Warehouse: Difference between revisions

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[[File:Main Storage icon.png|thumb|360px|The Main Warehouse]]
{{Version|1.4.15}}
{{Buildingbox|Main Warehouse}}


= Overview =
== Overview ==


[[File:Storage icon.png|96px|left|Small Warehouse]] Warehouses stores a large amount of goods and protects them from the rain. Workers always take goods to and from the warehouse nearest to them. All warehouses store the same amount of goods, if you add 55 {{rl|Coal}} in a warehouse, 55 {{rl|Coal}} will immediately appear in all other warehouses on the map, they are thus connected.
[[File:Storage icon.png|120px|thumb|left|Small Warehouse]] Warehouses store goods and protect them from the rain. Workers always take goods to and from the warehouse nearest to them. Storage is unified between all warehouses. Individual warehouses act as access point to your storage. If you add 55 {{rl|Coal}} in a warehouse, 55 {{rl|Coal}} '''will immediately appear in all other warehouses on the map.'''
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== Views, Tracking and Limits ==
[[File:WarehouseViewList.png|100%|thumb|left|List View]][[File:WarehouseViewGrid.png|100%|thumb|right|Grid View]]
On the left, we can see the default "List View".
# Change between "List View" and "Grid View" here.
# When typing in a limit for a good, and clicking on the lock to turn it red, it means workers will always leave 50 of this good in the Warehouse, and not use it in workshops for recipes. '''However this good can still be consumed in Service Buildings or as a Food at the [[Hearth]]''', this is because Viceroys needs to use [[Consumption Control]] to control it.
# We can see an opened locked in Green, with a limit of 50. This does not change anything in the game, it is simply for convenience and allows Viceroys to carry over good limits between games.
# This is the Grid View. Simply click on a good to "Track" it in the top panel (tracked resources get their own category in the upper left portion of the UI).
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== Haulers ==
== Haulers ==
Haulers can be unlocked by buying the '''Obsidian Archive''' level 13 and '''Obsidian Archive''' level 17 [[upgrades]].
Warehouses can be assigned dedicated haulers - [[villagers]] whose job is to haul goods between [[buildings]] and warehouses. The Main Warehouse has 3 worker slots, while the smaller Warehouse has only 2. Haulers do '''not''' interact with [[Glade Events]].


Warehouses can be assigned dedicated haulers, settlers whose job it is to haul goods between buildings and warehouses. The main warehouse has 3 worker slots, while the smaller warehouse has only 2.
Haulers will haul ingredients (inputs) for active [[Recipes]] from warehouse to building, and processed [[resources]] (outputs) from building to storage. Whether you have workers assigned to a building has no effect on Hauler behavior, only the current state of the building and warehouse storage, active Recipes and selected ingredients. Haulers, like regular workers, will always take the maximum amount of Resources their carrying capacity can allow. Haulers will fill building storage with ingredients up to a certain point - they won't keep bringing ingredients to the same building indefinitely.


= Cornerstones and Perks affecting the Warehouse =
== Cornerstones and Perks affecting the Warehouse ==


{{PerkSearch|search=Warehouse}}
{{Perks|description=Haul}}


== Warehouse Tips ==
== Warehouse Tips ==


* Build a small warehouse near buildings whose production time is limited, like Small Farms, Plantations and Forester's Huts.
* Most of the time workers in short-cycle camps (Woodcutters, Stonecutters, Harvesters) spend hauling [[resources]], not doing production. A Small Warehouse nearby can significantly improve the output.
* Building small warehouses near events before you initiate them will ensure a faster event working time by minimising the amount of time it takes to haul goods to and from the event.
* Building Small Warehouses near buildings that have limited production time, like {{bl|Small Farm}}, is important for improving productivity.
*Every new [[Hearth]] built needs a small warehouse nearby to maximise your productivity.
* Building Small Warehouses near [[Glade Events]] before you initiate them will ensure a faster event working time by minimizing the amount of time it takes for Scouts to haul goods to and from the event.
* Viceroys can move their Small Warehouses when playing on the Levitating Monument world modifier.
* Every new [[Hearth]] built needs a Small Warehouse nearby to maximize your productivity.
* Viceroys can move their Main and Small Warehouses when playing on the '''Levitating Monument''' World Modifier.

Latest revision as of 22:37, 8 November 2024

Main Warehouse

Storage Building
(City Buildings)

Stores a large amount of goods and protects them from the rain. Workers always deliver and take goods from the Warehouse nearest to them.

Specialization bonus:
Blightrot Blightrot (Comfort) Foxes

Main Storage (not-buildable) icon.png

3 Worker round.png Worker round.png Worker round.png Workers

Construction

8Planks Planks
3Bricks Bricks
2Parts Parts
0City score
0Build time
4 × 3Building size

Not movable

ID = 'Main Storage (not-buildable)'

Overview

Small Warehouse

Warehouses store goods and protect them from the rain. Workers always take goods to and from the warehouse nearest to them. Storage is unified between all warehouses. Individual warehouses act as access point to your storage. If you add 55 Coal Coal in a warehouse, 55 Coal Coal will immediately appear in all other warehouses on the map.






Views, Tracking and Limits

List View
Grid View

On the left, we can see the default "List View".

  1. Change between "List View" and "Grid View" here.
  2. When typing in a limit for a good, and clicking on the lock to turn it red, it means workers will always leave 50 of this good in the Warehouse, and not use it in workshops for recipes. However this good can still be consumed in Service Buildings or as a Food at the Hearth, this is because Viceroys needs to use Consumption Control to control it.
  3. We can see an opened locked in Green, with a limit of 50. This does not change anything in the game, it is simply for convenience and allows Viceroys to carry over good limits between games.
  4. This is the Grid View. Simply click on a good to "Track" it in the top panel (tracked resources get their own category in the upper left portion of the UI).






Haulers

Haulers can be unlocked by buying the Obsidian Archive level 13 and Obsidian Archive level 17 upgrades.

Warehouses can be assigned dedicated haulers - villagers whose job is to haul goods between buildings and warehouses. The Main Warehouse has 3 worker slots, while the smaller Warehouse has only 2. Haulers do not interact with Glade Events.

Haulers will haul ingredients (inputs) for active Recipes from warehouse to building, and processed resources (outputs) from building to storage. Whether you have workers assigned to a building has no effect on Hauler behavior, only the current state of the building and warehouse storage, active Recipes and selected ingredients. Haulers, like regular workers, will always take the maximum amount of Resources their carrying capacity can allow. Haulers will fill building storage with ingredients up to a certain point - they won't keep bringing ingredients to the same building indefinitely.

Cornerstones and Perks affecting the Warehouse

4 Perks mentioning 'Haul'
Name Rarity Description Sources Price
Alt Cor Ord Rel Tra
Dual Carriage System Dual Carriage System Legendary Two rainpunk hauling carts will be assigned to the Main Warehouse to help transport resources between buildings. x Cor x x x 0
Safety Ropes Safety Ropes Rare A set of strong ropes to secure any shipment. Haulers can carry 5 more goods at once. x x x Rel Tra 20
Specialized Workwear Specialized Workwear Rare Specialized equipment enhanced with rainpunk technology. Haulers move +25% faster. x x x Rel Tra 20
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

Warehouse Tips

  • Most of the time workers in short-cycle camps (Woodcutters, Stonecutters, Harvesters) spend hauling resources, not doing production. A Small Warehouse nearby can significantly improve the output.
  • Building Small Warehouses near buildings that have limited production time, like Small Farm, is important for improving productivity.
  • Building Small Warehouses near Glade Events before you initiate them will ensure a faster event working time by minimizing the amount of time it takes for Scouts to haul goods to and from the event.
  • Every new Hearth built needs a Small Warehouse nearby to maximize your productivity.
  • Viceroys can move their Main and Small Warehouses when playing on the Levitating Monument World Modifier.