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Update: nevermind, while they wake up and start run for a trade (the second transporter was empty, so I guess he was not going to sell anything, but to buy), but the moment the first one sold the wares, I guess he went back into lethargy mode, because did not buy anything and run empty back to the business...
btw the price for the ingredients is green (buy) and the price (sell) for my product aswell, its dirty cheap so it should not be the price which is the problem.
So it looks like they let the business run hot on the edge of running out of resources, but it keeps working all the time, which feels like magic. After removing the checkbox on the low grade products that are cheap to buy (but far to run to gather).
I'd have to say, the "help" section totally useless and you have "hidden" things that are totally unexpected and if you don't know things seem totally weird or broken or seemingly random, but it appears they are not... I guess most people don't get to the point where they figure it out because they quit earlier and you get negative review, which is kind of sad....
For automating it seems quite resilient so far with how the transport / procure system works, including the barn/warehouse mechanic. The only thing that, as I'v already wrote, is currently inferiorly barebone is the manual trade route. It has almost no of the smartness (makes sense, but it considers some of the limits), but also no ability for the player to set rules to make it manually smart in some way.
- market did not have more items in store
- price of items needed and expected sell price of product might have been negative
- production queue did not need more than the items purchased
Storage rules only limit what the transporter can drop/pick up. They do not send them out to get certain amounts. For that you need the production to have an order for that product.
We did this, because in previous versions, the transporter would bankrupt players by purchasing items from the market, even if they were not needed for the current production.
The problem is the intermediate product ticked (enabled) in production.
When the product is enabled and it runs out and is required in production, the job to get it will be delegated to an implicit worker job, instead of procurer.
Just need to know that and everything is fine. There is one drawback though: if procurer for whatever does not make it, the workers will not gather it either, because the product is disabled. So it takes away the "fallback".
And how in the hell do i get this to work?!
transporter will only procure if the product is not also a product or intermediate product. Otherwise it will be expected that the workers garther or create the intermediate and you need to procude the base resource. If you want to procure the intermediate resource, you need to disable it as a product (in that case there is a checkbox in the icon of the product).
Also: transporter will only procure if the resource is actually needed. actually neded means: you have something in the production queue that is currently being worked on or the resource is needed for an intermediate product for something that is in the queue.