
|3 Logs&lt;br /&gt;
|Explorers&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Forage Hut&lt;br /&gt;
|Gathers nearby wild plants&lt;br /&gt;
|3 Logs&lt;br /&gt;
|Explorers&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|Mining Camp&lt;br /&gt;
|Mines nearby blocks that are designated to be mined&lt;br /&gt;
|3 Logs&lt;br /&gt;
|Miners&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Earthworks&lt;br /&gt;
|Fills in marked areas with earthen terrain&lt;br /&gt;
|8 Planks&lt;br /&gt;
8 Cut Stone&lt;br /&gt;
|Miners&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|Farm&lt;br /&gt;
|Grows and harvests crops within range around the farm&lt;br /&gt;
|8 Planks&lt;br /&gt;
|Farmers&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Woodcutter ===&lt;br /&gt;
Woodcutters will chop down any available tree in the area and transport it to the nearest storage facility. &lt;br /&gt;
&lt;br /&gt;
The building itself has a capacity of 6 logs, and a range of 12 spaces in every direction. The Chop Priority tool can be used to direct your Whiskers on which trees should be cut first. &lt;br /&gt;
&lt;br /&gt;
If there is not a path within the 12 space radius of the building to get to higher or lower levels of terrain, your Whiskers will not be able to chop down the inaccessible trees and the building will indicate &#039;No resource in range&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Forage Hut ===&lt;br /&gt;
Foragers work similarly to woodcutters, needing access within their 12 space range of the building and gathering berries and flax. The Forage Priority tool will allow you to indicate which resources should be gathered first.&lt;br /&gt;
&lt;br /&gt;
=== Mining Camp ===&lt;br /&gt;
Miners work a little differently than Foragers or Woodcutters; They require you to mark blocks with the Mine Tool to give your Whiskers instruction to work. &lt;br /&gt;
&lt;br /&gt;
Using the Mine Tool allows you to mark blocks within large swaths for mining and filter the terrain type with the tool, so that if you would only like your miners to harvest ore but not the surrounding stone - that is possible. Below is the list of possible resources that can be filtered:&lt;br /&gt;
*All Ores (the default option)&lt;br /&gt;
*Gold Ore&lt;br /&gt;
*Copper Ore&lt;br /&gt;
*Tin Ore&lt;br /&gt;
*Iron Ore&lt;br /&gt;
*Coal&lt;br /&gt;
*Rock Salt&lt;br /&gt;
*Potash&lt;br /&gt;
&lt;br /&gt;
=== Earthworks ===&lt;br /&gt;
Earthworkers work similarly to Miners, but with the exact opposite purpose. Using the Earthworks Tool, you can indicate to your Whiskers which empty spaces in the terrain you would like to be filled with stone. This consumes 1 stone per block filled, which your workers will gather before beginning the work on that area.&lt;br /&gt;
&lt;br /&gt;
=== Farm ===&lt;br /&gt;
Farmers will plant, tend, and harvest crops of various types. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:95%; margin-left:auto; margin-right:auto;&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Unlocked By&lt;br /&gt;
|-&lt;br /&gt;
|Berries&lt;br /&gt;
|Simple, but nutritious&lt;br /&gt;
|Default&lt;br /&gt;
|-&lt;br /&gt;
|Flax&lt;br /&gt;
|Fiber-rich plant used to make linen&lt;br /&gt;
|Default&lt;br /&gt;
|-&lt;br /&gt;
|Trees&lt;br /&gt;
|A sustainable source of wood&lt;br /&gt;
|Default&lt;br /&gt;
|-&lt;br /&gt;
|Wheat&lt;br /&gt;
|High-yield food crop that requires processing&lt;br /&gt;
|Wheat Cultivation Schematic&lt;br /&gt;
|-&lt;br /&gt;
|Cotton&lt;br /&gt;
|Fiber crop used to make cloth&lt;br /&gt;
|Default&lt;br /&gt;
|-&lt;br /&gt;
|Mushrooms&lt;br /&gt;
|An edible fungus&lt;br /&gt;
|Mushroom Cultivation Schematic&lt;br /&gt;
|-&lt;br /&gt;
|Peppers&lt;br /&gt;
|Spicy goodness&lt;br /&gt;
|Spice Cultivation Schematic&lt;br /&gt;
|-&lt;br /&gt;
|Tea Leaves&lt;br /&gt;
|Raw tea leaves waiting to be processed&lt;br /&gt;
|Tea Cultivation Schematic&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are many factors that influence crop yields and growth. See [[Farmer&#039;s Almanac]].&lt;br /&gt;
&lt;br /&gt;
==== Fertility ====&lt;br /&gt;
The soil has a predetermined fertility level that varies between crop types. In addition to the base fertility level, each crop harvest will decrease the amount of nutrients within the soil. This can be returned to ideal levels using fertilizers. &lt;br /&gt;
&lt;br /&gt;
==== Sunlight and Temperature ====&lt;br /&gt;
Sunlight and temperature will also affect crop growth. Having lit heating sources such as bonfires and heating stoves near your fields will allow your crops to keep growing through the winter, and your farmers to stay warm. Sunlight varies with weather, cloudy and rainy days will result in lower growth speeds while bright, sunny days boost them.&lt;br /&gt;
&lt;br /&gt;
==== Pollution ====&lt;br /&gt;
Buildings that create pollution will impact crop growth within a very small radius. This includes most things that consume fuel such as heating sources, charcoal and ore furnaces, and bakeries.&lt;br /&gt;
&lt;br /&gt;
==== Rockiness ====&lt;br /&gt;
Ground that has been disturbed by Miners or Earthworkers will be considered rocky, essentially having disturbed the grassy layer on the surface of the ground that farmers would have planted crops into. This ground is fully infertile, however you can configure a field placed on rocky ground to have the rocks removed.&lt;br /&gt;
&lt;br /&gt;
==== Growing Mushrooms ====&lt;br /&gt;
Mushrooms have very different growth requirements compared to all other crops. Mushrooms do not need soil fertility and do not suffer growth penalties from rockiness. They can only grow in areas with little to no sunlight, such as in caves or areas fully obstructed by buildings and walkways. They still need a warm environment and low pollution levels like normal crops.&lt;/div&gt;</summary>
		<author><name>76561198072005092</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Smokery&amp;diff=1582</id>
		<title>Smokery</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Whiskerwood/index.php?title=Smokery&amp;diff=1582"/>
		<updated>2026-04-27T16:20:35Z</updated>

		<summary type="html">&lt;p&gt;76561198072005092: Fishing Docks links to Fishing_Dock&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable floatright&amp;quot; style=&amp;quot;text-align:center;width: 40%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size: 30px&amp;quot;| Smokery&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot;| [[File:Fishery.PNG|160px]]&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot;| Research&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot;| Smokery&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot;| Construction Material&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 35%;&amp;quot;| [[File:Tex wood 07.png|30px]]Planks&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 15%; | 21&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 35%; | [[File:Tex MiningIcons 14 t.png|30px]]Machinery&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 15%; | 1&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot;| Employees&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 70%;&amp;quot;| [[File:Icons8-barley-100.png|30px]] Farming Guild Preference&lt;br /&gt;
| colspan=&amp;quot;1&amp;quot; style=&amp;quot;width: 20%;&amp;quot;| Requires one apprentice for the second slot.&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 10%;&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot;| Foot Print&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot;|Cooks raw fish into something more healthy. &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|2x3x1&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:#21252a&amp;quot; scope=&amp;quot;row&amp;quot; colspan=&amp;quot;6&amp;quot;|Building&#039;s Catalyst&lt;br /&gt;
|- style=&amp;quot;background-color: rgb(0 0 0 / 5%)&amp;quot;&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| [[File:Tex am 09.png|80px]]&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| Salt is made in the [[Sifting Tower]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
The Smokery is part of the food production chain that can process [[Fish]] into better quality food.  &lt;br /&gt;
&lt;br /&gt;
You can use this building to turn raw fish into [[Smoked Fish]] (2-star food quality) and [[Fish Skewers]] (3-star food quality). Both recipes require [[Fuel]] and will produce [[Pollution]] while in use.  [[Fish Skewers]] additionally requires a supply of [[Mushrooms]]. When producing Fish Skewers, it may be prudent to bar Whiskers from stocking Mushrooms at dining facilities to ensure availability for this recipe. &lt;br /&gt;
&lt;br /&gt;
Due to this building creating [[Pollution]], you should place it away from housing and high traffic areas despite the optimum location seemingly being near dining facilities.  Failing to do so will generate a number of pollution negative thoughts.   Use a wind sock decoration to determine wind direction for optimal placement.  Wind direction currently does not change. &lt;br /&gt;
&lt;br /&gt;
One worker slot requires an apprentice but you can use the first slot without the second slot filled.&lt;br /&gt;
&lt;br /&gt;
The Smokery uses [[Table Salt]] as a catalyst.  This will not be available as early as the Smokery.  Table salt is produced at a [[Sifting Tower]] utilizing [[Rock Salt]]. Careful usage of this catalyst is recommended, such as to avoid a food shortage.  You will likely not have a great deal in storage. &lt;br /&gt;
&lt;br /&gt;
There is not a golden ratio for number of Smokery buildings to [[Fishing_Dock|Fishing Docks]].  Numerous factors are at play which effect the production rate of both buildings. At the very least,  more than one Smokery is needed to process the output of one Fishing Dock.  Optimizing for maximum Fish processing may also create supply chain issues for fuel and/or Mushrooms.  &lt;br /&gt;
&lt;br /&gt;
Surplus [[Smoked Fish]] and [[Fish Skewers]] can be sold to the Smuggler in exchange for [[Gold Bullion]]. The Claw accepts raw food as low-value tax payment but not cooked food.&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 30%;&amp;quot; | Input&lt;br /&gt;
! style=&amp;quot;width: 20%;&amp;quot; | Production time&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;width: 25%;&amp;quot; | Output&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[File:Tex meat 05.png|30px]] Fish 3&lt;br /&gt;
| [[File:Tex MiningIcons 74 t.png|30px]] Fuel 1&lt;br /&gt;
| [[File:Icons8-time-machine-96.png|30px]] 144.0s &lt;br /&gt;
| [[File:Tex meat 081.png|30px]] Smoked Fish 5&lt;br /&gt;
| High Pollution &lt;br /&gt;
|- style=&amp;quot;background-color: rgb(0 0 0 / 2%)&amp;quot;&lt;br /&gt;
| [[File:Tex meat 05.png|30px|30px]] Fish 2 &lt;br /&gt;
| [[File:Tex mushrooms 07.png|30px]] Mushroom 1 &lt;br /&gt;
| [[File:Tex MiningIcons 74 t.png|30px]] Fuel 1&lt;br /&gt;
| [[File:Icons8-time-machine-96.png|30px]] 144.0s &lt;br /&gt;
| [[File:Tex meat 08.png|30px]] Fish Skewers 5&lt;br /&gt;
| High Pollution &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198072005092</name></author>
	</entry>
</feed>