Workers
Workers are
Beavers and
Bots employed at Workplaces.
Employment
From left to right: active workers, vacant building slots, unemployed workers.
First row is beavers, second row is bots
The number of Workers, unfilled Available Jobs, and Unemployed for both Beavers and Bots can be seen at the upper-left of the User Interface.
Some of the population are unemployable. These include:
- kits because they are too young to work,
- adult beavers with unmet certain basic needs.
Unemployed
The unemployed can work, but there are no job vacancies for them to fill.
They will:
- Empty warehouses set to be emptied
- Empty full inventories to regular storage
Iron Teeth only: tend to
Breeding Pods
They will not:
- move rubble into storage
- move items between warehouses (except when a warehouse is set to be emptied)
- move items to queued buildings
- move items from storage to inventories
General Rules
Workers are productive when:
- their basic needs are met, and
- the workplace has sufficient:
Workers fetch a load from the nearest source if the workplace lacks input goods. This source can be
Storage or a producer of those Goods. Workers attempt to empty the output inventory when it lacks sufficient capacity for another production run. They carry the Goods to suitable storage. Workers unable to be productive idle in the building, usually in the entrance. Workers moving Goods or idling reduce the efficiency of the building.
To maximise efficiency, provide sufficient:
- storage for their outputs,
- haulers to move the goods for them,
- supply of any input Goods, and
- easy access to the means of satisfying their basic Needs.
Usually, placing suitable storage for both input and output Goods near the workplace is advantageous.
Job Categories
Each job category requires different tasks and behaviours from the workers.
Production
Production jobs are those performed entirely within their respective buildings, consuming and/or producing
Goods.
| Production Buildings | |||
|---|---|---|---|
| Building | Faction | Group | № of Workers |
| 1 | |||
| 4 | |||
| 1 | |||
| 3 | |||
| 1 | |||
| 1 | |||
| 1 | |||
| 1 | |||
| 2 | |||
| 10 | |||
| 1 | |||
| 1 | |||
| 1 | |||
| 1 | |||
| 1 | |||
| 1 | |||
| 1 | |||
| 1 | |||
| 1 | |||
| 2 | |||
| 1 | |||
| 1 | |||
| 2 | |||
| 1 | |||
| 1 | |||
| 10 | |||
| 10 | |||
| 1 | |||
| 1 | |||
| 1 | |||
| 4 | |||
| 2 | |||
| 1 | |||
| 2 | |||
| 2 | |||
| 1 | |||
Gathering
Gatherers work at the buildings listed above to harvest
Goods from
Trees and
Bushes. They store them in their workplace. Unlike Lumberjacks who fell Trees to harvest the
Logs, other gatherers do not destroy the source. Gatherers do not plant their sources.
Foresters plant the Trees and Bushes.
If there are no appropriate sources within range, gatherers display Status Icons of
Nothing to do in range. If there are no Goods to harvest, they stand idly at the entrance to their workplace.
| Gathering Buildings | ||
|---|---|---|
| Building | Group | № of Workers |
| 1 | ||
| 1 | ||
| 1 | ||
| 1 | ||
Forestry
Reforesters work in
Foresters to plant
Trees and
Bushes in designated planting areas within their range, for harvesters to gather or lumberjacks to fell.
If all marked trees and bushes within range have been planted, the reforester idles. Idle reforesters stand in the
Forester turret. Reforesters work full-time, only taking breaks to meet their basic needs.
| Forestry Buildings | ||
|---|---|---|
| Building | Group | № of Workers |
| 1 | ||
Farming
Farmers work at farmhouses to both plant and harvest
Crops. Farms include the
Efficient Farmhouse and
Aquatic Farmhouse for
Folktails, and
Farmhouse for
Iron Teeth. Farming is also done by gardeners working at
Hydroponic Gardens.
| Farming Buildings | ||
|---|---|---|
| Building | Group | Workers |
| 3 | ||
| 2 | ||
| 2 | ||
Scavenging
Scavengers work at
Scavenger Flags to gather scrap metal from
Ruins. They do not gather from
Underground Ruins, which are for mining. As they gather, the column of scrap metal is reduced in height, eventually being completely consumed.
When all Ruins within range are depleted, they produce the status message of Nothing to do within range. Pause or destroy the flag at this point.
Mining
Miners work at mining buildings built on
Underground Ruins to produce scrap metal. They do not gather from
Ruins, which are for scavengers.
Construction
Builders work on Construction Sites. They transport relevant
Goods for the construction from the nearest building containing them, placing them at the construction sites. They spend time constructing the building from already-placed materials when a sufficient milestone has been reached.
They also clear
Rubble into available storage.
| Construction Buildings | ||
|---|---|---|
| Building | Group | № of Workers |
| 4 | ||
| 4 | ||
Hauling
Haulers work at
Hauling Posts to transport
Goods between buildings that store, consume, or produce them. After a
Hauling Post is built in a
District, many buildings in that District have a toggle to prioritize them by Haulers.
Haulers work full-time, only taking breaks to meet their basic needs.
| Hauling Buildings | ||
|---|---|---|
| Building | Group | № of Workers |
| 10 | ||
District Crossing
Crossing workers work at
District Crossing to transfer
Goods between
Districts. They:
- move Goods from buildings to their Crossing to send to the connected District; and
- move Goods in the Crossing delivered from other Districts to appropriate buildings with available storage.
Crossing workers work full-time, only taking breaks to meet their basic needs.
| District Crossing Buildings | ||
|---|---|---|
| Building | Group | № of Workers |
| 10 | ||
Wonders
During work hours they either fetch missing
Goods available in the District, or idly staff the building at the entrance.
Pilots launch from the ![]()
Earth Repopulator, removing them from the local population.
| Wonder Buildings | ||
|---|---|---|
| Building | Group | № of Workers |
| 10 | ||
| 8 | ||