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Will Horizon Hobby Produce Kits Again

Daftar Isi

General [ ]

  • Resource production is handled via the Production Manager
  • Product is either passive or active
  • Passive production runs non stop as long as yous build corresponding buildings (can exist found in Builder) and/or put certain ingredients/items into your workbench or a specific container (f.ex. waste food items into farming workbench container)
  • Resource ratings tin can influence production output/effectiveness so proceed an eye on information technology
  • Active production E'er needs a "Work Order" without information technology zip volition happen!
  • Production time is based on real-time (this bypasses any fourth dimension-scale or fourth dimension-passing problems)
  • Resources used for production are taken from any Workbench (make sure you Setup a/multiple Supply Line/due south) NOT from your Product Storage
  • Produced resources are stored into the Production Storage (past default). Role player is advised to alter that as soon equally possible, because all items stored there won't be recognized by the Product Organisation. This will exist streamlined in one.9.

📝 Annotation: Always assign a Principal Workbench, change your default Production Destination and connect your Settlements via Supply Lines!

The production bill of fare may be confusing due to the fact that information technology is still in the testing phase. In the end, it's very easy to control. Basically you should just check:

  • Whether you have the ingredients,
  • Whether or not you lot need to gear up a work order,
  • Whether you need certain buildings and
  • Whether information technology really makes sense to even start a product?

In certain cases, it is much more convenient to collect things, make clean upwards sites, or practise trade. The production system is withal quite useful for certain items and is an essential mechanic to make the Desolation Way quite relaxing.

Production Manager [ ]

Most resource production is done actively via the Product Management Carte du jour. The Bill of fare can be accessed from any

  • Resource Station,
  • Production Console,
  • Farming Workbench and also
  • by using Wilson

allowing yous to setup many Product Services and Piece of work Orders. Everything concerning your production can be monitored and controlled.

" It is not absolutely necessary to build a resource station in every settlement; a production panel or a farming workbench is often enough. If that is too much for you lot and if you lot already have access to Wilson and if your Leadership skill is high plenty, you tin access the production menu remotely, regardless of your position in the Commonwealth.
  1. Employ i of the units to a higher place
  2. search for this button: ResourceStationMenu02.png
  3. click the button and your fix
ProductionMenu.png

The "Expand" button in the Table (beneath) shows you lot the consummate Production Manager Menu. If the menu and all its sub-menus is not displayed appropriately (in-game), it is possible that the "Load Gild" is incorrect or that there are mod conflicts.

Production Manager Bill of fare
ProductionManagerMenu01.png
ProductionManagerMenu02.png
ProductionManagerMenu03.png
ProductionManagerMenu04.png
ProductionManagerMenu05.png
ProductionManagerMenu06.png
ProductionManagerMenu07.png
ProductionManagerMenu08.png
ProductionManagerMenu09.png
ProductionManagerMenu10.png
ProductionManagerMenu11.png
ProductionManagerMenu12.png
ProductionManagerMenu13.png
ProductionManagerMenu14.png
ProductionManagerMenu15.png
ProductionManagerMenu16.png
ProductionManagerMenu17.png

The procedure to setup Services and Piece of work Orders is basically the same:

  • Passive Service don't need any setup, they work automatically
  • Active Services need a Work Gild but no Schematics nor Service to choose
  • For whatsoever other Service you will need to
  1. add a Schematic/Service and
  2. add a Work Order, otherwise your Production won't commencement!

Limits [ ]

Every production is limited. The largest limiter is the time for normal production, which amounts to xc minutes per piece of work social club. Avant-garde production is less drastic and amounts to thirty to 15 minutes per work guild.

In addition to the time, the player limits himself through his individual gameplay and the associated amount of resource that the player tin can apply. Corporeality of settlements, cloth, components, etc ...

The overflow mechanic, then-called fractional yield also every bit population or engineering science of a settlement, so-called workshop levels and, of course, indirectly related to this, settler missions and their productivity (measured in settler skill), which is not further listed here, are also limiting.

Production Cycle [ ]

Notification (Standard)

Notification (Factory)

Every production wheel is measured in existent-time not in in-game days or hours! A distinction is made betwixt 3 chief cycles in Horizon.

Standard 90 minutes
Mining & Oil 30 minutes
Factory 15 minutes

This prevents bypassing the product system. The player should produce alongside exploring. Each production cycle is equivalent to a piece of work social club. I.e. 1 work order takes one production wheel, 999 piece of work orders, 999 cycles.

Piece of work Club [ ]

Global work club example +999

Work orders let yous specify ahead of time exactly how many units of something you lot want produced. Work Orders run as long as the services are agile and have the required ingredients. Some production categories exercise not require Work Orders and run non-finish (such as "Passive Services").

Work Orders can be added in small or large amounts: +1, +5, +25, +200, +999 (max). Depending on the category, y'all can add/remove Work Orders to each service individually, or all at once. If y'all desire something to keep running nonstop, just set it to 999. Remove All Production Piece of work Orders will delete all your current Piece of work Orders, forcing them to 0 (default setting).

Work Orders are only consumed when the item is actually produced. If you fail to have the ingredients that particular wheel, it doesn't consume the Work Lodge, and tries again side by side cycle. The same applies to partially produced appurtenances (overflow), these are pushed to the next wheel until the partial yield is a whole.

📝 Note: When you swap Schematics, you'll need to prepare all your Work Orders again! (in the time to come I'll run into almost getting effectually this)

Overflow [ ]

All resources that betoken their yield in fractions (0.xx) of a unit fall into the and then-called "Overflow" mechanic. Therefore, you may demand more than than one production cycle to go one unit of measurement. Not all production types are affected past the overflow organization. Therefore, partial yields per bike pile up until a yield of one.0 is reached.

  • Crops, Oil Drilling, and Ore Mining can all accept fractional yields
  • Based on the settlement, Oil and Ore yields can range anywhere between 0.0 and 1.0
  • The partial remaining yields will be rolled over to the adjacent bike
  • Example: If you lot have a "i.50" carrot yield, you'll get 1.0 carrot per bike, and +1.0 carrot every 2 cycles
  • Yields that are VERY low could take many cycles to produce ane.0 unit (i.eastward. having one.20 oil rating in a particular settlement)
  • If a yield requires an upkeep cost (for example: liquid fuel), it will only take the price when information technology actually produces at least 1.0 full unit

Some types of resources give their yield based in fractions of a unit of measurement. and so they may require more than than 1 wheel to yield one unit of measurement.

The following table shows you lot the overflow principle for the respective production cycles of xv, xxx, xc minutes based on a yield of 0.1 units.

  • 0.xx is described as "partial" yield.
  • ane.xx is described as "total" yield.
Yield partial full
0.1 0.2 0.3 0.4 0.5 0.six 0.7 0.8 0.nine 1.0
Time

(h)

15.0 7.fifty 6.00 4.50 iii.00 3.00 iii.00 3.00 3.00 ane.50
five.00 2.50 ii.00 1.l i.00 1.00 1.00 i.00 ane.00 0.50
2.fifty 1.25 2.25 0.75 0.50 0.fifty 0.fifty 0.50 0.fifty 0.25

The following tables illustrate the overflow principle for the respective product cycles of 15, xxx, 90 minutes based on a yield of 0.1 units. 0.xx is described equally "partial" yield. 1.0 is described as "full" yield.

Roll Over (90 minutes)
Yield/Time 0.1 0.ii 0.3 0.4 0.5 0.half dozen 0.7 0.8 0.9 1.0
0.1 90
0.2 180 90
0.3 270 90
0.4 360 180 90
0.5 450 ninety
0.six 540 270 180 90
0.7 630 90
0.8 720 360 180 ninety
0.9 800 270 90
1.0 900 450 360 270 180 180 180 180 180 ninety
Hours 15.0 7.50 6.00 four.50 iii.00 iii.00 3.00 3.00 3.00 1.50
Roll Over (30 minutes)
Yield/Time 0.1 0.2 0.iii 0.4 0.5 0.6 0.7 0.8 0.9 1.0
0.1 xxx
0.2 60 30
0.3 ninety 30
0.4 120 sixty thirty
0.5 150 xxx
0.6 180 90 60 thirty
0.vii 210 30
0.8 240 120 threescore 30
0.nine 270 90 30
one.0 300 150 120 90 lx 60 60 60 60 30
Hours 5.00 2.l 2.00 ane.l 1.00 1.00 i.00 1.00 one.00 0.50
Curlicue Over (15 minutes)
Yield/Fourth dimension 0.one 0.2 0.3 0.4 0.5 0.half dozen 0.7 0.8 0.ix i.0
1.0 fifteen
0.2 30 15
0.iii 45 15
0.4 threescore 30 15
0.5 75 15
0.6 ninety 45 30 15
0.7 15 fifteen
0.8 120 threescore 30 15
0.9 135 120 15
1.0 150 75 135 45 thirty 30 30 30 thirty fifteen
Hours 2.50 1.25 two.25 0.75 0.fifty 0.l 0.fifty 0.50 0.l 0.25

Product Limit [ ]

Product Limits

The current maximum production yield is based on overall progress beyond all settlements. Increasing the current production maximum is usually accomplished past having more than Successful Settlements. The maximum yield per cycle depends on game progress and the choosen game way: Desolation Fashion during installation. In desolation manner product limits are ordinarily halfed.

Production Limit Default Mode Desolation Mode
Purified H2o Water Purification Unit + Successful Settlements 16-40(?) 8-20(?)
Power Units Power Surplus Converter None (?) None (?)
Vendor Credits Tenants + Vendor Stalls + Successful Settlements 100-3000(?) 100-1500(?)
Supply Kits Food/H2o Ratio + Successful Settlements 8-32(?) 4-16(?)
Crops Crop Rating + Ingather Stability + Crop Fertilizing + Successful Settlements half-dozen-xl(?) three-20(?)

📝 Note: The term Crop counts globally for all crop types, i.east. 1 ingather unlock +one Corn, Carrot, etc. Supply Kits depend on an even 20/twenty Food/H2o 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 computing information technology globally.(?).

Ratings [ ]

Product can be influenced by product ratings. You tin't increase production times but you tin increment effectiveness per time span. The ratings yield is often times based on:

  • Full Workshop Buildings (Example: more than Farming Workbenches yield to more Compost per Cycle)
  • Settler Supplies (Food/Water/Beds/Happiness...)
  • Settlements State (Successful Settlement and Settlement Customs)

Ratings can rarely exist influenced also past Work Orders (Example: Crop Fertilizing). Always Check your ratings and the proportion of values defining your ratings (Example: keep Food/Water fifty-fifty for more Supply Kits/Cycle).

💡 Tip: Always brand sure that Product Limits don't hinder your Output.

Changes: Vanilla Product [ ]

  • Vanilla Brahmin fertilizer production is moved into the new production system, and no longer produces to each local workbench.
  • Vanilla scavenging stations are no longer buildable. Architect Junk Yards are similar, but use resource.
  • Existing placed scavenging stations volition still part, but their junk output is reduced.
  • All Items produced are stored inside the "Resource Station" by default.

Production Services [ ]

The Vanilla Production System has been greatly overhauled. Horizon enables the unabridged production process to be observed and controlled. Next to "General Production", Production is divide into Passive and Active Services. Production in Horizon is different now. Many resources can just exist acquired when a large number of parameters are met. i.e. for the production of H2o you need Water pumps first that at present pump Dirty Water. Dirty H2o has to be cleaned. The cleaning requires a Water Purification Unit. The constant water product too as most other (active) production services are controlled via then-called Work Orders. Work Orders only run if sufficient material is available. Depending on the complexity of the production, one is required to exist constantly on the sentry for the appropriate cloth.

General Production is passive and only requires appropiate buildings. General Product is the cornerstone of whatsoever settlement. Every settlement needs a fixed ratio of certain resource (Food/Water/Defence/Happiness/Wellness) in guild to be able to ascend. Depending on their level of development, settlers have the opportunity to exist sent on Settler Missions. Stable settlements let for more Settler Missions, more Missions, more Settler Skill and Loot. More Loot more possibilities ...

Passive Services do not require whatsoever control; these are automatically activated if the respective buildings are congenital and/or various items are placed in the Workbench (Example: placing Waste Food items in the Farming Workbench to produce Compost). Depending on the rating (run into above), passive production begins automatically.

Active Services crave Piece of work Orders. These let the role player to run through +1, +5, +25, +200, +999 (max) production cycles. Each production cycle is xc, 30 or 15 minutes long, depending on the production type, and based on yield tin be fractional or full. Partial yield is rolled over to the next cycle till yield is total at 1.0. The product length is fixed and cannot be changed. The time runs in real-time. Time manipulation is therefore ruled out.

The only way to avoid the production time is therefore to "lend a manus" yourself, but this is a unlike topic and depends on the histrion himself.

1 last word should be said: "Avant-garde Production" tin take a lot of time! Horizon 1.viii.0.BETA-7 is yet in the "test phase" and some Schematics are put into perspective as the game continues. Expect certain Schmematics to exist obsolete based on your play-mode.

" Players are brash to laissez passer on discrepancies to "Zaw", in any instance arrive bear upon with the Horizon Community: "Horizon Discord". Any Feedback is welcome!
General Production Passive Production Active Product
  • Food
  • Water
  • Defense
  • Happiness
  • Power
  • Doctors unused
  • Sewage unused
  • Heating unused
  • Sanitation unused
  1. Income (Vendor Credits)
  2. Supply Kits
  3. Brahmin Milk
  4. Fish
  5. Power Unit
  6. Fertilizer
  7. Compost
  8. Inquiry Material
  9. Crude Oil
  1. Purified Water
  2. Salvaging: Wood
  3. Salvaging: Steel
  4. Salvaging: Concrete
  5. Salvaging: Junk
  6. Wild Plants (Dry out)
  7. Wild Plants (Boiling)
  8. Salt (from Seawater)
  9. Seawater

Passive Services [ ]

Passive Production Services

These services simply rely on the objects (buildings) working properly in your settlement. Passive Services do not require work orders and run automatically not-stop. In rare cases, all the same, it is needed to feed the workbench with the corresponding items, e.chiliad. line-fishing bait for fishing traps or compost to fertilizer.

Price Product Yield Building Limit
Settlers
Food + Water + Defence force
Wellness + Happiness Rating
+X Vendor Credits[ane] Vendor Stalls
Tenants
Income Bonuses
Vendor Stalls,
Tenants,
Successful Settlements
xc min
20 Food Rating
20 Water Rating
+1 Supply Kits Ingather Rows
H2o
Food/Water Rating,
Workshop Population,
Trailblazer
90 min
-i Milk Brahmin Farm +2 Brahmin Milk Milk Brahmin Brahmin Milk Document 90 min
-1 Angling Bait +one Random Fish Angling Trap four per Settlement ninety min
-1 Power Surplus Converter +2 Ability Units Power Surplus Converter Units per Settlement xc min
-20 Compost[2] +ane Fertilizer Farming Workbench[3] Compost 90 min
-10 Nutrient (Fresh, Rotten) +X Compost[4] Farming Workbench 2 per Settlement xc min
-1 Research Building[5] +ten Educational Material Research Buildings 2 per Settlement 90 min
-1 Modest Oil Well +X[6] Crude Oil Small-scale Oil Well 3 per Settlement xc min
-20 Crop Rating +i Crop[7] Crop Rows,
Automated Planters
Crop Stability,
Fertilizer
xc min
1 H2o Rating + one Dirty Water Bottle Water Pump 90 min
  1. Stabilize your Wellness and Happiness Rating (Run into: settlements for more Information) to attract more than tenants and higher your total vendor stalls buildings.
  2. Both generic brahmin and milk brahmin will produce compost.
  3. Can be used, but it does non take to be used...
  4. Compost Production per production wheel peaks at fifty units per cycle.
  5. Research Estimator, Research Library, Research Mainframe, Research Station
  6. Yield depends on Mineral Eolith Scan of all linked Settlements
  7. Fertilizer can double you Rating'south yield.

Agile Services [ ]

Active Product Services

Active services don't scale they purely depend on work orders and thus don't run automatically nor non-end, select a service to add +999 which is shut to forever though. Have an middle on the appropriate components for every production cycle. If the components are running depression, at that place is no agile production.

Production Manager 📜 Yield Kind Edifice
Active Services (one) Purified Water Bottle 1 90 min Basic H2o Purification Unit
Active Services (2) Forest (Salvaging) 100 90 min Basic Lumber Yard
Active Services (3) Steel (Salvaging) 50 90 min Basic Steel One thousand
Active Services (4) Concrete (Salvaging) 25 ninety min Basic Stone K
Active Services (5) Junk (Salvaging) 1 ninety min Basic Junk K
Active Services (six) Wild Found Production (Dry/Humid) 1 90 min Avant-garde Wild Found Garden (Dry/Boiling)
Active Services (8) Salt (from Seawater) iv 90 min Bones Seawater Extractor
Active Services (9) Seawater (from Sea) 1 90 min Bones Seawater Extractor
Crops Crop fractional 90 min Basic Crop Row
Ingather Fertilizing Fertilizing x1.0-x2.0 xc min Bones Ingather Row
Plant Nursery Wild Institute Domestication 1 90 min Basic None
Plant Plant nursery Compost Product (Wood) 30 90 min Basic None
Compost Bin[1] Compost Ten[two] ninety min Basic None
Extractors (Mining) Ore Extraction partial[3] 30 min Advanced Small Extractor
Arc Furnace (Ore Processing) Ore Smelting partial[4] 30 min Avant-garde Arc Furnace
Arc Furnace (Services) Steel Alloy (Grade 1-half dozen) 1 30 min Advanced Arc Furnace
Arc Furnace (Services) Aluminum Blend (Course one-6) one thirty min Advanced Arc Furnace
Arc Furnace (Services) Titanium Alloy (Grade i-6) ane thirty min Advanced Arc Furnace
Arc Furnace (Services) Steel l 30 min Advanced Arc Furnace
Arc Furnace (Services) Nuclear Fabric one xxx min Advanced Arc Furnace
Refinery Liquid Fuel 3 xxx min Advanced Refinery
Refinery Crude Oil 10 xxx min Advanced Refinery
Chemical Factory Beer one 15 min Advanced Chemical Mill
Chemical Mill Rum 1 15 min Avant-garde Chemical Factory
Chemical Factory Vodka 1 xv min Avant-garde Chemical Factory
Chemical Manufactory Whiskey one 15 min Avant-garde Chemical Factory
Chemical Manufacturing plant Nuka-Cola (Purified) 1 15 min Avant-garde Chemical Factory
Chemical Factory Calcium/Phosphorus 2 xv min Advanced Chemical Manufacturing plant
Chemical Manufacturing plant Carbon ( Unused ) 10 15 min Advanced Chemic Mill
Chemical Factory Chlorine/Sodium/Hydrogen 2 15 min Advanced Chemical Manufactory
Chemical Factory Explosive Material 100 15 min Advanced Chemical Manufacturing plant
Chemical Factory Nitric Acrid ten xv min Avant-garde Chemical Factory
Chemical Factory Pharmaceuticals 5 15 min Advanced Chemical Manufacturing plant
Chemical Mill Smokeless Powder 100 15 min Advanced Chemical Factory
Chemic Manufacturing plant Yeast 20 fifteen min Advanced Chemical Manufactory
Parts Factory Gears ten 15 min Advanced Parts Factory
Parts Factory Screws 10 15 min Advanced Parts Manufactory
Parts Factory Springs x 15 min Advanced Parts Manufacturing plant
Parts Mill Energy Weapon Parts 1 xv min Advanced Parts Mill
Parts Factory Heavy Weapon Parts i 15 min Advanced Parts Manufactory
Parts Factory Pipe Weapon Parts ane 15 min Advanced Parts Factory
Parts Factory Pistol Weapon Parts 1 15 min Advanced Parts Factory
Parts Manufactory Rifle Weapon Parts one 15 min Advanced Parts Factory
Parts Factory Shotgun Weapon Parts 1 15 min Advanced Parts Manufactory
Tech Factory Energy Cells 100 xv min Advanced Tech Mill
Textiles Factory Ballistic Fiber 1 15 min Advanced Textiles Factory
Textiles Factory Packing Material one fifteen min Advanced Textiles Factory
  1. Use the farming workbench.
  2. Based on the corporeality of (waste matter) nutrient items.
  3. 0.0 to 1.0; depending on the local/global mineral scan and the number of extractors built.
  4. 0.0 to 1.0; depending on the absolute number of ores extracted and the number of arc furnaces built.

Water Product [ ]

Water production in Horizon comprises the subject areas Dirty H2o, Salt and / or Seawater and Purified Water.

Dirty H2o [ ]

Water Pump

Water product in Vanilla FO4 was automatically purified. This is not the case in Horizon. Horizon requires the histrion to have water cleaned, manually or automatically. So every water pump produces dirty water. As a result, what used to be simple tasks has at present been given a whole new perspective. For every 10 Water (dirty h2o) produced you tin can technically produce 1 purified water bottle if you tin can endeavour the ingredients and units.

Seawater [ ]

Seawater Extractor

To produce seawater you need a seawater extractor. A seawater extractor can only be built in settlements that have a connection to the ocean. To get-go production you take to ascertain a work order (active services). Depending on the number of extractors, you will then receive seawater per production cycle. Every extractor gives +1 product towards seawater extraction to harvest salt.

Seawater is requried to produce table salt products which in turn are required to produce eastward.thousand. purified water bottles.

📜 Toll Product
Seawater Extraction -1 Liquid Fuel +i Seawater 90 min

Common salt [ ]

The production of salt is "gratuitous". The only expenses that ascend are the construction of a sewater extractor and the time required to ascertain a work order.

📜 Price Production
Table salt Extraction -ane Seawater +4 Common salt ninety min

Purified H2o [ ]

Water Purification Unit

Purified Water is hard to obtain via production in Pathos Mode. You will need a Purifier Module (Workshop Technology 8) and rare materials to build a H2o Purification Unit.

📜 Toll Production
Water Purification -1 Ceramic
-1 Cork
-1 Chlorine
-one Make clean Bottle
10 Water Rating
+1 Purified Water 90 min

Water Purification Cascade [ ]

The table shows you all Work Order that are responsible for automatically producing purified h2o. Like every Production, this i besides needs a whole series of components. Every work gild is dependent on this. If the components remain out of pace 1-3, step 4 will not starting time.

Fifty-fifty though you ain all the components. No production that is active starts automatically. So y'all are forced to define a work order manually. Each work order draws resources co-ordinate to the number of orders. Be careful not to place too many orders and suddenly run out of resource!

Seawater and Salt Extraction is dependent on a Seawater Extractor, both must be defined in a work order. Salt conversion can be done manually (Chemistry Station) or automatically via work order (Chemic Manufacturing plant). Purified water itself must again be divers by a piece of work lodge and ultimately build-upwards on all three steps.

If all of this is too complicated for you lot then in that location is the "like shooting fish in a barrel" solution to leave out steps 1-3 and jump directly to step iv. That means to exist active yourself and to craft purified h2o.

Seawater Extraction
(Step 1)
Common salt Extraction
(Stride 2)
Common salt Conversion
(Step three)
Purified Water
(Step four)
-1 Liquid Fuel

+one Seawater
-i Seawater

+4 Common salt
-two Ceramic
-one Copper
-i Dingy H2o
-2 Energy Cells
-5 Common salt
Salt Products:
+2 Chlorine
+2 Hydrogen
+ii Sodium
-1 Ceramic
-1 Cork
-1 Chlorine
-ane Clean Bottle
x Water Rating
+1 Purified Water 90 min
" If you want to produce purified water (specially in Desolation Mode) is your choice. Exploring certain locations, trading and other options (e.g. following the principal quest line) will also result in purified water. In any instance, it is very important to quench your thirst. Because thirst is far more severe than e.g. Hunger or sleep.

Salvaging Services [ ]

Salvaging services enable raw materials such as forest, steel, concrete and packing material to be obtained. To practice this, you place one of the corresponding yards in any settlement and create a piece of work order. In addition to raw materials, every yard produce past-products. Past-products are fixed and random. Details can be found in the table.

📜 Cost Production Byproduct Byproduct (Random)
Wood -1 Liquid Fuel +100 Wood +ane Plastic +i Assorted Fleck (Cork, Fiberglass, Plastic, Steel) 90 min
Steel +50 Steel +ane Aluminum +1 Miscellaneous Scrap (Aluminum, Copper, Safety, Steel) xc min
Concrete +25 Concrete +one Glass +one Mixed Fleck (Asbestos, Ceramic, Concrete, Drinking glass) xc min
Junk -ane Common Tool +twenty Packing Fabric +ane Basic Circuitry +1 Junk ninety min

Wild Plant Production [ ]

Wild Institute Garden (Dry out)

Wild Found Garden (Humid)

In improver to harvesting Wild Plants, you tin besides have them produced. For this yous need Wild Constitute Gardens which require Settler Skill: Survival 3 AND rare Components: Nitrogen and Potassium.

  • Nitrogen can only be obtained from mining Anthracite (Ore)
  • Potassium tin but exist obtained from mining Basalt (Ore)

Both ores accept to be melted downward in order to go to the components for "producing" the wild plants. The whole procedure is quite cumbersome. Harvesting wild plants is much faster and less time-consuming. Producing wild plants should exist interpreted more than as a kind of "Advanced Product" service.

📜 Toll Product
Wild Plants

(Dry out)

-one Fertilizer
-1 Nitrogen
-1 Potassium
+1 Random Wild Plant (Dry) xc min
Wild Plants

(Humid)

+1 Random Wild Institute (Humid) 90 min

📝 Note: This service can be circumvented by manually harvesting wild plants. Use the establish plant nursery service and/or utilize Settler Mission: Hunter (Gathering).

Crop Production [ ]

Crop production is split into three Services in your product manager

  1. Crops Statistic (passive)
  2. Crop Fertilizing (active)
  3. Plant Nursery/Domestication (active)

Crops category is passive, and merely shows you your current yield and stability of standard crops. This category does not deal with fertilization (meet below).

📝 Annotation: Crops are automatically produced based on the rating, and placed into the production storage by default. The simply existent difference to vanilla FO4 is they aren't placed into each Workbench. In many ways information technology is 10x less cumbersome than Vanilla, because the player is not forced to go to every settlement to hunt downward crops.

Ingather Rating [ ]

Crop Statistic

Every institute you build comes with a Ingather Rating. Special Horizon plants which are bigger give +6 rating compared to Vanilla ones, but can't be harvested manually. Vanilla plants instead can still be harvested manually but tin can yield waste matter food items instead of a crop and have a lower rating of just 0.five.

Every 20 Crop Rating yield 1 surplus crop. This rating is 4x higher than vanilla crops. Your electric current crop stability determines if you are gaining a full yield from all your crops. Remainders are carried over each cycle, and then that if y'all take 0.5 corn, you will gain 1 corn every 2 cycles.

Fertilizer tin double your rating'southward yield depending on your ingather stability. You lot must setup which crops y'all want fertilized in the production manager though.

Yield = (Ingather Rating / xx) * (Crop Stability / 100) (* 2 Crop Fertilizing).(?)

📜 Cost Product
Crops Crop Rating:xx +1 Crop 90 min

Crop Stability [ ]

Since it's hard to discover whether planted crops are worked, crop production is affected by crop stability. If 75% of your crops are worked, at the terminate of production wheel you will receive 75% of normal harvest. There'south slight elbowroom and so if only a small fraction of plants are not worked, crop stability will still be 100%.

Milk Brahmin decreases crop stability by -3% penalty per building. Crop stability (below 100 %) can yield to fractional yield (Overflow). Thus, remainder is rolled over to the adjacent cycle. If you have 0.5 Corn, you will gain 1 Corn every 2 cycles, or every 180 minutes

Crop Fertilizing [ ]

Fertilization Status

Increase the efficiency of your ingather product by adding Fertilizer. Fertilizer tin can double your crop yield.

📜 Price Production
Fertilizing -1 Fertilizer +ane Crop ninety min

Crop Product Limit [ ]

The production limit in your statistics card defines the total number of crops available in-game and not merely a specific crop! 5/10 ways v crops per crop type per cycle.

Example: 5/10 crops = v*eight = twoscore crops per cycle. 40, because you have 8 unlike crop types available in-game and your limit is five crops per cycle. This is true when the appropriate corporeality of crops has been planted. 1 crop crave 20 crop rating, five crops require 100 crop rating per crop type. 40 crops per cycle require 800 crop rating in total.

Plant Nursery [ ]

Compost (from Wood) [ ]

is a category of constitute nursery. Compost (from Woods) equally the name suggests enables you lot to generate compost from wood. Producing compost is needed, particularly in the beginning, if yous lack any waste food items! Not to exist confused with the passive compost production using the Farming Workbench which generates compost by using (waste) food items.

📜 Cost Product
Compost

(from Wood)

-60 Wood
-1 Acid
-1 Fertilizer
+xxx Compost 90 min

Wild Establish Domestication [ ]

Transfer Screen

Production Work Club

Domestication Services

A category of institute nursery, it allows y'all to domesticate Wild Plants, Vault Plants, other Plants into Crops. All plants except wild (blue) tarberries tin can be domesticated. Not to exist confused with Wild Plant Product which allow you generate wild plants (random) using a Wild Institute Garden. Wild institute domestication instead converts wild plants into crops.

In guild to convert wild plants into usable crops detect them and put them in whatever workbench. Information technology is advisable to connect your workbenches with a Supply Line. Example: To abound 1 carrote you lot volition need..

  • 1x Wild Carrot Flower
  • 1x Bone
  • 1x Fertilizer

One work order equals i crop domestication, ane product cycle takes xc minutes (real-time)! 6 carrots will take a total of 540 minutes! Work orders per cycle are not tied to the corporeality of farming workbenches!(i.8.0.BETA-i:71)

Cost per crop type, except Fresh & Warwick Plants, their costs are identical.
📜 Toll 1 Cost ii Product Requires
Wild Carrot to Carrot -1 Bone
-i Fertilizer
-1 Wild Carrot Flower +one Carrot Settler Skill: Survival one
or
Skill: Survival thirty
ninety min
Wild Corn to Corn -1 Wild Flint Corn +1 Corn 90 min
Wild Gourd to Gourd -ane Wild Gourd Bloom +1 Gourd 90 min
Wild Melon to Melon -ane Wild Melon Blossom +1 Melon ninety min
Wild Mutfruit to Mutfruit -one Wild Mutfruit Bloom +1 Mutfruit 90 min
Wild Razorgrain to Razorgrain -one Wild Razorgrain +1 Razorgrain 90 min
Wild Tato to Tato -1 Wild Tato Blossom +1 Tato ninety min

Advanced Production [ ]

Mining and Factories are considered an optional advanced product system, and intended for higher levels! Advanced product systems are designed to be more involved, and require harvesting and using many unique resources. These systems are ideally intended for Level 20+, since some of them require high workshop levels and/or skills.

Some Schematic unlocks require having all of the required skills, and some unlocks only crave any of the valid required skills. Requirements for schematic unlocks are unfortunately not visible in game, due to limitations, only they will be shown in the documentation menu or patch notes. This means the schematics don't appear in the listing until they are really unlocked (similar to turret platforms. Many more factory schematics will exist added soon and more over fourth dimension.

📝 Note: This system might exist complex or too tedious to deal with. It might not be balanced or rewarding perfectly as of the current Version of Horizon.

Ores [ ]

Ores are an innovation introduced by Horizon. These can be mined with the help of a Small Extractor. Raw ores, in plough, can exist processed to extract a whole range of resource. the extracted resources can exist further processed to heave Production, to upgrade your settlement or to go a technological advantage in the fight in the wasteland.

A Local Mineral Deposit browse is required to locate ores. this provides information about the quality of the soil in a settlement. not every subsoil provides the aforementioned occurrence and consequently not every settlement is rich in mineral resources. ores can never exist fully mined, these are ever partially available (Overflow). And so y'all have to ain a whole series of settlements, which also accept suitable scans, and build a large number of extractors in club to achieve a full yield of > 1.0 per production cycle.

Raw Ore [ ]

  • Anthracite
  • Basalt
  • Chromite
  • Dolomite
  • Granite
  • Laterite
  • Limestone
  • Magnetite
  • Quartzite
  • Ore extraction requires a Pocket-size Extractor. This unit requires Liquid Fuel and Power merely does not need a settler.
  • Ore processing requires an Arc Furnace. This unit needs a settler just no ability. Processing costs depend on the ore blazon.

💡 Tip: Both units tin can be replaced by a Leased Utility building, which combines both a Refinery & Arc Furnace.

Ore Yield [ ]

The following table provides information about components per ore. Each ore yields 4 to 5 component. Each component can yield to more than 1 component byprodcut. Byproducts are marked └.

  • Example: Anthracite yield consists of Hydrogen, Nitrogen, Oxygen, Sulfur yield. Aluminum is a byproduct of Oxygen and Graphite is a byproduct of Sulfur.
  • 📝 Note: Some ore yields are only unlocked by the Architect improver.
Anthracite Yield: Hydrogen 4 Nitrogen 4 Oxygen four
└Aluminum 1
Sulfur 4
└Graphite 2
Basalt Yield: Potassium Nitrate 3
└Potassium 3
Salt 10
└Sodium 2
└Chlorine 2
Silicon 4 Titanium 3
Chromite Yield: Asbestos ii
└Talc iii
Diamond 1 Magnesium 3 Sapphire one
Dolomite Yield: Copper ii
└Carbon 3
└Cobalt 3
Lead ane Topaz 1 Zinc iii
Granite Yield: Aluminum 2 Copper one
└Cobalt 1
Lead 1 Tungsten 3
Laterite Yield: Aluminum 3 Beryllium 3 Platinum 3 Ruby 1
Limestone Yield: Calcium 4 Atomic number 82 1 Phosphorus 1 Silver 1 Uranium 4
Magnetite Yield: Gold one Graphite 6 Lead one Zinc three
Quartzite Yield: Emerald 1 Garnet 1 Mercury four Zirconium 3

Ore Processing (Mining) [ ]

Local Mineral Deposit [ ]

ProductionMineralScan.png

ProductionManagerMenu16.png

Whether it makes sense to build a settlement with Small Extractors and Oil Refineries, one should first do a mineral browse. this provides information about the local mineral deposits. Mineral yields are never fully present simply only partially. partial yields are subject to the Overflow mechanic. It is inevitable to carry out a whole series of mineral scans in the conquered settlements in club to increase partial yields to the extent that they go full. Unfortunately there is currently no way to run into the global yields (total of all settlement occurrences).

💡 Tip: Architect buildings are expensive to start with, so plan wisely. mining is not worthwhile in every settlement.

  • scan your settlement and reveal statistics about possible Ore and Crude Oil yields
  • Typical yields are ~0.fifty on couple ores, 0 on rest, ane is very rich
  • 0.three - 0.five is proficient already, ane.0 is very (!) rare
  • Not every Settlement is rich on all Materials and not every Settlement is rich at all

[ ]

SmallExtractor.png
📜 Cost Product
Ore Extraction -1 Liquid Fuel +1 Ore 30 min

Ore Smelting (Arc Furnace) [ ]

Arc Furnace

Allows you to process all raw ore into usable components

  • Each type of Ore can be processed to yield different materials
  • Each type of ore has a different choice of random impurities that can yield rare materials
    • 2 types of mutual materials are always guaranteed per ore processed
    • one random type of rare material is given per ore processed
    • Some types of rare materials appear less often than others
  • Each ore type can exist assigned it'southward own Work Orders, then you can specify exactly what you lot want candy
  • ALL schematics in this category are locked and cannot exist changed
📜 Ingredient i Ingredient 2 Production 1 Product 2 Product 3 (Rare Ore Materials)
1 -ane Anthracite -5 Packing Cloth +ten Refined Coal +ten Carbon +1 (Aluminum, Graphite, Hydrogen, Nitrogen, Oxygen, Sulfur) 30 min
two -ane Basalt -2 Carbon +10 Gravel +5 Sodium +one (Potassium, Potassium Nitrate, Table salt, Silicon, Titanium) 30 min
3 -1 Limestone -2 Carbon +x Gravel +five Calcium +1 (Calcium, Pb, Phosphorus, Silver, Uranium) 30 min
4 -ane Granite -2 Carbon +10 Gravel +5 Tin +one (Aluminum, Copper, Lead, Tungsten) 30 min
5 -1 Magnetite -2 Carbon +10 Iron +five Magnetite Pulverisation +1 (Graphite, Gold, Lead, Zinc) 30 min
6 -1 Quartzite -2 Carbon +8 Gravel +iv Silicon +i (Emerald, Garnet, Mercury, Zirconium) 30 min
7 -1 Chromite -2 Carbon +9 Iron +3 Chromium +ane (Asbestos, Diamond, Magnesium, Sapphire, Talc) thirty min
8 -i Laterite -2 Carbon +nine Atomic number 26 +3 Nickel +1 (Aluminum, Beryllium, Platinum, Blood-red) 30 min
9 -1 Dolomite -2 Carbon +6 Calcium +3 Magnesium +1 (Carbon, Copper, Atomic number 82, Topaz, Zinc) 30 min

Metal Processing [ ]

Metal processing tin can be automated. Equally with Ore Processing, y'all cannot avoid defining a Work Lodge here either. the services are based on settlement technology and settler skills. The higher both are, the higher quality alloy y'all can have produced.

Aluminum Alloys [ ]

Cost 1 Toll ii Cost 3 Toll iv 📜Product Requires
-8 Aluminum -half-dozen Iron -8 Silicon -2 Refined Coal
-two Oxygen
+1 Aluminum Alloy
(Course ane)
Workshop Engineering science 4
Settler Skill: Craftsmanship 1
xxx min
-two Aluminum Alloy
(Form one)
-4 Lead -5 Copper +1 Aluminum Alloy
(Form 2)
Workshop Technology v
Settler Skill: Craftsmanship ane
thirty min
-ii Aluminum Alloy
(Grade 2)
-2 Zinc -2 Phosphorus +1 Aluminum Alloy
(Grade 3)
Workshop Technology 6
Settler Skill: Adroitness two
thirty min
-2 Aluminum Alloy
(Form 3)
-2 Titanium -2 Carbon +1 Aluminum Alloy
(Course iv)
Workshop Technology vii
Settler Skill: Craftsmanship 2
30 min
-two Aluminum Blend
(Grade 4)
-3 Magnesium -iii Boron +1 Aluminum Alloy
(Grade v)
Workshop Applied science 8
Settler Skill: Craftsmanship iii
30 min
-2 Aluminum Blend
(Grade v)
-2 Chromium -3 Silicon +1 Aluminum Alloy
(Grade 6)
Workshop Technology nine
Settler Skill: Adroitness iii
30 min

Steel Alloys [ ]

Cost 1 Cost 2 Cost 3 Cost 4 📜Product Requires
-8 Steel -3 Lead -4 Silicon -2 Refined Coal
-2 Oxygen
+1 Steel Blend
(Grade one)
Workshop Applied science 4
Settler Skill: Craftsmanship 1
30 min
-2 Steel Alloy
(Grade 1)
-2 Boron -two Copper +1 Steel Blend
(Form ii)
Workshop Technology 5
Settler Skill: Craftsmanship 1
30 min
-2 Steel Alloy
(Class 2)
-2 Sulfur -ii Phosphorus +1 Steel Alloy
(Grade 3)
Workshop Technology 6
Settler Skill: Adroitness 2
xxx min
-2 Steel Alloy
(Grade 3)
-2 Nickel -three Carbon +1 Steel Alloy
(Class 4)
Workshop Applied science seven
Settler Skill: Craftsmanship ii
xxx min
-two Aluminum Alloy
(Grade four)
-3 Tungsten -3 Boron +one Steel Alloy
(Grade 5)
Workshop Technology 8
Settler Skill: Craftsmanship 3
xxx min
-2 Aluminum Alloy
(Course 5)
-2 Chromium -3 Silicon +1 Steel Blend
(Grade vi)
Workshop Engineering science 9
Settler Skill: Adroitness 3
thirty min

Titanium Alloys [ ]

Price i Cost 2 Cost iii Price four 📜Product Requires
-8 Titanium -4 Nitrogen -iv Iron -2 Refined Coal
-2 Oxygen
+1 Titanium Blend
(Class one)
Workshop Technology 4
Settler Skill: Craftsmanship one
30 min
-ii Titanium Alloy
(Form ane)
-4 Tin -2 Copper +one Titanium Alloy
(Class ii)
Workshop Technology 5
Settler Skill: Craftsmanship 1
30 min
-2 Titanium Blend
(Grade 2)
-2 Sulfur -2 Hydrogen +1 Titanium Blend
(Grade 3)
Workshop Technology 6
Settler Skill: Craftsmanship 2
30 min
-2 Titanium Alloy
(Class iii)
-4 Aluminum -4 Nickel +1 Titanium Alloy
(Class iv)
Workshop Engineering science 7
Settler Skill: Craftsmanship two
30 min
-ii Titanium Alloy
(Grade iv)
-two Chromium -3 Nitrogen +1 Titanium Blend
(Grade 5)
Workshop Technology viii
Settler Skill: Craftsmanship 3
thirty min
-ii Titanium Alloy
(Class five)
-6 Carbon -iii Zirconium +1 Titanium Alloy
(Class half-dozen)
Workshop Technology 9
Settler Skill: Craftsmanship three
30 min

Steel & Nuclear Cloth [ ]

Cost i Cost 2 Cost three Price 4 Product Requires
-50 Iron -2 Oxygen -ii Carbon +50 Steel 30 min
-10 Uranium -iv Silver -two Liquid Fuel -5 Atomic number 82 +1 Nuclear Textile Workshop Applied science vii
Perk: Nuclear Physicist 3
30 min

Oil Processing [ ]

Crude Oil Deadening (Small Oil Well) [ ]

Modest Oil Well

Rough oil boring is passive and runs non-cease every bit presently as you lot place at least one Small Oil Well.

📜 Ingredient Products
Rough Oil Boring -1 Pocket-size Oil Well +0.ten - +X Crude Oil thirty min

Crude Oil yield is partial and depends on your total number of placed Minor Oil Wells across all Settlements.

Rough Oil Processing (Refinery) [ ]

Refinery

  • you can select which schematics you want to use in this category
  • each type can be assigned it'south own work orders, so yous can specific what you want processed
  • each active Refinery can process ane of every type of schematic selected, per cycle
📜 Cost Production
Crude Oil Processing -v Crude Oil
-ten Steel
+three Liquid Fuel
+one Oil
+1 Crude Oil Yield
thirty min
Rough Oil Extraction -10 Bone
-10 Ceramic
-two Fertilizer
-1 Nuclear Fabric
+10 Crude Oil 30 min

Crude Oil Yield is random: Carbon, Plastic, Sulfur, Wax

Factories [ ]

Factories will save a lot of time playing care taker in the wasteland. Most factories have loftier workshop technology needs, some may even require settler skill to run its Schematics.

Some schematics are non visible (i.e. the schemes practice not appear in the trade menu and yous cannot assign them to any Work Orders). The player needs skill and/or the corresponding workshop technology level (meet table for requirements) to "unlock" the schematics.

💡 Tip: You can bypass edifice Workshop requirements by edifice "leased" factories. Leased Utility buildings are available at workshop applied science iii already.

Parts Factory [ ]

Parts Factory

Allows you to produce diverse parts and materials.

📜 Generic Parts (Gear, Spiral, Spring)
Cost Product Requires
-one Liquid Fuel
-40 Mixed Blend Scraps
-1 Oil
-ii Oxygen
+10 Gear Workshop Technology half-dozen xv min
+ten Screw 15 min
+10 Spring 15 min
📜 Weapon Parts
Cost Product Requires
-2 Copper
-ii Oxygen
-1 Screw
-1 Steel Alloy (Class 1)
-v Tin
+1 Pipe Weapon Parts Workshop Applied science four
Settler Skill: Craftsmanship 2
15 min
-4 Nickel
-2 Spiral
-1 Steel Alloy (Course ane)
-i Titanium Alloy (Grade one)
+i Shotgun Weapon Parts Workshop Technology six
Settler Skill: Craftsmanship three
fifteen min
-6 Nickel
-1 Refined Coal
-ii Screw
-2 Steel Blend (Class 1)
-1 Titanium Alloy (Grade 1)
+1 Pistol Weapon Parts Workshop Engineering 7
Settler Skill: Craftsmanship 3
15 min
-8 Nickel
-i Refined Coal
-3 Screw
-1 Steel Alloy (Grade 1)
-ii Titanium Alloy (Grade ane)
+ane Rifle Weapon Parts Workshop Technology viii
Settler Skill: Craftsmanship 3
15 min
-4 Gear
-v Magnetite Powder
-four Nickel
-2 Oil
-4 Titanium Alloy (Form one)
+1 Heavy Weapon Parts Workshop Technology 8
Settler Skill: Craftsmanship 3
Settler Skill: Technology 3
fifteen min
-ii Advanced Circuitry
-1 Aluminum Alloy (Grade i)
-2 Copper
-ane Spiral
-4 Silicon
+ane Energy Weapon Parts Workshop Technology 9
Settler Skill: Engineering 3
fifteen min
📜 Test Object
Cost Product Requires
-1 Plastic
-2 Steel
+1 Widget Workshop Engineering 2 15 min

Textiles Factory [ ]

Textiles Factory

Allows you to produce diverse textiles and materials

📜 Ballistic Cobweb & Packing Material
Toll Production Requires
-15 Calcium
-25 Chlorine
-ten Nitric Acid
-6 Mutated Acid
-ten Refined Coal
+1 Ballistic Fiber Settler Skill: Adroitness‎ 4
Skill: Tailoring 50
Skill: Chemistry thirty
15 min
-two Woods
-ane Plastic
+1 Packing Cloth xv min

Chemical Factory [ ]

Chemical Factory

The Chemical Mill allows medical ingredients, ballistic agents, raw materials for food and luxury goods to be produced. The production costs are partly within reasonable limits then that the Chemical Mill is definitely a valid part of the game.

📜 Beverages/Liquors
Cost Product
-5 Carbon
-6 Chlorine
-4 Cryogenic Fluid
-two Nuka-Cola
-5 Oxygen
+1 Nuka-Cola (Purified) 15 min
-2 Glass
-1 Hubflower
-one Razorgrain
-one Tato
-ii Yeast
+1 Beer 15 min
-ii Glass
-2 Mutfruit
-1 Carbohydrate Bombs
-1 Wild Carrot Flower
-v Yeast
+1 Rum 15 min
-1 Encephalon Fungus
-2 Corn
-ii Glass
-1 Wild Razorgrain
-v Yeast
+1 Vodka 15 min
-2 Glass
-2 Razorgrain
-i Silt Edible bean
-1 Wild Razorgrain
-5 Yeast
+1 Whiskey 15 min
📜 Combat
Cost Product Requires
-twenty Nitric Acid

-5 Oil
-20 Oxygen
-xx Potassium Nitrate
-20 Sulfur

+100 Explosive Textile Workshop Engineering six
Skill: Explosives lxxx
15 min
-10 Hydrogen
-10 Magnesium
-10 Nitric Acid
-ten Potassium Nitrate
-10 Sulfur
+100 Smokeless Powder Workshop Technology six
Skill: Ballistics 100
15 min
📜 Others
Cost Product Requires
-1 Acid
-2 Drinking glass
-3 Mutfruit
-4 Packing Cloth
+10 Carbon

(Unused)

Workshop Engineering 3
Skill: Chemistry twenty
15 min
-1 Dirty Water
-ten Nitrogen
-10 Oxygen
-4 Packing Fabric
+10 Nitric Acid 15 min
-i Acid
-3 Cryogenic Fluid
-3 Oxygen
-4 Potassium
-2 Sodium
+5 Pharmaceuticals fifteen min
-ane Acid
-10 Bone
-5 Carbon
-5 Gravel
-2 Oxygen
+2 Calcium
+2 Phosphorus
Workshop Engineering 6
Skill: Chemistry eighty
15 min
-2 Ceramic
-1 Copper
-1 Dirty Water
-2 Energy Cells
-five Salt
Salt Products:
+two Chlorine
+2 Hydrogen
+2 Sodium
Skill: Chemistry 40 15 min
-4 Cryogenic Fluid
-2 Glass
-1 Purified Water
-2 Razorgrain
-1 Tato
+xx Yeast fifteen min

Tech Factory [ ]

Tech Factory

The Tech Factory currently has no more than 1 production facility. This includes the production of free energy cells.

📜 Energy Cells
Cost Product Requires
-2 Avant-garde Circuitry
-viii Copper
-60 Mixed Alloy Scraps
-xx Ability Units
-five Zinc
+100 Energy Cells Workshop Technology half dozen
Skill: Science 100
15 min

Developer Notes [ ]

Technical Issues [ ]

  • When swapping Schematics these will be set to default, thus Work Orders demand to be setup again.

See Also [ ]

  • Architect

References [ ]

thompsonmazead53.blogspot.com

Source: https://fo4horizon.fandom.com/wiki/Production

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