- Aug 8, 2017
- 24,075
- 16,533
Did you talk to Stephanie about it?1) I can't research it, it's just missing.
2)
Did you talk to Stephanie about it?1) I can't research it, it's just missing.
2)
Yes, I had this event where she tell me, that nano bots are ready to use.Did you talk to Stephanie about it?
Did you try to make a new dose with them?Yes, I had this event where she tell me, that nano bots are ready to use.
With the latest version of the JoiPlay open beta it works wellwe need to wait for the fix. damn. what a sad moment.
Try setting your cap to 10,000 and see what happensTrollden / Tristim / LZ_Starbuck
I don't know if this is how it should be or something maybe broken or the mod did something, need insight or help with this.
Once I hit 11 girls in Production I can not keep up with supply no matter how many more I have in supply it keeps going down unless MC works in supply then it stays even with what is being used.
I can build up to 1000 supply over the weekend and the very first work hour goes by and its down below half that.
I have 17 now ordering supply and it still can not keep up.
MC must do supply work to keep the count enough to work with.
ADD: After playing some more and not worrying about supply it stopped going down at 379.
Then after adding 2 more to supply it still stays at 379. ((Is this how it suppose to be???))
AFAIK the calculations go supply, then production, so your total supply will always be short the amount of supplies it takes to run a single production turn. If you increase the amount of supplies you're maintaining, it should go up until you're again short by 621.Trollden / Tristim / LZ_Starbuck
I don't know if this is how it should be or something maybe broken or the mod did something, need insight or help with this.
Once I hit 11 girls in Production I can not keep up with supply no matter how many more I have in supply it keeps going down unless MC works in supply then it stays even with what is being used.
I can build up to 1000 supply over the weekend and the very first work hour goes by and its down below half that.
I have 17 now ordering supply and it still can not keep up.
MC must do supply work to keep the count enough to work with.
ADD: After playing some more and not worrying about supply it stopped going down at 379.
Then after adding 2 more to supply it still stays at 379. ((Is this how it suppose to be???))
I got rid of over half of the employee's and now its staying at about 800Try setting your cap to 10,000 and see what happens
You're getting butthurt about a reaction? lol you know they're ALL upboats, right? but if you're sad I'll go ahead and remove it. dere oo go :*I got rid of over half of the employee's and now its staying at about 800
Really a face palm dalzomo
You get 40 NPC's with 11 in production and 19 in supply and you tell me how much you can keep on hand.
No matter how high you set it you will only be able to keep about 300 - 400 on hand at all times. At one time I had it set to 25,000 and it still set at 300 - 400 on hand.
Yes that is 40 NPC's not 39 as the max says because one of the mothers came to me and said her daughter needed a job and I went ahead and got her.
And I am still clearing around 50k a day in income. View attachment 1209753
Where did you download the joiplay open beta? the modded game doest work on joiplayWith the latest version of the JoiPlay open beta it works well
If your not sharing the wealth then you don't like your girls very well do you.Game is too realistic - I don't want to emulate CEO income skyrocketing while worker incomes stagnate
/s
You can keep bumping up their salaries every week if it makes you feel any better, but there seems to be no in-game reward for giving them more than 140% of their expected salary (calculated based on their stats and skills), which already keeps their happiness way up.Game is too realistic - I don't want to emulate CEO income skyrocketing while worker incomes stagnate
/s
The purpose of the supply cap is to prevent your supply team from just keeping on buying surplus over what your production team needs. In the first weeks for some players it's hard to make ends meet so keeping it low at the start might be useful, but there's no other benefit to keeping a low cap once you're flush. I keep my supply team a little more productive than my production team, and keep about double the supplies on hand than my production team can burn, so I don't have to do so much supply work when I work on the weekends. The problem with letting your supply team outpace your production too much and depend on the supply cap to keep waste low is that once they reach that cap they're idle workers - again, not a problem once you're flush but a big one at the start. One strategy to counter that and also get more of certain events is to keep all your workers in one room (everyone work in supply one week, then production the next) and work with them (sell on the weekends) but that requires more micromanagement than I like.I was wondering, this is a question about the game itself not the mod, but is there any downside to setting your supply limit at 1m? I see the guys up there talk about setting it to 10k, while I always just set it really high and assume there's nothing wrong with it.
Would be a good(?) idea to have the supply limit capped, and the cap bumped with business policies.
Oh, and if there is no downside, and capping it would be a bad idea, why even have a limit in the first place?
And don't get me started on Clarity...
I see, that sort of makes sense... But due to the strategies I've been playing with (literally not creating any serums other than for sale before having fully researched +70% suggestibility as well as starting with minimal amount of employees until I have serious cash flow) it sounds like a solution to badly organised early game. Then again, I am playing a bit different.The purpose of the supply cap is to prevent your supply team from just keeping on buying surplus over what your production team needs. In the first weeks for some players it's hard to make ends meet so keeping it low at the start might be useful, but there's no other benefit to keeping a low cap once you're flush. I keep my supply team a little more productive than my production team, and keep about double the supplies on hand than my production team can burn, so I don't have to do so much supply work when I work on the weekends. The problem with letting your supply team outpace your production too much and depend on the supply cap to keep waste low is that once they reach that cap they're idle workers - again, not a problem once you're flush but a big one at the start. One strategy to counter that and also get more of certain events is to keep all your workers in one room (everyone work in supply one week, then production the next) and work with them (sell on the weekends) but that requires more micromanagement than I like.
If you like having your cap up at 1mil, go for it. After like the third week or so money becomes practically meaningless anyway so losing a little on surplus supplies is no biggie.
Wow after getting rid of half of my work force and resetting the amount it is now going up.You're getting butthurt about a reaction? lol you know they're ALL upboats, right? but if you're sad I'll go ahead and remove it. dere oo go :*
>I cut off half my toes so my shoes would fit
That's why I facepalmed. But play how you want, mang. I support keeping fewer employees. I rarely hire over the 3rd upgrade cap myself
You have to spend some time convincing her before she will let you hire her.I met Candace at the supply store. How can I hire her?