Storage
Storage is a building category for structures that store Goods. There are three types of stores: Warehouses, Piles and Tanks. Each type of good requires a specific type of store. A store can only store a single type of good at a time. You can change your selection at any time but before
Beavers and
Bots start bringing the new goods, they must remove the old goods. Stores, except the
Underground Pile, are open on at least one side, so you can see the stored goods.
Builders can only collect Rubble if there is enough available storage for the contained Goods.
Hauling
By default, Workers and
haulers store produced goods at the nearest available store. In addition, stores have options to customize hauler behavior further.
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Option | Result |
---|---|
Accept Goods | This is the default setting. The storage accepts the selected good and workers can take them for use. |
Obtain | Haulers fill the store by bringing the goods from other structures. This happens on top of the normal “Accept” behavior. This button is hidden in Districts where ![]() |
Supply | Haulers redistribute the goods to other stores, while continuing to accept new goods from nearby producers. This mode affects ![]() ![]() |
Empty | The store no longer accepts goods. The inventory will be moved elsewhere or consumed. The store has a status of Building Is Being Emptied. |
Statuses Relating To Storage
These statuses depend on the availability of Storage capacity. They may not be exclusive to stores.
Status | Description |
---|---|
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No type of goods has been set to store here. Suppress this status by setting it to Empty. |
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See Empty above
Stores that are set to Empty, or are being emptied to make room for another type of goods. Vertically stacked stores set to Empty arrange their icons in stacking order, with the topmost roundel representing the topmost affected store. |
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This also displays in Status Messages. These are stores set to Supply or Obtain when the ![]() ![]()
|
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List of Buildings
For details of each of the Goods, follow its link to its main page.
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Factions | ![]() |
Bounding Box [a] |
Material Cost | Capacity | -per square | Goods Stored | Attributes | Notes |
---|---|---|---|---|---|---|---|---|---|
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1x1, 2h | 2![]() |
20![]() |
20![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
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3x3, 2h | 6![]() |
180![]() |
20![]() |
|||||
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1000![]() |
3x3, 1h, -2![]() |
20![]() ![]() ![]() |
1000![]() |
111.11![]() |
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[b] | ||
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1x1, 1h | 4![]() |
20![]() |
20![]() |
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3x3, 1h | 12![]() |
180![]() |
20![]() |
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Factions | ![]() |
Bounding Box [a] |
Material Cost | Capacity | -per square | Goods Stored | Attributes | Notes |
---|---|---|---|---|---|---|---|---|---|
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1x1, 1h | 3![]() |
30![]() |
30![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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2x3, 1h | 15![]() |
200![]() |
33.33![]() |
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250![]() |
3x3, 2h | 60![]() ![]() |
1200![]() |
133.33![]() |
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Factions | ![]() |
Bounding Box [a] |
Material Cost | Capacity | -per square | Goods Stored | Attributes | Notes |
---|---|---|---|---|---|---|---|---|---|
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1x1, 2h | 15![]() |
30![]() |
30![]() |
![]() ![]() ![]() |
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120![]() |
2x2, 3h | 30![]() ![]() |
300![]() |
75![]() |
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600![]() |
3x3, 3h | 80![]() ![]() ![]() |
1200![]() |
133.33![]() |
[a] Heights of non-solid buildings are determined by the number of 1-high solid blocks required before a Suspension Bridge clears it.
[b] When placed on elevated terrain, the Underground Pile requires a ground-only placement with at least two layers of terrain beneath it. This 2-deep requirement does not apply to the lowest point of the map
Trivia
- You used to be able to store many different goods in a single warehouse. This caused interesting problems as one good would choke fill the entire warehouse (no maximum) and block production/delivery of other important goods.
- During the same time period, warehouses could also transfer power. They lost this ablity at the same time that walls were removed so you could more easily see what was being stored.
- Don't try to count the number of boxes visually displayed and compare it to the actual count. It rarely matches.