River Town Factory

River Town Factory

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A guide to River Town Factory
By Odynn
A quick and basic guide to help you start with River Town Factory gameplay, it contains most of the things I have already shared on the game discord server.
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At the beginning
After a quick intro, you will find yourself stranded in one thousand years in the past at your father workshop.


You will be given a few tasks to learn the basics of the game, just follow them through. The first quest will allow you to gain access to the pickaxe (the only tool needed to harvest ressources) and your first blueprints



The basic forge requires you to select a recipe (iron ingots), feed it iron ore and coal as a fuel :



While you are smelting your ingots, turn toward the crafting table :



You will see your available recipes, aggregates (made out of rocks, but you can't mine them yet) and lumber for which you already have 20 wood.

Select them and start crafting. Once you have your 10 lumbers, gather ingots from the forge and go back to River Town:



Turn them in to Lin Shanshi by right clicking on them or dragging them in the proper slots :



With your new pickaxe in hand, you will be tasked to visit the Oracle Envoy Temple (right side of your workshop)

Follow the cutscene, report back and with your newly gained money, buy at least 3 ressources sites (the central area offers you coal, rock, copper, iron and wood). Having one of each allows you to start making the first repairs on the Oracle Temple.

The ressource pannel (default key : K) will show you the ressources you will recieve every morning :



Report back to Lin Sanshi, gain new blueprints, return to your workshop and start crafting the first materials needed for the repairs.



Same deal, transfer the ressources (this mechanism is used for all the quests requiring dedicated ressources or the repairs of the temple) and select "Complete"

Congratulations, the training wheels are off and you are getting into the main part of the game now:



This central hub will allow you to exchange ressources for knowledge crystals which will allow you to unlock more and more technologies.

We all have to start somewhere.

Combat explained
A few days into the game, you will be introduced to the [SwordWay Sect] on their mountain located west of your workshop.

You will then be able to unlock different manuals belonging into 4 categories:

External - With a main attack and a special one (costing MP and having a cooldown)
Internal - Which will boost your 'internal' stats
Lightness - Which cover all movement forms
Tough - Which will allow you to get tankier.

To progress in combat, you need to climb up the ranks (and stairs) of the SwordWay Sect, unlocking more manuals. Some can also be found during the seasonal events and while exploring the world.

External is relatively easy to train, just kill everything, you will gain points and progress on your manuals (later on, another sect wooden dummy can be used to train it).

Internal can also be raised by fighting, but you might want to dedicate some of your time to hit the archery target at [Xiao's Villa].

Lightness is easy to grind as well, keep dashing, dash all the time and gain that sweet sweet wind speed! (a wooden stumps on the right side of the [Cloudy Mountain] allow you to train it as well).

Tough can be grinded in two ways, by taking hits during the fights, or going at the SwordWay Sect Training Ground and interact with the bottom right wooden dummy.

Gear matter : You can buy some from the blacksmith or tailor, or get recipes to create your own once you have the 'Craft Room'.

Winners don't do drugs, they use medicinal powders, tea, elixirs and pills! Same as your gear, you can get those from [JiAn Clinic] either already made powders or later on the recipes (Craft Room required again). Relationship rewards, quests and exploration will give you others and better healing/recovery options.
Automation, Technologies and first nodes repairs
After a few morning visits from the different NPCs that will teach you about the others aspect of the game you can start focusing on the temple repairs, learning more technologies and automating your actions.

You will trade iron and copper ingots for the Red crystals which will allow you to unlock the first parts of the tech tree :



The temple repairs and the tech unlock goes hand in hand, T1 - Node 4 for example will requires you to learn how to make food fiber and turn it into threads and cloth.



Combining the Auto Supplying Chest and the Constructor will allow you to automate the basic elements you have unlocked.



While they can run for a while on coal, making the switch to electricity is the right step to move deeper into the factory lines and directly smelting your ores.



No more will you have to fill your basic furnace with both ore and coal, now with your iron ore set to be delivered into your Auto Supplying Chest and a Smelter in line your troubles are over (you will still have to make sure your Small Coal Generator have coal... for now!)



Quickly you will be able to upgrade your factory lines, one Smelter was not enough, a Splitter at the output of the Auto Supplying Chest will divide it into 3, allowing you to feed 3 Smelters... and a Merger on their own output will allow you to merge those lines into one single chest.

Make sure that the input / output coincide properly, specially when you start to run more and more complex lines. The Logistic Mode (F1 by default) allow you to check those output (orange) and input (blue).

Using the examples above and your own creativity, you will be able to go through most of T1 and the technology tree, untill you hit your first bottleneck, the Automatic Manufacturing II which also requires Green Crystals :



While you can power through and make the necessary Primary Tools on your bench to repair T1 - Node 5, you will only need 4 Tools and 6 Cloths to unlock the Assembler and 10 Tools and 15 Clothes for the Basic Iron Forging, the new steps into making your life easier!


Assemblers or how to turn two items into one.
So far, we have been turning a ressource or item into another using the Constructor. You probably got tired of waiting for the complex lines to manufacture your items and went for a modular system like this one :



Select your recipe, place the needed ressource in the Storage Chest and let the multiple Constructors do their job.

With faster transport belts you will be able to chain more Constructors / Assemblers or fabricators of any type.

After a quick trip to the workbench to get the necessary mats for your first Assembler (bricks, reinforced iron plate and Primary tools) you have finally placed it!



Remember how many times you had to hammer those guys? Not anymore, feed two items to the assembler, a recipe and just relax while it does the job!

Now you will probably tell me it's too slow for you and the hundreds of parts you need... and I totally agree, which is why we will use our friends the splitter and merger again :



Quite obviously, your factory lines will be limited by your current technology, but as you move forward down the technology tree, the sky becomes the limit :

Powering UP!
Remember that I said you would have to keep an eye on your Small Generators call supplies, progressing further down the technology tree allow you to access the Coal Generator.

This one can be fed coal directly from a belt and an Auto Supplying Chest lifting a weight from your shoulders!



There is however a few things to keep in mind :

You need a dedicated power source for the water pump, if your water run out, your generators will stop running and so will your factory lines. (In this case I use a small coal generator to bootstrap the pump):



One water pump produce 60L, each Coal Generators use 20L. So when you scale your installation up you will want to dimension it appropriately and on a secondary water pipeline with 1 pump every 3 generators:



You can then scale up the power production to fit your electricity requirements like I did a bit later in my playthrough.


The riddle of steel
As you can have seen on your technology tree, you will need a new type of crystal to unlock technologies past basic steel making :



One of the first requirement is to be able to make Iron Core, Energy Module C or to put it simply fix the T2 - Node 3:



Except for the large amount of materials needed it's a relatively simple task when you scaled up your production lines.



The Foundry is the same type of building as the Assembler, 2 input, one output, our first recipe : Iron ore and Coal to create Steel. You can also notice the same bottleneck, the Iron Core we need to unlock.

And it's where we arrive to the Core Charger:



Once again an Assembler looks alike. The ressources required to craft it are now a bit more complex, but you should by now have automated all of them (or are swapping your crafts).



We 'only' need a few of those, so I placed 3 of them, a dedicated chest for each belts, stashed 100 wooden frames and 300 copper plates in each chests and I will let the timers run their course for the first 100 Energy Module C.

Keep unlocking the different nodes of T2 and invest into more ressource sites (and upgrade them), our needs are going to scale up!

Now that we have our Iron Cores (Reinforced Iron Plates and Energy Module C) we can finally built out Foundry:



Two dedicated Auto Supplying Chests will provide both Coal and Iron Ore, the foundry does its job and steel appears. What you want is to prepare for a full scale up of your foundry, the need for steel becoming more and more important as you move down the technology tree and the different missions.


That Blue Crystal bottleneck
We mentionned it in the section above and there it is, the way to unlock the Blue Crystal exchange and progress further down our technology tree :



T3, Node 2 - The bottleneck for both your technology tree and the rest of the nodes of T3

You will need a fair amount of materials through those nodes, so keep buying and expanding your ressources sites and your factory lines

You might have noticed in the previous pictures that I kept using the slow first Transport Belt, while I have unlocked the Fast Transport Belt the Reinforced Iron Plate requirement makes it a bit expensive for my taste. So while I endure the crawl toward the Blue Crystal, I know that for 5 of them I will unlock the Express Transport Belt which only use Steel Pipes and Steel Plates



Those express belts have a good ratio cost/speed and will get us through most of the game. Steel becoming more and more of a requirement for your factory lines and your technology tree, be prepared to expand your foundry.

If you didn't made it already the Craft Room is worth building:


While your factory lines churn the needed materials to unlock the different nodes, you can roam around the map, explore caves and fight various monsters, having the option to make your own cure become very valuable :



Expanding your workshop and upgrading your pickaxe will also start costing you more and more money, it's time to earn some cash!



The Bronze Mirror is a good way to earn money, your factory lines can already make Wooden Frame and Copper Plate (same recipe as the Energy Module C), assembling them together is just the next step. Another quick alternative is selling a lot of Screws or some of the extra ressources you gathered.

It ain't much, but it's honest work!

(Another alternative is to set up dedicated lines to make some Oiled Paper Umbrellas, higher sale value than the Bronze Mirror but requiring to make Paper, Oil, combine those into Oiled paper and finally assemble them with Wooden Rods to make the Oiled Paper Umbrellas)

Notice how some ressources are ALWAYS needed, like Screws, at some point it become interesting to create their dedicated factory line (the same will apply to others components later on):


And finally, once the Node 2 is completed, you can reap your hard won reward :

You can now unlock Intermediate Logistic (and have faster and cheaper belts!), Introduction to Electric Devices (Rotors needed for Node 4) and Intermediate Tooling (Iron Tools needed for Nodes 3 and 5).

Completing T3 is now just a matter of time to make all the required components.
Blueprint Shenanigans!
Along the T3 nodes one of them will allow you to use blueprints and those are quite efficient!


As I said in the Riddle of Steel, you need to expand and use more and more steel through your gameplay and so I did... but as a poor planner, my steel foundry is blocking the expansion of my Coal Generators.

Time to wipe all of it and move it a bit more west and for that I will use the blueprint system.
Located on the top right corner of your screen, you just need to click the blueprint icon and select +New

A small tool will appear and you need to select all the buildings you want to save in your blueprint, if all of it is in the blue area, you are good to go:


Check that you have everything you need and Save away


Click on blueprint again, scroll down your list (yes, all my previews playthrough ones are still there) and check that your blueprint is actually here (I closed it way too many times instead of saving!).

The pannel on the left side tells you how many materials you will need to build that blueprint and the amount of capsules needed to instantly place it. (I haven't bothered to unlock them yet, this won't be a problem for the next part).


We wipe everything including the electric lines (by switching to Power mode), those Wires would otherwise prevent you and me from placing the blueprint. Now I have the room to expand my Coal Generators, you can also notice my Grain Processors that are slowly cranking away Cooking Oil and Liquor.

To place your blueprint, use the blueprint button again, select it and click use.A ghost image of the building will appear, red is a no go, something is in the way - my character in this case - make sure everything is clear and you have a blue ghost ready to be placed.



Nothing to worry about, we can just copy the ghost building with the shortcut (B by default, shown on the tooltip on the right side of your screen) and place all our elements again.


Once you have replaced all the elements, the warning will disappear.

Do not forget to rename your Auto Supplying Chest and set your ressources delivery to them again.

And fully scaled up.
For remembering: each Auto Supplying Chest have 56 inventory slots, so the maximum delivery you can set for them is 11 200 iron ore or coal per days any more will be lost.

Later addition and edit to the guide:
I finally crafted one of those capsule maker after manually making the first ones needed. After a while they generated enough out of thin air and electricity to help me build the two others. So I know have the option to use them... or not. Like I said, it's your choice in the end.

A few notes about T4
T4 requirements can already be unlocked at your current technological level (Red/Green/Blue crystals only)

Just like T2, the third Node unlocks the means to finish Node 4 and 5, it can be worth tackling it first.


You will also find the use of new ressources, you could access them since the repairs of T3 but their use only appears now on T4:


The new Purified Silicon will requires your Constructor uses while you might want to create a smaller dedicated Foundry for your Glass needs.

If you are feeling cramped in your workshop, the next extension is worth acquiring now, granted you have the cash for it:

You should have a quest requiring you to make 500 Reinforced Bricks for Lin Shanshi, the reward should be enough to buy that extra bit of land

To complete all the T4 Nodes you will need to unlock the Manufacturer down your technology tree, with 3 inputs and one output the belts become a bit more complex, but nothing you shouldn't be used to by now:

Slowly cranking away the Industrial Structures required.

Fully repairing T4 will grant you access to those distributed worshops the NPCs have been hinting at since a while now.

The Warrior Menagerie
As you progress down the repairs on the Oracle Temple and your explorations take you all around the world, you will be tasked with repairing something the Oracle Envoy built : The Warrior Menagerie.



While it's not really difficult as such, it requires you to make trips between your workshop and its location and the ingredients are not listed (and you need the full amount!), so here we go for a quick reminder on what to pack:


Stone door : 500 Glass - 200 Steel Core - 100 Industrial Structure


North West Pillar : 200 Iron Core - 300 Iron Frame - 400 Wooden Frame


South West Pillar : 400 Reinforced Wooden Plate - 200 Reinforced Concrete - 300 Steel Plate


North East Pillar : 400 Reinforced Bricks - 200 Rotors - 300 Steel Pipes


South East Pillar : 400 Purified Silicon - 50 Stator - 30 Energy Module B
T5 - The road to the future!
Absolutely all the Nodes of T5 are important for your future workshop(s).



This Node is a key element to a distributed workshop structure, you can dedicate a whole area to energy production and transmit it to all your others ones.



Once unlocked, build your "Inter Area Power Provider" (refered to Tower later on), click on it and rename it for easier use.

Go where you need that sweet electricity and build your "Inter Area Power Reciever":


Click on it to open a menu and choose from which tower you want to recieve your power :


And let the power flow through you (well, your workshops):


Node 2, will allow you to teleport ressources from one workshop to another, or do it directly inside the same workshop, allowing you to split complex factory lines into smaller easier ones.

Node 3, give you the power to teleport between your workshops, a really nifty tools when you built them all over the map and don't like walking!

Node 4 lift that Purple Crystal bottleneck that was stopping us from accessing the petroleum products... Not a big deal as such... but with the Node 5 granting you access to more lands and the completion of T5 allowing you to build Refinery to treat that crude oil!

While this series of repairs is probably the most exciting ones in term of developement, you will also need to build completely dedicated factory lines to produce the various and complex items needed to unlock them.

Your needs will also grow, so keep buying those ressource spots and upgrade them!

Marking the following one as as spoiler if you want to keep your creativity up:

The main goal is to use the Large Supplying Chest dual output and turn it into 4 throught splitters, each line then feeding a larger amount of Constructor to mass produce the Purified Silicon we will need.
The same idea can apply to copper and iron ore as well.


Setting up and trying to tune a factory line
The comments often appears on the game discord or steam on how to fine tune your factories. Well, just like any maze, it's easier when you start from the end.

In this example, I will get into setting up a really basic [bElectric ]Motor[/b] factory.



So what kind of informations do we have on that "Assembler" : Every 30 seconds it will use 5 Rotor and 5 Stator to create 2 Electric Motors.

So lets provide it with the necessary ingredients!
Now we see that both recipes only requires 15 seconds but only provide one item of each.

To simplify things, I just went ahead and added a seconf Assembler to make more Electric Motors and then just provide both with two lines of 5 assemblers of Rotors and Stators.


Is it ugly and poorly space optimised, yes it is, but it will work! While we can hook everything together, I will use the "Inter Area Recieving Depot" and "Inter Area Sending Depot" to simplify the lines. While not necessary, I will be as usual build "Storage Chests" to create a small buffer.

Now comes the next part, for the lines to work at full efficiency:
Rotor wise, we need : 5x 4 Iron Rods (20) and 5 x 20 Copper Cable (100) every 15 seconds.
Stator wise, we need 5x 4 Copper Plate (20) and 5 x 25 Screws (125) every 15 seconds



Every 2 seconds, 1 Iron Rod is turned into 3 Screws, to get our 125 screws every 15 seconds we then need to produce 8,33 screws per seconds, at a minimum output of 16,66 screws per 2 seconds, the solution is to build 6 "constructors" giving us a rate of 18 Screws every 2 seconds.



Iron Rods are troublesome, with 6 seconds to produce 3 Rods, placing them inline with our previous "constructors" will create some latency, splitters, mergers and buffers can help with that.

"Smelters" with their operating time of 3 seconds will be able to create the two needed Iron Ingots for each ones of the "Constructors"



We now just need to provide enough Iron Ore to sustain a day worth (72 iron ore needed for one 30s rotation).



Every 3 seconds 1 Copper Ingot is turned into 1 Copper Plate, since we need 20 plates by 15 seconds a good ratio would be 4 Constructors dedicated to them.



With the same timer, we just need to feed 40 Copper Ore to get our 20 Ingots then Plates.

7 Constructors to create 3 Copper cables every 3 seconds will allow us to fit the 100 Copper cables per 15s



Seeing they need 2 ingots per Constructors, a grand total of 14 Smelters will be required.

One 30s rotation will use 140 copper ore.



Finally the 20 Iron Rods every 30s, we are facing the same setting as the Copper Plate, 4 Constructors with a dedicated Smelter each.

40 Iron ore will then fit the 30 seconds rotation.

(48 rotations of 30s in a day -- 6720 Copper Ore for the Wires -- 1920 Copper Ore for the Plates -- 1920 Iron Ore for the Rods -- 3456 Iron Ore for the Screws )

Footnote on that factory line : Almost as expected, the transfer speed is lacking and if i didn't mess up the math (which is also possible), the factory lines doesn't exactly give the expected output, it is worth noting that later down the technology tree, those values are changed by factors like better belts and overclocking, making the whole thing even more tedious


A rework of the factory line (by shuffling the buildings around and bypassing the "Inter Area Sending / Recieving Depot" barely helped the situation. The current bottleneck being on the Copper Cable production and delivery speed.

In the end, fine tuning a factory line might just be a matter of stashing enough ressources and crafting machines to keep it running non stop!
The lighthouse intermission.
Same as the warrior menagerie, that one can contain spoilers depending how far you are into the game. The only goal is to make it easier to pack all the ressources needed to fix the different lighthouses.

Alright lets start with the map, spoilered if you didn't unlock all of it :



5 regions, 5 lighthouses, all of them conveniently marked with a big Red dot.

To make it easier, I will just name each one Center / North / East / West / South


Since the first lighthouse is located in the central or starter area, no point into hiding it :

50x Wooden Plates - 100x Wooden Rods - 60x Iron Plates

Some basic ressources, easy to make once you have your first Constructors set up.

Now, since the rest of the map is unlocked through the Nodes progression (and well, you probably unlocked them if you are down this far) but to keep it safe, more spoiler ahead!

North -


100x Copper Plates - 50x Iron Frames - 50x Wooden Frames


East -


500x Steel Pipes - 500x Steel Plates - 100x Iron Tools


West -


50x Industrial Structures - 100x Controllers - 200x Advanced Tools


South -


The final one and the most painful of all:
3000x Reinforced Bricks - 200x Large Computers - 500x Advanced Tools

You are now done with the darkness and get your well deserved reward!




Some notes about T6
Once you have finished T5, unlocked more of the technology tree, you will still need to unlock two major nodes of T6 to access game changing technology.

Node 2:


T5 gave you access to oil deposits and the way to extract crude oil, the technology tree allowed you to transform it, time to use both to unlock the best electricity source in the game.

While the specific Fuel Energy Cube requires a dedicated factory line to produce, the "Fuel Generator" produce a whooping 550kW of electricity without the water requirement of the "Coal Generator" which only produced 65kW.

Node 3:

The second node to unlock asap, not only because you will need those Large Computers to unlock Nodes 4 and 5, but they are also required in others quests and recipes.

The first Node is interesting to push your ressources income further from your various deposits, but the upgrades will be more and more expensive.

Node 4 perk is interesting, either for combat gear bonuses or to use the Node 5 perk.

While the [Artisan Ring] doesn't seems that awesome in itself compared to automated lines, combined with perks giving you extra hand crafted items, it's a real boon.

PS: Full credit on that one goes to Derachi, you can indeed fit two pumpjacks per crude oil spots, how I missed it in first playthrough will remain a mystery!


Twice the oil! I will need more space for my refineries now!

Network Storage - or how to use it.
A common question that I had myself, how does it work and how to use it?!

First of all the storage network come in two forms, once you unlock it through the technology tree :


Both are named "Network Storage" but one got two inputs and the other just increase your total storage amount.



Just like the game tells you, each chest will increase your total storage capacity by 24 slots.



Those chests need to be always powered, or you won't be able to access their content either by building or through any of the storage boxes.



When you access one of those network storage boxes, you open the Warehouse, where you can see all your networked stored goodies, you can set up a limit on how many you want to have stored at any time.
You can directly interact with the ressources and get them to your inventory, but the main interest of the networked storage is the gained ability to directly build factory lines without having the items in your own inventory.

The 'true' strength of the network storage come a while later when you unlock the Network PickUp Box



It will allow you to directly move ressources from the Networked Storage into your factory lines :



A late game example with both a Network Storage (with input) to store the factory line results and a Network Pickup Box feeding said factory line.

Be careful however that a high use of the Network Storage will induce some ingame lag (don't be me and try to use it as a central hub for your primary ressources as shown in the electricity use picture).
Wait! There is a bit more left to do!
And no, T6 was not the end of those repairs, you fixed the Oracle Temple, but after a few cutscenes, you discover your real goal here... and you obviously have to keep feeding materials to unlocks more nodes for T7 and T8.

The new mission tells you what to do, fix the nodes, get a nice reward from the first one, access to overclocking with Node 2, unlocking the Yellow crystal exchange with Node 3, Node 4 is needed to unlock Node 5 with the [Mechanical Core] and [Energy Module A]... and finally, you will unlock the rocket silo that was teased in the game trailer.

The keypoint here with the massive amount of high end ressources needed will be to unlock overclocking. Turning those long timers into really short ones (200% faster once fully unlocked) is a real boon.

Most of the ressources needed will be the same as T6, with the exception of the Node 5 that will have you unlock the needed ressources to make rockets.

T8 is extremely light with only 3 nodes:

Node 1 will unlock everything you need for your own satellite / space station : "Assembly Platform" or where you will fabricate the different space station modules ("just" drop the needed ressources and press submit), "Space Station Assembly Module" (or "Core Assembly Module" a 4 connection point module for your space station) and the "Command Center" allowing you to change your space station at will.

The "Core Assembly Module" and its requirement with the "Assembly Platform" in the background.


The view from the "Command Center", you can freely attach on any green dots your modules and separate them as you need to shape your station the way you want it. Do note the energy requirements, which are filled by the "Stellar Power Module" unlockable through the technology tree.


Node 2 unlock the "Space Station Research Module" which will generate over time the "Dark Crystal" needed for the endgame upgrades.

Node 3 unlock the "Energy Storage Module" and with the 3 nodes completion allows you to create the "Plasma Cannon" required by the game last quest.

The ressources requirement are quite high, seeing that you need one rocket for every module and each of them requires a lot :



By now, you should have at least one factory line set up for each of the items needed in the end game.

I once said that the sky was the limit, congratulations, you reached it, now you just have to press that very tempting button and depending on your Hit Rate, watch the end cut scene and let the credits roll!



Nota: The game doesn't end after that last cut scene, you will wake up in your workshop again. I actually have no idea if it's what the devs intended or not.
The importance of friends and how to make them.
Friendship in the game is gained from two main actions : Chatting daily with a NPC and gifting them their favorite item. It is a slow grind and should be started as soon as you can (and have the money for it). Completing their requests on the bounty board will also increase your favor with them.

If you don't know what the NPCs like, Sun Daoyi at his stand, will 'predict' which gifts are the favorite of a random selection of NPC (you can choose one and it cost you 488 coins each)


Or if you are not afraid of spoilers and going the easy way, Derachi made a wonderful guide about everyone favorite gifts : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3215753382

Checking the calendar is always a good thing to do:

Today's is Helian Changshan birthday, lets pay him a visit!

Knowing what he like and gifting it to him on his birthday give you the twice the favor points:


The socialise tab help you keep track of who recieved a gift today, their favorite ones and if a red [!] is present on their portrait, how to trigger the next event of their story line.
Their biography increase with the favor you have with them. The (Single) tag tells you which NPC are romanceable. And through your progress in the Oracle Temple repairs, you will be able to track where they are.

Nota: How to progress on marriage:
You need two items, one to raise their affection high enough (Sun Daoyi sell both) the Promise Jade Pendant to raise their favor to 10 hearts - or 1000 favor - and the Love Lock to marry them.

The new year in-game event give you the opportunity to exchange them for some of the vouchers you get

Each one of your potential spouse will give you some unique bonuses.

While you would never check on your friends their hourly activities (right? RIGHT?!), it's a boon when you want to give them the items they asked for on the bounty board and they are nowhere to be found.



Herbs and where to gather them.
While waiting for your components to be automatically crafted, you might want to gather some herbs for medicinal or cooking purpose:

From left to right :
[Wild Harpflower] [Fennel Ginseng] [Lantern Harebell] [Firethorn] [Spring Leaf] [Feather Grass]

The first spot is located directly south of The River Town Guild and can be quickly accessed by your well :


You can gather Spring Leaf and Feather Grass here.

Next and accessible by the well as well is the Mountain Road spot :


You will be able to find Wild Harpflower, Firethorn and Eggs

Climbing the stairs north of that spot will lead you to the Suburban Hilltop:


This is the only spot where you will be able to find the Lantern Harebell as well as Spring Leaf, Firethorn and Eggs

Going west from the Xu Villa in River Town, you will access the River Town Suburb:


This spot will provide you with Wild Harpflower, Firethorn and Eggs it is however less easilly accessible than the Mountain Road.

For the next spot you will have to go north of River Town, pass the bridge and outside Xiao's Villa walls:


This is one of the two spots where you will be able to gather Fennel Ginseng along with Firethorn, Spring Leaf and Eggs

The second spot for the Fennel Ginseng is Heart Cliff, you need to go all the way up/north at the SwordWay Sect mountain. The drops are the same as Xiao's Villa, while closer to your workshop you will have more maps to cross. So the choice is yours.


Others spots offers the same plants and won't be mentionned here.

The glowing fishing spots at River Town Docks, River Town Suburbs and Chai's Villa will offer you Fish, Seafood and Trash


  • The fishing spot of River Town Docks can be accessed from the Occult Go Club well and heading east
  • The one of the Suburbs can be access from the Mountain Road well, going down the left staircase and heading left to the pier.
  • Chai's Villa one is just north pass the entrance, in the pond on your left.

Nifty tooltips, tricks and how to use them.
Not really a trick, but you will need money to buy upgrades, blueprints and ressources spots, you can easily raise enough by doing the River Town and SwordWay Sect bounty boards, this will also help you raise your fight skills and your affinity with the villagers.

When you are running factory lines with multiple items you might want them to stop fabricating some when you reach a certain amount, click and drag the stop button will prevent those items from filling your storage.



Electricity is fine and all, but you need enough power to keep your factory lines working, a mouse over any electric line will give you this :



You will know the current consumption, the max consumption and how much you are generating, allowing you to adjust the amount of generators you need.

The same type of tooltip will give you the current amount of water you have running in your pipeline:

Remember that some systems will stall and others like Coal Generators will completely fail if you lack enough water.

Another thing you might want to know : You do not have to give all the ressources to complete a Node right away, unlike missions, you can partially complete them and switch back to another node where you are making more progress


While things can sometimes move slowly, you might want to take the time to pause the game and change your recipes, build new factory lines or simply pick the items needed for a quest (or to refill your chests)


The building mode is perfect for all the above and a must have when you are late at night and want to prepare your workshop for the night shift (machines never stops, use your sleeping hours too!)

Use that manual save before entering an event... if it doesn't go as you want, you can always return to the game title and reload that save... is it cheating? only your conscience will tell you!

While in game, you might also want to check the Settings > Options:
You can change the length of the days here going from as fast as 13 minutes up to 30 minutes per day.
You can edit the game behavior while opening chests too, shall it pause or keep running in the background.
Set the mini games difficulty (From Very Easy to Very Hard)
Or even rebind your keys.
14 Comments
Odynn  [author] 1 Jul, 2024 @ 2:38am 
Added the Oiled Paper Umbrella alternative to the guide, I originally went for the bronze mirrors as they use the same factory lines as the energy module C, Oiled Paper is interesting but need to dedicate some factory lines to make paper, create a proper set up to process grain into oil, and combine everything, a bit of extra work to set it up then.
Takehitsu 30 Jun, 2024 @ 7:18pm 
Would Recommend changing the Bronze Mirror to Oiled Umbrella for earlier income. You get them both at the same time but the umbrella is priced a lot better
Odynn  [author] 4 May, 2024 @ 11:47am 
possible, i had my relation with them maxed up both times and they showed up[/spoilers]
Atergale 4 May, 2024 @ 11:36am 
"Oracle Envoy" is slightly annoying, but no problem, thanks. Time Tourists I guess requires max/high relationship with some of villagers, or all of them?
Odynn  [author] 4 May, 2024 @ 11:23am 
They are attained by completing the game and successfullly destroying the asteroid, you will only meet the Oracle Envoy if you don't have a spouse
Atergale 4 May, 2024 @ 5:22am 
Hey, thanks for the guide! Is there any info on "Oracle Envoy" and "Time Tourists" achievements?
Odynn  [author] 14 Apr, 2024 @ 1:16am 
Haha, yes, some allows you to do that, not all, but indeed, my usual way to go is small coal generator till i unlock the coal generators/waterpumps and try to scale my workshops / electricity needs untill i get the fuel generators, then electricity is no longer a problem.
I'm still progressing on that second playthrough and the guide is far from finished!
Derachi 13 Apr, 2024 @ 11:59pm 
Another suprise i found out is that you can place 2 Pumpjacks per oil spot, so a map with 6 crude oil spots can have 12 jacks. I would say as soon as unlocked power generation via Fuel Generators becomes the "go-to".
Odynn  [author] 7 Apr, 2024 @ 6:04am 
thanks for those, I'm already using them on my own game, fighting being a good way to kill time while waiting for your factory lines to products your needed mats, as for the solar pannels, i find them useless right now and wouldn't advise using them and the needed batteries
Derachi 7 Apr, 2024 @ 5:55am 
If you add an "training/combat" section, here some tips that i found (put into spoilers tags for those not interrested):

- to train your lightness technique, dash everywhere. (can even be trained while in build mode aka. PAUSE)
- to train the toughness technique, have decent defense(so you only get 1 damage per hit), some hp regeneration (e.g. pure buddha beads) and find some spiders in zone 1 ("F" key on worldmap, when unlocked). Then have those 7 spiders gnaw at you while your skill raises by 1 for each hit.

Observation for solar energy/batteries:
- timeskipping(e.g. gathering) currently skips charging/discharging of accumulators.
- for a 15 minute day the solar / accumulator ratio is 4:1 (panels:accumulators)
- for a 30 minute day the ratio is 2:1 (or 4:2)
- through the skipping while sleeping one solar panel (with accumulator) can sustain 5.58kW over a day (when going to sleep at nearly 2:00 AM). when that gets fixed that falls to 4.875kW per panel.