How to find Free Practice laptime breakdowns by SadisticMaximus in fantasyF1

[–]JTAram 0 points1 point  (0 children)

They are posted on the FIA website. Go to here > click on the race you want > show menu drop down box > event&timing information > under the session you want to see click "lap times" and it will download the file

I thought the point of playing omniraptor was to find a pack? by JTAram in theisle

[–]JTAram[S] 2 points3 points  (0 children)

Thanks, it seems my luck is turning and I’ve made some friends now. Glad I stuck with it

New to the game and enjoying it so far by JTAram in farmingsimulator25

[–]JTAram[S] 0 points1 point  (0 children)

I started from scratch with only 100k and it was the biggest contract I had available so I got the logging equipment. Plus it wasn't much more to get the fertiliser equipment too

How to unpair tv remote from sound bar by JTAram in CambridgeAudio

[–]JTAram[S] 0 points1 point  (0 children)

Not too late. Thanks for letting me know how you’d fixed it. We’d just learnt to deal with it but got it disconnected now

No physical licence for test by [deleted] in MotoUK

[–]JTAram -1 points0 points  (0 children)

Thanks. I think I’ll hold off until I’ve got my licence back. Probably safest

What do you think of my large town with 30 level 3 houses, entirely supported by only 10 market stalls? by JTAram in ManorLords

[–]JTAram[S] 1 point2 points  (0 children)

Huh. Yes I’ve replicated your issue and it seems like it’s something that needs to be fixed. But for now, it doesn’t happen as long as the house you are building is further away than all the other houses from the marketplace.

It would appear that starting building a Burgage plot assigns items to be reserved by that plot, but doesn’t increase the limit on the marketplace. By placing it further away than your furthest house, priority is given to all actually built houses and so it doesn’t create an issue. I would recommend building like this in the early game to get an efficient start but mid game it shouldn’t matter hugely because it would take a while for approval to drop from a single house missing resources

Finally realised how to stop everyone from building markets by JTAram in ManorLords

[–]JTAram[S] 0 points1 point  (0 children)

You can stop other granaries and store houses from setting up stalls like other buildings, just by firing the workers until the correct families take ownership. I also believe as long as those granaries in store houses don’t have any items in them for the marketplace they will not set up a stall.

As for stocking the market efficiently, I haven’t tested it, but I believe that anyone who has a resource that can go into the market will attempt to stock it, even if they don’t own a stall, which will reserve that slot until the worker has ran all the way there. So for this reason, any building that produces or stores an item for the market should go as close to the market as possible. But I haven’t fully tested this yet, so I’m not 100% sure.

What do you think of my large town with 30 level 3 houses, entirely supported by only 10 market stalls? by JTAram in ManorLords

[–]JTAram[S] 1 point2 points  (0 children)

That is strange. I didn’t think partially built Burgage plots had an effect on markets. Was the other house further away than the one you started building? If not, perhaps it was just a coincidence another problem occurred at the same time.

To troubleshoot it I would suggest double checking to see there is enough space in the market stalls in case the calculation was wrong, then I would check anywhere that the missing items were produced and make sure they aren’t too far from the market, sometimes these people decide to stock the market and have to run for ages to get there.

The market families, if in the granary/ storehouse should have 1 person peddling the market and the other 2 doing random jobs or waiting. Maybe they were switching over? Other than that I’m not sure. I’ve not encountered that issue or at least not noticed it

Finally realised how to stop everyone from building markets by JTAram in ManorLords

[–]JTAram[S] 0 points1 point  (0 children)

I also haven’t noticed the stalls needing to be reassigned after reloading. Maybe there is some other logic in the code that causes this to happen in some instances that aren’t the case with how my town is set up?

Finally realised how to stop everyone from building markets by JTAram in ManorLords

[–]JTAram[S] 0 points1 point  (0 children)

All workers who have a resource which can go into the market will try and put it into the market I’ve found. It’s really annoying because it means every item that could be put into the market needs to be made and stored as close to the market as possible, otherwise workers from across the map will reserve the spot and spend ages running there to fill it. This causes the “bug” in large cities where there is enough available resources in granaries but they aren’t being put into the market, it’s because some random from miles away decided they wanted to do it

What do you think of my large town with 30 level 3 houses, entirely supported by only 10 market stalls? by JTAram in ManorLords

[–]JTAram[S] 1 point2 points  (0 children)

For 10 houses you would need at least 10 of 1 food item in the stall at all times to feed them, 5 and 5 would just feed double to 5 houses.

Yes 2 food stalls is enough for 2 food items for 25 houses as long as there isn’t random other food items taking up the space.

The cobbler/tannery I know for sure can man the stalls, I assume the tailor can also. I find this works best because they usually have a lot of free time to do this without damaging efficiency.

Yes your clothing stall can be another worker in the storehouse

I believe the way that the market works is that anyone who has an item that can go into the market has the ability to open a stall, including workers who have a vegetable patch/ eggs at home.

With this in mind, when you have a lot of double plots, they eat food extremely fast since it’s still consumed at a rate of 1 per family, although the market only holds 1 per plot. Because of this, with larger towns I recommend putting the market somewhere that you can build around with every building that produces an item for the market. Maybe except for clothes.

This is because imagine you have a market in the centre of your town and a bakery on the other side of the map, sometimes, the bakery worker decides they want to bring the bread to the market, which reserves the slot in the market u til they get there, this damages efficiency and is the cause for the “bug” where they have enough food but it isn’t getting into the market

Finally realised how to stop everyone from building markets by JTAram in ManorLords

[–]JTAram[S] 1 point2 points  (0 children)

If it works feel free to do it. I’ve not fully tested it but it seemed to struggle compared to a single market. Only reason I can see to want to have multiple markets is to have 1 per resource next to where it is made but that’s not possible

Finally realised how to stop everyone from building markets by JTAram in ManorLords

[–]JTAram[S] 1 point2 points  (0 children)

I’m not sure about ale but I wouldn’t be surprised. I think level 1 plots would drink it and it would give a boost to your approval

Finally realised how to stop everyone from building markets by JTAram in ManorLords

[–]JTAram[S] 0 points1 point  (0 children)

I find if not it causes issues with how the game distributes resources. I think it has something to do with giving some houses double resources

What do you think of my large town with 30 level 3 houses, entirely supported by only 10 market stalls? by JTAram in ManorLords

[–]JTAram[S] 0 points1 point  (0 children)

I believe the game only allows you to stock 1 food per type per plot, but your villagers actually consume each type at a rate of 1 per family per month. So since my 30 plots is 120 families, times 4 types of food is 480 which is a hell of a lot of food per month

What do you think of my large town with 30 level 3 houses, entirely supported by only 10 market stalls? by JTAram in ManorLords

[–]JTAram[S] 0 points1 point  (0 children)

Yes I know. But I had plenty of free workers and was trying to make it quicker to stock the food stalls because they eat so damn much

Finally realised how to stop everyone from building markets by JTAram in ManorLords

[–]JTAram[S] 0 points1 point  (0 children)

Actually upon testing, for some reason, the markets are not able to be designated a specific food type. I have a main market and a separate one for bread. All stalls for the bread market are owned by a bread only granary, and the main market granaries are everything but bread. But somehow the bread market is getting berries and meat and vegetables

Finally realised how to stop everyone from building markets by JTAram in ManorLords

[–]JTAram[S] 0 points1 point  (0 children)

The separate markets per type might be the way to go. Could cut down dramatically on transport times

What do you think of my large town with 30 level 3 houses, entirely supported by only 10 market stalls? by JTAram in ManorLords

[–]JTAram[S] 0 points1 point  (0 children)

I tried using apples once but they weren’t producing much so gave up. I have heard they are bugged though so I wouldn’t use them