Millennia

Millennia

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brian22vt Apr 10, 2024 @ 7:54am
Ingots late game
So I upgraded my Blast Furnaces to Steel Furnaces and now my Toolsmiths lack ingots for Tools which block my Tinkerers from working. Anyway to get Blast Furnaces back?
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Showing 1-9 of 9 comments
CDuque Apr 10, 2024 @ 10:56am 
I had the same problem as you when upgrading my furnaces to steel.

In the wiki, they say that tools can be made from steel, but in the game, it doesn't work. Later on, you can upgrade your toolsmiths to something better than work with steel tho.
Omnitheo Apr 10, 2024 @ 11:18am 
There's no upgrade for tinkerer's though. Once you've taken the techs that produce/consume steel and upgraded your infrastructure, your tinkerers are obsolete. Might as well remove them like your religious scribes.
chaney Apr 10, 2024 @ 12:51pm 
Similar issue happens when you upgrade Sawpit. The upgrade can process more wood. I don't see a clear way to manage priorities for infeed stocks that go to different places and the player should be able to prioritize paper or lumber individually, not just by the 3 or so batch size.
grotaclas Apr 10, 2024 @ 1:00pm 
Originally posted by CDuque:
In the wiki, they say that tools can be made from steel, but in the game, it doesn't work. Later on, you can upgrade your toolsmiths to something better than work with steel tho.
The Foundry[millennia.paradoxwikis.com] can create tools from steel. That's what the wiki means when it says that tools can be made from steel
Suisight Apr 10, 2024 @ 1:23pm 
Seems like an oversight in the upograde lines. I feel there are some issues like these. However, i always felt that tinkerers are not worth it - taking the production is just outright better.

Should still be fixed, though.
Emelio Lizardo Dec 7, 2024 @ 11:27pm 
Originally posted by chaney:
Similar issue happens when you upgrade Sawpit. The upgrade can process more wood. I don't see a clear way to manage priorities for infeed stocks that go to different places and the player should be able to prioritize paper or lumber individually, not just by the 3 or so batch size.
What is needed is the ability to scale production capacity in buildings. Also the ability to build lower level buildings than your current tech.
chaney Dec 8, 2024 @ 1:18am 
I agree it would be great to have access to lower level improvements. People already complain about confusion and being overwhelmed with choices ... maybe the current version of Improvement selection could add dropdowns to offer legacy versions without adding a lot of more clutter. I got pretty used to the two versions of Improvement: clicking on the tile then the class then the specific Improvement, or the big list on the lower left.

Note that in the current Beta (a couple days old) we have been given the ability to fix the number of workers so the game now lets us pick how to use infeed material a little better.
Dissenswurst Dec 8, 2024 @ 1:39am 
I want a kitchen where I can choose per slot what exactly should be made into delicacies. The main problem is for me when improvements can process different goods. The game tends to choose the wrong goods. What the last update on the open beta gave is not sufficient to deal with this problem. There is a more general bug ticket of mine concerning this in the Paradox Millenia bug forum.

And you should absolutely be able to use older versions of your improvements, at least one step back - I strongly second that. I understand that newer improvements may need, for example, steel to work properly, but that doesn't mean that you immediately forget about older techniques - you should still be able to work iron or copper bars.
Emelio Lizardo Dec 9, 2024 @ 4:32am 
The thing that makes the steel should be in the same tech leaf as the things that use the steel. There's little point in making steel, or any product, if the demand isn't there. It's ridiculous to need to research an entirely different tech just to use the thing you can now make.

When you choose to build something you should see right on the icon the availability of inputs in the region.
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