Crafting: Difference between revisions

(Added blacksmithing image.)
(→‎Tailoring: Added Resource Flow table)
 
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[[File:Blacksmith_Image.jpg|thumb|150px|right|[[Blacksmith]].]]
[[File:Blacksmith_Image.jpg|thumb|150px|right|[[Blacksmith]].]]
{{main|Blacksmith}}
{{main|Blacksmith}}
Blacksmithing requires [[resources]] such as [[iron]] and [[log]]s to produce [[tools]].
Blacksmithing requires [[resources]] such as [[iron]] and [[log]]s to produce [[tools]] to make your citizens more efficent.
 
=== Resource Flow ===
 
{| class="wikitable"
 
|-
! Process !! Input !! Uneducated Worker Output !! Trading Value Change (Un-edu.) !! Educated Worker Output !! Trading Value Change (Edu.)
|-
| Iron Tools || 1×[[Iron]] + 1×[[Logs]] || 1×[[Tools|Iron Tool]] || 1 profit || 2×[[Tools|Iron Tool]] || 9 profit
|-
| Steel Tools || 1×[[Iron]] + 1×[[Logs]] + 1×[[Coal]] || 1×[[Tools|Steel Tool]] || 3 {{font color|red|loss}} || 2×[[Tools|Steel Tool]] || 7 profit
|}


== [[Tavern|Brewing]] ==
== [[Tavern|Brewing]] ==
[[File:Tavern.jpg|thumb|150px|right|A [[Tavern]] producing [[Plum Ale]].]]
[[File:Tavern.jpg|thumb|150px|right|A [[Tavern]] producing [[Plum Ale]].]]
{{main|Tavern}}
{{main|Tavern}}
A tavern produces [[Ale|ales]], which consumes [[resources]] such as [[Farming#Orchards|plums]].
A tavern produces [[Ale|ales]], which consumes [[resources]] such as [[Farming#Orchards|plums]]. Citizens then consume the [[ale]], which raises their happiness.
 
 
 




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{{main|Tailor}}
{{main|Tailor}}
A tailor can craft [[clothing]] from [[leather]] and [[wool]] to prevent your [[Citizens]] from freezing to death in [[winter]].
A tailor can craft [[clothing]] from [[leather]] and [[wool]] to prevent your [[Citizens]] from freezing to death in [[winter]].
=== Resource Flow ===
{| class="wikitable"
|-
! Process !! Input !! Uneducated Worker Output !! Trading Value Change (Un-edu.) !! Educated Worker Output !! Trading Value Change (Edu.)
|-
| Hide Coats || 2×[[Leather]] || 1×[[Clothing|Hide Coat]] || 5 {{font color|red|loss}} || 2×[[Clothing|Hide Coat]] || 10 profit
|-
| Wool Coats || 2×[[Wool]] || 1×[[Clothing|Wool Coat]] || 5 profit || 2×[[Clothing|Wool Coat]] || 20 profit
|-
| Warm Coats || 2×[[Leather]] + 2×[[Wool]] || 1×[[Clothing|Warm Coat]] || 20 {{font color|red|loss}} || 2×[[Clothing|Warm Coat]] || 10 profit
|}

Latest revision as of 03:04, 3 June 2016

In Banished, crafting serves an important role, it progresses the initial settlement into a thriving town using resources to create better goods.

Crafting is split into three sections:

Blacksmithing

Main article: Blacksmith

Blacksmithing requires resources such as iron and logs to produce tools to make your citizens more efficent.

Resource Flow

Process Input Uneducated Worker Output Trading Value Change (Un-edu.) Educated Worker Output Trading Value Change (Edu.)
Iron Tools Iron + 1×Logs Iron Tool 1 profit Iron Tool 9 profit
Steel Tools Iron + 1×Logs + 1×Coal Steel Tool 3 loss Steel Tool 7 profit

Brewing

A Tavern producing Plum Ale.
Main article: Tavern

A tavern produces ales, which consumes resources such as plums. Citizens then consume the ale, which raises their happiness.



Tailoring

Tailoring menu.
Main article: Tailor

A tailor can craft clothing from leather and wool to prevent your Citizens from freezing to death in winter.

Resource Flow

Process Input Uneducated Worker Output Trading Value Change (Un-edu.) Educated Worker Output Trading Value Change (Edu.)
Hide Coats Leather Hide Coat 5 loss Hide Coat 10 profit
Wool Coats Wool Wool Coat 5 profit Wool Coat 20 profit
Warm Coats Leather + 2×Wool Warm Coat 20 loss Warm Coat 10 profit
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