PALE BLUE ROSELibrary

Drying Racks

Fully implemented

Everything it needs is in the game.

2 workers a level turn 17 fish into 20 food from the town's stock. Racks in the wind dry fish for the winter.

Building window In game

What opens when you click it.

Drying Racks
Level 1 of 10
✕
Working
Workers−2 / 2+
PriorityClosedNormalHigh
Production
Foodthis batch
Storage & realm supply
Food here0 / 150
Realm minimumset by you
Realm maximumoff
Card slots
Empty
Upgrades · this building only
Research + blueprint cardHold to demolish

3D model In game

Drag to turn · scroll to zoom

Card In game

BlueprintCommon
Drying Racks
Unlocks the Drying Racks
30 wood · 25 stone

The blueprint card you buy to unlock it carries the same glyph.

In the game now Game data

Its live recipes, who uses its goods and how you unlock it.

RecipeModeUsesMakes
1Dried fish2 Fish1 Food
2Salt fishSalt fish: 1 fish and 1 salt make 1 salted fish. A winter food that keeps for months.
3StockfishStockfish: dry in the wind, no salt needed; it keeps for five years. Uses 2 fish, makes 1 stockfish.
4Cod stockfishCod stockfish: dry in the wind. Uses 2 cod, makes 1 stockfish.
5Halibut stockfishHalibut stockfish: dry in strips. Uses 2 halibut, makes 1 stockfish.
6Salt herringSalt herring: 1 herring and 1 salt make 1 salted fish.
7Salt mackerelSalt mackerel: 1 mackerel and 1 salt make 1 salted fish.
8Salt tunaSalt tuna: 1 tuna and 1 salt make 1 salted fish.

Its goods are used by:

Research: tier 1 node, base cost 100 research points.

Planned design Planned

Its planned design is built.

Drying RacksProduction · level 1 · 2 / 2 workers
×
One batch (game data)
2 Fishinto1 Food 56 ticks
Speed
Work speed100 %
Productivity90 %
Motivation75 %
Job happiness60 %
Working hours
Very shortShortMidLongVery long
Wages a worker
Very lowLowMidHighVery high
Body and mind
Physical
Mental
Danger: death a year0.1 %
Injury a year1 %
Needs none
Around it
Nuisancenone
Fire risklow
Upkeep a month
Wages, 2 workers2 grain
Building1 tools
Condition100 %

production stat sheet. Batch from the game data where it exists; values with a dotted underline are design defaults for the food group.

Age

Dark Age

Inputs and outputs

codnewother lean fishnewintoStockfishnewDried fishnew
  • Makes Stockfish (dried cod, keeps 5 years): Quartermaster depot, ships, trade south (fast days); Dried fish: houses in winter, field rations
  • Needs cod or other lean fish; 1 hanger

Range rule

a cold, windy coast (north, highland); open racks within 12 m of the shore; no salt, no fuel

Links

Why it is interesting

The north's free preserver: cold wind instead of salt keeps cod 5 years, but only on cold, windy coasts.

Named by

Goods and chains

What it takes in and gives out, with the buildings on the other end.

Made by

None yet

Needed by

None yet

Needed by

None yet

All stats Game data

Model
house 2
Footprint
6 x 6 m
Door
front side, offset 0 m
Build cost
30 wood, 25 stone
Build work
3,000
Builders at once
3
Storage
150 food
Card slots
1
Tier
a
Makes
food
Work per batch
56 ticks (2.8 s of work)
Workers per level
2
Works outdoors
no
Consumes
Fish: 2

States In game

The plate above the building in town.

2/2
Working

The green ring fills as the current batch is made.

2/2
High priority

Workers come here before Normal buildings.

!2/2Storage full
Storage full

Stopped until haulers take the output away.

!0/2No workers
No workers

Nobody is assigned.

0/2
Closed

You closed it; workers go elsewhere.

Upgrades 1 to 10 Planned

For this building only. Levels 5 and 10 are the big steps. Live today: 1 level(s).

LevelAdds
1BuiltThe starting building
2+2 workersMore hands
3+10 % work speedFaster work
4+50 % storageBigger yard
5Seasoned crew+10 % work speed for everyone here
6+2 workersMore hands
7+10 % work speedFaster work
8Better yield+5 % food
9+50 % storageBigger yard
10Master drying racks+1 food from every batch

Realm progression Planned

Paid once for the whole realm; helps every Drying Racks you own, old and new.

TierNameEffectNeeds
IFood guild+5 % food at every Drying Racks1 Drying Racks
IIBetter tools-10 % work time2 of them
IIIHauling roadsHaulers from every Drying Racks walk 10 % faster3 of them at level 3
IVBigger yards+25 % storage at every Drying Racks4 of them
VMaster buildersUpgrades cost 15 % lessone at level 5
VIApprentices+1 worker place from level 56 of them
VIIFood charter+10 % foodtwo at level 7
VIIIAll-season workNo slowdown outside the peak season8 of them
IXGuild hallsCard effects here +10 %one at level 9
XRoyal food works+15 % food, -15 % upkeepone at level 10, 10 in the realm

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