Good Company | Logistics Guide

A comprehensive management sim about creating a ground-breaking IT company is called Good Company. To become the top business in the country, assemble intricate production lines, oversee employee logistics, and sell high-quality goods! Here is a brief overview of a few of the Logistics System’s features from Good Company.


Logistics System Guide For Good Company

Greetings, businessmen! Spider. monkey here. Glad to see you having fun with the game! There has been much discussion over the logistics since Good Company entered Early Access. We are aware of a number of issues in that area, and we intend to write fixes for them as we continue with the work.

We anticipate that this system will soon undergo changes that make it easier to use and more entertaining. We can see that certain people are having problems with the existing setup, particularly when it comes to bandwidth for logistics.

  • Here is a quick start guide and some advice on how to make the most of the system until we can put these upgrades into place.

How To Adjust Bandwidth

How many slots in an inventory are set aside for a specific item category depends on the logistical bandwidth. The system reserves one slot in the target inventory for the transported item type when you connect two inventories (or a crafter and an inventory) unless there is already a reservation for this kind.

Using the “bandwidth management options,” you can expand the number of slots an item takes up on a shelf. Click to enlarge the logistics node of the inventory when in logistics mode. You may see the things that have been reserved for this inventory here, along with how many inventory slots each one is taking up.

  • By choosing the item and modifying the bandwidth (i.e., the number of slots reserved on the shelf) in the logistics node widget’s bottom area, you can change them.
  • Keep in mind that if there are reserved but unfilled inventory spaces, you can only lower the bandwidth. 
  • This is due to the fact that placing items in an empty slot immediately make a reservation.
  • You must first confirm that the inventory slots you want to be unreserved once more are empty.

Bandwidth And Products

When the game first entered Early Access, they set a default bandwidth of fifteen slots for products because they don’t stack as other items do (there can only be one product in an inventory space). Later on in the game, though, you might desire to sell more than fifteen items each week.

  • The fifteen reserved spaces might not be filled by your manufacturing, in which case you would like to fill the remaining spots with a different product. 

Allow your logistics staff to carry out the walking

The carrying to and from a crafting table must be done by the crafting employee because crafting tables cannot store items. Your productivity will suffer if your crafters must travel far to get to their storage areas because they will spend less time actually creating new goods.

  • As always, time is money.
  • Keep the input and output inventories that are directly connected to the crafting stations as close as you can.
  • Allow logistics staff to fill and empty these bins.
  • You’ll produce more quickly and pay significantly less for labor.

Put your logistics connections first

The majority of configurations should function just fine without this sophisticated technique. The relevance of each logistical relationship can be set, though, if you want a little bit more control. Employees in logistics will make connections as their first goal.

This is helpful, for instance, if you wish to drain some modules from production to supply a table for analysis. You should set connections flowing to your analysis workstation lower than the connection restarting your production chain to lessen the impact on your output.

  • Only logistics staff are impacted by priorities, which are only based on linkages between inventories.
  • Employees in production will completely disregard priority. 
  • We sincerely hope that this aids your future pursuits!

Afterword

Something to add to this, possibly only applicable to the current experimental build. Individual ingredients or modules do not need to be micro-managed. Create your production process from beginning to end, including production, storage, and purchasing.

  • Do not grow any “nodes” while in logistics mode; instead, begin dragging them from storage to production.
  • They will add the necessary goods to the storage.
  • Do the same for commodities entering production supply storage as well as production output going to storage.
  • The sole “manual” task is getting the finished product out of the door.

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