Resources

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Revision as of 20:35, 11 November 2022 by Aeredor (talk | contribs) (moved note above table to join other text. simplified table markup by changing cell divisions to line breaks; little visual impact →‎Complex Food)

Your Settlement revolves around your resources. Some are gathered from map tiles, some are produced in Buildings, some are rewarded from Glade Events, and all of them will move around your settlement by villagers to fill Storage, satisfy Recipes, build Buildings and Roads, and complete Glade Events. Resources are also moved invisibly and instantly through Trade, Sacrificing, and Orders.

Whenever producing a new Recipe, check to see whether you can use alternative ingredients. If the Recipe accepts alternatives, the resource icon will be round with rotating arrows around it, like this: 🔄. If the ingredient is fixed, for example Flour in the Biscuits recipe, the icon will be square.

Consult the Recipes Panel to browse Recipes or look for a specific ingredient or product. To open this panel, click any product in any building, or click the book icon in the top right of your screen. In this panel, you can check or uncheck Recipes just like when looking at a Building. You can also set limits, to stop production once the count of that resource in Storage reaches that number.

Resources Panel

Resources panel in game
Showing Crafting Materials expanded

At any time, you can see the totals of different categories of resources at the top of your screen, to the left of the primary time display and controls.

The number on each category icon represents the total amount of those types of resources. Clicking on those icons reveals a grid below the panel showing icons for every resource from that category currently in Storage. The number below each of those icons is how many of that item your settlement has in Storage. It does not count items in Building inventories that are waiting to be consumed by Recipes or have been produced but not yet delivered to a Warehouse. The red or green arrow on each icon indicates whether the number of each category or resource has been trending up or down recently.

From left to right, the categories are the following:

  1. Food (Raw Foods like Berries and Roots and Complex Foods like Biscuits and Jerky)
  2. Building Materials (the main three—Planks, Bricks, and Fabric—and also Parts and Wildfire Essence)
  3. Consumable Items (for providing Services, such as Ale, Incense, and Scrolls)
  4. Crafting Materials (everything else that's part of a Recipe—like Flour, Pottery, and Reeds—and also Stone and Clay that are used in both Recipes and for building Roads)
  5. Trade Goods (Citadel resources, Amber, Packs of Goods, and Ancient Tablets)
  6. Fuel & Exploration (Wood, Tools, and fuel items like Coal and Sea Marrow)


Food

Main article: Food

Every few minutes, Villagers will go to rest at a Hearth and try to eat food from Storage. If they cannot eat, they will get a Resolve penalty. Alternatively, if Complex Food is available, villagers will eat that instead of raw food, rewarding a bonus to Resolve. Therefore, it is essential that your settlement have a steady income of food resources.

Raw Food

Initially only Raw Food will be available around the beginning of each settlement. Raw Food prevents villagers from getting hungry, but will not satisfy their needs for Complex Food. Compared to the number and diversity of ingredients, Complex Food feeds more villagers than Raw Food. In general, plan ahead to convert Raw Food into Complex Food, so that you can feed more villagers sustainably and satisfy their needs for Complex Foods.

You can prevent your villagers from eating one or more of these Raw Food resources via Consumption Control, once the Upgrade Obsidian Archives Level 3 is unlocked. For example, if you are running low on Roots and need Flour, you may want to disable Roots in the Consumption panel.

Raw food resources and how to get them
Raw food item Amber value Gathered by Farmed from Farm Fields by Produced by
Camp Near resource node
Berries.png Berries 0.20 Amber Alpha.png Herbalists' Camp (★) DebugNode DewberryBushSmall icon.png Dewberry Bush Plantation (★★) none
Eggs.png Eggs 0.20 Amber Alpha.png Scavengers' Camp (★)
Trappers' Camp (★)
DebugNode StormbirdNestSmall icon.png Stormbird Nest none Ranch (★)
Insects.png Insects 0.20 Amber Alpha.png Scavengers' Camp (★)
Trappers' Camp (★)
DebugNode WormtongueNestSmall icon.png Wormtongue Nest none none
Meat.png Meat 0.20 Amber Alpha.png Trappers' Camp (★) DebugNode SnailBroodmotherSmall icon.png Slickshell Broodmother none Ranch (★)
Mushrooms.png Mushrooms 0.20 Amber Alpha.png Herbalists' Camp (★) DebugNode MushroomSmall icon.png Bleeding Tooth Mushroom Homestead (★★) Greenhouse (★★)
Roots.png Roots 0.20 Amber Alpha.png Scavengers' Camp (★) DebugNode RootsSmall icon.png Roots Deposit Herb Garden (★★) none
Vegetables.png Vegetables 0.20 Amber Alpha.png Foragers' Camp (★) DebugNode MossBroccoliSmall icon.png Moss Broccoli Patch Small Farm (★)
Homestead (★★)
none


Additionally, some of these resources are available as bonuses when villagers work other deposits. If you have no access to their main gathering, farming, or production methods, you will still find a few as bonuses. They are infrequent extra resources that happen during normal gathering (between 5% and 40% of the time, typically about 1-in-5 times). See Bonus Resources for more information.

Bonus resources and where to find them
Raw food item From resource node
Berries.png Berries DebugNode HerbsSmall icon.png Herb Node
Eggs.png Eggs Lush Trees (Royal Woodlands)
Insects.png Insects DebugNode MushroomSmall icon.png Bleeding Tooth Mushroom
DebugNode FlaxSmall icon.png Flax Field
DebugNode MossBroccoliSmall icon.png Moss Broccoli Patch
DebugNode StoneSmall icon.png Stone Deposit
Meat.png Meat Musselsprout Trees (Coral Forest)
DebugNode StormbirdNestSmall icon.png Stormbird Nest
Mushrooms.png Mushrooms Mushwood Trees (The Marshlands)
Roots.png Roots DebugNode ClaySmall icon.png Clay Deposit
DebugNode MossBroccoliSmall icon.png Moss Broccoli Patch
DebugNode ReedSmall icon.png Reed Field
DebugNode StoneSmall icon.png Stone Deposit
Vegetables.png Vegetables none

Complex Food

Main article: Complex Food Need

These food resources are produced from Recipes and will satisfy the villagers' needs for Complex Food. Villagers prefer these food items over Raw Food when resting at Hearths. Satisfying villagers with Complex Food is more efficient, because most Recipes yield more goods than the number of raw ingredients used to produce them.

Note that the ingredients Flour, one of its ingredient alternatives Grain, and Herbs are not edible, but required in many Complex Food recipes.

Complex Food Amber Value Produced in Recipe
First ingredient alternatives Second ingredient alternatives Amount produced Time cost
Biscuits.png Biscuits 0.25 Amber Alpha.png Apothecary (★★)
Bakery (★★)
Cookhouse (★★)
Smelter (★)
Field Kitchen (⊙)
Flour.png Flour Berries.png Berries
Herbs.png Herbs
Roots.png Roots
10 Biscuits.png 1:30
Jerky.png Jerky 0.14 Amber Alpha.png Smokehouse (★★★)
Butcher (★★)
Kiln (★)
Field Kitchen (⊙)
Insects.png Insects
Meat.png Meat
Coal.png Coal
Oil.png Oil
SeaMarrow.png Sea Marrow
Wood.png Wood
10 Jerky.png 1:15
PickledGoods.png Pickled Goods 0.20 Amber Alpha.png Granary (★★)
Brewery (★)
Cellar (★)
Field Kitchen (⊙)
Berries.png Berries
Mushrooms.png Mushrooms
Roots.png Roots
Vegetables.png Vegetables
Barrels.png Barrels
Pottery.png Pottery
Waterskins.png Waterskins
10 PickledGoods.png 1:30
Pie.png Pie 0.25 Amber Alpha.png Brick Oven (★★★)
Bakery (★★)
Furnace (★★)
Flour.png Flour Berries.png Berries
Eggs.png Eggs
Herbs.png Herbs
Insects.png Insects
Meat.png Meat
10 Pie.png 1:30
Skewers.png Skewers 0.20 Amber Alpha.png Grill (★★★)
Butcher (★★)
Cookhouse (★★)
Insects.png Insects
Jerky.png Jerky
Meat.png Meat
Mushrooms.png Mushrooms
Berries.png Berries
Eggs.png Eggs
Roots.png Roots
Vegetables.png Vegetables
10 Skewers.png 1:30

Building Materials

Building Materials are mostly used for constructing new Buildings, however there are Recipes that require these materials as ingredients. All materials are refunded if a Building is demolished.

Building Material Amber value Produced in Recipe
First ingredient alternatives Second ingredient alternatives Amount produced Time cost
Planks.png Planks 0.18 Amber Alpha.png Lumber Mill (★★★)
Carpenter (★★)
Supplier (★★)
Workshop (★★)
Crude Workstation (⊙)
Wood.png Wood 2 Planks.png 0:20
Bricks.png Bricks 0.31 Amber Alpha.png Brickyard (★★)
Furnace (★★)
Workshop (★★)
Kiln (★)
Crude Workstation (⊙)
Clay.png Clay
Stone.png Stone
2 Bricks.png 0:30
Fabric.png Fabric 0.31 Amber Alpha.png Weaver (★★★)
Granary (★★)
Leatherworker (★★)
Workshop (★★)
Crude Workstation (⊙)
PlantFiber.png Plant Fiber
Leather.png Leather
Reeds.png Reed
2 Fabric.png 0:20
Parts.png Parts 2.39 Amber Alpha.png Rainpunk Foundry (★★★) Clay.png Clay
CopperBar.png Copper Bars
CrystalizedDew.png Crystalized Dew
Stone.png Stone
Coal.png
Oil.png Oil
Wood.png Wood
1 Parts.png 2:00
Wildfire Essence.png Wildfire Essence 5.00 Amber Alpha.png Cannot be produced; only available by trading.

Consumable items

Consumable items are used in various buildings to satisfy villagers' needs.

Item Cost Used at Recipe
Amount produced Ingredient 1 Ingredient 2 Time Building Blightroot Footprint
Coats.png Coats 0.10 Directly 10 Fabric.png 1 Fabric - 1:30 Clothier icon.png Clothier FRAME Grade Blight 1.png 2%
Ale.png Ale 0.17 Tavern
Monastery
Forum
10 Grain.png 4 Grain
Roots.png 4 Roots
Pottery.png 2 Pottery
Waterskins.png 2 Waterskins
Barrels.png 1 Barrels
1:15 Brewery icon.png Brewery FRAME Grade Blight 3.png 4%
Incense.png Incense 0.18 Clan Hall
Monastery
Temple
Holy Temple
10 Resin.png 8 Resin
Herbs.png 6 Herbs
Insects.png 6 Insects
Roots.png 6 Roots
Wood.png 6 Wood
Oil.png 3 Oil
Coal.png 2 Coal
SeaMarrow.png 2 Sea Marrow
1:30 Smokehouse icon.png Smokehouse FRAME Grade Blight 3.png 4%
Scrolls.png Scrolls 0.14 Explorers' Lodge
Forum
Temple
Holy Temple
8 Pigment.png 3 Pigment
Wine.png 3 Wine
Wood.png 10 Wood
Leather.png 4 Leather
PlantFiber.png 4 Plant Fiber
1:00 Clothier icon.png Clothier
Lumbermill icon.png Lumber Mill
Rain Mill icon.png Rain Mill
FRAME Grade Blight 3.png 4%
TrainingGear.png Training Gear 0.21 Clan Hall
Explorer's Lodge
10 Planks.png 3 Planks
Reeds.png 3 Reed
Stone.png 8 Stone
CopperBar.png 3 Copper Bars
CrystalizedDew.png 3 Crystalized Dew
1:30 Weaver icon.png Weaver FRAME Grade Blight 3.png 4%

Crafting resources

Crafting resources are used in Recipes.

Raw resources

Raw resources are obtained directly from resource nodes.

Resource Cost Obtained in
Clay.png Clay 0.14 Stonecutters' Camp
Clay Pit
CopperBar.png Copper Bars 0.53 Grill
Furnace
Stamping
Mill
Smelter
CopperOre.png Copper Ore 0.12 Mine
Grain.png Grain 0.20 Foragers' Camp
Small Farm
Hallowed Small Farm
Homestead
Herbs.png Herbs 0.20 Herbalists' Camp
Greenhouse
Herb Garden
Hallowed Herb Garden
Leather.png Leather 0.14 Ranch
PlantFiber.png Plant Fiber 0.14 Plantation
Harvesters' Camp
Homestead
Reeds.png Reed 0.14 Harvesters' Camp
Clay Pit
Resin.png Resin 0.14 Grove
Stone.png Stone 0.14 Stonecutter's Camp

Refined resources

Refined resources are crafted from Recipes.

Resource Cost Recipe
Amount produced Ingredient 1 Ingredient 2 Ingredient 3 Time Building Blightroot Footprint
Flour.png Flour 0.18 10 Grain.png 5 Grain
Mushrooms.png 5 Mushrooms
Roots.png 5 Roots
- - 0:45 Rain Mill icon.png Rain Mill
Provisioner icon.png Provisioner (40% more ingredients)
FRAME Grade Blight 2.png 3%
Pigment.png Pigment 0.12 10 Coal.png 3 Coal
Berries.png 4 Berries
Insects.png 4 Insects
CopperOre.png 4 Copper Ore
- - 1:30 Cookhouse icon.png Cookhouse FRAME Grade Blight 2.png 3%
Barrels.png Barrels 0.20 10 Planks.png 2 Planks CopperBar.png 2 Copper Bars
CrystalizedDew.png 2 Crystalized Dew
- 1:30 Provisioner icon.png Provisioner FRAME Grade Blight 2.png 3%
Pottery.png Pottery 0.18 5 Clay.png 3 Clay Wood.png 5 Wood
Oil.png 2 Oil
Coal.png 1 Coal
SeaMarrow.png 1 Sea Marrow
- 1:00 Bakery icon.png Bakery
Brickyard icon.png Brickyard
Smokehouse icon.png Smokehouse
FRAME Grade Blight 2.png 3%
Waterskins.png Waterskins 0.18 10 Leather.png 4 Leather Meat.png 2 Meat
Oil.png 3 Oil
- 0:45 Leatherworks icon.png Leatherworker
Clothier icon.png Clothier (50% more ingredients)
FRAME Grade Blight 2.png 3%
CrystalizedDew.png Crystalized Dew 0.59 2 Sparkdew.png 6 Sparkdew Clay.png 3 Clay
Stone.png 3 Stone
Herbs.png 2 Herbs
Insects.png 2 Insects
Resin.png 2 Resin
Vegetables.png 2 Vegetables
0:30 Brickyard icon.png Brickyard FRAME Grade Blight 3.png 4%

Trade goods

Trand goods are used in Trades or Orders.

Goods Cost Recipe
Amount produced Ingredient 1 Ingredient 2 Time Building Blightroot Footprint
BuildingMaterials.png Pack of Building Materials 0.87 2 CopperOre.png 12 Copper Ore
Planks.png 8 Planks
Bricks.png 5 Bricks
Fabric.png 5 Fabric
- 0:30 Rain Mill icon.png Rain Mill
Makeshift Post icon.png Makeship Post (20% more ingredients)
FRAME Grade Blight 1.png 2%
Crops.png Pack of Crops 0.59 2 Grain.png 5 Grain
Mushrooms.png 5 Mushrooms
Roots.png 5 Roots
Vegetables.png 5 Vegetables
- 0:30 Brewery icon.png Brewery
Makeshift Post icon.png Makeship Post (20% more ingredients)
FRAME Grade Blight 1.png 2%
Luxury.png Pack of Luxury Goods 0.65 2 Ale.png 4 Ale
Cosmetics.png 4 Cosmetics
Incense.png 4 Incense
Scrolls.png 4 Scrolls
TrainingGear.png 4 Training Gear
Wine.png 4 Wine
- 0:30 Carpenter icon.png Carpenter
Leatherworks icon.png Leatherworker (25% more ingredients)
FRAME Grade Blight 1.png 2%
Provisions.png Pack of Provisions 0.40 3 Berries.png 4 Berries
Eggs.png 4 Eggs
Herbs.png 4 Herbs
Insects.png 4 Insects
Meat.png 4 Meat
- 0:30 Provisioner icon.png Provisioner
Makeshift Post icon.png Makeship Post (50% more ingredients)
FRAME Grade Blight 1.png 2%
TradeGoods.png Pack of Trade Goods 0.80 2 Oil.png 8 Oil
Pigment.png 8 Pigment
Barrels.png 6 Barrels
Flour.png 6 Flour
Pottery.png 6 Pottery
Waterskins.png 6 Waterskins
- 0:30 File:Smithy.png Smithy
Lumbermill icon.png Lumber Mill (50% more ingedients)
FRAME Grade Blight 1.png 2%
Amber.png Amber 1.00 1 Resin.png 3 Resin Sparkdew.png 3 Sparkdew
Oil.png 1 Oil
0:30 Finesmith icon.png Finesmith FRAME Grade Blight 3.png 4%
AncientTablet.png AncientTablet 8.00 Cannot be obtained from recipes

Fuel & exploration

Resource Cost Recipe
Amount produced Ingredient 1 Ingredient 2 Ingredient 3 Time Building Blightroot Footprint
PurgingFire.png Purging Fire 0.31 5 Wood.png 10 Wood - - 0:40 Blight Post icon.png Blight Post
Coal.png Coal 0.31 5 Wood.png 10 Wood - - 1:00 Kiln icon.png Kiln FRAME Grade Blight 1.png 2%
SimpleTools.png Simple Tools 1.38 2 Wood.png 8 Wood
Planks.png 2 Planks
CopperBar.png 3 Copper Bars
CrystalizedDew.png 3 Crystalized Dew
- 1:10 Carpenter icon.png Carpenter FRAME Grade Blight 3.png 4%
InfusedTools.png Infused Tools 1.76 2 Sparkdew.png 4 Sparkdew CopperBar.png 2 Copper Bars
CrystalizedDew.png 2 Crystalized Dew
Wood.png 6 Wood
Planks.png 1 Planks
1:00 Finesmith icon.png Finesmith
Rainpunk Foundry icon.png Rainpunk Foundry
FRAME Grade Blight 3.png 4%
Oil.png Oil 0.16 Cannot be obtained from recipes
SeaMarrow.png Sea Marrow 0.31 Cannot be obtained from recipes
Wood.png Wood 0.06 Cannot be obtained from recipes

Smoldering City resources

There are three resources that can be used to buy upgrades in Smoldering City:

  • Icon MetaResource FoodStockpiles.png Food Stockpiles: Basic currency in the realm. Workers are eager to exchange their labor for food for their families. Most used resource.
  • Icon MetaResource Machinery.png Machinery: Rainpunk technology ripped from the past. Repurposed with skill and labor.
  • Icon MetaResource Artifact.png Artifacts: Curiosities of varying nature. Fascinating, sinister, both and all between.