The official Prologue documented Order, Stock, and Auto, but those modes are not confirmed for the current main Early Access build; verify that your active build exposes them before using this page as a diagnostic model.
Treat the modes as historical Prologue evidence
An official Prologue update described manufacturing modes that became available after the Warehouse was built:
- Order requested a chosen amount and paused when required materials were unavailable.
- Stock aimed to keep the relevant inventory above a selected threshold.
- Auto continued production, paused when materials were unavailable, and resumed when materials returned.
Those definitions explain the Prologue design at the time of that update. They do not prove that the current main game exposes the same labels, unlock condition, or behavior. This article therefore uses them as a comparison model rather than a durable current-build procedure.
Verify applicability before diagnosing a queue
Do not search for a menu path copied from the Prologue. Instead, establish whether the current build supplies matching evidence:
- Does the active interface visibly name Order, Stock, or Auto?
- Does the current description explain what happens when inputs are missing?
- Does a Stock description mention a threshold, or does it define a different target?
- Does an Auto description promise resumption, or only repeated work?
- Do current official notes describe a change from the Prologue behavior?
If the labels or descriptions are absent or different, stop applying the Prologue model. Use the wording shown by the current build and its official update notes. The supplied research does not authorize reconstructing missing actions, buttons, or values.
Use production and hauling as separate questions
The Prologue evidence makes one useful conceptual distinction: production automation did not equal automatic delivery. A manufacturing mode governed whether a producer should make an item, while workers and logistics still affected the movement of inputs and finished output.
If the current build confirms comparable modes, diagnose two layers separately:
- production evidence: the active recipe or task, the mode description shown now, available inputs, a staffed production role, and room for output;
- logistics evidence: output waiting to move, available transport work, an observable route, and a destination that can receive the item.
This conditional model prevents an unsupported conclusion. A queue that appears idle may involve production, inputs, staffing, output, hauling, or destination access. The historical mode name alone cannot identify which layer failed.
The Resource Transport Station guide applies the same Prologue-versus-current boundary to hauling. For food, the hunger and food guide follows the supported chain into the Food Hall or consumable stock without inventing a rate.
Ask diagnostic questions without assuming UI
Once the current build confirms a matching mode, work from observations rather than memorized clicks:
- What production intent does the active description state?
- Is the relevant input available to the producer rather than merely present somewhere in the colony?
- Is the production role staffed after expedition selection?
- Is finished output waiting at a building or output area?
- Is transport work operating along an observable route?
- Can the Warehouse or consuming facility receive the output?
These questions do not assume where the controls are or that the Prologue unlock condition remains current. They also do not prescribe reissuing work as a fix. The point is to locate the boundary at which observable flow stops.
Apply the model cautiously to food
The supported food chain remains raw materials, Kitchen production, transport, Food Hall or consumable stock, and an opportunity for soldiers to eat. If current-build evidence confirms a Stock-like mode, its threshold may help express a reserve target. If it confirms an Auto-like mode, repeated production still would not prove delivery.
No universal threshold follows from the supplied research. A visible buffer can be observed and revised, but per-soldier consumption and a permanent reserve formula are not established.
Recheck after staffing or build changes
An expedition can remove production or transport workers from the colony, so a previously stable chain may stop even when its visible configuration is unchanged. A patch can also change labels, recipes, or logistics. Re-establish current evidence after either kind of change.
The beginner guide provides a broader one-chain-at-a-time method. It does not convert the Prologue modes into confirmed main-build instructions.
Keep the conclusion conditional
Order, Stock, and Auto are exact names from the historical Prologue evidence. Their current main-game availability, interface placement, unlock condition, recipe coverage, thresholds, and timers remain unverified in the supplied research.