Warehouse
Warehouse | |
---|---|
Type | Building |
Description | Stores Products for Bulk Trade |
Placement Requirement | Can't build on aliens' claims. Can't build in aliens' jurisdiction. |
Note | Imports a specific dry commodity until full. |
Structural Requirements | |
Arena | Ok |
Auditorium | Ok |
Battery | Ok |
Commodity Storage | 1m³ Space Required |
Field Area | Ok |
Generator | No |
Guard Post | No |
Home, Large | Ok |
Home, Medium | Ok |
Home, Small | Ok |
Livestock | Ok |
Lounge Space | Ok |
Office Space | 1 Office Required |
Parking, Ground Vehicles | Ok |
Parking, Space Vehicles | Ok |
Parking, Water Vehicles | Ok |
Parking, Spacecraft | No |
Radar | No |
Shield Generator | No |
Shop Space | Ok |
Space Vehicle Launchers | No |
Space Vehicle Recovery Systems | No |
Store Space | No |
Surgery Units | No |
Transporters | No |
Turrets | No |
Weapon Bays | No |
Warehouses store commodities for later use. It can be configured to fetch a single commodity type from all connected buildings. Warehouses store commodities that would typically exist in a solid dry state.
Commodities stored in warehouses are made available to all other connected buildings that need them. For example factory buildings will fetch commodities from a warehouse to run their manufacturing lines, and brokers will sell wares and fill shipments with commodities stored in warehouses.
A warehouse cannot be set to fetch liquid and gas commodities, those are only handled by storage tanks.
Potential issues
Warehouses are fairly contentious in their functionality due to their slow commodity import rate. This can usually be seen as up to 1000 units every 6 minutes, which is lower than the output of a dedicated manufacturing hub. As a result, their best use case is currently for receiving broker shipments. Using building blueprints with larger storage for the manufacturing buildings is usually a better strategy.