Core Systems

Petit Planet Tools and Gathering: Mattock, Rod, Net, and Tongs

Four tools cover almost every gathering node on the planet. Each has its own Strength cost per use, and which one you are holding can decide whether a lap is worth the walk.

Systems Last updated: ~6 min read Final Beta 0.95 baseline

At a glance

Mattock
Rocks, ore, trees, and lifting plants
Fishing rod
Fish and water nodes
Bug net
Bugs and small critters
Tongs
Shells and beachcombing
Durability
No durability loss reported
Upgrades
Not published

Four tools, four kinds of node

Gathering in Petit Planet is deliberately uncomplicated: there is one tool per node type, and you almost never have to choose which one applies. The interesting decisions are about sequencing and Strength, not about tool selection.

  • Mattock. The workhorse. It fells trees, breaks rocks and ore, and lifts wild plants and flowers out of the ground so they can be carried home and replanted. It is the only tool with two distinct verbs: chopping a tree down and digging a plant up.
  • Fishing rod. Casts into water for fish. Aiming the cast marker at the fish shortens the wait, which matters more than it sounds when each cast costs Strength.
  • Bug net. Catches bugs and small critters. Same 2 Strength per attempt as fishing.
  • Tongs. The beachcombing tool, for shells and shore pickups.

Loose items — fallen branches, shore debris, pickups lying on the ground — need no tool at all and cost no Strength. Sweeping those while the bar is full is the cheapest way to build a stockpile.

When each tool unlocks

The mattock is available from the start; without it there is no way to clear ground for the first farm plots, so it precedes the farming unlock rather than arriving with it. The rod and net follow within the opening days, which is why the first week's guides talk about fishing and bug catching as day-two or day-three activities rather than a later-game hobby.

The one unlock that is properly gated is digging soil mounds, which requires Luca Arbor level 5. That is not a tool unlock — the mattock is already in your hands — but the game will not let you work the mounds until the Arbor says so. The same applies to the highlands at level 13: the terrain exists, and your tools still work, but the node types there do not appear until the gate opens. See the Luca Arbor guide for the full ladder.

Exact unlock levels for the rod, net, and tongs were not recorded consistently across test reports, so this page does not assign numbers to them.

How many swings a node takes

A tree goes down in three swings. Each swing costs 1 Strength, so felling one costs 3 Strength plus the walk between trees. A tree that still has fruit hanging on it has not been felled yet — that is the fastest visual check for whether you have already worked a node, and it is the single most useful habit in the whole gathering loop.

Rocks and ore follow the same per-swing cost of 1, but the number of swings per rock is not documented consistently. What testers did record is that mining a rock node costs 1 Strength per swing, and that the daily soil mounds and ore piles unlocked at Arbor 5 are small and refresh every day — so the minerals you need for Neighbor furniture come from a short daily lap rather than a long session.

Digging a plant or tree up rather than felling it is a different, more expensive action: 5 Strength. That is the cost of relocation, and it is the reason the "group your trees" trick is worth doing once and never repeating.

Do tools wear out?

No durability was reported during the Final Beta. Tools did not break, degrade, or need repair, and there was no repair shop or replacement cost in the test build. If a launch build adds durability, the entire gathering economy shifts, because the current design assumes your only limiting resources are Strength and time.

Which node is the most Strength-efficient?

Ranked by what you get per point of Strength:

NodeStrengthNotes
Ground pickups, shells, debris0No tool, no cost
Tree (three swings)3Drops Dough and resin; Inspo Cards capped at 2 per day
Rock or ore (per swing)1Small daily nodes; minerals for furniture
Watering a crop2Protects the harvest; not optional
Fishing cast2Best Dough value early when cooked
Bug catch2Feeds the Omni-Gallery
Planting a tree5Once per tree, permanent
Digging up a tree or plant5Relocation cost

The efficiency answer depends on what you need. For Dough, a fishing trip plus cooking beats felling trees. For building materials, trees and ore beat everything. For gallery progress, bugs are the only route. Because the costs are this flat, the best strategy is not to specialise but to clear the cheap nodes first and then spend the remaining bar on whichever resource you are short of. The Strength guide has the full cost table and route planning.

Tool upgrades and replacement

No upgrade path was documented in the Final Beta, and no repair or replacement system existed. Community posts that describe tiered tools, upgrade materials, or higher-capacity bags are not corroborated by the test build and are not repeated here.

What may change at launch is the tool roster itself. The game's app list is the authoritative source for what a tool does in the build you are playing, and it is worth checking there rather than in a guide written during a previous test.

What counts as miscellaneous in the Omni-Gallery

The gallery's miscellaneous category is where every by-product of gathering ends up, and its entries explain why the same swing produces several things. The list below is the Final Beta set, grouped by how you obtain it.

ItemSourceNote
Wood chipsFelling treesBulk crafting material; drops alongside the tree's main lumber
Tree resinFelling trees, or Islet surprise boxesThe adhesive used in furniture and building recipes
Plain lumberApple, plum, and Hexia flower treesHexia's base wood; craftable on your own planet
HeatwoodMango, avocado, and flame treesTaffeh's base wood
Ginkgo woodGinkgo treesIslet specialty
BambooBambooIslet specialty
Dragonblood woodDragonblood treesIslet specialty; deep red grain
Cactus fibreCactusIslet specialty; the "lumber" that is actually fibre
Fir woodFir treesAlpine terrain only
Baobab woodBaobab treesTaffeh; soft, porous grain
Broken shellsBeachcombingFree pickup, recyclable
Coral branchesBeachcombingFree pickup, recyclable
Crushed stoneBreaking ore pilesBy-product of every mining swing
QuartzQuartz nodesChance drop from the matching node
Iron oreIron nodesChance drop from the matching node
FlowstoneFlowstone nodesRare, and the highest-value mining material

The split that matters for planning is base wood versus islet wood. Base woods come from trees on your own planet and can be farmed indefinitely. Islet woods — ginkgo, bamboo, dragonblood, cactus fibre — only come from the Starsea, so a furniture recipe that calls for one of them is gated behind travel rather than behind your Arbor level.

Gathering habits that pay

  1. Clear the free stuff first. Shells and ground pickups cost nothing and do not compete with tool actions.
  2. Check for fruit before you swing. A fruited tree is an unworked tree.
  3. Dig wild trees home once. Five Strength each, then a lifetime of three-swing harvests in one place.
  4. Leave fishing and bugs for the end of the bar. Two Strength per attempt is the most expensive regular action.
  5. Do the mound lap daily after Arbor 5. Four mounds and six ore piles, refreshed every day, feeding every Neighbor furniture recipe.

Baseline: Final Beta 0.95 (Starsea Call). Swing counts, Strength costs, and the absence of durability come from player measurements during the test; tool unlock levels and any upgrade path were not documented.