Warehouse
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:
Cooperation (Comfort)
Recipes
No recipes in the Main Warehouse.
ID = 'Main Storage (not-buildable)'
Overview

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 in a warehouse, 55
Coal will immediately appear in all other warehouses on the map.
Views, Tracking and Limits


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).
Haulers
Haulers can be unlocked by buying the Obsidian Archive upgrades: level 13 for the main warehouse, and level 17 for small warehouses.
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 or fishing ponds.
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.
Hauling carts
Hauling carts are automated Rainpunk carts that transport goods between warehouses and workplaces. Essentially, they are haulers with 100% uptime that do not occupy warehouse slots. Same as haulers, hauling carts do not interact with Glade Events or fishing ponds. Additionally, some of the carts are limited to hauling from a single building. Hauler upgrades in the Citadel are not a requirement for any of the hauling cart effects - they can still show up and be used without them.
This is a list of all of the ways to acquire hauling carts currently in the game:
Ashen Thicket biome effect Royal Mining Operation.- Legendary Cornerstones:
- Dual Carriage System.
- Hauling Cart.
- Level 1 and 2 Minecart Mine upgrade.
- Level 2 Lumber Cart Woodcutter Camp upgrade.
Hauling carts are affected by:
- General purpose carrying capacity increases like Light as a Feather and Market Carts.
- Light Timber perk (only Woodcutters' Camp carts).
- Lightweight Wood Drizzle Forest Mystery (only Woodcutters' Camp carts).
- Pack Frame (level 1 Woodcutters' Camp upgrade, in the same Woodcutter Camp).
- Safety Ropes perk (only warehouse carts).
- Settlement Map perk.
- Shovels perk.
- Travel Rations perk (only warehouse carts).
Hauling carts are not affected by:
- Lightweight Axes perk.
- Logging Boots (level 1 Woodcutters' Camp upgrade).
- Specialized Workwear perk.
Cornerstones and Perks affecting the Warehouse
| Name | Rarity | Description | Sources | Price | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Alt | Cor | Ord | Rel | Tra | Dec | Por | Fir | Ser | Bio | ||||
| Legendary | Two rainpunk hauling carts will be assigned to the Main Warehouse to help transport resources between buildings. | x | Cor | x | x | x | x | Por | x | x | x | 0 | |
| Legendary | An automated rainpunk cart will be assigned to every warehouse in the settlement to help transport resources between buildings. | x | Cor | x | x | x | x | Por | x | x | x | 0 | |
| None | The Crown is investing heavily in the region's industrial development. For every 80 units of |
x | x | x | x | x | x | x | x | x | Bio | 0 | |
| Rare | A set of strong ropes to secure any shipment. Haulers can carry 5 more goods at once. | x | x | x | Rel | Tra | x | Por | x | x | x | 20 | |
| Rare | Specialized equipment enhanced with rainpunk technology. Haulers move +25% faster. | x | x | x | Rel | Tra | x | x | x | x | x | 20 | |
| Epic | With provisions, haulers don't have to return to the hearth as often. Increases the time between breaks for haulers by +50% and their carrying capacity by +5. | x | Cor | x | x | x | x | Por | 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.


