Natural Resources

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Natural Resources icon.png

Natural Resources icon.png Natural Resources are structures and flora occurring in the environment, either as:

  • geographical features,
  • existing vegetation,
  • or more vegetation introduced by the colony.

Removal

Demolish icon.png


Unlike Buildings icon.png Buildings, Natural Resources can not be instantly demolished, and either require Builders' Hut icon.png Builders to remove them or are indestructible.

However, dead vegetation (trees that died before they could mature, tree stumps, and dead bushes and crops) can be built over as-is. To quickly remove lots of them, build Path icon.png Paths or Dynamite icon.png Dynamite over them, then use Demolish buildings icon.png Demolish buildings on those.

Plants

Plants are a crucial part to the survival of the colony.

  • Trees icon.png Trees mainly provide Log icon.png Logs, the core building block to construction and production, and may also be a source of other materials or foods.

Crops icon.png Crops are the main source of food production, keeping beavers away from Hunger icon.png starvation. and improving the Well-Being icon.png Well-Being of beavers to improve productivity and movement speed.

Removing Plants

To remove plants, mark them with the Mark resources for demolition icon.png Mark resources for demolition tool. When marked, a Demolish icon.png Demolish icon appears above them.

👀 Note: Don't confuse this with the Unmark tree cutting area icon.png Unmark tree cutting area or Unmark tree cutting area icon.png Clear planting area tools. These tell Forester icon.png Foresters and Farmhouse icon.png Farmhouses to not create plants in the selected area and do not remove existing plants.


Ensure Unreachable Object icon.png Builders can reach the targets.

👀 Note: Builders only sense work within 10 tiles of a Path icon.png Path connected to their District Center icon.png District. Farmers, gatherers, and lumberjacks have a greater range. You might need to temporarily demolish plants closer to a path and extend the path closer.After the target plants are removed, you can demolish the path extension and remark the area for planting.

Characteristics

Birch icon.png Birch, Pine icon.png Pine, Oak icon.png Oak and Blueberry (Bush) icon.png Blueberry Bushes are naturally-occurring from the start. These are all common to both Factions icon.png Factions. More varieties of flora are available from Plant crops icon.png Plant crops and Plant trees and bushes icon.png Plant trees and bushes on the Toolbar. beavers' Forester icon.png Forestry and Farmhouse icon.png Farming abilities.

Plants can only survive on irrigated Terrain Block icon.png Terrain Blocks. Without irrigation, plants Drying icon.png dry out and eventually die. Plants can also die from being Flooded Building icon.png Flooded.

Aquatic plants require submersion in uncontaminated water. If the water dries up completely, they are affected by the Out of water icon.png Out of water status and start Drying icon.png Drying as well. Aquatic plants can also die from being Flooded Building icon.png Flooded when the water level exceeds the block they are planted in.

Growth

Plants take time to mature before they can be harvested for their resources. After maturity, plants with second-stage produce like Blueberry (Bush) icon.png Bushes and Maple icon.png Maple periodically replenish their associated material or food item.

Plants in Timberborn can be grown under complete cover, as there is currently not a mechanic for sunshine coverage. Due to this, underground plantations are possible.

Natural Spread

Mature Trees and Bushes on terrain that isn't marked for planting slowly spread to terrain that is:

  • orthogonally (non-diagonally) adjacent,
  • at the same height,
  • vacant (dead plants without harvestable materials count as vacant),
  • irrigated, and
  • not marked for planting.

The chance of a seedling spawning does not increase with additional surrounding plants.

Statuses Relating to Plants

The following statues appear on plants in certain situations, addressing them is crucial in keeping plants alive:

Drying

Drying icon.png

When the ground the plants are growing upon runs out of water, they wilt and are prone to permanently drying out. When selected, each Drying icon.png Drying plant indicates the time to death in the UI to the right.

If water is not given in time, the plant dies, losing all of its produce and will need to be replaced and regrown again.

Trees that have reached maturity before dying will lose all of its secondary produce, but can still be able to be harvested for Log icon.png Logs by Lumberjack Flag icon.png Lumberjacks

Out of water

Out of water icon.png

This is an additional factor unique to aquatic plants: if an aquatic plant is no longer standing in a pool of water, it is Out of water icon.png Out of water and will start wilting even if the ground it is on is watered.

Care should be taken to ensure the pools these plants are in do not dry up, but also not let the water levels rise too high.

Contaminated

Contaminated (Natural Resource) icon.png
Not to be confused with Contaminated icon.png Contaminated, the beaver injury.

Fluids icon.png Badwater is harmful to living things, and plants living on contaminated soil will start to wilt.

Similar to Drying icon.png Drying, plants that are Contaminated (Natural Resource) icon.png Contaminated will indicate their leftover time of survival when selected, but on a much quicker deadline.

The use of Contamination Barrier icon.png Contamination Barriers and Irrigation Barrier icon.png Irrigation Barriers may help with hindering the spread of ground Contaminated (Natural Resource) icon.png Contamination. Alternatively, the risk can be circumvented by keeping Badwater away from plants through Landscaping icon.png Landscaping means.

Flooded

Flooded Building icon.png

Plants can File:Flood icon.png Flood. Most plants are immediately prone to wilting if water starts flowing above the ground, while aquatic plants start wilting when the water level rises above 1 unit high.

If not addressed, the plant can die from overwatering.

List of Plants

Blueberry (Bush) icon.png Bushes Tab Faction Workplace Natural
Spread
Rate [a]
Time to
Maturity
Production icon.png
Time to
Harvest
Production icon.png
Produces
Blueberry (Bush) icon.png Blueberry (Bush) Plant trees and bushes icon.png
Folktails icon.pngIron Teeth icon.png
Forester icon.png Forester 0.2 12 days 12 days Berries icon.png Berries
Dandelion (Bush) icon.png Dandelion (Bush) Plant trees and bushes icon.png
Unique to the Folktails faction 
Forester icon.png Forester 0.1 3 days 3 days Dandelion icon.png Dandelion
Coffee Bush icon.png Coffee (Bush) Plant trees and bushes icon.png
 Unique to the Iron Teeth faction
Forester icon.png Forester 0.2 9 days 3 days Coffee Bean icon.png Coffee Beans
Trees icon.png Trees Tab Faction Workplace Natural
Spread
Rate [a]
Time to
Maturity
Log icon.png
Time to
Harvest
Production icon.png
Produces
Birch icon.png Birch Plant trees and bushes icon.png
Folktails icon.pngIron Teeth icon.png
Forester icon.png Forester 0.3 7 days -- Log icon.png Logs
Pine icon.png Pine Plant trees and bushes icon.png
Folktails icon.pngIron Teeth icon.png
Forester icon.png Forester 0.3 12 days 7 days Log icon.png Logs, Pine Resin icon.png Pine Resin
Maple icon.png Maple Plant trees and bushes icon.png
Unique to the Folktails faction 
Forester icon.png Forester 0.1 28 days 12 days Log icon.png Logs, Maple Syrup icon.png Maple Syrup
Chestnut Tree icon.png Chestnut Tree Plant trees and bushes icon.png
Unique to the Folktails faction 
Forester icon.png Forester 0.3 24 days 8 days Log icon.png Logs, Chestnut icon.png Chestnuts
Mangrove Tree icon.png Mangrove Tree Plant trees and bushes icon.png
 Unique to the Iron Teeth faction
Forester icon.png Forester 0.3 10 days 10 days Log icon.png Logs, Mangrove Fruit icon.png Mangrove Fruits
Oak icon.png Oak Plant trees and bushes icon.png
Folktails icon.pngIron Teeth icon.png
Forester icon.png Forester 0.1 30 days -- Log icon.png Logs
Crops icon.png Crops Tab Faction Workplace Time to Harvest Produces
Production icon.png Beehive icon.png
Carrot (Crop) icon.png Carrot (Crop) Crops icon.png
Unique to the Folktails faction 
Efficient Farmhouse icon.png Efficient Farmhouse 4 days 2.8 days Carrot icon.png Carrots
Sunflower (Crop) icon.png Sunflower (Crop) Crops icon.png
Unique to the Folktails faction 
Efficient Farmhouse icon.png Efficient Farmhouse 5 days 3.5 days Sunflower Seeds icon.png Sunflower Seeds
Potato (Crop) icon.png Potato (Crop) Crops icon.png
Unique to the Folktails faction 
Efficient Farmhouse icon.png Efficient Farmhouse 6 days 4.2 days Potatoes icon.png Potatoes
Wheat (Crop) icon.png Wheat (Crop) Crops icon.png
Unique to the Folktails faction 
Efficient Farmhouse icon.png Efficient Farmhouse 10 days 7.0 days Wheat icon.png Wheat
Cattail (Crop) icon.png Cattail (Crop) Crops icon.png
Unique to the Folktails faction 
Aquatic Farmhouse icon.png Aquatic Farmhouse 8 days 5.6 days Cattail Root icon.png Cattail Root
Spadderdock (Crop) icon.png Spadderdock (Crop) Crops icon.png
Unique to the Folktails faction 
Aquatic Farmhouse icon.png Aquatic Farmhouse 12 days 8.4 days Spadderdock icon.png Spadderdock
Kohlrabi (Crop) icon.png Kohlrabi (Crop) Crops icon.png
 Unique to the Iron Teeth faction
Farmhouse icon.png Farmhouse 3 days -- Kohlrabi icon.png Kohlrabies
Canola (Crop) icon.png Canola (Crop) Crops icon.png
 Unique to the Iron Teeth faction
Farmhouse icon.png Farmhouse 5 days -- Canola Seeds icon.png Canola Seeds
Cassava (Crop) icon.png Cassava (Crop) Crops icon.png
 Unique to the Iron Teeth faction
Farmhouse icon.png Farmhouse 8 days -- Cassava icon.png Cassavas
Soybean (Crop) icon.png Soybean (Crop) Crops icon.png
 Unique to the Iron Teeth faction
Farmhouse icon.png Farmhouse 9 days -- Soybean icon.png Soybean
Corn (Crop) icon.png Corn (Crop) Crops icon.png
 Unique to the Iron Teeth faction
Farmhouse icon.png Farmhouse 10 days -- Corn icon.png Corn
Eggplant (Crop) icon.png Eggplant (Crop) Crops icon.png
 Unique to the Iron Teeth faction
Farmhouse icon.png Farmhouse 12 days -- Eggplant icon.png Eggplant

[a] Spread rate: higher number is more frequent; only Blueberry Bush icon.png Blueberry Bush, Birch icon.png Birch, Pine icon.png Pine, and Oak icon.png Oak are naturally occurring in the map at the start of the game.


Other Natural Structures

For the purposes of describing the mechanics of the game, Ruins left over by the hoomins are considered Ancient Geography to the beavers, and are categorised as a Natural Resource provided by the land.

The following are structures that are not buildable by the colonies, and requires the use of the Map Editor to place before a new game starts.

Indestructible

Destructable