Definitely Not Fried Chicken

Definitely Not Fried Chicken

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Mod Request: More workers
The number of workers is way too few if you want to expand the factory the full size. Crazy to have 15 in a tiny laundromat but 2 per square in a factory where you can fit like 20 weed planters per square and even with everything automated there is barely enough to optimize one drug type never mind three (or 9 if you include all the variants of each).

So my request is a simple one which is basically someone who knows how please make a mod to increase the number of workers per square to I don't know 6 or 8?

When I calculated I believe to do it efficiently you really only have about 1/4 of the workers you need so 6 or 8 should be plenty per square but even if you just did an even 10 to be safe and then you can just hire however many workers you want would at least incentivize trying to optimize the whole factory.

Please someone do this that would be great.
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Showing 1-6 of 6 comments
I'm fairly certain that this would be much more difficult than you make it out to be. If anyone can do it, I think it would have to be the dev as I don't think mods are even supported. Even if they were, I think increasing the employee limit it so difficult because of how it would affect the games performance and optimization. I still think the dev should make this a top priority so we can make use of all the space we are given and so we can become mega millionaires which is usually the main purpose of running a large scale drug manufacturing and distribution operation such as this. As it is, I don't think the game really works past the 1 million dollar mark. Correct me if I am wrong.
Like I said if you optimize 1/4 of the factory you'll have more money than you need just selling weed.

Not sure how difficult this would be just hoping it happens because it kills it for me to only be able to use 1/4 of the space
I almost get by with 98 employees with 3 drug types (Amazon, Moon, and Meth). 11 trucks for coke (9 businesses and 2 for special orders) 5 meth and 6 weed. I have no guards though.

It takes a lot of adjusting to get the right output though. Like my coke tucks are backed up but my meth is good so I moved two of my meth workers to coke instead. It also helped to reduce somethings and keep things more compact.

Also the way they load, pretty much which ever truck is closest, means some of my coke trucks don't get loaded for awhile due to others returning and loading first. My special delivery trucks are furthest away and takes awhile for them to refill.

The staff themselves could be more efficient as well. They put a lot of stuff on the floor then sometimes, eventually, someone comes and picks it up but they take awhile just standing and staring at it before picking it up.

Also just trying out the new plane and would definitely need more workers to keep it loaded along with my trucks.

I likely would be fine with just doubling the employee count and that would allow me enough employees for more workers and even guards, if needed.

I think devs should address the load time for end game files before adding more employees though.
Originally posted by Sarsgamer:
I almost get by with 98 employees with 3 drug types (Amazon, Moon, and Meth). 11 trucks for coke (9 businesses and 2 for special orders) 5 meth and 6 weed. I have no guards though.

It takes a lot of adjusting to get the right output though. Like my coke tucks are backed up but my meth is good so I moved two of my meth workers to coke instead. It also helped to reduce somethings and keep things more compact.

Also the way they load, pretty much which ever truck is closest, means some of my coke trucks don't get loaded for awhile due to others returning and loading first. My special delivery trucks are furthest away and takes awhile for them to refill.

The staff themselves could be more efficient as well. They put a lot of stuff on the floor then sometimes, eventually, someone comes and picks it up but they take awhile just standing and staring at it before picking it up.

Also just trying out the new plane and would definitely need more workers to keep it loaded along with my trucks.

I likely would be fine with just doubling the employee count and that would allow me enough employees for more workers and even guards, if needed.

I think devs should address the load time for end game files before adding more employees though.

Sounds reasonable to me too. Doesn't always run the best when you get to end game like a lot of cpu intense games.
Xerrai 25 May @ 11:08am 
Originally posted by Sarsgamer:
I almost get by with 98 employees with 3 drug types (Amazon, Moon, and Meth). 11 trucks for coke (9 businesses and 2 for special orders) 5 meth and 6 weed. I have no guards though.

It takes a lot of adjusting to get the right output though. Like my coke tucks are backed up but my meth is good so I moved two of my meth workers to coke instead. It also helped to reduce somethings and keep things more compact.
[...]

I have had excellent results by actually reducing the amount of planters available and relying on automation. It almost forces employees to be more efficient just because there is only so much to do with such a compact space.

It allows me to reliably produce almost every drug available (although I am still tweaking cocaine production) if you have a dedicated loading workforce. No guards though. And I don't have much leeway if I ever want to expand to another product or build more fronts.
Originally posted by Xerrai:
Originally posted by Sarsgamer:
I almost get by with 98 employees with 3 drug types (Amazon, Moon, and Meth). 11 trucks for coke (9 businesses and 2 for special orders) 5 meth and 6 weed. I have no guards though.

It takes a lot of adjusting to get the right output though. Like my coke tucks are backed up but my meth is good so I moved two of my meth workers to coke instead. It also helped to reduce somethings and keep things more compact.
[...]

I have had excellent results by actually reducing the amount of planters available and relying on automation. It almost forces employees to be more efficient just because there is only so much to do with such a compact space.

It allows me to reliably produce almost every drug available (although I am still tweaking cocaine production) if you have a dedicated loading workforce. No guards though. And I don't have much leeway if I ever want to expand to another product or build more fronts.

Yeah what I am talking about is automating everything possible with as much production as possible and saying that you can really only handle weed and cant even do meth or cocaine if you want to produce as much as possible.
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