Manor Lords

Manor Lords

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Zetka Apr 27, 2024 @ 8:11pm
1.1 k firewood but have fuel supply stall problem.
i have 1k firewood , but 5 not approve bcs fuel stall problem. it is a bug?. market place stall is automatically create. i am confused.
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Showing 46-60 of 63 comments
Squirt Reynolds May 3, 2024 @ 9:01am 
Try building a small storehouse where it rejects all goods but firewood. Its weird to have tons of firewood but no distribution. There should be a choice to use oxen to transfer loads at a greater capacity to stalls. *update* Got fed up with this ♥♥♥♥ and not doing anything about it. It's stupid as hell to have tons of firewood but can't distribute it anywhere. This has to be a bug or hasn't been implemented properly.
Last edited by Squirt Reynolds; May 3, 2024 @ 5:19pm
Michelangelo May 3, 2024 @ 9:04am 
Getting cold pops when there should not be, and ll of sudden people living right next to the market don't have food even though the granary is over 200 flow
Munglord May 3, 2024 @ 9:11am 
Originally posted by Liren:
Main problem really seems to be how many market stalls it tries to make. If it has room it will absolutely turn at least 3 out of 5 workers into stall owners. There's never enough help around to actually fill, so they're all empty or have 5-10 or various items in them instead of filling to the 50 they can hold.

The real solution I've found? Be very limiting with your market stalls. My latest game had a 500+ population town with only 18 market stalls. Everyone complained, but everyone also got supplied. Demolish ones that stay empty if they have another product you need, such as tearing down an empty firewood to make a clothing stall.

Honestly this is what I've been doing too. So far approval is high enough for two fams to move in each month, yay. But its annoying lol. Sometimes I gotta bulldoze a stall because some idiot is trying to put one up and leave it empty for always and always. Then I also gotta watch em closely to know when its time to add just a little extra space.
Dayemon May 3, 2024 @ 9:21am 
If you build your stockhouses and granaries right next and I mean right next to the market you should have no problem with matierals, and clothes, bread, meat and berries being stocked by the stockhouse/granary workers themselves it's actually pretty efficient.

The real problem later on in big pop 300-500 cities is those workers don't seem to give a damn about veggies, eggs, and apples and don't want to stock them for easy distribution that is where the market system breaks down and it's much easier to buy all your food with the trader because the stockhouse/granary workers will efficiently pick up and distribute that food from the trader.

That is my biggest issue with this game, you are punished for trying to be self sustaining and putting the work into making all your own food with lousy distribution instead of just getting all the trade skills, set up your traders and autopilot yourself to victory.
Last edited by Dayemon; May 3, 2024 @ 9:22am
Chris Carter May 3, 2024 @ 2:23pm 
Originally posted by D-OveRMinD:
I've had to do this same BS store-house-granary-tango on nearly every building. The logic is jacked. To keep the tavern supplied, I had to build a small granary behind it with only ale selected. Then I deselected ale from the main store/granaries.
Don't allow Ale to be stored in the granary as they will take it out of the tavern which then will need to get it back. It's a known issue

The empty firewood stall problem can be somewhat mitigated by dedicated firewood/coal storehouses. Still annoying though.
Last edited by Chris Carter; May 3, 2024 @ 2:28pm
Bad Dad May 5, 2024 @ 7:38pm 
Originally posted by lodewijk NL}:
save your game and then reload it, this seems to fix market stalls not correctly filling for lots of people.

alternatively you can find the families that own the firewood stalls. and then un-assign them from their jobs before re-assigning them again.

The second part didnt work for me, but the first suggestion did. I just saved, reloaded, and relaunched (just in case) and boom it worked. Thanks!
D-OveRMinD May 6, 2024 @ 11:37am 
Originally posted by Chris Carter:
Originally posted by D-OveRMinD:
I've had to do this same BS store-house-granary-tango on nearly every building. The logic is jacked. To keep the tavern supplied, I had to build a small granary behind it with only ale selected. Then I deselected ale from the main store/granaries.
Don't allow Ale to be stored in the granary as they will take it out of the tavern which then will need to get it back. It's a known issue

The empty firewood stall problem can be somewhat mitigated by dedicated firewood/coal storehouses. Still annoying though.

Building the granary which only held ale was the first fix i tried, and it worked. But I'll give not-accepting-it-anywhere and letting the tavern-hold-it-all a try and see what happens.
le_oddball May 14, 2024 @ 9:06am 
Since granary and storehouse workers work very ineffective I don't have any of them most of the time. Hire and fire in demand to clear a full storage of the surplus from time to time.
Works quite well. (prob not in mega cities tho)
STORE OWNERS manage the STALLS on the marketplace. They bring enough food/firewood, but not more. If pops want more I hire another woodcutter, that opens up a new stall.
Crafters get what they need directly from production places. e.g. Brewer walks to Malthouse, Tavern Keeper to Brewer. Storehouse stores only surplus ... and this rarely comes back into rotation (on the market) in the case of firewood. Best to be done with it seems so be trading. That need rework for sure.
Last edited by le_oddball; May 14, 2024 @ 9:07am
Martin May 14, 2024 @ 9:08am 
Originally posted by Zetka:
i have 1k firewood , but 5 not approve bcs fuel stall problem. it is a bug?. market place stall is automatically create. i am confused.
No you have a store house supply problem, probably caused by having to few of them with 2 few workers.
madpraxis May 14, 2024 @ 9:11am 
Yea.. See, I've had over 1k pop before. Without market issues.
If you ask the peons to do too much, guess what? They do too much... and can't stock stalls.
Split things apart.
Hell, that 1k city? The only thing, ONLY THING, in the SINGLE storehouse by the market?
Firewood and coal. That's it. Nothing else.
Same with granaries, if you ask them to run all over the region getting 'all the things' they don't have to do other things.
So...split em up. Works great with veggies/orchards with the 'burst' of food. Just a granary for them. There we go, stocked market.
Everything else, split up as needed when you see things NOT moving. It isn't the market not working, its the player not looking at the market not working and NOT asking 'why'. When, the why is most of the time: Overloaded workers.
paulbierley May 14, 2024 @ 9:44am 
Originally posted by iLiberate:
I have a population of about 900 right now and this is what I do, put a very large market in the middle of your city, leave space for many storehouses and granaries as you go, plop down the tavern and church there too.

Customers don’t need to go to your markets and it doesn’t matter at all where it is located. What is important, however, is that your markets are easily stocked so they should be near storehouses and granaries, and if you put all of them in the middle of your map they can get around and pick up materials from all your various industries throughout the region while minimizing travel. I generally use one producer in each building, and I max out all my logistics buildings.
This and you do need one single market. If when you start your city you make one small market then add to it when your village starts growing the game will see that as two markets not one that has been expanded. Those two markets then try to supply the same plots. When you need to expand the market demolish the existing one first then make a new one with the correct number of stalls for example if you have 50 plots and the food you have is veg and apples you need two food stalls. If you have just one yes it has 50 slots but you need 50 apples and 50 veg to be available.
Fingolfin May 14, 2024 @ 10:02am 
being able to choose who can create stalls/sell goods would def help. sometimes i just want my producers producing and sometimes i want my warehouse/granary workers just keeping the goods distributed.
Last edited by Fingolfin; May 14, 2024 @ 10:02am
Fortigan May 14, 2024 @ 10:13am 
I wrote a guide that explains how all this works. The contents have been verified by a lot of other testers and streamers who came to the same conclusions.
https://steamcommunity.com/sharedfiles/filedetails/?id=3241178063
madpraxis May 14, 2024 @ 10:17am 
Heh. Ironically, I don't bother storing things in storehouses. Every production building just has its storage, that is all. And not a single market problem from that, because they are NEAR the market.

Also, can't remember when I took the better trade deals. Even in release. If you look at how things work, and use that, you make more then enough, even without buying every trade route.
Current run, 16k in main village now. And goes up every month about 200 or so, with a 500(!) tax taken out too. Four, count them, FOUR trade routes open now.
Edit: Sorry, current run, on challenging, on beta release. For the longest time it was literally TWO trade routes open. The last two were stupidly recent.

To elucidate: If you don't store production buildings output, you never overproduce. Take, tanner for example. He's near market, of course. And he fills his storage. Then WAITS. And stares at market, hoping it gets used. And when it does, he promptly pops over, fills stall, and then goes home and makes enough to fill storage...then...back to waiting... So, NEVER any shortage of leather.
Same with cobbler. He lives next door to tanner. Right down the way from the market. He makes enough shoes to fill his inventory. Then waits, with nothing to do but wait for them to go away in the market...and when they do....
Last edited by madpraxis; May 14, 2024 @ 10:19am
paulbierley May 14, 2024 @ 10:18am 
Originally posted by Fortigan:
I wrote a guide that explains how all this works. The contents have been verified by a lot of other testers and streamers who came to the same conclusions.
https://steamcommunity.com/sharedfiles/filedetails/?id=3241178063


Originally posted by Fortigan:
I wrote a guide that explains how all this works. The contents have been verified by a lot of other testers and streamers who came to the same conclusions.
https://steamcommunity.com/sharedfiles/filedetails/?id=3241178063
This
Thank you Fortigan awesome work.
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Date Posted: Apr 27, 2024 @ 8:11pm
Posts: 63