Warehouse: Difference between revisions

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|icon = [[File:warehouse_icon.png]]
|icon = [[File:warehouse_icon.png]]
|cost = '''Wood:'''<br />&nbsp;[[File:wood_icon.png]] × 1<br />&nbsp;[[File:wood_icon.png]] + 1 <small>(every 10 tiles)</small><br />&nbsp;[[File:stone_icon.png]] + 1 <small>(every 10 tiles)</small><br />'''Stone:'''<br />&nbsp;[[File:stone_icon.png]] × 1<br />&nbsp;[[File:wood_icon.png]] + 1 <small>(every 10 tiles)</small><br />&nbsp;[[File:stone_icon.png]] + 1 <small>(every 10 tiles)</small><br />'''Grand:'''<br />&nbsp;[[File:cut_stone_icon.png]] × 2<br />&nbsp;[[File:wood_icon.png]] + 1 <small>(every 10 tiles)</small><br />&nbsp;[[File:stone_icon.png]] + 1 <small>(every 10 tiles)</small>
|cost = '''Wood:'''<br />&nbsp;[[File:wood_icon.png]] × 1<br />&nbsp;[[File:wood_icon.png]] + 1 <small>(every 10 tiles)</small><br />&nbsp;[[File:stone_icon.png]] + 1 <small>(every 10 tiles)</small><br />'''Stone:'''<br />&nbsp;[[File:stone_icon.png]] × 1<br />&nbsp;[[File:wood_icon.png]] + 1 <small>(every 10 tiles)</small><br />&nbsp;[[File:stone_icon.png]] + 1 <small>(every 10 tiles)</small><br />'''Grand:'''<br />&nbsp;[[File:cut_stone_icon.png]] × 2<br />&nbsp;[[File:wood_icon.png]] + 1 <small>(every 10 tiles)</small><br />&nbsp;[[File:stone_icon.png]] + 1 <small>(every 10 tiles)</small>
|building_type = [[Infrastructure]]
|building_type = [[Logistics]]
|subtype = None
|noise = No
|noise = No
|components = 1
|components = 1
|expandable = Yes
|expandable = Yes
|comp_req = '''Crate:'''<br />&nbsp;[[File:wood_icon.png]] × 1 <small>(per tile)</small><br />&nbsp;[[File:stone_icon.png]] × 1 <small>(per tile)</small>
|comp_req = '''Crate:'''<br />&nbsp;[[File:stone_icon.png]] × 1 <small>(per tile)</small><br />&nbsp;[[File:wood_icon.png]] × 1 <small>(per tile)</small>
|input =
|input =
|output =
|output =
|percent =
|percent =
}}'''Warehouses''' are [[infrastructure]] [[building]]s that allow [[resources]] to be [[Storage|stored]] inside them. Any resource stored in a warehouse can be easily tracked by the player. When other buildings have finished goods that won't be used right away, they will be taken to the nearest warehouse that allows that specific resource to be stored. Warehouses only require one [[component]] to be finished, and that's the crate. The more crates added to a warehouse, the more it can store. Once a warehouse is fully built, the player must choose which resources can be stored there.
}}'''Warehouses''' are [[logistics]] [[building]]s that allow [[resources]] to be [[Storage|stored]] inside them. Any resource stored in a warehouse can be easily tracked by the player. When other buildings have finished goods that won't be used right away, they will be taken to the nearest warehouse that allows that specific resource to be stored. Warehouses only require one [[component]] to be finished, and that's the crate. The more crates added to a warehouse, the more it can store. Once a warehouse is fully built, the player must choose which resources can be stored there.


Employees must be recruited through the warehouse, in which said employees will be tasked with carrying things in and out of that particular building. Resources can be stored in multiples of 128. Every 128 units of resources require one crate each. Warehouses can also be configured to have a customized circular radius size, which means that anything within that radius is allowed in that warehouse, and anything ''not'' within that radius isn't allowed to be stored there.
Employees must be recruited through the warehouse, in which said employees will be tasked with carrying things in and out of that particular building. Resources can be stored in multiples of 128. Every 128 units of resources require one crate each. Warehouses can also be configured to have a customized circular radius size, which means that anything within that radius is allowed in that warehouse, and anything ''not'' within that radius isn't allowed to be stored there.
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File:warehouse_radius_example.png|A small warehouse with its radius set to only 1%.
File:warehouse_radius_example.png|A small warehouse with its radius set to only 1%.
</gallery>
</gallery>
==Version history==
===0.60.6===
*Improved warehouse workers.
===0.59.1 - 0.59.26===
*Fixed nasty bugs where caravans would deliver double, and reserve space in the warehouse.
*Fixed broken warehouses. Industries not being fetched from might have to be refurnished.
*Problem is resources being reserved by warehouse workers, and never picked up or unreserved. - Sorry!
*Attempted to make warehouse workers cycle through goods that they fetch.
===0.59.0===
*Warehouse and export depot UI fixes.
*Some rooms have their settings copied when copying them. Worker limits and warehouse settings.
===0.58.22===
*Warehouse capacity UI fix.
===0.58.19===
*Warehouse hover fix.
===0.56.0===
*Logistics mechanics overhauled, added an "empty to" mechanics which lets you empty resources to specific warehouses.
{{navbar_buildings}}
{{navbar_buildings}}
[[Category:Buildings]]
[[Category:Buildings]]
 
[[Category:Articles_with_gallery]]
==History==
===0.56.0===
*Logistics mechanics overhauled, added a "empty to" mechanics which lets you empty resources to specific warehouses.

Latest revision as of 03:23, 18 June 2022

Warehouse
On a scale from 1 to 10, warehouses are important.
Building Information
Icon
Building cost Wood:
  × 1
  + 1 (every 10 tiles)
  + 1 (every 10 tiles)
Stone:
  × 1
  + 1 (every 10 tiles)
  + 1 (every 10 tiles)
Grand:
  × 2
  + 1 (every 10 tiles)
  + 1 (every 10 tiles)
Category Logistics
Sub-category None
Produces noise? No
Components 1
Expandable? Yes
Component Requirements Crate:
  × 1 (per tile)
  × 1 (per tile)
Production Information
Input None
Output None

Warehouses are logistics buildings that allow resources to be stored inside them. Any resource stored in a warehouse can be easily tracked by the player. When other buildings have finished goods that won't be used right away, they will be taken to the nearest warehouse that allows that specific resource to be stored. Warehouses only require one component to be finished, and that's the crate. The more crates added to a warehouse, the more it can store. Once a warehouse is fully built, the player must choose which resources can be stored there.

Employees must be recruited through the warehouse, in which said employees will be tasked with carrying things in and out of that particular building. Resources can be stored in multiples of 128. Every 128 units of resources require one crate each. Warehouses can also be configured to have a customized circular radius size, which means that anything within that radius is allowed in that warehouse, and anything not within that radius isn't allowed to be stored there.

The carrying capacity can be increased for warehouse workers with upgrades purchased via knowledge points.

In-game description

"Used to store goods. Significantly decreases the spoil rate and lets you keep track of storage amount."

Gallery

Version history

0.60.6

  • Improved warehouse workers.

0.59.1 - 0.59.26

  • Fixed nasty bugs where caravans would deliver double, and reserve space in the warehouse.
  • Fixed broken warehouses. Industries not being fetched from might have to be refurnished.
  • Problem is resources being reserved by warehouse workers, and never picked up or unreserved. - Sorry!
  • Attempted to make warehouse workers cycle through goods that they fetch.

0.59.0

  • Warehouse and export depot UI fixes.
  • Some rooms have their settings copied when copying them. Worker limits and warehouse settings.

0.58.22

  • Warehouse capacity UI fix.

0.58.19

  • Warehouse hover fix.

0.56.0

  • Logistics mechanics overhauled, added an "empty to" mechanics which lets you empty resources to specific warehouses.