Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

Statistiche:
Show me your best farm layout!
With seasons, efficiency is key, how many crops can you get from each harvester and still bring it home before winter?

I'm interested in vehicle numbers, field distribution and total yield per year (seasons enabled).
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Visualizzazione di 16-30 commenti su 112
Messaggio originale di marco-freude:
with target to keep the Ways short, and use DO for the Gravel transport i take a other way.

and "Build" a Farmkomplex.

https://steamcommunity.com/sharedfiles/filedetails/?id=2376007310

Each farm 4-5 big field. 3 Sowers 4 Harvest 5 Trucks.
4 Farms 2 Silos 1 Loadstation = 1 Farming Komplex
Interesting. I don't dislike this setup, but it feels like it's way oversaturated. 1 harvester per field just feels off...I like the bigger complexes like this, but I think you can go bigger :)
of ocurse you can.
1 the trucks for the field can set in a DO so get more "space" for sowers and harvesters in the farms.
2 1 Harvester can get 2 big Field cleared and the Gravel will be Stored bevor snow falls. So is more "room" for fields. Then need bigger Gravel Stores or a 2ned place to Store it.

What i want, was a "modular" system, that need not soooo much space. To keep the Ways short, and hold Gravel over the year for the Factory. So i stared at the Side. "What need to Storage" not "what the max on Fields". So yes is oversaturated when look Farm to Fields. But my looks was needed Space to Gravel. And this oversaturated is just, i have had the "space" so i use it. And on this side i have more "free" set the farm near to the Factroy and take longer ways from Farm to Field. so more "fexible" put the field where is a free spot.

here a Screen from the other Side. better to see what i maen.

https://steamcommunity.com/sharedfiles/filedetails/?id=2366477142

the Foodfactory is near, 1 Do bringt Gravel from the Farmsilos to the Factroysilo. And have Gravel all the Year the Factory can work arround. The Line works for a 30.000 City. And i have a lot Gravel stay in the Stores when the new Season start. So think the City is safe somethink to 40.00-50.000 if need.
Thank you. I do kind of really like the thought of modular farms you can just plop anywhere. Nice work!
Nice to see you on Steam. Love your YT channel.

Personally, I play vanilla only. What I do is the following:

I build three agro farms with eight large fields each. Each farm has a road cargo station next to it. Inside each farm are four tractors, four harvesters, and four trucks; all vanilla vehicles bought with rubles. The trucks are simple T138 covered hull. The farms are far enough apart that they do not mess with each other's fields, but close enough that there is little wasted space between the backs of their fields. Each farm has their own gas station, and electric substation powered by a simple 0.5MW cable. I find it easiest to first grade the land where necessary, then place the fields, then plan the buildings, and I plan roads last. All the fields are connected at least by gravel. All the farms, gas stations and road cargo stations have asphalt roads.

I build one medium and one small distribution office in the general area. Also in the area is a roadside bus stop next to a small heating plant (I like to add a little aggregate truck unloading but this is not necessary) and a fire station that covers as close to 100% of the complex as possible, along with a technical services. Also there is a cargo train station with vanilla grain silos on three of its four links. All of this is connected by asphalt.

I make a line from each road cargo station to one of the silos, and buy three or four trucks, depending on the distance and the trucks available. The DOs are assigned to each large field and the corresponding silos (the same one silo per farm approach).

The crops are hauled off by train to two other cargo stations elsewhere in the nation. At one of the stations, I have again connected three grain silos, and each silo is in turn connected to two food factories and one distillery, respectively. One of the food factories is connected to a warehouse, and I run two covered hull trucks from the other factory to that warehouse, carrying food. There is a road cargo station also connected to the warehouse, where trucks pick up food to supply certain areas (lines) and all the restaurants and hotels (DOs). Trains pick up food from the warehouse, and deliver it to warehouses elsewhere in the nation from where it is distributed to the shops.

The other station where the crop trains unload has two silos connected to it. One of those silos supplies the textile factory that is connected to two clothes factories. One of those clothes factories is connected to a warehouse, which is connected to a road cargo station. This warehouse doubles as a food storage, and trains deliver food here. A single truck moves clothes from the factory that is not directly connected to the warehouse. Trucks carry food and clothes from the road cargo station to shops. No DO, all lines.

The other silo at the second station is connected to a road cargo station. Four trucks carry the crops to four silos in the vicinity. Each of those four silos is connected to a livestock farm. There are two livestock halls directly connected to the four livestock farms. One of those livestock halls is connected to the slaughterhouse, which is connected to a meat storage, which is connected to a road cargo station. From there, truck lines to shops and DOs supply hotels and restaurants with meat. And of course 1-3 trucks moving cattle from the unconnected livestock hall to the slaughterhouse.

I need three of those farm complexes plus the aforementioned industries (just the two, not two times three) to feed, clothe and offer drinks to ~48k citizens, plus ~15k tourists annually. Sometimes people go hungry just as the harvest comes in, but not starvation hungry. Also a handful (no more than a dozen) tourists might leave early due to lack of food. Meat is always abundantly available so I guess I overdid it.

To keep the whole thing moving I use only three trains per supplying cargo station. Two of them go to the food/alcohol station, one to the meat/clothes station. Each train has three box cars. I botched in an ugly little bypass in my railroad so trains picking up food from the warehouse can pass the line of trains waiting to deliver crops to the station.

So that's what I have. My farms always seems to manage to clear out the last bit of crops just before 1 December hits. DOs help to kickstart the system, which may appear futile in August, and gets annoying when the DOs stop working after the silos are 90% full, but they are necessary to get the job done in time.
I'm been thinking that, now that we have seasons, this kind of farm optimisation is not ideal, as we can only have one growing cycle per year regardless.

With all the sowing starting at the same time, it might be better to start the year with 12 tractors per farm, then swap them out to a vehicle depot once the sowing has finished, and replace them with 12 harvesters. That would maximise the fields-per-farm ratio, and therefore the total yield per year.
Messaggio originale di Fiend:
I'm been thinking that, now that we have seasons, this kind of farm optimisation is not ideal, as we can only have one growing cycle per year regardless.

With all the sowing starting at the same time, it might be better to start the year with 12 tractors per farm, then swap them out to a vehicle depot once the sowing has finished, and replace them with 12 harvesters. That would maximise the fields-per-farm ratio, and therefore the total yield per year.

is right, but i dint wanna Switch very farm 2 times a year. and if you miss the start you can come in time trouble.
without mods Is there anyway to daisy chain Silo's or Farms holding the crops ?

pff yes but if have a higher population will be hard to store all the gravel you need for the year. the vanilla silo only get 800, and only 2 connetions. so you would need a stack of DO`s hat bringt the gravel from your farm silos to a extra area with a lot "storrage" Silos. and then second stack DO´s hat bringt the Gravel from your Storrage Silos to a loadingstastion or here ever you need it.
Messaggio originale di barry.zandstra:
Nice to see you on Steam. Love your YT channel.

Personally, I play vanilla only. What I do is the following:

I build three agro farms with eight large fields each. Each farm has a road cargo station next to it. Inside each farm are four tractors, four harvesters, and four trucks; all vanilla vehicles bought with rubles. The trucks are simple T138 covered hull. The farms are far enough apart that they do not mess with each other's fields, but close enough that there is little wasted space between the backs of their fields. Each farm has their own gas station, and electric substation powered by a simple 0.5MW cable. I find it easiest to first grade the land where necessary, then place the fields, then plan the buildings, and I plan roads last. All the fields are connected at least by gravel. All the farms, gas stations and road cargo stations have asphalt roads.

I build one medium and one small distribution office in the general area. Also in the area is a roadside bus stop next to a small heating plant (I like to add a little aggregate truck unloading but this is not necessary) and a fire station that covers as close to 100% of the complex as possible, along with a technical services. Also there is a cargo train station with vanilla grain silos on three of its four links. All of this is connected by asphalt.

I make a line from each road cargo station to one of the silos, and buy three or four trucks, depending on the distance and the trucks available. The DOs are assigned to each large field and the corresponding silos (the same one silo per farm approach).

The crops are hauled off by train to two other cargo stations elsewhere in the nation. At one of the stations, I have again connected three grain silos, and each silo is in turn connected to two food factories and one distillery, respectively. One of the food factories is connected to a warehouse, and I run two covered hull trucks from the other factory to that warehouse, carrying food. There is a road cargo station also connected to the warehouse, where trucks pick up food to supply certain areas (lines) and all the restaurants and hotels (DOs). Trains pick up food from the warehouse, and deliver it to warehouses elsewhere in the nation from where it is distributed to the shops.

The other station where the crop trains unload has two silos connected to it. One of those silos supplies the textile factory that is connected to two clothes factories. One of those clothes factories is connected to a warehouse, which is connected to a road cargo station. This warehouse doubles as a food storage, and trains deliver food here. A single truck moves clothes from the factory that is not directly connected to the warehouse. Trucks carry food and clothes from the road cargo station to shops. No DO, all lines.

The other silo at the second station is connected to a road cargo station. Four trucks carry the crops to four silos in the vicinity. Each of those four silos is connected to a livestock farm. There are two livestock halls directly connected to the four livestock farms. One of those livestock halls is connected to the slaughterhouse, which is connected to a meat storage, which is connected to a road cargo station. From there, truck lines to shops and DOs supply hotels and restaurants with meat. And of course 1-3 trucks moving cattle from the unconnected livestock hall to the slaughterhouse.

I need three of those farm complexes plus the aforementioned industries (just the two, not two times three) to feed, clothe and offer drinks to ~48k citizens, plus ~15k tourists annually. Sometimes people go hungry just as the harvest comes in, but not starvation hungry. Also a handful (no more than a dozen) tourists might leave early due to lack of food. Meat is always abundantly available so I guess I overdid it.

To keep the whole thing moving I use only three trains per supplying cargo station. Two of them go to the food/alcohol station, one to the meat/clothes station. Each train has three box cars. I botched in an ugly little bypass in my railroad so trains picking up food from the warehouse can pass the line of trains waiting to deliver crops to the station.

So that's what I have. My farms always seems to manage to clear out the last bit of crops just before 1 December hits. DOs help to kickstart the system, which may appear futile in August, and gets annoying when the DOs stop working after the silos are 90% full, but they are necessary to get the job done in time.
First, thanks for watching! I'm on here a lot, maybe we just missed each other!

Second, I love the detail that you have thought of in your setup, there is a lot going on, but it sounds like it all has a purpose, which is great!

Only thing I'm a little surprised by is to only have 2 fields per harvester and only 8 fields per farm, I think you could add at least another 4 fields to that setup if you stick to vanilla...revergames had a farm layout that did that pretty well, with 4 fields north and south of the farm, and 2 fields east and west, with a central cluster for all buildings, it all ends up looking like a square. The center sounds similar to what you have... maybe you can try that out to see if you like it.

Thanks for sharing!
Messaggio originale di Fiend:
I'm been thinking that, now that we have seasons, this kind of farm optimisation is not ideal, as we can only have one growing cycle per year regardless.

With all the sowing starting at the same time, it might be better to start the year with 12 tractors per farm, then swap them out to a vehicle depot once the sowing has finished, and replace them with 12 harvesters. That would maximise the fields-per-farm ratio, and therefore the total yield per year.
I did try that for efficiency and money reasons at the beginning of my current let's play, with a 3 slot farm I was able to manage 9 large fields, but it was very clear very soon that switching the vehicles every year would become a huge hassle and I started forgetting to do it...it would be a little easier if there was a button to move all vehicles from a building...but without that I may not try that again haha!
Messaggio originale di #FPStewy:
without mods Is there anyway to daisy chain Silo's or Farms holding the crops ?
Not really daisy chain...you can attach up to 4 to a cargo station (Road or Rail) and tell the DO to drop off there, but that is about it, so 4x800t=2400t per CS, but you can use more than 1 CS...sadly forklifts are useless for grain, otherwise we could build something that resembles a large silo. I am also hoping they add grain to conveyors soon, they have talked about it, and it would make enough sense, but hasnt happened yet...with that we could actually daisy chain them :D
My last farming layout:
https://steamcommunity.com/sharedfiles/filedetails/?id=2376205506
12 big fields per farm. There is a small fuel tank in the middle of the fields to save time.
Crops are transported by train to the modded big silos (60k) up in the screenshot.
1970 equipment and some time to spare before season is over.

https://steamcommunity.com/sharedfiles/filedetails/?id=2376205525
Ultima modifica da Elessar_warrior; 27 gen 2021, ore 22:03
Messaggio originale di Fiend:
I'm been thinking that, now that we have seasons, this kind of farm optimisation is not ideal, as we can only have one growing cycle per year regardless.

With all the sowing starting at the same time, it might be better to start the year with 12 tractors per farm, then swap them out to a vehicle depot once the sowing has finished, and replace them with 12 harvesters. That would maximise the fields-per-farm ratio, and therefore the total yield per year.

This kind of micromanagement might give some small benefit, but as I mentioned earlier in this thread, fields-per-farm shouldnt be the goal, it should be fields-per-total-cost,. Vehicles cost a lot, and grain storage costs alot, and even the road depots where you would store the vehicles in the offseason cost something.
Messaggio originale di bballjo:
You've posted those pics before :D but what are some numbers?

And pumping oil and growing crops? Sounds like a disaster waiting to happen ;)
:D
well since pollution does not effect crops :P no issues.

about numbers : each farm building has 4 sower 8 harverster and each coneccted to upto 16-20 big farms.
Messaggio originale di Elessar_warrior:
My last farming layout:
https://steamcommunity.com/sharedfiles/filedetails/?id=2376205506
12 big fields per farm. There is a small fuel tank in the middle of the fields to save time.
Crops are transported by train to the modded big silos (60k) up in the screenshot.
1970 equipment and some time to spare before season is over.

https://steamcommunity.com/sharedfiles/filedetails/?id=2376205525

i find its unnecessary to connect road connections . the dumping of resources happen pretty quick. i use aproximately 6 DO for 4 farm .
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Data di pubblicazione: 27 gen 2021, ore 7:10
Messaggi: 112