Gnomoria

Gnomoria

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Unofficial Production Guide
By cadinlamonte
A guide for all thing involving your productions!
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This Guide
Hello to you, fellow Gnomad! This guide is intended to help you decide how you want to set up your production. I have created several images designed to illuminate key information, and tried to keep it as orderly as possible. If they seem a little cluttered, I apologize. I also ask that you forgive any redundancies. Don't be daunted by the amount of information - it's all easy and pretty straightforward. You can right-click any of the pictures to open in a new tab for better image quality.



Index

Raw Materials - goes through the main Raw Materials in Gnomoria and where to find them.
  • Farms and Groves
  • Pastures
  • Mining

Raw Material Workshops - looks at the workshops that take Raw Materials and turn them into something usable in other recipes. Also contains handy information about Hunger, Thirst, Food and Drink base Worth, and how Quality affects consumables.
  • Raw Materials Input
  • Hunger & Thirst and Consumable Quality

Crafted Materials - contains a very useful image of all crafting recipes listed alphabetically. I triple-checked to make sure I had included everything, though some raw materials recipes (such as those listed in the Raw Materials section) have been intentionally omitted. Feel free to leave a comment with any incorrect or missing information, as something still may have gone unnoticed.
  • Craft To and Repeat

Crafted Material Workshops - lists everything that can be produced from the previous images at their respective workshops. Intended as a cross-reference.

Building Our Workshops - contains 2 useful images of the total costs of building our workshops, and the order in which to build them. Shows which workshops are contingent upon others in order to be built, along with the items required from that workshop.
  • Using Our Workshops

Item Worth and Trading - small section on Crafted Item Quality and Trading.
  • Item Worth
  • Trading

Storage - How and where you can stock which items.
  • Overproduction
  • Crates, Barrels, and Bags
  • Stocking Your Items

So What Do I Build?
  • Suggestion Section

Valediction - final thoughts.
Raw Materials
Let's begin with the raw materials you will find in Gnomoria. These include Fruit, Fibers, Coal, Logs, Raw Stone, Ore, Raw Gems, Grain, Milk, Eggs, Straw, and Soil.

You can obtain raw materials by foraging farms and groves, clipping and felling trees, tending pastures, and mining.

Farms and Groves

Farms will be your main source of food for both your gnomes and your pastured animals, and other essential raw materials. Working a Farm requires the Farming profession. Groves require the Horticulture profession and Felling Axe. Farms and Groves can only be designated on Dirt or Grass, but not Clay tiles. Farms can grow Strawberries, Grapes, Cotton, and Wheat, while Groves provide a sustainable source of Logs, Oranges, and Apples (both can add more with mods!). Farms and Groves will not grow in Winter.

Over time, your gnomes get Hungry and Thirsty. These are set on a 0-100 scale (although there is no cap, meaning higher-quality Food/Drink will cause your gnomes to go longer without Food/Drink). Hunger goes from 100-0 in around 3 days, Thirst goes from 100-0 in around 1.5 days. Quick fixes for empty Food or Drink stocks include foraging Strawberries, Apples, or Oranges from the map, and building a Well over water cells. Water is a low-quality Thirst-slaker, but will keep gnomes alive until you can resupply.

Here we see what each of these raw materials produced at Farms and Groves are used for, and the average amount of sunlight needed to grow. Note: varying daylight hours means they don't always grow at the same rate. There are also random elements that may cause less Clippings, Straw, Seeds, or Grain to be produced during a harvest.
  • Strawberries/Grapes - from Farms, can be eaten or turned into Wine at Distillery. Produces 1 Fruit and 1 Seed per plot. Require ~54 hours of sunlight to grow.
  • Cotton/Apple/Orange - Cotton from Farms can be crafted into Cotton Bolts at a Loom, Apples/Oranges from Groves can be eaten or turned into wine at Distillery. Produces 1 Fiber/Fruit, and Cotton produces 1 seed per plot. Require ~48 hours of sunlight to grow.
  • Wheat - arguably the most important Farm. Produces 1 Grain, 1 Straw, and 1 Seed per plot. Grain can be turned into Loaves of Bread at a Kitchen or Beer at a Distillery. Straw is used for Straw Beds, a crafting component in Mattresses, and food for your Yaks and Alpaca. Any seed is used to feed Emus. Requires ~72 hours of sunlight to grow.
  • Birch/Pine Trees - can be clipped and felled for Logs. Produces 1 Log and 1 Clipping per plot. All Trees require ~96 hours of sunlight to grow.
  • Grass - grows on Dirt (not Clay) tiles with grass nearby and requires ~2 hours of sunlight to grow.

Pastures

Pastures are used to hold animals such as Yaks, Alpaca, and Emus. Working a Pasture requires the Animal Husbandry profession. Pastures can only be designated on Grass tiles, not Dirt or Clay. You can build Troughs on Pastures to hold 32 of either Straw or Seed. Animals consume different types of foods.
  • Yaks/Alpaca - consume 1.4 Straw / day
  • Emus - consume 1.4 Seed / day
Looking at this rate of consumption, a Pasture holding 10 of any domesticated animal will require 14 food / day, or 168 food / season. Knowing this, you can decide exactly how much farmland you'll need to keep yourself in a constant supply of Straw and Seeds.

All animals require 12 days to gestate before they are born. Males can impregnate 1 available female per night, meaning 1 male can impregnate 12 females in a season. This will result in 1 animal born per day.

Each animal also has its own number of housing slots they require. They are as follows:
  • Yaks - 12 (120 minimum number of plotted Pasture for 10 Yaks)
  • Alpaca - 8 (80 minimum)
  • Emus - 9 (90 minimum)
Excess animals can be Butchered, resulting in Meat, Hides, Bones, and Skulls. A higher Butchering skill will result in higher quantities of each per Corpse.

In all, Pastures can produce the following:
  • Milk - from Yaks, low quality Drink, used in crafting Cheese
  • Wool - from Alpaca, high quality Cloth, used in Tailor Shop recipes as Cotton alternative
  • Eggs - from Emus, low quality Food, used in crafting Omelets
  • Meat - from slaughtered animals, low quality food, used in crafting Sausages
  • Bones - from slaughtered animals, crafting component used at Bonecarver
  • Hides - from slaughtered animals, crafting component used at Leatherworker
  • Skulls - from slaughtered animals, crafting component used at Bonecarver

Mining

Mining is done with a Pickaxe and the Mining profession checked. Mining increases the Hammer skill of your gnomes, and should be checked for any Soldier professions. Mining a cell will produce 1 Soil/Raw Stone/Ore/Coal/Gem per Wall/Floor. Coal, Ore and Gems are only found in walls. In raw stone walls with Coal, Ore, and Gems, 1 Raw Stone will be produced in addition to the other materials.

Mining specific items can be challenging, as certain raw materials can only be found at certain depths. Raw materials from mining are found at the following Depths (on a flat map):
  • Dirt/Clay - found Depth 0 to -6, used at Prospector for Silica and Metal Slivers
  • Raw Stone - found Depth -7 to -99, used at Stonecutter for Blocks and Prospector for Silica and Metal Slivers
  • Coal - found at almost all Depths, used at Forge for crafting and Carpenter for Torches, also used by Steam Engines, Automatons, and Smelter.
  • Copper Ore - found Depth +25 to -49, used at Forge for bars and bars used in Bronze bar and Rose Gold bar recipe
  • Tin Ore - found Depth -10 to -49, used at Forge for bars and bars used in Bronze bar recipe
  • Malachite Ore - found Depth -10 to -59, used at Forge for bars
  • Silver Ore - found Depth -10 to -59, used at Forge for Bars
  • Platinum Ore - found Depth -60 to -99, used at Forge for Bars
  • Gold Ore - found Depth -62 to -84, used at Forge for Bars and bars used in Rose Gold recipe
  • Iron Ore - found Depth -50 to -99, used at Forge for bars and bars used in Steel bar recipe
  • Lead Ore - found Depth -50 to -84, used at Forge for bars
  • Gems - found at Depth -7 and below, used at Gemcutter in Cut Gem recipe and Cut Gems used at Jeweler for Jewelry

Prospecting/Smelting make Slivers. Slivers can become bars at a Forge with 10 of one single type of Sliver, meaning 10 Copper/Tin/etc Slivers. Prospecting 10 Soil or Raw Stone will attempt a chance at a random sliver of metal and some silica. These chances raise with a higher Prospecting skill. Smelting new items results in a 50% loss in Bars, rounded up (an item made with 5 bars will return 3). Smelting worn items results in a certain number of slivers, increasing with the Smelting skill. They are as follows:
  • Worn Claymore - 5 Slivers
  • Worn Warhammer - 4 Slivers
  • Worn Breasplate/Helmet/Sword/Battleaxe/Shield - 3 Slivers
  • Worn Handaxe - 2 or 3 Slivers
  • Worn Hammer/Greave/Pauldron - 2 Slivers
  • Worn Boot/Gauntlet - 1 Sliver
As smelting these costs 1 Coal each, you may choose instead to sell certain items that would result in less Slivers. If you have enough Coal stocked, you may not see this as necessary. Bear in mind that many of the raw materials you need can also be purchased from a Merchant, provided you have hosted an Ambassador to their Kingdom.
Raw Material Workshops
Raw Materials Input

Your raw material workshops will take their input materials from an outside source (ie. farm, pasture, grove, mines, foraging and felling). Below I have provided a sheet that shows the material produced, the required items, and what it's used in. I have also provided a list of Hunger and Thirst value totals, and the number of parts received from each corpse. The list is broken down into the starting workshop (Crude Workbench), those that receive their raw mats from Pastures, Farms, and Groves, and those that receive their raw mats from Mining (Coal can be obtained through mining and production from Furnace at 1 Log : 1 Coal rate).

Hunger & Thirst and Consumable Quality

Hunger and Thirst have no limit, though a gnome will not seek out food/drink unless Hungry or Thirsty. High quality food and drink exceed the cap, meaning a gnome who has consumed a Legendary Sandwich will not look for food for ~2 weeks; and Legendary Wine/Beer will not look for drink for ~1 week. In the image provided, I listed each edible/potable item's base Hunger/Thirst value. This is increased (or decreased) based on the quality of the produced item.


As a rule, Milk, Mushrooms, Meat, and Eggs are all average quality. The rest are valued based on the following scale, as listed in the above image:
  • Poor - multiplies base value by .9
  • Average - x 1.0
  • Fine - x 2
  • Superior - x 3
  • Masterful - x 5
  • Legendary - x 10

This means that any Legendary Sausage, Bread, Omelette, or Sandwich will provide at least 200 points of nourishment to your gnome. Legendary cheese will provide exactly 3 days worth of Hunger points (100).

Using the images, we can see all of the workshops that use raw materials as their input. Their outputs provide either crafting components for use at another workshop, or a finished consumable product. Now let's have a look at some of the Crafting Components found at these other workshops.
Crafted Materials
Your non-raw material workshops will produce various goods. Provided below is every recipe (If I missed any, please let me know!) from most non-raw material workshops, listed alphabetically for ease of reference.

*Statues will be composed of either 4 Blocks, 4 Planks, or the Ore totals for the Metal you choose to make it out of.

For clarity, text color is only meant to help you find what you need quickly. Anything abbreviated can be seen with its full name next to its alphabetical name. A '+' sign does not signify anything, other than a continuation from the last line.

Each item with multiple components shows their respective total required raw materials. This is an excellent tool to use if you aren't sure if you've got the stocks to take on that next big project!

Craft To and Repeat

You may notice you can have your Workshops craft a specific number of items then stop when it reaches a given number, or just have it repeat indefinitely. Be wary using Repeat, as you will need to keep a constant eye on your raw materials. Using repeat when you have the available materials can result in a large increase to Kingdom Worth (depending on the crafted item), and large skill boosts to your working gnomes.

Using Craft To is arguably more important. Using the Craft To option allows us to set a minimum (or maximum) number of an item we want in our Kingdom. Crafting Wine to 100 means that provided we have enough Fruit, our Distillery will produce Wine until we have 100 or more. When we dip under 100, our Distillery will begin production again. This is useful for keeping precise control over our production.

Another benefit of using the Craft To option is to set Weapons/Armor totals to slightly higher than you need. If you have 1 squad of military gnomes you want to outfit in full Bronze armor, you'll need 5 Bronze Helmets and Armor, and 10 of each Bronze Pauldron, Greave, Gauntlet, and Boot. When your Armorsmith starts out they will only create Poor/Average quality goods, however your military gnomes will pick the best available item to wear. So if you set your Craft To totals to say 6 Helmets/Armor, and 12 Pauldron/Greave/Gauntlet/Boot, you would have 1 full set of armor left in your stocks. This means whatever you have left over in your stocks once production is complete (and gnomes are outfitted), are your worst quality items. These can be sold at a merchant for other goods. But our Craft To total is now higher than what we have! Our worker will then craft the deficit, providing you with a constant stream of (over time) better quality items. If your gnome produces a better quality weapon or armor, you may notice your military gnomes equipping them right away. This means what ever item was crafted was better than what the gnome previously had on.

In short, Craft To can be used to keep precise control over your production, whereas Repeat provides much less control but greater skill boosts.
Crafted Material Workshops
Most of the workshops that produce Crafted Materials get their components from other workshops. Listed below are the Crafted Material workshops. You can use this list in reference with the above recipes list to see a precise count of what you can produce, and now where to produce it. Items marked with an asterisk (*) must be researched at a Tinker Bench before you have access to it.

Carpenter
  • Bed Frame
  • Four Poster Bed Frame
  • Bed
  • Four Poster Bed
  • Wood Door
  • Stick (x2)
  • Table - Wood
  • Chair - Wood
  • Dresser
  • Cabinet
  • Crate
  • Barrel
  • Torch
  • Workbench
  • Loom
  • Hilt
  • Haft
  • Bellows
  • Training Dummy
  • Wheelbarrow
  • Bucket
  • Wooden Shield
  • Crossbow Stock*
  • Blunderbuss Stock*
  • Pistol Stock*

Stonemason
  • Stone Door
  • Table - Stone
  • Chair - Stone
  • Chisel
  • Sawblade
  • Knife Blade
  • Knife
  • Hearth
  • Mold
  • Furnace
  • Trough
  • Stone Sword
  • Stone Hand Axe
  • Stone Hammer
  • Stone Crossbow Bolts (x16)*
  • Stone Musket Rounds (x32)*

Woodcarver
  • Statue - Wood
  • Statuette - Wood
  • Puzzle Box

Stonecarver
  • Statue - Stone
  • Pillar
  • Statuette - Stone
  • Pet Rock

Leatherworker
  • Leather Strap (x2)
  • Leather Panel
  • Leather Helm
  • Leather Cuirass
  • Leather Bracer
  • Leather Greave
  • Leather Glove
  • Leather Boot
  • Quiver*

Bonecarver
  • Bone Needle
  • Statuette - Bone
  • Skull Helmet
  • Bone Shirt

Tailor Shop
  • Bag
  • Sack
  • Bandage
  • String
  • Padding
  • Mattress
  • Ammo Pouch*

Metalworker
  • Statue - Metal
  • Statuette - Metal
  • Commemorative Coin

Blacksmith
  • Pickaxe Head
  • Pickaxe
  • Felling Axe Head
  • Felling Axe
  • Cutting Wheel
  • File
  • Ball-peen Hammer
  • Alarm Bell

Machine Shop
  • Wrench
  • Rod (x2)*
  • Gear (x2)*
  • Spring*
  • Spike*
  • Crossbow Bolt (x16)*
  • Musket Round (x32)*
  • Blunderbuss Barrel*
  • Pistol Barrel*
  • Screw*

Armorer
  • Armor Plate
  • Helmet
  • Breastplate
  • Pauldron
  • Greave
  • Gauntlet
  • Boot

Weaponsmith
  • Sword Blade
  • Sword
  • Hand Axe Head
  • Hand Axe
  • Hammer Head
  • Hammer
  • Claymore Blade
  • Claymore
  • Battle Axe Head
  • Battle Axe
  • Warhammer Head
  • Warhammer
  • Shield Boss
  • Shield Backing
  • Shield
  • Tower Shield Backing
  • Tower Shield

Jeweler
  • Ring
  • Gemmed Ring
  • Necklace
  • Gemmed Necklace

Engineering Shop*
  • Axle
  • Mechanism Base
  • Gearbox
  • Handcrank
  • Trap Base
  • Spike Trap
  • Blade Trap
  • Crossbow
  • Lever
  • Mechanical Wall
  • Windmill Blade
  • Pressure Plate
  • Hatch
  • Blunderbuss
  • Flintlock Pistol
  • Cylinder
  • Prosthetic Arm/Hand/Leg/Foot
  • Automaton (and rebuild Automaton)

Kiln
  • Brick Block
  • Ceramic Tile
  • Statuette - Clay
Building Our Workshops
In order to start our production, we're going to need to build our workshops. To build our workshops, we'll first need to make sure we've got the necessary raw materials for the job. Below I have provided a resource to help you discern exactly the raw materials needed to complete a task. All components required to build your workshops are shown on the left-hand side, and the total number of raw materials for the workshop is provided on the right. In the upper left-hand corner is the total number of raw materials needed to complete one of every workshop.
*4x Rose Gold bar recipe = 6x Gold Ore, 2x Copper Ore, and 5x Coal
**Note: 1 Steel bar requires 10 Iron Ore to be crafted, OR 10 Steel Slivers. This means the Slivers produced by smelting Worn Steel Armor are inherently more valuable, as 1 Steel Sliver is roughly equivalent to 1 Iron Ore. For reference, a Copper Bar (2 Ore) from 10 Slivers means 1 Copper Sliver is worth .2 Copper Ore (as far as your production goes, anyway).

Now that we have an idea of the materials we need, let's look at what order the workshops will need to be built. Some workshops are contingent upon others, but all workshops are initially reliant on a Crude Workshop. This gives you the basics you need to build the main 4 workshops, to be built in the following order: Stonecutter > Stonemason > Sawmill > Carpenter. Once those 4 are complete, deconstruct your Crude Workbench, it is now obsolete. The rest are provided below.

It may be a bit misleading to say the Kiln is reliant on Silica from the Prospector Shop to be crafted; the Kiln receives its raw materials from the Prospector, but can actually be built without it. Bear in mind, though, that it will not be able to produce any goods (except Clay Statuettes) without the raw material input from the Prospector. Aside from that, the Tailor Shop is reliant on a Bone being turned into a Bone Needle from the Bonecarver, the Blacksmith is reliant on the forge, etc. The picture is pretty straightforward. Don't forget, you can right-click to open the image in a new tab for a clearer picture.

Using Our Workshops

Workshops have various functions and indicators. They are:
  • Suspend - no work will progress at this workshop, regardless of what's in the build queue
  • Repeat - repeat a build order indefinitely
  • Craft To - craft a build order to a set amount, then move to the next order in the queue
  • Priority - give this workshop a priority value (gnomes will work High Priority workshops first or the lowest number)
  • Craft - craft an item. You may choose any component you have a type of (Pine Plank, Birch Plank)
  • Yellow floor - not currently being worked. May be from Suspend, no available workers, or no tasks to be performed.
  • Green floor - currently being worked
  • Red floor - workshop is too cluttered. Workshop has 20 or more items on it and can not continue production. Once an item is crafted, it is stacked on the workshop. Each item on a workshop reduces efficiency by 5%, meaning it will take 5% more time to complete a new task than previous. Your gnomes may be busy and haven't had the opportunity to haul those produced goods away yet. If that isn't the case, Designate more Stockpiles, or add Crates, Barrels, and Bags to your current ones to free up space. The Butcher Shop is unaffected by the Red Floor penalties.
Item Worth and Trading
Item Worth

Each item has a base Worth that influences your total Kingdom Worth. It is further modified by the Quality of the good produced. The modifiers are as follows:
  • Poor - x .9
  • Average - x 1.0
  • Fine - x 1.5
  • Superior - x 2
  • Masterful - x 3
  • Legendary - x 5

Mined soil and stone has a base value of 0. The rest of the raw materials have values ranging from 1 to 24 (Platinum ore). Crafted materials have varying base values and are mainly modified by the quality we just went over. The crafting material used in each of these produced good also has an effect on Worth. For example, a Platinum Statue has a Worth of 4900, whereas a wooden statue has a Worth of only 100.

Birch and Pine used to differ in quality, but now both have the same value of 1, and produce items of equal value to each other. This is also the same for Apple Wood and Orange Wood. Type of wood no longer affects value, only color.

You can achieve better quality items at a faster rate with level-ups to the corresponding skills. High skill at a workshop will produce top-quality goods, and reduce the amount of time it takes to craft them.

Trading

Trading can be done by building a Market Stall and hosting an Ambassador. Ambassadors require Personal Quarters with minimum values that increase with your Kingdom Worth. If your Worth exceeds the Ambassadors corresponding Room value, they will leave and return to their Kingdom (stopping Merchants from coming until you host another Ambassador). The value of their rooms starts at a minimum of 450, increasing to 600, then 750, then 1000 as your worth appreciates. This is why it is useful to designate a Personal Quarters room and deck it out with block walls and floors, and nice furniture/statues before the Ambassador arrives. As a personal rule, I don't invite any Ambassadors until I have at least 1 room to assign him to with a value of 1000. You can right-click any designated room to check its Worth.

Merchants will arrive and sell goods at your Market Stall. Merchants have a select number of items they can sell to you - mostly raw materials, or animals (the EspEcon mod really opens this up for much more variety). Most goods can be sold to merchants at a price less than their Value.

The big moneymaker workshops are:
  • Bonecarver - selling bone Statuettes when you have an excess of bone
  • Stonecarver - selling stone Statues, Statuettes or Pet Rocks
  • Woodcarver - selling Puzzle Boxes or Statuettes
  • Metalworker - selling Statues, Statuettes, or Commemorative Coins; high-value items
  • Jeweler - selling Jewelry when you have available Ore, Gems, and Coal; high-value items
Storage
Storing your items is important to maintaining a healthy production. If you notice you have a lot of uncollected items laying around, you may need to build more stockpile space. Be sure to designate it with the appropriate items checked, then give it a Priority.

Overproduction

Having uncollected stocks laying around can also be a sign of overproduction. You may have too many farms, groves, or animals. Having extra Fruit, Meat, Milk, and other consumables seems like a good idea, but it can attract some dangerous enemies. Mants spawn solely based on Food and Drink stock, and will prioritize stealing those items. If they steal enough, they will leave. Be sure to keep track of how much Food and Drink you're producing, as mants are unaffected by Kingdom Worth.

Overproduction at your workshops may also lead to some problems down the road, as your Kingdom Worth may be increasing at a faster rate than you realize. Incrementally increasing your workshops Craft To totals is a good way to maintain your means of production.

Crates, Barrels, and Bags

Items can be stored on areas designated as Stockpiles. Each Stockpile plot can hold 1 of most items, a stack of specific items, or a Crate/Barrel/Bag. Crates, Barrels, and Bags will only be used when built on a Stockpile with the appropriate items checked.

Crates hold 32 of any number of items, and may differ in content.

Bags hold 32 of any one seed, clipping, fiber, or grain, and may not differ in type.

Barrels hold 64 of any one Drink, and may not differ in type (may differ in Quality, but will retain that Quality when pulled from the Barrel).

Stocking Your Items

You can set stockpiles to Restock Thresholds to have them resupply when the stockpile is running low. For example, you can set a stockpile containing only Bandages to a Restock Threshold of X. When X plots of the stockpile are empty, a gnome will restock it with the appropriate item - in this case, Bandages. All items require at least 1 space on a stockpile to be considered 'stocked'. Unstocked items may be dropped or uncollected on your stockpiles. Be mindful of how clean your base is.

When stocking items, it's important to give as many items as you can their own Stockpiles. This is crucial for raw materials, especially those that stack on themselves (see below). You can achieve this by giving a higher priority to Stockpiles of a single resource. For example, you might place a stockpile near your Sawmill and Carpenter and only have it able to store Logs and Planks. All priorities start at 5, so simply giving it a Priority of 4 will have your gnomes seek this stockpile out first for both Logs and Planks (you can also give them Priority 1 if that works better for you). Placing these stockpiles near their corresponding workshops will help your gnomes complete their tasks faster, in turn leveling their skills faster. You want your gnomes with high skill levels so they can produce better quality goods at a faster rate.

All items not stored in a Crate, Barrel, or Bag take up 1 plot. Below is a list of where and how items may be placed. If you notice any are missing, please leave a comment.

The following require 1 space on a Stockpile. They can not be stored in a Crate, Barrel, or Bag, and do not stack:
  • Workbenches
  • Looms
  • Bed Frames / Four Poster Bed Frames
  • Training Dummies
  • Mattresses
  • Tables
  • Chairs
  • Dressers
  • Beds / Four Poster Beds
  • Statues
  • Doors
  • Levers
  • Mechanical Walls
  • Pressure Plates
  • Hatches
  • Handcranks
  • Steam Engines
  • Traps
  • Wheelbarrows
  • Buckets
  • Sacks
  • Padding
  • Anvils
  • Ammo / Bolts
  • Golem Cores
  • Corpses / Limbs
  • Quivers / Ammo Pouches
  • Unbuilt Crates, Barrels and Bags

The following can not be stored in a Crate, Barrel, or Bag, but stack on themselves:
  • Straw - stacks in piles of 16 (32 in Troughs)
  • Dirt / Clay / Stone - stacks in piles of 64
  • Silica - stacks in piles of 32

The following can be stored in Crates:
  • Blocks
  • Logs
  • Planks
  • Sticks
  • Hafts
  • Hilts
  • Knife Blades / Knives
  • Coal
  • Ore
  • Bars
  • Uncut / Cut Gems
  • Cutting Wheel
  • File
  • Ball-peen Hammer
  • Wrench
  • Bolts of Cloth
  • String
  • Bandages
  • Hides
  • Bones
  • Meats
  • Skulls
  • Statuettes
  • Pet Rocks
  • Puzzle Boxes
  • Armor Plates
  • Coins
  • Jewelry
  • Fruit
  • all Prepared Food
  • Torches
  • Rods / Gears / Springs / Axles / Gearboxes / Mechanism Bases
  • Pickaxes / Felling Axes
  • Weapons / Armor

The following can be stored in Barrels:
  • Milk
  • Wine
  • Beer
  • Tea

The following can be stored in Bags:
  • Fibers
  • Seeds
  • Clippings
  • Grains
So What Do I Build?
This is the question! When creating this guide (and all my guides), I made it a point to try not to tell you how exactly you should play. I wanted these guides to help beginners find their own way, and provide unique resources for the more seasoned Gnomads.

For the beginners: It's important to make mistakes in this game - to see a whole kingdom wiped out and say "fudge it, now I'm gonna build it better." Figuring out those little details that make the game fun for you is what's most important.

I'll end that small rant by saying there really is no perfect build chain. How you want to progress depends on the types of Ore you've found, other resources you've collected, and a few other variables you will find out as you play. Look at what you have and say "what can I afford to use".

For the seasoned Gnomads - Thanks for reading. At the very least I hope I've provided a useful resource to direct new players to. If you learned something you didn't know along the way as well, I won't tell.

However, I won't leave you with no direction to aim at, my fellow Gnomad! The rest of this section will be suggestions on where to set some reasonable production goalposts, and what you need to consider. Anyone who wants to leave a comment for this 'Suggestion Section' will have it added to the guide with credits, provided the information is useful and correct.

Suggestion Section
  • When you have a steady supply of bones, you can have your Bonecarver produce Statuettes. I set mine to Craft To 50 when I have at least 100 bones. This usually provides me with a good chunk of trade value to buy some early Alpacas and Emus, without sacrificing precious Ore and Coal for metal Jewelry.
  • When you have a steady supply of hides, you can set higher Craft To totals for your Leatherworker. Your Leather-clad gnomes will end up only wearing the best available armor. Setting, for example, Yak Leather Armor to be crafted to 20 will give up to 15 Military gnomes the best armor you've got. The remaining 5 (typically of Poor or Average quality) you sell. This will trigger your Leatherworker to craft 5 additional Leather Armor to make up for the deficit (15 are worn, 0 in stocks). Each time you sell, you have the opportunity for your gnomes to be equipped in better armor. Gnomes wearing a lesser quality armor will trade it out for the better one. I usually end up selling them until I no longer have any 'Poor' or 'Average' quality Leather Armor. If my Market Stall says I have 5 Fine Yak Leather Cuirass, that means the other 15 gnomes equipped with leather armor have at least Fine quality Armor.
  • Have patience. Don't rush your production when you don't have the materials or you may find yourself in the middle of Winter with no Food or Straw.
  • Your production should focus first on survival, second on increasing your Kingdom Worth. Kingdom Worth is your Stocks Worth (the value of all of your stocked items - this is constantly in flux as it includes stocked consumables and crafting components), plus your Construction Worth (the value of all your constructions - does not include built Soil or Raw Stone walls or floors). As you increase in worth, you will attract more Gnomads, more and better-geared enemies, and higher-tiered merchants. The value of your Great Hall is doubled in these calculations.
  • Sitting on some Silver Ore? Silver is a poor weapon/armor metal. Perhaps some Silver Statuettes (found as high as -10 Depth, 1 Bar each, base Worth 325, Trade value 130) could help boost your Kingdom Worth instead?
  • Don't forget that if you choose to sell any high-value items, your Kingdom Worth will decrease significantly. It's best to avoid selling valuable items at the end of seasons to avoid potential loss of Gnomads.
  • If you're short on wood for the chairs and tables needed to build your workshops, you can also use stone.
Valediction
I'd like to thank RoboB0b for making this great game, and you for reading. I hope this helps you build a Kingdom to rival all nations!

If you can think of any other information that might make this guide better, have any comments or concerns, find anything incorrect or accidentally omitted, please politely leave your comments below.

All images placed within this guide were created by the author, using GIMP and/or Paint.

For a detailed guide on all things involving your Military, check out my Unofficial Military Guide. The guide also contains a quick reference for statue (and other material) colors.

For a detailed guide on how to efficiently manage your first Spring, check out my Unofficial First Spring Checklist.

For a detailed guide on how to mod your game with multiple mods, check out my Unofficial Multiple Modding Guide.

If this guide helped you, rate it up for better visibility to help other Gnomads!
5 Comments
Jsethh Feb 4, 2023 @ 7:32pm 
I want you to know that even nearly a decade later your "Unofficial" guide series is still hugely helpful. Thank you for the effort you put into them, they're incredible.
Noieter Jan 18, 2016 @ 1:41pm 
It's very complete, this guide has a lot of work behind it. I think both beginners and experienced players can find it very helpful.
spoderman_spoody | Lvl 29 Druid Nov 24, 2015 @ 9:39am 
This is a great guide for beginners and is laid out nicely!
cadinlamonte  [author] Nov 3, 2015 @ 7:16am 
Appreciated, and you're very welcome!
Erudit Nov 3, 2015 @ 1:55am 
Great guide!
Thank you for putting this much effort into it.