Buildings: Difference between revisions
Started with construction, power, adjacency effects, and the list of buildings |
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[[Buildings]] are the main way of providing for [[Peeps]]' needs. Buildings provide housing, food, water, construction and advanced resources, | [[Buildings]] are the main way of providing for [[Peeps]]' needs. Buildings provide housing, food, water, construction and advanced resources, happiness, and services, and some create [[pollution]] and have other negative effects. Most buildings require [[Roads|road]] access for them to be able to be built or operate, and some require [[power]]. Combined with roads, buildings occupy significant space in the settlement, and careful planning is needed to prevent buildings from denying Peeps' access to important areas. | ||
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== Construction == | == Construction == | ||
Buildings are placed in the settlement within [[ | Buildings are placed in the settlement within [[Biome|breathable]] areas and connected to roads. Some buildings have placement constraints such as being adjacent to water. | ||
After the building's footprint has been placed, peeps bring necessary construction resources to the footprint. It takes some time for construction to finish before the building can operate, and the majority of this time will be spent in the resource gathering. An unexpectedly long construction time indicates peeps are waiting for other buildings to produce the construction resources, and this problem can go on indefinitely if, for example, a building in the supply chain has been paused. | After the building's footprint has been placed, peeps bring necessary construction resources to the footprint. It takes some time for construction to finish before the building can operate, and the majority of this time will be spent in the resource gathering. An unexpectedly long construction time indicates peeps are waiting for other buildings to produce the construction resources, and this problem can go on indefinitely if, for example, a building in the supply chain has been paused. | ||
<gallery mode=packed heights="96px"> | |||
File:Action bar.png|A full action bar with all 12 buttons plus the mode toggle. | |||
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== Powering == | == Powering == | ||
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== Adjacency effects == | == Adjacency effects == | ||
[[File:Landscaper adjacency effects.png|thumb|256px|Placing the landscaper next to the Tree Nursery but ''not'' the Compost Heap activates only the positive effect.]] | |||
Most buildings get a bonus or penalty depending on buildings or other conditions immediately next to them. Careful planning can significantly improve positive building characteristics like production speed, storage, work slots, or happiness or reduce negatives like pollution and power draw. | Most buildings get a bonus or penalty depending on buildings or other conditions immediately next to them. Careful planning can significantly improve positive building characteristics like production speed, storage, work slots, or happiness or reduce negatives like pollution and power draw. | ||
Noteworthy adjacency effects encountered early in a settlement include the following: | Noteworthy adjacency effects encountered early in a settlement include the following: | ||
* [[Water Pump]] gains '''+30% [[Storage]]''' when on an outcropping surrounded by 3 water tiles. | * [[Water Pump]] gains '''+30% [[Storage]]''' when on an outcropping surrounded by 3 water tiles. | ||
* [[Hut]] gains '''+20% | * [[Hut]] gains '''+20% Happiness''' when next to 2 [[Potato Patch]]es. | ||
* [[Woodcutter]] gains '''+30% [[Storage]]''' when surrounded completely by [[Forest]] except its road. | * [[Woodcutter]] gains '''+30% [[Storage]]''' when surrounded completely by [[Forest]] except its road. | ||
* [[Burner Generator]] gains '''-25% [[Pollution]]''' when not surrounded completely, with 4 empty tiles. | * [[Burner Generator]] gains '''-25% [[Pollution]]''' when not surrounded completely, with 4 empty tiles. | ||
* Early [[Decoration Buildings]] gain '''+20% | * Early [[:Category:Decoration Buildings|decoration buildings]] gain '''+20% Happiness''' when next to 2 others, for example in a triangle of 3 decorations. | ||
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== List of buildings == | == List of buildings == | ||
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{{See also | {{See also | ||
| Pollution | |||
| Technology tree | | Technology tree | ||
| Overlays | | Overlays | ||
Latest revision as of 23:14, 11 October 2026
Buildings are the main way of providing for Peeps' needs. Buildings provide housing, food, water, construction and advanced resources, happiness, and services, and some create pollution and have other negative effects. Most buildings require road access for them to be able to be built or operate, and some require power. Combined with roads, buildings occupy significant space in the settlement, and careful planning is needed to prevent buildings from denying Peeps' access to important areas.
The growth and survival of the Peeps' civilization depends on their buildings, the roads that connect them, and the resources they use and create.
Construction
Buildings are placed in the settlement within breathable areas and connected to roads. Some buildings have placement constraints such as being adjacent to water.
After the building's footprint has been placed, peeps bring necessary construction resources to the footprint. It takes some time for construction to finish before the building can operate, and the majority of this time will be spent in the resource gathering. An unexpectedly long construction time indicates peeps are waiting for other buildings to produce the construction resources, and this problem can go on indefinitely if, for example, a building in the supply chain has been paused.
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A full action bar with all 12 buttons plus the mode toggle.
Powering
Many buildings require power to operate. Power buildings need to be placed next to and touching the building that requires power, or it needs to be connected to the generator by a Power Line.
Adjacency effects

Most buildings get a bonus or penalty depending on buildings or other conditions immediately next to them. Careful planning can significantly improve positive building characteristics like production speed, storage, work slots, or happiness or reduce negatives like pollution and power draw.
Noteworthy adjacency effects encountered early in a settlement include the following:
- Water Pump gains +30% Storage when on an outcropping surrounded by 3 water tiles.
- Hut gains +20% Happiness when next to 2 Potato Patches.
- Woodcutter gains +30% Storage when surrounded completely by Forest except its road.
- Burner Generator gains -25% Pollution when not surrounded completely, with 4 empty tiles.
- Early decoration buildings gain +20% Happiness when next to 2 others, for example in a triangle of 3 decorations.



