Quick answer
When a warehouse or consumer refuses another source, check the resource-specific connection limit before rebuilding the whole island. A warehouse can be a useful buffer, but it is not a teleport: goods still need an input route and an output route. Split a busy resource across a second hub only after confirming the first hub is full or the route is genuinely overloaded.
Version and source notesUpdated 2026-09-06 · Within source review window
- Updated
- 2026-09-06
- Works with
- Current PC warehouses and resource routes
- What this guide covers
- Slot and split-hub checklist separates player reports from official instructions
- Version notes
- Connection limits and interface behavior are patch-sensitive
- Update status
- Within source review window
Read the warehouse before changing it
- Select the warehouse and note which resource slots are active.
- Check whether the requested resource has an input connection and visible stock.
- Confirm that the destination has an output route from the warehouse.
- Empty a slot before removing its connection; otherwise the old resource can keep the slot occupied.
- Let one delivery cycle complete before adding another source.
The official FAQ says a slot must be emptied before its connection is removed. Community answers report a maximum of three connections for one resource at a warehouse; treat that number as current player guidance and recheck it after patches rather than presenting it as immutable design.
When to split a hub
Use a second warehouse when three source links are already occupied, several camps need the same resource, or the route crosses a long climb. Give the second hub a clear role: one local buffer, one export or camp-supply buffer. Do not duplicate warehouses without checking that each has a source and a consumer.
A readable two-hub pattern
- Keep raw production close to its deposit.
- Feed the first warehouse from nearby producers.
- Send only the resource that must travel farther through the next hub.
- Connect the destination camp or consumer from that hub.
- Watch the busiest route and storage count before adding more producers.
If the same resource remains empty, use assign fetchers to inspect labor and All Hands on Deck only as a temporary recovery lever. For a complete camp transfer plan, see the second Pirate Camp guide.
What success looks like
Each hub has a visible source, a visible consumer, free space for the intended resource, and a route that completes deliveries without starving the original camp. If a slot will not clear, preserve the save and follow save recovery before destructive rebuilding.
Sources and caveat
The slot-clearing instruction comes from the developer FAQ. The three-source limit and split-hub examples are community observations; connection counts and interface behavior may change with updates.