Breaks

From Against the Storm Official Wiki
Villagers taking a break at the Hearth

Overview

Every few minutes villagers have to return to a nearby Hearth for a break, to eat, rest, and satisfy needs. All consumption happens during breaks. Villagers of different species take breaks at different Intervals.

There are two worker status icons used for villager breaks:

  • Cup.png = walking to the Hearth for a break
  • Worker rest icon.png = resting at the Hearth

Break Intervals

Break Intervals show how much time each species has between breaks. Longer intervals translate to more time spent doing tasks.

Species Beavers Beavers Foxes Foxes Harpies Harpies Humans Humans Lizards Lizards
Break Interval 02:00 02:00 01:40 02:00 01:40

Break mechanics

Duration
Base break duration is 6 seconds. That does not include travel time, only the time spent at the Hearth. Due to breaks' low duration, travel time to and from the Hearth usually takes up most of the time dedicated to a break. Accessible Hearths and efficient building layout are essential if you want to minimize time your workers spend on breaks.
Cycle timer
The Break Interval is reset when a villager finishes their break.[1] Travel time from the Hearth to their task after a break is not excluded. Newcomers that arrive in your settlement go straight to the Hearth for a break after they appear.
Place
Villagers will always take breaks at the closest Hearth. Shelters or houses they are assigned to have no effect on their Hearth choice. A break does not involve a visit to Housing, Warehouses or Service buildings.
Interruptions
Villagers will never interrupt their current task to go for a break, i.e. if they are 3 seconds into a 126-second production cycle when it's time for their break, they will finish the cycle before walking to the Hearth. Hauling one stack of resources to and from a Warehouse, completing a production cycle, erecting a building, and Glade Event solving are all examples of singular tasks that breaks cannot interrupt. Similarly, once a villager has decided to go on a break, there is no way to alter their decision.
Consumption
All consumption happens at the Hearth during a break. That includes raw food, Complex Food, Clothing and Service Needs. Shelter and Housing Needs are fulfilled as soon as Shelters and Species Housing are constructed. All Resources are consumed at the end of the break, when villagers are about to leave. The amount of goods consumed is subject to modifiers, the most prominent of which are Parasites and Consumerism from Prestige 7 and 8 respectively.
During a break, villagers will consume food with the following priority (note that all options equally leave them full until the next break):
  1. One of each available preferred Complex Food (each will contribute to a Resolve boost).
  2. One random raw food.
  3. One available Complex Food they don't like.
While Coats Coats will be consumed by villagers to satisfy the Clothing Need as long as you have some in storage, Service Goods have to be stocked in Service buildings to be consumed.
You can modify villagers' consumption behavior using Consumption Control.

Forest Mysteries influencing breaks

Mystery Penalty Activation Prevention
Cold Snap.PNG
Cold Snap
+50% chance of affected villager eating double during break. Hostility 3 1x Complex Food
Downpour.jpg
Downpour
+50% chance of affected villager eating double during break. Hostility 5 1x Housing
1x Services
Eclipse.PNG
Eclipse
-33% time between breaks for affected villagers. Hostility 6 2x Services
Insatiable Hunger.PNG
Insatiable Hunger
+10% chance per Hostility level for villagers to consume double the amount of food on break. Hostility 4
Nauseating Spores.png
Nauseating Spores
-33% time between breaks for affected villagers. Hostility 4 1x Services
Vanishing Goods.png
Vanishing Goods
+10% chance per Hostility level for villagers to consume twice the amount of goods when using Services. Hostility 4
SGI 95.png
Inspiring View
The astonishingly beautiful view motivates villagers to work. The time interval between breaks is increased by +25%. Drizzle

Perks and Cornerstones influencing breaks

Break-related Perks and Cornerstones
Name Rarity Description Sources Price
Alt Cor Ord Rel Trd
Crowded Houses (Stormforged) Crowded Houses (Stormforged) Mythic All houses have room for 1 more villager, and the time between breaks for workers is increased by +25%. Alt x x x x 0
Drying Boards Drying Boards Rare A clever invention that makes it easier to dry clothes. Time spent resting is reduced by 30% when under the effect of Coats clothing. x x x x Trd 20
Generous Rations Generous Rations Legendary Global Resolve is increased by 5, but the chance of villagers consuming twice the amount of food during a break is increased by +50%. x Cor x x x 0
Generous Rations (Stormforged) Generous Rations (Stormforged) Mythic Global Resolve is increased by 5, and villagers have a +10% chance of not consuming food during a break. Alt x x x x 0
Travel Rations Travel Rations Epic With provisions, haulers don't have to return to the Hearth as often. Increases time between breaks for haulers by +50%. x Cor x x x 0
Worker's Rations Worker's Rations Legendary All workers have a +10% higher chance of producing double yields, but they also have a +20% higher chance of consuming twice as much food during a break. x Cor x x x 0


Plagues influencing breaks

Plague Description
Plagueofmalady.png
Plague of Malady
The Sealed Ones have inflicted a mysterious disease on the settlement. Villagers take +50% longer rests and have a +100% higher chance of consuming twice as much food during a break.

References

Break time counter start was tested by Discord user die_die.