Work Stations

This page has been depreciated. Blueprints should have most of the information you're looking for in a nicer format.

This is a list of every Work Station that can be constructed in the game. For more in depth articles on each region check the location page for each.

# Sweet Home

## Cooking Table

Unlike the oven, the cooking table does not produce any edible food, and uses energy to make food components

Note: also prepares fish (very long list)

## Oven

Oven production does not require energy, it uses Fuel produced by first two recipes

Time is the real world time, in seconds, the item takes to be produced by the Oven

Some items are craftable at multiple quality levels, Bronze, Silver or Gold Star, which yield different energy when eaten

Fuel

Snacks

Meals

Baked Goods

The **Workyard** is the area directly south of your home and is where you'll build most of the building and smithing workstations using the blueprint desk. The Workyard can quickly get a bit crowded without the increased yard space, so its a good idea to place workstations carefully.

Your starting Workyard has a 6x9 area containing a timber stockpile and a stone stockpile, a 11x6 area, and a third area shaped like a 15x9 area with a 6x5 area in the bottom left corner missing. The swampy area to the north of the Workyard will have several green slimes at day time (they despawn at noon) and several bats at night (they despawn at midnight).

## Work stations

The workbench for placing all the workstations is located in the northwest corner of the Workyard. For most stations, you first have to unlock the related technology.

The morgue is one of the first important areas you see in the game. You process bodies here. Regardless of whether you toss corpses in the river, burn them, or bury them in a grave, it is recommended that you process their body in the morgue first. The morgue is where you can find Gerry. It's also here, where you can create and alter zombies to take over parts of your tiresome workload.

## Deliveries and Capacity

The  donkey delivers a  corpse daily as long as the number of bodies you have unfinished does not exceed the capacity . It is dropped on the road in front of the morgue. After reopening the church, you'll have to put  5×carrot per  corpse into the donkey's box (must be built first) to "pay" for the deliveries.

Bodies count against this capacity  **even when outside** the morgue. Once a body is buried, cremated, or tossed in the river, it does no longer count against . Once made into a  zombie on a resurrection table, the body also doesn't count any more, even when it **occupies a work station**.

Corpses inside the morgue will decay slower than corpses outside. A corpse on a pallet will decay slower than those left on the floor. See corpses for more information.

## Corpse Hatch

The corpse hatch allows corpses to be dropped directly into the morgue where they will decay slower. The benefit of repairing the hatch is slight so it is often not worth it to repair until later.

 4×Simple iron parts

After fixing the hatch, the donkey delivers the corpse directly into the morgue. It will appear directly in front of the hatch. Unfortunately, there is no means to store it automatically onto a pallet to halt its decay completely. At least, the decay is slowed down that way.

## Workbench

The workbench, called "mortuary desk", has to be repaired first, before using it. After learning the appropriate techniques, you can put up a lot of different workstations here:

## Autopsies

(Possible Bug Warning: Corpses that spawned in the graveyard at the start of game may not acknowledge organs or parts put into them, effectively 'eating' the parts with no benefit. Parts can still be removed as normal. If you exhume a corpse with 100% freshness from the right/east side of the graveyard, be wary of trying to improve it via autopsy)

Use the preparation place to remove or insert body parts from corpses or zombies. Each organ has a different effect on  and  of a body and are required for crafting ingredients and completing quests. Corpse rating impacts . For each  a corpse has, its  will be reduced by one and a grave's max rating is limited by the number of  a corpse has. A grave cannot have a higher  than the number of  of a buried corpse. For the full article on how corpse rating works, see corpses. Here is a table of each part that can be removed/inserted and its effects as shown by the cultist perk:

The number of skulls on a corpse is a combination of the number of the skulls on all its parts, as can be seen once Inquisitor's quest line advances far enough and the cultist perk is taken.

All skull variation comes from the Important Parts, Brain, Heart and Intestine. However the generation of those is not as simple as the table makes it out to be. And in fact varies based on the stage of the game. For example, during the Inquisitor's questline you will start finding +, + important parts which would be dark important parts when his quest line is progressed further.

Once you have a good preparation table and the surgeon perk it should be possible to start cherry-picking important parts, either by remembering their effects and sorting them into separate storages, or, preferably, by utilising the cultist perk.

You can noticeably unburden your embalming efforts by collecting the better parts and making "frankencorpses" with them. A corpse with best possible variable parts in all 3 slots and both Blood and Fat removed will be only 1  away from 12. Though considering that best parts are rare it is probably best to compromise.

Also since zombies ignore all , it's a good idea to keep parts with both skull counts high for use on zombies.

There is one exception to the regular corpse rules. The body of an ex-graveyard keeper found after excavating the archeology machine in the Talking Skull Cellar has two brains, and no blood or fat.

## Embalming

 A corpse or zombie can be placed on the table and injected with embalming fluid to change its properties. A body may only be injected with each kind of liquid once.

## Resurrection

 A  corpse can be placed on the Resurrection table to make a  zombie from it. You need first to talk to Gunter in order to be able to build the table. To revive one, you'll need  10×faith,  1×zombie juice, and - of course - the  corpse.

The morgue is one of the first important areas you see in the game. You process bodies here. Regardless of whether you toss corpses in the river, burn them, or bury them in a grave, it is recommended that you process their body in the morgue first. The morgue is where you can find Gerry. It's also here, where you can create and alter zombies to take over parts of your tiresome workload.

## Deliveries and Capacity

The  donkey delivers a  corpse daily as long as the number of bodies you have unfinished does not exceed the capacity . It is dropped on the road in front of the morgue. After reopening the church, you'll have to put  5×carrot per  corpse into the donkey's box (must be built first) to "pay" for the deliveries.

Bodies count against this capacity  **even when outside** the morgue. Once a body is buried, cremated, or tossed in the river, it does no longer count against . Once made into a  zombie on a resurrection table, the body also doesn't count any more, even when it **occupies a work station**.

Corpses inside the morgue will decay slower than corpses outside. A corpse on a pallet will decay slower than those left on the floor. See corpses for more information.

## Corpse Hatch

The corpse hatch allows corpses to be dropped directly into the morgue where they will decay slower. The benefit of repairing the hatch is slight so it is often not worth it to repair until later.

 4×Simple iron parts

After fixing the hatch, the donkey delivers the corpse directly into the morgue. It will appear directly in front of the hatch. Unfortunately, there is no means to store it automatically onto a pallet to halt its decay completely. At least, the decay is slowed down that way.

## Workbench

The workbench, called "mortuary desk", has to be repaired first, before using it. After learning the appropriate techniques, you can put up a lot of different workstations here:

## Autopsies

(Possible Bug Warning: Corpses that spawned in the graveyard at the start of game may not acknowledge organs or parts put into them, effectively 'eating' the parts with no benefit. Parts can still be removed as normal. If you exhume a corpse with 100% freshness from the right/east side of the graveyard, be wary of trying to improve it via autopsy)

Use the preparation place to remove or insert body parts from corpses or zombies. Each organ has a different effect on  and  of a body and are required for crafting ingredients and completing quests. Corpse rating impacts . For each  a corpse has, its  will be reduced by one and a grave's max rating is limited by the number of  a corpse has. A grave cannot have a higher  than the number of  of a buried corpse. For the full article on how corpse rating works, see corpses. Here is a table of each part that can be removed/inserted and its effects as shown by the cultist perk:

The number of skulls on a corpse is a combination of the number of the skulls on all its parts, as can be seen once Inquisitor's quest line advances far enough and the cultist perk is taken.

All skull variation comes from the Important Parts, Brain, Heart and Intestine. However the generation of those is not as simple as the table makes it out to be. And in fact varies based on the stage of the game. For example, during the Inquisitor's questline you will start finding +, + important parts which would be dark important parts when his quest line is progressed further.

Once you have a good preparation table and the surgeon perk it should be possible to start cherry-picking important parts, either by remembering their effects and sorting them into separate storages, or, preferably, by utilising the cultist perk.

You can noticeably unburden your embalming efforts by collecting the better parts and making "frankencorpses" with them. A corpse with best possible variable parts in all 3 slots and both Blood and Fat removed will be only 1  away from 12. Though considering that best parts are rare it is probably best to compromise.

Also since zombies ignore all , it's a good idea to keep parts with both skull counts high for use on zombies.

There is one exception to the regular corpse rules. The body of an ex-graveyard keeper found after excavating the archeology machine in the Talking Skull Cellar has two brains, and no blood or fat.

## Embalming

 A corpse or zombie can be placed on the table and injected with embalming fluid to change its properties. A body may only be injected with each kind of liquid once.

## Resurrection

 A  corpse can be placed on the Resurrection table to make a  zombie from it. You need first to talk to Gunter in order to be able to build the table. To revive one, you'll need  10×faith,  1×zombie juice, and - of course - the  corpse.

# Alchemy Laboratory (church basement)

## Trunk

Used as general storage items inside of a trunk will be accessible from any crafting station in the same region.

 8×Nails
 2×Simple iron parts

## Study Table

The Alchemy Laboratory starts out with a study table already installed. Most items in the game can be studied for a large number of red, green, or blue tech points and items cannot be studied more than once. The study table requires both faith and science to operate. Faith can be obtained by holding a sermon at the church or from confessionals, and science can be obtained from using paper, notes, or chapters in the study table.

After studying an object it might say it is decomposable into a fluid, powder, or extract. This refers to the alchemy apparatus that needs to be used to process it.

 4×Simple iron parts
 3×Conical flasks

## Alchemy Workbench (Tier I)

Version 0.675 onward: Can be constructed. Glass Blowing II tech available which unlocks Complex Glass Cones

3x Complex Iron Parts
2x Complex Glass Cones

## Alchemy Workbench (Tier II)

Version 0.675 onward: Can be constructed. Glass Blowing II tech available which unlocks Complex Glass Cones

2x Steel Parts
3x Complex Glass Cones

## Hand Mixer

Decomposes suitable materials into solutions for use in Alchemy. To be used with the hand mixer a material must first be studied at the study table and have a fluid as a decomposition product.

4x Simple Iron Parts
8x Nails

## Alchemy Mill

Decomposes suitable materials into powders for use in Alchemy. To be used with the Alchemy Mill a material must first be studied at the study table and have a powder as a decomposition product.

6x Wooden Planks
4x Simple Iron Parts

## Distillation Cube

Decomposes suitable materials into extracts for use in Alchemy. To be used with the Distillation Cube a material must first be studied at the study table and have an Extract as a decomposition product.

8x Complex Iron Parts

Products:

 Yellow Flower
 Maggot
 White Flower
 Green Slime
 Onion
 Bees Wax
 Moth
 Butterfly

## Church Workbench

Buildable in the Alchemy Lab below the Old Church, Costs 9 Flitch, 10 Nails, 4 Complex Iron Parts

## Alchemy Rack

Alchemy themed decorative storage structure. Like the trunk, items stored within the alchemy rack will be automatically available when in the same region.

4x Simple Iron Parts
12x Nails

## Desk II

same recipes as above, without the Paper Glop

12x Nails
1x Lens

## Scrollshelf

Version 0.674: Storage

4x Simple Iron Parts
12x Nails

## Bookshelf

Version 0.674: Storage

4x Simple Iron Parts
12x Nails

## Printing Press

x4 Simple Iron Parts
x12 Nails

*Note:Can't be worked on to complete project.*

## Printing Press II

4x Complex Iron Parts
18x Nails

*Note:Contains no Recipes.*

# Garden (Orchard)

This is where trees and shrubs can be planted. Not to be confused with the kitchen garden.

## Place for the berry bush

Plant a berry bush, berry bush seedlings can be bought from Clotho.

3x Peat
1x Sticks

## Place for the apple tree

Plant an apple tree, apple seedlings can be bought from Clotho.

3x Peat
1x Sticks

# Kitchen Garden

## Trunk

Used as general storage items inside of a trunk will be accessible from any crafting station in the same region.

8x Nails
2x Simple Iron Parts

## Empty garden bed

Fertilizing a garden bed will place signs which make it untraversable from the north and south directions, but still pathable from the west and east.

Seeds of different qualities cannot be used together to plant a single garden bed.

## Garden bed with sticks

Unlike garden beds garden beds with sticks cannot be walked through. It is important to be careful when building them as they can trap you or make pathing through the garden to certain plots impossible.

Seeds of different qualities cannot be used together to plant a single garden bed.

# Vineyard

## Vineyard Workbench

Starts destroyed and must be repaired to use the buildable area in the Vineyard.

# Bee Garden

## Beekeeper Workbench

Used to create beehives. 7 spots are available. Cannot be repaired until 'The Domestication of Bees' has been researched. The workbench has the area labeled as Repair in it's menu.

## Bee hive

6x Nails
10x Bees

It takes 5 energy to harvest honey, honeycombs and bees from the hive compared to the 10 energy for wild hives.

# Cellar

## Trunk

Used as general storage items inside of a trunk will be accessible from any crafting station in the same region.

8x Nails
2x Simple Iron Parts

## Vine Press

4x Complex Iron Parts
10x Pieces of Stone

NOTE: This table is correct. The recipes are wrong.

 Pail of apple juice
 Pail of berry juice
 2x Seed oil

## Brewing Stand

4x Simple Iron Parts

20x Bronze-rated hops
5x wheat

Note: use the bucket of wort to obtain beer x5. Each restores 10hp and 15 energy.

## Winemaking barrel

5x Iron Parts
7x Nails

Yield: 20 bottles of wine.

Silver grape juice >> Silver wine: Restores 35 HP + 100 energy

# Church

## Wooden Church Shrine

4x Wooden Planks
4x Simple Iron Parts

Increases church rating by 5 .

On event gives 1Faith and 1 Copper Story

## Candelabra I

Increases church rating by 1 . Burning a candle will increase the bonus for a day.

## Candelabra II

4x Complex Iron Parts

Increases church rating by 2 . Burning a 2 candles will increase the bonus for a day.

## Incense burner

4x Simple Iron Parts

Increases church rating by 1 . Burn 3 incense to increase the rating for a day.

## Confessional

4x Complex Iron Parts

Increases church rating by 5 . Occasional event gives 1 Faith and 1 Story. Can build 2 total in the starting church.

## Church Bench

4x Nails

Increases church rating by 1 . Can place 6 total in the starting church.

# Other locations & repairable items

Clear the path - Northeast of Workyard: 2x Flitch, 2x Complex Iron Parts, 10x WoodWedges

Swamp Bridge - Shortcut to Witch: 6x Flitch, 3x Wooden Plank, 10x Nails

Clear the path - Cellar: 10x wood wedge, 2x wooden plank, 4x simple iron parts

Clear the path - Morgue: Clear path: 10x wood wedge, 2x wooden beam, 4x simple iron parts

Fix Throw Out Corpse: 2x a piece of stone, 8x simple iron parts - Must do this twice, both outside & inside the Morgue

Stone Bridge - west river: 1x wooden plank, 8x flitch, 12x nails, 20 energy

North Hill - forest by the river: 3 Nitroglycerine

Swamp - forest by the river: 3 Nitroglycerine