ติดตั้ง Steam
เข้าสู่ระบบ
|
ภาษา
简体中文 (จีนตัวย่อ)
繁體中文 (จีนตัวเต็ม)
日本語 (ญี่ปุ่น)
한국어 (เกาหลี)
български (บัลแกเรีย)
Čeština (เช็ก)
Dansk (เดนมาร์ก)
Deutsch (เยอรมัน)
English (อังกฤษ)
Español - España (สเปน)
Español - Latinoamérica (สเปน - ลาตินอเมริกา)
Ελληνικά (กรีก)
Français (ฝรั่งเศส)
Italiano (อิตาลี)
Bahasa Indonesia (อินโดนีเซีย)
Magyar (ฮังการี)
Nederlands (ดัตช์)
Norsk (นอร์เวย์)
Polski (โปแลนด์)
Português (โปรตุเกส - โปรตุเกส)
Português - Brasil (โปรตุเกส - บราซิล)
Română (โรมาเนีย)
Русский (รัสเซีย)
Suomi (ฟินแลนด์)
Svenska (สวีเดน)
Türkçe (ตุรกี)
Tiếng Việt (เวียดนาม)
Українська (ยูเครน)
รายงานปัญหาเกี่ยวกับการแปลภาษา
I'll ask the other dev to open the logistical issue in more detail, hold on.
I'm happy you managed to complete level 3 despite all these issues with logistics. Unfortunately we're not doing best possible job to describe how the logistics works in the game, as Dragst said we few months ago changed how the logic behind it.
There are two kinds of limits: production target and logistics target (it's also called storage target in the tooltip -- we need to fix that.).
Production target defines the target for production buildings so that they will keep producing until the target is met (either due to transportation, discovery or production). This ensures that your buildings keep working until the limit you've set it met. There is also a soft minimum for this to prevent your production network from getting stuck. That's the shaded arrow in the graph.
The reasoning for production limit is that you many times want to prevent resources such as Triangles from being produced in excess. And similarly, you want places with Quarry keep on producing Bits as much as possible.
Logistics target defines the need for resources in the zone. If you set it to, say, 50 Bits, other zones will send their excess bits towards the zone in need. Only resources above the logistics target can be sent.
The logistics network uses "path-finding" to resolve the flow of resources, so even if you would have excess (resources > logistics limit) in one end of the network and deficiency (resources < logistics limit), you don't need to configure the intermediate zones at all -- the logistics will take care of figuring out what to send where.
Now, as for your particular problems, it's hard for me to say precisely what went wrong, but I can try. In first issue, you don't describe what limits you set, production or logistics. In order to move all excess from Sector A to Sector B, you need to set following:
Sector A:
logistics = 0
production = probably high as possible to keep on producing forever
Sector B:
logistics = amount you need to have at the sector at all times
production = 0 or some other limit if you have production in that sector
Second issue: I think you figured out how to setup the network, but here's recap:
Sector A:
logistics = 0, production = high --> produce as much as possible and send everything away
Sector B (one with the hub):
logistics = 10 or so (just keep as much as you think will be needed at any point)
production = as much as you like, if you have production in the sector
Sector C (one with the factory):
logistics = 50 (or some other high number)
production = again, any number as it does not matter unless you have production
If the game does not behave like that for you, then there are some bugs. I'd be happy to get a savegame with behaving badly so that I can check it out. The instructions how to find the savegames are found in the pinned post on the forums.
Cheers,
Sampsa
In this level, I have two sectors, one at the Hub with a Refinery (called "Nexus"), and a Hub near a research station (called "Pico USB"), which has an extractor and where I'm building stuff which requires Bytes. Of course I can build a Refinery near that place, but I was trying to solve it with logistics: Bits are produced at the Pico USB, send to the Storage there (that works), transported to the Nexus Hub, then hauled to the Refinery. And the produced Bytes should be hauled from Refinery to Storage, then via Cargo Drone to the other hub, and then hauled to the building-in-progress.
When starting, the drone was going back and forth empty. Once I raised the Logistics target at the destination, that part worked. However, Bytes were never transported back. Two things may be triggering this (and I'm not sure what is the cause and which the effect):
* Bytes stay at the Refinery. In fact, the Refinery is hardly producing because it complains that the inventory is full. There is a designated hauler at the hub, not sure why they're not brought to Storage. Production target is all the way up. See https://imgur.com/usLlzP9
* The soft targets for Bytes in the hub where the buildings are being build is 0 (both for logistics and production), despite that the manually set target is way up, and buildings are being produced. See https://imgur.com/JftU0RW
If you like, I uploaded a save file: https://surfdrive.surf.nl/files/index.php/s/2dTu2cTV9Bs8dHO (note that the Bits logistics target was not yet raised in the Nexus hub here, and you need to stop the Polysmith)
Right now, there seems only a little bit of progress because Hexters manually haul Bytes from the Refinery in one sector all the way to the building-in-progress in the other sector. Not exactly the efficiency I was aiming for :)
Let me know if you see the Byte-not-being-transported behaviour in this scenario as well!
I loaded the savegame in the game and there are few things I observed:
* Nexus: the logistics target for Bytes is set to 15. This means that Nexus will not send out Bytes until it has at least 15 Bytes. There is no reason to set it to 15 if you don't need to stockpile Bytes in the zone. Set it to zero, and the Bytes will start flowing out better. This is probably the reason why Bytes are not flowing out.
* Nexus: Logistics target for Bits is rather low: 20. Set it way higher, 50 or 100 even. That would then mean that drone from the Pico USB would always think that Nexus is missing Bits, and fill maximum Bits in its cargo. The target is to have Nexus always stocked up with plenty of Bits for the refinery to process.
* Nexus: You have set production target for Triangles to very high (100). This means that Hexters try to produce as many Triangles as possible. However, as you don't have stockpile there the room for Triangles runs out soon. But if you would build a stockpile, Hexters would start producing Triangles as much as possible, and consume all Bytes in the zone. However, you're still sending Triangles out, and even if the production target is low, soon as Triangles have been sent out, the production limit is not met and more Triangles will be produced.
* Nexus: you only have one Refinery. In order to supply the construction enough Bytes AND supply the Bytes to the Polysmith, I recommend building another Refinery.
* Both zones: You have the default Designated Haulers setup for both zones. Increasing the number of those would help the Hexters to keep in the zone, and not aimlessly wander to other zone for work. So even if they run out of work momentarily, they would not abandon the zone. Try something like 3 or 4. The Designated Haulers is set from the Stratmap (button on the bottom of the screen)
* Both zones: similarly, you should build another Cargo Drone to help make the logistics flow faster.
We will probably need to fine-tune and streamline the logistics part even more to make it more obvious why things are happening how they are.
Hope this helps!