Manufacturing: Difference between revisions
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[[file:ManufacturingExample.png|thumb|right|The Building window showing the manufacturing tab of an [[Electronics_Factory|electronics factory]].]] | |||
| | All factory [[buildings]] produce [[commodities]] using manufacturing processes. | ||
The manufacturing processes of a building can be configured using the "Building" window (default <code>F10</code>) while at the building's site. Manufacturing processes can also be configured remotely via the [[capitol]] building. | |||
==Workshops== | |||
A factory building has a certain number of workshops available depending on the [[Building_Design|building design]], these workshops are then allocated to manufacturing processes by a player. The input and output of a manufacturing process is multiplied by the number of workshops allocated to it, but the process duration will remain the same. | |||
== | ==Manufacturing Processes== | ||
===New=== | |||
[[file:ManufacturingNewProcess.png|thumb|right|Adding a new manufacturing process for [[Command And Control Module]]s.]] | |||
A new manufacturing process requires at least one unallocated workshop. A small dialog with a dropdown menu allows the selection of what [[commodity]] the new manufacturing process will produce, the number of workshops, the minimum quality of the input materials, and the limit to how much of the product to stock before workers stop running the process. A limit of "0" means the workers will never stop trying to run the process. | |||
=== | ===Remove=== | ||
Removing a manufacturing process will free up all workshops allocated to that process. | |||
==Workers== | |||
The workers indicate how many [[citizen]]s are actively working at the building. Workers will automatically be assigned to manufacturing processes that have vacant workshops from top to bottom. They are assigned from citizens in any home that is connected to the factory, up to the number of allocated workshops. Manufacturing processes with no allocated workshops will not be assigned workers. | |||
A manufacturing process that has workers assigned to it will run periodically, the empire's [[Tax|income tax]] determines the frequency of runs (but not the amount of time a run takes). A lower tax rate means less time between fetching the inputs and beginning the process. | |||
The | ===Ordering=== | ||
A manufacturing process can be moved up and down the list. The order of the manufacturing processes determines the priority of the workers, for example; the second manufacturing process will not be allocated any workers before the first process has workers equal to its workshops. | |||
==Parameters== | |||
===Minimum Quality=== | |||
Establishes the minimum [[quality]] of [[commodities]] used in the manufacturing process. Commodities of lower quality than the selected minimum will be ignored when fetching needed commodities for the manufacturing process. | |||
The quality of [[tool]]s and [[environmental]] factors do not matter as they have no bearing on the quality of the end product. | |||
This option does not affect manufacturing processes that don't consume commodities. For example, mining processes at [[mine]]s, farming at a [[farm]], or refining gasses from the atmosphere at a [[refinery]]. | |||
===Stock Limit=== | |||
Setting a stock limit will stop citizens from running the manufacturing process if the building's inventory has equal or greater amount of its output commodity type. | |||
==Operation== | ==Operation== | ||
To view the progress of a manufacturing line or operate it manually | To view the progress of a manufacturing line or operate it manually: | ||
===Components and Tools=== | ===Components and Tools=== | ||
The first box lists all the [[commodities]] that will be consumed when the manufacturing line is run. The second box | The first box lists all the [[commodities]] that will be consumed when the manufacturing line is run. The second box lists all of the [[tool]]s or other factors that are required. There may also be optional tools that provide a [[File:Mc_DecreasesTime.png|16px]]timer speedup, or [[File:Mc_IncreasesProduction.png|16px]]increase the yield of the run. Tools may take durability damage when used. | ||
===Fetch and Run=== | ===Fetch and Run=== | ||
''Fetch'' will | ''Fetch'' will import needed commodities directly from the storage at connected buildings. The commodities are added to the manufacturing process. When a number of commodities is fetched, a test of their quality is made. If any fail, the number of fetched commodities is reduced. Another fetch is then required to get more. | ||
Tools are used from the building's tool box. If a tool is needed, one is fetched from connected buildings. Tools are used when the manufacturing process is run. | |||
''Run'' will first | ''Run'' will first attempt to fetch any missing commodities, meaning that using the "Fetch" button is not actually necessary. If all needed commodities are in the manufacturing process, a check is then made for required tools and [[environmental]] factors, and on success the process is started. | ||
===Output=== | ===Output=== | ||
The manufacturing | The manufacturing process displays a message to indicate the result of the last run. It shows the [[quality]] and quantity of the commodities produced. | ||
This can also display warnings about being unable to spawn a [[spacecraft]] or [[vehicle]], or obsolete discarding of product. | |||
==Manual Labor== | |||
An [[avatar]] can run any manufacturing process the building has listed. If the number of workers is less than the number of workshops, the avatar will be added to the number of workers for that run of the process. | |||
If a manufacturing process has no workshops allocated it will get no workers and therefore won't be run. An avatar can however manually run the manufacturing process if desired. | |||
[[Category:Guides]][[Category:Colonization]] | [[Category:Guides]] | ||
[[Category:Colonization]] | |||
Latest revision as of 03:15, 22 August 2026

All factory buildings produce commodities using manufacturing processes.
The manufacturing processes of a building can be configured using the "Building" window (default F10) while at the building's site. Manufacturing processes can also be configured remotely via the capitol building.
Workshops
A factory building has a certain number of workshops available depending on the building design, these workshops are then allocated to manufacturing processes by a player. The input and output of a manufacturing process is multiplied by the number of workshops allocated to it, but the process duration will remain the same.
Manufacturing Processes
New

A new manufacturing process requires at least one unallocated workshop. A small dialog with a dropdown menu allows the selection of what commodity the new manufacturing process will produce, the number of workshops, the minimum quality of the input materials, and the limit to how much of the product to stock before workers stop running the process. A limit of "0" means the workers will never stop trying to run the process.
Remove
Removing a manufacturing process will free up all workshops allocated to that process.
Workers
The workers indicate how many citizens are actively working at the building. Workers will automatically be assigned to manufacturing processes that have vacant workshops from top to bottom. They are assigned from citizens in any home that is connected to the factory, up to the number of allocated workshops. Manufacturing processes with no allocated workshops will not be assigned workers.
A manufacturing process that has workers assigned to it will run periodically, the empire's income tax determines the frequency of runs (but not the amount of time a run takes). A lower tax rate means less time between fetching the inputs and beginning the process.
Ordering
A manufacturing process can be moved up and down the list. The order of the manufacturing processes determines the priority of the workers, for example; the second manufacturing process will not be allocated any workers before the first process has workers equal to its workshops.
Parameters
Minimum Quality
Establishes the minimum quality of commodities used in the manufacturing process. Commodities of lower quality than the selected minimum will be ignored when fetching needed commodities for the manufacturing process.
The quality of tools and environmental factors do not matter as they have no bearing on the quality of the end product.
This option does not affect manufacturing processes that don't consume commodities. For example, mining processes at mines, farming at a farm, or refining gasses from the atmosphere at a refinery.
Stock Limit
Setting a stock limit will stop citizens from running the manufacturing process if the building's inventory has equal or greater amount of its output commodity type.
Operation
To view the progress of a manufacturing line or operate it manually:
Components and Tools
The first box lists all the commodities that will be consumed when the manufacturing line is run. The second box lists all of the tools or other factors that are required. There may also be optional tools that provide a
timer speedup, or
increase the yield of the run. Tools may take durability damage when used.
Fetch and Run
Fetch will import needed commodities directly from the storage at connected buildings. The commodities are added to the manufacturing process. When a number of commodities is fetched, a test of their quality is made. If any fail, the number of fetched commodities is reduced. Another fetch is then required to get more.
Tools are used from the building's tool box. If a tool is needed, one is fetched from connected buildings. Tools are used when the manufacturing process is run.
Run will first attempt to fetch any missing commodities, meaning that using the "Fetch" button is not actually necessary. If all needed commodities are in the manufacturing process, a check is then made for required tools and environmental factors, and on success the process is started.
Output
The manufacturing process displays a message to indicate the result of the last run. It shows the quality and quantity of the commodities produced.
This can also display warnings about being unable to spawn a spacecraft or vehicle, or obsolete discarding of product.
Manual Labor
An avatar can run any manufacturing process the building has listed. If the number of workers is less than the number of workshops, the avatar will be added to the number of workers for that run of the process.
If a manufacturing process has no workshops allocated it will get no workers and therefore won't be run. An avatar can however manually run the manufacturing process if desired.