Wood, stone and fibre
Wood comes from trees and stumps, stone from rocks and fibre from plants. They fuel campfires, workstations, tools and defenses.
GUIDE 03
Every tool, meal and building starts with what you find in the world.
RAW MATERIALS
Wood comes from trees and stumps, stone from rocks and fibre from plants. They fuel campfires, workstations, tools and defenses.
Copper ore comes from mountain rocks. Smelt it in a forge to make ingots and copper tools.
Iron ore is found in caves. Bring a pickaxe and torches, then return to the forge.
Tree, apple, sakura, willow and pine seeds let you regrow scenery. Flowers and special bushes can also decorate the camp.
FOOD
Berries come from bushes. Rare apple trees provide several apples. Golden berries restore much more than ordinary food.
Mushrooms grow in forests. Red mushrooms are poisonous, and cooking does not remove that danger.
Animals and fishing provide meat or eight fish species. Cook food at a campfire to avoid illness and get a better meal.
Wolves sometimes drop hides used for the fur coat and fur hat. A bandage now costs 10 yarrow and restores 15 HP after use; fibre is no longer used in this recipe.
Watch freshness: food can spoil. It may remain edible, but the chance of illness increases.
EQUIPMENT
Fill an empty bottle at a lake; the water is dirty until it is purified at a fire. The sun hat helps in heat, and the fur coat adds 4 °C to body temperature when equipped.
In the equipment panel, the grey hat marks the HEAD slot and the grey sweater marks the BODY slot. Put the matching item there: the guide image disappears while an item is equipped.
Tooltips describe items. Chests have eight slots, and the inventory refuses an item when there is no room.
A rare forest plant, harvested bare-handed, one yarrow per plant. Its generation roll is 0.8% on eligible, still-empty forest resource tiles, not 0.8% of every forest tile. It can also appear in previously explored forests. Collect 10 to make a bandage.
Break a cave cobweb with a spear to get 1 string. The fishing rod needs 3 wood and 1 string. Fibre remains useful for tools, bindings and clothing.
The fur hat costs 2 wolf fur and 6 fibre, uses the HEAD slot and adds 2 °C to body temperature. The fur coat costs 6 wolf fur and 12 fibre, uses the BODY slot and adds 4 °C. Both bonuses can be combined.
Reeds grow on dry ground beside water, not in the lake. No tool is needed: the first click gives 1 reed and changes its sprite; the second gives 1 more; stage three has nothing left to harvest. Full regrowth takes 3 game days from the first click. The second harvest does not restart that deadline and offline time does not advance it.
Reeds currently have no crafting use and mainly enrich the scenery. They do not replace fibre or string.
Large surface rocks replace 7% of eligible rock variants rather than adding 7% more rocks. Protected older areas and caves do not receive them through this system. A large rock yields 6 stone and has 60 harvest-resistance points, not necessarily 60 strikes: pickaxe power matters.
Axes have 160 durability in stone, 240 in copper and 300 in iron. Each tree or stump strike costs one point. Pickaxe maxima remain 60 stone, 140 copper and 165 iron.
An extractor turns dirty water into salt grains. Two grains and one fresh raw meat produce dried meat: 32 hunger, no healing and no spoilage. Both machines require blueprints and iron ingots. Read capacities, costs and durations.