Buildings

Fellwood collectors and Sawmill

Damage is a hobby. The mill is the business. Staff it before you staff a fourth wizard.

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Fellwood Collectors and Sawmill

Every Fellwood argument about DPS is downstream of the Sawmill. Collectors walk the valley, pick up physics logs, and turn them into gold. If they cannot keep up, you do not have an income problem — you have a logistics problem that looks like an income problem. This page is the mill, the workers, and the click-to-push backup. Read it next to Logs and Acorns and Getting Started. The Buildings Hub already parked collectors in S-tier. Here is the job description.

What collectors actually do

Hire them at the Sawmill. Assign population. They path to the pile, grab a handful, path back. Stats that matter:

  • Carry capacity — fewer trips, more gold per walk.
  • Movement speed — the obvious one.
  • Gather duration — they take breaks. Lowering duration is how you fire the union.
  • Auto-collect chance — sometimes the mill eats a log without a walk. Nice, not a plan.
  • Count — extra bodies until they start crowding the same log and looking busy.

Population is shared with attackers. Six throwers and one collector is how first piles become mountains. Watch the stack height, not the DPS meter. If height is rising, buy mill stats. If height is falling to empty, you may finally buy a wizard. Attack Buildings can wait.

Pile push, pull range, and the 800 cap

Clicking the pile pushes logs toward the mill. Click the crown. Wait the cooldown. Prestige upgrades add push radius, push force, and Sawmill pull range. Pull range is the first shop node that lets you watch a show. Until you own it, you are the third collector. How to Prestige and the Prestige Planner put pull ahead of vanity damage for this reason.

There is a ceiling: about 800 active logs. When you hit it, oldest logs recycle. That is wasted damage and wasted lightning-event value. If you are bouncing on the cap, you are overstaffed on attackers or understaffed on mill. Events lightning also wants a fat pile (around fifty) — the healthy band is “chunky, not capped.”

Hotfix 1.0.1 fixed a flickering log tooltip and delayed level-up selection so a pack does not eat your pile click. If clicks still feel haunted, Controls covers overlays and Deck trackpads.

HQ and mill UI

Players reported the HQ and Sawmill scrollbars feeling glued together. That is a UX bug, not a hidden synergy. Scroll slowly. Stack buildings on one plateau slot if the back row is unaimable — How to Unlock Buildings notes that trick for attackers, and it also keeps the mill panel easier to find.

HQ plants trees; it is not a second mill. Do not spend acorns on a fifth tree because collectors look bored. Bored collectors mean you need carry, not forestry. Logs and Acorns is the tree-evolution page.

Active play at the mill

Juggling a rare log in the air to read its value is a toy. Shoving a lightning-buffed chunk before a collector wanders the long way is a strategy. Shooting clovers while the mill runs is why Active Abilities and this page are siblings. If you AFK, pull range plus auto-collect is the idle kit. If you sit down, you are allowed to be a forklift.

Sibling reads: Wizards so you do not sell collectors to feed Electro; Patch Notes for tooltip and pack-delay fixes; Achievements names like Many Hands and Log Pile / Gilded Stockpile, which are mill fantasy in icon form. Gold is walking. Make it walk.

Field notes

Frequently Asked Questions

Quick answers to the questions Fellwood players ask after their first prestige.

Why am I not making gold in Fellwood?

Your collectors are behind the pile. Hire mill workers, raise carry and speed, and click the top of the stack toward the Sawmill.

What does Sawmill pull range do?

It lets the mill attract logs without as much walking or clicking. Buy it early in the prestige shop.

What happens at 800 logs?

Oldest logs recycle. You are wasting damage. Add collectors or stop hiring throwers until the lane drains.