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factory need to have a feature for separate production plan  

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kelmen
Active Member
Joined: 10 months  ago
Posts: 8
02/10/2016 12:05 pm  

when i 1st setup a mill, i noticed flour is needed by many production, and it run out quickly

so i setup 2nd mill, intend to only use it to make flour.

as at present, the game engine enforce global mill production plans. so it didn't worked out as i planned.

 

either give a feature where we can set the production quantity output, or a feature to have factory can has it's own production plan

Edited: 10 months  ago

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kelmen
Active Member
Joined: 10 months  ago
Posts: 8
04/10/2016 4:01 pm  

looks like only nanite plant is working as such.

chemical and mill plant really need same behaviour


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Silent_Shadow
Active Member
Joined: 10 months  ago
Posts: 6
08/10/2016 7:11 pm  

Agreed, I would also like to see mills/chem works not stop making products forever, if the ingredients run out.


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Bluesqur
New Member
Joined: 10 months  ago
Posts: 2
09/10/2016 3:29 am  

I totally agree with this. I tried to have one chemical plant for Kelko sludge production and another for producing enhancers but the production plans couldn't be split 🙁 I think the micro management in the current style is more boring than it would be for separate production plans. 


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Felix Atagong
Eminent Member
Joined: 10 months  ago
Posts: 26
09/10/2016 9:52 am  

I came here to remark exactly this, creating two mills does not create two separate production entities, which is a shame.


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Paul Tozour
Reputable Member
Joined: 1 year  ago
Posts: 270
10/10/2016 5:54 pm  

Yes, we're strongly considering an option to allow Mills and Chemical Plants to have their own production lists, or at the very least, a way to determine which resources are global (all buildings of that type should make them) vs local (that building only).


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thevigilantone
Active Member
Joined: 11 months  ago
Posts: 16
13/11/2016 1:49 am  

I also support this feature request. We also need the ability to set production priority, as well as lock production on, and set production target. For example, I want to make sure I always have 300 bread, I want to be able to tell the mill to make bread until the 300 threshold is met then make bread only when it drops below that threshold. Whereas flour I want to be able to lock production on, so that as soon as I get the wheat the mill will resume making flour, I also want to be able to tell the mill to prioritize flour over goji beans, for example. Maybe, a queue system, with 2 runs of flour to every one run of oatmeal. Basically, more robust mill control. Same for the chemical plant, although the chemical plant needs more options, like bio fuels, and methane production, for example.


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pHobia
Active Member
Joined: 8 months  ago
Posts: 7
29/11/2016 8:03 am  

On the topic of global: I noticed this feature and I would like to have separate production lists available, however for other building types I'd like the exact opposite. For example on buildings such as green houses, bar & grills, water pumps, and batteries for example, I'm able to select different operating procedures, however I'm unable to select multiple buildings at once. Yes the ctrl feature is convenient for locating building types, but I believe it should also allow you to select and alter production simultaneously.


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raddoni
Active Member
Joined: 7 months  ago
Posts: 11
19/12/2016 10:25 am  

I second this,

 

-Chemical plants and mills: Why can't specialize specific mills for production and the production choices are universal/global for all the mills? It is the big issue in flour production especially, I also need a separate chem plant just for my nanite production.


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LZIM
 LZIM
Eminent Member
Joined: 7 months  ago
Posts: 38
13/01/2017 11:58 am  
Posted by: Paul Tozour

 

Yes, we're strongly considering an option to allow Mills and Chemical Plants to have their own production lists, or at the very least, a way to determine which resources are global (all buildings of that type should make them) vs local (that building only).

   

But?

This is singly the most important flaw in the game's current design because we can't do anything about it. Adding more production to drain global stock (which seems like the current design's main goal) isn't efficient. OR setting global production to just one manufactured good type leads to complaining of lack of variety.

On the other hand if the game had more realistic stock that needed to be moved around you could see where it was piling up (even by the container box color and type). Rather than it just being a number crunching away in the background.

:/ there seems to be too much in and too much out for mills to only have 1 line anyway. As they are improved, to tier 2 and tier 3, there should be more production lines. This way you always have base refining for ores and raw goods. Then you can decide what to make into finished goods for storage and delivery for consumption, rather than how much. how much should be determined by input of raw goods whether global or by having a moving stock system. 

Edited: 7 months  ago

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