A Thought about the Helpful Hints - in the case of the Servo's being imported - Maybe state - "Fit Door Panels is importing Servos 78 percent of the time - Produce more servo's to cut expenses" or something like that. That would tie in to the list of items you need to produce more of. Still would love to see a Timer on the Car (In the little Follow along pop up window) - to see how long it takes the car to travel the entire length of the production line. Aw always thanks for all the work on this, and thanks for keeping these videos Going.
Hey man, I figured I'd give you some feedback. Currently, the most tedious and annoying things (in no particular order) are: Production schedules: - Add the ability to copy production schedules. All my cars run through the same production line anyway, and it's very tedious to micromanage multiple production schedules when I'd rather have them all cranking out the same stuff with the same ratios anyways. - Add the ability to add 1 of each type of car to the production schedule. So for example, if I wanted to, I could just delete the production schedule, and add 1 of everything, instead of searching for each thing over and over in the drop down menu, which reminds me... - THE DROP DOWN MENU FOR "ADD NEW ENTRY" TO PRODUCTION SCHEDULE NEEDS TO BE ALPHABETICALLY ORGANIZED Car designs / Car pricing: -You mentioned this already, the menu needs to tell you the sum total of the market values of all features added. -ALSO ADD A COUNTER FOR THE NUMBER OF FEATURES INCLUDED AS WELL! This would make comparing car models FAR easier!! I understand that creating a whole new menu or window to compare car models side by side would be difficult, and this "Number of features" counter would be far easier to implement. Let me explain why I think this would be helpful - So I created a bunch of Sedan designs, some luxury, some sports, some self-driving, etc. Now, when I want to create Trucks or Compact cars with identical builds, it's a HUGE PAIN IN THE ASS because I have to add up the number of features myself and include that in the car's name so that I don't forget, then I gotta click back and forth to compare the designs to make sure they are the same. Which brings me to the next point: - Add the ability to change the body type! This would make it WAY easier to create different body types with the same build; for example, I created a self-driving Sedan and I want to create a Compact and a Small Van with IDENTICAL features, but it's SO TEDIOUS to execute - but not as tedious as manually adding all the prices of the features together for every model!!! Showroom: -Instead of showing each individual car in the show room, just show how many of each type we have!!! Or at least enable an option to do so. It's super annoying to have to hover my mousehand over every. individual. car. It'd be much easier to say, SedanModelThis x5, SedanModelThat x10, SedanWhatever x100, and so on
@@eboubaker3722 You're replying to a five-year-old comment. I'm aware he listened to my feedback and implemented some of the changes. Why are you watching these old development blogs? The developer gave up on the game and hasn't updated it in five years.
Cliff, I'd love to have a conversation about some of the real techniques and metrics used for managing production lines. I don't think it would take much to incorporate those into the game. Three philosophies come to mind: traditional, focuses on utilization--making sure every machine is busy; lean--every slot building to the same pace (takt) based on customer demand; Theory of Constraints--setting the pace of the material release (axle slot) to match the known bottleneck slot.
Hah, finally got to ~19:16 where you start to talk about it... yes, two general philosophies: lean tries to build every section of the factory to build to one level rate, based on expected customer orders. Theory of Constraints identifies a bottleneck (usually a very expensive, hard to replicate piece of equipment), then works to make sure that bottleneck is always working. And of course, these ideas aren't exclusive--they play nice together if you understand the principles behind them.
I think there's a great visual feedback of the flow of cars which helps you identify main line bottlenecks. If a similar view could be done for resources (overlay on the overhead lines?) by type then those flows could be visually troubleshot to reduce the "Waiting for Resources" on the slots.
make the components page have colored bars, based on amount consumed/produced, or price high-low so you can see on a green-yellow-red (or colorblind) scale of what you need to optimize... you could just make a switch on the top of the components page and instead of pieces numbers you get the $/Hr rate of produced and consumed, and stockpile value. and jump to that screen when you click on the budget imports pie-part also it would be nice to hide all the parts you never use also, i would advise putting numbers on the finance line chart onto the lines when they fit, so it's easier to read past numbers. strategy would be nice to have different kind of advisors advising specific reshearch priorities, or slot building ect. make it moddable :D yes please quick move tool! also how does predictive stock control work? if at all? where do you advise upgradin for it? what i find mostly giving me slowdowns are the lack of close importers...because they can only be so fast with reshearch but the amount of tiles away is more important...and yes you can lessen the blow with putting manufacturing between importer and fitting slot...but that does not always help in a large factory. also, can you change "insufficient resources" to "waiting for components" just a bit more positivity :D as well as "wrong body type" to "looking for something different" give it some life! sometimes it feels like 16-item/slot is not always enough late game...because of all the upgrades one slot will need 8-10components so it needs a new set over conveyors on every car, maybe a reshearch to add a one square size storage unit? how bout 2+1 door sedans? you know hatchbacks! which are not compact of course. or 4+1 door compacts! suzuki style :D or how about 2 wheeled expansion pack? :D just shooting off ideas. enjoy!
with predictive stock control, the slot uses up the components (and thus frees up space for more) at the start of the task, rather than the end. I should probably come up with a better name for that... I do like your other rename suggestions too
I would definitely buy a DLC with new body styles. I work in a factory and we have process engineers who's job is to find ways to improve the processes to make them faster and more efficient. It would be cool to have an entirely new research tree for engineering in which you research how to make each slot faster and more efficient that way you can get to a point where your manufacturing slots are able to keep up with line demand. Also in factories once the cars are painted they go through a "baking" process that dries the paint at an unbelievable rate. I would still like to see the stockpiles for the production slot be upgradeable to have more slots especially for slots that fit multiple parts. I've went bankrupt quite a few times but in my current game I've started manufacturing the most expensive parts first and just doing that my component costs are at less than 50% of the overall expenses like I've had before. Keep up the good work sir!
You asked about a "show me the bottleneck" and if that would make things too easy. I think one way to do it is to have a "report" that lists all the equipment in the factory with some basic stats, such as how many upgrades (4/8 for example) it has, and you can have a column for % idle (time where there was no vehicle in that step) and % problem (a vehicle was present, but delayed because of a problem). Something as simple as making the columns sortable so the player has to click them will let the player feel like they found it themselves, rather than having it told to them. With the amount of thinking required to solve bottlenecks, I don't think you want to leave players feeling completely lost simply trying to find where the bottleneck is happening. You can also do the "rate" here, which would be 2 numbers: The number of cars / hour that is the fastest capable for that machine, and the actual number of cars / hour that is happening.
Hi Cliff, I would like to make a suggestion pertaining the showroom. Sometimes you have 100s of cars in the showroom that are not sold and the problem is counting each type of vehicle that is being overproduced. It would be awesome to see how many vehicles of what type are in the showroom, without having to count them yourself. Also, new car design DLC would be an awesome add-on. May I suggest a wagon hatchback type for ex: Subaru WRX hatchback, also a family car like a van. That would be cool :-) Keep on with the cool updates.
6:43 - I think for me, having the tooltip that shows a price of $322 at this timestamp be changed to also list "Imports: $96,600" (for 300 x $322 in this example) on the second line. In addition, it would be nice if the tooltips for the Produced column would list the the sum of all of the raw materials required to produce it. I've been trying to sum all that out on paper and if it was just listed there, that would be handy.
Hey Cliff, thanks for making mention about more reporting. While I definitely want to see the totals of how much I'm spending on each component per hour/day, just having it show up in the "Efficiency/Components" grid should be enough, nothing fancy. I do believe that you had the information there at one time. Also, while having a lot of information available about individual problems would seem helpful (your servo production example), I think having that level of information given to you would take away from figuring out how to best optimize your particular factory. Making mention that looking at the finance reports and finding areas to cut costs by manufacturing internally could suffice on its own. Finally, your example of bottlenecks could be helped by having a overall utilization rate for a group of related Fit (x) facilities. For example, if you have 6 Fit Door facilities, you could see a utilization rate based on what is in the actual pipeline. A utilization rate of 50%, for example would mean that those particulars areas are under utilized and a rate over 100% could mean that the area is over utilized, that there are too many parts in the pipeline to be serviced by the number of functions currently placed. In a nutshell, having solid totals would be a help but interpreting and giving a solution to what "could" be done would lessen the fun of finding the solution of the puzzle yourself.
Brilliant Videos!!! I am stuck with production of parts - Rawbody/chassis is produced but the roboters do not collect them from production.....do you have an idea? everything placed close and connected.......frustrating
I still need to take another look. I still haven't played the release version. Burn out during Alpha :) Being so early TH-cam haven't finished rendering it yet :) still 360p
I noticed that when I change the price it doesn't seem to react to it fast enough I've gone bankrupt when changing the price due to adding new features and the game just taking awhile to sell the car
maybe a clearer way to show which resource importers/ conveyors were running at or near max capacity would be helpful in identifying bottle necks. maybe on stations that use alot of different components, you could research an upgrade that increased the size of the stations storage
I find the resource conveyor system to be one of the most annoying aspects of this game. They are hard to select and deal with on their own. You need a way to lock the edit mode to resource conveyors and you can only select them and nothing else. When the mode enables, all the resource conveyors should highlight so they are easily seen. You can then do a selection window over an area and it only selects resource conveyors.
Hey! We already do this (although we don't emphasize it enough). You can hold shift to only delete resource conveyors. You will see them turn red when moused-over and shift is held down.
First of all, thanks for the game, Cliff! It's really lots of fun! I'd like to report a bug (or maybe I'm doing something wrong?): when I demolish a slot and then go into Blueprint mode, the game doesn't allow to put a blueprint on the tiles that were previously occupied with an actual slot. At the same time, I can put new slots there, no problem, but not blueprints
I'd like a DLC where you could buy factory space in game so that you could expand your factory as production needs increased. It would also allow for manufacturing sheds and stock rooms to be built. Also does any one know if it is possible to copy the settings of a Stockpile to another stockpile rather than configuring each one if, for example you set up a bank of 8 stockpiles all holding steel.
good dlcs might be classic cars. like a 20's & 30's dlc and another for 50's & 60's dlc. maybe another for superhero cars. how many times did a superhero get his car or bike or boat or whatever smashed to bits. gotta get em from somewhere right?
Hey Cliff, love your in-depth videos. One thing I'd love to see is more 'sporty' options e.g. bucket seats, wishbone suspension, active exhaust... I'm currently able to mod these in, but only text-wise, not graphically. It could be an add-on to the supercar DLC maybe?
@@positechgames It's' what most sports cars have nowadays with different driving modes or exhaust modes. Usually a valve system in the exhaust pipe does the trick.
Small quality of life request. When selecting an new area to expand. Instead of telling you the price per tile, can also tell you the total price per day or hour?
Can we get chalanger that would take 50 days to take so that we have to get it working efficiently early on to gently ramp up to the numbers required like 400k of each type over 60 days or somthing like that
About the Bug in the Map Editor, I dont know if you‘ve got it because I have a very weird wifi but if not, it‘s basically me vlicking on one of the tiles on the side with an import slot without working PS: As an idea, what about the ability of redesigning cars?(after 15 days or so of selling that car, you are able do redesign the car, and then it‘s getting a new design)
I don't play all robots every stop, a reset on the number of robots to help balance out "rate times" or i have to delete and replace, cost to much money just to balance rate time.
hi, that is deliberate, because its actually even more annoying if you go to select a menu item and the world scrolls when you don't want it to. You can also use WSAD or the arrow keys, or click and drag to move the map.
Honestly the game needs something like where if you hover over a slot it will highlight the slot of you already have it The parts I think you need to be able to make everything in the game and make your own raw materials that would be nice but I don't know how you'd do it
It would be more realistic if they had staff pulling sickies , maintenance engineers and awful shift managers . Having to make cars while robots are breaking down , half the staff in the picking warehouse are off because they want to watch the football and staff are lazy .
I was working at GM factory. And how do you actually figure out where bottleneck is just by looking for queue length. You can look for example the world greatest expert on the subject th-cam.com/video/rc1MqHsiiKo/w-d-xo.html where he explains the math behind this. Heuristics is very simple - queue length of the resource at 70% capacity is 3-4 and every time you half free capacity you effectively double queue length. So at 95% capacity you've got 25 items queue.
So, regarding reporting. Why don't you just establish web-server where all game data go so user can pick it up and process? Don't it solve the whole problem with the reporting? It's really great simulation and there's a lot of insights gamer could extract from raw data. Now I process autosaves and that's not the best solution. So, how do you like that, Elon Musk?
If you came out with new designs for each car or even more new cars, I would definitely purchase that DLC
A Thought about the Helpful Hints - in the case of the Servo's being imported - Maybe state - "Fit Door Panels is importing Servos 78 percent of the time - Produce more servo's to cut expenses" or something like that. That would tie in to the list of items you need to produce more of. Still would love to see a Timer on the Car (In the little Follow along pop up window) - to see how long it takes the car to travel the entire length of the production line. Aw always thanks for all the work on this, and thanks for keeping these videos Going.
Hey man, I figured I'd give you some feedback.
Currently, the most tedious and annoying things (in no particular order) are:
Production schedules:
- Add the ability to copy production schedules. All my cars run through the same production line anyway, and it's very tedious to micromanage multiple production schedules when I'd rather have them all cranking out the same stuff with the same ratios anyways.
- Add the ability to add 1 of each type of car to the production schedule. So for example, if I wanted to, I could just delete the production schedule, and add 1 of everything, instead of searching for each thing over and over in the drop down menu, which reminds me...
- THE DROP DOWN MENU FOR "ADD NEW ENTRY" TO PRODUCTION SCHEDULE NEEDS TO BE ALPHABETICALLY ORGANIZED
Car designs / Car pricing:
-You mentioned this already, the menu needs to tell you the sum total of the market values of all features added.
-ALSO ADD A COUNTER FOR THE NUMBER OF FEATURES INCLUDED AS WELL! This would make comparing car models FAR easier!! I understand that creating a whole new menu or window to compare car models side by side would be difficult, and this "Number of features" counter would be far easier to implement. Let me explain why I think this would be helpful - So I created a bunch of Sedan designs, some luxury, some sports, some self-driving, etc. Now, when I want to create Trucks or Compact cars with identical builds, it's a HUGE PAIN IN THE ASS because I have to add up the number of features myself and include that in the car's name so that I don't forget, then I gotta click back and forth to compare the designs to make sure they are the same. Which brings me to the next point:
- Add the ability to change the body type! This would make it WAY easier to create different body types with the same build; for example, I created a self-driving Sedan and I want to create a Compact and a Small Van with IDENTICAL features, but it's SO TEDIOUS to execute - but not as tedious as manually adding all the prices of the features together for every model!!!
Showroom:
-Instead of showing each individual car in the show room, just show how many of each type we have!!! Or at least enable an option to do so. It's super annoying to have to hover my mousehand over every. individual. car. It'd be much easier to say, SedanModelThis x5, SedanModelThat x10, SedanWhatever x100, and so on
most of these are in the game now
@@eboubaker3722 You're replying to a five-year-old comment. I'm aware he listened to my feedback and implemented some of the changes. Why are you watching these old development blogs? The developer gave up on the game and hasn't updated it in five years.
@@JaimeG88 wow you're so upset that I replied to a 5 year old comment 😅
@@eboubaker3722 HAHA U MAD! LMAO
Would be fun if you get specific orders to produce a certain amount of cars with specific upgrades from your shops
Cliff, I'd love to have a conversation about some of the real techniques and metrics used for managing production lines. I don't think it would take much to incorporate those into the game. Three philosophies come to mind: traditional, focuses on utilization--making sure every machine is busy; lean--every slot building to the same pace (takt) based on customer demand; Theory of Constraints--setting the pace of the material release (axle slot) to match the known bottleneck slot.
Hah, finally got to ~19:16 where you start to talk about it... yes, two general philosophies: lean tries to build every section of the factory to build to one level rate, based on expected customer orders. Theory of Constraints identifies a bottleneck (usually a very expensive, hard to replicate piece of equipment), then works to make sure that bottleneck is always working. And of course, these ideas aren't exclusive--they play nice together if you understand the principles behind them.
I think there's a great visual feedback of the flow of cars which helps you identify main line bottlenecks. If a similar view could be done for resources (overlay on the overhead lines?) by type then those flows could be visually troubleshot to reduce the "Waiting for Resources" on the slots.
make the components page have colored bars, based on amount consumed/produced, or price high-low so you can see on a green-yellow-red (or colorblind) scale of what you need to optimize...
you could just make a switch on the top of the components page and instead of pieces numbers you get the $/Hr rate of produced and consumed, and stockpile value. and jump to that screen when you click on the budget imports pie-part
also it would be nice to hide all the parts you never use
also, i would advise putting numbers on the finance line chart onto the lines when they fit, so it's easier to read past numbers.
strategy would be nice to have different kind of advisors advising specific reshearch priorities, or slot building ect. make it moddable :D
yes please quick move tool!
also how does predictive stock control work? if at all? where do you advise upgradin for it?
what i find mostly giving me slowdowns are the lack of close importers...because they can only be so fast with reshearch but the amount of tiles away is more important...and yes you can lessen the blow with putting manufacturing between importer and fitting slot...but that does not always help in a large factory.
also, can you change "insufficient resources" to "waiting for components" just a bit more positivity :D as well as "wrong body type" to "looking for something different" give it some life!
sometimes it feels like 16-item/slot is not always enough late game...because of all the upgrades one slot will need 8-10components so it needs a new set over conveyors on every car, maybe a reshearch to add a one square size storage unit?
how bout 2+1 door sedans? you know hatchbacks! which are not compact of course. or 4+1 door compacts! suzuki style :D or how about 2 wheeled expansion pack? :D just shooting off ideas.
enjoy!
with predictive stock control, the slot uses up the components (and thus frees up space for more) at the start of the task, rather than the end. I should probably come up with a better name for that... I do like your other rename suggestions too
I would definitely buy a DLC with new body styles. I work in a factory and we have process engineers who's job is to find ways to improve the processes to make them faster and more efficient. It would be cool to have an entirely new research tree for engineering in which you research how to make each slot faster and more efficient that way you can get to a point where your manufacturing slots are able to keep up with line demand. Also in factories once the cars are painted they go through a "baking" process that dries the paint at an unbelievable rate. I would still like to see the stockpiles for the production slot be upgradeable to have more slots especially for slots that fit multiple parts.
I've went bankrupt quite a few times but in my current game I've started manufacturing the most expensive parts first and just doing that my component costs are at less than 50% of the overall expenses like I've had before. Keep up the good work sir!
You asked about a "show me the bottleneck" and if that would make things too easy. I think one way to do it is to have a "report" that lists all the equipment in the factory with some basic stats, such as how many upgrades (4/8 for example) it has, and you can have a column for % idle (time where there was no vehicle in that step) and % problem (a vehicle was present, but delayed because of a problem). Something as simple as making the columns sortable so the player has to click them will let the player feel like they found it themselves, rather than having it told to them. With the amount of thinking required to solve bottlenecks, I don't think you want to leave players feeling completely lost simply trying to find where the bottleneck is happening. You can also do the "rate" here, which would be 2 numbers: The number of cars / hour that is the fastest capable for that machine, and the actual number of cars / hour that is happening.
Yes I agree that showing the actual throughput per hour or actual time between each car at a slot would be a useful metric.
Hi Cliff, I would like to make a suggestion pertaining the showroom. Sometimes you have 100s of cars in the showroom that are not sold and the problem is counting each type of vehicle that is being overproduced. It would be awesome to see how many vehicles of what type are in the showroom, without having to count them yourself. Also, new car design DLC would be an awesome add-on. May I suggest a wagon hatchback type for ex: Subaru WRX hatchback, also a family car like a van. That would be cool :-) Keep on with the cool updates.
6:43 - I think for me, having the tooltip that shows a price of $322 at this timestamp be changed to also list "Imports: $96,600" (for 300 x $322 in this example) on the second line. In addition, it would be nice if the tooltips for the Produced column would list the the sum of all of the raw materials required to produce it. I've been trying to sum all that out on paper and if it was just listed there, that would be handy.
yup exactly I think thats the minimum I should do, although a sort by total price might be popular too.
Hey Cliff, thanks for making mention about more reporting. While I definitely want to see the totals of how much I'm spending on each component per hour/day, just having it show up in the "Efficiency/Components" grid should be enough, nothing fancy. I do believe that you had the information there at one time.
Also, while having a lot of information available about individual problems would seem helpful (your servo production example), I think having that level of information given to you would take away from figuring out how to best optimize your particular factory. Making mention that looking at the finance reports and finding areas to cut costs by manufacturing internally could suffice on its own.
Finally, your example of bottlenecks could be helped by having a overall utilization rate for a group of related Fit (x) facilities. For example, if you have 6 Fit Door facilities, you could see a utilization rate based on what is in the actual pipeline. A utilization rate of 50%, for example would mean that those particulars areas are under utilized and a rate over 100% could mean that the area is over utilized, that there are too many parts in the pipeline to be serviced by the number of functions currently placed.
In a nutshell, having solid totals would be a help but interpreting and giving a solution to what "could" be done would lessen the fun of finding the solution of the puzzle yourself.
It would be helpful if it showed the cost of importing parts verse making them yourself.
Brilliant Videos!!!
I am stuck with production of parts - Rawbody/chassis is produced but the roboters do not collect them from production.....do you have an idea? everything placed close and connected.......frustrating
How about being able to see cars / minute on a conveyor? That might help to see if the entire block is fast enough.
I still need to take another look. I still haven't played the release version. Burn out during Alpha :)
Being so early TH-cam haven't finished rendering it yet :) still 360p
Great stuff! Any news about the optimization video? Even in form of a blog etc
I noticed that when I change the price it doesn't seem to react to it fast enough I've gone bankrupt when changing the price due to adding new features and the game just taking awhile to sell the car
maybe a clearer way to show which resource importers/ conveyors were running at or near max capacity would be helpful in identifying bottle necks. maybe on stations that use alot of different components, you could research an upgrade that increased the size of the stations storage
14:39 Sounds like the music from 'super sprint' on the atari st!
I find the resource conveyor system to be one of the most annoying aspects of this game. They are hard to select and deal with on their own. You need a way to lock the edit mode to resource conveyors and you can only select them and nothing else. When the mode enables, all the resource conveyors should highlight so they are easily seen. You can then do a selection window over an area and it only selects resource conveyors.
Hey! We already do this (although we don't emphasize it enough). You can hold shift to only delete resource conveyors. You will see them turn red when moused-over and shift is held down.
First of all, thanks for the game, Cliff! It's really lots of fun! I'd like to report a bug (or maybe I'm doing something wrong?): when I demolish a slot and then go into Blueprint mode, the game doesn't allow to put a blueprint on the tiles that were previously occupied with an actual slot. At the same time, I can put new slots there, no problem, but not blueprints
interesting i will look into it
I could not reproduce this as a problem :( do you have a video showing it going wrong?
@@positechgames yep, I've sent it to your email
I'd like a DLC where you could buy factory space in game so that you could expand your factory as production needs increased. It would also allow for manufacturing sheds and stock rooms to be built.
Also does any one know if it is possible to copy the settings of a Stockpile to another stockpile rather than configuring each one if, for example you set up a bank of 8 stockpiles all holding steel.
good dlcs might be classic cars. like a 20's & 30's dlc and another for 50's & 60's dlc. maybe another for superhero cars. how many times did a superhero get his car or bike or boat or whatever smashed to bits. gotta get em from somewhere right?
Hey Cliff, love your in-depth videos.
One thing I'd love to see is more 'sporty' options e.g. bucket seats, wishbone suspension, active exhaust...
I'm currently able to mod these in, but only text-wise, not graphically. It could be an add-on to the supercar DLC maybe?
Almost forgot: I also love the game, obviously! :)
interesting. I've never even heard of active exhaust!
@@positechgames It's' what most sports cars have nowadays with different driving modes or exhaust modes. Usually a valve system in the exhaust pipe does the trick.
Small quality of life request. When selecting an new area to expand. Instead of telling you the price per tile, can also tell you the total price per day or hour?
that sounds like a very sensible idea!
Yep. Just checked and it's already there. Didn't noticed it last time.
@@adamwpe ha ok, thats a relief!
Can we get chalanger that would take 50 days to take so that we have to get it working efficiently early on to gently ramp up to the numbers required like 400k of each type over 60 days or somthing like that
About the Bug in the Map Editor, I dont know if you‘ve got it because I have a very weird wifi but if not, it‘s basically me vlicking on one of the tiles on the side with an import slot without working
PS: As an idea, what about the ability of redesigning cars?(after 15 days or so of selling that car, you are able do redesign the car, and then it‘s getting a new design)
And how do you keep the capital costs of a car low?
I don't play all robots every stop, a reset on the number of robots to help balance out "rate times" or i have to delete and replace, cost to much money just to balance rate time.
Cliff, please fix the edge scrolling where there are menu item..i'ts still not working.....
hi, that is deliberate, because its actually even more annoying if you go to select a menu item and the world scrolls when you don't want it to. You can also use WSAD or the arrow keys, or click and drag to move the map.
@@positechgames could you give us the option to turn it on and off?
What do you say about a truck dlc?
Honestly the game needs something like where if you hover over a slot it will highlight the slot of you already have it
The parts I think you need to be able to make everything in the game and make your own raw materials that would be nice but I don't know how you'd do it
is it a bug with the doors at th-cam.com/video/KPXwpP9ZS2o/w-d-xo.html ? seems like the door is closed behind the open door?
It would be more realistic if they had staff pulling sickies , maintenance engineers and awful shift managers . Having to make cars while robots are breaking down , half the staff in the picking warehouse are off because they want to watch the football and staff are lazy .
I was working at GM factory. And how do you actually figure out where bottleneck is just by looking for queue length. You can look for example the world greatest expert on the subject th-cam.com/video/rc1MqHsiiKo/w-d-xo.html where he explains the math behind this. Heuristics is very simple - queue length of the resource at 70% capacity is 3-4 and every time you half free capacity you effectively double queue length. So at 95% capacity you've got 25 items queue.
ich liebe dieses game und spielte es 8 tage lang
New game please!!
So, regarding reporting. Why don't you just establish web-server where all game data go so user can pick it up and process? Don't it solve the whole problem with the reporting? It's really great simulation and there's a lot of insights gamer could extract from raw data. Now I process autosaves and that's not the best solution. So, how do you like that, Elon Musk?