Work in progress: numbers are still being tuned. Messalith is in development. This wiki is generated from the game's current build, so every figure here can change.

Crafting

Facilities

The workshop's buildings, from the knapping floor to the forge and bloomery. What each one costs, who can build it and what it opens.

A facility opens recipes. The camp starts with a knapping floor and builds the rest with the Build order. A facility's materials are paid when its work starts, and its builder needs the skill shown.

FacilityWhat it opensCostWorkBuilderNeeds
Knapping floorStone points, blades, bone and alien edgesbuilt at the start---
Drying racks and tanneryComposite bows, field packs4 wood, 2 salt3Engineering 1+-
ApothecarySplints, poultices, tonics4 wood, 3 clay3Medicine 2+-
KilnCharcoal, fired clay shot4 clay, 3 wood3Engineering 1+-
StillAntiseptic spirit, pitch3 clay, 2 wood3Engineering 2+Kiln
Forge and bloomeryIron knives, spearheads and shot2 iron ore, 4 charcoal, 4 clay5Earth Sciences 3+Kiln
InfirmaryWounds heal faster (staffed by a Medicine worker)4 wood, 2 hide, 2 plant fibre3Engineering 1+Apothecary
BellowsIron recipes take 1 less work3 hide, 2 wood2Earth Sciences 2+Forge and bloomery, Bellows study
Kiln draught3 charcoal a batch, 2 clay shot4 clay, 2 wood2Engineering 2+Kiln, Draught Kiln study
Drying loft2 poultices or tonics a batch4 wood, 2 plant fibre2Engineering 1+Apothecary, Herbal Lore study

Some facilities are upgrades of others, built beside them once a study is done: the bellows on the forge, the draught on the kiln and the drying loft on the apothecary. The study hut, the training yard, the crown forge, the charging frame and the salvage bench are on the crown forge and salvage.