DungeonSettlers.wiki

Oats

Oats icon

Oats

ITEM_Oats  Common Resource

A basic grain resource used for cooking.

How to obtain

Drops & gathering

Dungeon events

Farming

  • Harvested from the Oats crop (grown at Farm)

Used in

Crafting ingredient

Stats

Price5 gold
Sell value2.5 gold (50% of price - GAMESYSTEM_Trade_PlayerSellDiscount)
Weight0.2
Max stack20
Durability600

Resource node: Oats <Stage 2>

Oats have grown quite a bit. Early harvest is possible.

It's not fully ripe yet, but can be harvested.

On deconstruct / gather

Gather workload: 320

Drop pool: DROP_OatsGrowth2Random

ItemAmountChance
Oats166.67%
Oats233.33%

Node

Footprint3×3 tiles
Construction workload0
Durability1000
Vision range8
FactionAlly
Rotatableno
Indoor onlyno
Housingno
Leaves remnantno
Selectableyes

Spawns in the world

No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.

Resource node: Oats <Stage 3>

Well-ripened oats. Ready for harvest.

Healthy oats turned golden.

On deconstruct / gather

Gather workload: 640

Drop pool: DROP_OatsRandom

ItemAmountChance
Oats250%
Oats350%

Node

Footprint3×3 tiles
Construction workload0
Durability1000
Vision range8
FactionAlly
Rotatableno
Indoor onlyno
Housingno
Leaves remnantno
Selectableyes

Spawns in the world

No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.

Resource node: Wild Oats

Wild oats grown in nature.

It grows well even in rough environments.

On deconstruct / gather

Gather workload: 320

Drop pool: DROP_WildOatsRandom

ItemAmountChance
Oats250%
Oats350%

Node

Footprint3×3 tiles
Construction workload0
Durability1000
Vision range8
FactionNeutral
Rotatableno
Indoor onlyno
Housingno
Leaves remnantyes
Selectableyes

Spawns in the world

WhereRegionTypeFloorsPer roomChance per floor
Veil Silence Common Resource OatVeilSilenceResource3, 4F3 20% · F4 25%

This building is placed into the room templates below. "Chance per floor" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). "Per room" = how many of this building the template places.

This is a gatherable resource node - not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.