PALE BLUE ROSELibrary

Dye Works

Fully implemented

Everything it needs is in the game.

2 workers a level turn 2 berries, 1 wool into 1 clothes from the town's stock. Boils plant dyes and colours yarn and cloth.

Building window In game

What opens when you click it.

Dye Works
Level 1 of 10
✕
Working
Workers−2 / 2+
PriorityClosedNormalHigh
Production
Clothesthis batch
Storage & realm supply
Clothes 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
Dye Works
Unlocks the Dye Works
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
12 Berries, 1 Wool1 Clothes

Its goods are used by:

Research: tier 2 node, base cost 300 research points.

Planned design Planned

Its planned design is built.

Dye worksProduction · level 1 · 2 / 2 workers
×
One batch (game data)
2 berriesnew1 Woolinto1 Clothes 56 ticks
Speed
Work speed100 %
Productivity90 %
Motivation75 %
Job happiness65 %
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 reads
Around it
Smell, 32 m-8 appeal
Fire riskmid
Upkeep a month
Wages, 2 workers4 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 crafts group.

Goods and chains

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

All stats Game data

Model
workshop blacksmith
Footprint
8 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 clothes
Card slots
1
Tier
a
Makes
clothes
Work per batch
56 ticks (2.8 s of work)
Workers per level
2
Works outdoors
no
Consumes
Berries: 2; Wool: 1

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 % clothes
9+50 % storageBigger yard
10Master dye works+1 clothes from every batch

Realm progression Planned

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

TierNameEffectNeeds
IClothes guild+5 % clothes at every Dye Works1 Dye Works
IIBetter tools-10 % work time2 of them
IIIHauling roadsHaulers from every Dye Works walk 10 % faster3 of them at level 3
IVBigger yards+25 % storage at every Dye Works4 of them
VMaster buildersUpgrades cost 15 % lessone at level 5
VIApprentices+1 worker place from level 56 of them
VIIClothes charter+10 % clothestwo at level 7
VIIIAll-season workNo slowdown outside the peak season8 of them
IXGuild hallsCard effects here +10 %one at level 9
XRoyal clothes works+15 % clothes, -15 % upkeepone at level 10, 10 in the realm

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