It looks like my Distribution post just compensates the difference between current and limit value, taken at the start of a day, and then stops bringing more resources on that particular day to that particular drop point. The Distribution Center AND Drop Off Point control the item limits for the district they are located IN. I have a guide on logistics that focuses on reducing walking distance. However, it might be that the bug happens because of the logs. Showing 1 - 9 of 9 comments Momaw Nadon 8:29pm Here's my explanation from another thread, I changed the example to match yours. But if you turn it into a multi-stage journey, you can deliver way more product. In larger maps, you might get 1 or 2 items delivered per day from one corner of the map to the other, if you just tell one distribution post to move it to the other's drop off point. Like I will add a route to send carrots to district 2 and the beavers wont haul them, they just sit at the front door to the post. This moves goods faster in many shorter trips. Has anyone else got a bug where workers in the distribution post wont deliver things to drop off-points. what are they and how do we make one What is a Distribution post How do you get resources that are too far from your main district All thes. To move goods several districts away, it is more efficient to have a distributor move stock just across the line to a drop off point for a district along the way, then let that mid-point district move those goods to their distribution point and on to the next district. The LOW number is the amount of items to keep in the district - the export trade route will stop if the item inventory across all of the district falls below this number. This means that longer trips mean less trips- even fewer trips than you might have thought. The Distribution Center AND Drop Off Point control the item limits for the district they are located IN. The beavers will not make a trip if they won't get back until after dark. Critters have very little space to move (Improving FPS), and new critters are added to the ranch using my Mechanical Incubation and Delivery System. If you play as folktails, it helps to have water and grocery stores near your population centers, to give beavers more time to socialize and reproduce at the end of the day.ĭistribution posts and drop-off points are affected even more by travel time. It produces, power, petroleum and meat while also getting rid of excess CO2. This means that after reaching the farmhouse's max wheat, every crop after needs a trip to the nearest storage building. Like, if the farm is full of wheat storage, then the farmer can't harvest any more wheat until they move at least one wheat out of storage. Harvesters also need to have some localized storage nearby so they don't have to walk across the map when they reach maximum capacity in their hidden storage. I always make sure my industrial buildings have localized storage for everything they consume and produce, to cut down on service downtime. Walking distance can have a lot of small impacts that can add up to one big impact if you haven't be planning ahead.
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