Apprentice workplaces
Workplaces are areas you mark for employed civilian Townsfolk. Named core villagers supervise their unlocks, but do not replace the workers. A workplace may be anywhere inside town; it need not be inside its supervisor's building.
Set up your first workplace
- Recruit the supervisor and finish their work building. Ask about Apprentice workplaces and unlock the desired type. Elder Lyren's A Place to Work quest helps you begin.
- Craft a Building Staff at the Town Planning Desk. Any tier can manage workplaces.
- Choose Create workplace from the staff's mode menu and mark two opposite ground corners. Choose a name and type, then save.
- Place the type's required station inside the marked area. Keep its base within the floor and height, and leave a walking route to it.
- Employ a civilian Townsfolk with the required skill. Enable the exact work type on the journal's Work page and keep wages paid.
- Open the station or use Manage workplace. Queue a task, choose a growing plan or prepare a food-support site as its guide describes.
The Blacksmith starts with two shared slots for Smelting, Blacksmithing and Armor Crafting. Other supervisors start with one. Capacity upgrades add slots; the upgrade screen shows Town Level and treasury costs. A slot belongs to the supervisor's allowance, not to an individual worker.
Pick a workplace
- Smelting workplace — Blacksmith; Furnace. Apprentices load furnaces, supply your selected fuel and collect the finished materials.
- Blacksmithing workplace — Blacksmith; Blacksmith's Anvil. Apprentices forge weapons, tools and unlocked profession equipment.
- Armor Crafting workplace — Blacksmith; Armorer's Workbench. Apprentices make armor and guard kits for the town.
- Farming workplace — Farmer; Farmer's Workbench. A tended Farming workplace adds 10 food points, enough to support five residents. It produces no inventory items.
- Ranching workplace — Rancher; Feeding Trough. A tended Ranching workplace adds 10 food points, supporting five residents. It produces no inventory items.
- Mycologist workplace — Druid; Mushroom Log. Apprentices seed logs, tend growing mushrooms and harvest ingredients for cooking and Alchemy.
- Berry Patch workplace — Druid; Farmer's Workbench. Apprentices tend berry bushes and collect ripe berries as inventory items.
- Mining workplace — Miner; Workbench. Apprentices excavate real tunnels, stairs and rooms, then carry mined drops back to their base.
- Builder's Yard workplace — Builder; Builder's Workbench. Apprentices travel to your town's construction projects and help build reachable pieces.
- Block Workshop workplace — Builder; Builder's Workbench. Apprentices make planks, bricks, stairs, slabs, roofs and other building blocks to order.
- Alchemy workplace — Alchemist; Alchemist's Workbench. Apprentices brew queued potion recipes from plants, petals, mushrooms and other supplies.
- Crafting workplace — Crafter; Workbench. Apprentices make supplies, repair items, equipment and unlocked seed or sapling recipes.
- Leatherworking workplace — Leatherworker; Tanning Rack. Apprentices turn hides into leather and make unlocked leather goods and profession equipment.
- Cooking workplace — Chef; Chef's Stove. Apprentices cook food items from queued recipes.
- Jewelry Crafting workplace — Merchant; Jewelry Crafting Bench. Apprentices make unlocked jewelry recipes, including equipment learned through friendship.
- Salvaging workplace — Crafter; Salvager's Workbench. Apprentices dismantle old weapons, armor and tools into recovered materials.
Logistics and couriers and Commerce and shop clerks have priority controls but do not need marked workplace areas. Herb Cultivation is retired; use the Druid's Spirit Garden for core alchemical plants. Existing hand-planted crops remain ordinary plants.
Area and staff controls
Both marked ground corners are included. The first ground level sets the floor, with a five-block work band above it. Selecting a crop or bench resolves its base so the selection does not accidentally start above the equipment. Review the border and height if equipment is reported outside.
Use Resize workplace, select the site, then choose new corners. Changes apply when saved. Separate sites may meet at their borders; sites on different floors must have separate height bands. Manage mineshafts reopens Mining bases.
The staff display shows your current key bindings. Mode menu selects a tool mode; Build structures returns to construction. Switching modes clears unfinished selections, not saved workplaces. Use workplace removal controls so carried supplies can be returned.
Ingredients, orders and output
Crafting task pages offer a quantity, continuous crafting or a stock target. Search the recipes and select one to see its materials, worker skill, bench tier, upgrades and unlocks. Locked recipes appear below available ones. Added pack recipes can appear through their matching benches.
Put supplies in General storage and enable a paid worker's Logistics priority. Couriers deliver ingredients; a worker completes the task. Finished crafting orders go to Crafted Goods, also collectible from their task page. Mineshafts, berries and mushrooms have their own output stores, accessible through the warehouse.
Farming and Ranching workplaces provide food-support points and no inventory items. Cooking produces meal items and does not add those points. Core production buildings have their own systems.
If nobody works
Read the site's exact status first. Check the type unlock and slot allowance, station and tier, bounds and growing spaces, task or crop plan, ingredients and fuel, output capacity, qualified worker, enabled priority, wages and walking access. Priority 1 cannot create work that is not ready.
Workers take breaks for their needs and stop profession work while on guard duty. Work and wages pause when no member is in the town's world; distant areas are not kept loaded. See Work priorities and wages, Townsfolk stats and equipment, and Warehouse and deliveries for details.