Quick answer
Fetchers move goods between buildings; Hands work inside buildings. When a Fetcher is idle, check the pickup stock, destination space, selected resource, camp connection, and route length in that order. A warehouse placed between long routes is often the cleanest fix.
Version and source notesUpdated 2026-09-05 · Current for this version
- Updated
- 2026-09-05
- Works with
- PC release build; route behavior can change with patches
- What this guide covers
- Official guidance and community route symptoms separated
- Version notes
- Recheck after logistics or pathfinding updates
- Update status
- Current for this version
What a Fetcher actually does
Fetchers are transport workers, not production workers. They need a valid connection, a resource to collect, and somewhere to deliver it. A full input slot, an empty pickup, or a paused endpoint can make a route look broken even when the connection is visible.
The five-check route audit
- Select the destination building and identify the exact input it needs.
- Confirm the source building has that item in stock and is not paused.
- Check that the destination has room for the delivery.
- Verify the warehouse or production filter allows the correct resource.
- Watch one complete pickup and drop-off cycle before changing another route.
If the route still does not move, save and reload once. Official support has documented path-refresh issues where reloading rebuilt Fetcher paths.1
How to use warehouses as hubs
Use a warehouse when several producers and consumers are spread across the island. Give the warehouse only the resources it must buffer, connect producers to it, and connect nearby consumers to the same hub. Keep a short local route near each pirate camp instead of sending every item across the island.
The warehouse does not automatically solve a bad chain. Its input rules still need to be set, and it still needs a valid connection to the source. For a detailed chain audit, see the production chains guide.
Why “more Fetchers” is not always the answer
Community discussions frequently ask for more Fetchers, but extra workers cannot repair an empty source, a full destination, or a route that points to the wrong item. Improve the network first, then add workers only when a confirmed backlog remains.
Success signals
The Fetcher leaves the source with the requested item, the destination input rises, and the workshop resumes production without a growing queue. If it works briefly and stops, inspect which endpoint fills first; that endpoint is your next bottleneck.
Sources and version note
This checklist combines the official Buildings guidance and developer support responses with clearly labeled player reports. Exact worker limits and path behavior may change in future patches; recheck after an update. Try the interactive troubleshooter if the symptom is unclear.