Expansion

Corsair Cove Second Camp Has No Planks: Fix the Build

Fix a Corsair Cove second camp that cannot receive planks by checking the physical path, warehouse source, camp highlight, and unfinished outpost state.

Within source review windowCurrent PC second-camp construction and routes

Quick answer

An unfinished second camp can still receive building materials from a connected first camp. Select the new camp, confirm the missing plank requirement, then build a continuous physical path to a warehouse that actually contains planks. A nearby warehouse is not enough if the path is broken or the camp is not highlighted as connected.

Version and source notesUpdated 2026-09-06 · Within source review window
Updated
2026-09-06
Works with
Current PC second-camp construction and routes
What this guide covers
Targeted construction recovery based on developer and community reports
Version notes
Connector behavior and material routing may change after updates
Update status
Within source review window

Check the build in order

  1. Select the unfinished camp and read the missing material in its panel.
  2. Confirm the first camp’s warehouse has planks available, not only an empty slot.
  3. Build a continuous walkway, bridge, zipline, or other valid connector between the areas.
  4. Re-select the camp and verify the connection highlight reaches the warehouse.
  5. Let builders fetch before placing more production buildings at the unfinished camp.

Community reports describe this as a confusing tutorial gap. Some players also report that a Guano Collector or cliff connector did not attach correctly until it was rebuilt away from nearby paths. Treat rebuilding one connector as a targeted test, not a reason to erase the camp.

If the warehouse still will not supply it

Check that the route reaches the unfinished camp, not only a nearby producer. Make sure the warehouse has free capacity and the plank stack is not reserved by another demand. If the camp is still not highlighted, rebuild the shortest connector and test again before changing the entire first camp.

Once the camp is complete, add local housing, food, drink, and the resource workplace before opening many jobs. See second Pirate Camp setup for the full expansion sequence.

What success looks like

The plank requirement decreases, builders arrive, and the camp completes without requiring a duplicate sawmill. If it completes but the new camp remains empty, use population allocation instead.

Sources and caveat

The official game loop requires connected buildings and the current developer support materials should take priority. The connector-rebuild suggestion is a community report and may describe a patch-specific bug.

One change, then one check

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