Stoneshard Wiki

Gathering and materials

Gathering turns interactive wild resources and animal corpses into food, pelts and other materials. This article puts the player-facing quantities, conditions and caravan output first, then lists verified examples from the same-release animal objects; the table is not a complete animal catalogue.

Contents

Field harvest: how much you get

When you interact with a harvestable such as a berry bush, the base quantity is randomly chosen from 1–3 items. The current tile's growth spawn modifier is applied and the result is rounded up, so 1–3 is the script's base range rather than a fixed final yield for every tile.

With Resourcefulness learned, each harvest has a 33% chance to add one extra item. During the Pest situation, each result independently makes a 50% rotten-variant check; replacement occurs only when a matching rotten version exists.

Skinning: prerequisites first

A corpse is highlighted for skinning only when Butchering is active, the corpse is adjacent, it is on the ground, and the current usability check passes. Once those conditions hold, clicking the corpse opens the skinning interaction; this does not make every corpse a guaranteed pelt drop.

The skinning script starts from a 50 chance. Huntmaster raises that chance to 100 and adds 25 to pelt durability; Hunting Secrets supplies a separate fixed 20% roll; Hunter's Grit uses its attribute value for its roll. These are separate paths, not one combined guaranteed rate.

Meat on a corpse can also switch to rotten or raw variants according to the current preservation state: when the rotten-meat scale is zero the rotten suffix is attempted; otherwise a non-zero fried-meat scale makes the raw suffix be attempted.

Animal materials: verified examples

The table projects additional resources, meat quantities and pelt types from four animal objects. Chance values come from the additional-resource rows, while meat ranges come from each object's random quantity expression. It explains what a player can look for and the recorded range; it is not a full beast list or a guarantee that every row appears in every kill.

Animal materials: verified examples
AnimalAdditional resourceMeatPelt
BisonBison Horns (100%)Tough Meat ×3–4Bison Pelt
BearBear Fat (requires Resourcefulness: 50% base, 100% with Huntmaster)Tough Meat ×2–3Bear Pelt
WolfWolf Tongue (requires Resourcefulness: 50% base, 100% with Huntmaster)Raw Sinewy Meat ×1Wolf Pelt
SaigaSaiga Horns (75%)Roasted Fatty Meat ×1Saiga Pelt

Caravan Foraging Table: how passive output is settled

Allows Verren and Followers to regularly collect ~w~herbs~/~, ~w~mushrooms~/~, and ~w~berries~/~, their type depending on the current Camp's biome, and also produce ~y~fodder~/~.##Increases the effectiveness of the ~y~"Herbal Remedies"~/~ upgrade.

In the same-release branch script, the Foraging Table belongs to the Provision branch and requires the Cooking Spot first; creating the upgrade also requests Foraging Supplies, a shovel and a sickle. The exact material rows remain in the caravan planner so this article does not create a second copy that can drift.

When the caravan save is loaded, the script settles output by elapsed game days: the fodder stack gains 4 per game day up to a cap of 100; herbs, mushrooms and berries try to consume one available marker per day from the camp's current-biome set, stopping when the markers are exhausted. Caravan results are saved in the save data, and the site's example map does not change your actual save.

Sleeping at the camp is ~lg~50%~/~ more effective at restoring Health and body parts' Condition and also grants ~lg~1%~/~ Immunity for each hour of sleep.##Installed ~y~"Foraging Table"~/~ increases the bonuses to ~lg~100%~/~ and ~lg~1.5%~/~ respectively.

Where materials go next

Meat and wild plants commonly continue into food or recipe references; pelts, horns and special animal materials may continue into crafting, trade or Bone Charm enhancement. Links are added only where the destination has its own source-backed entry: gathering alone does not prove a recipe or a merchant purchase.

Data boundaries

This release does not close the complete harvest candidate pool, location appearance rates, growth-modifier table, full animal list, pelt-roll ordering, or exact daily quantity for each caravan plant. Those require the corresponding spawn tables, skill implementation and camp-marker scripts; until the evidence is complete, this article does not claim fixed refresh times, coordinates or universal drops.

References

Game version 0.9.4.25

  1. 0.9.4.25 field harvest interaction rules
  2. 0.9.4.25 corpse skinning and meat-state rules
  3. 0.9.4.25 animal material object rows
  4. 0.9.4.25 caravan foraging settlement rules
  5. 0.9.4.25 official item and skill names
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