Logistics Hubs move goods between warehouses. Give the system a source, a destination that accepts the goods, and a request or empty-out instruction; staffing a hub alone does not create a useful route.
Based on the sources below. Planning suggestions are editorial guidance; this is not a claim of hands-on testing on the latest build.
Distinguish storage transfer from factory delivery
A Logistics Hub is not a universal workforce for every movement in the colony. Start by identifying the exact transfer that is missing. If resources need to move between warehouses, inspect hub instructions. If a factory is waiting, inspect its own inputs and workers as well.
Test one resource between two warehouses
Use a simple transfer to establish whether the system works. Pick a material that is genuinely present at the source and an accessible destination with free room.
- Set the receiving warehouse to accept that resource and request a useful amount.
- Set an appropriate source to empty when that is your intended flow.
- Assign available Whiskers to the Logistics Hub.
- Watch the stock change before creating additional transfers.
Look for conflicting instructions
Check a destination's accepted goods and available capacity. Avoid issuing instructions that simply shuttle the same resources around. Keep enough stock where it is needed and use overflow handling deliberately rather than emptying every warehouse indiscriminately.
Use the current worker panel as the authority
The overview and individual hub pages list different worker capacities. This guide deliberately avoids a fixed hub staffing number. Fill the slots your current version provides, then add capacity only when a working transfer cannot keep up. Once simple movement is reliable, apply the same logic to local input storage near industry.
Sources & version notes
Game updates and difficulty settings can change behavior. Where sources disagree, this guide avoids unsupported exact values and points you to the current in-game panel.