Ore Factory Squad City & Warehouse

Navigate Ore Factory Squad city warehouse: contract terminals, delivery zones, warehouse robots, and truck staging for co-op squads.

City Hub Role

The city warehouse zone is Ore Factory Squad contract headquarters — separate from individual property factories but linked by roads and truck routes. All major job postings, delivery verification, and many progression NPCs or terminals concentrate here while miners work remote dig sites.

Think city as sales floor, properties as factories. Bottlenecks at warehouse scanner stall entire squad income even if belts overflow ingots on distant deeds.

Contract mechanics on contracts guide; truck approach on vehicles logistics.

Contract Terminal and Board

Interact with warehouse terminal to view active and available contracts — requirements, quantities, payouts, deadlines. Accept jobs into squad queue; abandoned or failed jobs may cooldown categories per patch economy rules.

Foreman role monitors board while others mine — in-game voice chat announces new Gold postings during underground sessions when your squad enables it.

Priority ranking via contract priority tool before accepting overlapping jobs.

Delivery and Staging Zones

Delivery bays scan pallet crates and ingot stacks against active contract criteria. Align forklift and truck unload points with scanner range markers — reversing trucks block co-op foot traffic during timed turn-ins.

Separate staging lanes per ore type prevent Copper contamination of Gold deliveries causing verification failures.

Warehouse robots automate pallet movement from factory-linked endpoints if programmed paths end at city staging pads — program after layout freeze.

Warehouse Robots in the City

Robots bridge factory output to contract-ready pallets near terminal scanners. Setup sequence: finalize conveyor outputs on property → define robot pickup pads → define city drop pads → test empty loop → enable ore carrying during low-pressure contract.

Robot misconfiguration shows idle units or jammed lanes — debug paths on foot before blaming smelter throughput.

Machine reference for robots on machines page.

Co-op City Workflow

Peak workflow: truck arrives from Property B with Iron plates while Property A robot stages Copper ingots — foreman confirms dual turn-ins at terminal without duplicate acceptance conflicts.

Schedule city visits at contract 25% and 5% timer warnings — not only at expiry panic.

Map ties to property network on properties and digsites.

Frequently Asked Questions

Where do I accept contracts?

At the city warehouse contract terminal — not at individual property shacks unless tutorial exceptions apply.

Can I automate contract turn-ins fully?

Robots stage goods; terminal confirmation typically still needs player interact — verify patch notes for automation additions.

Why did delivery verification fail?

Wrong ore type, unprocessed raw instead of ingot, partial quantity, or mixed pallet contamination. Read contract text precisely.

How many staging bays exist?

Enough for multi-contract mid-game if lanes organized. Truck discipline prevents bay blocking.

Is city accessible in demo?

Demo includes introductory warehouse flow — full robot and multi-property city logistics appear in paid release.

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