Manor Lords
tannery /leather/ warehouse bug
at the beginning i build the tanner so that people have clothes.

when i have a warehouse, i tear down the tanner's market stall and deactivate the market function. Now the leather is stored in the warehouse but the family that works there doesn't open a clothing stall. i've already tried taking the family out again and re-staffing them, tearing down market stalls, completely rebuilding the market but nothing happens.
Отредактировано Graf_Bumsula; 17 дек. 2024 г. в 3:31
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Сообщения 16 из 6
One family can only run one market stall. I have tried the same to disable tanner market stalls after built warehouses but would not open a cloth stall. I had to assign several to work in warehouse before a cloth stall was opened.
I usually put 1 or 2 families in the hunting camp and when half the deer is hunted I send them to the tannery and let them run the market stall. When deer comes back I send them to hunt again... and so on
i have now done it in such a way that i tear down and deactivate the tanner's market stall BEFORE i build the warehouse. the leather is then brought into the built warehouse and then a clothing stall is also built. if i first build the warehouse and then tear down the tanner's stall, no new clothing stall is built although leather is available.
Build 2 storehouses. Deactivate all clothing related items (hides, leather, linen, wool, yarn, boots, clothes and cloaks) in one storehouse. This storehouse will only open fuel stalls.

Deactivate firewood and charcoal in the second storehouse. This storehouse will only open clothing stalls.
Dedicated storehouses are a simple and helpful element. I don't even consider it a bug, it's how the game is running. With a little analytic thinking, everybody will be able to figure this out.
Build a new Tanner, or a Cobbler. Let them put up a clothing stall.
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Сообщения 16 из 6
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Дата создания: 17 дек. 2024 г. в 3:31
Сообщений: 6