Production Line

Production Line

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Jamesbond059 Sep 28, 2019 @ 4:14pm
Mega Factory
Hello fellow production line players. I have a factory i have been building and i wanted to you show the community it and see what people have to say about it.

I have a factory that is capable of producing a average of at least 200 cars an hour. my current record is 228. it is a all electric car factory. There is a estimated 2,00 cars in the production line at all times and about 4 cars are exported every minute in game. There is also a 0 defect /hour as well. i use what i call a 3 step check in quality. All cars go though the require process but then go though another visual check and then get fixed and another visual check then get checked again before going though the last part of being fixed again. at that point cars pass a smart junction which any at that point are defective go into a small fixing area before being put back on the main line. I manufacture all of the battery cells about 1200/ hour the battery modules 600/ hour and large and small battery packs in house at a lower cost. I also manufacture the electric power train and the ECU's and electric motors in house.

It was important for me the bring and keep cost low for this factory because i had to try and sell a electric car in a budget market and still somehow be able to make a profit.

Here are some statistics and if i missed any feel free to ask any questions in here.

Cost of local manufacturing large battery pack 5,180 dollars Bring total resource cost to 4,919 subtracting the cost of a fuel tank. Import cost for a Large battery pack is 13,861

Total cost of local power train manufacturing 701 dollars bringing total resource cost to -231 subtracting the 931 dollar cost of purchasing the ICE power train

I produce a budget, mid-range and expensive model for both the sedan and SUV market
Profit margin for Sedans and SUV's at at production rate of 207 cars an hour are as follows. Budget 27% making 6,828 /car Mid-Range 54% making 23,617 /car Expensive 62% making 42,461 /car SUV's Budget 27% making 6,828 /car Mid-Range 54% making 23,617 /car Expensive 65% making 44,429 /car. I didn't actually notice but some of them are the same lol.

Now on the money . Currently at the stated production rate income is 6,923 million/ hour expenses are 2,483 million/ hour profit of 4,440 million/ hour. Operating profit is the same at 4,440 million/ hour. This factory was tested in free play but total capital expenditure was 512 million dollars.

I plan on adding a additional line for sport and super car production and adding pickup, compact and mini van production on to the main line. If you would like the save game i can email it to you if you would like to try it out and see if my design and technique could be put into your factory. I cannot figure out how to upload screenshots to this or my save game if know how i can or even upload this to the workshop it so if you know how please say so.
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Showing 1-15 of 16 comments
Vaakalintu Oct 5, 2019 @ 4:47pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1881787111

I am working on a factory very similar to yours I hope this serves of some interest

In my scatteredness I left out the top descriptions here they are in order from left to right:

Station Employees Minutes Seconds Station Time Work Time Raw Material Cost Production Multiplier Needed Production Wages $48/h Wages $72/h Wages $96/h Power Power $720/k Power $80/k Power $74/k Power $38/k Power $35/k Item Cost Capital Cost Production Cost Import Cost Total Cost Import Only
Last edited by Vaakalintu; Oct 5, 2019 @ 4:55pm
Jamesbond059 Oct 5, 2019 @ 5:50pm 
this is a very helpful spreadsheet. its pretty confusing without the headers lol but would love to use it to completely optimize your expenses. also i would like to see what kinda of factory your building and see if we could help each other out with designs. i have added another line like i said for sports and super car production. i optimized my main line production to be better fitted for global demand.
Last edited by Jamesbond059; Oct 5, 2019 @ 5:50pm
IceWalker117 Oct 6, 2019 @ 12:33am 
I did something similar. - Using the Budget car model ( and manufacturing all that you can) , I worked out the entire ratio needed to build a car every 2 minutes including manufacturing with 1 production line ( 1st step fitting front axle takes 2 min. so 29-30 cars per hour is the max ... ) .

I enjoy this game a bit too much ....
Quantum toast Oct 6, 2019 @ 9:38am 
Uh oh... I've now found the thread for people like me. I've got a spreadsheet... and a sandbox game that's made as many as 313 cars per hour, but typically levels out at 272 or so.
Jamesbond059 Oct 6, 2019 @ 3:14pm 
yupp i think we all play this game to seriously but isn't that the point of the game. i still have enough room in my factory that i think i can push 500/ hour
Vaakalintu Oct 7, 2019 @ 3:43pm 
I can share spreadsheets anyway someone wants it just tell me how or send a friend request or something. Send me a friend request and if I see you play production line I will send you whatever current version of the spreadsheet I have.

I have fitting stations in a separate sheet and when I play the game next time I am likely working out to make a unified production spreadsheet.

Apart from timing every station right all I have to say about the actual production line;

well, I use a similar visual check and rework process as OP, I use two visual checks upgraded to 90%, those two visual checks at 90% or 1/10 give us an aggregate chance (1/10)*(1/10) of 1% or 99% while still moving cars at a convenient cost, pace and space. Next to the visual checks is the inverted rework station inverted routing back to the visual check in case more rework is needed which saves space but has a chance of blocking the conveyor in case defects fill the conveyor to and from rework watch out for that. Before the rework is a smart junction of course.

If you are already extending the conveyor between different spaces you are doing something like the following but indeed; For the conveyors it takes little expense but it is most convenient to have all stations conveyors come up to a single point on the other side of the line before the next stations since it helps keep all timings constant while also simplifying the routing methodology in case you start producing many different makes and models on the same line with smart junctions. It also allows you to freely scale the number of stations alternating the sides to extend the conveyor if you leave space in your factory for expansion. This can be called a very modern modular manufacturing line.
Vaakalintu Oct 13, 2019 @ 11:09am 
How do you guys paint your cars? A megafactory/gigafactory with a 198x198 footprint can only fit 66 dry finishes on a straight line. Dry finish has a throughput of 5.5 cars per hour so with 66 stations a throughput of around 360 cars is achieved, that is 12 fit front axles worth of throughput. Interleaved sections allow us to fit in 98-99 dry finishes with a throughput of almost 540 cars, that is 18 fit front axles worth of throughput. There is probably a way of setting the paint up with more depth than width.
Last edited by Vaakalintu; Oct 13, 2019 @ 11:10am
Jamesbond059 Oct 15, 2019 @ 1:49pm 
hmm interesting i do paint all of my cars. and even paint polish my cars as a extra feature for all trims. the biggest hold up when it comes to painting is figuring out a way to get all the vehicles down to the bottom of the line and then to dry them as well. my bottle necks is trying to get it to not back logging in the beginning. because the most amount of cars you can put on a convyer system is limited and then is maxium number you should be painting. the next problem is drying i pretty guestimated that you should just double your capacity for drying that you had for painting.
Vaakalintu Oct 15, 2019 @ 6:43pm 
The ratio of dry finish is not double it is something like 56 dry undercoat to 66 dry finish but while it is more efficient it takes a lot of space and I find that interleaving paint sections 3 to 3 ratio works best to save on space, rent and length of conveyor. There are many different ways to arrange these however. The screenshot above illustrates the simplest straight up way.
Last edited by Vaakalintu; Oct 15, 2019 @ 6:52pm
Vaakalintu Oct 16, 2019 @ 8:32am 
https://steamcommunity.com/sharedfiles/filedetails/?id=1890871598
This is one of the funniest fastest designs for paintstations but it is also tied with the best design
https://steamcommunity.com/sharedfiles/filedetails/?id=1890941004
This final one is the best design for space efficiency both take up 23 tiles of space
Last edited by Vaakalintu; Oct 16, 2019 @ 9:18am
Jamesbond059 Oct 16, 2019 @ 9:28am 
That’s looks like a very interesting stop you have. What’s the efficiency on the dryers. Like are all three flowing correctly or is one sitting empty
Vaakalintu Oct 17, 2019 @ 11:08am 
The bottleneck is at the dry finish so if you are feeding it correctly with 5,5 cars per dry finish they will not sit idle. The cycle time - (10 minutes x 60 + 55 seconds) divided by 3 dry finishes - is 218.33 seconds or 3 minutes 38 seconds

These 33 paintshops take 101x23 squares of space:

33 Paint Undercoat 552,56 cars per hour with just first upgrade
99 Dry Undercoat 544,95 cars per hour with just first upgrade
33 Paint Finish 547,47 cars per hour with all upgrades
99 Dry Finish 544,12 cars per hour with all upgrades
33 Polish Paintwork 565,71 cars per hour

You can actually fill 200x23 squares with 66 of these and get 1080 cars painted per hour
Last edited by Vaakalintu; Oct 17, 2019 @ 11:27am
Gopher Oct 19, 2019 @ 9:57am 
people definitely need more challenge to the late game holy cow. No one should be able to get that big lol
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Date Posted: Sep 28, 2019 @ 4:14pm
Posts: 16