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Little big workshop optimal layout1/12/2024 ![]() Decorations have 0.5 obstruction radius on them. Saint Landwalker a écrit :The optimal room, but I think a decent guideline is probably square-ish.I am not so sure about that, tho. It's heinously suboptimal from an ideal standpoint, but despite that it works excellently and can crank through just about any order I throw at it. I have a blueprint for such a room that has six advanced circular saws, four wood bending machines, six sticksaws, two large shelves of general storage, and four large shelves of input storage, plus decoration to keep things happy.Įdit: Here's a decent screenshot of my first late-game factory. If you don't mind the long and slender approach to rooms (and the walking distance that can entail), a 10×40-tile room (5×20m interior measurements) can pack even more workstations and storage into the space without much obstruction. whatever is on the other side (in my case, a general hallway). You might try this with a "storage hallway" running a good length with multiple workrooms along its sides, or you might have a dedicated "storage room" between each workroom and. Īnother thing I've toyed around with has been putting storage spaces outside of the room, in order to fit more workstations inside the room. But you get the general idea.Įxample blueprint for such a room. Obviously this would have to be tweaked based on the size of the workstations you're using, whether or not you plan for them to input or output "oversized" materials (like the catapult frame) that won't fit on shelves, and so forth. The decoration should be more than enough to yield positive mood in the in-game, you get twelve 4×4 workstations with little obstruction, a good pile of storage space, and minimal walking distances. For a 4×4 workstation like a circular saw, a small foundry, a wood bending machine, a glue station, a wood lathe, etc., I can fit 12 machines in a 10×10m (actual interior measurement) room, plus three Large Shelves (two for inputs and one for general storage), plus two 2×2-tile decorations (like the trophies or the candy machine) and two 2×4-tile decorations (like the arcade machine or the end table). The optimal room layout is honestly dependent on what you plan to put in it, but I think a decent guideline is probably square-ish. But a room the game says is 10.5×10.5m is actually 11×11m if you measure from the outsides of each wall, or 10×10m (100m², 400 tiles) if you measure from the inside of each wall. So a wall that the game says is 10.5m long is actually 11m long. The game's measurements are all off by 0.5m, because they count one "end" of the wall but not the other "end". Penalty-free rooms cap out at 400 tiles, and Large (–25 Mood) rooms cap out at 600 tiles. or even the one in same room.Īs a point of clarification, those are not the correct optimal room sizes, because the game's measurement displays are wrong.Ī better way to think about room sizes is by tiles. ![]() had one worker taking a huge detour for each finished product cause the storage he was going to was just on the other side of the wall of the machine he was working on, instead of the many storages that were along the way. ![]() "normal storage" as well as storage assigned to machines (would not mind dropping the other storage, but it seems worker which finished building something are not putting it into the storage for the machine to the next step but rather in the "nearest" *² general storage instead. It also seems like a good idea to put storage everywhere. (not enough to put storage in, tho), but if I go for a long slender room instead I increase the walking distances considerably. If I go with a square room I end up with much unused space in middle. Going for the max size reduces the space taken up by doors. The optimal room size should be* 110m² or 163m² (the latter would have be the penalty of being a big room, but the -25 mood shouldn't be that hard to counteract with the extra space available). It should minimize the empty space while avoiding obstacles (thinks that would slow down workers movement). The thing I currently wondering about the "optimal" factory layout for a while.
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