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We definitely need a priority system for the deliveries - start with factory outputs, go to warehouse next, etc! I think that would address what you're talking about here!
For the clothing - the problem is 8 types of clothing with only 6 output/box spots on the output machine! Because of that, the line gets backed up when the 7th product type tries to go to the same output machine!
And some big UI updates will be coming in the future as well, which should help with some of these issues/questions!
For FIFO? I'm not sure, at least not for me. Since my factories are sending to a single warehouse then that warehouse sends to another warehouse and that warehouse sends to final destination.
When I first setup this warehouse hub distribution setup it can take like 2 days to get retails stocked up. When I changed deliveries I forgot to send some products to some warehouses haha. I'm not sure what delivers first, factory, first warehouse or second warehouse but the goods to the second warehouse definitely comes in after that warehouse did their deliveries cause the warehouse is fully stocked while retails remain empty. This may be better solved by the player setting up their own priorities cause I don't know if in code you'd be able to determine in which order it should happen.
I just realized what I wrote up is not how I have things setup, I guess I was going off of memory of my first factories. You're definitely correct about the 8 outputs regarding clothing as clothing is where I saw the most issue in one of my first factories. I thought I had an issue with just cheap jewelry being the only thing going to an output and I needed more outputs then expected. I just tested this on an existing factory where I saw this initially and I wonder if when I was testing it previously if maybe I had some raw material on a wrong conveyor belt blocking some production. I would have mentioned the raw material issue in the post but I've seen elsewhere where you mentioned it's a known bug and being looked at. I'd say it's currently my number one issue. It's also why I suggested the factory tab shouldn't say "not running" if it's just been idle for a few minutes. It would be easier to know if I need to go remove raw material from a conveyor belt or if it's just a short delay.
The funny thing is I have 2 other jewelry factories with literally only one output, which is split between cheap and expensive (off the top of my head like 16 inputs in total), so not sure why I didn't put two to two together lol. I also have a clothing factory that is just 4 different products with more accurate amount of outputs. I run it as expensive most of the time unless I get overstocked and change it to cheap, which doesn't happen too often.
Another thing I didn't mention cause I know it's being looked at is the factory tab not being accurate which would make some of the above easier to analyze. Currently have to wait and see how much inventory you have in stock at the end of the day then compare it the next day.
Hopefully the next update has a way to not require extra input machines when final product needs 5 different goods, watches for example. I currently don't see a way to use splitters for all inputs without trapping staff in. So like batteries, glass and plastic need two inputs each when 1 input each would be enough. It was interesting setting it up cause it was difficult to visualize how it should be setup.
Now off to see what I can do with my first cheap jewelry factory cause I can definitely eliminate a lot of outputs.