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Trace the named resource from where it is made
The official wiki explains that production buildings have limited internal output storage, while external Granaries and Warehouses move resources through the settlement. Resource totals may be in buildings, stalls, storage or in transit; use resource tracking and the resource panel to locate the stock rather than relying on a single total.
- Open the resource overview and identify the exact input the workshop needs; note the quantity and where the interface says it is held.
- Select the source building and confirm it is producing, has the required inputs/workers and has output stock available.
- Choose the appropriate external storage type: Granary for food-based resources, Warehouse for non-food materials and manufactured goods; follow the current wiki's exceptions for specialized resources.
- Check that a storage slot is assigned to this exact resource and that its state permits the desired movement.
- Inspect distance and transporter availability at both storage and consumer; avoid assuming a stock total means the item is already reachable.
References: Foundation Official Wiki: Resource Logistics · Foundation Official Wiki: Resources
Use the slot state that matches the direction
Foundation's official logistics guide distinguishes the storage controls by their transport behavior. Accept permits bringing resource stock in from production or compatible Accept slots; Stock Maximum is used for a distribution hub that replenishes from a primary Accept store. A consumer cannot use stock that has not been collected, and a badly placed hub can leave workers traveling farther than expected.
- For a basic two-tier route, place a primary store near production and set its resource slot to Accept.
- Place a distribution store near the consumer and set the same resource slot to Stock Maximum.
- Make sure transporters are assigned and the resource has not been Refused or left in an incompatible slot state.
- Observe whether the consumer's worker fetches from the hub; if not, check route distance, stock amount, assignment and whether a closer eligible source is competing.
| Slot state | Transport behavior described by wiki | Diagnostic use |
|---|---|---|
| Accept | Transporters can collect from production or another eligible Accept slot | Primary collection near producers |
| Stock Maximum | Pulls from Accept slots, not from another Stock Maximum slot | Local distribution hub close to consumers |
| Refuse | Stops new stock being added while consumers can still withdraw existing stock | Prevent further collection, not a way to replenish |
| Empty Stock | Moves stock out to another eligible storage location | Clear a location, not a local supply buffer |
References: Foundation Official Wiki: Resource Logistics
Fix one bottleneck, then watch the actual hand-off
This workflow is a troubleshooting aid, not a guarantee about Foundation's path selection. The official wiki cautions that consumer sourcing depends on several factors, including proximity and available quantities. Do not treat an example layout from a discussion as universal.
- Track the resource in-game so its holders and carriers are visible.
- Resolve the first confirmed gate: wrong storage type, missing slot, incompatible slot state, no stock, no transporter, or excessive travel.
- Let the building cycle once and check whether the input stock changes at the consumer.
- If moving a warehouse or creating a second hub, change one factor at a time and compare the same resource flow.
- Use Steam discussions only to compare similarly dated reports; verify any proposed mechanic in the official wiki or UI.
References: Foundation Official Wiki: Resource Logistics · Foundation Steam Discussions (player-generated)
Before you play
- Exact missing resource named.
- Stock location identified, not just total stock read.
- Granary/Warehouse/specialized store matched to resource category.
- Storage slot assigned and state checked for the intended route.
- Transporter capacity and distance considered.
- One route change tested against the building's next visible input/output state.
Frequently asked questions
If the top bar shows a resource, why can't my workshop use it?
The stock could be in another building, incompatible storage, a market stall or transit. Track the resource and check the consumer's nearest eligible source and slot settings.
Can a Stock Maximum slot supply another Stock Maximum hub?
The official logistics page says transporters do not pull from another Stock Maximum slot; its two-tier example uses an Accept primary store feeding a Stock Maximum distribution hub.
Can this checker tell me the shortest route?
No. It can only organize the states you enter; Foundation's sourcing depends on multiple factors and the tool does not inspect the map, workers or save.
Sources & revision notes
Editorial revision: November 6, 2026; not a gameplay test date. The reference notes identify source limits and version differences.
- Foundation Official Wiki (Official)
Polymorph Games identifies this as the official Foundation wiki. Individual articles can change; consult their current in-game help and article revision information when available.
- Foundation Official Wiki: Resource Logistics (Official)
Official wiki describes storage slot states, transporter limits, internal storage and distance-sensitive collection. It explicitly says worker sourcing behavior depends on several factors, so the guide uses a diagnostic sequence, not a guaranteed pathfinding formula.
- Foundation Official Wiki: Resources (Official)
Official wiki distinguishes resource categories and Granary, Warehouse, Monastic Grange and Armoury storage; resource tracking shows stock locations.
- Foundation Steam Discussions (player-generated) (Community)
Player-authored discussions are clues, not official mechanics or verified GamerWin reports. Check date/build and reproduce the issue in the game before relying on a suggested fix.
November 6, 2026: added a source-scoped storage-route diagnostic using the official Foundation wiki. The steps are editorial synthesis, not a recorded play test or deterministic pathfinding rule.
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