Manor Lords

Manor Lords

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failsafe May 10, 2024 @ 2:09am
why food is stuck in pantries? And why not all stalls are being constructed?
I dont have any huge issues with markets, they more or less work, though far from desired efficiency. I believe I still lack some understanding of the mechanics. Tell me why my grenaries dont pick food from pantries? Currently I have around 250 people in my village and 2 x grenary and 1 x large grenary (13 employed people inside).

In two smaller grenaries I have around 40 food (in each) and around 150 in large one, which gives total of 230 food per three buildings. Total food stored is >1100 pieces. There is food in food stalls, but mostly this is like 10-15 in each, around 150 in total in all stalls. There are 9 food stalls in total, which means that 4 people dont have stalls, though there is more then enough place. Remaining food just stays in the pantries and is not collected.

The main issue here is that food is not properly supplied to grenaries. Secondary aspect migth be the thing that not stalls are occupied, but unless grenaries will pick all food from pantries it doesnt change much, since there are stalls with no food, others with like 5 food.

So:
3 grenaries
13 people inside grenaries
9 stalls occupied
1100+ food in village
230 food in three grenaries
150 food in 9 stalls
>700 food in pantries - not collected

What am I doing wrong? Should I just keep adding more grenaries? It could help a bit with collecting food from pantries, but since I already have stalls with no or very little food it could backfire.
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Showing 1-10 of 10 comments
CatPerson May 10, 2024 @ 2:27am 
The prevailing opinion I've seen floated about, on the topic of home-pantries at least, is that granaries do not go to/pick up food from house pantries (veggies, chicken, apples). the house families have to take it to the granary themselves, and they are often also busy with their other job, like mining iron, and/or the granary is far away from such houses.

I at first thought this was wrong because I'd typically end up with so many veggies and eggs and apples in granaries and I kept having to build new granaries (very very large towns). I am no longer certain, but have not bothered to test it extensively either. Maybe I just had quick citizens. >.>
Last edited by CatPerson; May 10, 2024 @ 2:28am
Don Cool May 10, 2024 @ 2:32am 
Some pantries only get triggered when they are full, as soon as you get the message "pantry full" you should see a cart heading there soon. This is true for orchards and that´s why you should never upgrade those beyond tier 1, the space in them increases a lot with each tier.

Eggs are no problem, only one egg produced in each house and it takes one villager to deliver that egg, never seen problems with this. Eggs are delivered by plot residents, same goes for skins.

Veggies on the other hand seem to be a weird mix, sometimes they pick them up ... sometimes they wait for "pantry full" trigger.
failsafe May 10, 2024 @ 2:55am 
Hmm... I do have orchards. And yes, plenty of apples and veggies. Dont remember now, but easily 800 of 1100 would be veggies and apples... and of course mostly in pantries.

I hope this is not an intented mechanics, but a bug or something, and it will be solved in future. I understand that people from burgages might be overworked, but those from grenaries should fill in. Especially when they dont have own stalls. Not to mention that when there is an empty stall - with no food - it is still better to go and fetch food rather than just sit and wait.

Any idea why some of workers in grenaries dont place own stalls?
CatPerson May 10, 2024 @ 3:08am 
Any idea why some of workers in grenaries dont place own stalls?
Probably because you do not have enough market stall space to let everyone in the town that wants to build one, build one - and someone else got to/built a stall before a granary worker did. Edit: generally speaking you do not want to have a market that large, markets and access in this game do not work at all like in most "city builders" and are not intuitive at all. Plus likely buggy to boot.

If you delete an individual stall from a market, you can see the AI decide someone else is going to build a new one. If you keep repeating this, it can be someone different every time. One times it's the cobbler. One time it's the baker. one time the wood cutter. Maybe finally it's the granary.
Last edited by CatPerson; May 10, 2024 @ 3:10am
Don Cool May 10, 2024 @ 3:14am 
Originally posted by failsafe:

Any idea why some of workers in grenaries dont place own stalls?

Stalls are placed on a plot quota, usually done by those in granaries, warehouses or appropriate workforce. However to meet the quota sometimes a random villager will open a stall if criteria fails. Newly assigned granary workers wont take that stall automatically, you have to do it manually by assigning the smelter f.ex. who owns a food stall to the granary.

If the quota is filled no new stalls will open.
Lera May 10, 2024 @ 3:15am 
Speaking of this kind of thing, I wish we could kill animals for meat. The hunting grounds simply don't give enough meat for a decent sized town.
CatPerson May 10, 2024 @ 3:18am 
Originally posted by Don Cool:
Originally posted by failsafe:

Any idea why some of workers in grenaries dont place own stalls?

Stalls are placed on a plot quota, usually done by those in granaries, warehouses or appropriate workforce. However to meet the quota sometimes a random villager will open a stall if criteria fails. Newly assigned granary workers wont take that stall automatically, you have to do it manually by assigning the smelter f.ex. who owns a food stall to the granary.

If the quota is filled no new stalls will open.
I have most definitely had the game decide a newly created baker wanted more stall space when I already had 30 stalls in a full market, many of them granary or warehouse, and 100 market access across the entire town.

I think the biggest issue with the whole market stuff is too many people can/are allowed to want to make stalls. Edit: or this "quota" is way too high
Last edited by CatPerson; May 10, 2024 @ 3:18am
Varien May 10, 2024 @ 3:58am 
Originally posted by CatPerson:
Any idea why some of workers in grenaries dont place own stalls?
Probably because you do not have enough market stall space to let everyone in the town that wants to build one, build one - and someone else got to/built a stall before a granary worker did. Edit: generally speaking you do not want to have a market that large, markets and access in this game do not work at all like in most "city builders" and are not intuitive at all. Plus likely buggy to boot.

If you delete an individual stall from a market, you can see the AI decide someone else is going to build a new one. If you keep repeating this, it can be someone different every time. One times it's the cobbler. One time it's the baker. one time the wood cutter. Maybe finally it's the granary.


Assuming the "food" stall is being run by a carpenter, just move that family to the Granary.
failsafe May 10, 2024 @ 4:01am 
Originally posted by CatPerson:
Any idea why some of workers in grenaries dont place own stalls?
Probably because you do not have enough market stall space to let everyone in the town that wants to build one, build one - and someone else got to/built a stall before a granary worker did. Edit: generally speaking you do not want to have a market that large, markets and access in this game do not work at all like in most "city builders" and are not intuitive at all. Plus likely buggy to boot.

If you delete an individual stall from a market, you can see the AI decide someone else is going to build a new one. If you keep repeating this, it can be someone different every time. One times it's the cobbler. One time it's the baker. one time the wood cutter. Maybe finally it's the granary.

I have easily 20 free stall spaces. I have three markets. Dont remember now but each has 25 spaces maybe. So, with 9 stalls from grenary and some more from other merchants yes, I should have those 30 spaces free. I tried moving stalls between market - this actually seems to be a decent solution, but it does not change the fact that empty spaces are not covered by other merchants.


Originally posted by Don Cool:
Originally posted by failsafe:

Any idea why some of workers in grenaries dont place own stalls?

Stalls are placed on a plot quota, usually done by those in granaries, warehouses or appropriate workforce. However to meet the quota sometimes a random villager will open a stall if criteria fails. Newly assigned granary workers wont take that stall automatically, you have to do it manually by assigning the smelter f.ex. who owns a food stall to the granary.

If the quota is filled no new stalls will open.

How can I know the quota?



Originally posted by Lera:
Speaking of this kind of thing, I wish we could kill animals for meat. The hunting grounds simply don't give enough meat for a decent sized town.

Yes. Goats should give food, since they are killed anyway. Waste of good meat.



Originally posted by Lera:
Speaking of this kind of thing, I wish we could kill animals for meat. The hunting grounds simply don't give enough meat for a decent sized town.

We should be given option to decide about distribution of stalls. I wouldnt mind if I could make a decision that stalls of each type should be distributed equally among markets. Or decide that particular market should have 50% of all available stalls. Also, these stalls should respect total availability of types of merchants. So, not just food stalls and wood stalls, but while new merchants arrive with their goods stalls should be redistributed. If we filled first market just with wood and food, then at the point where we have clothes it is already too late for these merchants to do trade.
Frosty May 10, 2024 @ 4:37am 
I dunno, I've found that I've unclogged bottlenecks by building more warehouses and maxing out their staff, the whole logistics thing in this game is confusing, it's hard to know who will carry what goods, what the priority is, how to identify bottlenecks. And this gets way harder at around 500-600 people. I have all my jobs maxed out, a lot of warehouses, probably like 6-7, but I still get bottlenecks where things like wood for example just wont be taken to homes.

One thing I'm starting to suspect is that T3 housing might not be the best tradeoff, I have a lot of it, which means 2x density of people in the area and 1 less plot out back to work compared to a T2, which causes higher demand for goods per area around marketplaces. The only real benefit I can see is the additional town funds, but i'm at like 20k now and it has become essentially useless. On my next run I might just stick to T2 homes and deal with a bit less cash, but keep the logistics going a bit better, handle demand around town stalls better by spreading them out (space is never normally and issue) and also get the benefit of 2x more homes = 2x more plots to grow stuff, selling the excess at the trader probably covers most of the lost cash from doubling at T3
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Date Posted: May 10, 2024 @ 2:09am
Posts: 10