I get your point. You have compared them on initial cost/product produced per cycle. Which is one way to look at it. However, what if we take it from the point of input? Grain Mill for example 7:45. If I put 20 000l barley harvest I will get 14 700 flour. Price of Large grain mill is $288 000, so for my 20 000l harvest the cost will be $14 400 per 1000l if I go with small one $36 000, for my 20 000l harvest that would be $1 800 per 1000l. Another words, to benefit the size you have to do appropriate harvest. To keep Large Mill operation through out the year I would need 30 Barley * 480 * 12 = 172 800l barley. To keep Small Mill operational: 30 Barley * 48 * 12 = 17 280l barley.
I think the small productions are great for survival style gameplay, which is how I normally play. They were probably never intended to be the end-game of productions, but as a way to get into productions in the early game it's a great concept. Still, I'm not sure if they would be more profitable than, say, buying another small field to work assuming there are cheaper fields still available on the map.
My initial idea of a video was can you use several small productions to outpace the bigger more expensive ones until I saw they where all basically 1/10th and none of them where really 1/10th the price. Then I realized some in map productions are far cheaper than their placeable counterparts which makes the small one even less attractive. As I said its all situational.
@FarmerKlein Yes, it's definitely situational, and for some people, it just won't be useful st all. In an early game survival mode game, though, you likely will only have a few small fields, so you may not even be able to keep a larger production facility running until the next harvest so it might sit empty part of the year. This is all speculation on my part, though, as I haven't gotten to that stage yet in my current game.
I went in on green houses for my first investment and then bought the mini canning factory and looking at it,,,,,,got lucky.....as you can keep buying mini canning factorys as they are roughly 1/ 10th the cost so if i bought say 5 mini productions i would get 1/2 of the big production for half the cost. So as i grow my production of green houses i can keep adding single mini productions 1 at a time to keep up with my green house output and grow evenly.
Another thing to also take into account, the monthly running costs are the same. So while they are mostly an inconsequential amount, you would be running 10x the monthly running cost and using 1/6th of you total placeable production buildings.
great video, thank you. I use the small sawmill to clear some trees around the farm. As i play on hard economy and my farm is still small i dont have the money for larger production as you mention.
My biggest gripe with the small productions is that they area just random open sheds. I'd rather them be a full building that I can't enter then be a shed. You are building a commercial production facility that is open to the elements and only usable realistically for 3/4 or the year depending on temperature. It's another case of being less Simulation/Realistic and more Arcadey, and yes not seeing workers or anything else as you pointed out. If I am paying for the production cycle the easiest way to reason it is I am paying staff to produce the goods. So let me see my workers.
One thing I discovered is that if you place the miniature productions near your farm silo, which I did without thinking too much about it, they can access the storage. So I have an oil mill going next to my silo and it's able to just take the canola and sunflowers seeds.
I did the same thing not on purpose last night for my live stream save. Silos in FS have a radius because of the ability to use silo extensions and as a result they can have some interesting side effects if you put some things to close.
@@FarmerKlein for some reason (bug) when I built the small grain mill next to my silo it shows 137k wheat as input while I only have 12.2k wheat in the silo
Admittingly, I watched about half, then skipped through the other half. Mostly because I understood your point after about the 3rd or 4th iteration. In my opinion, this reflects real life in some aspect. A small operation cannot compare output to a larger investor. I like the smaller outputs, and I quickly realized how slow they are. It is fine, because as a startup, that is how it goes, then you build up to the better, more efficient system. I also have an issue with space on my farm. I don't want to spend a ton of time carting my raw materials to a production on the other side of the map, so having a small production on my farm is much more convenient. I see your point of wanting to buy 10 small operations to compete with one big one, but then your footprint and manageability becomes a pain in the backside, even if the cost was worth it.
Two thumbs up for the great video and information 👍 👍 I see the mini productions more as tools or equipment. The sawmill to complete the new building projects on the farm. Canning vegetables to sell at your local farm stand etc. Will add a more realistic gameplay. Thanks again 🚜
Small productions seem like they would be great for if you just want something small on your farm and don't wanna own a big business elsewhere. I haven't bought the game yet, but when I do I will likely edit it Some of those numbers. Of course backing up the base Of course backing up the base game files before doing so
I wish you had posted this video last night before I forked over some big bucks for a home-grown sawmill. Dang, it's always a day late and $36,000 Short. FS25 has a Bit of a learning curve.
Sorry, The list of videos I want to do is ever growing still. I didn't have this one on my list until I was working on the green house video and noticed a few things.
9:31 productions will automatically pull from nearby silos. when they do this there is also a bug where the production will keep producing but never use any crop. it happens in 22 aswell. you have to makesure to put your silos with that crop type a good distance away from productions.
Pretty much confirmed what I suspected but didn't want to do the math on it to figure out. Use the small ones if needed to get started, but you really should use the larger ones when possible.
Honestly, I found this video very informative but I couldn’t understand the point of it until I’ve read some comments. Still, I’m very happy they added the cheaper and smaller version of those, since I like playing rags to riches style starting with nothing and usually I go for small plots at the beginning. So, yeah, in the long run, bigger production = better, but you have to get to that point somehow, unless you like playing with a big starting capital
At least its a perfect ratio and the only waste is time and initial cost of the building. would really suck if the smaller productions meant some input materials were wasted compared to the full size ones.
One more important thing about productions. (unfortunately, the games does not tell you) some can produce all recipes simultaneously and others will produce less per recipe the more you activate. The canning factory can produce everything at full speed so you can push a lot of stuff through. An oil mill on the other hand can only do 1 thing at a time efficiently.
Yep parallel vs serial production. I covered it in the greenhouse video. it wasnt relevent for the topic at hand related to the small productions vs the larger.
@@FarmerKlein I think it's very relevant. The small oil mill is completely useless it can only produce low amounts of one oil its easy to outgrow it. The small canning factory is great if you have rice you already have 2 recipes (so basically double the production) and its easy to add a greenhouse and get up to 3 times. It takes longer to max out its capabilities.
Small productions are more for a realistic gameplay if you want to run a small farm (with homemade products) like these kind of farms in reality. If you want to do a lot of money of course industrial buildings are a better choice
So wait if this is based on the fact that it says that the small one turns 9 flour into 4.5 bread and the big one turns 90 flour into 45 bread it’s 10x both the output and input. It’s still giving you the same amount of product
Cycles per month are the same. So you can process 10 times less raw ingredients and you will get 10 times less product. Take bread as an example. You can process 10,800 litres a month in the big factory, and get 5400 litres of bread. For the small one, you can process 1,080 litres of flour and 540 litres of bread. So really if you are making less than 1,080 litres of flour a month (12,960 a year) then you can just use the small one.
I had a bug where I loaded 2 trailer loads (the trailer you start with on RBS) of wheat into the mini flour mill and it showed I had loaded 100K L in its production panel.
Ok so 10x output but also 10x input if you start small sometimes you don't have the recourses to dump into the big boy. I would like to see if you put the same amount of resources into each do they produce the same or is the big boy faster?
@@FarmerKlein No I watched the whole video. Maybe I don't understand yet. Some of the big productions need so many resources to start production that if you buy them first you may not get any output until you are bigger. That would be the true reason for the smaller production units. To start out smaller add value to your harvest to build up to the larger one. But yes if you just spawn in money or harvest the larger ones would be the way to go. They are more efficient.
Any production can start output with minimal inputs. you dont have to fill it to start it up. thats just a gauge to show you how much it can hold till it wont take more. If you only have 10K liters of wheat you can still make flour with it in any grain mill for example.
@@FarmerKlein Ok I thought it waited for you to put it all in. So if you put 10k liters of wheat in the big one and 10 k liters in the small one the big one will give you flour faster?
I reckon it's a nice addition so that you can supply stuff to your own market stall etc. However, the productions have disappointed me some, on account that nothing's changed. Not sure why I need to buy a grain mill to have a flour milled for me. Should pe $/Run. Also it kind of makes sense because 36k is a lot more approachable than 360k For 360k I'd rather buy more farmland.
Yeah, I wish they would implement a way to pay to have your product processed. I think it's a bit less applicable on the productions available, but would make way more sense if you think of it in terms of animals. Farms, especially small farms, routinely pay to have animals butchered, then keep or sell the meat themselves.
@@LoneWolfHeroGaming Exactly, but even other stuff. Farmers are hard pressed enough. Even if they are part of a Coop they don't typically directly own mills or bakeries. Look at for example Clarkson's Farm. There they take the animals to an abattoir, and grain to a mill. The processor charges them a price, or if they want the processor to sell it directly, they pay the farmer. The way its modeled in the game is just a bit ridiculous. Also, the prices are WAY under what building these things would cost.
Absolutely correct. The problem is Klien isn't an economist or financial whizz, he's a youtuber playing a game. This means there is no real brain energy being used to understand the economics, these youtubers all see BIG, $, and Area/Yield and never truely u derstand the accumulated costs per unit. Well said you saved me the trouble of putting him back in his box. Also big bakery is 90 flour 45 bread that's a 2:1 (90/45 = 2) the small bakery is 9 flour 4.5 bread just ten times less but the same output simply put 90 bags into the small bakery then and you will get 45 bread at a lower cost than buying the big bakery (other factories and productions exist)
Ok a point to note. The claim that the big-boy bakery has 10 times the output is only true in how you say it, it is not actually accurate to say that because the input is also ten times as much so the ratio is equal to the smaller bakery. The ratio is identical 2:1 for both bakeries. What changes is the upfront construction cost price. The output is identical, since putting 9 bags of flour into the big bakery will return 4.5 bread exactly 2:1 the small bakery if supplied with 90 bags of flour will produce 45 bread, again exactly 2:1 (2 bags flour in : 1 bread out).
I get your point. You have compared them on initial cost/product produced per cycle. Which is one way to look at it.
However, what if we take it from the point of input? Grain Mill for example 7:45. If I put 20 000l barley harvest I will get 14 700 flour.
Price of Large grain mill is $288 000, so for my 20 000l harvest the cost will be $14 400 per 1000l
if I go with small one $36 000, for my 20 000l harvest that would be $1 800 per 1000l.
Another words, to benefit the size you have to do appropriate harvest.
To keep Large Mill operation through out the year I would need 30 Barley * 480 * 12 = 172 800l barley.
To keep Small Mill operational: 30 Barley * 48 * 12 = 17 280l barley.
Oh this is smart. I didn't even think about it that way.
I think the small productions are great for survival style gameplay, which is how I normally play. They were probably never intended to be the end-game of productions, but as a way to get into productions in the early game it's a great concept. Still, I'm not sure if they would be more profitable than, say, buying another small field to work assuming there are cheaper fields still available on the map.
My initial idea of a video was can you use several small productions to outpace the bigger more expensive ones until I saw they where all basically 1/10th and none of them where really 1/10th the price. Then I realized some in map productions are far cheaper than their placeable counterparts which makes the small one even less attractive. As I said its all situational.
@FarmerKlein Yes, it's definitely situational, and for some people, it just won't be useful st all. In an early game survival mode game, though, you likely will only have a few small fields, so you may not even be able to keep a larger production facility running until the next harvest so it might sit empty part of the year. This is all speculation on my part, though, as I haven't gotten to that stage yet in my current game.
I went in on green houses for my first investment and then bought the mini canning factory and looking at it,,,,,,got lucky.....as you can keep buying mini canning factorys as they are roughly 1/ 10th the cost so if i bought say 5 mini productions i would get 1/2 of the big production for half the cost. So as i grow my production of green houses i can keep adding single mini productions 1 at a time to keep up with my green house output and grow evenly.
Possibly the only time that will end up working out. Lukcy indeed.
Another thing to also take into account, the monthly running costs are the same. So while they are mostly an inconsequential amount, you would be running 10x the monthly running cost and using 1/6th of you total placeable production buildings.
great video, thank you. I use the small sawmill to clear some trees around the farm. As i play on hard economy and my farm is still small i dont have the money for larger production as you mention.
My biggest gripe with the small productions is that they area just random open sheds. I'd rather them be a full building that I can't enter then be a shed. You are building a commercial production facility that is open to the elements and only usable realistically for 3/4 or the year depending on temperature. It's another case of being less Simulation/Realistic and more Arcadey, and yes not seeing workers or anything else as you pointed out. If I am paying for the production cycle the easiest way to reason it is I am paying staff to produce the goods. So let me see my workers.
One thing I discovered is that if you place the miniature productions near your farm silo, which I did without thinking too much about it, they can access the storage. So I have an oil mill going next to my silo and it's able to just take the canola and sunflowers seeds.
I did the same thing not on purpose last night for my live stream save. Silos in FS have a radius because of the ability to use silo extensions and as a result they can have some interesting side effects if you put some things to close.
@@FarmerKlein for some reason (bug) when I built the small grain mill next to my silo it shows 137k wheat as input while I only have 12.2k wheat in the silo
@@Hissey1987 ssshhhhhh, don't tell anyone.
Admittingly, I watched about half, then skipped through the other half. Mostly because I understood your point after about the 3rd or 4th iteration. In my opinion, this reflects real life in some aspect. A small operation cannot compare output to a larger investor. I like the smaller outputs, and I quickly realized how slow they are. It is fine, because as a startup, that is how it goes, then you build up to the better, more efficient system. I also have an issue with space on my farm. I don't want to spend a ton of time carting my raw materials to a production on the other side of the map, so having a small production on my farm is much more convenient. I see your point of wanting to buy 10 small operations to compete with one big one, but then your footprint and manageability becomes a pain in the backside, even if the cost was worth it.
Two thumbs up for the great video and information 👍 👍
I see the mini productions more as tools or equipment. The sawmill to complete the new building projects on the farm. Canning vegetables to sell at your local farm stand etc. Will add a more realistic gameplay.
Thanks again 🚜
Small productions seem like they would be great for if you just want something small on your farm and don't wanna own a big business elsewhere. I haven't bought the game yet, but when I do I will likely edit it Some of those numbers. Of course backing up the base Of course backing up the base game files before doing so
I wish you had posted this video last night before I forked over some big bucks for a home-grown sawmill. Dang, it's always a day late and $36,000 Short. FS25 has a Bit of a learning curve.
Sorry, The list of videos I want to do is ever growing still. I didn't have this one on my list until I was working on the green house video and noticed a few things.
You normally sell for the same price :D
I use the smaller ones, I have a forest so I have the saw mill there, I have the canning factory, that’s fed by 8 greenhouses just add water
9:31 productions will automatically pull from nearby silos. when they do this there is also a bug where the production will keep producing but never use any crop. it happens in 22 aswell. you have to makesure to put your silos with that crop type a good distance away from productions.
Pretty much confirmed what I suspected but didn't want to do the math on it to figure out. Use the small ones if needed to get started, but you really should use the larger ones when possible.
Honestly, I found this video very informative but I couldn’t understand the point of it until I’ve read some comments. Still, I’m very happy they added the cheaper and smaller version of those, since I like playing rags to riches style starting with nothing and usually I go for small plots at the beginning. So, yeah, in the long run, bigger production = better, but you have to get to that point somehow, unless you like playing with a big starting capital
At least its a perfect ratio and the only waste is time and initial cost of the building. would really suck if the smaller productions meant some input materials were wasted compared to the full size ones.
The small productions should be 20-30% the output of the big productions. And yes there should be animations.
One more important thing about productions. (unfortunately, the games does not tell you) some can produce all recipes simultaneously and others will produce less per recipe the more you activate. The canning factory can produce everything at full speed so you can push a lot of stuff through. An oil mill on the other hand can only do 1 thing at a time efficiently.
Yep parallel vs serial production. I covered it in the greenhouse video. it wasnt relevent for the topic at hand related to the small productions vs the larger.
@@FarmerKlein I think it's very relevant. The small oil mill is completely useless it can only produce low amounts of one oil its easy to outgrow it. The small canning factory is great if you have rice you already have 2 recipes (so basically double the production) and its easy to add a greenhouse and get up to 3 times. It takes longer to max out its capabilities.
Small productions are more for a realistic gameplay if you want to run a small farm (with homemade products) like these kind of farms in reality.
If you want to do a lot of money of course industrial buildings are a better choice
Thanks for the comparison 👍
So wait if this is based on the fact that it says that the small one turns 9 flour into 4.5 bread and the big one turns 90 flour into 45 bread it’s 10x both the output and input. It’s still giving you the same amount of product
Cycles per month are the same. So you can process 10 times less raw ingredients and you will get 10 times less product. Take bread as an example. You can process 10,800 litres a month in the big factory, and get 5400 litres of bread. For the small one, you can process 1,080 litres of flour and 540 litres of bread. So really if you are making less than 1,080 litres of flour a month (12,960 a year) then you can just use the small one.
Watch the video everything is fully demonstrated.
I had a bug where I loaded 2 trailer loads (the trailer you start with on RBS) of wheat into the mini flour mill and it showed I had loaded 100K L in its production panel.
Hi,the small carpentry has a bugg ,dosent take wood,only planks and long planks :( i hope they will fix it
Ok so 10x output but also 10x input if you start small sometimes you don't have the recourses to dump into the big boy. I would like to see if you put the same amount of resources into each do they produce the same or is the big boy faster?
is this a case of commenting before the video is over?
@@FarmerKlein No I watched the whole video. Maybe I don't understand yet. Some of the big productions need so many resources to start production that if you buy them first you may not get any output until you are bigger. That would be the true reason for the smaller production units. To start out smaller add value to your harvest to build up to the larger one. But yes if you just spawn in money or harvest the larger ones would be the way to go. They are more efficient.
Any production can start output with minimal inputs. you dont have to fill it to start it up. thats just a gauge to show you how much it can hold till it wont take more. If you only have 10K liters of wheat you can still make flour with it in any grain mill for example.
@@FarmerKlein Ok I thought it waited for you to put it all in. So if you put 10k liters of wheat in the big one and 10 k liters in the small one the big one will give you flour faster?
@@wildcat8025 Yes, I fast forwarded 1 month and you can see the massive difference in output between the two grain mills over the same time period.
Ty
Great info thank you!!
That’s good to know!
I reckon it's a nice addition so that you can supply stuff to your own market stall etc. However, the productions have disappointed me some, on account that nothing's changed. Not sure why I need to buy a grain mill to have a flour milled for me. Should pe $/Run. Also it kind of makes sense because 36k is a lot more approachable than 360k For 360k I'd rather buy more farmland.
Yeah, I wish they would implement a way to pay to have your product processed. I think it's a bit less applicable on the productions available, but would make way more sense if you think of it in terms of animals. Farms, especially small farms, routinely pay to have animals butchered, then keep or sell the meat themselves.
@@LoneWolfHeroGaming Exactly, but even other stuff. Farmers are hard pressed enough. Even if they are part of a Coop they don't typically directly own mills or bakeries. Look at for example Clarkson's Farm. There they take the animals to an abattoir, and grain to a mill. The processor charges them a price, or if they want the processor to sell it directly, they pay the farmer. The way its modeled in the game is just a bit ridiculous. Also, the prices are WAY under what building these things would cost.
but they are so cute... haha
Absolutely correct.
The problem is Klien isn't an economist or financial whizz, he's a youtuber playing a game.
This means there is no real brain energy being used to understand the economics, these youtubers all see BIG, $, and Area/Yield and never truely u derstand the accumulated costs per unit.
Well said you saved me the trouble of putting him back in his box. Also big bakery is 90 flour 45 bread that's a 2:1 (90/45 = 2) the small bakery is 9 flour 4.5 bread just ten times less but the same output simply put 90 bags into the small bakery then and you will get 45 bread at a lower cost than buying the big bakery (other factories and productions exist)
Ok a point to note.
The claim that the big-boy bakery has 10 times the output is only true in how you say it, it is not actually accurate to say that because the input is also ten times as much so the ratio is equal to the smaller bakery.
The ratio is identical 2:1 for both bakeries. What changes is the upfront construction cost price. The output is identical, since putting 9 bags of flour into the big bakery will return 4.5 bread exactly 2:1 the small bakery if supplied with 90 bags of flour will produce 45 bread, again exactly 2:1 (2 bags flour in : 1 bread out).