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Also, make sure you don't have extra output/input stations if you could use splitters or run straight into another station! That quickly adds up the employee costs!
EDIT: Wait - 100k in raw material for what costs 33k in imports? If that's what you're seeing, please hit F2 and submit that as a bug report so we can take a look at that!
David, you keep saying that people are clearly doing things wrong, if their costs are so high or their profits are non-existent. And I want to believe you. But so far, NOBODY has shown us how it SHOULD be done. We have yet to hear of any player who made a factory work AND be profitable.
I'm beginning to think it's about high time that you and the team showed us how you thought we should do these things. Some text in the F1 in-game help and you saying we do it wrong is clearly not enough; I'm thinking we need pictures and maybe a video or two?
Clothing takes very few employees, especially if you use splitters from one input machine to handle multiple types of clothing (the same cheap cloth can make 4 types of clothing, so you can split the input station and feed all four with one employee). Plus the fabric is cheap.
There have been posts with people showing factories on a few platforms. From cigars to clothing, jewelry, electronics, they've found savings in the factories. Food/drinks are often borderline.
If you're in hard mode or have employees with high skill, that will make it harder due to the employee wages, though, that is definitely a factor!
Most bug reports I've seen that show their factory issues are using several more input/output stations than are required, which make them cost significantly more money than they would if using more splitters or running lines directly into each other.
That could be interesting. We'll discuss this next week!
https://steamcommunity.com/sharedfiles/filedetails/?id=3357803250
I recommend you to read it, not just because I'm the writer but also because I created an optimized factory to reduce costs as much as possible and explain why it is better than importing.
With those numbers I make about 8k profit each day with 20 100% employees in 24h 7 days each week production. It would however take 237 days to recoup the initial investment but thats not my motivation here ;)
I'm curious, why are you playing in Easy ? Too hard or just want to discover ?
Because, honestly, I started in nromal without having any difficulty, I even found the game way to easy if I compare with real life, that's why I created my own difficulty even if it's still too easy lol, anyways, I'm not judging you, if you wanna play in easy, I don't mind, it's your game not mine, I'm just curious :)
David,
I reviewed the demands and optimized the factory, and I did find better numbers that make it worthwhile to build the factory.
It seems that what caused my confusion in the calculations was the raw material inventory count. The number is considerably lower when compared to the quantity of products produced in 24 hours. Which leads me to believe that the excess quantity is the quantity that is still in the queue. I would like you to confirm this.
One thing that has lost its meaning is the product output tab in BizMan. If we use an output machine for multiple products, the numbers shown in this tab are useless for any calculation.
Production time
- I still have to finish an experiment on production time, but so far, the laser cutting machine and the sewing machine have a very high production time compared to the input speed. I think this will mean that it will be necessary to build 2 factories to supply 5 stores (4x M1, 1x C2).
- The dividing conveyor is very slow, it only handles one product at a time. It could be operated continuously, which would improve the flow as a whole.
Storage
- Workers are storing boxes with different quantities of products, which causes the shelves to fill up very quickly. It would be better if they only removed the boxes from the output machine when a limit for a given product was reached.
Questions
- Does the time it takes for a worker to carry a raw material to the input machine affect the quantity produced?
That's it for now. I managed to build a profitable factory, but at the cost of a lot of testing time. I believe that a review of the items I mentioned could cause less confusion for players. I say this because most of the factories I see in the Steam workshop are not optimized at all.
Your guide is really cool, thanks for sharing.
My final result was different, but I started my tests based on your design. In the guide post, I will comment on my results.
I need to do some testings too, the guide isn't completely finish and will probably never be, I think I'll keep updating it forever to follow the updates, optimize it more with my discoveries, etc
I too was inspired by your guide that I decided to try out factories myself. You could probably get by with one output station if you connect the left and right to a single conveyor belt in the center then feed it to a single output station. Then make sure you have pallet shelves near the output station.
Speaking of pallet shelves... I think it would work a lot better if we can indicate what the shelves can hold, inputs or outputs and maybe even specific inputs. This probably only makes a difference while we are physically in the warehouse though.
They are kinda fun to setup and a bit complex at first, but at this time they don't seem overly useful. I know the devs plan to make improvements in the future so I'll wait for those before I do another.
If anyone has ever played Anno 1800 (possibly other Anno series, I've only played 1800) you'd get the manufacturing timing of each machine, however, that should be noted in F1-help as you don't them until you place the machine and select the input/output... without that you don't know how many machines you need to buy upfront.