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Distribution
If a good is set to “Distributing” in the production menu, the production point sends it once per game hour to your own productions that consume this good as an ingredient. Nothing has to be entered in the placeable XML for this — distribution follows solely from the recipes of your own production points. This page is here because it explains how your own production behaves in a chain.
- The player decides which businesses are supplied first, which with lower priority and which not at all.
- Several targets of equal rank get the same amount. The base game instead splits by free storage space, so it gives the biggest hall the most, regardless of whether it currently needs it.
- Only those that are actually processing the good right now are supplied. A production line that is switched off no longer gets anything, nor does one that is currently standing still because of its opening hours or the weather.
- A limit can be set per target.
- In the production menu, behind the good it says where it goes: “Flour → Large Bakery, Small Bakery”.
| Level | Meaning |
|---|---|
| Primary | gets served first, as long as there is something available |
| Secondary | gets what the primary targets can no longer take |
| Remainder | default value for every target, gets what is left after that |
| Never | never gets anything |
Within a level, the amount is split in equal parts. If a target can take less than its share, the excess goes first to the remaining targets of the same level and only then to the next level.
“Remainder” is the initial state of every target. So if you set nothing at all, you simply get the even split across all running consumers.
The limit is the stock level up to which a target is supplied, and it is independent of the level. The full storage capacity of the target means the same as no limit and is also saved that way, so that a later storage extension does not silently turn the setting into a brake. For a target on “Never”, the limit is not offered at all.
A delivery costs amount × distance × 0.000035 — that is vanilla's own rate for direct delivery — and is charged to the receiver. In the finances overview they appear as their own entry “Delivery costs”, not in the collective entry Production Costs.
The Manage dialog shows per target what that amounts to per hour: calculated on the amount the production point is actually putting out right now, split across the targets of the level whose turn it currently is. The stock in storage is deliberately not included in this preview — it is meant to show the running costs, not the one-off costs of clearing out a full storage.
An admin can scale the costs via the Settings, from free to double.
- Distribution only reaches production points and greenhouses, no silos, animal pens or object storages.
- Every own production point that knows the product as an ingredient is listed as a target — including one that is currently switched off. It is only supplied when it is actually running.
- A good that enters the recipe via a fill type category is a completely normal ingredient afterwards: the production then appears as a distribution target for every type in the category.
- The settings belong to the individual production point, are stored in the savegame and are synchronized in multiplayer.
In FS22 there was a priority scale from 1 to 10, which was set on the receiver and applied there to all suppliers at once. Now the setting is on the sender: every production point decides separately for each of its products who gets some of it. This answers the question “where does my flour actually go” right at the place where you ask it.
The ten levels have become four, because the number scale was too abstract for most players.
If distribution is switched off, the game distributes according to its own rule again (by free storage space of the receiver). The configured targets stay saved and apply unchanged as soon as the switch is turned back — see Settings.