Factory settings
These apply to every workstation unless you override a line in Advanced mode.
Factory hours
to
24 h/day
Set it the same way as the schedule in BizMan. Workers must be scheduled for every hour you want production.
Purchasing agent skill
%
Import discount = 25% × skill. Only affects the cost estimates.
Import price index
× base price
MarketInsider shows today's index per product. 1.00 = base price. Prices also scale with the game's difficulty market multiplier.
Auto-stock interval
buffer
%
The order sheet gives you the "# target" to type into each purchasing agent contract.
Shift length for staffing
Employees can work at most 12 h/day. "Minimum" staffing uses 12 h; "recommended" uses this.
Workstations
One workstation = one assembly machine + its production machines + one worker per hour. Add a line per product.
Quick start:
How the numbers are calculated (from the 1.0 game code)
- Output per hour =
round(recipe max/hour × (skill ÷ 2 + 50) ÷ 100)— Recipe.GetScaledOutputAmount. A 100% worker hits the max, a 0% worker makes half. - Ingredients per hour are the recipe amounts, every hour a worker is at the station, regardless of skill — FactoryBusinessSimulator.PlanIngredientsForRatio. They only drop when stock, output space or a "Produce up to" cap limits the hour.
- Hours: production is simulated hour by hour; an hour only runs if the factory is open and a worker is scheduled at that workstation. Employees max out at 12 h/day.
- Imports: unit price = wholesale price × MarketInsider import index × difficulty multiplier; a purchasing agent discounts up to 25% at 100% skill. Raw factory ingredients from the four pier importers have no weekly order limit.
- Storage: a pallet shelf holds 60 boxes; box sizes per item come from the item data.
- "Runs out in" in BizMan assumes 24 h/day consumption:
floor(stock ÷ (amount × 24)).