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So is there just no way to actually automate meth production? Is this just a key feature. that everyone understands and accepts is completely brokeN?
It's strange that the handler is going by order and not need, but anyway that's how it works.
big brain on tyler thats for sure:P
Order of operations works for assignments, too, so it also makes sense for shelf presentation, especially from a programmatic point of view, it's just a minor array loop.
Basically think of them as human conveyor belts. Whatever you put in the source container will be moved to the target container indiscriminately.
And that's part of why I stick to weed.
There is nothing stopping a handler from putting 30 of 1 item into the chemistry station.
I've fully automated everything in a meth manufacturing facility (EXCEPT restocking the chemistry station) which includes:
8 Chemistry Stations
8 Ovens
8 Mk2 Mixers
I used a mod to have 15 employees at the barn. 6 Chemists, which all covered the list of stations above, and the other 9 were all handlers.
Chemistry stations output to ovens, ovens output to 8 shelves.
1 handler moves Meth from 4 of those shelves to the other 4.
Another Handler moves those 4 shelves, taking them all to Mixer 1.
All the Mixers output to the next Mixer in the line.
Next to each mixer is 4 large shelves.
Each of these shelves has it's own handler that routes all 4 shelves to their respective Mixer.
That gives me 640 of each of my 8 ingredients I add to my Meth.
The last Mixer outputs to the brick press, which is the only Station 1 of my 9 handlers is assigned to.
I could have done half as many Chemistry Stations and Ovens. Which would give me 2 less chemists.
I could have not done that dumbass setup with 8 ovens going into 8 shelves, and done 4 into 4. That gives me 1 less handler.
So between 3 more employees, and 4 of the hypothetical 8 are using their 5th route to collectively put the final mixer ingredient from one of its 4 shelves into the mixer. There are 19 more routes we could have to stock 4 chemistry stations.
You may have noticed, that when an employee is on his way to grab an item from the shelf, that item is locked, and you can't grab it or interact with it in any way. We need to use this to our advantage.
Those 3 new handlers will each get their own 4 shelves, and each Handler will only move 1 ingredient (4 for maximum time before you need to intervene). Each handler has 4 shelves that each route to its own chemistry station. That's 12 of the available 19 routes we could use. The idea is you have 1 Chemist doing all 4 Chemistry Stations. He can only finish them one at a time. The second he finishes 1 cook, all 3 of the Handlers will spring into action at the same time. Each picking up their respective ingredient, locking it, but more importantly, "reserving" its space on the chemistry table. Once they add their ingredient, there's no more space, nothing more to be done.
Sorry for the long winded explanation. Logistics is my favorite part of the game lol.
I played with a friend of mine and the 3 different resources to be put into the chemistry station are completely random. So sometimes it works but eventually it will come to a stop... super annoying as its supposed to be automatic to make live easier... :(
The problem is you have to *know* to do that. Which requires *knowing* that the handler uses a stupid algorithm to pick reagents from the source.
I'm hoping this gets fixed. (not improved, fixed - as it is, it's broken)
And when I reorder/-fill the main storages the problem starts anew. So I have to prefill again.
That means EVERY time this happens I have to refill not only the main storage units but ALSO EVERY SINGLE STATION...
So I hope this problem is being fixed soon - also because many other players are not even taking their time reading fixes but just giving games up altogether out of frustration.
Just saying.