Manor Lords

Manor Lords

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Fuel/Wood
Can anyone explain how wood/fuel works? I have 2 logging camps and both have full storage. None of the logs get to the general storage building.

At first some wood seemed to reach the households (via the market presumably?) as the fuel requirement was satisfied. Now households apparently get no fuel anymore. Had to restart already because of this. Now it's happening again...

Also my charcoal kiln seems to do nothing at all. Even with an assigned family.
Last edited by Chupa666cabrA; Mar 31 @ 1:21pm
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Showing 1-6 of 6 comments
Tosco Mar 31 @ 2:15pm 
Do you have a Woodcutter's Lodge? You need this building to produce fuel for the houses and the charcoal kiln.

And it operates independently from the logging camp. The wood in the logging camps is used as material for building houses and other items.

Maybe this can help too https://wiki.hoodedhorse.com/Manor_Lords/Buildings#Gathering_buildings
Originally posted by Tosco:
Do you have a Woodcutter's Lodge? You need this building to produce fuel for the houses and the charcoal kiln.

And it operates independently from the logging camp. The wood in the logging camps is used as material for building houses and other items.

Maybe this can help too https://wiki.hoodedhorse.com/Manor_Lords/Buildings#Gathering_buildings

hmm....nope?
LOGGING: much different than fueling
Log camps have a cap of 28 logs. Loggers will continue to cut down logs, regardless if camp is full. Moving that camp will leave the pile behind. So, build more camps and keep them empty. One camp with three workers can continue to cut trees and fill more empty camps.

Logs never go to any other storage except for work sites like Saw Pits for Planks.

Assigning an animal to the active camp is great. You can add up to two.
However, it will require a camp worker to guide it, disrupting that worker's ability to cut.
Best bet is to assign guides to stalls. Two families per stall. Can guide four animals relatively well. This means they're hauling logs all around the map for you, freeing up camp workers to cut.

FUELING: much different than logging.
Woodcutter will cut down their own supply of logs. They do not take from the log supply the logging camps create. Best to place them in a different area from the log camps. Woodcutters can also be used to clear forests, like log camps. Woodcutters do need goods storage to get product to market.

Coal camps feed off of wood fuel from woodcutters. Adding coal to the chain requires ample flow of wood fuel. It will last longer and also requires a goods storage to get to market.

My set up:
I'll combine the log camps with planks. One goods storage and one hitching post.
I'll combine the woodcutters and coal. One goods storage.

Additionally,
When you get deep into the game (10 years) having a dedicated forest for this is helpful. Pick a corner on your map and add in foresters to keep trees plentiful. They'll take time to get the forest up and full, so plan ahead.
Last edited by Maxxwell; Apr 5 @ 3:21pm
Also,
Try this set up at start of map, in this order:
One log camp. Once built, three workers.
One saw pit. Assign one worker from the log camp. (reassign it later when planks reach 25)
One Granary. Assign one worker from log camp to pick up starting food supplies.
One Storehouse. Assign the granary worker once they've finished food pickup.

Hunting camp/Berries/fisher - reassign workers from saw pit and storehouse here.

THEN, I'll begin burgages: One large veggie with a second family slot, and two small chicken burgages with extra family slot each. They usually begin build around June if start in March.

hint:

Berries: Finite each season. So pickers next to bushes is OK. Just don't let the foresters and wood cutters near them, they'll get cut. You can fence off the berries with the pasture fence and the wood's workers won't touch the bushes plus you can still pick the berries AND use the pasture for lambs.

Fishing: Finite each season. Location near ponds won't effect production.

Hunting: Finite resource that can run out, and if it does no more will spawn the next season. Set limit to 10. Place camps away from hunting location as they will pillage it if it is close and you'll run low fast. 2 families per camp can do a lot of damage fast.
I like to spend my starting 50 schillings on another ox and two veggie plots, although it's vital not to purchase the extensions before everyone is safely housed, fed, warm and clothed. Then I buy the veggie extensions, typically when I have 7 or 8 families in my settlement.
SPart Apr 6 @ 9:36am 
is the trapping working or is that not worth the hassle? because i plopped down more hunter camps because i thought they might get more meat thanks to trapping, but it appears to do nothing.
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