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Like. What the heck?
Yeah i gave up with auto logistics. Manual would work fine if it didn't just not do random things.
Thanks.
Apologies if it comes across as the usual "angry gamer" comments.
I quite like the game but something just seems amiss.
Does the game work by assigning top priority jobs to logistics workers or a job list thats fulfilled from A to Z? If that makes sense.
The most common issue i've had would be certain tasks not being fulfilled.
Whole bunch of benchs making components but only a single output of one bench is not being picked up and taken to the shelf directly next to it (with a small gap).
Increasing logistics employees didn't resolve the issue, rebuilding stations/shelves and resetting inputs and outputs didn't seem to rectify it.
The other thing was conveyors accepting far to much product with the auto storage inputs.
Whatever i set the desired amount to, logistics employees will continue to dump onto the conveyor and fill it up, blocking the flow.
I also found that with only two inputs for the conveyor one component was being dropped onto the conveyor about twice as much, causing storage to overflow.
No worries, The Buttler. Didn't notice any angry gamer vibes :)
And yes, we're aware of some persistent issues with the logistics/conveyor system and with the helpful details from the community, we do our best to identify the causes. As for conveyors, we have started working on an overhaul (code-wise) of this mechanic, to make it work as reliably as it sis supposed to be. However, this task will still take a while.
The most important goal for us in Good Company's Early Access is to deliver a balance between implementing new gameplay elements while continuously refining existing ones. Especially after big updates it is likely that some things interfere. But we're on it.
Thank you all for your reports and your awesome support!
There is a scoring system that scores all connections every time a logistic worker needs to fulfill a job. It considers the source and target fill stands and what type of inventory something is (conveyors, shelves, pallets).
The highest priority should normally be filling up empty shelves. If the fill is below a certain point for production it gets a quite high score but I experienced myself the past two days that somehow this scoring is not always working out as intended and connections I feel should get a lower priority get served first.
But this needs a bit more testing with more isolated cases from our side.
If you are interested into more specific information you can check the 0.9.3 beta notes:
https://www.reddit.com/r/goodcompany/comments/n4pp6x/good_company_patch_v093_beta_test/
A big thank you for the explanation.
It really helps to understand how something is designed to work when i'm trying to understand what may be going wrong.
Okay first part is a meant to be a special designation of 'stash' for shelves/pallets along with stash order instead of sink or source. Stash is basically lowest demand for input but highest for output, expect in special cases where it is requested to stash there first. Stash also has an other purpose that any item that has no rule for it is put in stash so that it can be cycled across the zone again instead of sitting in limbo.
Now with conveyor belts, instead of output rules being whatever input was, it will be instead the ruleset of the shelf or central linked item. If the shelf demands 6 stacks of plastic(300 pieces) and 3 stacks of metal (150 pieces) the input will ONLY put 300 plastic and 150 metal. The belt checks not the stack but how much of each item is put on and will request till demand is filled.
But wait what if a courier brings more items in or imports and the items are on the belt? It will still go to the output and instead will be dumped in the stash as excess.
This hopefully will deal with overload and allow precise handling of the belts. But more...
For future merge and splitters, in theory they can act as the endpoints themselves. Say you got a merge of plastic, metal, chemicals and it merge onto one line and splits into three with plastic+metal, plastic+metal+chemical, and chemical+plastic each one demand, or 3 stacks of plastic 2 of metal and 2 of chemical. What happens? Since the inputs would not get filled until it got there anyway it does not need to constantly flood check from input to output at the very end, instead it can check from input to the merger and then the splitter. The splitter knows x amount of stacks is needed in each place and can send each place round robin items without needing to know behind or further ahead, once it gets it gets there but it always needs the 3 stacks until it doesnt but it can only send three stacks.
For mergers and splitters though with excess items? If they can not send them anywhere but the belt is blocked it can force send the item anyway and try to find a place with a ruleset that can take it, even it has to stash it at least is gotten rid of.
Take note to prevent constant ' 1 piece of plastic' being sent whenever a ruleset is linked it always needs 2+ of the rule, you cant get one stack of plastic but need two at least. Now it won't request till it needs 50 or a stack at least preventing overload of requests.
Instead of just pushing endlessly like in regular production line games the system will consider fill amounts before sending items off. No matter if it's at a blank conveyor start or an automated picker.
(note: the fill amount of a blank conveyor end are all inventories in the zone for an item)
To simplify this each segment gets and interim storage which is a takeout only inventory for the player. Logistics are only meant to interact at clear starts/ends.
It will probably lead to the roller bands being removed as they are a very special case and hard to handle.
Originally we wanted to release mergers/splitters with 0.10 but put that on hold as they did not work with the current system.