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Good Company
Cheat Codes:
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Submitted by: David K.
Logistics System Guide:
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Written by Irregular Corporation
A quick guide to some of the features found in Good Company's Logistics System.
-=Introduction=-
Since Good Company hit Early Access, there’s been a lot of debate about how certain
parts of the logistics work. We are aware of numerous shortcomings in that area and
of course we are planning to improve those as we move forward with the development.
Our hope is that this system will soon change in a way that makes it more accessible
and more fun to interact with.
We can see some folks are having issues with the current system, especially when
it comes to logistics bandwidth. Until we can implement these improvements, here’s
a quick guide to help you get started and some tips on how to make the most of the
system.
-=Adjusting Bandwidth=-
The logistics bandwidth determines how many slots of an inventory are reserved for
a particular item type. If you create a connection between two inventories (or a
crafter and an inventory) the system reserves one slot for the transported item
type in the target inventory, unless there already is a reservation for this type.
You can increase how many slots an item occupies on a shelf using the 'bandwidth
control options'. Switch to Logistics Mode and click to expand the logistics node
of the inventory. Here you can view the reserved items for this inventory and how
many inventory slots each one is occupying. You can adjust these by selecting the
item and increasing or decreasing the bandwidth (i.e. the number of reserved slots
in the shelf) in the bottom area of the logistics node widget.
Notice that you can only decrease the bandwidth if there are reserved but empty
inventory slots. This is because putting items into an unreserved slot automatically
creates a reservation. You’ll have to make sure that inventory slots you want to be
unreserved again are empty first.
-=Bandwidth and Products=-
Since products don’t stack like other items (there can only be one product in an
inventory slot) we’ve set a default bandwidth of fifteen slots for products when
we first launched into Early Access.
However, later in the game you might want to sell more than fifteen products per
week. Or maybe your production cannot supply all fifteen reserved slots and you
want to use the other reserved slots to sell a different product.
-=Let Your Logistics Employees Do the Walking=-
Since crafting tables cannot store items, the carrying from and to a crafting table
has to be done by the crafting employee. If crafting employees have long walking
distances to their storages, they will spend far less time actually producing new
things and your efficiency will suffer. Remember: time is money.
Try to keep input and output inventories which are directly connected to crafter
as close to the crafting stations as possible. Let logistics employees fill up
and empty these storages. Your production will be faster and your staff costs
much lower.
-=Prioritize Your Logistics Connections=-
This is an advanced technique and most setups should work just fine without it.
However, if you want to have that little bit of extra control you can set the
importance of each logistics connection. Logistics employees will try to satisfy
connections with higher priority.
This is useful, for example, if you want to siphon a part of your modules from your
production to supply an analysis table. In order to reduce impact on your production
you’d want to set connections going to your analysis workstation lower than the
connection resuming your production chain.
Priorities only affect logistics employees and can only be set on connections
between inventories. Production employees will ignore priorities entirely.
How to Beat the Pocket Conquest Challenge with 3 Trophies:
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In short, the trick to beating this challenge is:
* Choose an “Endgame” Product (for us, the Pocket Computer)
* Find out which modules are needed to build it, and which other product types
are needed to unlock those modules. Make those other product types first,
saving the “Endgame” Product for last when every module is unlocked.
* Don’t bother upgrading designs after each market phase. Instead, lower your
price to keep demand high and focus on selling a lot of units to progress
through phases quickly.
* You need to sell 100 units to progress a market phase. The maximum demand is
50, so if you can sell the maximum amount, you can progress a phase in just 2
weeks. This is the secret to beating the challenge timer.
* After unlocking every module needed for your “Endgame” product, make a 5-star
design and sell the maximum amount until the end.
* If everything went smoothly, you should have scored over 10,000 points and won
the challenge with 3 trophies. But chances are, they didn’t and you failed. It
happens – this challenge is very hard and it’s broken considering how many
attempts it takes to find a strategy that works (especially without a guide
like this).
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