recursal/Fanatic-Fandom huggingface dataset:
Bread and Butter Pudding

**Bread and Butter Pudding** is a tier 6 food item for Colonists that is made in two stages. First, you need to make the raw pudding at a Kitchen Table, and then bake it in a Good Oven.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Big Crate

**Not available in this mode.**

**Not available in this mode.**

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Big Crate

**Not available in this mode.**

**Not available in this mode.**
Cow

* Colonise
* Settlement
* Autonauts vs Piratebots

**Cow**s are livestock animals that can be milked when full using buckets to obtain Milk, and will produce Dung as they feed.

Whenever there are fewer than 4 cows left on the map (2 for small worlds), one will spawn in on a random Grass tile.

## Feed Efficiency

Cows will generate 1 Dung for every **10 energy** they consume and will become full at **25 energy**.

If buckets have been unlocked, they will wait up to 60 seconds to be milked before becoming hungry again, but will wait indefinitely in a Crude Milking Shed.

## History

v125: Introduced

1. ↑ Except for grass and straw, assumes 1 seed is used to regrow the crop.
2. ↑ Grass yields 1-2 Cut Grass if harvested instead of eaten directly
3. ↑ 3.0 3.1 3.2 Crop yield depends on tilling, water, fertilizer, and the use of a Threshing Machine.
4. ↑ Crop yield depends on tilling, water, and fertilizer
5. ↑ 5.0 5.1 A Hay Bale has 10 uses before it is fully consumed
6. ↑ 6.0 6.1 Crop yield depends on if a Pitchfork or Hay Baler is used.
Cooking

*This article is a stub. You can help Autonauts Wiki by expanding it.*

**Cooking** in Autonauts has the main purpose of feeding your Colonists. There are several different main ingredients you can use, and the food you create is categorised in different tiers. The tiers correspond to the colonists' needs on different levels.

## Kinds of ingredients

The different main ingredients are:

* Berries
* Loose Mushrooms
* Apple
* Raw Pumpkin
* Salmon
* Cereal Seed
* Carrot

The raw ingredients (except cereal seed) can satisfy the needs of tier 1 colonists. After that, all ingredients need to be cooked in some way. To cook, you need to build different structures.

## Structures

These are the structures used in cooking:

* Crude Mixing Pot
* Crude Cooking Pot
* Cauldron
* Rotary Quern
* Gristmill
* Kitchen Table
* Crude Oven
* Good Oven
* Butter Churn

To be able to build the structures needed, and unlock the recipes, you need to complete certificates and do research.
Buckets

**Buckets** are tools used to gather and move particulates and liquids, like sand or milk.

To fill a bucket, use  on the corresponding tile or object, then use  on the target tile or object to pour the bucket into it. You can also empty the bucket (destroying its contents) by using Z.

Pouring is the only action that costs durability; filling or emptying the bucket are free.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

**Not available in this mode.**

The **Crude Bucket** holds one unit of each item it can carry.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

The **Good Bucket** holds 3 units of each item it can carry.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

The **Metal Bucket** holds 5 units of each item it can carry.

## Efficiency

This table shows the number of animations needed to obtain an item with a bucket.

 CowHighland Cow | 7 | 5 | 3
Item Despawn

When there are too many items on the ground, some of them may periodically despawn (i.e. they are removed from the world).

Carriable items on the ground are eligible for despawning when:

* The item has never been reserved (clicked on by the player or targeted by a Find command from a bot)
* The item was not on the ground when the world was generated
* The item is not one of the following: Stone, Clay, Metal Ore, Coal, Colonist, or an unstackable animal

The game keeps track of a separate three-minute timer (one-minute for Dung) on each item that is eligible for despawning. When an item's timer reaches zero, it is removed from the game, but these timers will only count down when there are 20 or more items of the same type on the despawn list.
Bot Database

* Autonauts
* Autonauts vs Piratebots

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

# Autonauts

The **Bot Database** is the fifth Wonder structure blueprint. This wonder unlocks several bot-related UI features, once it has walls and floors:

* A search box for looking up bots by name.
* The ability to remotely upload scripts from bots into the database and download scripts from the database to bots, without needing Crude Data Storage as an intermediary.
* The ability to create nested groups (can also be unlocked via the All Missions cheat).

It is unlocked by completing the certificate Bots! Bots! Bots! in Enlightenment mode or by completing Stage 1: Infrastructure in Settlement mode.
Crude Milking Shed

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

**Crude Milking Shed** is a structure used for milking Cows and Highland Cows. If you place a milking shed within 15 tiles of your cows, they will automatically go into the structure once they need milking. Up to 3 cows fit into the structure at the same time. The player or a bot can then use a bucket and interact with the structure itself to milk the cows. One milking results in 3 milk, if you use a Good Bucket or better.
Fishcakes

**Fishcakes** is a tier 6 food item for Colonists that is made in two stages. First, you need to make the raw cakes at a Kitchen Table, and then bake it in a Good Oven.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Big Crate

**Not available in this mode.**

**Not available in this mode.**

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Big Crate

**Not available in this mode.**

**Not available in this mode.**
Crude Shearing Shed

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

**Not available in this mode.**

**Crude Shearing Shed** is a structure used for shearing Sheep and Alpacas. If you place a shed within 15 tiles of your sheep, they will automatically go into the structure once they need shearing. Up to 3 sheep fit into the structure at the same time. The player or a bot can then use shears and interact with the structure itself to shear the sheep. One shearing results in 2 Fleece.
Crude Furnace

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

**Crude Furnace** is the first structure used for smelting Metal Ore into Crude Metal and making Charcoal. The workstation requires Charcoal to fuel smelting metal. This workstation has a delay of 3 seconds.

## Fuel Consumption

Crude Furnace can hold up to **240 fuel** (1 Charcoal) and consumes **80 fuel** per Crude Metal crafted.

 Fuel
Large Clay Dish

## Large Clay Dish (Raw)

* Colonise
* Settlement
* Autonauts vs Piratebots

**Not available in this mode.**

**Large Clay Dish (Raw)** is an intermediate clay part. It's crafted at a Good Clay Station and can be hardened in a kiln.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

**Not available in this mode.**

**Large Clay Dish** is an intermediate clay part used in food recipes. It is crafted at a fueled crude kiln.
Grass

* Colonise
* Settlement
* Autonauts vs Piratebots

**Grass** is one of the resources randomly generated at the start of the game. It grows on soil and can be eaten directly by animals or cut with a blade or scythe to produce Cut Grass, leaving behind roots that will regrow after 45 seconds. To remove grass from a tile and turn it back into a soil tile, use a spade on it.

Grass is not to be confused with Turf, the grassy-looking tile type. You cannot cut turf to get grass and animals cannot graze on it.
Crude Workbench

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

The **Crude Workbench** is a basic structure used to create tools and parts, available at the beginning of the game. At first, you will only be able to create Crude Axes, Crude Spades and Crude Picks, but as you do more research and complete certificates, more recipes will unlock.
Clothing

**Clothing** are items you can put on Colonists or Bots, or wear on your player character. Hats can be put on some Wildlife. Tunics are one of the basic needs for Colonists, each tier of Colonists needs its own tier of clothing to be satisfied.

## Tunics

In the Settlement mode only the bulrush line is fully available in addition to the following items from the wool line: Frog Kigurumi Top, Panda Kigurumi Top, Penguin Kigurumi Top, Royal Guard Top, Last Suit.

## Hats

Hats are currently purely decorative and are not needed to progress the game.

*Check the references below for hats not available in the Settlement mode.*

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Not available in the Settlement mode.
Crude Cooking Pot

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

The **Crude Cooking Pot** is a structure used for cooking food. It can be upgraded to a Cauldron. This structure requires fuel to operate.

## Fuel Consumption

Crude Cooking Pot can hold up to **150 fuel**. It consumes **10 fuel** per tier 3 item crafted and **0 fuel** per tier 2 item crafted.

 Fuel
Good Oven

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

The **Good Oven** is a structure used for cooking food. It is an upgrade from the Crude Oven. This structure requires fuel to operate.

## Fuel Consumption

Good Oven can hold up to **150 fuel**. It consumes **100 fuel** per tier 6 item crafted, **50 fuel** per Good Bread or tier 5 item crafted, **20 fuel** per Naan crafted, **30 fuel** per Honey-Glazed Roasted Carrots crafted and **40 fuel** per Crude Bread crafted.

 Fuel
Floppy disk

Used to save and load bot program for reuse.

1. Stop the bot you want to copy from
2. Ctrl-Leftclick to download (copy) it (with the card in your hand)
3. Stop the bot you want to copy the data to
4. Ctrl-rightclick to upload (paste) the data to the bot

Not to be confused with the share button of bot program, which is used to copy a **screenshot** of the program into your clipboard. You can paste it to paint for example.
Health

**Health** is the category name for one of the needs for Colonists. As they level up to tier 5, they now need health, which is fulfilled by making and giving them medicine.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

**Not available in this mode.**

**Leeches** are a tier 5 medicine for colonists.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Big Crate

**Not available in this mode.**

**Placebo** is a tier 6 medicine for colonists.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Big Crate

**Not available in this mode.**

**Pills** are a tier 7 medicine for colonists.
Crude Clay Station

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

**Crude Clay Station** is the first clay structure used for crafting clay parts. At first, you will only be able to create a few parts at the Crude Clay Station, but as you do more research, more recipes will unlock.

## Efficiency

  Good Clay Station | 4s

1. ↑ Double output for Clay Pot and Bricks
How to play guide for Autonauts

This is a **How to Play Guide for Autonauts**. Feel free to expand upon it.

* WASD or  or Shift +  to pan the camera around.
* Shift +  to rotate the camera.
* Shift + R to reset camera rotation.
* Z can empty a bucket while held, and shouts "Go!". It's also used while programming to add a Shout script.
* **Mousewheel** zooms the camera in and out.
* tells your Autonaut where to go and what to do. It's also used to picks things up and interact with structures.
* drops or deposits items, and hands items to bots or colonists.
* Ctrl +  engages with vehicles, shows the upgrade menu for structures, and selects instructions while programming a bot; Ctrl + C copies selected instructions, Ctrl + R adds a repeat loop around selected instructions.
* Ctrl +  disengages from vehicles and puts clothing on bots or colonists.
* Ctrl + Z undoes the previous action in certain situations.
* Tab brings up the Autonautopedia, which contains Academy certificates, Research tasks, a list of items with recipes, and advice.
* Space blows your whistle so you can get the attention of bots. Click and drag  to select multiple bots as a temporary team.
* I brings up your clothing inventory; you can drag and drop objects between slots and even trade with your bots.
* , and . (< and >) cycle forwards and backwards through your inventory (to swap the item in your hands).
* Q stows held items (assuming there's space in your backpack) so you can use your empty hands for other tasks.
* / swaps the held item with one item from your backpack.
* E brings up Edit Mode, where you choose what to build.  deletes a blueprint; Del (**fn-backspace** on Mac) allows you to remove finished buildings from the map (they are stored rather than deleted).
* M brings up Move Mode, where you can select and move structures. Click and hold  to select multiple buildings; hold Ctrl to exclude floors from the selection.
* P brings up Planning Mode, where you can define areas for planning your base layout.
* Ctrl + P toggles the visibility of planning areas in other modes.
* R rotates building blueprints clockwise, so you can choose which way they face.
* U brings up the item spawning menu in Creative Mode.
* T brings up the Cheat menu when Cheat mode is enabled.
* C toggles free camera; Q or E to move up or down, Shift to move faster, ↑ or ↓ to increase or decrease movement speed.
* X re-centers the camera on the player; works in free camera mode too.
* Esc pauses the game and brings up the Pause Menu, where you can save and load progress.
Farming

*This article is a stub. You can help Autonauts Wiki by expanding it.*

**Farming** is one of the essential gameplay mechanics that allow you to produce items and food. Most products from farming are used to satisfy the needs of Colonists. The maximum farm size is 400 squares, fences don't count.

## Resources

You can farm animals and crops. The available animals are:

* Alpaca
* Cows
* Highland Cows
* Sheep
* Chooks
* Bees

The crops you can farm are:

* Apple
* Berries
* Mushrooms
* Pumpkin Crop
* Cereal Crop
* Cotton Crop
* Bulrushes
* Coconut
* Carrot Crop

## Sorting by type

In Autonauts, All farming resources can be categorized with this standards:

It can be expressed as:

Alpacas, Chooks, Bees
Hoes

**Hoes** are tools that are used to till soil in preparation for farming.

## Crude Hoe

* Colonise
* Settlement
* Autonauts vs Piratebots

## Crude Metal Hoe

* Colonise
* Settlement
* Autonauts vs Piratebots

## Efficiency

This table shows the number of swings required for each hoe to complete an action. Durability decreases by 1 per action regardless of the number of swings.
Forestry

Forestry (or tree farming) in Autonauts includes 3 necessary phases and 2 optional phases:

* Logging (cutting down the tree)
* Digging (digging up a stump and/or digging a new hole)
* Planting
* Seed Making (optional)
* Seedling Making (optional)

## Overall cycle

Here is the overall cycle of Forestry :

* A **solid line** marks a necessary process, and a **dotted line** marks an optional process

## Logging

To cut down a tree, you need to use a tool. First, you can use a stone, and as you progress in the game you can make axes to cut down trees. All the different kinds of trees produce 1 log each when cut down.

## Digging

To be able to plant trees, you need to prepare the soil by digging a hole. This can be done in two ways:

* Dig with a stick or spade directly in soil
* Dig up a tree stump with a spade.

Bots programmed to dig holes in soil tiles will also dig up tree stumps.

## Planting

To plant trees, you need some kind of seed or fruit. The standard pine trees can be grown from Tree Seeds or Tree Seedlings. Seedlings can only be made with a Seedling Tray which is unlocked by research. The process also requires Fertiliser. In turn, seedlings grow 3 times faster than normal tree seeds.

Fruit Trees grow from Apples and Palm Trees grow from Coconuts.

### Seed making

The easiest way to get seeds/fruit to plant is to use a Wooden Mallet on the tree. All the different kinds of trees will eventually drop seeds/fruit this way. However, normal trees can also drop extra seeds when cut down, so farming normal trees with mallets is typically not necessary unless you need more sticks.

Fruit and palm trees will drop their fruit when cut down only if the fruit has already grown, but bots programmed to chop fruit/palm trees will not wait for fruit to grow before chopping them down, so it is best to only use mallets with them.
Crude Oven

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

The **Crude Oven** is a structure used for cooking food. This structure requires fuel to operate. It can also be upgraded to a Good Oven later.

## Fuel Consumption

A Crude Oven can hold up to **150 fuel**. It consumes **30 fuel** per Honey-Glazed Roasted Carrots crafted and **40 fuel** per Crude Bread crafted.

 Fuel
Good Backpack Upgrade

* Colonise
* Settlement
* Autonauts vs Piratebots

**Good Backpack Upgrade** is a player upgrade that provides 3 extra backpack slots. To equip it, pick it up and then use  or Q, or drag and drop it onto an upgrade slot. If the player is already wearing a backpack upgrade, it must first be removed with  when the player is not holding anything.
Crude Crane

* Colonise
* Settlement
* Autonauts vs Piratebots

**Not available in this mode.**

**Crude Crane** is a vehicle used to carry other vehicles. It is required for moving train carriages onto tracks, or for disposing of unwanted vehicles in a Mystical Stone Head.

Use Ctrl  to begin using it, Ctrl  to let go,  to pick up a vehicle, and  to drop it.
Hats

**Hats** are items you can put on Colonists or wear on your player character. They are currently purely decorative and are not needed to progress the game.

*Check the references below for hats not available in the Settlement mode (Autonauts Console Edition).*

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Not available in the Settlement mode (Autonauts Console Edition).
Flails

**Flails** are tools, used to process crops into produce. They are functionally similar to the threshing machine.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

## Efficiency

This table shows the number of swings required for each flail to complete an action. Durability decreases by 1 per action regardless of the number of swings.

1. ↑ Note that the flail animation (0.25s) is faster than the hammering animation (0.33s)

## History

* V125: Renamed Wooden Flail to Crude Flail. Added Good Flail
* V1: Introduced Wooden Flail.
Flower Pot

A **Flower Pot** is a clay part used to grow Wild Flowers. It is made in two stages.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

**Not available in this mode.**

## Flower Pot (Raw)

First, you make a **Flower Pot (Raw)** at a Good Clay Station. This is then finished in a Crude Kiln.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Type

Part

**Not available in this mode.**

## Flower Pot

To use a **Flower Pot**, you need to add fertiliser and a flower seed to it. The item will then change name to "Flower Pot (*Name of flower*)".
Hard Rock Mass

* Colonise
* Settlement
* Autonauts vs Piratebots

**Hard Rock Mass** is one of the resources randomly generated at the start of the game. It can be mined with a chisel to get Rough Stone Blocks. It will eventually be destroyed after yielding 2-4 blocks, depending on the size of the rock mass.

For a renewable source of Rough Stone Blocks, see Rich Stone Deposits.
Good Clay Station

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

**Good Clay Station** is the second clay structure used for crafting clay parts. At first, you will only be able to create a few parts at the Good Clay Station, but as you do more research, more recipes will unlock.

## Efficiency

  **Good Clay Station** | 4s

1. ↑ Double output for Clay Pot and Bricks
Bait Fish

* Colonise
* Settlement
* Autonauts vs Piratebots

**Not available in this mode.**

**Not available in this mode.**

**Bait Fish** is a wildlife item used to increase fishing success rates, obtained by harvesting fresh water or sea water tiles using a net.

## Used to make

While holding fishing tackle, use  on a bait fish either on the ground or in storage to add it to the tool.
Fruit Tree

* Colonise
* Settlement
* Autonauts vs Piratebots

**Not available in this mode.**

**Not available in this mode.**

**Fruit Tree**s are a wildlife item used to get apples. To harvest from them, you need to bash them with a mallet. They can also be cut down with an axe, which gives a log in addition to the apples, but bots programmed to do so will not wait for fruit to grow before chopping them down.

To plant more fruit trees, add an apple to a hole. They take 150 seconds (2m30s) to fully grow, and an additional 2 minutes to (re)grow fruit.

Whenever there are fewer than 40 fruit trees remaining in the world (10 for small worlds), one will start growing on a random soil tile.
Good Furnace

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

**Good Furnace** is a structure used for smelting Metal Ore into Crude Metal. The workstation requires Coal to operate. This workstation has a delay of 2 seconds.

## Fuel Consumption

Good Furnace can hold up to **1000 fuel** (2 Coal) and consumes **80 fuel** per Crude Metal crafted.

 Fuel
Hay Bale

* Colonise
* Settlement
* Autonauts vs Piratebots

A **Hay Bale** is an item used as highly efficient animal feed. To make a hay bale, you need to use a pitchfork on Cut Grass or use a Hay Baler. Hay bales can then be used to feed livestock, or added to a barn to breed more animals.

Hay bales are 50% more filling in a trough than on the ground.
Fuel

*This article is a stub. You can help Autonauts Wiki by expanding it.*

**Fuel** is consumed by certain structures while crafting items. There are three types of fuel: wood, charcoal, and coal.

## Wood

There are five structures which consume wood fuel to operate:

* Crude Kiln
* Crude Cooking Pot
* Cauldron
* Crude Oven
* Good Oven

Different wood products can be burned for different amounts of fuel. Each wood-fueled structure can store a maximum of 150 units of fuel.

 Fuel

Planks make for the best wood fuel, with two having the same fuel value as a log but requiring only two hands instead of three for a log. However, the workstation will be occupied for twice as long as when fueling with logs.

## Charcoal

Only the Crude Furnace uses charcoal as fuel.

* Crude Furnace

Each charcoal item is worth 240 units of fuel, which is also the maximum fuel storage capacity of the Crude Furnace. Note that the Crude Furnace does not require fuel to craft logs into charcoal.

## Coal

Only the Good Furnace uses coal as fuel.

* Good Furnace

Each coal item is worth 500 units of fuel. The Good Furnace can store a maximum of 1000 units of fuel. As with the Crude Furnace, fuel is not required to craft charcoal.

## Other

Stationary Steam Engine and Train Engine can burn any of the above fuels, but also consume Fresh Water to operate.
Dredged Land

**Dredged Land** is an empty tile created by removing soil or sand tiles with a Crude Dredger. These empty tiles can then be filled in by pouring 3 units of Soil or Sand with a bucket (the last one added will determine the new terrain type).

Water tiles will automatically expand into adjacent dredged land, so in order to create new water tiles at a desired location, a continuous channel must be dredged there from an existing body of water.
Flower Seeds

* Colonise
* Settlement
* Autonauts vs Piratebots

**Flower Seeds** are seeds used to plant Wild Flowers and potted flowers. They come in seven varieties and each kind of seed is considered a unique item (cannot be carried or stored together).

There are seven varieties of flower seeds:

* Aster
* Chamomile
* Delphinium
* Gladiolus
* Primrose
* Rose
* Tulip

For more information, see Wild Flowers.
Dugout Canoe

* Colonise
* Settlement
* Autonauts vs Piratebots

**Not available in this mode.**

**Dugout Canoe** is a vehicle that can be used to travel over deep water, and is the only way to explore tiles that cannot be reached on foot.

Use Ctrl  to enter it, and Ctrl  to disembark. Can only be used when your hands are empty.
Metal Ore Deposits

## Trace Metal Ore Deposits

**Trace Metal Ore Deposits** are one of the deposits randomly generated at the start of a game. They can be used to gather metal ore with the help of a pick. The deposits are infinite.

They cannot be built on, and cannot be moved without using cheat mode or mods.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Crafted at

Crude Metal Pick

**Metal Ore Deposits** are found beneath trace metal ore deposits when mined with a metal pick. They can be used to gather metal ore with the help of a pick, 150% faster than trace metal ore deposits. The deposits are infinite.

They cannot be built on, and cannot be moved without using cheat mode or mods.
Fishing tackle

**Fishing tackle** are different tools used for fishing from fresh and sea water tiles. They can be used as they are, or combined with bait to improve catch rates.

However, like others fishing stuff it's not available on console versions.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

**Not available in this mode.**

**Not available in this mode.**

**Fishing Stick** is the first unlocked and is used for fishing in shallow waters. It has the lowest base catch rate, and can hold up to 10 bait to improve catch rate. It is unlocked by researching Blade, Mallet, Fishing Stick.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

**Not available in this mode.**

**Not available in this mode.**

The **Fishing Rod** is used for fishing in deep water. With it, you can catch two other types of fish. It can hold up to 20 bait to improve catch rate and has a range of 5 tiles. It is unlocked by researching Crude String Maker.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

**Not available in this mode.**

**Not available in this mode.**

The **Good Fishing Rod** is used for fishing in deep water. With it, you can catch 5 different kinds of fish. It has the highest base catch rate, and can hold up to 30 bait to improve catch rate. It has a range of 10 tiles. Unlike most other "good" tools, it doesn't improve catching speed over the normal Fishing Rod, it only allows to catch more types of fish and has a better catch rate. The Good Fishing Rod is unlocked by researching Brick House.

## Efficiency

This table shows the amount of time required for each fishing attempt. Durability decreases by 1 per action regardless of the number of swings.

Note that Fishing Stick takes 20 swings and scales with bot speed, while rods take a random amount of time that does not scale.
Livestock

**Livestock** refers to any domesticated animals which can be bred and produce useful products. Animals cannot starve to death, but must be fed to full in order to produce any products.

## Kinds of Livestock

* Cow
* Highland Cow
* Sheep
* Alpaca
* Chook

## Indicators

For livestock, we can see the following indicators:

1. Need to be penned

If you see **this indicator** from your livestock, you have to make an enclosed area (no larger than 400 tiles of the interior) with walls/doors.

2. Need to be fed

If you see one of **these indicators** from your livestock, you have to feed them.

3. Need to be emptied

If you see one of **these indicators** from your livestock, they are ready to produce their product.

4. Need to sleep

Animals sleep at night, so **this indicator** means they will not eat or produce any products until the next morning.

## Product and Feed efficiency

To get products, such as milk or fleece, from livestock, we have to feed them. Each type of feed has different performance. Feed is 4 times less effective on animals that are not penned.

### Feed Efficiency

Except for Chooks, Livestock can consume any of the feed listed below.

These numbers do not match the table above because livestock always eat food in portions, so excess energy is consumed on the last bite.

 Soil (Tile) (w/o Henhouse)
 Soil (Tile) (w/ Henhouse)
 Hay Bale (on ground)
 Hay Bale (in trough)

1. ↑ Chook doesn't eat Straw or Hay Bale
2. ↑ Given as average. Except for grass and straw, assumes 1 seed is used to regrow the crop.
3. ↑ Grass yields 1-2 Cut Grass if harvested instead of eaten directly
4. ↑ 4.0 4.1 4.2 Crop yield depends on tilling, water, fertilizer, and the use of a Threshing Machine.
5. ↑ Crop yield depends on tilling, water, and fertilizer
6. ↑ 6.0 6.1 A Hay Bale has 10 uses before it is fully consumed
7. ↑ 7.0 7.1 Crop yield depends on if a Pitchfork or Hay Baler is used.
8. ↑ Only Chook eats from soil tiles
Highland Cow

* Colonise
* Settlement
* Autonauts vs Piratebots

**Not available in this mode.**

**Not available in this mode.**

**Highland Cow**s are livestock animals that can be milked when full using buckets to obtain Milk, and will produce Dung as they feed. See Livestock for details.

They are functionally identical to cows, but they do not occur naturally and must be crossbred.

## Feed Efficiency

Highland Cows will generate 1 Dung for every **10 energy** they consume and will become full at **25 energy**.

If buckets have been unlocked, they will wait up to 60 seconds to be milked before becoming hungry again, but will wait indefinitely in a Crude Milking Shed.

1. ↑ Except for grass and straw, assumes 1 seed is used to regrow the crop.
2. ↑ Grass yields 1-2 Cut Grass if harvested instead of eaten directly
3. ↑ 3.0 3.1 3.2 Crop yield depends on tilling, water, fertilizer, and the use of a Threshing Machine.
4. ↑ Crop yield depends on tilling, water, and fertilizer
5. ↑ 5.0 5.1 A Hay Bale has 10 uses before it is fully consumed
6. ↑ 6.0 6.1 Crop yield depends on if a Pitchfork or Hay Baler is used.
Honey

* Colonise
* Settlement
* Autonauts vs Piratebots

**Honey** is a liquid Food item that can be obtained from Bees and is used in some food recipes. To get honey, you need to add a bee nest to a skep or beehive close to some flowers. A skep will house 2 bees when you add a nest, and a beehive will house 4 bees. The skep or beehive will fill up with honey as the bees visit the flowers, and can then be emptied with a bucket. Honey is then stored in barrels. The wild flowers need to be within a range of 10 squares. When used, flowers need 10 seconds to restore nectar.

## How to make

Bees will fill 20% of the honey progress bar after visiting 5 flowers. Process of honey production is described on Honey Production page.
Energy

*This article is a stub. You can help Autonauts Wiki by expanding it.*

bot energy #wikiinfodump
starting energy numbers (based on mk of drive piece)
mk0=90
mk1=150
mk2=200

energy cost is a per second decay of 0.5 that only applies if robot "IsDoingSomething()" (no joke thats what its called in the code)
which mostly equates to not standing still
the energy effeciency upgrades are a subtraction from that decay amount, meaning you loose energy slower
crude energy efficiency upgrade = 0.2
good energy efficiency upgrade = 0.4
so a good energy efficiency upgrade makes your bot last 5 times longer

there exists special code so that a bot can not run out of energy while adding or taking from a storage, presumably because that would block all other interaction with that storage until the bot was recharged

note speed upgrades do not affect energy in any way
That’s all of it so far
When I get home I can give you a raw code cheat sheet I found someone made
Giant Water Wheel

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

The **Giant Water Wheel** is the third Wonder structure blueprint. This wonder can produce power to run structures that require it. It is built in 3 stages, and can only be placed in fresh water or sea water tiles.

## Power value

Giant Water Wheel produces **150 power** every 10 seconds.
Crude Wheelbarrow

* Colonise
* Settlement
* Autonauts vs Piratebots

**Crude Wheelbarrow** is a vehicle that acts as a mobile storage and can hold up to 20 objects of the same type (see Capacity for details). It is compatible with Crate and Pallet items, Silo particulates, seedlings, fertiliser, and colonists.

Use Ctrl  to begin using it, Ctrl  to let go, or  on a bot to exchange it between the bot and the player.
Crude Data Storage

* Colonise
* Settlement
* Autonauts vs Piratebots

**Crude Data Storage** is an item used to copy and paste bot scripts. It can be used repeatedly and never breaks.

Scripts can also be copied to and from bots remotely once the Bot Database is unlocked.

## Used for

### Copying scripts

The bot you want to copy a script from must be stopped and not working. Then, while holding Crude Data Storage in hand, use Ctrl  on the bot that you want to copy the script from. If the copy is successful, this indicator will appear:

The mouseover description of the Crude Data Storage will now also have the name of the bot you copied (for example: "Crude Data Storage (Tree cutter)" )

### Pasting scripts

Pasting scripts works very similar to copying. Hold the data storage in your hands, then use Ctrl  on the bot you want to paste the script to. If pasting is successful, this indicator will appear:
Mobile Liquid Storage

* Colonise
* Settlement
* Autonauts vs Piratebots

**Mobile Liquid Storage** is a vehicle that acts as a mobile storage and can hold up to 50 items of the same type (see Capacity for details). It is compatible with Barrel liquids.

Use Ctrl  to begin using it, Ctrl  to let go, or  on a bot to exchange it between the bot and the player.
Gnome

Gnome is a type of decorative item with several variations.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Crate

**Not available in this mode.**

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

## History

* V137.14: Gnome #6 added.
* V136.16: Gnome #5 added.
* V135.7: Gnome #4 added.
* V134.19: Gnome #3 added.
* V133.8: Gnome #2 added.
* V132.11: Gnome added.
Henhouse

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

**Not available in this mode.**

A **Henhouse** is a structure used to farm chooks. If you have a henhouse in an enclosure with chooks, they will walk into the henhouse to lay eggs instead of laying them randomly on the ground. A henhouse can also be used to hatch new chooks. Add 10 cereal seeds and 2 chooks to the henhouse and you will get 1 new chook (plus the 2 you put in).
Culture

**Culture** is the category name for one of the needs for Colonists. As they level up to tier 7, they now need culture, which is fulfilled by making and giving them art.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Big Crate

**Not available in this mode.**

**Portrait** is a tier 7 artwork for Colonists.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Big Crate

**Not available in this mode.**

**Still Life** is a tier 7 artwork for Colonists.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Stored in

Big Crate

**Not available in this mode.**

**Abstract** is a tier 7 artwork for Colonists.
Königlicher Eimer des Herrschers

Cost

Hierbei handelt es sich um eine Eimer-Variante in *Sea of Thieves*.

Die Funktion ist identisch zu allen anderen Eimer-Varianten. Lediglich die Optik ist verändert.

## Erhältlich durch

Der Kauf dieser Variante ist beim Ausrüstungshändler möglich, erfordert aber ein Goldsammler-Ansehen von mindestens **31** zum Freischalten.

## In-Game-Beschreibung

*"Wird beim Erreichen von Ansehensstufe 31 bei den Goldsammlern freigeschaltet."*
Crude Cart

* Colonise
* Settlement
* Autonauts vs Piratebots

**Crude Cart** is a vehicle that acts as a mobile storage and can hold up to 32 objects of the same type (see Capacity for details). It is compatible with Crate and Pallet items, Silo particulates, seedlings, fertiliser, and colonists.

Use Ctrl  to begin using it, Ctrl  to let go, or  on a bot to exchange it between the bot and the player.
Honey Production

## Structure preparation

Honey production starts with building a Skep or a Beehive. Once done, it must be filled with one Bee Nest. Whether the building has a bee nest inside or not is indicated in its rollover next to the picture of a bee.

## Honey production

A Skep or Beehive with a bee nest inside is ready to produce honey. Bees fly to random flowers growing nearby to gather nectar. After visiting 5 flowers the bee is full and comes back to its skep or beehive, contributing toward production of honey. The production status is indicated in the rollover by the bar next to the honey icon. A full bee returning to the building will fill the bar by 20%. When the bar is full it starts flashing and honey is ready to be gathered by a player or a bot with a bucket. Even when the building is full, bees will continue to fly to flowers, but they won't produce more honey. Gathering honey from a building empties the honey bar and production starts again.

## Miscellaneous

A Skep sends 2 bees to harvest while a Beehive sends 4. Each building can only hold a single bee nest, and each bee gathers nectar independently. When a bee lands on a flower, the plant loses its nectar immediately and needs 10 seconds to restore it. During this time the flower can't be visited by any bees. If there are no more available flowers in a bee's range it will go back to its skep or beehive. A flower is in range if the distance from the structure to the flower is less than 10, measured in a straight line (thus the search area is in the form of a disk), where the tiles adjacent to the building are at a distance of 1 (see Picture 1). A lack of available flowers is indicated by a bubble over the structure:
Crude Shears

* Colonise
* Settlement
* Autonauts vs Piratebots

**Not available in this mode.**

**Crude Shears** are tools to shear sheep. If you use this tool directly on a sheep that has been fed, it will drop 1 Fleece, while using it on a Crude Shearing Shed will produce 2 Fleece. The crude shears recipe is unlocked when you have researched the level 1 research task Farming Technology.

## Efficiency

This table shows the number of swings required for shears to complete an action. Durability decreases by 1 per action regardless of the number of swings.

 Bush | 6
Fishing

**Fishing** is the process of using fishing tackle on water tiles to obtain fish, which can then either be filleted into sashimi or displayed in an aquarium or good aquarium.

However, fishing and fishing stuff are not available on console versions.

## Fish Types

Different types of water have different fish available to catch:

## Efficiency

Each fishing tool has a different base catch rate which determines the chance of successfully catching a fish, and can be improved by applying bait (obtained by using nets in shallow water) to the tool beforehand, either directly or from storage.
Mulberry Tree

**Mulberry Tree**s are an essential part of the Silkworm lifecycle. They can be harvested with a mallet to yield Mulberry Seeds, which can be fed to a Silkworm at a Silkworm Station. A Silk Moth will then hatch after 10 seconds and fly to the nearest empty Mulberry Tree to lay new Silkworms.

They take 150 seconds (2m30s) to fully grow from seedlings.

In Settlement mode, if there are less than 40 Mulberry Tree on the map, a new one will spawn.

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Crafted at

Hole

**Not available in this mode.**

## Details

* Colonise
* Settlement
* Autonauts vs Piratebots

### Crafted at

**Mulberry Tree**

**Not available in this mode.**
Elite Unit

Elite Units can change the course of a battle. Normal Units form the hit points of an army, whilst Elite Units have special abilities that can deal heavy damage unless they're countered by other Elite Units.

Elite Units on a map will have unique names. They will not be known as Elite Archers, but as "The Eighth Archer Contingent" for example.

## Stats

* Melee: Melee Damage
* Range: Ranged Damage
* Shock: Does damage to Formation. If Formation is broken a melee breaks out.
* Formation: Defends against Shock.
* Horror: Strikes against Discipline. If Discipline is broken damage is done to Formation for normal units and Will for Elite Units.
* Discipline: Defends against Horror.
* Siege: Helps in Sieges.
* Skirmish: Improves the ability of an army to Skirmish. This takes the form of guerrilla warfare as opposed to a pitched battle.
* Health: The health of an elite unit, if it falls to zero the unit is destroyed.
* Will: The equivalent of army morale, but specific to this unit.

## Traits

Elite Units also have Combat Traits which determine their special abilities. Many Traits will also trigger their own events.

Known combat traits include:

* Overwhelming, which automatically smashes a formation and triggers following events.
* Gargantuan, can attack flying creatures and walk over rivers.
* Wallbreaker, if not countered destroys the walls in a siege.
* Commando, the unit can automatically slip through enemy lines.
* Assassin, this unit can, when broken past the enemy lines, attack its commanders or supply train.
* Wicked Bolts, unit also does its horror damage with its ranged attack.
Bloodline

Bloodlines are a mechanic dealing with genetic legacies. It was added thanks to one of the high end Kickstarter backers.
Though King Dinosaur Games hasn't finalized the mechanics and content (which won't occur until they work with the backer behind the concept during the Beta). Racial traits can now be spread to minor/major bloodlines allowing half-races or those with a touch of their blood to possibly manifest otherwise exclusive abilities, and rare bloodlines can be tied from cultures to lost societies of the past - one human society may occasionally manifest the curse of ancient Vyrsaat while others may find themselves drawn to the Ancients. Noble families are much more likely to have ancient blood of any real strength, and mixing together the right families can recreate legendary (again, the specific content for this has not been developed and will not be until further into beta).
Agents from a specific bloodline could have more manipulation chances in certain cities or heroes could have problems killing a specific target with a "good" bloodline
Log Cabin

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

**Not available in this mode.**

The **Log Cabin** is the second structure used for housing colonists. Putting a colonist in this structure will evolve the colonist to Tier 3.

It is constructed in three stages.

While producing Wuv this structure decays and needs 4 planks to be repaired.
Crate

## Footprint

* Colonise
* Settlement
* Autonauts vs Piratebots

A **Crate** is a storage structure used to store various items up to tier 5. The crate is unlocked at the start of the game and you use a blueprint to build them.

A single crate can usually hold up to 25 items, but for some larger items that can be reduced. Crates can be stacked, and you can place up to 3 crates on top of each other. This expands the available space and lets the crates act as a single storage unit. Two crates stacked will typically hold 60 items, and three crates will hold 100 items. Exceptions include storing items like tunics, where one crate will hold 10 items, two will hold 24 items and three crates hold 40 items.

After researching Bigger Storage, 3 stacked crates can be upgraded to a big crate by using Ctrl  to access the update/info panel.

## Used to store

 Adventurer's Top •  Alligator Gar •  Apple •  Apple Jam •  Apple Pie •  Apple Pie (Raw) •  Apron •  Bait Fish •  Berries •  Berry Jam •  Berry Pie •  Berry Pie (Raw) •  Bert's Jumper •  Besom Broom •  Billboard •  Blue Marlin •  Blue Paint •  Boiler •  Box Frame •  Bulrush Fibre •  Bulrush Stems •  Bulrush Thread •  Bunch of Flowers •  Bunny Kigurumi Top •  Butter •  Buttered Bread •  Cake Batter •  Canvas •  Carp •  Carrot •  Carrot Curry and Naan •  Carrot Salad •  Carrot Stir-Fry •  Castanets •  Catfish •  Cereal •  Charcoal •  Chimney •  Clay •  Clay Jar •  Clay Jar (Raw) •  Clay Pot •  Clay Pot (Raw) •  Clown's Dungarees •  Coal •  Coat •  Coconut •  Connecting Rod •  Cotton (Raw) •  Cotton Lint •  Cotton Thread •  Cowbell •  Crank •  Creamy Porridge •  Crude Axe •  Crude Axle •  Crude Backpack Upgrade •  Crude Blade •  Crude Bread •  Crude Bucket •  Crude Chisel and Mallet •  Crude Data Storage •  Crude Dough •  Crude Dredger •  Crude Flail •  Crude Flour •  Crude Gear •  Crude Hand Net •  Crude Hoe •  Crude Metal •  Crude Metal Axe •  Crude Metal Hoe •  Crude Metal Pick •  Crude Metal Scythe •  Crude Metal Spade •  Crude Pick •  Crude Scooter •  Crude Scythe •  Crude Shears •  Crude Spade •  Crude Torch •  Crude Wheel •  Cut Grass •  Dinosaur Kigurumi Top •  Direction Sign •  Doll •  Door Frame •  Dress •  Duck Call •  Duck Kigurumi Top •  Dung •  Dungarees •  Egg •  Firebox •  Fireplace •  Fish Pie •  Fish Pie (Raw) •  Fish Soup •  Fish Stew •  Fishing RodMore...
Combat system

The **Combat system** of *That Which Sleeps* represents flash points in the Old Ones' conflict where meddlesome Heroes get in the way of Agents or the awakened Old One itself. The core mechanics are:

* Attacks deal damage first to Shields if available, then to Health. There are multiple types of Attack and Shield, which convert at different rates.
	+ Mundane shields block mundane damage at 1:1, or Arcane damage at 2:1.
	+ Arcane shields block Arcane damage but not Mundane.
	+ Ancient damage cannot be blocked.
* Lost Shields regenerate at the start of every turn, unless special abilities or similar interfere.
* Some Heroes can Defend comrades; no attacks can be targeted at a Defended hero although spells can.
* Heroes who lose Health in a turn are Distracted; they will not attack that turn and cannot Defend another.
* Agents cannot immediately exit a combat; at turn 2 they may **Flee**, abandoning their Minions to die. After turn 3 they may make an orderly **Retreat** , and retain any surviving Minions. Certain modifiers (including Hero abilities) may increase these timers.
Ruin

Ruins are an indication of danger, they can both be a POI of their own, or they may be a district or region in a larger POI.

Ruins were handled as simple modifiers (dungeons/caverns/sewers/etc), but a Ruins POI signified that a larger set of ruins were present and had terrain/danger impacts on nearby POIs. They were premade with a specific setting that would randomize what results could be found.

Ruins can be attached to a POI depending on its type, you won't find "Ruins" in a City though you can find "Sewers" or a "Necropolis" - both spawn certain dangers and when excavated/explored can lead to greater ruins beneath. Digging into a sewer and unleashing an ancient evil is a great way to lower order in a city.

There are also specific ruins on the map. Customized ruin graphics are a very low priority outside of a few "Ruins" POIs, but it would be something added only late in the beta or afterwards.

Terrain does impact the type of ruins encountered. As it stands the Scenario Builder will not prevent the player from placing an Elven Enclave inside a desert as its quite possible that it once was a verdant forest - but the "desert" may modify the dangers faced within, especially at the entry level.

Ruins are linked to "Lost Cultures" that determine the treasure and dangers one might face. Players may find generic ruins of a Lost Culture or one of the unique ruins, which often contain the greatest rewards. Information obtained from the generic ruins can be used to pinpoint the unique ruins.