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The warehouse does not collect boards
I moved the sawmill to another place and after moving the porters from the warehouse do not take boards from it. They downloaded it before and there was no problem.
Additionally, I have a problem with porters taking wood from the logging camp. Every time the porter enters it, I get a message that he cannot find the path and leaves the logging camp without wood.
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witur Feb 18 @ 7:31am 
I now know why the porter couldn't collect the wood into the warehouse - it is impossible when the storage place is designated in the built-in part. It's the same with stone. Places for storing unprocessed goods must be in the main (main) part of the warehouse. Processed goods such as boards or polished stone can be stored in the attached space
I have already run into this problem and read of solution. Have done this myself. On camps there will be from 1-4 directional arrows (triangles). This is how the villager enters the camp. If you place it too close to something, or place 2 camps too close the villager will not be able to enter it. I have done this with logging camp and saw mill. Also did this with a miners camp... put the arrow right next to the pile of iron. I have also placed or crowded things too tight. Lots of room to spread out... give the villagers the room to move.
Originally posted by bruenor3624:
I have already run into this problem and read of solution. Have done this myself. On camps there will be from 1-4 directional arrows (triangles). This is how the villager enters the camp. If you place it too close to something, or place 2 camps too close the villager will not be able to enter it. I have done this with logging camp and saw mill. Also did this with a miners camp... put the arrow right next to the pile of iron. I have also placed or crowded things too tight. Lots of room to spread out... give the villagers the room to move.

This! A lot of people make the mistake that if a building has multiple entry triangles, those entrances are redundant and the building can still function if one or two are inaccessible. This is completely wrong. Each entry serves its own function, and having any entry inaccessible can cause the building to stop functioning. The warehouses are a good example, each entrance directly corresponds to one of the 4 storage locations. Having one entrance blocked would disable having anyone store or remove goods from that slot.
Originally posted by Wantoomany:
This is completely wrong.
Not completely. A market stall has two triangles for the vendor entrance, but you only need one of them. The butchery has two entrances, one is essential the other is optional. There are probably more examples. Triangles are also markers for workplaces and farm animal spawn points. Doesnt change the general advice though:
NEVER block the arrows, unless you know exactly how each of the arrows relate to the buildings function. Or in other words: NEVER block the arrows.
Originally posted by Feral Grumpicorn:
Originally posted by Wantoomany:
This is completely wrong.
Not completely. A market stall has two triangles for the vendor entrance, but you only need one of them. The butchery has two entrances, one is essential the other is optional. There are probably more examples. Triangles are also markers for workplaces and farm animal spawn points. Doesnt change the general advice though:
NEVER block the arrows, unless you know exactly how each of the arrows relate to the buildings function. Or in other words: NEVER block the arrows.
The weaver have 1 entrance, 2 work places and 2 storages all around the building, but only 1 arrow. If you block one, you will have a path alert.
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Date Posted: Feb 17 @ 9:08am
Posts: 5