Manor Lords

Manor Lords

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jwinter Jul 11, 2024 @ 6:38am
Logistics - how to get barley out of tradepost?
I have 100 barley that I try to import but it's sitting at my trading post. I tried building another malt house near it, I tried building dedicated warehouse and allowed only barley but nothing seems to work. Malt house workers are just "Waiting" and warehouse does nothing. Game is looking really good but is borderline playable with so little control over things.
I also noticed that double house plots are a trap as market don't count with increased demand and I was constantly getting fuel or food warinings and approval hits that even soft lock my progression. I had big warehouse fully staffed and 500 firewood in there but they kept supply only for 1/2 houses as if they were not double. I stopped using double houses and suddenly even 1-2 families are enough to supply marketplace and everyone is happy. It's clearly not working as intended.
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Showing 1-15 of 21 comments
Romain Jul 11, 2024 @ 6:46am 
I import barley (50 is enough) and my malthouse is right behind the trading post. Works like a charm.

You can try this :
1 - Allow barley in your storehouse
2 - Define a zone (ADVANCED panel in the storehouse) only over the trading post and wait and see.
jwinter Jul 11, 2024 @ 7:19am 
I reloaded my save and tradepost was empty, but it was just harvest time but when I burned through my harvest in winter my both malt houses went idle. I also tried to define zone for the warehouse but it does nothing except to tend their vegetable garden. It looks like the trade post is bugged. I may try to rebuild it.

I also encountered hunter that had full pantry of carcasses and was unable to work becuase its storage was already full.
jwinter Jul 11, 2024 @ 7:23am 
I also noticed that when you reload save in the middle of building then sometimes timber remains stuck there forever - both visually and also you can sometimes see it in the inventory and this also causes warnings for full inventory becuase logs use separate one and it has 0 for all buildings except of like 2.

Given all the hype this is the most broken EA game I have. Hopefully it gets fixed.
Last edited by jwinter; Jul 11, 2024 @ 7:24am
jwinter Jul 11, 2024 @ 7:33am 
Originally posted by Romain:
I import barley (50 is enough) and my malthouse is right behind the trading post. Works like a charm.

You can try this :
1 - Allow barley in your storehouse
2 - Define a zone (ADVANCED panel in the storehouse) only over the trading post and wait and see.

I tried to build another trade post as I expected the one to be buggy.
When I swicthed barley from import to no trade on the old one, suddenly all malt house and warehouse workers get there to pick it up.
Didz Jul 11, 2024 @ 7:35am 
Originally posted by jwinter:
I tried to build another trade post as I expected the one to be buggy. When I switched barley from import to no trade on the old one, suddenly all malt house and warehouse workers get there to pick it up.
That makes sense as if Barley is not being traded by that Trading Post there is no reason for it being stored there.
jwinter Jul 11, 2024 @ 7:43am 
But I have it set to import. It doesn't make sense to import stuff that vilagers cannot touch unless I stop importing it. It looks like it mixes import/export resources behavior.
Didz Jul 11, 2024 @ 7:52am 
Originally posted by jwinter:
But I have it set to import. It doesn't make sense to import stuff that vilagers cannot touch unless I stop importing it. It looks like it mixes import/export resources behavior.
You set it to Import X amount of Barley which is what it will do.

As the workers from the Malt House withdraw Barley to process into Hops the Trade Depot will constantly import more to make up the shortfall to whatever you choose as the target stock level. So, effectively it will always try to keep the stock of Barley at the level you specified.

The more important question is whether the Malt House workers are collecting the barley from the Trading Post and whether you are getting Hops. If as you say the Malt House Workers are not working the real question is Why?

Is the Malt House Storage full?
jwinter Jul 11, 2024 @ 7:59am 
Originally posted by Didz:
Originally posted by jwinter:
But I have it set to import. It doesn't make sense to import stuff that vilagers cannot touch unless I stop importing it. It looks like it mixes import/export resources behavior.
You set it to Import X amount of Barley which is what it will do.

As the workers from the Malt House withdraw Barley to process into Hops the Trade Depot will constantly import more to make up the shortfall to whatever you choose as the target stock level. So, effectively it will always try to keep the stock of Barley at the level you specified.

The more important question is whether the Malt House workers are collecting the barley from the Trading Post and whether you are getting Hops. If as you say the Malt House Workers are not working the real question is Why?

Is the Malt House Storage full?

I'd expect it to work like that but no. Barley sits at the trading post if I have it set to import X and imports until X is reached. But it looks like nobody is allowed to touch barley there unless I stop importing it or september comes and my harvest combined with the stockpile of tradeing post is greater than X then they sometimes pick it up.

I have tried building extra malt house directly next to the trading post, build dedicated warehouse for barely only and also limited its range but nothing seem to work except manually stopping trading.

Also barley is not processed into hops but malt. Hops are not in game as far as I know.

I went to the formu in case I overlooked something but this clearly looks like a bug.
Last edited by jwinter; Jul 11, 2024 @ 8:20am
NeverTooOld Jul 12, 2024 @ 1:18am 
Originally posted by jwinter:
Originally posted by Didz:
You set it to Import X amount of Barley which is what it will do.

As the workers from the Malt House withdraw Barley to process into Hops the Trade Depot will constantly import more to make up the shortfall to whatever you choose as the target stock level. So, effectively it will always try to keep the stock of Barley at the level you specified.

The more important question is whether the Malt House workers are collecting the barley from the Trading Post and whether you are getting Hops. If as you say the Malt House Workers are not working the real question is Why?

Is the Malt House Storage full?

I'd expect it to work like that but no. Barley sits at the trading post if I have it set to import X and imports until X is reached. But it looks like nobody is allowed to touch barley there unless I stop importing it or september comes and my harvest combined with the stockpile of tradeing post is greater than X then they sometimes pick it up.

I have tried building extra malt house directly next to the trading post, build dedicated warehouse for barely only and also limited its range but nothing seem to work except manually stopping trading.

Also barley is not processed into hops but malt. Hops are not in game as far as I know.

I went to the formu in case I overlooked something but this clearly looks like a bug.


I have the same issue at the moment. I have tried building a second trade hub so I configure one to import and one to export but the options for importing and exporting are linked so if you change one it affects the other and doesn't really help. I also have the same problem importing with ore and and linen they get stuck and unable to be collected. I found out if you stop exporting goods the import system works, I think the game is favouring collecting and keeping stock of export items ahead of collecting imports. Unfortunately I have had to stop playing it now until this bug fixed as it is destroying my approval rating.
jwinter Jul 12, 2024 @ 1:27am 
Originally posted by Flip_side:
Originally posted by jwinter:

I'd expect it to work like that but no. Barley sits at the trading post if I have it set to import X and imports until X is reached. But it looks like nobody is allowed to touch barley there unless I stop importing it or september comes and my harvest combined with the stockpile of tradeing post is greater than X then they sometimes pick it up.

I have tried building extra malt house directly next to the trading post, build dedicated warehouse for barely only and also limited its range but nothing seem to work except manually stopping trading.

Also barley is not processed into hops but malt. Hops are not in game as far as I know.

I went to the formu in case I overlooked something but this clearly looks like a bug.


I have the same issue at the moment. I have tried building a second trade hub so I configure one to import and one to export but the options for importing and exporting are linked so if you change one it affects the other and doesn't really help. I also have the same problem importing with ore and and linen they get stuck and unable to be collected. I found out if you stop exporting goods the import system works, I think the game is favouring collecting and keeping stock of export items ahead of collecting imports. Unfortunately I have had to stop playing it now until this bug fixed as it is destroying my approval rating.

I came to the same conclusion as both tradepost share settings you cannot have dedicated one just for imports and having both imports and exports is clearly broken right now.
NeverTooOld Jul 12, 2024 @ 1:39am 
Originally posted by jwinter:
Originally posted by Romain:
I import barley (50 is enough) and my malthouse is right behind the trading post. Works like a charm.

You can try this :
1 - Allow barley in your storehouse
2 - Define a zone (ADVANCED panel in the storehouse) only over the trading post and wait and see.

I tried to build another trade post as I expected the one to be buggy.
When I swicthed barley from import to no trade on the old one, suddenly all malt house and warehouse workers get there to pick it up.

I have just tried building a second warehouse as suggested which would only accept imported goods and set the area over the trade hub and this appears not work either. I think when you have lots of imports and exports (even with a second hub) the strategy implemented is incorrect to handle this amount of work, like a said it seems to favour exports of over imports. I will send an email to dev team to detail my findings.
Didz Jul 12, 2024 @ 1:51am 
Originally posted by jwinter:
Originally posted by Didz:
You set it to Import X amount of Barley which is what it will do.

As the workers from the Malt House withdraw Barley to process into Hops the Trade Depot will constantly import more to make up the shortfall to whatever you choose as the target stock level. So, effectively it will always try to keep the stock of Barley at the level you specified.

The more important question is whether the Malt House workers are collecting the barley from the Trading Post and whether you are getting Hops. If as you say the Malt House Workers are not working the real question is Why?

Is the Malt House Storage full?

I'd expect it to work like that but no. Barley sits at the trading post if I have it set to import X and imports until X is reached. But it looks like nobody is allowed to touch barley there unless I stop importing it or september comes and my harvest combined with the stockpile of tradeing post is greater than X then they sometimes pick it up.
Well that's your problem right there.

The Trading Post is doing it's job and importing the Barley, but for some reason your Malthouse workers are not doing theirs.

Are you getting any Malt at all?

If not I would start by sacking all your malt house workers and appointing new families to the job. Most AI Task schedulers will prioritise the allocation of tasks to new workers so that might just kick the AI into telling the Malt House workers to collect the Barley.

If that doesn't work I'd start following the production train to see why the MaltHouse workers think their is no market for their product. e.g. Do you have a Brewery? Do you have a Tavern?

I find if workers are just 'Waiting' it often means they have no useful work they can do.
NeverTooOld Jul 12, 2024 @ 2:05am 
No malt house workers are doing just fine. Problem is have 6 exports and 3 imports. When I had less exports the system worked fine and when I switch off exports altogether it springs to life slow/y.
NeverTooOld Jul 12, 2024 @ 2:07am 
I've have contacted the dev about this thread so I'll have to wait and see what he says I guess, happy days.
jwinter Jul 12, 2024 @ 2:37am 
Originally posted by Didz:
Originally posted by jwinter:

I'd expect it to work like that but no. Barley sits at the trading post if I have it set to import X and imports until X is reached. But it looks like nobody is allowed to touch barley there unless I stop importing it or september comes and my harvest combined with the stockpile of tradeing post is greater than X then they sometimes pick it up.
Well that's your problem right there.

The Trading Post is doing it's job and importing the Barley, but for some reason your Malthouse workers are not doing theirs.

Are you getting any Malt at all?

If not I would start by sacking all your malt house workers and appointing new families to the job. Most AI Task schedulers will prioritise the allocation of tasks to new workers so that might just kick the AI into telling the Malt House workers to collect the Barley.

If that doesn't work I'd start following the production train to see why the MaltHouse workers think their is no market for their product. e.g. Do you have a Brewery? Do you have a Tavern?

I find if workers are just 'Waiting' it often means they have no useful work they can do.

Have you read what I and Flip_side wrote? Everything works fine for regional harvest but as I want to import barley then there is a problem of tradeing post not allowing others to touch it. When I lower the number of trading items (turn off other exports/imports) or turn off importing then barley in trading post becomes available and everything starts working. The problem is clearly when you have a lot of different export/import settings then it gets broken.
Last edited by jwinter; Jul 12, 2024 @ 3:10am
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Date Posted: Jul 11, 2024 @ 6:38am
Posts: 21