PALE BLUE ROSELibrary

Root Cellar

Partly implemented - in the game, some parts are still missing

In development (dark): the building is built in the game data and not switched on in the live game yet.

UtilityDark AgeStorage windowVegetables and herbs

Roots dug in autumn feed the town until spring: without a cellar a cabbage keeps 4 months.

Building window Planned

What will open when you click it.

Root Cellarlevel 1 · 1 / 1 keeper
×
Stock
All goods0 / 1,200
Per good
Keep at leastset by you
Realm minimumoff
Realm maximumoff
Reach
dug into a slope or under a house; cool and frost-free; serves houses within 48 m
Wages a worker
Very lowLowMidHighVery high

Planned window: the layout of windows; numbers are examples.

3D model Planned

3D model: not made yet.

Card Planned

BlueprintCommon
Root Cellar
Unlocks the Root Cellar
Dark Age palette

The blueprint card that will unlock it, with its glyph.

Planned design Planned

What it makes and needs, what it links to and why it is worth building.

Age

Dark Age

Inputs and outputs

vegetablessandstrawnewintoVegetables
  • Makes Vegetables (kept through winter: roots 6 months, cabbage and onions 8): houses within 48 m, Kitchen, Soup Kitchen
  • Needs vegetables, sand or straw (packing); 1 keeper

Range rule

dug into a slope or under a house; cool and frost-free; serves houses within 48 m

Links

Why it is interesting

Roots dug in autumn feed the town until spring: without a cellar a cabbage keeps 4 months.

Goods and chains

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

States Planned

The plate it will show above the building in town.

1/1
Working

The green ring fills as the current batch is made.

1/1
High priority

Workers come here before Normal buildings.

1/1Low on vegetables
Low on supplies

Still working; it runs out soon.

!1/1No vegetables
Out of supplies

Stopped until the input arrives.

!1/1Storage full
Storage full

Stopped until haulers take the output away.

!0/1No workers
No workers

Nobody is assigned.

0/1
Closed

You closed it; workers go elsewhere.

Upgrades 1 to 10 Planned

For this building only. Levels 5 and 10 are the big steps.

LevelAdds
1BuiltThe starting building
2+1 workersMore hands
3+10 % work speedFaster work
4-10 % upkeepCheaper to run
5Seasoned crew+10 % work speed for everyone here
6+1 workersMore hands
7+10 % work speedFaster work
8Better yield+5 % Vegetables
9-10 % upkeepCheaper to run
10Master root cellar+1 Vegetables from every batch

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