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Excellent! It is actually helpful that they do that, and that makes perfect sense. Thank you for taking the time to reply. I have one additional question if you don't mind. How do you envision the logistics system to work? I am currently trying to set up my warehouses so that they can transfer goods effectively when I reach a large population that spans the map. The issue is most of my productions tend to be located in a district like cluster. For example my stone cutters are near stone mines ect. I am pondering how to deal with that. Hearing how you intended the system to work would help me wrap my brain around it.
You basically have 2 kinds of warehouses, "collectors" and "fetchers".
Collectors sit near your industry and accept goods. They need to be close to production buildings so that your industry workers don't have to work far to deliver, and they need to have enough capacity to take all the goods being produced (so industry workers don't have to walk to a faraway warehouse if the closest one is full).
Fetcher warehouses sit near to where you need the goods delivered, e.g. eateries and the next steps in your production chain. They're set to 'fetch', often just one box of each good. If they're close to your eateries and other industry then those workers don't have far to walk to get their goods.
Warehouse workers carry more than normal workers so using warehouses to move goods as much as possible is more efficient.
You can't set up a "chain" without micromanagement, so just have one warehouse near the production and another where the goods need to get to. If they're pulling across a lot of the map they'll need more workers (and/or more warehouses).
Obviously a single warehouse can do both roles, collecting some local goods and fetching others. E.g. a warehouse next to a coal mine and a smelter might be accepting a lot of coal and fetching 255 ore.
Reducing the radius can be a good idea in bigger cities to stop the workers going out to collect random harvested goods on the other side of the map.
F = warehouse with fetch
P = producer of resource
C = consumer of resource
--- = distance
P -> NF ------------------------> F -> C
Possibly, if the producer has a large internal storage capacity, you can skip the NF.
For large quantities, it is more efficient to use the transport room, T. Set it to deliver to F.
P -> T ----------------------------> F -> C
You can have several consumers all over town
C <-F <------------------ P -> T ------------------> F -> C
You can also use the empty to function in the F warehouse, and have that deliver to a particular warehouse. I'll call that E.
<---------------F <- C
C <- E ---------------------> NF <---------------F <- C
<---------------F <- C
DS= District storage
MS = Mass storage
CW = Consumer with tiny attached fetching Warehouse
Step 1
P -> NF -> Bakeries & --------------> DS 1
Step 2
DS 1 ---> CW & ------------> DS 2
Step 3
DS 2 ---> CW & ------------> MS
Step 4
MS ----> DS 1 (Repeat steps 2-4)
The Idea was to keep the stock circulating with only what is needed being kept by the warehouses with the rest moving on. The mass storage was intended to hold onto what could not be sent back into the chain. I was trying to keep my warehouse workers traveling in a predictable pattern so I could more efficiently supply them with services ect. I also was intending to be able to set my warehouses up once and not need to periodically increase the accepted grain amount as production grows. I was attempting to make the logistics as efficient, and robust as I could. I could never get that system to work quite right, and I was never quite sure if I was missing something obvious about the logistics. However hearing it's intended use does give me some ideas to mess around with. So again, thank you!