Schedule I

Schedule I

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was the docks ever 25 employees?
as the title says, me and my friend have played since day one about and we both were convinced the dock had 25 employees. we both said we read it as 1 sweatshop, 5 bungalow, 10 barn, 25 docks. it made some margin of sense because of the 1 to 5 jump thinking the 10 to 25 jump made sense for progression reasons. come to find out after being too excited to buy the docks to reread the (possibly changed/Mandela effected) number of employees again. fast forward a couple hours and we are both getting our setups going when my friend says "its saying I can only have 10 people at the docks?" I had already spent about 60k total on pots, shelves, mixing stations, ovens and had it all layed out and mathed out I just needed to hire people and after some thorough talking and investigating I have come here in search of an answer, did we really just Mandela effect the 25 people my soul was crushed realizing I basically just wasted a weeks worth of time, as well as basically my entire play through I was trying too cook up a good plan for the docks. Now I just feel stupid.
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Showing 1-11 of 11 comments
No. Docks was always 10 employes.
rough
There is a mod on the Nexus that allows you to have more employees, 15 (for the docks and the barn) by default but you can change that number if you want. If you're planning on having a lot of botanists you'll (probably) be in for a real laggy time.
Last edited by Banecroft; May 6 @ 1:08am
im sure in his testing he pushed that to see if it work and probably settled at 10 because of the degredation to performance. just a theory. but folks talking about a mod, sound like a good idea if you got the pc to support more.
i am using several mods on my latest save and 1 of them is the better employee's mod, allows for not only adding more workers to places, you can increase the number of routes(tasks) you can give a worker, as well as changing there wages :)

I have handlers set to 20 routes and they still stand around for a lot of the day with nothing to do lol

Chemists can handle upto 6 max tasks with mod (3 cauldrons and 3 ovens) before they get buggy when producing coke,
A chemist however can only handle 3 MK2 mixers and keep up, a stack of 20 takes 1 minute to mix but it takes on average 23 seconds to start a mix and move on to next mixer after 3 mixers the 1st has finished, so if you are using all 4 mixer slots over time the 4th machine starts getting neglected and backing up your production line.

Botanists i have set to 12 tasks, 6 pots and 6 racks and they have worked without fault for over a hundred in game days and keep up no issue :)

My docks setup i am currently running it as a mixing hub where i bring bricks of coke and weed (both heavenly grade) too and then run them through 30 mixing machines,
a 15 stage mix on each, the mix for coke gives the highest value coke you can get valued at 786 (recommended price)
the weed mix is the 2nd most expensive mix valued at 183 (recommended) the highest value weed (recommended) is 186 i just can't find a mix to get that last required effect to make it lol

I am using 10 chemists doing 3 machines each, and 2 handlers to move all the stock around, the system produces 20 bricks of best coke and 20 bricks of near best weed per day.
you don't need to add that many extra workers if you give the handlers a realistic number of routes, no employer would hire a worker to move 5 things and then stand around the rest the day lmao, they a handler they work perfectly fine with the 20 routes i have them doing and as a result so as not to cheat the game to much i raised my handlers pay and botanists to reflect the extra tasks they are doing, the handlers are doing 4 times as many routes so they get payed 4 times as much :)

when i 1st set this up, the logistics was an absolute frigging nightmare, i was just constantly oredering from both gas marts as much i could and oscars (my mix uses gas so ordering it from oscar meant i could order another item at gas mart) + i was back and forth to the gas mart constantly buying stuff and i became a kingpin shelf stacker/white van man lmao

so if you are going to do big setups, i would recommend to get 1 of the increased stack sizes mod that works with deliveries so that you can buy/store more product at once
and i would recommend getting 1 of the delivery mods that allows you to set a recurring delivery so that you don't have to keep filling out orders constantly :)

Edit: forgot to add get the " no more beds" mod if you want to use a more workers mod as placing the extra beds could be problematic dependent on how many workers you decide to add to a place lol,
when the dev changes the beds to lockers you won't need the mod anymore then :)
Last edited by Maconijnr; May 6 @ 4:44am
This PC May 6 @ 5:00am 
I don't see any reason to have more than 10 employees in the dock anyways.
Hell, I struggle to see any reason to have more than 10 total, am not sure why people talk about needing more employees, more employee routes, needing to remove the beds with mods, etc... lol

You fart in a general direction and you make money on this game. Farting harder doesn't give you more, sooo... :P
Last edited by This PC; May 6 @ 5:02am
for me it's about continuation of play lol
it's called fun you should try it sometime, because i don't understand all your negativity in a lot of threads especially about mixing lol
no it is not profitable to mix or to make a big setup but it does make the game more interesting and fun extending it's play time whilst the dev prepares updates,

if you want to rush to end game with bare bones setups and skip everything to just maximise profit over expenses, then that's your choice well done you got to end game in record time and all you did was sell OG kush good for you, now what you going to do?
other than sit in the steam hub commenting on near every thread "let Tyler cook" or posting an anti mixing vid around lol,
who cares if it's not profitable it's fun to make mixes and it's more beneficial to the dev players that use mods because it means those players are finding ways to continue playing his game whilst he cook's :)
This PC May 6 @ 5:16am 
Who said I'm not having fun ? :P
I played the game 150 hours, and to me, 25 employees sounds like a lot of work for you and a lot of lag, which sounds totally unfun. If I was playing to min max, I'd have like 20h and I'd be done lol.
You do you mate, I don't want to tell you in any capacity that you shouldn't do your thing, am expressing my opinion about 25 workers, is all. I also don't understand the need to mod the game to achieve the same result with 25 workers I do with 10 workers unmodded, specifically because of this:

Originally posted by Maconijnr:
when i 1st set this up, the logistics was an absolute frigging nightmare, i was just constantly oredering from both gas marts as much i could and oscars (my mix uses gas so ordering it from oscar meant i could order another item at gas mart) + i was back and forth to the gas mart constantly buying stuff and i became a kingpin shelf stacker/white van man lmao

I order 2 ingredients at the barn, everything is automated from there on out, I just need to occasionally refill jars, baggies, seeds and soil, and call a delivery a day, abouts. That is entirely unmodded on beta patch. ^^

Figuring this out was way more rewarding to me than bending the game to reward me lol, I feel like that's cheating a bit, but if it's fun for you, like I said, you do you.
Last edited by This PC; May 6 @ 5:25am
Agreed 25 workers is too much for any location :)
but adding routes to workers i think is acceptable as they stand around too much lol

it triggers my OCD having workers stood around doing nothing all day, something handlers do all the time, why pay 4 handlers to do 20 routes and have them stand around near all day when you can pay 1 with 20 routes and and still have them stand around for a good chunk of the day handlers are seriously under utilised lol
Originally posted by This PC:
I order 2 ingredients at the barn, everything is automated from there on out, I just need to occasionally refill jars, baggies, seeds and soil, and call a delivery a day, abouts. That is entirely unmodded on beta patch. ^^

Figuring this out was way more rewarding to me than bending the game to reward me lol, I feel like that's cheating a bit, but if it's fun for you, like I said, you do you.

Lol i reached kingpin all areas unlocked all dealers all customers on all of the 5 available save slots BEFORE i started using mods like i said i am doing it for fun and to keep playing without mods i wouldn't have the 250+ hrs in the game lmao
This PC May 6 @ 5:33am 
Originally posted by Maconijnr:
Lol i reached kingpin all areas unlocked all dealers all customers on all of the 5 available save slots BEFORE i started using mods like i said i am doing it for fun and to keep playing without mods i wouldn't have the 250+ hrs in the game lmao

Am not saying in any capacity that you're bad at the game either. Seriously man, you do you, but much like you, I have opinions and clearly, I tick in a different way. :P
Last edited by This PC; May 6 @ 5:34am
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