Going Medieval

Going Medieval

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Custom stockpiles
If you explore the game files <data<streaming assets<stockpile it would appear we can manually make custom stockpiles. Ill play with it later today and see if its actually possible or not.
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Showing 1-11 of 11 comments
Not Sure Jun 5, 2021 @ 9:07am 
Haven't played around with new stockpiles, but you can change the grouping and order of items listed in the options of the stockpile (where you can check what items to store). Plus it seems the fourth stockpile is not really a stockpile but is used as item counter in the upper right corner...
Zombie Teddy Bear Jun 5, 2021 @ 12:51pm 
It be nice to have custom stockpiles that i can use for just wood and sticks or only food based items that decay to make quick underground stockpiles.

I also was looking for stockpile limits so i can bump those up a bit but so far havent found it.
I'd like stockpiles that reflect the nature of what they hold, most particularly bookshelves (costing wood) which will make libraries look more like libraries and stop a mess of books heaping up on the floor.

I'd also suggest chests / trunks (archetypal Medieval furniture) or wardrobes for storing clothes and light (leather) armour in, which will make bedrooms look a little less sparse; maybe pantry-style shelving for the root cellar, etc. I'm prepared to trade a slight loss of information (you'd have to mouse over them for a tool tip indicating contents) and resources building these containers to the current really messy look to bases.

Off topic, but I'm here now: How come the best bed we can ever get (of only two!) has a straw-filled mattress? Pretty sure even Medieval villages could do a lot better, esp. for more high-born - where are our four-poster / canopy beds? And why must I have to deconstruct and rebuilt everything--even light furniture like chairs--rather than have a move command like just about every other base-building game?
Originally posted by therealjohnconnor:

Off topic, but I'm here now: How come the best bed we can ever get (of only two!) has a straw-filled mattress? Pretty sure even Medieval villages could do a lot better, esp. for more high-born - where are our four-poster / canopy beds? And why must I have to deconstruct and rebuilt everything--even light furniture like chairs--rather than have a move command like just about every other base-building game?

Its probably EA limited but we currently only have Linen and hay. Once we have things like wool/ cotton/ fur/ we should be getting buildings and furniture that would use it.
Not Sure Jun 7, 2021 @ 6:41am 
Originally posted by Zombie Teddy Bear:
If you explore the game files <data<streaming assets<stockpile it would appear we can manually make custom stockpiles. Ill play with it later today and see if its actually possible or not.

Did you have any success?
I managed to define an additional stockpile for food (on creation animal carcasses and food enabled, rest is disabled), but the icon is just a placeholder (a pink workbench) and the name and description are generated based on the ID.
(Used ID="food_stockpile" ingame it shows "building_name_food_stockpile" and "building_description_food_stockpile")

Last edited by Not Sure; Jun 7, 2021 @ 6:41am
I tried my best with numerous variations of code but couldnt produce a stockpile that only allowed wood and sticks. sadly its either not currently possible or the exact code necessary is known only to devs.
Unrelated note you can make your workers gain 1000x exp and turn short bows into snipers with 90+ range
RayRay Jackson Jun 7, 2021 @ 3:13pm 
Wait.. does it not work for anyone else? Pretty sure you can just uncheck all, then click wood and sticks or whatever you want. Then you go to all of your other stockpiles and unclick wood and sticks. After that prioritize someone to haul and they will slowly move everything to the new stockpile.
That does indeed work but id like to make tiny stockpiles around the map specifically for wood and sticks and it be faster if i could just use a wood/ stick only pile and not have to edit each and every one
Originally posted by Ray Ray:
Wait.. does it not work for anyone else? Pretty sure you can just uncheck all, then click wood and sticks or whatever you want. Then you go to all of your other stockpiles and unclick wood and sticks. After that prioritize someone to haul and they will slowly move everything to the new stockpile.
Absolutely, but for min/max'ers this is considered, a giant pain in the rear end. What seams like an easy chore or task to do once, becomes tedious when you do it repeatedly, if we could only have an option for Wood related only stockpile...... That would solve trhe min/max problem :)
Not Sure Jun 7, 2021 @ 4:13pm 
Here's my "Food Stockpile" (animal carcasses and food, no human carcasses), you can use it as a template for a "Wood Stockpile" (sticks and wood) or whatever...
As mentioned before: ugly icon in stockpile section, name and info default to "building_name_food_stockpile"/"building_info_food_stockpile".
(Had no luck with "name"/"info" or "buildingName"/"buildingInfo")

{ "id": "food_stockpile", "storage": "stockpile_05", "layerHideOffset": -1, "layerShadowOffset": -1.5, "buildingCategoryUI": 7, "buildingSubCategoryUI": 16, "resourceGroups": [ { "groupId": "Carcass", "depth": 0, "subGroupIDs": [ "CarcassAnimal" ] }, { "groupId": "CarcassAnimal", "depth": 1 }, { "groupId": "Food", "depth": 0, "subGroupIDs": [ "FoodMeal", "FoodRaw", "FoodStimulants" ] }, { "groupId": "FoodMeal", "depth": 1 }, { "groupId": "FoodRaw", "depth": 1 }, { "groupId": "FoodStimulants", "depth": 1 } ] }
Last edited by Not Sure; Jun 7, 2021 @ 4:14pm
Originally posted by Not Sure:
Here's my "Food Stockpile" (animal carcasses and food, no human carcasses), you can use it as a template for a "Wood Stockpile" (sticks and wood) or whatever...
As mentioned before: ugly icon in stockpile section, name and info default to "building_name_food_stockpile"/"building_info_food_stockpile".
(Had no luck with "name"/"info" or "buildingName"/"buildingInfo")
}[/code]

The problem is that materials has no sub group. If you look at code it only lists "TABS" and allows all items included in that tab, theres no way to list specific resources in that tab as allowed. Ive tried calling for resource id/ using how wood is called for in other files but nothing works.



Originally posted by Simply Complex:
Originally posted by Ray Ray:
Wait.. does it not work for anyone else? Pretty sure you can just uncheck all, then click wood and sticks or whatever you want. Then you go to all of your other stockpiles and unclick wood and sticks. After that prioritize someone to haul and they will slowly move everything to the new stockpile.
Absolutely, but for min/max'ers this is considered, a giant pain in the rear end. What seams like an easy chore or task to do once, becomes tedious when you do it repeatedly, if we could only have an option for Wood related only stockpile...... That would solve trhe min/max problem :)

Exactly
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Date Posted: Jun 5, 2021 @ 8:20am
Posts: 11