I think it would have been much better if you could just set a toggle to allow/disallow other players farms to sell at your factory so it acts like any other sell point for them. Even better if you could then set your own buy price and compete with other sell points on the map.
That could be abused very easily by owners looking for players that are gonna sell to them for a high price and just before they sell they drasticly lower the price and the seller would be screwed. U could also cheat money into any farm that way in a kinda "legit" way also. 1 farm with cheated money could just set there price sky high and transfer money. It´s money laundring 101 right there. Yes the game dosent care if the money is cheated but still it fuckes up the economy in multiplayer sessions betwinn farm owners and would be to easy to abuse.
@@Shiftry87 That argument doesn't really hold any weight because you are currently forced to use the honour system which is even more easily abused. This way forces a transaction from both parties. If you are playing with people you know it doesn't matter either way, otherwise with the way I suggested you can check the price when you get there right before you tip but with the honour system they could decide to just not send you any money at all. And you don't need to find 'kinda legit' ways to send distribute cheated money between farms because you can just send any farm your money through the menu. If you play with randoms and they cheat money when you don't want to, find a different session.
@@thegrimsaxon790 yes u can get screwed over in both but what is the better system? The 1 were u could make an honest mistake and get nothing. Or the 1 were u cant make that mistake in the first place. In any player to player deal u can get scammed but in this system the seller cant accidently do it to themselfs from a legit mistake.
I just don't see where your going with that example. In both systems the seller is going to tip his product because he wants to sell it. If the buyer wants to scam you in the current system they can just not pay the seller at all. In my suggestion the buyer can only drop the price or disallow selling. So I guess I would say my suggestion is better because you either get something (even if it is reduced) or drive off with your goods. Plus there are ways to help reduce scam tactics like limiting prices to within existing in game fluctuations and HUD pop ups when a player sets a new price like the old great demand system for example. But I don't play on servers where people go around scamming each other and I wouldn't stay on one where they did. So I am not so bothered about that in the first place. I am looking at it from convenience, quality of life and consistency of gameplay. An even better solution would be to create buy orders that can't be adjusted only fulfilled or cancelled. But that would likely involve a rewrite of the system rather than an easy to implement toggle of already existing mechanics.
@@Shiftry87 Just have a toggle for if you want to use your drop-off as a sell point and then you can set a price. And then to curb abuse make it so you can only update your price so often by a max %. so the most you could screw someone over is by say 5% max change per hour. Or have it so you don't explicitly set a price, but more choose a rank of where you want to be compared to the global market. if you say you want to be the best and then the sell points on the map go up your price goes up as well. that way there a little risk to the site owner because if they don't pay attention to the global prices you could go into the negative and maybe even loose the facility.
i played about 80hrs on Erlegrat and I can say that the best business is clothes production chain. I have 2 spinneries and 1 tailor shop but i think i will buy second. I planted cotton but it takes some time and i sticked to sheeps. Owning 4 sheep barns gives me so much wool that i can't even process. For fast goods transport i'm using big tractor with silage blade(?) and pushing it to the place. A year worth of clothes is about 400-500 thousands, sheeps are eating grass and hay and you can stack more at the feeding point than volume of the barn. I have now big cow barn with feeding robot for milk and sugar plant - they are for continous income in chocolate production that is set to autosell, the same reason is sawmill and carpentry because it don't require much work. I bought small biogas plant and few big solar panels which gives me more continous money. I'm producing quite a lot of silage for cows and my biogas plant and I have lot of fun with silage from corn. Grass is mostly for my animals. I tried poplar but i don't know how much money i will make because i'm waiting for the best price. I'm using loans often, at this time i have maybe 200k to give back but recently i bought biggest Krone harvester with header. At the end, I want tell you something important- making too much money is going to steal your fun from game. If you can buy everything at the time, nothing will be giving you that pleasant suprise feeling. And I want to give you advice- sometimes it's better to set your plant to "sell" and have smaller earnings but not to struggle with thousand of eg. sugar pallets. Unless you have autoload :D And if you didn't tried i recommend some animals, they give new layer to the game. (but not pigs, they are, for me, not worth the effort). Sorry for my maybe not too good english and have fun :D
Integrate multiplayer contracts into the in-game contract system so that the bakery owner can create a contract to buy so much wheat at a certain price. Then any player could accept that contract and deliver the wheat.
Love how you explain things. Slow and clear. Easy to learn from your vidoes. Most youtubers rush it to much when they have a clear understanding themselves.
Disappointing they didn't have the forethought to give you an option in multiplayer through the whole production chain system to allow contracted players to sell their products/goods at a production point you own.
Firstly, Great Video! Very well explained. Secondly I am yet to play FS22 however after watching the video I have realized something.. I can only assume it works the same as the FS19 Multi-player in that when making another farm a contractor, the contractor was then able to access and cycle through the other farms vehicles/machines. Now, having to make another farm a contractor so they are then able to dump or "sell" their grain etc I feel this may start to get annoying overtime having to cycle through another farms entire fleet (Or having people cycle through your machines all the time) Obviously to avoid that you would just make them contractor and when they finish unloading you remove them as a contractor.. thats no issue at all.. unless if you're playing on a server with alot of people and you spend half your time adding and removing contractors when you're in the middle of trying to do your own tasks.. Just seems silly and feel like a bit more thought could have gone into this whole Multi-player and Production thing. Thoughts??
if you own both for a split production it will split it evenly between the two, this is also why many of those production facilities have multiple production lines that can be turned on all at once.
is there a way every farm in a server can use factory, like exemple me and my friends play in no man's land (you have to add factory building) we both have seperated farm but if he buy the factory from the shop and place it down all my product will become his proprety because he owned the factory. is there a way around it ? a mod ?
@@oZxLiiberty If someone buys and places a factory, you can sell stuff to it and make money still. Anything produced from that will be the owners, even if you helped by loading it and selling it. Its how the game can be "Co-Op" still even though you are on different farms. The thing to do is to share the "load" of buying factories. So say you get the first factory, then your friend gets the next on in the chain. He sells to your factory, you in turn sell to his and so on to the final Cake.
You probably know this by now, but you can turn the product off in the dairy or whatever you're in from blue to red and then switch your mode to distribute are selling exacta. Then you can switch the wheat barley or whatever back on again.
In response to another question on sawmill. You get more furniture taking the wood to the sawmill then send planks to carpentry rather than taking the logs to the carpentry shop. (If I didn't mess up the math, correct me if I am wrong). At Carpentry 36 Wood (trees) = 45 Furniture. At the sawmill 36 wood = 47 planks, then at carpentry 47 planks = 67 furniture. BUT there is a 'caveat' , If you own the sawmill you can not use your winter months to do forestry because you can't sell the wood, it goes into the production chain. You own the mill you can't sell it to yourself. The production chain is sooooo sloooow forestry is out of the question, the factories need to produce faster. I put 9 trees, 28000+ wood into the sawmill, 7 days later there was 22000+ still there and I was making 3000-5000 per day income. And there are no other sell points for logs. So there is no way to make big forestry money to help your farm survive. (I have not tried selling woodchips yet, but they are not worth much anyway.) One another note, if I remember right, Elmscreek does not have an oil mill, so you will need to buy a piece of land and then buy one to place. And the Haut Beyleron does not have a tailor shop (I think that is the one missing, but one is missing) Just for information I was set to 1 day months. But the per day production should stay the same, but the monthly amount would change of course. One more "bug" , In the construction tab there are 2 Carpentry shops to buy but no sawmill. Maybe adding another carpentry shop will increase production, but it did automatically go into production mode since I placed it, so I own it. Sorry for the long post.. Hope some of this helps others. Thanks for the video I was not sure about multiplayer.
I’m into carpentry sold my first trees to the sawmill to build a carpentry and get some machines… now I own the sawmill and run 5 carpentries and still have to many planks produced… also planted a ton of trees nearby who are fully grown after x120’ing a few years and I Have an outcome of around 400k/year now just by selling furniture and planks 💪
@@Response1980 Ah, Ok.I get alot of folks arm chair quaterback correcting my use of language often times well after a video was produced. End result is I become a big jaded by comments geared in a direction of language.
An intresting ide to possably speed up the flour process could be to add some of all 4 grain types. There is only 1 type of flour so if my theory is right u could add let´s say 5k units of all 4 instead of 20k of just wheat and speed up flour production by 4x. Assuming that all 4 grain types would process at the same time which would be really dumb if they dident. The fact that u cant just give and distribute to another farm owned building i think is a good thing. It makes it alot easier for farm owners to keep track of what farm is giving u what product and how mutch before they are allowed to drop it off. Maybe it´s not a big problem in a small closed friend session. But for the bigger multi farm open/discord sessions this prevents anybody from just giving stuff away to other farms without anybody knowing. Or possably worse thinking that they are selling products when in fact they would be basicly giving/throwing it away without getting paid. When that player then asks for compensation after the mistake the owner of that building could just say "we dident have a deal so now that is my stuff" This contractor thing stops that mistake from happening. The owner could still screw u over by not paying but atleast it wouldent have been a mistake from some1 that thought they were selling there product.
The factory has a fixed number of 'turns per hour' if you will and if you set it to run multiple inputs it splits those turns up among the inputs. so if it has 4 inputs it only processes any one input every 4 turns.
@@FarmerKlein abit of a shame but I guess u could still use 4 diffrent grains so not to have alot of 1 type just sitting there waiting for use incase there would be a great price for 1 of them.
@@FarmerKlein Curious did you actually test that? I ask because I had one running then added another and it seemed like i was getting more in return. Maybe not, just seemed that way
Its a pity ( in singleplayer) ...that other farms don't sell their produce into the " production chains" ..i.e a dairy farm selling it milk to the bakery. Great vid though! 😀👍 thanks
NPC farms should be contributing to the economy as a game feature, I completely agree, for it to be more realistic. Right now, the only NPC interaction is Contracts.
I see it as providing a framework for the production knowing modders will extend it over the coming years. No need to provide the world when you can provide the basis to work from.
I suppose but the pizzeria is part of the base game. Seems little misleading to show lettuce and Tomato as end of line they aren't with base game production
@@chronokel11 Yeah, I thought so, too. You can actually extend that further: Pizzeria can accept tomatoes, lettuce, cheese, flour, bread and olive oil.
Something additional I wanted to share on the Grain Mill; I just completed a contract where I had to turn my grain into the Grain Mill "which I already own" and that grain I also get to process, but the contract was buggered and I only received 85% completion after turning in the grain. There are several fields/contracts that are buggered, very annoying and discouraging.
From what I have seen, it appears to be an issue with contracts on crops that also produce straw. At least that should be an easier fix than we had with contracts when precision farming first came out on 19.
@@daveb4210 Is it possibly related to field state - needs plowed, needs lime, covered in weeds, not double fertilized?? I have noticed in general that it appears to be straw producing crop, and I have had sunflower harvest contract work. But I didn't note the field state of the sunflowers when I did that contract.
Harvest contracts that produce straw are bugged at the moment, I misplaced decimal means the game expects you to deliver roughly 4 times more crop than a field can produce. All other harvest contracts are safe as far as I've tested. I haven't tried a potato or beet contract yet.
Apparently if you do this once then no crop will be planted on it by the AI so you can only flip each field once, heard it on reddit so citation needed
@@gregorycherrett they will be planted, I think it just takes a lot longer. Best to just plant something yourself and then harvest it again when it's ready.
After I saw trick 1. I was like no way that should work like they that, they will patch it. Then I thought hang on thats exactly how it would work irl, it makes perfect sense. Hope they don't patch it.
Thanks, this clears up a lot. One thing I haven’t thought to check yet though is if there are buy points for ingredients from the factories. For example if I owned the cereal factory and supplied everything except raisins, can I buy those from the grape processing plant instead of growing grapes and buying the grape factory and processing raisins? Or if I want to own a bakery and sell cakes I’d also have to have chickens and cows and a dairy and everything in the whole production line?
At this time you can not buy individual ingredients that are not directly associated with animal food like wheat or oats which are intended for chicken and pigfood. Im sure there will be mods that offer the ability to buy bulk ingredients to make up for what is not produced.
@@FarmerKlein Got it, thanks! It makes sense you'd have to produce everything in the chain but at the same time things like cakes take quite a lot of work and investment. For now I guess that means more greenhouses!
In a multiplayer map. we have a bunch of production plants and all work but some have everything needed but it still says materials missing. how does this happen?
Maybe someone else has asked this before or you might have explained it already, but I feel like a production chain is less efficient if you enable more than one production inside one factory. Example: I only had cotton input in my spinnery. The tailor shop had an easy time keeping up. I started a sheep farm and added wool to the spinnery. Both are working but the tailor shop isn't producing more clothes than before and the spinnery is consuming less cotton as before. Can someone confirm this?
Hi FK😃 I didn't get to productions yet but I'm thinking on start with wood. So, I saw some videos and, people are "jumping" the sawmill production... I though we must buy sawmill first to make boards and then the carpentry to put those boards and make furniture but they put the logs directly on carpentry and do it... My main question is: What's the point of buying the sawmill?? As I said, I didn't get there yet but I would like to have a previous idea from who knows to explain well everything and that's mean You!! Thanks😄
Do it how you want it. Yes both will take logs. maybe you buy the saw mill and work your way up to carpentry selling the board wood while you work you way up to the carpentry.
I'm only 3 minutes in and I'm just realizing that I didn't need to build a silo on my property. I can just use the production storage until I'm ready to buy the property.
Other than the production buildings that are not owned will consume the product you dump there so the product you have available once you buy the building will be less than what you put into it.
There is also a thing with the Canola Oil, Sunflower Oil and Cereal, you will get more money if you just sell the raw materials instead of producing those products.
I have 3 questions: If you bring all 4 grains to the mill and set them all to produce at once, do they all work at once, giving you roughly 4 times production or does it do one at a time? If your storage gets full, because you have not picked up pallets, or left distribution on too long, does it halt all production or does it keep burning though the raw materials but not storing the final product? And lastly is there a fee to auto sell and distribute? It seems pretty over powered, but all the pallet producing goods seem to produce a lot of goods to move, and would be a nightmare to manage manually.
As demonstrated in the greenhouse video producion will run on all the elements you enable but things will take their turn based on the number of cycles per hour. #3 yes there is a service charge for auto sell and distribute.
@@FarmerKlein I have heard suggest that the service charge may be based on economic difficulty which you have set - easy = 0%, medium = 40%, hard = ??%. Are you able to confirm a difficulty based service charge?
@@neilharbott8394 I have no idea. I might be able to figure up a test but im sure the world woud be able to shoot holes in it. Testing like this is not something I usually do.
Yep. Sell points that are also buyable production consume materials you sell there at the same rate they would if you owned the production. Once they are full you have to find somewhere else to sell those items.
@@FarmerKlein in one game I had all the production chains and felt like they took to much time for the profit so I started over...lol. Sucks they patched the greenhouses so there worth less, but Eggs, Silage, Cotton is where the most money is I feel unless you want to do sugarbeets
@@Videogamerforlife69 There have been no patches to date so no one has patched the green houses to be worthless. Where did you get this infrmation from?
@@FarmerKlein on first day of game I was getting 5k+ and then after the day 1 patch my prices went Negative on my game and the high was like 2k. im on console maybe its different on the PC version. I switch to console this year over PC since my comp is a potato
@@Videogamerforlife69 Ah, Im not sure on that I would say start a new save and see what your prices look like. We should all be on the same code at this point there was an issue with the day 1 update on Sony I know that took way to long to get resolved IMO but that seems to be the way when working with Sony and MS.
I have newly start on a new map with past 106 fields, the map is a bit bigger than i toughand i had to build up the chain between the different factories in the chain like mill distribute to bakary etc, it would be not working for me to drive from example north to south or west to east on the map, the transtportation even if it maybe can be fun will be stealing allot of time and gas cost, at the momo have i nearly filled up the oil mill with canola, hmm canola... hmm maybe i should build a diesel factory somewhere (well that is another story...) Anyhow. Can i have a factory as inactive example flour mill and it will accept example oat, or does it have to be activated?
Does it say how much it cost to sell or distribute it? I also noticed that like on the flour if you put a lot of grain in it takes a very long time to process. My thinking is if it’s tied up in the mill you can’t sell it if the price goes up.
I think the ide is that if u put any product into any production building u want the product that building outputs so your not really lossing anything. Yeah u cant take any raw product back out but if u want/need some of lets say wheat then maybe not dump 100k units of wheat into the mill. An intresting ide to possably speed up the flour process could be to add some of all 4 grain types. There is only 1 type of flour so if my theory is right u could add let´s say 5k units of all 4 instead of 20k of just wheat and speed up flour production by 4x. Assuming that all 4 grain types would process at the same time which would be really dumb if they dident.
In the production screen you click on the output and then at the bottom there is the key you hit to change the mode from storing to selling to distributing.
In the auto selling vid you showed a 35% loss in profit for the use of the function. Is the same true with auto distribution function? More units of product if you self deliver to the next line of production?
I think Giants should have some type of restaurant or pizza delivery as a production chain. It would utilize oil, flour, produce, cheese etc and could be used as a transport mission as well. The farm to table concept Just my thoughts 🚜
I am looking to find something out in this game. Is it true when i pull a plow that have more HP requirement then allowed for my tractor. Does the tractor then get more dmg ? i was plowing a big field and got a good 40 % dmg
Why does the bread take so long? Does it matter how many days per month you play on? Currently playing on 28days 60x speed. But it’s horribly slow, even on 120x. And during sleeping.
If you look at the cycles per hour and the recipe for bread in your save. start up a new save with just 1 day months and compare. I do not know if the production changes based on days per month but that would tell you
i think they took into account the yeasting and dough rising in the game. so bread takes a while to make you bread..... but pretty soon you'll be rolling in dough......
Something to note when it comes to production places, you can make more profit selling any product you make compared to the raw product EXCEPT sunflowers. For some reason if you put sunflowers into the oil mill and convert them to sunflower oil you'll make identical profit. Therefore it's not worth while to process sunflowers into sunflower oil.
It is when you have a contract on a sunflower field to deliver to the oil mill - get paid for the contract, and get the sunflowers to convert to oil and get 100% profit from that too!!
@@thomhous Just tested 1000L of flour across all difficulty modes. 35.23% there is a far more accurate number if you carry that out several more digits but thats the loss off the highest price at the top of the hour. It's a very odd % for sure. I hope there isn't a strange calculation in distance traveled or something. Either way it defiantly isn't insignificant.
@@FarmerKlein from the fact you didn't mention it in your video i guess their is no clear mention of it in the game. I understand that giant want to put more incentive on the "manual" transport and you "pay your laziness" but they have to write it somewhere. You are only the second perso who confirm the fee so even me ,who watch multiple guides, i just sold 6months of vegetable for almost half the price.
I'm confused on that first "tip". You still have to pay money to "buy" the mill. So whether you sell the wheat before or after you're still paying for the mill regardless. Lol
Yes but if you buy the mill before your not getting the profit from selling the grain as the mill becomes your property and you cant pay yourself for product you deliver.
The balancing of this scrap heap of code they released this year is so off, a bunch of monkeys on LSD could not have fucked it up worse :( Selling your stuff, then buying the production and still got your stock ... seriously ... this is a mistake you wouldn't even make in a 7. grade game programming contest in school -.-
So in real life if I deliver goods to a business and then buy the business the same day would not part of the assets I now own include what was just delivered to the business or would they all just magically vanish? Is the idea that these businesses are not also bottomless pits and that they will accept a maximum amount of goods until they say um no we have enough of that and do not need any more. That also a coding error or more akin to real life where you cant just endlessly bring say a bakery semi upon semi load of milk. They will at some point refuse to accept it just as these do.
I think it would have been much better if you could just set a toggle to allow/disallow other players farms to sell at your factory so it acts like any other sell point for them. Even better if you could then set your own buy price and compete with other sell points on the map.
That could be abused very easily by owners looking for players that are gonna sell to them for a high price and just before they sell they drasticly lower the price and the seller would be screwed. U could also cheat money into any farm that way in a kinda "legit" way also. 1 farm with cheated money could just set there price sky high and transfer money. It´s money laundring 101 right there. Yes the game dosent care if the money is cheated but still it fuckes up the economy in multiplayer sessions betwinn farm owners and would be to easy to abuse.
@@Shiftry87 That argument doesn't really hold any weight because you are currently forced to use the honour system which is even more easily abused. This way forces a transaction from both parties. If you are playing with people you know it doesn't matter either way, otherwise with the way I suggested you can check the price when you get there right before you tip but with the honour system they could decide to just not send you any money at all.
And you don't need to find 'kinda legit' ways to send distribute cheated money between farms because you can just send any farm your money through the menu. If you play with randoms and they cheat money when you don't want to, find a different session.
@@thegrimsaxon790 yes u can get screwed over in both but what is the better system? The 1 were u could make an honest mistake and get nothing. Or the 1 were u cant make that mistake in the first place. In any player to player deal u can get scammed but in this system the seller cant accidently do it to themselfs from a legit mistake.
I just don't see where your going with that example. In both systems the seller is going to tip his product because he wants to sell it. If the buyer wants to scam you in the current system they can just not pay the seller at all. In my suggestion the buyer can only drop the price or disallow selling. So I guess I would say my suggestion is better because you either get something (even if it is reduced) or drive off with your goods. Plus there are ways to help reduce scam tactics like limiting prices to within existing in game fluctuations and HUD pop ups when a player sets a new price like the old great demand system for example.
But I don't play on servers where people go around scamming each other and I wouldn't stay on one where they did. So I am not so bothered about that in the first place. I am looking at it from convenience, quality of life and consistency of gameplay.
An even better solution would be to create buy orders that can't be adjusted only fulfilled or cancelled. But that would likely involve a rewrite of the system rather than an easy to implement toggle of already existing mechanics.
@@Shiftry87 Just have a toggle for if you want to use your drop-off as a sell point and then you can set a price. And then to curb abuse make it so you can only update your price so often by a max %. so the most you could screw someone over is by say 5% max change per hour.
Or have it so you don't explicitly set a price, but more choose a rank of where you want to be compared to the global market. if you say you want to be the best and then the sell points on the map go up your price goes up as well. that way there a little risk to the site owner because if they don't pay attention to the global prices you could go into the negative and maybe even loose the facility.
i played about 80hrs on Erlegrat and I can say that the best business is clothes production chain. I have 2 spinneries and 1 tailor shop but i think i will buy second. I planted cotton but it takes some time and i sticked to sheeps. Owning 4 sheep barns gives me so much wool that i can't even process. For fast goods transport i'm using big tractor with silage blade(?) and pushing it to the place. A year worth of clothes is about 400-500 thousands, sheeps are eating grass and hay and you can stack more at the feeding point than volume of the barn. I have now big cow barn with feeding robot for milk and sugar plant - they are for continous income in chocolate production that is set to autosell, the same reason is sawmill and carpentry because it don't require much work. I bought small biogas plant and few big solar panels which gives me more continous money. I'm producing quite a lot of silage for cows and my biogas plant and I have lot of fun with silage from corn. Grass is mostly for my animals. I tried poplar but i don't know how much money i will make because i'm waiting for the best price. I'm using loans often, at this time i have maybe 200k to give back but recently i bought biggest Krone harvester with header.
At the end, I want tell you something important- making too much money is going to steal your fun from game. If you can buy everything at the time, nothing will be giving you that pleasant suprise feeling. And I want to give you advice- sometimes it's better to set your plant to "sell" and have smaller earnings but not to struggle with thousand of eg. sugar pallets. Unless you have autoload :D And if you didn't tried i recommend some animals, they give new layer to the game. (but not pigs, they are, for me, not worth the effort).
Sorry for my maybe not too good english and have fun :D
Integrate multiplayer contracts into the in-game contract system so that the bakery owner can create a contract to buy so much wheat at a certain price. Then any player could accept that contract and deliver the wheat.
Wait WAT IS That true???
@@kinggamer1582 No, it's a nice thought though
Love how you explain things. Slow and clear. Easy to learn from your vidoes. Most youtubers rush it to much when they have a clear understanding themselves.
I appreciate that!
Agreed, really enjoy watching & learning from these videos
Disappointing they didn't have the forethought to give you an option in multiplayer through the whole production chain system to allow contracted players to sell their products/goods at a production point you own.
Well, realistically to sell at your points, you would have to pay them.
I did not know about the distribute mode, thank you!
Was driving me crazy carting pallets between production points.
if you park vehicles on the spawn point while switching from dist. to selling no pallets will spawn as long as you cover the entire spawn point
Firstly, Great Video! Very well explained.
Secondly I am yet to play FS22 however after watching the video I have realized something.. I can only assume it works the same as the FS19 Multi-player in that when making another farm a contractor, the contractor was then able to access and cycle through the other farms vehicles/machines. Now, having to make another farm a contractor so they are then able to dump or "sell" their grain etc I feel this may start to get annoying overtime having to cycle through another farms entire fleet (Or having people cycle through your machines all the time)
Obviously to avoid that you would just make them contractor and when they finish unloading you remove them as a contractor.. thats no issue at all.. unless if you're playing on a server with alot of people and you spend half your time adding and removing contractors when you're in the middle of trying to do your own tasks.. Just seems silly and feel like a bit more thought could have gone into this whole Multi-player and Production thing.
Thoughts??
if you own both for a split production it will split it evenly between the two, this is also why many of those production facilities have multiple production lines that can be turned on all at once.
is there a way every farm in a server can use factory, like exemple me and my friends play in no man's land (you have to add factory building) we both have seperated farm but if he buy the factory from the shop and place it down all my product will become his proprety because he owned the factory. is there a way around it ? a mod ?
@@oZxLiiberty If someone buys and places a factory, you can sell stuff to it and make money still. Anything produced from that will be the owners, even if you helped by loading it and selling it. Its how the game can be "Co-Op" still even though you are on different farms.
The thing to do is to share the "load" of buying factories. So say you get the first factory, then your friend gets the next on in the chain. He sells to your factory, you in turn sell to his and so on to the final Cake.
That's some awesome observations right there 🤑 Thanks bud👌
But that with the Grain mill, is the most realistic tho😊
With selling you wil get a loss of + - 35%
You can better set it to storing and then sell it yourself.
I don't mind shipping my own milk. It's the honey and eggs with their tiny pallets I wish I could auto sell/distribute.
That would be nice for sure to have extended the store, sell, distribute down to the animal productions
If the forklift physics weren't so jaggy it would not be so bad.
I stack two at a time and set them to the side until the price spikes. Easier to load.
You probably know this by now, but you can turn the product off in the dairy or whatever you're in from blue to red and then switch your mode to distribute are selling exacta. Then you can switch the wheat barley or whatever back on again.
That's a lot of caveats. Thanks for all the info, very helpful.
No problem!
In response to another question on sawmill. You get more furniture taking the wood to the sawmill then send planks to carpentry rather than taking the logs to the carpentry shop. (If I didn't mess up the math, correct me if I am wrong). At Carpentry 36 Wood (trees) = 45 Furniture. At the sawmill 36 wood = 47 planks, then at carpentry 47 planks = 67 furniture. BUT there is a 'caveat' , If you own the sawmill you can not use your winter months to do forestry because you can't sell the wood, it goes into the production chain. You own the mill you can't sell it to yourself. The production chain is sooooo sloooow forestry is out of the question, the factories need to produce faster. I put 9 trees, 28000+ wood into the sawmill, 7 days later there was 22000+ still there and I was making 3000-5000 per day income. And there are no other sell points for logs. So there is no way to make big forestry money to help your farm survive. (I have not tried selling woodchips yet, but they are not worth much anyway.) One another note, if I remember right, Elmscreek does not have an oil mill, so you will need to buy a piece of land and then buy one to place. And the Haut Beyleron does not have a tailor shop (I think that is the one missing, but one is missing) Just for information I was set to 1 day months. But the per day production should stay the same, but the monthly amount would change of course. One more "bug" , In the construction tab there are 2 Carpentry shops to buy but no sawmill. Maybe adding another carpentry shop will increase production, but it did automatically go into production mode since I placed it, so I own it. Sorry for the long post.. Hope some of this helps others. Thanks for the video I was not sure about multiplayer.
I’m into carpentry sold my first trees to the sawmill to build a carpentry and get some machines… now I own the sawmill and run 5 carpentries and still have to many planks produced… also planted a ton of trees nearby who are fully grown after x120’ing a few years and I Have an outcome of around 400k/year now just by selling furniture and planks 💪
yeah and the spinnery is up a tiny mountain road and it has the hugest product (those cotton bales are gigantic) so hard to move around up there...
Elmscreek has an oil mill but lacks a sugar mill and tailor shop. Hope that helps.
@@TacticsTechniquesandProcedures Thanks for the info, I realized my mistake with the oil mill and tailor but I did not notice the sugar mill.
Previous fs games(13 I think) had a milk truck that came to your farm and picked up the milk and sold it at the dariy
19 also had a milk contractor when you used Animal Pen extension. Charged 5% I think.
Awesome video and great info thanks 🙏
"caveat" is a warning to consider something before taking any more action, or a statement that limits a more general statement. 👌👌
The caveat you have not considered is the fact that I really dont care if folks feel I speak incorrectly.
@@FarmerKlein I thought your use of the word was almost perfect I thought id share the boring definition in case anybody was wondering
@@Response1980 Ah, Ok.I get alot of folks arm chair quaterback correcting my use of language often times well after a video was produced. End result is I become a big jaded by comments geared in a direction of language.
@@FarmerKlein no harm no foul my friend I've been quietly watching your content for some time now and enjoying it thoroughly
awesome video. the only missing fact is that selling reduces the profit of the item by 35%. Call it a transportation fee i guess
That would be old and incorrect information at this point as the values in game have been changed for how autosell is calculated
Excellent video Thank you
Latest patch has just fixed the bug. Where production sites weren’t consuming resources, when they weren’t owned by the player.
An intresting ide to possably speed up the flour process could be to add some of all 4 grain types. There is only 1 type of flour so if my theory is right u could add let´s say 5k units of all 4 instead of 20k of just wheat and speed up flour production by 4x. Assuming that all 4 grain types would process at the same time which would be really dumb if they dident.
The fact that u cant just give and distribute to another farm owned building i think is a good thing. It makes it alot easier for farm owners to keep track of what farm is giving u what product and how mutch before they are allowed to drop it off. Maybe it´s not a big problem in a small closed friend session. But for the bigger multi farm open/discord sessions this prevents anybody from just giving stuff away to other farms without anybody knowing. Or possably worse thinking that they are selling products when in fact they would be basicly giving/throwing it away without getting paid. When that player then asks for compensation after the mistake the owner of that building could just say "we dident have a deal so now that is my stuff" This contractor thing stops that mistake from happening. The owner could still screw u over by not paying but atleast it wouldent have been a mistake from some1 that thought they were selling there product.
The factory has a fixed number of 'turns per hour' if you will and if you set it to run multiple inputs it splits those turns up among the inputs. so if it has 4 inputs it only processes any one input every 4 turns.
@@FarmerKlein abit of a shame but I guess u could still use 4 diffrent grains so not to have alot of 1 type just sitting there waiting for use incase there would be a great price for 1 of them.
@@FarmerKlein Curious did you actually test that? I ask because I had one running then added another and it seemed like i was getting more in return. Maybe not, just seemed that way
@@dream33611 in the greenhouse video it seemed clear that a building producing all three would under perform a building doing just one of any input
@@FarmerKlein I tried that with my greenhouses and yes, they do better with just one. Thanks
Its a pity ( in singleplayer) ...that other farms don't sell their produce into the " production chains" ..i.e a dairy farm selling it milk to the bakery.
Great vid though! 😀👍 thanks
NPC farms should be contributing to the economy as a game feature, I completely agree, for it to be more realistic. Right now, the only NPC interaction is Contracts.
Nice video thanks 👍👍
I'm not sure why Giants didn't add the pizzeria to their own production chart. It take lettuce, tomatoes and cheese. Maybe others as well
I see it as providing a framework for the production knowing modders will extend it over the coming years. No need to provide the world when you can provide the basis to work from.
I suppose but the pizzeria is part of the base game. Seems little misleading to show lettuce and Tomato as end of line they aren't with base game production
@@chronokel11
Yeah, I thought so, too. You can actually extend that further:
Pizzeria can accept tomatoes, lettuce, cheese, flour, bread and olive oil.
Something additional I wanted to share on the Grain Mill; I just completed a contract where I had to turn my grain into the Grain Mill "which I already own" and that grain I also get to process, but the contract was buggered and I only received 85% completion after turning in the grain. There are several fields/contracts that are buggered, very annoying and discouraging.
Yep, harvest contracts are a bit of an issue at the moment until the first patch comes out.
From what I have seen, it appears to be an issue with contracts on crops that also produce straw. At least that should be an easier fix than we had with contracts when precision farming first came out on 19.
@@daveb4210 Seems contracts are a big issue in many areas. Ty sir
@@daveb4210 Is it possibly related to field state - needs plowed, needs lime, covered in weeds, not double fertilized?? I have noticed in general that it appears to be straw producing crop, and I have had sunflower harvest contract work. But I didn't note the field state of the sunflowers when I did that contract.
Harvest contracts that produce straw are bugged at the moment, I misplaced decimal means the game expects you to deliver roughly 4 times more crop than a field can produce. All other harvest contracts are safe as far as I've tested. I haven't tried a potato or beet contract yet.
It's like FS19. Buy a field ready for harvest. Harvest the field, sell the field for the original price. Profit => all of what you harvested
I know already
Apparently if you do this once then no crop will be planted on it by the AI so you can only flip each field once, heard it on reddit so citation needed
@@gregorycherrett they will be planted, I think it just takes a lot longer. Best to just plant something yourself and then harvest it again when it's ready.
"Hey bro did you know the poor old lady at the wheat mill got fired because of a wheat discrepancy".... Beatrice nooo!
After I saw trick 1. I was like no way that should work like they that, they will patch it. Then I thought hang on thats exactly how it would work irl, it makes perfect sense. Hope they don't patch it.
Well technically the buy price of mill should raise as much as he sold the grain for since the grain would be listed as an asset.
Thanks, this clears up a lot. One thing I haven’t thought to check yet though is if there are buy points for ingredients from the factories. For example if I owned the cereal factory and supplied everything except raisins, can I buy those from the grape processing plant instead of growing grapes and buying the grape factory and processing raisins? Or if I want to own a bakery and sell cakes I’d also have to have chickens and cows and a dairy and everything in the whole production line?
At this time you can not buy individual ingredients that are not directly associated with animal food like wheat or oats which are intended for chicken and pigfood. Im sure there will be mods that offer the ability to buy bulk ingredients to make up for what is not produced.
@@FarmerKlein Got it, thanks! It makes sense you'd have to produce everything in the chain but at the same time things like cakes take quite a lot of work and investment. For now I guess that means more greenhouses!
In a multiplayer map. we have a bunch of production plants and all work but some have everything needed but it still says materials missing. how does this happen?
Maybe someone else has asked this before or you might have explained it already, but I feel like a production chain is less efficient if you enable more than one production inside one factory. Example: I only had cotton input in my spinnery. The tailor shop had an easy time keeping up. I started a sheep farm and added wool to the spinnery. Both are working but the tailor shop isn't producing more clothes than before and the spinnery is consuming less cotton as before. Can someone confirm this?
Some productions are set to allow parallel work while others are not. so some take a hit when y ou enable more than one and others do not.
Hi FK😃 I didn't get to productions yet but I'm thinking on start with wood.
So, I saw some videos and, people are "jumping" the sawmill production... I though we must buy sawmill first to make boards and then the carpentry to put those boards and make furniture but they put the logs directly on carpentry and do it... My main question is: What's the point of buying the sawmill?? As I said, I didn't get there yet but I would like to have a previous idea from who knows to explain well everything and that's mean You!! Thanks😄
Do it how you want it. Yes both will take logs. maybe you buy the saw mill and work your way up to carpentry selling the board wood while you work you way up to the carpentry.
@@FarmerKlein Thanks a lot😃
I'm only 3 minutes in and I'm just realizing that I didn't need to build a silo on my property. I can just use the production storage until I'm ready to buy the property.
Other than the production buildings that are not owned will consume the product you dump there so the product you have available once you buy the building will be less than what you put into it.
Thanks FK, I think we need an autoload trailer to help with production lines, please someone help with this.
There is also a thing with the Canola Oil, Sunflower Oil and Cereal, you will get more money if you just sell the raw materials instead of producing those products.
Is that always the case? Is there not a time of year where you would get more than the raw product?
I have 3 questions:
If you bring all 4 grains to the mill and set them all to produce at once, do they all work at once, giving you roughly 4 times production or does it do one at a time?
If your storage gets full, because you have not picked up pallets, or left distribution on too long, does it halt all production or does it keep burning though the raw materials but not storing the final product?
And lastly is there a fee to auto sell and distribute? It seems pretty over powered, but all the pallet producing goods seem to produce a lot of goods to move, and would be a nightmare to manage manually.
As demonstrated in the greenhouse video producion will run on all the elements you enable but things will take their turn based on the number of cycles per hour.
#3 yes there is a service charge for auto sell and distribute.
@@FarmerKlein I have heard suggest that the service charge may be based on economic difficulty which you have set - easy = 0%, medium = 40%, hard = ??%. Are you able to confirm a difficulty based service charge?
@@neilharbott8394 I have no idea. I might be able to figure up a test but im sure the world woud be able to shoot holes in it. Testing like this is not something I usually do.
I was wondering if that was how it works if it stored product and ran it through, since I noticed Bakery would only let me sell so much milk
Yep. Sell points that are also buyable production consume materials you sell there at the same rate they would if you owned the production. Once they are full you have to find somewhere else to sell those items.
@@FarmerKlein in one game I had all the production chains and felt like they took to much time for the profit so I started over...lol. Sucks they patched the greenhouses so there worth less, but Eggs, Silage, Cotton is where the most money is I feel unless you want to do sugarbeets
@@Videogamerforlife69 There have been no patches to date so no one has patched the green houses to be worthless. Where did you get this infrmation from?
@@FarmerKlein on first day of game I was getting 5k+ and then after the day 1 patch my prices went Negative on my game and the high was like 2k. im on console maybe its different on the PC version. I switch to console this year over PC since my comp is a potato
@@Videogamerforlife69 Ah, Im not sure on that I would say start a new save and see what your prices look like. We should all be on the same code at this point there was an issue with the day 1 update on Sony I know that took way to long to get resolved IMO but that seems to be the way when working with Sony and MS.
I have newly start on a new map with past 106 fields, the map is a bit bigger than i toughand i had to build up the chain between the different factories in the chain like mill distribute to bakary etc, it would be not working for me to drive from example north to south or west to east on the map, the transtportation even if it maybe can be fun will be stealing allot of time and gas cost, at the momo have i nearly filled up the oil mill with canola, hmm canola... hmm maybe i should build a diesel factory somewhere (well that is another story...) Anyhow. Can i have a factory as inactive example flour mill and it will accept example oat, or does it have to be activated?
you cant auto distrabute oats you will be able to dump oats in yes and it will do nothing till you activate it.
@@FarmerKlein right, i meant oat flour 🙂
Does it say how much it cost to sell or distribute it? I also noticed that like on the flour if you put a lot of grain in it takes a very long time to process. My thinking is if it’s tied up in the mill you can’t sell it if the price goes up.
I think the ide is that if u put any product into any production building u want the product that building outputs so your not really lossing anything. Yeah u cant take any raw product back out but if u want/need some of lets say wheat then maybe not dump 100k units of wheat into the mill. An intresting ide to possably speed up the flour process could be to add some of all 4 grain types. There is only 1 type of flour so if my theory is right u could add let´s say 5k units of all 4 instead of 20k of just wheat and speed up flour production by 4x. Assuming that all 4 grain types would process at the same time which would be really dumb if they dident.
How long can you store something in youre trailer? Things like grain
for as long as you want.
Is distribution to other factory free or is it better to move subproduct by your own?
i made 10 bucks when I sent 1000L of flour to my bakery in another test. it was a bit odd.
How do you let the production building auto sell the product that it is making?
In the production screen you click on the output and then at the bottom there is the key you hit to change the mode from storing to selling to distributing.
27:00 so basically GIANTS is encouraging monopolies, right?
In the auto selling vid you showed a 35% loss in profit for the use of the function. Is the same true with auto distribution function? More units of product if you self deliver to the next line of production?
In that video we sent the same 1000L down the line and we acutally earned 10 bucks in the process.
I think Giants should have some type of restaurant or pizza delivery as a production chain. It would utilize oil, flour, produce, cheese etc and could be used as a transport mission as well.
The farm to table concept
Just my thoughts 🚜
There is a placeable pizzaria sell point in game. Would nto take much I suspect for a modder to convert it to a production for take out frozen pizzas.
"You might get a trick or two up your sleave"
2 mins pass
NOooooo Waaaaay!
Where do you find the chain chart im on a ps4 and i cant find it
The production chart was part of the production blog post pre release.
Does it still save the wheat before you buy it
Fairly sure it does unless you make use of one of the various mods that changes how production works before purchase.
I am looking to find something out in this game. Is it true when i pull a plow that have more HP requirement then allowed for my tractor. Does the tractor then get more dmg ? i was plowing a big field and got a good 40 % dmg
yes that is correct
@@rickkeller8596 thanks Rick Keller
If the mill doesnt manually pay for the wheat, can you turn the game into GTA?
I'm shocked there isn't a Potato Chip factory using oil and potatoes
There is
Why does the bread take so long? Does it matter how many days per month you play on?
Currently playing on 28days 60x speed. But it’s horribly slow, even on 120x. And during sleeping.
If you look at the cycles per hour and the recipe for bread in your save. start up a new save with just 1 day months and compare. I do not know if the production changes based on days per month but that would tell you
i think they took into account the yeasting and dough rising in the game. so bread takes a while to make you bread.....
but pretty soon you'll be rolling in dough......
Something to note when it comes to production places, you can make more profit selling any product you make compared to the raw product EXCEPT sunflowers. For some reason if you put sunflowers into the oil mill and convert them to sunflower oil you'll make identical profit. Therefore it's not worth while to process sunflowers into sunflower oil.
It is when you have a contract on a sunflower field to deliver to the oil mill - get paid for the contract, and get the sunflowers to convert to oil and get 100% profit from that too!!
I think the fact that selling immediately is only 60% price is a bit much.
Where does this information in 40% cut in profits come from?
If you set to sell their is a 40% fee for the transport
Where is that documented? If not documented how is that establshed?
Farmer cop noted that in is guide for the production chains.
Feel free to test it he might have made a mistake who knows
@@thomhous Just tested 1000L of flour across all difficulty modes. 35.23% there is a far more accurate number if you carry that out several more digits but thats the loss off the highest price at the top of the hour. It's a very odd % for sure. I hope there isn't a strange calculation in distance traveled or something. Either way it defiantly isn't insignificant.
@@FarmerKlein from the fact you didn't mention it in your video i guess their is no clear mention of it in the game. I understand that giant want to put more incentive on the "manual" transport and you "pay your laziness" but they have to write it somewhere. You are only the second perso who confirm the fee so even me ,who watch multiple guides, i just sold 6months of vegetable for almost half the price.
I'm confused on that first "tip". You still have to pay money to "buy" the mill. So whether you sell the wheat before or after you're still paying for the mill regardless. Lol
Yes but if you buy the mill before your not getting the profit from selling the grain as the mill becomes your property and you cant pay yourself for product you deliver.
The way you say distributing.........
How you possibly got over 44 million in your bank? oh yeah your on PC lol.
regardless of platform content creators have our tricks to get our testing saves loaded with cash.
...how to strech my YT Vid over 30 min. !?
Why are we acting like anything in this game actually works?
Maybe we should ask why your acting like everything is broke?
The balancing of this scrap heap of code they released this year is so off, a bunch of monkeys on LSD could not have fucked it up worse :(
Selling your stuff, then buying the production and still got your stock ... seriously ... this is a mistake you wouldn't even make in a 7. grade game programming contest in school -.-
So in real life if I deliver goods to a business and then buy the business the same day would not part of the assets I now own include what was just delivered to the business or would they all just magically vanish? Is the idea that these businesses are not also bottomless pits and that they will accept a maximum amount of goods until they say um no we have enough of that and do not need any more. That also a coding error or more akin to real life where you cant just endlessly bring say a bakery semi upon semi load of milk. They will at some point refuse to accept it just as these do.