Whiskerwood buildings: roles and placement by purpose

Buildings for gathering, housing, processing, storage, education and heating, grouped by role. No invented faction-specific unit facilities or unverified upgrade multipliers.

Scope: Whiskerwood PC Early Access edition

Checked scope: Mouse colony management, initial settlement, taxes, education, production and logistics. Requirements vary with settings and updates; this is not a complete table of all building costs, naval systems or research.

Sources checked on: 2026-10-16

27 / 27 results

Gathering and food buildings

Place with gathering range and short carrying routes in mind.

Scroll horizontally to read wide tables.

Gathering and food buildings:7 entries
BuildingMain rolePlacement/operation check
WoodcutterSecure timberTarget forest and warehouse distance
Mining CampMine mineralsResource layer and access roads/stairs
Forage HutGather outdoor foodNearby gathering targets
FarmGrow cropsSelected crop and farmland conditions
Fishing DockSecure fishWaterside access and food-carrying routes
SmokeryProcess foodInputs, fuel and storage destination
Mill / BakeryProduce flour and breadSupply inputs at each stage

Processing buildings

Intermediate materials are needed as well as finished goods. Depending on the factory, check Machinery for construction and maintenance too.

Scroll horizontally to read wide tables.

Processing buildings:6 entries
BuildingUseWhat to inspect first
SawmillProcess logs into planksLog supply
Flax SpinnerProcess flaxFlax and output destination
WeaverProcessing for clothing/textilesSelected recipe and optional catalyst settings
Ore FurnaceProcess ore into metalOre, fuel and job suitability
CoppersmithProcess copper products/toolsCopper Bars and required product settings
Carpenter / TailorProcess wooden goods/clothingSpecified intermediate materials

Transport and storage

Identify where resources stop before adding buildings.

Scroll horizontally to read wide tables.

Transport and storage:6 entries
Building/facilityRoleNote
Central WarehouseCentral storage for the first settlementPlace carefully: it cannot move
Storage ShedNearby storage destinationCheck whether needed items can be stored
Small WarehouseExpanded storage baseShorten input/product routes
Logistics HubLogistics relayDo not infer workplace specialties from guild alone
Input Hopper / Flat BeltInput/transport equipmentInspect entrances, exits and transported items
Roads and stairsConnect terrain at different heightsCheck layers even if locations seem level

Housing, living needs and administration

When growing population, check living capacity alongside workplace count.

Scroll horizontally to read wide tables.

Housing, living needs and administration:8 entries
BuildingRoleCombination
Log Cabin / Plank AbodeHousingWarmth and cohabitants' traits
SchoolEducation/guild changesTeacher requirements and education target
Research LabResearchEducated staff and tier-specific materials
Medical TriageHealthcareReachable routes and operating status
Bathing Dock / Showers / BathhouseHygiene/bathingEach facility's use conditions and supplies
Soup KitchenServing mealsFood and piped water
Campfire / BonfireEarly heatingFuel and temperature coverage
Heating Stove / Steam RadiatorLater heatingFuel or steam supply

This introduces main uses, not every building/cost. Shipyards and naval facilities exist as a separate development field.

Frequently asked questions

Building costs are absent from the table

Check the construction panel for your current version and settings. Unchecked timber quantities or production speeds are not presented as fixed values.

Do warm factories remove the need for heating?

Some facilities emit heat only while operating. Check dedicated heating and temperature displays; warmth may not persist at night or during shutdowns.

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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).