Warehouse: Difference between revisions
(Updated import rate.) |
mNo edit summary |
||
(One intermediate revision by the same user not shown) | |||
Line 34: | Line 34: | ||
| WeaponBays = No | | WeaponBays = No | ||
}} | }} | ||
'''Warehouses''' store [[commodities]] for later use. | '''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. | ||
Line 41: | Line 41: | ||
===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 | 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
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. 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.