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Hunting and Farming
Animals and trees are the factory's renewable resources. You catch Steppe Grazers and Dune Hoppers with the Animal Trap and process them in the SlaughterHouse; the Tree Farm grows wood once the wild trees are gone. Hunting opens in Epoch 1, tree farming in Epoch 2.
Two kinds of alien animals live in herds on the steppe, in a ring around the spawn: close enough for your first hunt, with some distance to the bunker and to each other.
| Steppe Grazer | Dune Hopper | |
|---|---|---|
| Herds per world | 6 | 8 |
| Animals per herd | up to 10 | up to 6 |
| Regrowth | one animal every 3 minutes | one animal every 90 s |
| In the SlaughterHouse | 4 Meat, 2 Hide, 3 Tallow, 2 Bone (8 s) | 1 Meat, 1 Hide, 1 Bone (3 s) |
The animals cannot be hurt. You hunt them only with traps. They are visible when you are nearby, but a herd keeps its numbers (and keeps regrowing) even when no one is around.
| Animal Trap | |
|---|---|
| Epoch | 1 |
| Unlocked by | Hunting |
| Size | 1 × 1 |
| Energy | none |
| Recipe | 4 Wood + 2 Iron Plate + 1 Iron Gear |
- Place the trap within 16 blocks of a herd. Every 30 s it catches one animal from the nearest herd in range, as a Caught Steppe Grazer or Caught Dune Hopper.
- It needs no power and no bait, and it keeps working when you are far away.
- The trap has one slot. It snaps shut when it holds a catch and stops when the slot is full.
- Press Use to look into the slot; crouch and press Use with an empty hand to take the catch. A Grabber can take it out and put it on a belt.
A trap takes from the herd's stock. If you set more traps than a herd can regrow, the herd runs empty and the traps wait. Spread traps over several herds.
| SlaughterHouse | |
|---|---|
| Epoch | 1 |
| Unlocked by | Hunting |
| Size | 3 × 4 |
| Energy | fuel, 90 kW |
| Speed | 1 |
| Outputs | 4 (Meat, Hide, Tallow, Bone) |
| Noise | 6 per minute |
| Recipe | 1 Trapped Goblin + 20 Wood + 10 Iron Plate + 10 Stone Brick |
A goblin workshop that cuts caught animals into Meat, Hide, Tallow and Bone. Like a furnace, it detects the recipe from what you put in and burns fuel (see Smelting). Each product has its own output slot; grabbers take them out one after the other. The Trapped Goblin in its recipe is a captured goblin, see Goblins.
What the products are for:
| Product | Use |
|---|---|
| Meat | Goblin food: Gob value for the Goblin Research Center and the Goblin call at the Portal of the Ancient |
| Hide | armor recipes; Gob value |
| Tallow | fuel (1.5 MJ), Lubricant after Tallow Rendering; Gob value |
| Bone | Gob value |
Wild trees do not grow back. Every tree you fell is gone for good, so wood gets scarce as your factory grows. The answer is the Tree Farm.
| Tree Farm | |
|---|---|
| Epoch | 2 |
| Unlocked by | Tree Farming |
| Size | 3 × 3 |
| Energy | electric, 50 kW |
| Inputs | 4 Stone + 1 Coal + 20 Water |
| Output | 10 Wood every 30 s |
| Noise | 2 per minute |
| Recipe | 10 Wood + 5 Iron Gear + 5 Pipe T1 + 2 Electronic Circuit |
- The Tree Farm has only one recipe and selects it by itself.
- Feed Stone and Coal with Grabbers. Water comes through a pipe at the connection on its back (see Fluids).
- You can watch the tree grow inside. In the last third of the cycle the saw starts turning, and then the wood is ready.
- It needs a power pole nearby, see Power.
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Getting Started
Basics
- Controls and Building
- Gathering by Hand
- Crafting
- Field Manual
- The World
- The Bunker
- Status Icons and Warnings
Progression
- Epochs
- Research
- Knowledge Scrolls
- Outlander Test Site
- Research Capsules
- Portal of the Ancient
- Great Portal
Factory
- Belts
- Grabbers
- Storage
- Mining
- Smelting
- Fabricators
- Power
- Fluids
- Oil Processing
- Railways
- Signals and Programmable Interface
- Rune Modules
- Nuclear Power
- Floors and Landfill
- Hunting and Farming
Creatures
Danger
Multiplayer
Reference
Story
- Lore (spoilers)
Project