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Good Company Cheats

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.
 
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