ASKA
i need carpenter tipps :)
i have set my tool/cloth crafter guys to just make 1 of every item, seems to work alright. a villager takes a tool and the crafter makes a new one.

but i can't get my carpenter guys to work properly.

i have assigned two guys, one crafts posts and beams, the other shafts and planks (so in theory one should just use the horse and the other the buck).

but i am always missing parts. how many do i set in the task?

neither the carpenters nor my woodcrafters are getting the dozens of logs i cut down just 50 meters away (i placed a flag there), but i guess that would be a problem for another day :P
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Showing 1-7 of 7 comments
Sheko Mar 28 @ 8:20am 
I turned hardwood priority to high and they started stocking my stockpiles with hardwood logs and long sticks. Might be your solution?
Jibaro Mar 28 @ 10:04am 
Always make 3 tools for each one, set a WH near to collect what they do and set properly the task.
Aurelius Mar 28 @ 2:36pm 
Concur with previous posts, and:
1) Warehouse adjacent to carpenter with slots for input and output is important. Transit time will drag everything down if they have to run a long way.
2) Set woodcutter priority to hardwood or whatever you're needing.
3) Put your woodcutter close so the carpentry warehouse guy is keeping the input bins topped off.
4) Build dedicated output bins for all finished hardwood. The storage even on a top-tier carpenter is limited and will bottleneck you.
5)You don't need to leave 2 warehouse workers all the time but if you get behind assign another one temporarily to get caught up. This can now go up to four with the improved warehouse, but be judicious and don't overstaff. Wasted labor.
6) When needed, build a second woodcutter and staff it during sprint periods. (Heavy building) You can vacate it and send them back to the builder pool when things are topped off.
7) Keep up with your gathering flags. It won't tell you they've exhausted a given area in the village issues list unless they're 100% out of things to do, so you'd have to happen to see a woodcutter wander by complaining to see if they can't find something. This is also the only way to see if they don't have tools. They won't wander up and find you unless there's nothing else to do, which is rare considering this group can gather like 7 items.
8) As stated before, build redundant tools and make sure your supply chain for broken metal pieces -> rebuild is working well. Consider putting a dedicated tool rack for axes in the carpentry warehouse, with filtering for axes only. Advisable to set a gather limit on those racks, as well, because you don't need 20 iron axes unless you've got a huge village.
Aurelius Mar 28 @ 2:41pm 
Originally posted by Aurelius:
Concur with previous posts, and:
1) Warehouse adjacent to carpenter with slots for input and output is important. Transit time will drag everything down if they have to run a long way.
2) Set woodcutter priority to hardwood or whatever you're needing.
3) Put your woodcutter close so the carpentry warehouse guy is keeping the input bins topped off.
4) Build dedicated output bins for all finished hardwood. The storage even on a top-tier carpenter is limited and will bottleneck you.
5)You don't need to leave 2 warehouse workers all the time but if you get behind assign another one temporarily to get caught up. This can now go up to four with the improved warehouse, but be judicious and don't overstaff. Wasted labor.
6) When needed, build a second woodcutter and staff it during sprint periods. (Heavy building) You can vacate it and send them back to the builder pool when things are topped off.
7) Keep up with your gathering flags. It won't tell you they've exhausted a given area in the village issues list unless they're 100% out of things to do, so you'd have to happen to see a woodcutter wander by complaining to see if they can't find something. This is also the only way to see if they don't have tools. They won't wander up and find you unless there's nothing else to do, which is rare considering this group can gather like 7 items.
8) As stated before, build redundant tools and make sure your supply chain for broken metal pieces -> rebuild is working well. Consider putting a dedicated tool rack for axes in the carpentry warehouse, with filtering for axes only. Advisable to set a gather limit on those racks, as well, because you don't need 20 iron axes unless you've got a huge village.
9) With woodcutters, make sure you're adjusting your gather limits on the woodcutter house storage; If they fill the storage bins with common wood they will not gather any hardwood at all.
8a) Don't forget redundant planing knives.
Aurelius Mar 28 @ 2:45pm 
Originally posted by Aurelius:
Originally posted by Aurelius:
Concur with previous posts, and:
1) Warehouse adjacent to carpenter with slots for input and output is important. Transit time will drag everything down if they have to run a long way.
2) Set woodcutter priority to hardwood or whatever you're needing.
3) Put your woodcutter close so the carpentry warehouse guy is keeping the input bins topped off.
4) Build dedicated output bins for all finished hardwood. The storage even on a top-tier carpenter is limited and will bottleneck you.
5)You don't need to leave 2 warehouse workers all the time but if you get behind assign another one temporarily to get caught up. This can now go up to four with the improved warehouse, but be judicious and don't overstaff. Wasted labor.
6) When needed, build a second woodcutter and staff it during sprint periods. (Heavy building) You can vacate it and send them back to the builder pool when things are topped off.
7) Keep up with your gathering flags. It won't tell you they've exhausted a given area in the village issues list unless they're 100% out of things to do, so you'd have to happen to see a woodcutter wander by complaining to see if they can't find something. This is also the only way to see if they don't have tools. They won't wander up and find you unless there's nothing else to do, which is rare considering this group can gather like 7 items.
8) As stated before, build redundant tools and make sure your supply chain for broken metal pieces -> rebuild is working well. Consider putting a dedicated tool rack for axes in the carpentry warehouse, with filtering for axes only. Advisable to set a gather limit on those racks, as well, because you don't need 20 iron axes unless you've got a huge village.
9) With woodcutters, make sure you're adjusting your gather limits on the woodcutter house storage; If they fill the storage bins with common wood they will not gather any hardwood at all.
8a) Don't forget redundant planing knives.
4a) Beware of prioritization when you have the dedicated output bins built; If the warehouse guy is on top of things he'll be pulling, for instance, wood posts and the carpenter will be producing them back-to-back-to-back until the house and warehouse storages are full, based on where a given item sits on the priority list. This can bottleneck if you're targeting a specific item for a building, for instance; All their effort is going into the one thing on the top of the list.
soulphreak Mar 29 @ 12:12pm 
thanks for all the advice guys, but i still don't get how to set up the hardwood tasks.

i have a task for every one of the 4 hardwood items. but it doesn't matter if i set the amount to 1 or whatever, my guys are producing 1 beam for example, the warehouse guy takes the beam away, so my carpenter produces another beam. and another. and so on. and never gets to his second task.

so i am always missing 1 or 2 of the 4 hardwood crafting items with my 2 carpenter setup.

since we are on the topic of wood, i have another question... :) regarding firewood.

i need firewood for coal. if i set the priority for firewood to low, my iron bloom guys are using all my coal and i am running out.

if i set the firewood task to mid/high, my woodcrafter guy is not going out to chop down tree stumps (as he should with the update)... he is chopping down the hardwood logs my other 2 guys are cutting down... :)
Aurelius Mar 30 @ 10:59am 
Originally posted by soulphreak:
thanks for all the advice guys, but i still don't get how to set up the hardwood tasks.

i have a task for every one of the 4 hardwood items. but it doesn't matter if i set the amount to 1 or whatever, my guys are producing 1 beam for example, the warehouse guy takes the beam away, so my carpenter produces another beam. and another. and so on. and never gets to his second task.

so i am always missing 1 or 2 of the 4 hardwood crafting items with my 2 carpenter setup.

since we are on the topic of wood, i have another question... :) regarding firewood.

i need firewood for coal. if i set the priority for firewood to low, my iron bloom guys are using all my coal and i am running out.

if i set the firewood task to mid/high, my woodcrafter guy is not going out to chop down tree stumps (as he should with the update)... he is chopping down the hardwood logs my other 2 guys are cutting down... :)

Regarding the production priorities:
Agreed, if there's open storage and the warehouse guy is keeping up, they'll fall into a sink where they're only producing one item for extended periods. This will require you to actively manage priorities and gather restrictions if you need to target a specific item.
At the woodcutter, as you know, you can bump an item up the priority list.
In the warehouse, you can temporarily turn off gathering a given item to prevent them from overstocking for a given bit.
If you want to throttle, set a gather limit on the warehouse storages so they're only caching two of a given item rather than 20 or whatever. This will keep the hyper-focus down because your available storage will fill more quickly. You can turn these back up if you're not building for a while so your cache will fill. Via this method you can also utilize fewer bins, if you choose, because you can build one for large carpentry items, then set limits on the bin so that your worker will only fill it with half of each, planks and posts. The other hardwood items are 1:1 with bins so this is limited to those two items, unfortunately, but you can set gather limits on those as well via the same mechanic.

Regarding firewood gathering - I haven't seen them breaking down logs and whatnot to gather firewood as long as it's available elsewhere, but I 100% acknowledge I don't understand how the stump gathering works yet - if this is prioritized below breaking down other materials, implicitly, then that needs to be fixed for certain.
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Date Posted: Mar 28 @ 6:54am
Posts: 7