Manor Lords

Manor Lords

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Celgaming May 27, 2024 @ 5:23am
Relocating market stalls should also relocate the goods (feedback)
I don't mean instantly, but once the new stall is built the peddlers and free citizens should help relocate the goods as fast as possible. Too often does it bother me that the supplies drop on the ground, prevent building on top of it, but then they only start to move goods once the storage workers are free to do so. You lose items needlessly and them hauling one item at a time you just hope and hope a cart users is also free to transfer items to safety. Perhaps a "haul urgently" type of command or being able to right click people and telling them to "haul this" would be a good solution too.
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Celgaming May 27, 2024 @ 5:31am 
Also I hate how you can't control which families are allowed to build stalls. I might want a storage to build stalls, but only for say firewood. I can distribute goods to two storages and one of them is clothing and another firewood, but once I have a single storage with mixed goods it becomes a nightmare to control the amount of stalls. I've noticed there's a tendency for the AI to build way too many firewood stalls. More than is needed and distribute the firewood unevenly among the stalls, leaving some even empty. Knowing your colony of 50 families only needs 50 clothing a year of two types (say leather, and shoes which gives 3 satisfaction) it's rather frustrating that they will now drop 3 stalls when 2 is plenty for the entire village.

In short: Let us pick the stalls or build them ourselves instead of the AI making them. If we screw up the stall count then it's on us, but if the AI overbuilds and saturates the marketplace with pointless stalls, it's on the game if you ask me.
Quickie May 27, 2024 @ 6:05am 
Originally posted by Celgaming:
Also I hate how you can't control which families are allowed to build stalls. I might want a storage to build stalls, but only for say firewood. I can distribute goods to two storages and one of them is clothing and another firewood, but once I have a single storage with mixed goods it becomes a nightmare to control the amount of stalls. I've noticed there's a tendency for the AI to build way too many firewood stalls. More than is needed and distribute the firewood unevenly among the stalls, leaving some even empty. Knowing your colony of 50 families only needs 50 clothing a year of two types (say leather, and shoes which gives 3 satisfaction) it's rather frustrating that they will now drop 3 stalls when 2 is plenty for the entire village.

In short: Let us pick the stalls or build them ourselves instead of the AI making them. If we screw up the stall count then it's on us, but if the AI overbuilds and saturates the marketplace with pointless stalls, it's on the game if you ask me.
The latest experimental build adds "I added one experimental feature - "Allow market stall setup" toggle to prevent the workers/inhabitants of certain buildings from setting up market stalls." Not sure if this is exactly what you are looking for, but it's something.
Last edited by Quickie; May 27, 2024 @ 6:06am
sleepygamer May 27, 2024 @ 6:15am 
It is very silly, fine if we delete the stall it is not an expected process but if we relocate the stall any normal person would house the stock before they moved the stall they were selling from. I never do it anyway since the relocating was broken and you would end up with 6 stalls on a 3 stall plot
UniquaFirefly May 30, 2024 @ 11:07am 
Since the last update I think that the option to set which building should operate market stalls is very useful.
However, I agree that there is still a lot of chaos at the marketplace.
You could solve the problem if there were options
1. to set which goods should be traded on the marketplace
2. how many market stalls a building should create

Then you could choose that there should only be one firewood stand, for example.
Last edited by UniquaFirefly; May 30, 2024 @ 11:10am
i had an issue relocating any buildings, such as "logging camp" leaving all the logs on the site for eternity. I had accidentally placed it on top of an iron deposit and then i couldn't place the iron deposit because there was no option to destroy or move the resources. I even tried pausing my new logging camp and woodcutters to force use of the resources, but they totally ignored it. I saved and restarted, and then it seemed to recognize the resources.
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Date Posted: May 27, 2024 @ 5:23am
Posts: 5