Welcome to the Innawoods Mod - developed and maintained by LightWave_ .

Submit bugs, issues, suggestions at: https://github.com/CleverRaven/Cataclysm-DDA

Note: This guide assumes the user is playing Cataclysm: Dark Days Ahead with Innawood mod active with familiarity with CDDA’s mechanics & keyboard controls. This guide will change according to changes in development & gameplay mechanics through Stable & Experimental builds.

This guide will contain spoilers for Innawood, DDA, Meta and Portal Storm content.

!!! - Critical Advice

!! - Important Advice

! - Fairly Important Advice

* - Optional but Useful Advice

  • With this mod, remember the basics of Wilderness Survival: Shelter > Fire > Clean Water > Defense > Food in that order. Temperature, Exposure, Illness & Weather will kill you faster than monsters.

  • This mod is designed with a ‘Progress Age’ mechanic and the player will progress through these technologies from Wood to Stone to Bone to Leather to Copper to Bronze to Iron to Glass to Chemical to Plastics to Combustion, Electrical & Energy. Lost on what to do next? Think like an Ancient Ancestor!

0: Pre-Preparation & Scenario/Skill/Spawn/Trait Advice

Scenarios:

  • (Lonely) Cave scenarios ensure a somewhat fortified spawn location, possible easy food & ore resources. NPCs spawning with you can assist in early game gathering if you can convince them to help.
  • You may spawn alongside (aggressive) Bears, Spiders and/or Giant Naked Molerats!
  • River scenarios give guaranteed access to infinite water, high chance of Clay, Sand & Cattail spawns.
  • Naked & Afraid scenario is a popular Challenge start (for extra Trait points depending on your preference) allowing you to create from scratch but early season (Spring/late Autumn) spawns with temperature can mean a quick death from cold & exposure.
  • Scenarios that equip you with a Stone/Metal Cutting tool are quite advantageous as it can help you train Fabrication easier, allows quicker Butchering & crafting semi-advanced early clothing.

Recommended Traits:

  • The ‘Morale’ Build - Keeping high Morale score to increase Crafting speed.
  • +Masochist is useful if you have other traits, wear clothing or get into situations that provide a Minor Pain debuff that will net a positive morale boost.
  • +Optimist - +10 constant base Positive Morale. 
  • +Spiritual - Any item that can be (a)activated for Prayer (Beaded items/Relic) can trigger a 3x Morale buff for a few hours.
  • +Gourmand - More options for positive Morale from foods.
  • +Stylish - Search for ‘Fancy’ clothing in your Crafting Menu (‘d:fancy’) to wear and trigger positive Morale.
  • -Strict Table Manners - This negative trait gives a positive benefit that can be easily fixed with a Fiber Mat which is an easy early craft.
  • +Fast Learner trait adds an exp multiplier to Skill-gain. Invaluable.
  • +Night Vision trait gives you an edge especially for Night hunting and awareness. See them before they see you! Invaluable.
  • +Animal Empathy & +Weak Scent helps on approaching skittish wildlife that will flee on sight when hunting.
  • -XXL & +Disease Resistant traits ease early-game survival with less focus on needing to eat with reduced chances of Cold, Flu or Influenza which heavily impacts early game progression, wakefulness & crafting speed.
  • -Ugly, -Truth Teller & -Squeamish are some easy Negative traits for build points/challenges if you do not play with clothing-wearing Zeds/NPCs or plan on interacting with them.
  • -Far or -Near Sighted trait for free Glasses to start fires with but only works in direct Sky exposure & during daytime.

Recommended Skills:

  • Starting with Survival 4+ significantly eases early primary grind-crafting.
  • Starting with Fabrication 2+ unlocks immediate Clay vessel crafting.

1: The Wood Age - Your First 48 hours.

Find a spot you want to setup shelter and consider the following to your location by checking your Overmap:

  • !!! Remember to [N]ote your home location on your Over(m)ap and use the Quick Travel Route (W) function to Haul (| key) stacks of items back & forth.
  • !!! Find a nearby Clay & Sand deposit either on the overmap by exploring nearby River/Streams. Keep Autonotes on and mark detected spawns.
  • Explore nearby Swamp & River tiles for Clay, Salt Water, Cattail & Bog Iron but don’t set up Shelter too close due to Monster spawns.
  • If you do not have initial access to these within reasonable distance: consider respawning with a map reset as these are critical resources and without them: early & mid game difficulty will rise exponentially!
  • !!! Keep enemy overmap spawn zones at a minimum of 5x overmap tiles radius from your Home such as:Triffid Towers, Mycus Plantations, Ant Nests, Rivers, Swamps, Wasp/Bee Hives, Mi-Go Towers, Portals etc.
  • Monsters are good sources of (Mutant) Meat, Fat, Bone, Sinew & Chitin materials but can be extremely dangerous.
  • Triffids are easy prey at range but spawn quickly & tend to be found in large groups but their paralyzing poisons can quickly incapacitate-kill a player.
  • Avoid swarms of Large Insects, Wasps, Dragonflies, Mi-Gos & Portal spawn as they are mid/late-game terrors & are well-avoided until well armored & armed.
  • !! A heavily Forested area nearby will provide a steady supply of Logs, (Long) Sticks, Straw, Leaves and Withered Plants. Trees will slowly grow from Young Trees but will take an entire in-game year, cannot be planted & provide Line Of Sight hiding spots from monsters.
  • ! Nearby plains for farming & easy travel without obstacles. Land can be cleared of trees for Farming but pre-cleared open space is better at the risk of monster Line Of Sight.
  • ! Springs or Ponds with fish spawns give early Meat, Bone & an infinite Water source.
  • ! Hot Springs are great for passive warmth to survive Spring, late Autumn and Winter but run the risk of suffocating heat in Summer.
  • ! Caves & Craters provide secure shelter alongside their substantial ore, clay, rock loot but come with their own dangers. Living & sleeping underground protects you from seasonal temperature fluctuations.

  • Changing your Home location later is always an option but is difficult as you will have plenty of cumbersome tools & raw materials with constructions to be dismantled and relocated.

  • On the other hand: choose a place to live as early as possible because Day 1 daylight is precious & time spent exploring/fighting is less time spent preparing for enough water, warmth & sleep for the first night.

Your To Do list for the first 24-48 hours: 

  • Acquire (Long) Stick by (s)mashing Young Trees with another (w)ielded Stick, your weapons or even a Rock.
  • Gain: Withered Plants, Long Sticks.
  • Wield (Long) Stick & smash small boulders
  • Gain: Rocks, Sharp Rocks, Flaking Rocks, Flint.
  • Cutting tool! Craft Stone Chopper.
  • Enable Options > Auto-Foraging > ‘Anything. Forage Tree & Bush resources until Survival 1.
  • Gain: Pine Bough, Willowbark & Tanbark.
  • With Cutting Tool: (a)ctivating Long Sticks to break them or standing on them with (B)utchering near a Crafting Spot.
  • Gain: Short Sticks & Wood Splinters.
  • Craft the following to level your to Fabrication. You will need them all soon…
  • Digging Stick
  • 2x Pointy Sticks
  • Long Pointy Stick
  • Wooden Billet
  • Wooden Shed Stick
  • Wooden Needle
  • Wooden Knitting Needle
  • Primitive Rock Drill
  • (Pump) Fire Drill
  • Notched Stick
  • Frame Loom
  • Tinder
  • 5x Short Cordage Pieces
  • Construct (*) a Fire Ring nearby. Move (/) fuel into it. E.g. Sticks, Bark, Leaves, Logs.
  • Reload (Pump) Fire Drill with a Notched Stick & (e)xamine Fire Ring with fuel to ignite. Your Tinder will be consumed automatically once it is nearby.

!! Fire Creation tools work wielded, from inventory or from 1-tile distance Crafting Zones aside Fire Ring/Fireplaces.

!! Fire Rings emit Smoke when they burn fresh fuel which affects a 3x3 grid around them. Inhaling this smoke will make you cough, lower your stamina and eventually damage your Chest & Head.

  • Locate a Water Source. Small pools spawn in the overworld with 20-200+ units of water, especially in forests. It may be frozen Ice if it is Spring/Winter and the weather is cold.
  • Using a Digging Stick: dig a Shallow Pit to construct an Improvised Shelter directly adjacent to your Fire Ring. It will provide some protection from rain, some temperature fluctuations, Portal Storms, & is a Comfortable place to sleep.

!! Drop any worn clothing into a pile before sleeping to add Comfort & Insulation.

!! Upgrade your Improvised Shelter with Leaves, Withered Plants or Straw for additional Insulation and Comfort. You can gain Leaves by smashing Shrubs with a stick or weapon or by ‘Turn Forest Floor Into Dirt’ option in the * Menu.

  • Using Map: locate a Clay Deposit & use your Digging tool to acquire Clay. See above Tips.
  • No nearby deposits? Dig a few Shallow Pits which may unearth small amounts of Clay.
  • Craft one of the following, depending on your Clay. Once the item has space for fluids & has 1+ Boiling & 1+ Containing capability: it will keep you alive.
  • Clay Teapot - 2 Water units.
  • Clay Crucible - 4 Water units.
  • Clay Pot - 8 Water units.
  • Clay Urn - 16 Water units.
  • Clay Canning Pot - 100 Water units.
  • Wield or place the Clay vessel under you, (e)xamine a water source to fill it & drop it into the lit Fire Ring to boil.
  • If your water source is frozen: you can either smash it with a Hammering 1+ tool (Stone/Rock) or craft Clean Water directly from the crafting menu if your Fire is within crafting range. 
  • As long as the Fire Ring has fuel & burns, Water/Frozen Ice in Clay/Metal vessels will purify into Clean Water eventually. (E)xamine the fire to get an estimate of how long your fuel will last.
  • Craft a Makeshift Blindfold. Wear to Blind yourself when it’s Daytime or too bright to sleep.
  • Craft more Clay vessels if daylight, Clay & Fire fuel allows.
  • Craft at least 1x Clay Crucible to process any ores you find.
  • Craft at least 1x Clay Canning Pot in your adventures.
  • When Dusk approaches and Crafting slows: 10x Long Sticks on your Fire before will net you enough warmth for at least 6 hours sleep if you are cold.
  • Wear Blindfold, attempt sleep if Tired/Exhausted. If you can't sleep, consider crafting Grass Yarn items if you don’t have warm clothing. A Grass Blanket will help keep the cold at bay & provide additional Comfort to your sleep.
  • If you can’t sleep due to the cold, try sleeping during the day instead. Daylight hours are warmer but also valuable for foraging & crafting.
  • If you can sate Thirst & get some sleep, you are in a good position! Maintain a consistent sleep schedule & staying warm will lower your chances of catching Cold, Flu or Influenza!

2: The Stone Age - Comfort, Clothing & Construction.

New Construction Goals:

  • Stone Fireplace or Clay Oven
  • Straw Bed
  • Improvised Shelter
  • Improved Improvised Shelter

New Crafting Goals:

  • Stone Chisel
  • Stone Hammer
  • Stone Axe (Head)
  • Stone Adze
  • Wooden Shovel
  • Clay Canning Pot
  • Clay Crucible
  • (Fire-Hardened) Wooden Spear
  • Loop of Rope for carrying tools
  • Fiber Mat
  • Frame Loom
  • Fibercloth Sheets
  • Warmer clothing (Tailoring 1+)
  • Blanket & Makeshift Pillow to increase Bed comfort
  • Wicker Backpack (Tailoring 3)
  • Cattail Jelly Antiseptic (River/Swamp)
  • Makeshift Bandages
  • Boiled Makeshift Bandages

  1. Your goal here is to expand into your tools, gain a starting weapon & comfort constructions.
  2. Balance your calorie & water intake whilst foraging, stay near a water source to replenish quickly and incrementally upgrade to warmer clothing if needed.
  3. A Bed or Improvised Shelter of some kind is essential for the first 2-6 days or you run the risk of Exposure sickness. Use the Construction menu to view your options and forage accordingly.
  4. Tools have a crafting order as they have prerequisites: Wood Billet > Stone Chisel > Stone Hammer > Stone Axe (Head) > Stone Adze > Wooden Shovel.
  5. Fiber Mat replaces a Crafting Area and counts as a ‘Table’ when eating for positive Morale.
  6. Once a Stone Axe (Head) is crafted: find a Tree Trunk or Chop down a Tree to gain Logs.
  1. !! It is faster to Chop a Tree Trunk into Logs than it is to fell a tree, especially if it is cold! 
  1. With these tools:your new Construction goal is either the Stone Fireplace or Clay Oven as the upgrade to your Fire Ring to remove Smoke generation and setup for Baking.
  2. Some tools require Bone items, which is required from hunting or getting lucky on a Forage. Corpses may be a boon if there are infighting monsters nearby but always weigh Risk VS Reward of getting it home.
  1. Field Dressing animal/humanoid corpses with your Chopping/Butchering tool will allow at least some Bone harvest to get you a slightly higher tier of tool if you did not spawn with a metal one. (Bone Shiv, Bone Needle)
  2. Your first Bone should always be made into a Bone Punch to craft a Stone Sickle, which will allow Cut Grass (*) for Hay & Withered Plant gathering which you will need a LOT of and enable Speed Knapping practice to speed up Stone tool crafting.

3: The Great Hunt begins!

Notes on Weapon choices: It is suggested to start with ranged weapons: a Sling into Staff Sling & Spear or Quarterstaff for melee is standard. As you progress in tech, tools and resources-you will upgrade quickly.

  • Bow & Arrows require fairly high strength & a fair bit of practice to be effective and do not have great early Armor piercing. Most Crossbows require Steel which will be discussed later.
  • A Composite Crossbow can be crafted with Fabrication 5 & Mechanics 3. Grind Mechanics 3 by starting Vehicle Construction in the * menu with a Light Wooden Frame then removing the Frame. Repeat. There is also a practice recipe to train Mechanics once you access Nails with Bronze/Steel.
  • Reach Weapons such as Spears allow Pierce damage & attacking from +1 square away for armored foes. Use naturally spawned Pits, Mounds, Bushes and Trees to your advantage alongside the Running stance to slow monsters.
  • Bring a melee weapon if you intend to focus on ranged combat. A Bone Shiv in a Birchbark Ankle Sheath is a good first weapon.

3.1: Pre-Hunt

  • !!! Cutting & Butchering tools are a necessity before hunting to Field Dress, Butcher & Bleed corpses.
  • Do not go outright Hunting until you have at least a +Butchering tool as you will waste your meat, hides and effort.
  • If you are still on Stone Cutter: upgrade to Bone Shiv or Copper Knife ASAP with a Birchbark Sheath to store it.
  • With a Stone Adze tool: Construct a Butchering Rack with a Fiber Mat deployed nearby to process large corpses.
  • Best Hunting periods are Early Spring, late Autumn & Winter. Temperature mechanics will keep corpses from rotting-keeping meat, organs & hide fresh & usable.
  • Blood is a great early Iron-nutrition source but requires (Clay) Vessels for storage. Small Animals: 1-3 Blood, Medium Animals: 40+ Blood, Large/Gigantic: 135+ Blood. A Mop would be handy…

To-Do List:

  • Construct a Practice Target & (T)hrow pebbles/rocks until Throwing 1+ to unlock Sling craft.
  • Craft 30+ Pebbles for ammo.
  • A Straw Basket can be equipped to hold ammo as Slings are a 1H weapon if you don’t have a Backpack of any kind yet.
  • Find Salt Water, fill a (Clay) Vessel of Salt Water & craft additional vessels to store Blood if desired.
  • Craft Salt until Applied Science 1 to unlock Cured Hide. This will be needed if your kill has a skin.
  • Craft Short Cordage Rope > Loop Of Rope can be used to carry a Cudgel or Quarterstaff as a backup melee weapon plus your tools like your Adze & Shovel.

Pre-Hunt Constructions: 

These will massively help in getting your corpse(s) processed quickly & meat preserved!

  • 1-3x Charcoal Kiln
  • 1-3x Smoking Rack
  • Butchering Rack
  • Root Cellar

Using the prior Axe: cut down at least one tree and cut the Trunk into Logs. Load your Kiln with what you can spare to make some Charcoal to load your Smoking Rack to process the coming influx of Meat.

3.2: The Hunt!

  • Use your Sling to hunt something small (e.g. Dog/Cat/Raccoon) depending on what spawns in your map.
  • Alternatively: kite Wasps, Triffids, Zombies etc & try to get them to kill a larger animal such as a moose or dinosaur (Dinomod). If infighting starts: keep your distance & be patient.
  • Kite aggressive ground threats into Pits/Craters and use a Spear/Ranged weapon!
  • Do not smash or pulp the corpse as that will greatly reduce the expected resource gain. It is advisable to keep auto-pulp either off or for zombies only.

You have a limited amount of time to deal with the corpse!

  • If possible & practical, drag the body home & do a full Butchery at a Rack.
  • Can’t butcher? Skin the corpse to prevent it from resurrecting and take the skins home to process.
  • Cook Meat & Meat scraps & eat them as soon as possible. Stock your Smoking Rack(s) and light it to smoke while you deal with the rest of the corpse.
  • Cook the organs until you reach Food Handling 2. After that, brains, lungs & kidneys can be ignored until Sausage Making is unlocked.
  • Livers should be eaten when available as they give difficult vitamins.
  • Brains can be used for Tanned Pelts/Hides instead of eating.
  • Stomachs can be made into Sealed Stomach containers.
  • Fat into Lard, Tallow, Animal Cooking Oil (requires Vessels) or turn it into Cracklins if you need urgent calories.
  • Cure Pelts/Hides using Salt(water.) In-progress-crafting Cured Hides will not rot so get the crafting started & finish them later.
  • Store remainder in Root Cellar and keep processing all perishables. A large animal hunt should net you food for well over 30 in-game days!

Keep hunting if you did not get Bones. If you did: welcome to the Bone Age!

 3.3: The Bone Age!

  • Reference the list above in The Stone Age for your basic tool/construction needs!
  • Continue to process what’s left of your corpse and get your meat Smoked at the very least to extend their spoilage time.
  • Note that Rotten Meat loaded in a Smoking Rack will still make edible Smoked Meat!
  • Turn your Cured skins into Tanning ones. Your Smoking Rack will count as a Fire source once it is fueled!
  • Cut up the Tanned skins for Patches to open up The Leather Age!
  • Build your Stone Fireplace/Clay Oven to raise your comfort, crafting capabilities and productivity and remove Smoke from your fires.
  • Consider keeping a Sling & ammo with you at all times so that you can hunt small prey.
  • Consider crafting a Sling Staff. This lets you hunt larger and armored targets that a Sling cannot harm. It cannot hunt small prey effectively.
  • Craft your Bone tools!
  • Bone Shiv - Butchering tool
  • Bone Punch - Needed for Knapping and more Stone tools
  • Bone Needle - Upgrade to Wooden Needle
  • Bone Sewing Awl - Tailoring tool
  • Bone Flute - Useful to keep your Morale high for fast crafting!
  • Bone Meal - You will need a lot of this soon for Fertilizer and the coming Glass Age…

 

At this point you are fairly well off! You should have a Fireplace that doesn’t create smoke & keeps you warm at night, entry-level tools, a good source of firewood, a decent weapon for hunting and access to enough clean water!

3.4: Survive! Thrive! Farm!

From here, the game opens up a bit. Your next step is the Leather and Metal Ages but ensure you have done all the necessary tasks for comfort and efficiency. These crafting ages require a substantial time investment so ensure that your Shelter, Food and Tools are ready. Reference the Stone and Bone age requirements!

If you are in a warm season of Late Spring and Early-Mid Autumn: now is the time to start laying down Farming Plots for the Winter season when you will spend a lot of time indoors and moving into the Metal Age! You should be planting as soon as the weather stops being ‘too cold to plant’ anything…

Farming!

Farming is an excellent way to get massive amounts of calories & vitamins. It will take an entire season for crops to grow so get started early & don’t rely on them to be ready before Autumn in most cases. Planted seeds do not (seem to) rot but will remain harvestable & fresh throughout Winter.

  • Certain Wild plants cannot be harvested for their seeds/fruits until specific seasons but once planted by you: they can be available year round!
  • Remember to always keep a Seed Stock in case your Plots are raided/destroyed by monsters & pests.
  • There are several plants worth cultivating. Different seeds will be found from many plants that spawn at random clumps in many varied biomes so travel and pick what you find!
  • Most Fruits (Vitamin C source) bloom mainly in Summer so be sure to harvest, plant on your Farm and preserve for Winter to prevent scurvy!
  • Most Nuts (Calcium, Iron source) bloom in Autumn but cannot be planted on your Farm.

~

(Sp)Spring (Su) Summer (Au)Autumn (Wi)Winter

All Year:

  • Bee Balm-Tea for treating common cold & influenza. Always have some set aside!
  • Buckwheat-Used for Flour. High calories, does not spoil, requires a bit of processing to be edible. Seeds are foraged year round!
  • Cattail-Found near rivers, swamps and water. Cheap to make seeds, Cattail Jelly antiseptic from Stalks for wounds and consistent Plant Fiber from cooking/processing.
  • Dogbane-Reliable early Plant Fiber source. Overshadowed by Cattails or kill-butchering Triffid/Plant enemies for Fiber however.
  • Mugwort-Mugwort Oil: Antiparasitic. Consume once anything toxic or…foreign…enters your body.
  • Thyme-Thyme Oil: Antiseptic surpassing Cattail Jelly and making proper Bandages.
  • Disassembles into: Wild Herbs-VERY important in large amounts for seasoning salts, Cheese Making and Animal Taming later.

Seasonal:

  • (Su)Elderberries & (Su)Mulberries-Rich in Iron vitamins. Elderberries contain about 2x calories as Mulberries but are poisonous when raw and must be cooked/smoked.
  • (Su)Grapes-Good calories & satiety with Grape Leaves as edible byproducts!
  • (Sp-Au)Spurge Flowers-Spurge Tea (Asthma trait relief) & (Chemical Age) Latex into Rubber for higher tier Boots.
  • (Su)Strawberries & (Au) Rose Hips-great Vitamin C sources to avoid scurvy. Rose hips are also an acceptable source of iron & calcium.

Additional Farming Goals:

  • Build a Spinwheel to speed up Cordage, Thread and Yarn production.
  • Build a Light Wooden Frame-Travois (7 short cordage ropes, 42 long cordage pieces). Can carry a decent 75L cargo!
  • Tame a dog, bird, chicken, sheep, cow, horse or one of the animals on your map using Cat Food, Dog Food, Bird Feed or Cattle Fodder. Most can be found in deep woods & near Water.
  • Milk-bearing mammals can be milked with a Container in inventory/under you to provide Milk (Calcium) and eventually Cheese!
  • Birds will provide eggs occasionally for high calorie foods and later Baking.
  • Fur-bearing animals can be sheared for Wool Staples in any season but Winter. Staples can be turned into Yarn and Felt Patches for Wool clothing to keep warm during Winter.
  • Craft a Leather or Fur Cloak & other warm clothing so you can sleep even without requiring a fire.
  •  Find a Cave for basing or build a structure with proper walls & roof before Winter.
  • Use Smoking Rack to smoke lots of Summer fruit to store in Root Cellar for the Winter.
  • Raid an Anthill for access to more advanced crops and Chitin if you feel confident! Good luck!

4: The Leather, Copper & Bronze Metal Ages

You can extract bog iron from deposits in swamps using the construction menu (*) & refine that in a bloomery, or search caves for useful ore. It is recommended that you gather enough iron ore to batch craft 50 lumps of steel. This requires 850 iron ore, & you can assume the gathering & processing of the ore into steel will take around two weeks of intense work. Searching caves is quicker but also more luck based.

You will likely need to make a polishing stone to finish off your blacksmithing kit.

Once you have the metal at home, you will want to craft the standard stuff for metalworking, that is anvil (40 lumps), hammer (1 lump), pair of flatjaw tongs (2 lumps), metalworking chisel (1 lump), metal fileset (1 lump), hotcut (2 lumps), hacksaw (lets you break up lumps to smaller parts) (1 lump), & finally you can craft a nail (¼ of a lump makes 100 nails). You probably also want a hatchet (1 lump) so that you can make planks. If you crafted the lumps of steel in a batch of 50, you will now be left with 3 chunks, which is not much. So you will probably want to go back to the swamp & gather some more ore for future use.

4.1 Bronze

It’s worth noting that if you find copper & tin in caves, you can work bronze & get many of the benefits of steel working without having to go through all of the work to make the iron anvil.

Ash & Limestone for Glass Shard

Bronze Anvil

Steel Anvil

Metal Fileset

Pipe

Small Metal Sheet

Flatjaw Tong

Kitchen Tong

Swage & Die

5: Onwards!

Once you get your iron smithing up & running, new possibilities open up. Here are some possibilities, in no particular order:

Planks & nails that open up more advanced construction projects.

A spinwheel & a stationary scutcher assists with textile & rope production.

A pickaxe lets you start digging down through the stone to gain access to more ores, & to hide from the worst of the cold during the coldest winter.

You can make metal weapons & armor

A pair of kevlar shears lets you make more advanced clothing

You can use the mechanics practice recipe.

You could put wheels on your travois

You can make glass & glass products, which lets you make a chemist kit.

You can start making dry batteries & electronic equipment.

With some electronic skills, you can make a windmill, a Clay car battery, & a lightbulb to have free light.
You could find some other humans & start a faction camp.

You could make flintlock weapons & gunpowder ammo.

You can make tree spiles to harvest maple sap.

You can make fungicide to protect yourself from fungal infections.

TO DO:

  • Discuss Knotweed for early Thirst.
  • Bed shortcuts = build-disassembled Pile Of Leaves into Straw Bed
  • 2x Clay Hydria - 60 Water units. Building Large Charcoal Water Purifier and 1x Hydria will net instant 60 Clean Water @ cost of 720 Charcoal.
  • Chitin armor & gambeson. Too hot to use during summer, but good during autumn & winter.
  • Straw Bed (Comfort 2) into Makeshift Bed (Comfort 4) into Down Bed (Comfort 5)
  • Skill grind listing with progression/spoilers or too cumbersome?
  • Fab 3: Wooden Tonfa/Clogs
  • Fab 4: Copper Hatchet/Mortar & Pestle
  • Tailor 1: Straw Hat
  • Tailor 2: Birchbark Shoes
  • Tailor 3: Birchbark (& Ankle) Sheath
  • Cottonwood Tree Boll > Plant Fiber > Fibercloth Sheets
  • App Sci 1: Salt
  • App Sci 2: 6x Potassium Lye into Potassium Hydroxide
  • App Sci 3: Superglue
  • App Sci 4: Black Gunpowder/Hemostatic Powder/Saltpeter/
  • Survival 3: Butchering Rack
  • Survival 4: Stone Axe (Head) - Add in Speed Knapping practice.
  • Survival 5: Stone Knife
  • Survival 6: Stone Spear
  • Electronics 1: Solder
  • Electronics 2: Soldering Iron
  • Chemistry Set & Fractional Distillation for Acids
  • Plastic Chunk access for Elec 3 via Duct Tape
  • Sulfuric Acid & Lye
  • Copper Rod & Draw Plate for Raw Copper Wire
  • Sugar for Batteries from Maple Trees/Honeydew/Apiary Honey/Sugar Beet
  • Add Fancy Trait listings for:
  • Sundress
  • Turtleneck Shirt
  • Turtleneck Sweater
  • Gold/Silver Bracelet, Ring & Crown,
  • Tricorne
  • Haori
  • Western Boots
  • Kimono
  • Purse
  • Blazer
  • Peacoat