Difference between revisions of "Hunting"
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There are a few ways of using the hunting family. You can give them a large zone early and hope that animals migrate into their area to be hunted. You can constantly move their zone to where animals are. You can place a 1x1 wide border around | There are a few ways of using the hunting family. You can give them a large zone early and hope that animals migrate into their area to be hunted. You can constantly move their zone to where animals are. You can place a 1x1 wide border around your entire map along the edge and hunters will patrol the area for newly spawned animals. Or you can recreate an animal trap by fencing in your entire map leaving only a small area for grass to spawn animals will naturally migrate to this area since it is the only place food will be available to them. Ultimately the hunter class still needs some improvements and relying on your own stables for animal husbandry will give a larger more predictable return. | ||
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Latest revision as of 13:21, 17 November 2022
Hunters are a peasant class family that focuses on hunting wildlife within their Hunting Zone. All hunter buildings are completely optional and they will still hunt on foot, but the hideout gives them some protection against wild animals that attack after being harmed. Hunters will also shoot animals outside their zone as long as they can be shot by the hunter while standing inside their zones. Hunters will also passively gather fruit/acorns from trees in their zones.
There are a few ways of using the hunting family. You can give them a large zone early and hope that animals migrate into their area to be hunted. You can constantly move their zone to where animals are. You can place a 1x1 wide border around your entire map along the edge and hunters will patrol the area for newly spawned animals. Or you can recreate an animal trap by fencing in your entire map leaving only a small area for grass to spawn animals will naturally migrate to this area since it is the only place food will be available to them. Ultimately the hunter class still needs some improvements and relying on your own stables for animal husbandry will give a larger more predictable return.
Product | Production
Items Involved |
Produced
Per Recipe |
Cost | Storage | Makes (From) |
---|---|---|---|---|---|
Animals (Dead) | Hideout (Optional)
Outdoor Feeder (Optional) |
N/A | - | Knackery | Meat (Butcher) |
Buildings
Name | Cost | Built By | Takes | Yield | Size | Access |
---|---|---|---|---|---|---|
Hideout | 4 Planks | Carpenter | N/A | N/A | 1x1 | 1 Tile (Back) |
Forest Feeder | 6 Plank | Carpenter | Animal Feed | N/A | 2x1 | 2 Tiles (Front & Back) |
Trap | 1 Steel Rod | Anyone | N/A | N/A | 1x1 | Can walk over |
Knackery | 2 Plank | Anyone | Dead Animals | N/A | 2x2 | 8 Tiles (All Sides) |
Weapon Rack | 2 Plank
1 Steel Rod |
Anyone | Weapons | N/A | 2x1 | 2 Tiles (Front & Back) |
Drawers | 4 Plank | Anyone | Clothes | N/A | 1x1 | 1 Tile (Front) |
Cabinet | 6 Plank | Carpenters | Clothes | N/A | 1x1 | 1 Tile (Front) |
Storefront | 1 Plank | Anyone | N/A | N/A | 1x1 | 1 Tile (Front & Back) |
All Buildings are optional, it is advised you place Knackery, Weapon Rack, Drawers/Cabinet in the home zone. Weapon Rack is completely optional since they will only store extra weapons for use later.
Peasant Professions
Baking,Blacksmithing, Bow-making, Brewing, Butcher, Farming, Fishing, Foraging, Leatherworking, Mason, Milling, Mining, Rope-making, Tailor, Tanning, Smelting
Wiki Navigation
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Peasant Professions | Bakers • Blacksmith • Bow-making • Brewers • Butchers • Farmers • Fishermen • Foragers • Hunters • Leatherworkers • Masons • Millers • Miners • Rope Makers • Tailor • Tanners • Smelters |
Noble Professions | Alchemy • Artists |
Guides | Economy Guide • Starting Guide |
Other | Buildings • Clergy • Temperature • Salvaging • Zones |