Resource nodes

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Main / Resource nodes

Description

The previous foraging, botanizing, and snow-collecting systems have been replaced by a new system where visible resource nodes spawn on tiles from which you can gather resources. Each type of resource node has its own appearance, set of possible items, and skill associated with it, and can be spotted visually while exploring the wilderness. All items previously available through foraging and botanizing are still available in the new system, along with many others, such as clay, ore/mineral shards, and a wider variety of plant products. Unlike the previous foraging and botanizing system, resource nodes are available on virtually every type of tile, including some exclusive to shallow water. Several tile types also have their own exclusive types of resource nodes that cannot appear anywhere else.

Node Spawning Conditions

  • Resource nodes spawn above and below ground, and disappear randomly over time or when items are collected from them. Only one node can exist on a tile at any given time. A resource node will also be removed if the type of the tile changes, such as grass being packed with a shovel.
  • The possibility, and probability, of a type of resource node spawning on a tile depends on factors including, but not limited to, tile type, altitude, season, and proximity to water. Similarly, the possibility and probability of getting specific items from a resource node can also depend on a variety of conditions. Some plants are more common in certain seasons, for example, and some very uncommon items might only be possible at high skill. All tile types can spawn at least one type of resource node.
  • Note: “Snow pile” resource nodes, the new source of snowballs, can now be found outside Winter at sufficient altitude. This “snow line” changes elevation throughout the in-game year, so some areas may get snow year-round, while others may only experience it closer to Winter. All snow piles, however, will provide more snowballs in Winter than in other seasons.
  • Nodes cannot spawn inside buildings but they can spawn on deed. A new settlement management setting has been introduced to prevent resource nodes from appearing within your village.

Modifiers Various conditions can modify how likely a resource node is to spawn, how likely an item is to be chosen when gathering from one, and how many items you can gather from one resource node. All current modifiers are taken into account when “Lore” is used on tiles and resource nodes. These modifiers include, but are not limited to:

   Season (most plant-based resource nodes and items are more common in some seasons than others, and less common in winter, but there are exceptions)
   Altitude
   Slope (most resource nodes are less common on steeper slopes)
   Above or below ground
   Tile type
   Above or below water
   Above or below the snow line
   Grass length
   Mycelium-infected, enchanted, or neither
   Your current skill level (especially for less common items and items with a minimum skill level)
   Your current wounds (as in the old system, being injured makes you more likely to find items that can bandage wounds)
   Tree/Bush age
   Existence of a bridge over the tile

Collecting resources from the Nodes

  • Right clicking a resource node will allow you to examine it for a general description, and gather resources from it (“Forage”, “Botanize”, or “Collect” depending on the type).
  • Using “Lore” on a resource node will tell you what kinds of items you could collect from it, in order of how likely they are, as well as how difficult the action will be compared to your skill level, and the number of items you will receive. Which items you find from a specific type of resource node, and how likely they are, can depend on similar factors. For example, as in the current system, woad is more common on steppe, but this also extends to certain plants being more common in certain seasons, near water, or several other factors.
  • Using “Lore” on a tile will tell you what resource nodes might spawn there, also in order of likelihood.
  • Quality of gathered items is directly related to skill, but the difficulty of foraging or botanizing is determined by the type of resource node, the type of tile, and the specific item gathered from it. Some special items may also require a certain amount of skill to gather at all, or may become more likely at higher skill.
  • The number of items you can collect from a Foraging or Botanizing resource node depends on the type of resource node, some other factors (such as tile type or grass length), and your skill level. Unlike in the previous system, higher skill level simply adds a flat value to the number of items you will receive:
   20-50 skill: +1
   50-70 skill: +2
   70-90 skill: +3
   90+ skill: +4

Magical enchantments on equipped gloves can now be used when collecting from resource nodes, as well as when creating or improving clay items with the hand:

   Only magical effects such as runes and spell enchantments function for this purpose. For example, Wind of Ages will improve action speed and Circle of Cunning will improve skill gain.
   The glove is not being used as an actual tool, so it will not receive damage, and its quality, rarity, and material will have no impact on effectiveness. However, like a tool, enchantments will still decay from use.
   Enchantment/Rune effectiveness is averaged between both gloves. For example, having 100 Wind of Ages on one glove and 50 on the other will be equivalent to having 75 Wind of Ages on a tool, and having a rune on one glove but not the other will result in that rune being half as effective as usual.

Resource types

There are currently 29 known types of resource nodes.


Node Location Action Possible Resources Image
Alpine brush High Altitudes Botanize

Onions, sassafras, lingonberries, potatoes, cabbages, carrots, sugar beets, green apples, low quality cotton, green tea leaves, and honey nuts.

Alpine brush
Animal burrow Everywhere (except Lava) Forage

Nuts, berries, crop seeds, carrots, potatoes, cabbages, low quality wool, low quality cotton, grubs, and very low quality gems.

Animal burrow
Bog muck Tar / Peat Forage

Tar, horns, hooves, blueberries, low quality iron rocks, goblin skulls, and lost footwear.

Bog muck
Briar patch Woodland / Steppe / Peat / Tundra Botanize

Blueberries, handfuls of raspberries, rose flowers, branches, bush sprouts, and starberries.

Briar patch
Carrion Mycelium Forage

Hooves, horns, low quality skins, low quality offal, teeth, low quality meat, low quality wool, twisted horns, goblin skulls and Ink sacs.

Carrion
Critter nest Woodland / Marsh Forage

Nuts, eggs, acorns, berries, feathers, crop seeds, low quality wool, low quality cotton, and low quality jewelry.

Critter nest
Desert weeds Sandy area Botanize

Cumin, fennel plant, low quality sage, low quality oregano, low quality bunches of mixed grass, cotton, and golden pepper.

Desert weeds
Dune grass Sand Botanize

Rice, pea pods, fennel plant, low quality grains, reed plants, cotton, and bunches of mixed grass.

Dune grass
Fairy garden Enchanted grass Botanize

Herbs, berries, fruits, spices, nuts, exceptional quality herbs, exceptional quality berries, exceptional quality fruits, exceptional quality spices, exceptional quality nuts, exceptional quality tropical fruits, and holy plants.

Fairy garden
Flotsam Water near Shore Forage

Low quality wood scrap, low quality square pieces of cloth, wemp fibre, low quality shafts, low quality logs, low quality ropes, spice jars, very low quality nails, low quality wooden ship parts, low quality sailing ropes, low quality liquor bottles, and liquor barrels.

Flotsam
Fungus Underground Forage Brown mushrooms, green mushrooms, yellow mushrooms, black mushrooms, red mushrooms, and blue mushrooms.
Fungus
Lichen Rock / paving / Dirt Forage

Moss, green mushrooms, low quality stone shards, and very low quality iron rocks.

Lichen
Low brush Steppe Botanize

Woad, strawberries, wemp plants, cotton, thyme, basil, nutmeg, cacao beans, and coffee cherries.

Low brush
Mineral debris Everywhere (except Lava) including Lawn Forage

Low quality stone shards, very low quality clay, very low quality iron rocks, low quality salt, and low quality gold and silver lumps.

Mineral debris
Mints Woodland / Moss / Marsh / Peat Botanize

Mint, rosemary, sage, thyme, oregano, basil, and lavender flowers.

Mints
Nightshades Woodland / Steppe / Marsh / Peat / Moss Botanize

Bouquets of purple flowers, potatoes, belladonna, tomatoes, paprika, and worgsbane.

Nightshades
Roots and bulbs Woodland / Steppe / Tundra / Botanize

Onions, garlic, potatoes, carrots, ginger, turmeric, and sugar beets.

Roots and bulbs
Rotting wood Woodland / Moss / Marsh / Peat / Tundra Forage

Nettles, brown mushrooms, red mushrooms, blue mushrooms, low quality branches, low quality tree sprouts, low quality seedlings, moss, and very low quality logs.

Rotting wood
Rubble Rock / Gravel / Underground / Lava Forage Stone shards, sandstone shards, slate shards, vlq iron rocks, marble shards, lq ore, lq flints, lq gems, lq rock salts, and ash.
Rubble
Seaweed Shoreline / Shallow waters Forage

Rice, reed plants, bunches of kelp, low quality small freshwater fish, fishing hooks, clams, and pearls.

Seaweed
Snow pile Everywhere in Winter / Higher Alts in other seasons Collect Snowballs
Snow pile
Swampy puddle Clay / Moss / Marsh / Peat Botanize

Brown mushrooms, red mushrooms, reed plants, low quality rice, mint, low quality handfuls of raspberries, moss, and low quality blueberries.

Swampy puddle
Thicket Woodland Botanize

Bush sprouts, fruit tree sprouts, berries, sassafras, hazelnuts, grapes, green apples, olives, red cherries, cotton, pineapples, and coconuts.

Thicket
Tropical foliage Grassland / Woodland at Lower alts Botanize Paprika, turmeric, nutmeg, coffee cherries, cacao beans, green tea leaves, pineapples, and coconuts.
Tropical foliage
Umbellifers Grassland / Woodland / Tundra / Marsh / Moss Botanize

Carrots, parsley, fennel plant, lovage, and cumin.

Umbellifers
Undergrowth Woodland Forage

Branches, nettles, sprouts, acorns, nuts, low quality logs, wemp plants, and cotton.

Undergrowth
Vines Woodland / Steppe / Marsh Botanize

Grapes, pea pods, cucumbers, pumpkins, tomatoes, seedlings, hops, and drakemelons.

Vines
Wild grasses Woodland / Steppe / Shoreline Botanize

Barley, wheat, oats, rye, bunches of mixed grass, reed plants, corn, rice, and source seeds.

Wild grasses
Wildflowers Grassland / Woodland / Steppe Botanize

Bouquets of common flowers, lavender flowers, camellia flowers, parsley, oleander, rosemary, lovage, belladonna, woad, rose flowers, and bouquets of dotted flowers.

Wildflowers
Monster camp Everywhere Forage Meat, wool, furs, low quality strips of leather, teeth, ash, low quality charcoal, low quality planks, low quality nails, exceptional quality common monster cuisine, very low quality human clothing, exceptional quality rare monster cuisine, exceptional quality supreme monster cuisine, low quality human jewelry, and exceptional quality fantastic monster cuisine.
Monster camp

Notes

  • Using “Lore” on tiles and resource nodes may not show some resource node types or items until you meet a minimum skill requirement. For tiles, this requirement is the base difficulty of the resource node type, plus 15. For items, this requirement is the minimum skill required to gather the item, minus 15. The Lore command will tell you if your low skill is preventing you from seeing anything.
  • Resource nodes spawn and disappear randomly over time. It can be a few days or more for new resource nodes to appear on an empty tile.


See also