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Once a building is constructed, its operation can be adjusted in a number of ways. It can be paused to remove all the current workers for other locations. A paused building does not consume any Energy or Water.
You can also add or remove Work Slots to speed up production or move workers to other tasks as necessary. Opening a new slot automatically assigns the best available person to the building.
Buildings can also be demolished to get roughly half the amount the building cost back along with the freed up space. The operation is immediate and final, so use it carefully. A salvaged storage will have its contents dumped on the ground where they should be picked up and transported to a new storage to avoid spoilage.
Some buildings also require you to select a type of item you want it to produce, such as Crops in a Field or a type of Medicine in the MedLab.
Some buildings can have more than one colonist working in them. Try assigning more colonists to the highlighted building by selecting it and pressing the highlighted button. More colonists means more production, but remember to keep some as carriers so the colony won't grind to a halt.
Work and Efficiency Areas
Several buildings have Work Areas they work in. Some (all storage buildings, Sawmill etc.) you can move manually to a new area, while others (Well, Fishing Hut etc.) are fixed to surround the building. Updating the Work Areas is crucial for efficient production, so be sure to open up the building menu and select "Move Work Area" to order your Colonists toward new Berry Bushes, Metal Deposits and so on.
Overlapping areas will diminish efficiency, so spread them apart from each other. A notification will let you know when a building has gathered everything from its Work Area, so you can move it to a new location.
Some buildings have static areas in which they operate. If these overlap with identical structures (like two Water Wells), both suffer production penalties, so space them out enough to get their full benefits.
Once in a while, you might want to demolish a building. The indicated starting stockpile is now probably quite empty, and if you have a Water Tower built, you do not need it for anything anymore. Open its Building Menu and tap the highlighted Salvage button. Salvaging returns some of the used resources too, so it can be used in a pinch to reclaim materials. Salvaging a storage building does not destroy its contents.
Smoking buildings can still be used but might be destroyed if damaged again. Burning ones are shut down and will eventually collapse if not repaired. The resulting rubble must be cleared so new structures can be built on their place.
Some buildings have a number of different visuals that look different from each other or have altered prop placement, but function the same. Their entrance is also on the same spot.
List of buildings
Please help with verifying or updating this section. It was last verified for version 1.1.
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