Pioneers of Pagonia

Pioneers of Pagonia

Bhell Dec 14, 2023 @ 10:38pm
Materials are not moving
As title says, materials are not moving in my colony. If I start a new building materials will be brought to the site but no other materials are moving. I now have hungry mines that won't mine yet there is a tavern with a full output of nutritious meal and a provisiner with full rations.
In the meantime I have sawmills with full outputs and tool workshops and wood workshops forever waiting for the planks from the sawmill.
I also have multiple building claiming the is no guild hall and so they can't hire new staff yet the guild hall is right next to the provisioner.

Has anyone encountered this situation? Is there a way to fix it?
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Showing 1-11 of 11 comments
AyamGila Dec 14, 2023 @ 10:41pm 
same..its pop up storage full and the worker not move at all..even though already make extra storage..
Palicai Dec 14, 2023 @ 10:47pm 
I think you need to check the Guildhall as it is a manual hire for all the professions.

It sounds like you dont have trade carriers, but the game isnt great at explaining what professions do what, its actually bad. No UI info either so its all guesswork.

the miners dont pick up their own food, they need it carried to them(spoiled brats), so you need the right carriers. there are Carriers(normal people), Trade Carriers...ehm, and there is Construction Carriers...what they do is anyones best guess.
volker.wertich  [developer] Dec 15, 2023 @ 12:59am 
You probably build up to the point that all your carriers that move stuff around have been hired into jobs or military units, leaving you without transport capacity. You can see the amount of carriers you have in the top bar interface, and just below you can also see if you have carriers left which are not busy. As a rule of thumb you probably want at least 10% not busy, to make sure they are available in different areas and the walk distances to approach the commodity to carry is not getting too high. If you have a tavern with tables and a market fountain with market stalls containing some food nearby, you will get new population = new carriers.
Originally posted by volker.wertich:
You probably build up to the point that all your carriers that move stuff around have been hired into jobs or military units, leaving you without transport capacity. You can see the amount of carriers you have in the top bar interface, and just below you can also see if you have carriers left which are not busy. As a rule of thumb you probably want at least 10% not busy, to make sure they are available in different areas and the walk distances to approach the commodity to carry is not getting too high. If you have a tavern with tables and a market fountain with market stalls containing some food nearby, you will get new population = new carriers.

Volker, can we have an option to fire people from their jobs, so we can have free carriers again.
This just happened to me on the hardest map and it's really unnecessary that I can't fire people from their jobs to get free carriers again.
Also, it would be nice if you could specify a percentage that is always available as carriers so you don't always have to watch the number.
Bhell Dec 15, 2023 @ 9:57am 
Originally posted by volker.wertich:
You probably build up to the point that all your carriers that move stuff around have been hired into jobs or military units, leaving you without transport capacity. You can see the amount of carriers you have in the top bar interface, and just below you can also see if you have carriers left which are not busy. As a rule of thumb you probably want at least 10% not busy, to make sure they are available in different areas and the walk distances to approach the commodity to carry is not getting too high. If you have a tavern with tables and a market fountain with market stalls containing some food nearby, you will get new population = new carriers.

That was it. I looked through my pops while trying to figure out what was going on but missed those.
I blame the bandits.

Thank you for the help! Time to try this map again.
Condor Dec 19, 2023 @ 4:03am 
Originally posted by volker.wertich:
You probably build up to the point that all your carriers that move stuff around have been hired into jobs or military units, leaving you without transport capacity. You can see the amount of carriers you have in the top bar interface, and just below you can also see if you have carriers left which are not busy. As a rule of thumb you probably want at least 10% not busy, to make sure they are available in different areas and the walk distances to approach the commodity to carry is not getting too high. If you have a tavern with tables and a market fountain with market stalls containing some food nearby, you will get new population = new carriers.

So at this time I have 27 Trade Carriers and Ready for new tasks 7 - but still my Trading Post shows Output Storage Full - trying to finish a Trade offer with another alliance for 185 orders of Raspberries and only a third got fulfilled while I have 90+ other available for trading.

What am I doing wrong?

I'm really enjoying the game but the lack of info is making the game really hard at some point.

Also while completing most of the main conditions of the maps no popup to finish the map or continue working appears - could be useful.
Bloodwing Dec 19, 2023 @ 4:43am 
I don´t know the english name of the building, but i have this problem at the end of the maps . Usually I delete the "Arbeiter-Baracke" ?Work-Barracks? and build additional houses and tavernes. By one map it helps. I don´t see that I had the building of ?Woodrunner? endless continues selected... That the reason of 2 Trade Carriers by ca. 90% map. Why the Work-Barracks is the reason I dont know. But it helps.
Condor Dec 19, 2023 @ 4:46am 
Originally posted by Bloodwing:
I don´t know the english name of the building, but i have this problem at the end of the maps . Usually I delete the "Arbeiter-Baracke" ?Work-Barracks? and build additional houses and tavernes. By one map it helps. I don´t see that I had the building of ?Woodrunner? endless continues selected... That the reason of 2 Trade Carriers by ca. 90% map. Why the Work-Barracks is the reason I dont know. But it helps.

Are you referring maybe to Construction-Camp? The building containing 4 small houses?
eve.nacona Jan 2, 2024 @ 10:05am 
I have my smelting works that has coal but says waiting for materials meanwhile my copper and iron mines say they are stopped due to outgoing being full. checked my carriers based on the suggestion above but it says i have 265 carriers with 217 available for new tasks. Any other suggestions ?
galadon3 Jan 2, 2024 @ 10:17am 
Originally posted by eve.nacona:
I have my smelting works that has coal but says waiting for materials meanwhile my copper and iron mines say they are stopped due to outgoing being full. checked my carriers based on the suggestion above but it says i have 265 carriers with 217 available for new tasks. Any other suggestions ?

Well copper isn't smelted so thats irrelevant, the iron ore should be delivered to the smelting works, the two possible problems I can think of would be:
1. There is no road connection between the mine and the smelter
2. you stopped smelting iron into ironbars and the smelter waits for silver ore
eve.nacona Jan 2, 2024 @ 11:51am 
Originally posted by galadon3:
Originally posted by eve.nacona:
I have my smelting works that has coal but says waiting for materials meanwhile my copper and iron mines say they are stopped due to outgoing being full. checked my carriers based on the suggestion above but it says i have 265 carriers with 217 available for new tasks. Any other suggestions ?

Well copper isn't smelted so thats irrelevant, the iron ore should be delivered to the smelting works, the two possible problems I can think of would be:
1. There is no road connection between the mine and the smelter
2. you stopped smelting iron into ironbars and the smelter waits for silver ore
Thanks for the suggestion - ended up figuring it out.. Turned out to be stupidity on my part and i'll just leave it at that ;)
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Date Posted: Dec 14, 2023 @ 10:38pm
Posts: 11