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If you have too many arrows, set the production rate of arrow to zero.
About consuming arrows, just assign some hunters to consume arrows periodically, and build more towers instead of fort, because tower costs lesser than fort, and can handle predators easily.
There is not much things you can do to control that in better way currently.
Sure, you'll have a stock of 2000 arrows (costing 111 wood). Once it is full though the fletcher won't make any more unless they get used up, so you never have to actually micro it to adjust production. Marcuz was asking if there is a way to limit how many arrows should be crafted, the answer is yes, as long as the limit you want is 2000.
I appreciate your suggestion, yes 2000 arrows might be too much but is a nice workaround to set a "limit".
Thank you all
Personally i think there should be a hierarchy for "warning" icons base on the impact its happening.
I don't need to see a red warning icon because 3 turnips rot in a field or spoiled in a cellar. Just give me a yellow hazard icon. But i definitely want to know if i lost hundreds of units of produce.
A yellow icon should indicate "resupplying" which is to say there is stock in storage, but not at the desired structure. A red icon should indicate there is no stock at the structure or in storage.
The same principle can be extended to industry manufacturing. I'd like a warning if one of my production facilities is entirely or even somewhat idle and not find out when i randomly click on it.