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	<id>https://wiki.hoodedhorse.com/Against_the_Storm/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198099891441</id>
	<title>Against the Storm Official Wiki - User contributions [en]</title>
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	<updated>2026-10-05T18:25:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Specialization&amp;diff=5756</id>
		<title>Specialization</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Specialization&amp;diff=5756"/>
		<updated>2024-01-18T09:05:19Z</updated>

		<summary type="html">&lt;p&gt;76561198099891441: Created specialization page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Specializations ===&lt;br /&gt;
&lt;br /&gt;
Each species has the following two types of specializations:&lt;br /&gt;
&lt;br /&gt;
; Proficiency Specialization : Grants most villagers a 10% chance to produce twice the amount of resources when working in that specialization. For {{Species link|Foxes}}, their {{sl|Forest}} &#039;&#039;&#039;Proficiency Specialization&#039;&#039;&#039; grants them +5% working speed on Glade Events.&lt;br /&gt;
; Comfort Specialization : Grants villagers +5 to their individual Resolve when working in that specialization.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Species&#039; specializations&lt;br /&gt;
! Species !! Comfort !! Proficiency&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Humans|large}} || {{sl|Brewing|med}} || {{sl|Farming|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Beavers|large}} || {{sl|Engineering|med}} || {{sl|Wood|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Lizards|large}} || {{sl|Warmth|med}} || {{sl|Meat production|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Harpies|large}} || {{sl|Cloth|med}} || {{sl|Alchemy|med}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Species link|Foxes|large}} || {{sl|Rainwater|med}} || {{sl|Forest|med}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198099891441</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=5686</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Buildings&amp;diff=5686"/>
		<updated>2024-01-12T03:16:22Z</updated>

		<summary type="html">&lt;p&gt;76561198099891441: Fixed template links to stars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version|0.62.2}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
[[Buildings]] are your main way of meeting the [[Category:Needs]] of your [[Villagers]] by way of gathering, farming, production, housing, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your [[Settlement]] survive. Some Buildings have a limited distance within which they are effective, for example, for gathering Wood from trees.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
&lt;br /&gt;
[[File:Choose blueprint shimmer.png|x120px|thumb|The Reputation icon shimmers when you can choose new Blueprints.]]&lt;br /&gt;
Which Buildings you have available for construction is determined by which [[Blueprints]] you have in your settlement. During each mission, you can choose additional Blueprints by gaining Reputation, completing [[Orders]], buying from [[Trade|Traders]], and from [[Glade Event]] rewards. Once you gain a new Blueprint, you are allowed to build that Building as many times as you can afford—until you move on to the next settlement. You will then have different choices and rewards.&lt;br /&gt;
&lt;br /&gt;
=== Essential Blueprints ===&lt;br /&gt;
&lt;br /&gt;
Every Viceroy has a list of &#039;&#039;&#039;Essential Blueprints,&#039;&#039;&#039; and you will begin each settlement with all of those Blueprints, meaning those Buildings start unlocked.&lt;br /&gt;
&lt;br /&gt;
You can choose more Blueprints to be &#039;&#039;&#039;Essential&#039;&#039;&#039; by completing [[Smoldering City#Deeds|Deeds]] and buying upgrades in the [[Smoldering City#Upgrades|Smoldering City]]. Some upgrades in the Smoldering City also add Blueprints to your list of choices when [[Embarking]].&lt;br /&gt;
&lt;br /&gt;
You can learn about your starting list of Essential Buildings and how to use those Buildings by playing the [[Tutorial Walkthrough|Tutorial]].&lt;br /&gt;
&lt;br /&gt;
== Species Specific Buildings ==&lt;br /&gt;
Some Buildings will only appear in the Reputation Rewards Blueprint pool if certain Species are in the Settlement. These are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! Races&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Beavers}}&lt;br /&gt;
| {{bl|Cellar|med}}&lt;br /&gt;
| {{bl|Guild House|med}}&lt;br /&gt;
| {{bl|Tinctury|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Foxes}}&lt;br /&gt;
| {{bl|Beanery|med}}&lt;br /&gt;
| {{bl|Tea Doctor|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Harpies}}&lt;br /&gt;
| {{bl|Cooperage|med}}&lt;br /&gt;
| {{bl|Bath House|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Humans}}&lt;br /&gt;
| {{bl|Brewery|med}}&lt;br /&gt;
| {{bl|Brick Oven|med}}&lt;br /&gt;
| {{bl|Monastery|med}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | {{Species link|Lizards}}&lt;br /&gt;
| {{bl|Butcher|med}}&lt;br /&gt;
| {{bl|Clan Hall|med}}&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To construct a building, you must first have that building&#039;s Blueprint. Then, you can see that Blueprint in the [[#Construction Toolbar|toolbar of icons at the bottom of the screen]]. Click to place the Blueprint on the map. If the building will have a working range, a green circle will indicate that range. Red squares under the construction site indicate obstacles such as trees, roads, or other buildings.&lt;br /&gt;
&lt;br /&gt;
Once the construction site for your building is placed, you can select a priority and view which resources have or have not yet been delivered to the site. Before construction is completed, you can move the construction site of most buildings for free.&lt;br /&gt;
&lt;br /&gt;
=== Builders ===&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by [[Villagers]] that aren&#039;t assigned to work anywhere else. If you need a building built quickly, you will need to dismiss several workers from their workplaces. If no Builders are available, a hammer icon will appear above all buildings that are awaiting construction, letting you know that you need to dismiss a worker somewhere or the building materials will never be delivered and construction will never finish.&lt;br /&gt;
&lt;br /&gt;
=== Construction Toolbar ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buildings construction icons.png|thumb|500px|The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.]]&lt;br /&gt;
&lt;br /&gt;
Buildings are constructed by selecting from the Blueprints in the construction toolbar. From left to write, the construction icons represent the following categories of Blueprints:&lt;br /&gt;
# [[File:Construct Roads.png|x32px|Roads|link=Roads]] [[Road]]s, which are not buildings per se, but built like them. They increase [[Villagers]]&#039; speed walking across the map.&lt;br /&gt;
# [[File:Construct Camps.png|x32px|Camps|link=#Camps]] [[#Camps]], which gather resources from special map tiles. You start most maps with the same 4 options: [[Woodcutters&#039; Camp]], [[Stonecutters&#039; Camp]], [[Harvesters&#039; Camp]], and the small gathering camps.&lt;br /&gt;
# [[File:Construct Food Production.png|x32px|Food Production|link=#Food_Production]] [[#Food Production]], for example for farming and cooking [[Complex Food Need|Complex Food]].&lt;br /&gt;
# [[File:Construct Housing.png|x32px|Housing|link=#Housing]] [[#Housing]], and you start every map with at least the option for the basic [[Shelter]].&lt;br /&gt;
# [[File:Construct Industry.png|x32px|Industry|link=#Industry Buildings]] [[#Industry Buildings]], which produce [[Resources]] from other Resources with [[Recipes]].&lt;br /&gt;
# [[File:Construct City Buildings.png|x32px|City Buildings|link=#City Buildings]] [[#City Buildings]], which includes [[Hearths]], [[Warehouse]]s, and the [[Trading Post]]. This category will also contain buildings that provide [[Services]] when you have earned their [[Blueprints]].&lt;br /&gt;
# [[File:Construct Decorations.png|x32px|Decorations|link=Decorations]] [[Decorations]], which are not buildings, but used to upgrade [[Hearths]].&lt;br /&gt;
&lt;br /&gt;
Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying buildings, roads, or deposits.&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
[[File:Hearth overlay.png|thumb|300px|Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.]]&lt;br /&gt;
&lt;br /&gt;
Depending on the building you&#039;ve chosen to build (or move), the game may reveal one or more special overlays, highlighting, or icons:&lt;br /&gt;
* the range of the [[Hearth]] may be shown when placing another Hearth, housing buildings, or [[Decorations]]&lt;br /&gt;
* the range of gathering when placing a camp or a farm&lt;br /&gt;
* highlighting of tiles that contain [[Fertile Soil]] when placing farms&lt;br /&gt;
* icons of nearby Resources on map tiles when placing gathering camps and mines&lt;br /&gt;
* highlighting of [[Trees]] that have been marked for cutting when placing a [[Woodcutters&#039; Camp]]&lt;br /&gt;
&lt;br /&gt;
Most industry buildings do not show ranges. (The Mine is the exception, showing Resource icons.) Instead of a range, when placing one of these buildings white lines will connect to nearby buildings where Resources could be retrieved for the Recipes in the building you are placing.&lt;br /&gt;
&lt;br /&gt;
=== Moving a building ===&lt;br /&gt;
&lt;br /&gt;
[[File:Moveable_building_from_construction_toolbar.png|thumb|100px|This camp is a moveable building.]]&lt;br /&gt;
[[File:Move_Icon.png|32px|Move button]]&lt;br /&gt;
&lt;br /&gt;
After construction finishes, if a building may be moved the button to do so appears large, in blue, at the top left the Building Panel. Holding your mouse over the button will tell you whether the building may be moved for free, like a [[Woodcutters&#039; Camp]]. Some buildings can be moved for a cost, like a [[Shelter]] for 5 {{rl|Wood}}. Most buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their building panel.&lt;br /&gt;
&lt;br /&gt;
You can see before constructing a building whether it will be moveable. This appears on the same tooltip where you can preview the cost of the building before placing it for construction. In the screenshot to the right, notice the blue Move button on the building&#039;s picture in its construction tooltip.&lt;br /&gt;
&lt;br /&gt;
For buildings that can be moved (especially for free), you can place the blueprint close to a warehouse for fast delivery of construction materials, then move it into a more appropriate place.&lt;br /&gt;
&lt;br /&gt;
== Building Panel ==&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|100px|The Building panel for a Weaver.]]&lt;br /&gt;
&lt;br /&gt;
The Building panel contains information on a Building you have selected or placed for construction on the map. The contents vary widely depending on what kind of Building it is, but there are some common elements.&lt;br /&gt;
&lt;br /&gt;
The top-left corner contains any major interactions: moving the Building, if possible, and deactivating the Building to instantly remove any Workers.&lt;br /&gt;
&lt;br /&gt;
Leftmost on the panel are the worker slots. The main content of the panel is a few tabs with different information and interactive controls for the Building&#039;s functions. When you first open it, the first tab will show the Building&#039;s description, which would include a summary of its [[Recipes]] and any [[Specialization]].&lt;br /&gt;
&lt;br /&gt;
=== Workers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]&lt;br /&gt;
&lt;br /&gt;
Most Buildings have space for two or more [[Villagers]] to work. On the Building panel, by clicking on slots, you can assign Villagers to work that Building or dismiss them to be builders for your settlement until they are reassigned.&lt;br /&gt;
&lt;br /&gt;
Next to an assigned Worker&#039;s icon another small icon will appear that indicates the status of the Worker. They may be the following:&lt;br /&gt;
* [[File:Worker_transport_icon.png|x16px]] = walking to the Building&lt;br /&gt;
* [[File:Worker_production_icon.png|x16px]] = actively producing or gathering&lt;br /&gt;
* [[File:Worker_storage_icon.png|x16px]] = moving goods from the Building to a [[Warehouse]] or vice versa&lt;br /&gt;
* [[File:Worker_rest_icon.png|x16px]] = resting at the Hearth&lt;br /&gt;
* [[File:Worker_idle_icon.png|x16px]] = idling, unable to work&lt;br /&gt;
&lt;br /&gt;
If the worker is unable to work, then their icon will be an exclamation point. This occurs when there are no more Resources to work with (whether from the nearby map tiles or from the Warehouse), if production limits have been reached, or if you must select one of the options of a [[Glade Event]] and press the &#039;&#039;&#039;Investigate&#039;&#039;&#039; button. The Building will also receive an exclamation point icon above it on the map view (even with the Building panel closed) to get your attention since an idling Worker may be wasting valuable time, however you are free to ignore these icons.&lt;br /&gt;
&lt;br /&gt;
==== Empty Worker Slots ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker_Circle_Widget.png|64px|link=]]&lt;br /&gt;
&lt;br /&gt;
If a Building has space for more Workers, you click the black-and-white icon with a nondescript person and green plus sign to choose which [[Species]] to add from the radial menu.&lt;br /&gt;
&lt;br /&gt;
There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the [[Woodcutters&#039; Camps]] of all of their Workers just before [[The Storm]] can lower the [[Hostility of the Forest]] enough so you don&#039;t lose any [[Villagers]] during the Storm due to low [[Resolve]]. Another example is if your settlement is producing a good more quickly than it is needed, removing a Worker will slow down the rate of production.&lt;br /&gt;
&lt;br /&gt;
==== Specializations ====&lt;br /&gt;
&lt;br /&gt;
Some Buildings have Specializations for some Workers that make those individual Villagers more comfortable, granting them a bonus to their [[Resolve]], or a bonus to production quantity or speed due to their proficiency.&lt;br /&gt;
&lt;br /&gt;
Specializations are indicated with small, color-coded icons on the Building panel. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization. However, the name does not tell you which of the two types of Specializations it is. For that, you have to look at the Worker icon. A blue glowing aura indicates their comfort bonus; spinning wheel indicates their proficiency bonus. You can also tell from the tooltip on the [[Species]]; the first Specialization is always their proficiency bonus, the second is always their comfort bonus.&lt;br /&gt;
&lt;br /&gt;
Besides being helpful passive bonus for your settlement, using Specializations at key moments can save your settlement from losing Villagers due to low Resolve. For example, a Building like the [[Cookhouse]] with 4 Worker slots and its &#039;&#039;&#039;Warmth&#039;&#039;&#039; Specialization can be used to boost the Resolve of four [[Lizard]]s!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Specializations, effects, and examples&lt;br /&gt;
! Specialization !! Type !!class=&amp;quot;unsortable&amp;quot;| Effect !! Species&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Alchemy 64x64.png|32px]]  &#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Brewing 64x64.png|32px]]  &#039;&#039;&#039;Brewing&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Cloth 64x64.png|32px]]  &#039;&#039;&#039;Cloth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpy]] [[Harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon Spec Gear 64x64.png|32px]]  &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Farm_64x64.png|32px]]  &#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Human]] [[Human]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Forest_64x64.png|32px]]  &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +5% reduced working time of Glade Event || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Meat_64x64.png|32px]]  &#039;&#039;&#039;Meat Production&#039;&#039;&#039;&lt;br /&gt;
| Proficiency || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_RainWater_64x64.png|32px]]  &#039;&#039;&#039;Rainwater&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve || [[File:Fox_circle.png|32px|link=Fox]] [[Fox]] &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Fire_64x64.png|32px]]  &#039;&#039;&#039;Warmth&#039;&#039;&#039;&lt;br /&gt;
| Comfort || +5 to their Resolve ||  [[File:Lizard_circle.png|32px|link=Lizard]] [[Lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Icon_Spec_Wood_64x64.png|32px]]  &#039;&#039;&#039;Woodworking&#039;&#039;&#039;&lt;br /&gt;
| Proficiency|| +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beaver]] [[Beaver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== First Tab: Recipes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_1.png|thumb|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Recipes]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Recipes.png|48px]]&lt;br /&gt;
&lt;br /&gt;
On the Building Panel for Production Buildings, the first tab contains the Recipes that the Building can produce. For Buildings like Gathering Camps and Farms, there are no tabs on the panel. The Resources they can gather, the controls, and the Building&#039;s Internal Storage are shown together on the panel. Service Buildings also have Recipes on their first tab, and while they aren&#039;t the same kind of Recipes as Production Buildings that convert Resources into other Resources, they have similar controls.&lt;br /&gt;
&lt;br /&gt;
In the list of Recipes, you can check or uncheck the Recipes you want the Workers to produce. By default when a Building is constructed, all Recipes are enabled. You may want to uncheck to disable Recipes that are lower efficiency than in other Buildings. For example, you may want to disable the Recipe for [[Planks]] in the [[Crude Workstation]] ({{0Star}}) if you have also built a [[Lumber Mill]] ({{3Star}}), so you get the most efficient use of [[Wood]]. However, if your are in need of more Planks and you can afford to spend the extra Wood, it may be worth it to keep the Planks Recipe checked in the Crude Workstation.&lt;br /&gt;
&lt;br /&gt;
In the list of Recipes, you can also click the up and down arrows to increase or decrease the priority of a Recipe. This will reorder the list, so the highest priority Recipes are on top. (This can be changed in the [[Game Options]].) When a Recipe is prioritized in a Building, the Workers will spend all of their time making that Recipe. Once they are unable to produce more, they will move on to the next-lower priority Recipe. This may happen when the settlement runs out of the ingredient Resources or when a production or storage reserve limit is reached.&lt;br /&gt;
&lt;br /&gt;
On the right side of the Recipes list, you can set the production limit of the Recipe. When the settlement has that number of that product Resource &#039;&#039;&#039;in the [[Warehouse]],&#039;&#039;&#039; then the Workers will not &#039;&#039;&#039;start&#039;&#039;&#039; producing more. Often, the deliveries to the [[Warehouse]] have not been made yet, a Worker starts another batch, and the limit is exceeded, so keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Second Tab: Storage ===&lt;br /&gt;
&lt;br /&gt;
[[File:Building_panel_example-tab_2.png|thumb|300px|The Weaver&#039;s panel shows ingredients ready to be used and storage of goods the Workers have produced.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tab-Storage.png|48px]]&lt;br /&gt;
&lt;br /&gt;
Most buildings have internal storage, where (a) ingredient [[Resources]] are brought from the Warehouse for use in the Building&#039;s Recipes and (b) gathered or produced Goods are kept until a batch can be taken to the [[Warehouse]]. The latter has limits, and Buildings&#039; internal capacities can be increased by [[Perks]] and [[Upgrades]] in the [[Smoldering City]].&lt;br /&gt;
&lt;br /&gt;
==== Produced Goods Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Worker panel example-just the storage.png|thumb|300px|The Internal Storage in a Woodcutters&#039; Camp is almost full. It has 8 Wood and 6 Copper Ore that need to be delivered to a Warehouse.]]&lt;br /&gt;
&lt;br /&gt;
In the example screenshot, a [[Woodcutters&#039; Camp]] has an internal Storage capacity of 15. It is holding 8 [[Wood]] and 6 [[Copper Ore]] that are awaiting delivery to the closest Warehouse. The blue button to &#039;&#039;&#039;Force delivery now&#039;&#039;&#039; can be used before the Storage is full to force a Worker to stop producing and take Goods to the Warehouse. This is useful if you have Buildings awaiting construction or [[Glade Events]] that urgently need Resources.&lt;br /&gt;
&lt;br /&gt;
==== Ingredients Storage ====&lt;br /&gt;
&lt;br /&gt;
[[File:Internal storage example.png|thumb|300px|The ingredients stored in an unoccupied Crude Workstation are being wasted. They are inaccessible to other Buildings that could use them.]]&lt;br /&gt;
&lt;br /&gt;
In another example, a [[Crude Workstation]] in a settlement still stands, but all its [[Recipes]] can be made with other, more efficient (higher-star) Buildings. However, this Building still has valuable ingredients stored that other Buildings cannot access. Clicking the red-and-white &#039;&#039;&#039;X&#039;&#039;&#039; button on the Resource icon instantly transfers these Goods back to the [[Warehouse]]. If you accidentally remove the wrong ingredient, a [[Worker]] will need to go pick the ingredient back up from the Warehouse before they can work on the Recipe.&lt;br /&gt;
&lt;br /&gt;
== List of Essential Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main page: [[List of Essential Blueprints]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{:List of Essential Blueprints}}&lt;br /&gt;
&lt;br /&gt;
== List of Buildings ==&lt;br /&gt;
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:&#039;&#039;Main page: [[List of Buildings]]&#039;&#039;&lt;br /&gt;
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{{:List of Buildings}}&lt;/div&gt;</summary>
		<author><name>76561198099891441</name></author>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Recipes&amp;diff=5683</id>
		<title>Recipes</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Recipes&amp;diff=5683"/>
		<updated>2024-01-10T02:46:03Z</updated>

		<summary type="html">&lt;p&gt;76561198099891441: &lt;/p&gt;
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&lt;div&gt;== Overview ==&lt;br /&gt;
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Recipes represent the way raw or unrefined goods are refined, crafted, or packaged into more valuable goods. This value comes from the goods&#039; ability to be used to satisfy villagers&#039; [[Complex Food Need]]s or [[Services Need]]s or for [[Trading]].&lt;br /&gt;
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The game calls all the ways that buildings gather goods, produce goods, or provide services &#039;&#039;&#039;recipes.&#039;&#039;&#039; There are only a few things in buildings that are not recipes. For example, the [[Passive Effects]] from [[Buildings#Service Buildings|service buildings]], the [[Stormforged Cornerstones]] in the [[Forsaken Altar]], and the [[Hearths#Firekeeper Bonus|Firekeeper Bonus]]es in the [[Hearths|Ancient Hearth]] are not recipes.&lt;br /&gt;
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By sequencing together recipes into production chains across your settlements&#039; buildings&#039;, you multiply goods. Production recipes usually generate more units of the product than they use of the ingredients. For example, many production recipes produce 10 of a particular good, like {{rl|Jerky}}, but use much fewer than 10 of the input ingredients, like {{rl|Meat}}. This becomes especially useful if you can get complex food production up early, as you can feed more villagers with complex food than with raw food.&lt;br /&gt;
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{{Recipe|Jerky|Butcher}}&lt;br /&gt;
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== Swapping Ingredients ==&lt;br /&gt;
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[[File:Recipes_example.png|thumb|Two recipes shown in the game]]&lt;br /&gt;
[[File:Frame_UI_Swap_Ingredient.png|{{ImgL}}|left|alt=Look for this border around ingredients you can swap]]&lt;br /&gt;
Whenever producing a new recipe, check to see which ingredients are allowed. If the recipe accepts multiple ingredients, the resource icon will be round with rotating arrows around it. If the ingredient is required, the icon will be square.&lt;br /&gt;
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In the example screenshot, the top recipe is for {{rl|Barrels}}. This Building is currently using {{rl|Crystalized Dew}} for this recipe, but the rotating arrows around the icon means you can swap the ingredient. This recipe also has a fixed ingredient of {{rl|Planks}}; the square border around the ingredient icon means you cannot swap this ingredient. The bottom recipe for {{rl|Pack of Provisions}} is currently using {{rl|Eggs}}, but that can be changed, indicated by the rotating arrow circular frame around the Eggs icon.&lt;br /&gt;
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== Recipes Panel ==&lt;br /&gt;
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[[File:Icon RecipesButton.png|x58px|left|Recipes button]]&lt;br /&gt;
[[File:RecipesBookIcon.png|thumb|Recipes icon (fourth from left, like a book) in the top right of the screen]]&lt;br /&gt;
You can also see your current Resource amounts from the Recipes Panel. You can browse the Recipes Panel by either end Product or Ingredient - allowing you to see which [[Recipes]] either produce or use that Resource. If you uncheck Show All, it will only display the Resources and Buildings you have available. You can also check Show All to explore the full list of Recipes.&lt;br /&gt;
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When browsing by Product, the left-hand side number indicates the current amount in Storage; and on the right-hand side you can set a Global Production Limit for that Resource. If you click on a Product, it will expand a menu showing which Buildings have Recipes for that Product - including which Ingredients can be used, how many Ingredients are required, and how many resulting Resources that Recipe will produce. It will also display all possible Resources which could be used to produce that Product in the bottom of the panel - including how many currently reside in your Storage.&lt;br /&gt;
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When browsing by Ingredient, the left-hand side number indicates the current amount in Storage. If you click on an Ingredient, it will expand a menu showing all the Recipes from all the Buildings which use that Ingredient. If you have unlocked a particular Building, you can adjust which Ingredients are being used and apply a Building-specific Production Limit that overrides the Global Production Limit.&lt;br /&gt;
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The Recipes Panel hotkey is &amp;lt;code&amp;gt;U&amp;lt;/code&amp;gt; by default.&lt;/div&gt;</summary>
		<author><name>76561198099891441</name></author>
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