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I have two warehouses with five workers each...nobody clears it away. I lost all my supplies in the winter. Food, firewood and leather. Everything gone!
My firewood huts are also full, nobody empties them and therefore nobody can work.
But the main thing is that everyone opens their own market...that's annoying. And yes, I have already made the marketplaces smaller.
Currently, animal control is pretty dire, it's one of the least developed or polished systems in the game. You unfortunately do not have any way to control which stable an animal will use, just like you can't control which pasture your sheep will use, or select a specific animal to work specific workstation.
I do believe this is just the game being generally under-developed in this area (we also have absolutely no diary production, no butcher to slaughter animals, each work stations can only be served by only one type of animal right now even though logically, they could overlap, you can't actually graze any animal besides sheep, there is no hay and no need to provide for animals during winter, there is no cattle what so ever... it feels like this aspect of the game is extremely work-in-progress, and yeah, the lack of control can be frustrating.
The second issue I think is just one of those many QoL features that the game is currently lacking, and I hope will be fixed soon. You can't assign priority to picking up loose resources. You can assign people to warehouses, granaries and logging camps: it's literally their explicit job to clean these things up. And in theory they should prioritize collecting lose items by default, but that can't be always relied upon becase they simply might be busy with other tasks qued up, especially when it comes to logs which will not be collected if your logging camp is already full, causing them to block future construction. It's annoying, I'm sure the dev is aware of this and it's a matter of time till we get some UI streamlining: having option to prioritize hauling loose supplies over everything else, much like options to say, cancel upgrades and many other small QoL features will come sooner or later.
As for your third problem: as of the last patch, you can now ban any individual production site (this includes houses with an extention) from setting up their own stalls. Having no option to directly sell their goods, the houses will be forced to send their goods to granaries/warehouses instead. You can use this to force stalls being only set up by warehouse and granary workers (or at least cut down on number of work stations's own stalls), which will streamline your production a bit: the result will be few, well stocked stalls instead of a dozen poorly stocked, while making the individual production sites waste less labor time manning stalls and hauling goods. It will stress out your granary and warehouse labor force to the max though, so if you are having issues moving stuff around and cleaning lose supplies, this will just make things worse.
You also do need to make sure you have enough and well-manned warehouses and granaries though, because marketplaces have no buffer, stalls have a limited capacity, and with a bigger town, you WILL need multiple stalls for one type of goods to cover the demand. It may be that the 3 families manning your warehouse, each having their own firewood stall, is nowhere near enough to supply the whole town, so... be careful about banning everyone from building stalls, it may cause market delivery to be your bottleneck.
I build a second storehouse that's blocked from storing anything but firewood and set it's work area to the woodcutters lodge so one worker is running the stall while the other two go and get the firewood. As the population grows and demand for fuel goes up I'll add more families to the storehouse.
In the latest beta build there's now an option to allow or stop families from opening stalls.