Beta v 0.5.2.2
New buildings, town fixes, and crafter recipe fixes.

Here is a rough list of the current buildings and their purposes, keeping in mind this is not at all a complete list of the planned buildings:
Stockpile I-IV (Outpost)
Storehouse I-IV (Hamlet)
Warehouse I-IV (Village)
Depot I-IV (Town)
Vault I-IV (City)
These allow for storage of raw resources, and are where harvesters will store their harvested resources. They also define the maximum population allowed in a town, and the "rank" of a town.
Forager I-III
Arable Farmer I-III
Pastoral Farmer I-III
These generate the towns food. Fishers, Inns, and other buildings are also planned.
Reaper I-V
Hunter I-V
Miner I-V
Logger I-V
Quarrier I-V
These are the main resource harvesters. The amount of resources they gather is now dictated by two factors, the level of the building, and the biome of the town. In the near future the villager assigned to work as the harvester as well as their equipment will also affect the amount of resources gathered.
Carpenter
Mason
Engineer
Arcanist
These specialist crafters can prepare construction supplies that are required to craft most buildings that require the town rank of Hamlet or above. The Carpenter currently only requires lumber and metal to prepare wooden construction supplies, however the Mason requires limestone, the Engineer requires Coal, and the Arcanist requires ??? in order to prepare stone, metal, and enchanted construction supplies. Coal mines were added in the past for this purpose and limestone quarries will also be added, though the process of actually connecting them to gather coal and limestone is not yet working.
Tailor I-IV
Leatherworker I-IV
Armorsmith I-IV
Weaponsmith I-IV
Toolsmith I-IV
Woodworker I-IV
Fletcher I-IV
Artificer I-IV (staves and wands)
Stoneworker I-IV
These are/will be the main source of crafting recipes beyond those that players start with. Other planned buildings include enchanter and alchemist.
The basics are in and working. The biggest problem I need to solve next is getting coal mines and limestone quarries working so that the higher ranked buildings can be constructed. Currently a lot of the buildings are also placeholders and look the same, which is no fun.
Because I intend to change the look of many of the buildings, and because some of the building upgrades will most likely require making the buildings bigger (farmers for example) I have made both player buildings and town buildings provide 100% refunding for deconstruction. I was thinking of adding a "move" feature for buildings, but deconstruct and reconstruct is nearly as good. Keep in mind this only refunds the most recent upgrade for town buildings.
Resource scanning was updated in the last patch, and soon auras will be brought back in via a new craftable/upgradeable shrine system which I will talk about when we get there.
v 0.5.2.2 2019.06.18
- Had to reset foragers once more
- Fixed armor set recipes only showing up for Tailor
- Added Limestone and Coal as items (to be mined via towns, WIP)
- Added Mason, Engineer, Arcanist, Arable Farmer, and Pastoral Farmer town buildings
- Added higher ranks for most buildings
- Relaxed town building obstruction checks a bit
- Fixed town building obstruction checks on rotated buildings
- Town building deconstruction now refunds 100% of the costs of the most recent upgrade
- Player buildings and building upgrades now refund 100% of their cost
You may need to restart Steam for the update to begin.
To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. The beta is not available to 32-bit Windows users.
Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!

Here is a rough list of the current buildings and their purposes, keeping in mind this is not at all a complete list of the planned buildings:
Storage / Town Centers:
Stockpile I-IV (Outpost)
Storehouse I-IV (Hamlet)
Warehouse I-IV (Village)
Depot I-IV (Town)
Vault I-IV (City)
These allow for storage of raw resources, and are where harvesters will store their harvested resources. They also define the maximum population allowed in a town, and the "rank" of a town.
Producers:
Forager I-III
Arable Farmer I-III
Pastoral Farmer I-III
These generate the towns food. Fishers, Inns, and other buildings are also planned.
Harvesters:
Reaper I-V
Hunter I-V
Miner I-V
Logger I-V
Quarrier I-V
These are the main resource harvesters. The amount of resources they gather is now dictated by two factors, the level of the building, and the biome of the town. In the near future the villager assigned to work as the harvester as well as their equipment will also affect the amount of resources gathered.
Builders:
Carpenter
Mason
Engineer
Arcanist
These specialist crafters can prepare construction supplies that are required to craft most buildings that require the town rank of Hamlet or above. The Carpenter currently only requires lumber and metal to prepare wooden construction supplies, however the Mason requires limestone, the Engineer requires Coal, and the Arcanist requires ??? in order to prepare stone, metal, and enchanted construction supplies. Coal mines were added in the past for this purpose and limestone quarries will also be added, though the process of actually connecting them to gather coal and limestone is not yet working.
Crafters:
Tailor I-IV
Leatherworker I-IV
Armorsmith I-IV
Weaponsmith I-IV
Toolsmith I-IV
Woodworker I-IV
Fletcher I-IV
Artificer I-IV (staves and wands)
Stoneworker I-IV
These are/will be the main source of crafting recipes beyond those that players start with. Other planned buildings include enchanter and alchemist.
The basics are in and working. The biggest problem I need to solve next is getting coal mines and limestone quarries working so that the higher ranked buildings can be constructed. Currently a lot of the buildings are also placeholders and look the same, which is no fun.
Because I intend to change the look of many of the buildings, and because some of the building upgrades will most likely require making the buildings bigger (farmers for example) I have made both player buildings and town buildings provide 100% refunding for deconstruction. I was thinking of adding a "move" feature for buildings, but deconstruct and reconstruct is nearly as good. Keep in mind this only refunds the most recent upgrade for town buildings.
Resource scanning was updated in the last patch, and soon auras will be brought back in via a new craftable/upgradeable shrine system which I will talk about when we get there.
v 0.5.2.2 2019.06.18
- Had to reset foragers once more
- Fixed armor set recipes only showing up for Tailor
- Added Limestone and Coal as items (to be mined via towns, WIP)
- Added Mason, Engineer, Arcanist, Arable Farmer, and Pastoral Farmer town buildings
- Added higher ranks for most buildings
- Relaxed town building obstruction checks a bit
- Fixed town building obstruction checks on rotated buildings
- Town building deconstruction now refunds 100% of the costs of the most recent upgrade
- Player buildings and building upgrades now refund 100% of their cost
You may need to restart Steam for the update to begin.
To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. The beta is not available to 32-bit Windows users.
Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!