Description
More from every boulder, tree, catch, bush and harvest
Press Esc, pick GATHERING YIELD and set how much you get from each gathering skill. Same drops as vanilla, just more of them. New in 1.5.0: salvage piles, loose pickups, and optional sliders for what your stations and crafting benches make.

What it does
- Seven gathering sliders in the pause menu: Mining, Woodcutting, Fishing, Foraging, Farming, Plants and Salvage, each from 1.0x to 10.0x. GATHERING YIELD sits between Settings and the exit buttons, in the game's own button style.
- Your rate, skill by skill: Mining at 3x for a big build, Farming at 2x, Fishing left alone. Your call.
- More of the normal drops, nothing new: at 3x, one boulder gave me 39 stone. No new items, no changed loot tables.
- Optional station sliders: a second page of the panel for the furnace, sawmill, cooking stations, grindstone, loom, kiln and crafting benches. They start at 1.0, which is off. See Stations below.
- Instant: a change applies while you drag, and it is saved to config.txt when you close the panel.
- Junk stays junk: weeds, net junk and the seeds you sometimes get back from farm plots are not multiplied.
What each gathering slider covers
- Mining: boulders, ore and everything that drops when a node breaks. Rune essence from the floating essence geysers counts here too, because the game counts those hits as Mining. Bars, grindstone results, stone blocks and pottery don't come from a rock, so Mining never multiplies them.
- Woodcutting: felled trees, split logs and hollow bark (hollow bark gives Woodcutting XP). Planks, charcoal and bird nests are never multiplied by Woodcutting.
- Fishing: your catch, net or rod. Junk and bait are left alone.
- Foraging: berries and wild vegetables you pick by hand (redberries, dwellberries, cabbage, onion, potato), plus the loose stuff that gives no XP: ash branches, loose stone, bones, wild pumpkins and wild cadava berries. Food you cook is never multiplied by this row. This row was called Cooking before 1.4.2, because picking a berry gives Cooking XP. Thanks to markblink182 for asking.
- Farming: crops you harvest from your own plots. Weeds and returned seeds are not multiplied.
- Plants: flax, herbs, mushrooms, swamp tar and swamp weed, the plants that give no XP when you pick them. Herbs and flax from plant salvage piles stay on this row.
- Salvage (new in 1.5.0): salvage piles (metal, animal, textile, plant, food and drink, potions, misc) and the Garou and Scorned Wilderness artifacts. Skill tomes, vault cores and Garou chits are never multiplied. Salvage piles really do drop some bars, leather and cloth, and those count as Salvage.


Stations (new in 1.5.0, off by default)
Seven more sliders for what stations and benches make: Furnace, Sawmill, Cooking stations, Grindstone, Loom/spinning/tanning, Kiln/stonecutter/brewing, and Crafting benches. They sit on their own page of the GATHERING YIELD panel (the STATIONS > button at the bottom), in Mod Menu under Stations, and in config.txt.
- Off until you move them: they all start at 1.0, which means the game's normal amount. If you just update, nothing about your stations changes. They don't follow the All gathering rate.
- The game makes the bigger batch itself: a station slider changes the recipe, so the menu, the stored output and the items that come out all agree. I don't add anything to your bag for this. At x2 my sawmill made 4 planks a batch instead of 2, and at x3 the furnace made 6 bronze bars instead of 2.
- Only things that stack: arrows, bolts, runes, bars, planks, food, pottery and so on. Tools, weapons, armor, capes and trinkets are never touched. A batch never goes over the item's stack limit.
- Vendors and the composter are never touched: if a vendor sells the same recipe as one of your benches, that recipe goes back to normal the moment you open the vendor.
- When it kicks in: a bench's recipes get picked up the first time you open that bench in a session. Processing stations (furnace, sawmill and so on) are all covered about 40 seconds after you load into the world. The mod waits that long on purpose so it never touches anything while the world is still loading.
- Easy to undo: put a slider back to 1.0 and that station is back to normal within a couple of seconds. Leaving the world puts everything back too, and nothing is saved into your world.
- Nothing is paid twice: the gathering sliders don't multiply station results, so a batch is never multiplied twice. The one overlap left is salvage piles, which drop a few things stations also make (see Salvage above).

Settings
All live in Mod Menu (Esc > MODS > Yield Sliders), or in config.txt in the mod folder (edit it with the game closed). The pause-menu panel shows the seven gathering rows and the seven station rows; the overall rate is in Mod Menu and config.txt.
- All gathering (
Multiplier): 2.0x by default, 1.0x to 10.0x. The rate for every gathering skill that has no rate of its own. - Mining, Woodcutting, Fishing, Foraging, Farming, Plants, Salvage: 0 by default, 0 to 10.0x. 0 (or anything below 1) means "use All gathering". In config.txt the lines are
Mining,Woodcutting,Fishing,Cooking(this is Foraging, the old name is kept so saved settings still work),Farming,PlantsandSalvage. - Station sliders: 1.0x (off) by default, 1.0x to 10.0x. In config.txt:
StationFurnace(furnace and advanced smelter),StationSawmill,StationCooking(campfire, grill, stone and bronze cooking range),StationGrindstone,StationTextiles(loom, spinning wheels, tanning racks),StationOther(charcoal kiln, stonecutter, fermentation barrel, brewing cauldron) andStationBenches(crafting table, fletching, jewelry, pottery, mystic forge, rune altar, smithing, Garou mason). - Gathering window (
WindowSeconds): 3.0 s by default, 1 to 10. How long after gathering XP a new item still counts as gathered. Only change it if bonuses are missed or given by mistake. - Pause menu button (
ShowInPauseMenu): on by default. Off leaves the pause menu alone. Needs a restart. - Slider panel key (
MenuKey): F9 by default,nonefor no key. Needs a restart. The pause menu entry always works. - Detailed log (
Verbose): off by default. Writes every bonus to UE4SS.log, only useful for bug reports.
Example config.txt, lots of stone, double crops, fishing untouched, double planks:
Multiplier = 1.0
Mining = 3.0
Farming = 2.0
StationSawmill = 2.0
Updating from an older version: your saved settings are untouched and every old line in config.txt still works the same. The new Salvage row starts at your All gathering rate.
Install
- Install UE4SS for RSDragonwilds (free, from the UE4SS for RSDragonwilds page on Nexus Mods).
- Drop the
YieldSlidersfolder intoRSDragonwilds/Binaries/Win64/ue4ss/Mods/ - Optional: Mod Menu, for every setting under Esc > MODS.
- Launch the game, load into a world, press Esc and pick GATHERING YIELD (or press F9). Close the panel with CLOSE or Esc.
On Game Pass: use the BE version of UE4SS with the SCO signature, the normal build does not load there (thanks JourneyOver for testing). Game Pass also installs the game under Binaries/WinGDK/ instead of Binaries/Win64/, so the YieldSliders folder goes in RSDragonwilds/Binaries/WinGDK/ue4ss/Mods/. If you use a mod manager, check that is where it ended up.
To uninstall, delete the YieldSliders folder.
Good to know
- Gathering sliders count gathering only: they only count items that land in your inventory right after you gather, and never while a menu is open. Chests and trading are left alone, and crafting only changes if you turn on a station slider.
- Leftovers picked up later count as normal: once the few seconds after your last swing have passed, loose items you collect are not multiplied.
- Extra items are real items: they weigh the same and save with your character. At high rates, watch your carry weight: over the limit, the game stops pulling in drops.
- Full bags: if the extra gathered items do not fit, the part that fits is added and the rest is skipped (noted in UE4SS.log). Nothing is dropped on the ground.
- Solo or host: in co-op it boosts the host's own gathering, and station changes only happen on the host. If you join someone else's world, your copy does nothing.
- Works with XP Sliders: run both for more XP and more resources. Both sit in the pause menu side by side.
- Fails safe: if something ever produces an absurd jump in one moment, the mod switches itself off for the session and says so in UE4SS.log.
- No game files changed: gathering extras go through the game's own inventory, so pickup banners, stacking and saving behave normally. Station changes live in memory only and are put back when you leave. The Skills Necklace "extra resources" chance is not touched.
- Not sure it is running? UE4SS.log shows a line with
yield active, and astations:line that lists the station sliders you have on (or "all off").
<small>Tested on RuneScape: Dragonwilds 1.0 on Steam: whole boulders at 2x and 3x, a felled and split ash tree, net fishing, rod fishing at 3x, redberry bushes, farm harvests of cabbage and potato, flax, herbs, bittercap mushrooms and swamp tar, cooked food staying unmultiplied, the panel saving to config.txt, and running alongside XP Sliders. New in 1.5.0: bones, cadava berries and geyser essence, a bar that is not paid by Mining, the sawmill (2 to 4 planks at x2), the furnace (2 to 6 bronze bars at x3), the campfire, the stone range and the crafting table (a stone pickaxe stayed at 1), sliders going back to 1.0, and leaving and rejoining a world without anything stacking up. Game Pass checked by JourneyOver on an earlier version. Not tested yet: co-op, controller, wild pumpkins, salvage piles, the grindstone, loom, kiln and the other benches (same code as the tested ones), a vendor that shares a bench recipe, swamp weed and gathering spells such as Rocksplosion.</small>
Also on Nexus Mods: Yield Sliders on Nexus Mods.

