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Dandelion

CategoryIngredients
dandelion
Category
Ingredients
Faction
Folktails
Weight (kg)
1
Storage
Warehouses

Overview

Dandelion is a gatherable plant-type resource found on the map. It functions as a basic consumable good used to satisfy certain faction needs and to provide boosts when consumed by beavers. Dandelions appear in grassy tiles and can be harvested by beavers assigned to gathering tasks; they respawn over time according to the map's flora regeneration rules.

Dandelion is most relevant to the Folktails faction, whose Basic Need labeled Fuel is satisfied by consuming specific goods. When Folktails consume Dandelions (or the goods Dandelions are classified under), it contributes positively to their condition and prevents the negative effects of an unmet Basic Need. If a Basic Need is allowed to fall below its minimum, affected beavers suffer heavy penalties: movement speed is reduced by 75%, and they refuse to work. Keeping Dandelion supplies available for Folktails therefore maintains productivity and avoids those severe debuffs.

Beyond meeting Basic Needs, consumption of Dandelion counts toward Boosts for factions that require a consumable Catalyst. Satisfying a Boost need increases performance and speed for beavers affected by that boost. The Dandelion’s role as a catalyst-type consumable makes it useful in periods when you want to temporarily raise work rates or respond to spikes in demand.

Practical notes and interactions:

  • Dandelions are harvested by assigning gatherers to nearby flower or grass tiles; ensure gatherers have unobstructed paths and storage space for the collected goods.
  • Prioritize Dandelion stockpiles for Folktails to prevent Basic Need penalties (movement -75% and refusal to work) and to keep overall colony condition positive.
  • Use Dandelion consumption strategically to trigger Boosts (Catalyst) when increased productivity is needed for construction or resource rushes.
  • Monitor consumption rates and provisioning: basic needs and boost systems are shown in the UI as green/red bars and impact the colony’s total condition via fixed contribution values.
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