*Tip*The GM will never assume you want to use resources to expand a building unless you specifically state that is what you want to do. Since the labor part of the farmland has already been paid many turns ago, all you need to do to increase it to size 3 is state that you are using 2 love berries to increase its size. I am shocked that you didn't do this already despite the tip from last turn. Does ANYONE read these tips? Don't get me wrong, I DO like yelling at you for failing to read, but even I get annoyed when I have to repeat myself several turns in a row. Hey, lets try something. If you actually read these tips, mention that in your next post. I'm curious now.
If you want to make an item, you should specify what materials you are going to use to make the item, and in the case of Basic Tools, you need to specify the exact item name you want to use to make the tool with.
Turn 12All non love berry food and one love berry have been consumed.
Asker of Questions successfully retreats to area F7 and finishes the Paddy Field. It requires 2 plants and 2 labor to increase to size 1. Asker then attempts to forage the tile. He finds... Bloody thorns. And takes 1 damage from said bloody thorns.
Easter Sunday works on the Pit Trap. The pit is now size 2, and 3 additional labor is needed to get it to size 3. Research on the Shovel is complete! This tool would have been nice to have several turns ago.
Imic wields the Farming tool and uses it to harvest the Love Berry farm. This yields... 2 love berries. As it turns out, a lack of efficient tools was not the problem you had. The problem was that the farm is only large enough to accommodate 2 labor worth of harvesting per turn. Maybe you should consider using love berries to increase the size of the farm!
The insect swarm is still lurking around the farm, and Imic takes 1 damage!
Finsternis Geist moves to E7 and uses one of the Unnamed Yellow Plants to create a fertilizer, and forages for love berries. She does not find any this time, but she does fine 2 unnamed green berries.
Beatrix Purnima goes to harvest the farm, only to notice that someone else already harvested it! This wasteful activity could have been avoided had she prepared a backup plan or better co-ordinated with her team members.
Small creatures have been sighted at area F7, though they retreated at the mere sight of you.
Agriculture: The building "Farmland" may be created on a tile. A size 0 farmland can be created for 5 labor, and its size can be increased by 1 at the expense of 2 labor and 2 plants. Not all plants can be grown and the farmland can only accommodate one type. Each size on the farmland allows up to 1 plant to be harvested from it per turn by civilians who spend time working it. Much more reliable than foraging.
Arrows: The item "Basic Arrows" can be created with 1 wood and 2 labor. One is expended when attacking with a bow. Expect to get several of them when this is crafted.
Basic Tools: The tool "Gathering Tool" may be created at a cost of 1 labor and 1 building material. When the tool is created, one resource is designated. Using the tool increases labor by 1 when attempting to gather that material. Does not stack with most other tools.
Bow: the weapon "Bow" may be created at a cost of 2 building material and 1 string. Not all materials will create a functional weapon. A bow may be used to make a ranged attack in an adjacent tile.
Carpentry: The building "House" may be created on a tile at the cost of 5 labor and 10 wood. Most animals will have difficulty accessing the contents of a house, and resting in a house will restore 1 additional health.
Cooking: Cooking may now be attempted on a tile with a Campfire by expending one or more items as well as at least 1 labor. Results will vary wildly.
Farming: A "Farming tool" may be created at the cost of 2 labor and 2 building materials. Farming tools increase labor when performing a farming action by 2. Does not stack with most other tools.
Fertility: the item "Fertilizer" may be made with 1 plant and 1 labor, or 2 labor in a area with an abundance of plants. Fertilizer can repair 2 points of damage to farmland, or contribute 2 points of labor to its construction. Also has a chance to cause positive effects to occur when working the farm. The plant used to make it does not need to be edible.
Fire: The building "Campfire" may be created at a cost of 2 labor and 2 wood. Each turn the Campfire requires a maintenance cost of 1 burnable material in order to continue functioning. If a campfire stops burning it will be destroyed. Note that someone must declare what material is being used to keep the fire burning on literally every single turn to keep it going. Resting at a campfire will restore an additional point of health, and fire has a chance to cause fear to non-intelligent creatures. This fear may bypass fear immunity.
Fishing Rod: The tool "Fishing Rod" may be created at a cost of 3 labor and 1 building material. This tool can be used to obtain otherwise unattainable items from water sources; but it is otherwise less effective than foraging.
Healing: A civilian may consume an additional food in a turn to restore its health by 1.
Herbology: A "Salve" may be created at the cost of 1 labor, 2 herbs and 1 water. The water cost is not applicable on a tile that has water. The effect of the salve varies on the item used to make it. Note that the communal inventory cannot directly store liquids such as salves.
Hoe: The tool "Hoe" may be created at a cost of 1 labor and 2 building materials. Equipping a hoe will give you a x2 labor multiplier when creating farmland. Does not stack with most other tools.
Irrigation: The building "Paddy field" may be made on a tile with natural water. A size 0 Paddy Field may be created at a cost of 8 labor, and its size can be increased by 1 at the expense of 2 labor and 2 plants. Not all plants can be grown and the Paddy Field can only accommodate one type. Each size on the Paddy Field allows up to 1 plant to be harvested from it per turn by civilians who spend time working it. The Paddy Field can be used to cultivate plants that require large amounts of water.
Knife: The weapon "Knife" may be created at the cost of 1 labor, 1 building material and 1 sharp material. A knife will increase final melee damage by 1 and may have other utilities.
Palisade: The building "Palisade" may be created on a tile at the cost of 2 labor and 3 building material. Attacking this building without a tool deals retalliation damage to the attacker based on the materials used. Cannot be used to wall off large areas.
Rationing: A material may now be marked as "Rationed". A rationed item will not be consumed even if it would cause starvation. This can have negative effects on morale, but can preserve high value food items or prevent higher starvation levels later.
Rope: The building material "Rope" may be created at the cost of 4 string and 1 labor. Has miscellaneous uses.
Shovel: The tool "Shovel" may now be created at a cost of 1 labor and 2 building material. Equipping a shovel gives an x2 labor multiplier when digging. Does not stack with most other tools.
Stone Flail: The weapon "Stone Flail" may be created at a cost of 1 building material, 1 string and 1 masonry. This weapon increases base damage by 1 and may have other utility.
String: The material "Simple String" may be created at the cost of 1 labor and any plant. Items created with Simple String may break under stress. Not all Simple Strings are of equal quality.
Trap Design: The building "Pit Trap" may be created on a tile. The labor cost to create a pit trap is [building size]*[building size]. (EX: A size 3 trap would cost 9 labor). Not effective on all creatures, and completely ineffective if the trap is smaller than the target.
Masonry: 10/? (Imic)
Advanced Farming: 5/?? (Finsternis Geist)
Better Tools: 10/?? (Finsternis Geist)
Carpentry Tool: 12/? (Asker of Questions)
Shields: 10/? (Beatrix Purnima)
E5: Familiar Cliff Area
E6: Familiar Plains Area, Small Prey
E7: Familiar Plains Area, River, Predator Sighting, Tall Plants, Flying creatures, Size 2 Pitfall Trap (3 Labor to size 3)
E8: Familiar Hybrid area, waterfall, River, predator Nest, Herbs, sand
E9: Unfamiliar area, caves, Cannot move to D9 from here
F5: Familiar Waterfall
F6: Ygdrassil, Mushrooms
F7: Familiar Grassland Area, River, Berries, Thorns, Herbs
Size 2 Farmland (+). (2 Love Berry until size 3), Size 0 Paddy Field (+). (2 Labor, 2 Plants until size 1)
F8: Unfamiliar area. Contains a plateau.
F9: Unfamiliar area. Sand, Cannot move to F8 from here.
G5: Familiar Cliff Area, Rocks
G6: Familiar Forest Area, Fruit, Thieving Animals
G7: Familiar Desert Area, River
Yider: A large yellow hexapod with a long and thick neck, and sharp claws and teeth. It is also about twice your size. This creature is known to avoid hunting dangerous prey, and can be scared off by a co-ordinated assault. Known to have over 37 health.
Vine Grabber: A plant that latches onto prey. Not a serious threat, unless something else is in the area. Expected to have 3 or less health.
Asker of Questions (Maegil). Alpha Male. Analysis, Research, Building, Oratory, Teaching. 2 Health. F7
Beatrix Purnima (S34N1C). Alpha Female. Smart, Green Thumb, Hand-to-Hand, Fast, Diplomatic. 9 Health. F7
Easter Sunday (vishdafish). Alpha Male. Ranged Weapons, Stealth, Poison, Trapping, Crafting. 4 Health. E7.
Finsternis Geist (Sprityo). Alpha Female. Inspirational Leader, Hawkeye, Blacksmith, Blessing of the Wind, Trapper. 18 Health. E7
Imic (Imic). Alpha Male. Building, Born Leader, Dreams Big, Creative, Strong. 15 Health. F7.
1 Gathering Tool: Golden Fruit (+1 labor for gathering Golden Fruit)
1 Gathering Tool: Love Berry (+1 labor for gathering Love Berries)
1 Farming Tool (+2 Labor for farming actions)
1 Fertilizer: See the Fertility tech.
6 Love Berry: (food)(RATIONED) A red colored berry.
0 Giant Love Berry: (food x2) A red colored berry. Grows regular love berries if used in farmland creation.
2 Unnamed Green Berry: (food) A green colored berry.
0 Waterleaf: (food) A dark green plant that grows in water.
0 Golden Fruit: (food) A yellow fruit.
0 Unnamed Mushrooms: (food) A light brown colored mushroom
0 Unnamed Plant Tissue: (food) An edible part of a carnivorous plant
0 Unnamed Blue Herb: (food) A blue herb
0 Yggdrasil Branches: Fallen branches from the giant tree.
3 Bloody Thorns: A plant that causes harm on contact.
1 Glowroot: A plant that glows.
1 Ropevine: A plant that can function as a string as it is.
3 Unnamed Yellow Plant: A tall yellow plant. Not edible. Also not a string.
1 Unnamed nut: A large circular plant product with a tough outer shell.
2 Vine Grabber plate: A flat and durable plant product. Not edible.