Warehouse: Difference between revisions
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{{Version|1.4.15}} | |||
{{Buildingbox|Warehouse | {{Buildingbox|Main Warehouse}} | ||
== Overview == | |||
[[File:Storage icon.png|120px|thumb|left|Small Warehouse]] 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 {{rl|Coal}} in a warehouse, 55 {{rl|Coal}} '''will immediately appear in all other warehouses on the map.''' | |||
[[File:Storage icon.png| | |||
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# 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. | # 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. | # 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 | # 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). | ||
<br/><br/><br/><br/><br /> | |||
== Haulers == | == Haulers == | ||
Haulers can be unlocked | Haulers can be unlocked by buying the '''Obsidian Archive''' level 13 and '''Obsidian Archive''' level 17 [[upgrades]]. | ||
Warehouses can be assigned dedicated haulers | 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]]. | ||
Haulers | 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. | ||
= Cornerstones and Perks affecting the Warehouse = | == Cornerstones and Perks affecting the Warehouse == | ||
{{ | {{Perks|description=Haul}} | ||
== Warehouse Tips == | == 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 | * Building Small Warehouses near buildings that have limited production time, like {{bl|Small Farm}}, is important for improving productivity. | ||
*Every new [[Hearth]] built needs a | * 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. | ||
* Viceroys can move their Small Warehouses when playing on the Levitating Monument | * 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. |
Latest revision as of 22:37, 8 November 2024
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:
Blightrot (Comfort)
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 level 13 and Obsidian Archive level 17 upgrades.
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.
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.
Cornerstones and Perks affecting the Warehouse
Name | Rarity | Description | Sources | Price | ||||
---|---|---|---|---|---|---|---|---|
Alt | Cor | Ord | Rel | Tra | ||||
Dual Carriage System | Legendary | Two rainpunk hauling carts will be assigned to the Main Warehouse to help transport resources between buildings. | x | Cor | x | x | x | 0 |
Safety Ropes | Rare | A set of strong ropes to secure any shipment. Haulers can carry 5 more goods at once. | x | x | x | Rel | Tra | 20 |
Specialized Workwear | Rare | Specialized equipment enhanced with rainpunk technology. Haulers move +25% faster. | x | x | x | Rel | Tra | 20 |
Travel Rations | Epic | With provisions, haulers don't have to return to the Hearth as often. Increases time between breaks for haulers by +50%. | x | Cor | 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.