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i tell my factory to supply to all open cargo spaces, and i also tell my cargo spaces to supply to the factory, theres a lot of wasted movement and sometimes the cargo ends up with 1 ands 2 of coil/steel, but tat least they are constantly producing
I use this because I only want a certain amount made, not using up all my raw resources.
For example, I don't want all my coils turned into hypercoils. I still have a need for the regular coils.
i think the reason behind this is so youre not flodding your cargo unwillingly with ton´s of items thats also the reason why supply chain mode exists once you know you have to setup a storage where the factory put stuff this is not an issue anymore.
in the end this also highly increases efficiency wich otherwise would end up pretty fast in big chaos.
Have a supply chain from output of coil factory to a 4x4 storage room (A main coil) and mark the cells in that room to only hold coils
Have a supply chain from output of coil factory to a 2x2 storage room (B Buffer) and un-mark the cells in that room to hold any content.
Have a supply chain from room B to your hypercoil factory so it only uses product in that storage room for source of manifacturing.
Have a supply chain from output of hypercoil factory to a 4x4 (main coil storage) storage room (C) and mark the cells in that room to only hold hyper coils
Have a supply chain from output of hypercoil factory to storage buffer room (B Buffer), yes the same one it uses a input and that has coils from coil factory in it
Have a supply chain from Buffer Room B to Room C to so that when the main storage gets taken, items are send there and opens a buffer slot in the buffer room.
Edit if you dont want to "flood" your ship deactivate the "not Working" auto clear option on the output field.
Or as I noticed yesterday, they simply refused to bring the raw resources to the factory even though it was empty and there were empty, non-assigned cargo spots open for the resulting products ????
I had to manually assign relocation of the raw resources into the factory, one tile at a time, until I once again manually told them to move the resources to cargo space closer to the factory, then they seemed happy to bring it to the factory from there on their own.
Seems like a lot of micro management just for the sake of micro management, or a bug, could be that too.
I can't build ♥♥♥♥ if I need to wait every 5 seconds for the factory to produce new iron platting because it stops every 1% of the process.
You also don't stand beside your coffeemaker to push a button every 5ml till your cup is full. This system is right now, pure garbage.
You can have your "option" to run the factory non-stop, but that is not what I want.
What? that is exactly what i wrote if you assigne space the factory should stop if the asigned space is full.
But if i dont asign space there is nothing to stop the factory from producing endlessly. I dont care if the dev makes a switch to toggle it on off or changes the system but right now i want to throw stuff through my screen five minutes in game.
you know i want to play the game and not organise my inventory every five minutes i have 500 crew mamber doing ♥♥♥♥ all because the system is not working as it should.
As far as it appears to me, if you assign storage tiles then what you produce will have the effect of having an inventory limit imposed on that factory's production, but not on your entire cargo capacity, if those are in the assigned output storage areas.
So...
Assign an "Output" Storage unit to that factory. Within, mark all the tiles to be used for what that factory produces. The factory will not produce more than that and will not flood any other storage containers, but you can still buy and salvage that item and it will be stored in any suitable container, even the designated one your factory uses. (You can direct different factories outputs to the same container using this method and/or split them up among however many you wish.)
It's a way to create inventory levels for those factories without preventing you from benefiting from your ability to salvage those items.
It's not entirely intuitive from the perspective of what a gamer generally does with that kind of inventory control convention, but becomes sort of intuitive once you work with it. It's not a bad system to put in as something for a production-chain lover to use over the standard "just count stuffs" Inventory Level Limit system.
set all cargo to supply to factory, set factory to supply to all
dont use any reservered cargo spots
work out in my favor 90% of the time, 10% of the time i have to move 1's and 2 stacks