Warehouse: Difference between revisions

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'''Warehouses''' store [[commodities]] for later use. It can be configured to fetch a single commodity type from all connected [[building]]s. Warehouses store commodities that would typically exist in a solid dry state.
'''Warehouses''' store [[commodities]] for later use. They can be configured to fetch a single commodity type from all connected [[building]]s. 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_Line|manufacturing line]]s, and [[broker]]s will sell wares and fill [[shipment]]s with commodities stored in warehouses.
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_Line|manufacturing line]]s, and [[broker]]s will sell wares and fill [[shipment]]s with commodities stored in warehouses.
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===Potential issues===
===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_Blueprint|building blueprint]]s with larger storage for the manufacturing buildings is usually a better strategy.
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 vastly lower than the output of most dedicated manufacturing hubs. As a result, their best use case is currently for receiving broker shipments. Using [[Building_Blueprint|building blueprint]]s with larger storage for the manufacturing buildings is usually a better strategy.


[[Category:Buildings]]
[[Category:Buildings]]
[[Category:Commercial_Buildings]]
[[Category:Commercial_Buildings]]

Latest revision as of 01:54, 15 March 2024

Building
Warehouse
BWarehouse.png
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. They 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 vastly lower than the output of most dedicated manufacturing hubs. 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.