Twice a month a building will examine its existing inventory.This ties up construction guys to build all the teamster offices, money in the form of construction costs and budget costs, real estate, and a lot of labor that could be used elsewhere. The typical solution is to litter the map with so many teamster's offices that it makes up for poor decision making. It used half of them up to move the 'right' resource. A Teamster's Office will have 8 workers with 6 of them on duty. The third teamster will finally end up picking up the coal. If the plantation is closer to the Teamster's Office then the next teamster will still pick up more corn and bring it to the dock. Inventory vs Capacity is a draw so now it's a matter of distance. The base carry amount for teamsters is 1000 so now the plantation is at 2000 / 4000 corn and the mine is still at 2000 / 4000. First teamster will pick up the corn and send it to the dock. Lets go back to the first example with the corn and the coal. Both examples illustrate the problem with using inventory vs capacity to decide. The Steel mill had enough steel to produce for 4 months (uses 100 coal per month). The Power Plant had enough coal on hand to keep producing power for 6.67 months (uses 150 coal per month). Another Example: A teamster will bring coal from a mine to a Power Plant sitting with 1000 / 3000 coal instead of a Steel Mill sitting at 400 / 1000. Because the Corn Plantation is 'more full' the teamster will elect to go pick up corn at the plantation and bring it to the dock instead of coal at the mine and bring it to your power plant. Example: You have a Corn Plantation sitting at 3000 / 4000 inventory vs capacity and you have a Coal Mine sitting at 2000 / 4000. Having inventory vs capacity as the primary determining factor does not prioritize the Teamsters in a way that maintains production. Teamster brings the resource to the chosen destination building.If no building is chosen then the closest dock is chosen. The further the building is from its capacity the more likely it will be chosen. Also factored are the building's budget level and the distance from the source building. Teamster chooses what building to bring it to based primarily on inventory vs capacity.Teamster goes to the picked source building.Note: Resources that are on the way are considered part of the building's inventory for the purpose of this calculation. The closer the building is to capacity the more likely it will be chosen. Also factored are the building's budget level and distance from the Teamster's Office. Teamster chooses what building to pick up resources based primarily on inventory vs capacity.When a building produces goods it will determine how much to send and where to send them. Teamster's no longer exist to move goods. Rolled most of the 3.1 plugins into the main mod.Įach building will manage it's resource distribution independently.
![tropico 5 output storage full tropico 5 output storage full](https://cdn.shopify.com/s/files/1/0345/9648/7306/articles/relx-1classic-485538_1200x1200.jpg)
#Tropico 5 output storage full mod
Compatibility update for Mod Loader 3.0.
![tropico 5 output storage full tropico 5 output storage full](https://4.bp.blogspot.com/-I2I3Idc8h0g/V37JhO8MVcI/AAAAAAAAAsA/JKdXMvlDKa0zKJzgOVWb0i5pBQOG4WkRQCLcB/s400/tropico5_os.jpg)
You can hoard resources for later use instead of exporting them.
![tropico 5 output storage full tropico 5 output storage full](https://4.bp.blogspot.com/-I2I3Idc8h0g/V37JhO8MVcI/AAAAAAAAAsA/JKdXMvlDKa0zKJzgOVWb0i5pBQOG4WkRQCLcB/w1200-h630-p-k-no-nu/tropico5_os.jpg)
Completely eliminates the Teamster game mechanic in favor of it's own method of transporting resources.Save Games NOT compatible with previous versions! Not compatible with game pads!