Quick start
Build a warehouse as a local buffer between producers and consumers, then configure its input resources and connections manually. Short, readable loops are easier to maintain than one network that crosses the whole island.
Version and source notesUpdated 2026-09-05 · Current for this version
- Updated
- 2026-09-05
- Works with
- PC release build and current production systems
- What this guide covers
- Warehouse and route recommendations grounded in official and player reports
- Version notes
- Layout advice is island-dependent and may change with balance patches
- Update status
- Current for this version
A stable warehouse layout
- Place the warehouse near the buildings that consume the most goods.
- Connect nearby producers to the warehouse before adding distant producers.
- Set the warehouse input to the exact resources you intend to buffer.
- Link consumers to that warehouse and watch one delivery cycle.
- Add a second hub when a route repeatedly crosses a camp boundary or becomes difficult to read.
Direct route or warehouse?
Use a direct route when one producer feeds one nearby consumer. Use a warehouse when several producers feed several consumers, when a camp has multiple inputs, or when the source and destination are separated by a long climb. Warehouses trade a little setup time for much clearer recovery when a production chain changes.
Diagnose a slow island
Start with the red or longest visible connection. Select both endpoints and check the resource, storage space, worker access, and route destination. If the game says Fetchers are taking resources directly from production, inspect the warehouse input settings instead of building another workshop.1
When a new camp opens, give it a small local supply loop first. The second pirate camp guide explains the expansion decision; this page focuses on the transport network that follows it.
Common layout traps
- Building warehouses without enabling the needed input resources.
- Routing every camp back to the starting Pier.
- Mixing unrelated goods in one hub until the useful route is hard to find.
- Adding workers before confirming that stock and storage are available.
- Rebuilding the entire island before testing one connection.
The maintenance rhythm
After each major building unlock, pause expansion for a short audit: check the busiest warehouse, the longest connection, and the first consumer that runs empty. Fix one bottleneck, let the island run, and only then extend the network.
Sources and caveat
The layout recommendations are an interpretation of the official production/building guidance and recent player logistics reports, not a guaranteed optimal blueprint. The best hub positions depend on your island layout and current patch. Pair this page with Assign Fetchers or the production chains guide.
Still unsure where the bottleneck is? Start with Find my fix.