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.
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| Building | Main role | Placement/operation check |
|---|---|---|
| Woodcutter | Secure timber | Target forest and warehouse distance |
| Mining Camp | Mine minerals | Resource layer and access roads/stairs |
| Forage Hut | Gather outdoor food | Nearby gathering targets |
| Farm | Grow crops | Selected crop and farmland conditions |
| Fishing Dock | Secure fish | Waterside access and food-carrying routes |
| Smokery | Process food | Inputs, fuel and storage destination |
| Mill / Bakery | Produce flour and bread | Supply inputs at each stage |
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Processing buildings
Intermediate materials are needed as well as finished goods. Depending on the factory, check Machinery for construction and maintenance too.
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| Building | Use | What to inspect first |
|---|---|---|
| Sawmill | Process logs into planks | Log supply |
| Flax Spinner | Process flax | Flax and output destination |
| Weaver | Processing for clothing/textiles | Selected recipe and optional catalyst settings |
| Ore Furnace | Process ore into metal | Ore, fuel and job suitability |
| Coppersmith | Process copper products/tools | Copper Bars and required product settings |
| Carpenter / Tailor | Process wooden goods/clothing | Specified intermediate materials |
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Transport and storage
Identify where resources stop before adding buildings.
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| Building/facility | Role | Note |
|---|---|---|
| Central Warehouse | Central storage for the first settlement | Place carefully: it cannot move |
| Storage Shed | Nearby storage destination | Check whether needed items can be stored |
| Small Warehouse | Expanded storage base | Shorten input/product routes |
| Logistics Hub | Logistics relay | Do not infer workplace specialties from guild alone |
| Input Hopper / Flat Belt | Input/transport equipment | Inspect entrances, exits and transported items |
| Roads and stairs | Connect terrain at different heights | Check layers even if locations seem level |
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Housing, living needs and administration
When growing population, check living capacity alongside workplace count.
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| Building | Role | Combination |
|---|---|---|
| Log Cabin / Plank Abode | Housing | Warmth and cohabitants' traits |
| School | Education/guild changes | Teacher requirements and education target |
| Research Lab | Research | Educated staff and tier-specific materials |
| Medical Triage | Healthcare | Reachable routes and operating status |
| Bathing Dock / Showers / Bathhouse | Hygiene/bathing | Each facility's use conditions and supplies |
| Soup Kitchen | Serving meals | Food and piped water |
| Campfire / Bonfire | Early heating | Fuel and temperature coverage |
| Heating Stove / Steam Radiator | Later heating | Fuel or steam supply |
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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.