District Crossing
The District Crossing is a District Management building. It separates
Districts. Two
District Centers cannot connect to the same
Path without a District Crossing to separate them. A District Crossing enables the transfer of
Beavers,
Bots and Goods between two Districts.
A District Crossing has two sides. Each side is part of its connected District. Only one side can be selected at a time. Selected a side displays an overview of all Goods and their import settings for that District. This overview does not differentiate between Import if needed and Import always. It also shows a red cross for Goods with import allowed but for which there is no current demand or storage. See the (overview screenshot below).
View more details and change the settings by selecting Manage distribution (screenshot below).
Each side of a District Crossing employs up to 10 crossing workers from the connected District to deliver Goods between that District and the District Crossing. Deliveries are affected by the Distribution settings for both Districts and the percentage of the Goods in storage on both sides. The Distribution settings are for the District and apply to every District Crossing for that District. You cannot individually control each District Crossing.
Each District Crossing can store up to 30 of each type of Goods. The number of different Goods in the District Crossing inventory is unlimited. If needed, it can store 30 of every type of Goods.
Haulers do not pick up from or deliver to a District Crossing, however builders take Goods from a District Crossing as needed for pending construction sites.
Construction
The District Crossing must first be unlocked with 1000 Science Points before it can be built. It costs 30
Logs and 15
Planks to build.
When creating a new District, it is useful to build a bypass road around the crossing while waiting for the construction to complete and avoid building the new District Center until the District Crossing is ready.
It is advisable to have sufficient free space on both sides of the District Crossing to place future storage for improved efficacy.
Production chain
Lumberjack
Forester
- Plants:
Trees
- Plants:
Inventor
- Creates:
Science (Required to unlock some of the remaining buildings in this production chain)
- Creates:
Power
Buildings (Remaining buildings in this production chain may require power)
Configuring
Use the Distribution window to configure the District Crossing by selecting Manage distribution.
For Goods that you need to come into the District, either set Import if needed or Import always. Import always tries to keep the 30 slot inventory for that item full at all times. This depends on the number of crossing workers on the fetching side, the distance they have to travel to fetch the Goods, and the availability of the Goods on both sides as determined by the percentage of total storage for those Goods.
Each type of Goods has a slider to limit the export of items. This defaults to all the way left, or 0%. The percentage is the amount of those Goods that the District keeps and does not export. If a District is only to receive certain Goods, then set the slider to the right to 100%, meaning it keeps 100% of that resource. This helps avoid Goods bouncing back and forth between two Districts and can help ensure that each District has sufficient Goods on hand to be efficient.
For Goods that the District does not use, or need to transfer to another District, set them to Do not import. This improves the efficacy of the crossing workers by ensuring they do not bring unwanted Goods to the District Crossing.
Import Settings
Although not explicitly stated, the export settings for a District are implied by the import settings in situations involving a pass-through district. Imagine three Districts, A⬌B⬌C where A and C do not touch. The table below suggests the behavior for settings in the pass-through District B.
Import setting | Import | Export |
---|---|---|
![]() |
❌ | ✅ |
![]() |
✅ | ✅ |
![]() |
✅ | ✅ |
Strategies
New Districts
New Districts can import Goods from connected Districts until they become self-sufficient. To avoid building many small storage units, set important goods to Always import. Other Districts fill the District Crossing so there is a ready supply before any demand exists. This is especially useful for food, water, and basic construction supplies.
To ensure vital supplies are delivered, set as many Goods as possible to Do not import. Common choices here include ingredients and advanced construction materials. This increases the chances that connected Districts deliver what is needed.
Optimizing
To increase the delivery efficacy of the limited number of Beavers in the District Crossing, consider building storage for bulk imports or exports near the District Crossing to reduce the time the crossing workers spend transporting the Goods. Haulers do more of the transporting. Districts can have as many haulers as needed, but only 10 crossing workers at each District Crossing.
When a District has excess capacity for a type of Goods, set it to Do not import to ensure deliveries only contain Goods you require. Avoid this if you have only have sufficient capacity as connected Districts may request those Goods.
Optimizing a District as a Pass-through
- Use Import if needed. As the storage runs low, more is imported.
- Provide sufficiently large storage at both the import District Crossing and export District Crossing.
- Have sufficient haulers to move the Goods between the two.
- Set the storage near the import District Crossing to Supply goods to other warehouses and the storage at the export District Crossing to Obtain goods from other warehouses.
Troubleshooting
The District Crossing attempts to balance goods in each District by percentage of available storage. Thus, it can be slow when the sending District has a lot of storage and the receiving District only a little.
Trivia
- This is the only building with two separately-selectable parts. Each side exists in a different district, with its own inventory, and employs different workers. It is essentially two separate buildings that are constructed as one.
Gallery
History
- Update 4: Crossings replaced the File:District Gate icon.png District Gate, File:Distribution Post icon.png Distribution Post and File:Drop-off Point icon.png Drop-off Point by combining their functions.
- Pages with broken file links
- Pages with no flavor text
- Non-solid structures
- Non-ground-only structures
- Non-faction-specific structures
- Structures with hidden storage
- Workplaces
- Workplaces with multiple workers
- Unlockable structures
- Bot workplaces
- Log constructions
- Plank constructions
- Uses the Structures template
- Buildings
- District Management