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Works as an automatic mill.","entity":{"key":"building:watermill:0:south","kind":"building","names":{"cs_CZ":"Vodní mlýn (jih)","de_DE":"Wassermühle (Süd)","el_GR":"Watermill (South)","en":"Watermill (South)","es_ES":"Molino de agua (sur)","fr_FR":"Moulin à eau (sud)","hu_HU":"Watermill (South)","it_IT":"Watermill (South)","ja_JP":"水車小屋（南）","ko_KR":"물레방아 (남쪽)","la_LA":"Watermill (South)","nl_NL":"Watermill (South)","pl_PL":"Młyn wodny (południe)","pt_BR":"Moinho D'Água (Sul)","pt_PT":"Watermill (South)","ru_RU":"Водяная мельница — юг","sk_SK":"Vodný mlyn (Juh)","sv_SE":"Watermill - South","th_TH":"กังหันน้ำ (ใต้)","tr_TR":"Su Değirmeni (Güney)","uk_UA":"Watermill (South)","zh_CN":"水车磨坊 - 南","zh_TW":"水車磨坊 - 南"},"descriptions":{"cs_CZ":"Je zapotřebí umístit vedle vody. Funguje jako automatický mlýn.","de_DE":"Muss neben Wasser platziert werden. Dient als automatische Mühle.","el_GR":"Needs to be placed next to water. Works as an automatic mill.","en":"Needs to be placed next to water. Works as an automatic mill.","es_ES":"Debe situarse junto al agua. Funciona como un molino automático.","fr_FR":"Doit être placé à côté d'un plan d'eau. Fonctionne comme un moulin automatique.","hu_HU":"Needs to be placed next to water. Works as an automatic mill.","it_IT":"Deve essere collocato vicino all'acqua. Funziona come un mulino automatico.","ja_JP":"自動で粉を挽く。水源に隣接させて設置する必要がある。","ko_KR":"물가에 배치해야 합니다. 자동 방앗간 기능을 합니다.","la_LA":"Needs to be placed next to water. Works as an automatic mill.","nl_NL":"Needs to be placed next to water. Works as an automatic mill.","pl_PL":"Musi być umieszczony przy wodzie. Działa jak automatyczny młyn.","pt_BR":"Precisa ser colocado ao lado da água. Funciona como um moinho automático.","pt_PT":"Needs to be placed next to water. Works as an automatic mill.","ru_RU":"Должна быть размещена рядом с водой. Работает в автоматическом режиме.","sk_SK":"Musí byť umiestnený vedľa vody. Funguje ako automatický mlyn.","sv_SE":"Needs to be placed next to water. Works as an automatic mill.","th_TH":"ต้องวางติดกับแหล่งน้ำ ทำงานเป็นเครื่องโม่อัตโนมัติ","tr_TR":"Suyun yanına yerleştirilir. Otomatik olarak çalışır.","uk_UA":"Needs to be placed next to water. Works as an automatic mill.","zh_CN":"需置于水体旁，可自动碾磨作物。","zh_TW":"需置於水體旁，可自動碾磨作物。"},"image":"/assets/icons/cbed83efa1ffff1e0ca33847.png","tier":null,"maxStack":null,"availability":"registered","playerPage":true,"nameLocales":["cs_CZ","de_DE","el_GR","en","es_ES","fr_FR","hu_HU","it_IT","ja_JP","ko_KR","la_LA","nl_NL","pl_PL","pt_BR","pt_PT","ru_RU","sk_SK","sv_SE","th_TH","tr_TR","uk_UA","zh_CN","zh_TW"],"paths":{"en":"/world-journal/buildings/watermill-south","de_DE":"/de/weltenbuch/gebäude/wassermühle-süd","fr_FR":"/fr/journal-du-monde/bâtiments/moulin-à-eau-sud","es_ES":"/es/diario-del-mundo/edificios/molino-de-agua-sur","it_IT":"/it/diario-del-mondo/edifici/watermill-south","ru_RU":"/ru/журнал-мира/постройки/водяная-мельница--юг","uk_UA":"/uk/журнал-світу/будівлі/watermill-south","pl_PL":"/pl/dziennik-świata/budynki/młyn-wodny-południe","cs_CZ":"/cs/deník-světa/budovy/vodní-mlýn-jih","sk_SK":"/sk/denník-sveta/budovy/vodný-mlyn-juh","hu_HU":"/hu/világnapló/épületek/watermill-south","el_GR":"/el/ημερολόγιο-κόσμου/κτίρια/watermill-south","nl_NL":"/nl/wereldjournaal/gebouwen/watermill-south","sv_SE":"/sv/världsdagbok/byggnader/watermill--south-8c328057","tr_TR":"/tr/dünya-günlüğü/binalar/su-değirmeni-güney","pt_BR":"/pt-br/diário-do-mundo/construções/moinho-d-água-sul","pt_PT":"/pt/diário-do-mundo/edifícios/watermill-south","ja_JP":"/ja/世界の手帳/建物/水車小屋-南","ko_KR":"/ko/세계-일지/건물/물레방아-남쪽","zh_CN":"/zh-cn/世界手册/建筑/水车磨坊--南","zh_TW":"/zh-tw/世界手冊/建築/水車磨坊--南","th_TH":"/th/บ-นท-กโลก/ส-งปล-กสร-าง/ก-งห-นน-า-ใต","la_LA":"/la/liber-mundi/aedificia/watermill-south"}},"articles":[],"answer":{"key":"building:watermill:0:south","ask":"unlock","clauses":[{"say":"built","ids":["construction_resource:resource:lumber","construction_resource:resource:stone"]},{"say":"unlockedBy","ids":["quest:ceres:2"]},{"say":"makes","ids":["item:material:flour","item:material:grape_paste","item:material:olive_paste"]}]},"playerAnswers":{"schema":1,"game":"romestead","buildId":"25128773","dataVersion":"361b2d3b6606b011ae7584f4b184be93310f1d9111dabae2c6aac533fc5ada6a","language":"en","locale":"sv_SE","playerState":"not-observed","selection":{"entity":"building:watermill:0:south"},"owner":{"entity":"building:watermill:0:south","kind":"building","name":"Watermill - South","href":"/sv/världsdagbok/byggnader/watermill--south-8c328057","apiHref":"/api/page?path=%2Fsv%2Fv%C3%A4rldsdagbok%2Fbyggnader%2Fwatermill--south-8c328057","answersHref":"/api/player-answers?entity=building%3Awatermill%3A0%3Asouth&locale=sv_SE"},"page":1,"pages":1,"pageSize":20,"total":7,"rows":[{"id":"mechanic:citizens:decoration_appeal","title":"Decoration proximity, direct stat bonuses and building appeal","statement":"Decorations affect intersecting building footprints through native world-unit radii. 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The two normalized hidden test definitions keep that classification.","DecorationsSController registers every building returned by GetBuildingsIntersectingCircleArea without a town filter. Newly created buildings scan existing decorations with the reciprocal rectangle-circle test.","RegisterDecoration stores appeal per decoration instance when the building's appeal channel exists, then registers direct CitizenStatBonuses under the same spawn GUID independently of the appeal channel.","Building appeal sums instance values and caps them with MathF.Min. The helper uses the configured step curve or the native five-entry fallback and the configured happiness-per-step value.","At the default curve and unit step, appeal 6, 16 and 32 contribute happiness 1, 2 and 3 respectively. Those are calculated contributions when the actual appeal reaches those values, not free rank bonuses.","The resulting appeal happiness is an additive Citizen_Happiness modifier. Direct statues add to efficiency/expertise; the existing happiness formula subsequently affects both stats through its separate multiplier contribution.","Removing or upgrading a decoration unregisters the old instance's appeal and direct modifiers, then recomputes affected citizen stats. Registration/load and building-creation paths use the actual native footprint and radius.","Building modifiers are copied into assigned citizens by the existing stat-composition pass. An unrelated nearby citizen does not receive this modifier merely by standing inside the decoration circle."],"unknowns":["Placed decoration instances, building footprint, native appeal cap, configuration/world modifiers and actual citizen-slot assignments are live inputs.","Prototype registration and a stored numeric effect do not by themselves establish an ordinary player unlock or a current active decoration."],"questions":[{"id":"Q07","href":"/api/player-answers?question=Q07&locale=sv_SE"},{"id":"Q08","href":"/api/player-answers?question=Q08&locale=sv_SE"},{"id":"Q09","href":"/api/player-answers?question=Q09&locale=sv_SE"},{"id":"Q19","href":"/api/player-answers?question=Q19&locale=sv_SE"}],"relatedRules":[{"id":"mechanic:citizens:job_assignment","href":"/api/player-answers?rule=mechanic%3Acitizens%3Ajob_assignment&locale=sv_SE"},{"id":"mechanic:citizens:stat_application","href":"/api/player-answers?rule=mechanic%3Acitizens%3Astat_application&locale=sv_SE"},{"id":"mechanic:construction:materials_and_completion","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Amaterials_and_completion&locale=sv_SE"},{"id":"mechanic:construction:placement_flow","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Aplacement_flow&locale=sv_SE"},{"id":"mechanic:workplaces:completion","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acompletion&locale=sv_SE"}],"entities":[{"entity":"building:altar:0","kind":"building","name":"Altar","href":"/sv/världsdagbok/byggnader/altar","apiHref":"/api/page?path=%2Fsv%2Fv%C3%A4rldsdagbok%2Fbyggnader%2Faltar","answersHref":"/api/player-answers?entity=building%3Aaltar%3A0&locale=sv_SE","role":"references"},{"entity":"building:altar:1","kind":"building","name":"Altar - 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A missing recorded town is replaced with the closest town, or the orphan site is removed when no town can be found.","Only positive declared resource requirements enter the remaining-resource dictionary. ServerOnly entities are skipped. Each matching entity subtracts its whole aggregate from remaining requirements; that entity is marked for removal or, if it contains a bucket resource, for emptying.","If resources remain and DisableConstructionMaterialRequirements is false, completion returns before resource removal. Ordinary inventory item stacks and loose world-item records do not become construction materials merely by sharing a resource name.","A contributing non-bucket world entity is removed whole with ConsumedResource. A contributing bucket is emptied; this path does not split off a remainder from a larger contributing aggregate.","For Building, Entity and Decoration constructions, retained entities, players and world items are moved out of the footprint. 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The shared geometry predicate exists, but the reviewed server create/build/item handlers do not all call it.","status":"operative-rule","language":"en","fields":{"blueprintClientRejects":"ConstructionValidEnum.Invalid","carpenterEligibilityRequires":"ConstructionValidEnum.Valid","placementItemCost":"one item from the current player's character inventory","serverValidatorReferenceSearch":"construction-server-validator-references","townCoreClearanceTiles":64},"conditions":["PlacingConstruction.Place calls HasConditionsMet before its chosen placement callback. Building/decorative biome checks and selected proximity checks run there; a hard Invalid area rejects the placement, while Obstructed alone does not.","CreateConstructionSite checks the complete space predicate for Invalid, then sends a blueprint using the main area's width and height. Server creation resolves the peer's world, removes intersecting sites and records the supplied blueprint; that handler does not invoke ServerIsValidConstructionPosition.","The named server predicate has one native caller outside its own definition: the carpenter's IsConstructionSiteValid. That helper requires a resolved construction/world and the complete shared result to equal Valid.","The ordinary server build path independently checks site/world, resolvable spawn and physical construction materials, then consumes/moves entities and spawns the construction. It does not repeat the full shared geometry or the client's biome/proximity checks in this path.","TryPlaceConstruction resolves a usable placement item and its construction, checks a valid town only when RequiresTown demands one, expends one item and spawns. It does not run blueprint progress or the full shared geometry predicate.","The client town-core selector uses max(abs(dx)-townWidth/2, abs(dy)-townWidth/2), including width on both axes, against both existing towns and town-starting blueprints. SetConstruction registers a 64-tile minimum when CanStartTown is true."],"unknowns":["These findings describe the pinned handlers and their reference set. They do not authorize treating every network entry point as a fully validated placement or replacing the accepted settlement geometry model with one UI status.","Actual biome, footprints, source items, town membership and obstruction state remain player inputs. Blueprint placement is distinct from being ready to complete it."],"questions":[{"id":"Q19","href":"/api/player-answers?question=Q19&locale=sv_SE"}],"relatedRules":[{"id":"mechanic:citizens:decoration_appeal","href":"/api/player-answers?rule=mechanic%3Acitizens%3Adecoration_appeal&locale=sv_SE"},{"id":"mechanic:construction:client_area_status","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Aclient_area_status&locale=sv_SE"},{"id":"mechanic:construction:materials_and_completion","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Amaterials_and_completion&locale=sv_SE"},{"id":"mechanic:controls:catapult_variant_absence","href":"/api/player-answers?rule=mechanic%3Acontrols%3Acatapult_variant_absence&locale=sv_SE"},{"id":"mechanic:controls:construction_variants","href":"/api/player-answers?rule=mechanic%3Acontrols%3Aconstruction_variants&locale=sv_SE"},{"id":"mechanic:workplaces:carpenter_construction","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acarpenter_construction&locale=sv_SE"}],"entities":[{"entity":"building:bakery:0","kind":"building","name":"Bakery","href":"/sv/världsdagbok/byggnader/bakery","apiHref":"/api/page?path=%2Fsv%2Fv%C3%A4rldsdagbok%2Fbyggnader%2Fbakery","answersHref":"/api/player-answers?entity=building%3Abakery%3A0&locale=sv_SE","role":"applies-to"},{"entity":"building:bakery:1","kind":"building","name":"Bakery - 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The six registered display families below resolve to 18 actual construction targets; the separate manned-catapult branch has no registered targets in this 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stone, concrete and marble walls use horizontal, vertical and corner entries. Their fourth direct index is ignored by SetSelectedIndex.","Wood gates have horizontal and vertical entries. Their third and fourth direct indices are ignored.","Watermill level-zero variants are ordered south, west, north, east. D-pad direction selects array position; it is not the resulting world-facing direction.","Previous and next wrap by the current array length. Direct indices must first satisfy 0 <= i < length; they are not wrapped into a valid index.","Update uses an else-if priority of previous, next, then direct variants 1 through 4. Construction mode activation, cursor/UI state and placement validation remain native gates.","Only registered construction targets may supply entity/page links. The reviewed manned-catapult branch is retained as an explicit absence, not promoted into a buildable object."],"unknowns":["The selected construction, active overlay, placement legality and any customized layout remain live 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Their interpretation uses the actual harvest path and post-aggregation modifiers.","Each material/crop/biome/mature-object relation is indexed in both directions. Existing item-to-recipe ingredient/output relationships retain the downstream use of crop products, including wheat to flour to Bread.","The three one-stage mushroom variants do not gain invented planting-item edges; the 22 actual seed spell destinations are preserved.","Five saplings have null crop drop tables and mature into named native doodads. Their eventual wood/fruit/seed acquisition follows the existing native gathering rules for those objects.","The three Farmstead ranks retain their actual tile rectangles, farmer slots, well selector and watering unlock. The eight Watermill orientations/ranks have no citizen slots and keep their standalone controller rules.","The held exact well prototype GUID and building_type:well remain unresolved in the admitted native graph. The implemented Farmstead BuildingDataId lookup is kept separately; these gaps are not replaced with another well identity or evidence of a working live placement.","Olive's empty removal-item field remains distinct from a valid seed relation.","The well construction record itself is registered and names building:well:0, costs four stone and requires 50 construction progress in a town. 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Do not extend that branch to every positive rank or use the manual-mill worship speed flag here."],"unknowns":["Actual occupancy transitions, entity update cadence, recipe, rank, input stock and output space are required.","No unconditional per-second or offline-while-server-stopped production claim is admitted."],"questions":[{"id":"Q03","href":"/api/player-answers?question=Q03&locale=sv_SE"},{"id":"Q09","href":"/api/player-answers?question=Q09&locale=sv_SE"},{"id":"Q20","href":"/api/player-answers?question=Q20&locale=sv_SE"}],"relatedRules":[{"id":"mechanic:crops:definition_paths","href":"/api/player-answers?rule=mechanic%3Acrops%3Adefinition_paths&locale=sv_SE"},{"id":"mechanic:food:bread_chain","href":"/api/player-answers?rule=mechanic%3Afood%3Abread_chain&locale=sv_SE"},{"id":"mechanic:time:pause_gates","href":"/api/player-answers?rule=mechanic%3Atime%3Apause_gates&locale=sv_SE"},{"id":"mechanic:workplaces:completion","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acompletion&locale=sv_SE"},{"id":"mechanic:workplaces:manual_mill","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Amanual_mill&locale=sv_SE"},{"id":"mechanic:workplaces:watermill_progress_transition","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Awatermill_progress_transition&locale=sv_SE"}],"entities":[{"entity":"building:watermill:0:east","kind":"building","name":"Watermill - 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Preserve the actual assignments instead of silently reversing them."],"unknowns":["The amount affected depends on the actual two progress values, occupancy check timing and intervening completed batches.","This source finding is not a reproduced native-game observation and does not patch the installed client."],"questions":[{"id":"Q03","href":"/api/player-answers?question=Q03&locale=sv_SE"},{"id":"Q09","href":"/api/player-answers?question=Q09&locale=sv_SE"},{"id":"Q20","href":"/api/player-answers?question=Q20&locale=sv_SE"}],"relatedRules":[{"id":"mechanic:crops:definition_paths","href":"/api/player-answers?rule=mechanic%3Acrops%3Adefinition_paths&locale=sv_SE"},{"id":"mechanic:food:bread_chain","href":"/api/player-answers?rule=mechanic%3Afood%3Abread_chain&locale=sv_SE"},{"id":"mechanic:workplaces:watermill","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Awatermill&locale=sv_SE"}],"entities":[{"entity":"building:watermill:0:east","kind":"building","name":"Watermill - East","href":"/sv/världsdagbok/byggnader/watermill--east-fd21d5fb","apiHref":"/api/page?path=%2Fsv%2Fv%C3%A4rldsdagbok%2Fbyggnader%2Fwatermill--east-fd21d5fb","answersHref":"/api/player-answers?entity=building%3Awatermill%3A0%3Aeast&locale=sv_SE","role":"applies-to"},{"entity":"building:watermill:0:north","kind":"building","name":"Watermill - 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