Manor Lords

Manor Lords

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Market Stall Problem?
Anyone else having a problem with assigned families not transporting goods to their stalls? First few work okay but I set up a second market place, opposite of town, with their own storage and granary but they refuse to stock up their assigned stalls. Is this a bug?
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Showing 1-10 of 10 comments
Dietre May 2, 2024 @ 9:17am 
nope, works perfectly fine
CatPerson May 2, 2024 @ 10:27pm 
All I can say is sometimes it takes a long long long time for a stall to fill up. Especially if you have more than 3-6 stalls by then. And by long, I mean 2-3 game years. At 12x speed. I've sat and watched and waited. This sometimes holds true for general market ups and down, if you make changes, wait a long while before deciding it isn't working.

Sometimes it's really fast. Sometimes not. I couldn't tell you why. Maybe AI gets too busy picking up/transporting. Maybe the AI doesn't think you have a need for another full stall. No clue.
Last edited by CatPerson; May 2, 2024 @ 10:28pm
Originally posted by CatPerson:
All I can say is sometimes it takes a long long long time for a stall to fill up. Especially if you have more than 3-6 stalls by then. And by long, I mean 2-3 game years. At 12x speed. I've sat and watched and waited. This sometimes holds true for general market ups and down, if you make changes, wait a long while before deciding it isn't working.

Sometimes it's really fast. Sometimes not. I couldn't tell you why. Maybe AI gets too busy picking up/transporting. Maybe the AI doesn't think you have a need for another full stall. No clue.
Seems like a flaw if you ask me. My tier 1 houses can't even get to tier 2. Other than that the main market stalls easily get stocked to the brim and are always manned.
Dietre May 3, 2024 @ 1:11pm 
market stalls will only hold one item per burg plot (single house plot AND double house plot) which means if you built 5 plots , the firewood stall will hold 5 units of firewood and 5 units of charcoal if you have it, same with food and clothing, it will always match, the trick is setting the logistics up so the granary can get the food, and then get the food to the market to fill the need before the months end. This is very difficult for a new player as the mechanics dont play like you would be use to doing in other games. It does work tho, just takes some practice.

tips like allowing only granaries to make food stalls, no need to full staff them because the carts are limited, so build more granaries to specialize in their food type, dont choose families that have gardens at their house to work in storehouse or grans.
bspawn May 3, 2024 @ 4:06pm 
Originally posted by Dietre:
market stalls will only hold one item per burg plot (single house plot AND double house plot)


I suppose that explains why if you have multiple markets to have enough coverage of the town, a food stall at one end of the town may be well stocked while another food stall at the other end of town has like one berry in stock and nearby houses are deprived of food. There enough food in the other stall but it is out of range...

I suppose the solution is to have only one market and have houses built around it as compact as possible (which kind of contradicts the game's recommendation that you should build organic shapes...).

Question: does one burg plot require 1 food item per month regardless of how many families live there?
Gatsby May 3, 2024 @ 11:04pm 
Owner stall should be either granary worker for food stall or storehouse worker for fuel/cloth stall. This is due to the stocking mechanism only stock per house. It will become more buggy if you use the 2 family per house plot since they only stock for per house not per family. So some house will never got their necessity.

Storehouse/Granary worker got cart so they carry 10 items at one time hence it is more efficient compare to having a firewood cutter as stall owner since they only carry 1 by 1 firewood to the stall.

If you want to use the 2 family per plot. Never upgrade it to tier 2 or above. It seem the issue for stocking that plot started after you upgraded it.
Originally posted by Dietre:
market stalls will only hold one item per burg plot (single house plot AND double house plot) which means if you built 5 plots , the firewood stall will hold 5 units of firewood and 5 units of charcoal if you have it, same with food and clothing, it will always match, the trick is setting the logistics up so the granary can get the food, and then get the food to the market to fill the need before the months end. This is very difficult for a new player as the mechanics dont play like you would be use to doing in other games. It does work tho, just takes some practice.

tips like allowing only granaries to make food stalls, no need to full staff them because the carts are limited, so build more granaries to specialize in their food type, dont choose families that have gardens at their house to work in storehouse or grans.
I already knew about granary and storage workers manning the stalls but I didn't know granaries (and I'm assuming storage) only have so many carts. How many carts does one granary/storage have? Also didn't know about the market holding an item per burg slot. Thanks for the help and info. I didn't expect much from Steam Forums but here we are.
Andy Mil May 3, 2024 @ 11:55pm 
Yes, I watching my friend played and they having problem of empty stall pop up everywhere for clothing. It not happen to food and firewood stall and regard of warehouse and granny are close by. The workers that assign to these stall are even Waiting Waiting Waiting. I think dev place a limit to them soo you probably can't expand too fast soo some house will stuck with Tier 1 that cannnot accept clothing and wearable but instead want leather yarn etc. I told my friend to test that by remove all cloth store the new store they rebuild will be filling up again and they will even man the stall now. Soo I dont know if this a feature or a bug like stick to tier 1 else tier 2 broken etc.

btw item like yard and liner they never cart it but instead workers only bring them by shoulder
I think the cart part are for specific item or something
we plan to build like this block will fill with market and next block adjacent to this market will be housing that facing markets for testing soon
Last edited by Andy Mil; May 4, 2024 @ 12:02am
bspawn May 4, 2024 @ 1:47am 
If the need of items is 1 per month per family, but supply is only one per housing plot regardless of whether 1 or 4 families live there, that seems definitely broken.

I figured next time i try one thin very elongated market, 1 or 2 stalls wide, max length appears to be 13 stalls. I assume if it is longer than 13 stalls, the empty ends of the market zone still count as market... That should maximize the market area of effect.

But in the end i think this important game mechanic should not be so obscure that it causes problems for many players. Other similar games don't have this problem.

edit: after watching this video (thanks reddit)
https://www.youtube.com/watch?v=AzUr1at1xRQ
It appears that market *does not have a range* - it only looks like they have range because if the market is short on supplies the more distant houses will not be supplied. - but there reason is not distance, the reason is not enough items in the stalls.
Last edited by bspawn; May 4, 2024 @ 2:15am
Originally posted by bspawn:
If the need of items is 1 per month per family, but supply is only one per housing plot regardless of whether 1 or 4 families live there, that seems definitely broken.

I figured next time i try one thin very elongated market, 1 or 2 stalls wide, max length appears to be 13 stalls. I assume if it is longer than 13 stalls, the empty ends of the market zone still count as market... That should maximize the market area of effect.

But in the end i think this important game mechanic should not be so obscure that it causes problems for many players. Other similar games don't have this problem.

edit: after watching this video (thanks reddit)
https://www.youtube.com/watch?v=AzUr1at1xRQ
It appears that market *does not have a range* - it only looks like they have range because if the market is short on supplies the more distant houses will not be supplied. - but there reason is not distance, the reason is not enough items in the stalls.
Right, I knew about there being no distance. The problem I'm having is the stall workers aren't working the stall and are just waiting around and standing still. They don't move often and when they do it's for transporting goods to the storage/granary. I think what you and another person mentioned about the markets trying to supply burg plots instead of the families themselves is what's causing the problem.



Originally posted by bspawn:
Originally posted by Dietre:
market stalls will only hold one item per burg plot (single house plot AND double house plot)


I suppose that explains why if you have multiple markets to have enough coverage of the town, a food stall at one end of the town may be well stocked while another food stall at the other end of town has like one berry in stock and nearby houses are deprived of food. There enough food in the other stall but it is out of range...

I suppose the solution is to have only one market and have houses built around it as compact as possible (which kind of contradicts the game's recommendation that you should build organic shapes...).

Question: does one burg plot require 1 food item per month regardless of how many families live there?
I think the problem is A) The burg plots aren't taking in enough food to account for the 2nd family on the 2 house plots. B) We need to have the ability to build our own stalls and dictate what goes in them. C) The AI seems to break when transporting goods to stalls.

I think it's a game breaking bug, personally. I don't think it's a lack of food or food diversity when there's plenty in the granary next door. I can watch the villagers and see them just "waiting" when their stall isn't being used at all or even stocked.
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Date Posted: May 1, 2024 @ 5:40pm
Posts: 10