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Its best to have some kind of storage, like silo connected to the farm and have trucks or other means move crops to the factory from there.
ps: Althought a bad idea, it should be possible to select the farm as source of crops.
Maybe its a translation issue, where by saying "farm" you really mean the "filed", in which case the process is automated by the "farm building", and cant be interacted with manually.
I've got a kiloton of harvested crops sitting in each field in my large farm because I didn't have anywhere to store them or send them for a long time.
I have a covered truck in my Farm and I never see it pick up from the Fields.
So am I right in thinking that it is not possible to set up a direct connection between Farm and Factory without having a silo and a depot in the middle?
Perhaps me not seeing the covered truck in use is just because im blind.
The trucks assigned to a farm will only bring crops back to the farm. If you want them moved elsewhere, use a DO or just set up a dedicated line between the farm and a grain silo, food factory, etc.
Sorry for all the questions but what is a DO?
And your second point then the setup you're suggesting is
Depot to store trucks then tell those trucks to go Farm with Silo > Factory right?
Farm work involves sowing (done by tractors or workers), optional but important fertilizing (done by tractors only maybe?), harvesting (done by combines or workers) and transport to the farm (done by trucks). All farmwork equipment operates out of the farm.
You can directly pick up crops from a farm and deliver them to a factory. (I have an active line doing exactly that.) However, you need to use a truck on a line or from a distribution office, not the trucks that are attached to the farm, which only do farm work.
Its bread and butter of logistics, they can replace lines for many cases. If you play with research on, they need to be researched first.
Trucks go to work together with combains during harvest, and stay till the filed is empty... thou if the farm is full i think they wont dispatch either.
- DO = Distribution Office
- Buy a covered truck in there and
- set loading direct from a field (step by step from every field)
- set unloading to a silo or direct to a factory
You can still place free DOs even with research turned on and having not researched them yet
Sure, you can do that, and have factory connections move the grain from Silo to Food Factory, Distillery, etc. Or you can have trucks deliver directly from field to factory instead.
Note that trucks stop doing so if the factory-- or farm-- gets full. I mention this because if your farm was full, none of your covered trucks will do more work until some of the grain gets shipped onwards.
So having a Silo handy for bulk storage is probably a good idea, especially if weather / seasons are enabled and the grain will rot away if not collected and stored.
That said let me tangent a little bit and say: "No, you cant! The icon for DOs is greyed out untill you do the research!"
Workers don't work the same job every shift.
They switch between Work where they just choose a job in range to free time where they try to get their needs met in range.
A penalty to mood occurs if they fail it.
How they choose a job is like so:
They look around for a job in range
If no job in range they go to a public transport station
They wait there for an hour to get picked up
(Now I'm unsure if they PRE-CHECK the destination before getting in on a train, or if they just get on trains randomly)
If there's no job at destination they will STILL go to another public transport line e.g. Train to Bus
And repeat the same steps above until a threshold of time is reached or they find a job
Is that how jobs work or am I missing something?
I notice they also seem to teleport back from their jobs as my train is full when going from residential to industry district but empty when coming back.
Basically, yes, that's correct understanding. This algorithm is universal. You can consider job as another "need" they have in a different time than personal needs. Citizen check if he can fulfill a need in a walking radius. If not, he goes to a transport station and waits for an hour. If no transport can help them fulfill a need during this time, the process repeats until time runs out (note that now it repeats from a new starting location - a transport stop).
Every arriving vehicle is being checked for if there's a stop on a route that has a walkable access to a building that can fullfill a need (including work). If there's no such buildings, a citizen simply doesn't mount the transport.