Resource Station

Last updated for version `1.8.0-BETA-7`

*Main article:* Architect

The key to any resource management is the **Resource Station**. A special building that is more of a hub for a cargo bot (eyebot). The logic is that the building accesses a cargo bot and thus a number of functions can be called up. It gives access to any production service (active/passive/advanced). Resource containers such as the "Production Storage" or "Master Workbench" or "Personal Storage" can be use to manage materials across all settlment! Supply Lines can be established, more carrying capacity can be unlocked and vendors (merchants) can be reached using cargo bots.

## General

### Recipe

* Aluminum 4
* Basic Circuitry 4
* Cargo Bot 1
* Steel 14

### Types

All buildings require the same Components and just differ in design.

* Version 1
* Version 2
* Version 3
* Version 4
* Version 5

### Main Menu

* Production Management
* Open Production Storage
* Open Personal Storage #1
* Open Personal Storage #2
* Courier Trading System
* Manage Local Supply Line
* Manage Master Workbench
* Manage Production Destination
* Manage Crago Destination (Wilson)
* Manage Personal Cargo Bots (Carry Weight)
* Check Production Unlocks
* Local Mineral Deposit
* Documentation Menu
* Architect Options Menu
* Settlement Options Menu

## Production Management

The "Production Manager" is a complex menu which allows to manage any production service:

2. Supply Kits
3. Brahmin Milk
4. Fish
5. Power Unit
6. Fertilizer
7. Compost
8. Research Material
9. Crude Oil
2. Salvaging: Wood
3. Salvaging: Steel
4. Salvaging: Concrete
5. Salvaging: Junk
6. Wild Plants (Dry)
7. Wild Plants (Humid)
8. Salt (from Seawater)
9. Seawater
* Crop Fertilizing
* Plant Nursery
* Small Extractor (Ore Extraction)
* Arc Furnace (Ore Smelting)
* Arc Furnace (Metal Processing)
* Refinery (Crude Oil Processing, Extraction)
* Local Mineral Deposit (Scan)

Factories
* Parts Factory
* Tech Factory
* Chemical Factory
* Textiles Factory

### Production Types

Production is either active or passive. Active production is based on services, services are based on work orders, work orders are based on time. Production time or cycle is either 15, 30 or 90 minutes long depending on the type of production. Time is measured in real time to prevent to bypass the production through sleep span etc.

In order to start production, the "Production Manager" must be called up. This can be done in exactly 4 ways:

* **Resource Station** – indirect access, via sub-menu
* Production Console – direct access
* Farming Workbench – indirect access, via sub-menu
* Wilson – indirect access, via sub-menu

These 4 objects access the Production Manager either directly or indirectly. The "Production Console" accesses the menu directly, the Resource Station indirectly, i.e. via a submenu.

* Resource Station
* Production Console
* Farming Workbench
* Wilson

Passive production doesn't require any setup! The production to be managed is always active. Active production is divided into predefined service slots and service slots that the player has to activate independently (but not exclusively). In order to occupy service slots, the player can select from a list of schematics for each production type. The list is displayed as a "Trade Menu" with production schematics to choose from (on the left pane). Once a or multiple prodouction schematic(s) have been selected (moved to the right pane) the trade must be confirmed. The schematics appear as a service in the production manager afterwards and work orders can be selected.

### Services

Services or "Schematics" can be one or many per production. Certain production services require Workshop Levels and/or Settler Skill. So it happens that e.g. factory recipes are not available as long as the player lack the requirements. The trade menu is empty.

### Service Slot

Sometimes called, "Schematic Slots", if the trade menu shows services, only as many as there are service slots available can be active. After completing the "trade", the service slots are loaded and can then be set up with a work order. Service Slots maxes at #9. 1 Architect building will basically unlock 1 up to 2 Service Slots if all the requirements are met.

📝 **Note:** Adding "Service Slots" will remove all current Work Orders - forcing them to 0!

"View Service Slot" will reveal the required Ingredients/Components for a Production Service. This allows to plan ahead and is useful for setting up work orders.

### Work Order

Work orders can be created separately for each service, or globally, i.e. for all services. Running out of components forces production to suspend a production cycle. As soon as the cycle has expired, the system checks whether the ingredients are in a workbench or not.

📝 **Note:** The production storage is not used for this. It is recommended to create a Master Workbench!

 Add Production Work Order: +5
 Add Production Work Order: +25
 Add Production Work Order: +200
 Add Production Work Order: +999

## Storage

### Production Storage

The Production Storage is a seperate storage and the default production destination. It isn't affected by any Work Order thus items stored aren't used for any production, etc. It was formerly known as "Scrap Storage".

It is recommended to change its destination to a master workbench, if the goods produced are to be actively and automatically used.

### Personal Storage

A globally-available container to store items safely out of settler's hands. Settlers will not take items from these.

* Personal Storage #1
* Personal Storage #2

## Manage

### Local Supply Line

Cargo Bots are Eye-bots that the player can use to connect two or more settlements together. A cargo allows exactly one connection per **Resource Station**. Neither a Settler nor skill (Local Leader 1) is required for this. A resource station instead is required to connect two settlements. After use, this opens a menu with various services. Under the service *Manage Local Supply Line* the settlements that can be connected will be listed. In addition to the vanilla settlements, Home Plate and all DLCs are also available as a supply line.

Each resource station can maintain exactly one supply line and can select/deselect a current suppy line any time. Any number of resource stations can be built in a settlement, each of which can be aligned to different settlements.

The function to a provisioner supply line is the same, two settlements are connected to each other. By omitting a settler, the performance and the FPS are positively influenced and settler caravans no longer block the way, nor can settlers die or get lost while traveling around.

At the beginning of a game, cargo bots are rare. Since 1 resource station is required to link 2 settlements, it is recommended to manually select/deselect the settlements in order to haul loot. To do this, proceed as follows:

1. Open the resource station menu.
2. Setup a Master Workbench (the Settlement you want all your loot stored).
3. Connect two settlements, create a supply line.
4. Haul your loot from settlement X to the Master Workbench, force this action by selecting the "refresh" bar in your resource station.
5. Deselect the current supply line and connect settlement Y as a supply line.
6. Repeat point 4 - 5 till all loot is hauled to your master workbench.

💡 **Tip:** 1 Resource Station can haul all your loot scattered around your conquered settlements, if you give yourself time to select/deselect settlements on-by-one.

### Master Workbench

Cargo Bots can synchronize workbenches, by transporting all items from all linked workbenches to one "Master Workbench". All workbench sync options can be accessed from the main menu of any resource station. Once a "Master Workbench" has been selected, all linked workbenches (Supply Line) will be sync'd to it at certain times and all items in any workbench will be concentrated, transported to this destination. The destination (Master Workbench) can be changed at any time.

Setting up a Master Workbench and redirecting the "Production Storage" to it, will greatly speed up performance and certain item checks in Architect, including the ZX-1 Experimentation Lab. Workbenches are automatically synchronized at certain times;

* Selecting a Master Workbench
* Pressing the "refresh" button on the sync menu
* Opening ZX-1 Experimentation Lab
* Opening the Production Manager menu
* Every 30 minutes (real-time)

### Production Destination

This menu allows to change the production destination to a master workbench.

### Cargo Destination

This menu allows to change the goods, that Wilson is carrying around, to a master workbench.

### Personal Cargo Bots

Personal cargo bots are a very simple way to allow to increase personal carry weight. These Cargo Bots are completely stealthed, and automatically give extra carry weight based on how many have been unlocked. Every transmitter chip increases carry weight by 100, or 20 if Strict Carry Weight addon is installed.

#### Cargo Bot Activation Menu

This menu allows to install a personal cargo bot chip. To assign a personal cargo bot a transmitter chip is first required. Each chip is unique and has their own requirements to craft (Tech Lab), it can only crafted once.

#### Transmitter Chip

In the following all chips that can be crafted and installed. 3 of them are quest dependent.

 REX-2
 REX-3
 SCB-1
 SCB-2
 SCB-3
 MM-76
 RR-11
 BS-44

## Local Mineral Deposit Scan

A mineral deposit scan reveals information about current soil composition concerning Crude Oil and Ore yields in a settlement useful for advanced production. Mineral yields differ per playthrough, are random. Typical yields per settlements are approx. ~0.50 on couple ores with 0.00 on rest. Yield can be full (1.00) but more likely partially (0.xx). Partial yields are subject to the overflow mechanic. This means, the current and previous partial yield are added together until they result in a "full yield". Full yield is added to production storage.

* Full – 1.00
* Partial – 0.xx

## Check Production Unlocks

The current maximum production yield is based on overall progress across all settlements. More Successful Settlements will increase production limits. The maximum yield per cycle depends on game progress and the choosen game mode: Desolation Mode during installation. In desolation mode production limits are usually halfed.

📝 **Note:** The term Crop counts globally for all crop types, i.e. 1 crop unlock +1 Corn, Carrot, etc. Supply Kits depend on an even 20/20 Food/Water rating, above basic settler needs. Even though it counts globally (across all settlements), it should be noted to have it even locally per settlement, the game may have problems calculating it globally.[*citation needed*].

## Courier Trading Service

The Courier Trading Service allows to remotely access merchants using the Resource Station. Workshop Trading levels unlock access to more merchants. Workshop trading level can be crafted in the Tech Lab. Mechants can be unlocked without solving quest or finding them. Even unfriendly merchants can be accessed anonymously using this system. Diamond City merchants can't be reached at night-time through this service. Although Percy is technically available at nighttime, he is not reachable through the station.

* Myrna and Percy offer the same range of items. However, their inventory is not linked even though its equal. Items sold to Myrna don't show up on Percy and vice versa.
* Percy's inventar can't be accessed during night-time using the courier trading service.

## Helpful Menus

* Documentation Menu
* Architect Options Menu
* Settlement Options Menu

## Technical Issues

🌀 *The content below transcludes to Technical Issues#Resource Station.*
* Courier Trading: Myrna and Percy offer the same range of items. However, their inventory is not linked even though its equal. Items sold to Myrna don't show up on Percy and vice versa.
* Courier Trading: Percy's inventar can't be accessed during night-time using the courier trading service.

## See Also

* Cargo Bot
* Production
* Field Kit
* Workshop Level
* Wilson