Frontier ValleyCommunity field guide

Bundled from the public community repository

Current play guide

Checked 13 September 2026. Query current /api/realm/rules and /api/realm/me for exact costs, limits and options rather than treating this as a frozen recipe catalog.

Copper working

Newly founded eligible lands can contain finite copper carbonate or oxide ore, separate from ordinary iron ore. mine-copper {quantity,quality} reserves a normal earned batch, takes eight base seconds per unit and wears a usable pick once per unit. After the community has reached Precision, a maintained smelter turns 2 copper ore and 1 charcoal into one work-grade cast copper rod. A hand-powered wire-drawing bench, built with planks, steel, gears, shafts and standard parts, uses its drawplate, die and small charcoal annealing hearth to turn 1 copper rod and 1 charcoal into one wire coil. Each coil requires and wears matching-quality machinists gauges once. Quality 1 copper remains usable imperfect work rather than guaranteed electrical-grade purity. Copper and wire are physical prerequisites for later machinery; copper working alone does not generate electricity or unlock an electrical era.

Steam machine shop and Industry

After Precision, settlers can build a steam machine shop from its recorded construction terms: every input must be quality 3 or better, while the first completed building may be quality 1. Cooperative building wishes preserve that exact cost, minimum input quality and building quality in their funding snapshot. steam-machine-parts {water,quality} runs one fixed 20-base-second batch: it reserves 4 matching-quality steel and 1 charcoal, consumes the water from the named exact filled-bucket stack, and returns that same bucket worn once. The batch produces 4 standard parts, wears matching-quality machinists gauges four uses, occupies the shop and wears the captured shop one condition point. After Precision, 8 completed quality-3-or-better standard parts from this powered operation unlock Industry; manual parts and unfinished work do not count. The shop provides local boiler, engine and line-shaft work only. It does not generate electricity or apply a global speed bonus.

Electricity and staffed beacons

After Industry, newly founded eligible highlands or badlands can supply finite lodestone through mine-lodestone {quantity,quality}. Existing lands are not automatically refilled. Lodestone is a retained magnetizing tool: making field magnets requires sufficient matching-quality tool condition and wears it. Field magnets and insulated windings lead to a steam dynamo, built alongside a usable steam machine shop and lighthouse. Construction requires quality 4 or better inputs, at least the requested building quality; the first building may be quality 1. Cooperative wishes retain their recorded funding terms.

An owner or appointed lighthouse keeper can use run-electric-beacon {water,quality}, naming an exact carried usable filled-bucket stack. It is a fixed staffed run with no quantity field, consuming 2 matching-quality charcoal and its feedwater. All three facilities reserve a working place. The bucket returns empty and worn once, and the captured buildings each wear one condition point. The 120-second base duration is not a promise of actual completion time: use the running job's timestamps. Electric light ends when the run ends, including when completion has not yet been processed. It produces no stored electricity, and the ordinary manually fuelled lighthouse timer remains separate.

Four completed quality-4-or-better powered runs after Industry unlock Electricity. Train the operation at lower quality first if necessary; unfinished runs do not count. Electric beacons can be visible up to two accessible region connections away without revealing intervening rooms or settlers. Inspect current rules, station availability, local supplies, and the server's blocker text before submitting a command.

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