Resource Extraction: Difference between revisions
Created page with "== Resource Extraction Buildings == 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. {| class="wikitable" style="width:95%; margin-left:auto; margin-right:auto;" !Name !Description !Build Co..." |
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|Flax | |Flax | ||
|Fiber-rich plant used to make linen | |Fiber-rich plant used to make linen | ||
| | |Default | ||
|- | |- | ||
|Trees | |Trees | ||
|A sustainable source of wood | |A sustainable source of wood | ||
| | |Default | ||
|- | |- | ||
|Wheat | |Wheat | ||
|High-yield food crop that requires processing | |High-yield food crop that requires processing | ||
| | |Wheat Cultivation Schematic | ||
|- | |- | ||
|Cotton | |Cotton | ||
|Fiber crop used to make cloth | |Fiber crop used to make cloth | ||
| | |Default | ||
|- | |- | ||
|Mushrooms | |Mushrooms | ||
|An edible fungus | |An edible fungus | ||
| | |Mushroom Cultivation Schematic | ||
|- | |- | ||
|Peppers | |Peppers | ||
|Spicy goodness | |Spicy goodness | ||
| | |Spice Cultivation Schematic | ||
|- | |- | ||
|Tea Leaves | |Tea Leaves | ||
|Raw tea leaves waiting to be processed | |Raw tea leaves waiting to be processed | ||
| | |Tea Cultivation Schematic | ||
|- | |- | ||
|} | |} | ||
Revision as of 05:22, 17 November 2025
Resource Extraction Buildings
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.
| Name | Description | Build Cost | Guild Specialty | Hard Labor? |
|---|---|---|---|---|
| Woodcutter | Cuts down nearby trees | 3 Logs | Explorers | No |
| Forage Hut | Gathers nearby wild plants | 3 Logs | Explorers | No |
| Mining Camp | Mines nearby blocks that are designated to be mined | 3 Logs | Miners | Yes |
| Earthworks | Fills in marked areas with earthen terrain | 8 Planks
8 Cut Stone |
Miners | Yes |
| Farm | Grows and harvests crops within range around the farm | 8 Planks | Farmers | No |
Woodcutter
Woodcutters will chop down any available tree in the area and transport it to the nearest storage facility.
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.
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 'No resource in range'.
Forage Hut
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.
Mining Camp
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.
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:
- All Ores (the default option)
- Gold Ore
- Copper Ore
- Tin Ore
- Iron Ore
- Coal
- Rock Salt
- Potash
Earthworks
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.
Farm
Farmers will plant, tend, and harvest crops of various types.
| Name | Description | Unlocked By |
|---|---|---|
| Berries | Simple, but nutritious | Default |
| Flax | Fiber-rich plant used to make linen | Default |
| Trees | A sustainable source of wood | Default |
| Wheat | High-yield food crop that requires processing | Wheat Cultivation Schematic |
| Cotton | Fiber crop used to make cloth | Default |
| Mushrooms | An edible fungus | Mushroom Cultivation Schematic |
| Peppers | Spicy goodness | Spice Cultivation Schematic |
| Tea Leaves | Raw tea leaves waiting to be processed | Tea Cultivation Schematic |
There are many factors that influence crop yields and growth.
Fertility
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.
Sunlight and Temperature
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.
Pollution
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.
Rockiness
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.


