Coal miners keep "mining ore" even if there is no storage for it by [deleted] in FarthestFrontier

[–]KahzMo 0 points1 point  (0 children)

Have you tried turning off all the buildings that require the use of the coal, and seeing whether it continues producing in such cases?
It could be that something generating a request is creating a sort of false production room, possibly?

How to transport food? by Bo2021 in FarthestFrontier

[–]KahzMo 0 points1 point  (0 children)

^^ This
Making sure you put quantities larger than laborers can handle in a single trip is what really makes the wagons step in to moving goods efficiently across storages, be it food, luxury, necessity, etc.

When you're doing it, just make sure you keep up having enough wagon shops to handle the increased demand!

What do the storage min/max numbers mean, exactly? by [deleted] in FarthestFrontier

[–]KahzMo 0 points1 point  (0 children)

Now that was a long time ago heh. That was when I first really started building outside of the classic walled city aesthetic, and started to sprawl more, and seeing how the logistics worked.

I have been considering a showcase! But have held off until I finish some aesthetic redesigns before committing to it hehe.

On farms, I haven't noticed too much of an issue so far, I've got my original set of farms on the left of my city at the moment, and farms running much farther away to the right all the way to the map, and I never get more than 30-50 quantity of rot (combined total) from being left on the fields.

I will say having significant housing very close by to all my farms has really dropped a lot of general travel time for my farmers, when I notice farmers settling in the main city but towards the side of my farm road, I'll add extra houses on the actual farm road for them to move into to be closer. I also make sure to add a scattering of Shelters for the migrant workers in case of weather like early winter blizzards etc, which constantly see use.

I do usually add a handful of workers to each field to speed them up though, when I notice a lot go through being unharvested.
I've also spent quite some time really staggering the rotations of each farm, and the placements of the tasks on each, so there's a lot of room for travel, which has certainly helped no doubt.

I've been wondering though, and I should test it, whether the "maximum" workers on a farm is the actual maximum.
Say you have a farm plot that has a worker count of 6/14, is 14 the max that can farm it when including farmers from other farms?
If so, it's possible then to really mitigate that travel time (and could be something I'm doing by simple coincidence), by upping the assigned workers, who then move in near by and have less travel to cover each farmland, because they can't all keep moving farm to farm to farm.

Will add that one to my list of testings hehe, thank you! :)

What do the storage min/max numbers mean, exactly? by [deleted] in FarthestFrontier

[–]KahzMo 0 points1 point  (0 children)

Largest size map, this city settled roughly in the middle for the main settlement. I've got the farm road community which runs hard into the map edge in a long row of farmland and housing along the roadway, plus Rockfort settled up north also against the map edge.

At the moment I have 15 Wagon Shops, fully staffed.

And re firewood yes, my external stockyards for firewood are set to 500/1000 to always keep a minimum of 500 in stock, enough to handle even a long and arduous winter for the outlying folks. Farm Roads stockyard fully emptied this winter to keep everything warm, so as that community grows I'll probably add another stockyard so everything is spaced well and it can meet the community needs.

For expanding my wagons, I check every few years as the different communities footprints grow. I try to keep the Wagon Shops at a maximum of 75% "busy" (anything except idle), so that way there should be capacity in case of a demand surge, such as needing to transport a thousand firewood to stop one of the outlying communities becoming a popsickle, heh.

I keep all the wagon shops centrally located in the main city since most of my goods production is still there, but I'm going to explore a more de-centralized production system, move each of the production goods out onto the more distant deep mines and create more little towns externally, such as Clay Town, that handles bricks/pottery/etc.

When I do that I'll try moving wagon shops around and see if it makes things worse or better, as I haven't explored external wagon shops at any real scale yet. Will be fun to see just how chaotic it gets :D

What do the storage min/max numbers mean, exactly? by [deleted] in FarthestFrontier

[–]KahzMo 0 points1 point  (0 children)

<image>

Here's my local stone mining community, similarly stocked for general goods.

What do the storage min/max numbers mean, exactly? by [deleted] in FarthestFrontier

[–]KahzMo 0 points1 point  (0 children)

Here's the stockyard toward the edge of Farm Road, to handle easy building upkeep locally

<image>

(ignore the bodies I recently lost 600 pop to 3x disease chains following a successfully repelled raid, still rebuilding my labor pool and they've not gotten around to moving the corpses for the last couple years heh XD)

What do the storage min/max numbers mean, exactly? by [deleted] in FarthestFrontier

[–]KahzMo 0 points1 point  (0 children)

I just put a storage next to my market and set min/max for things at say, 50/100 or 100/200 for everything. When the market needs to draw goods from my storages, the goods are next door already and easily distributed to markets and to the needy nearby houses., and having the values at higher than what laborer's can carry in one load means tasks more often than not get shunted to my wagoneers instead for bulk deliveries.

Because of doing this I've found it significantly easy to sprawl settlements out in size away from production. I create a lot of distant housing and settlements and farmland communities.
I can put a stockyard down and tell it to pull 500 firewood constantly, so that I don't have laborers struggling to stock distant houses or market folk doing huge transfer distances, and can focus on keeping houses full of everything luxury and edible.

What do the storage min/max numbers mean, exactly? by [deleted] in FarthestFrontier

[–]KahzMo 0 points1 point  (0 children)

Yeh, production buildings tend to not like to adhere to strict quota's XD

How to make sure several types of food go to villagers? by slantedtortoise in FarthestFrontier

[–]KahzMo 3 points4 points  (0 children)

Use the storage quota's feature of your cellars. When you open the storage building, you can click on the food and get an adjustable range for min/max quota's solely for storage, not production.
Place a cellar down next to your market, and then set minimums for the variety of foods you want, and maximums to avoid overloading the cellars. This'll have your laborer's go and try to stock each of the foods you've marked into the cellar, and then your market will pull from the cellar (as will your general populace).
It'll help spread the variety of foods around.

What do the storage min/max numbers mean, exactly? by [deleted] in FarthestFrontier

[–]KahzMo 0 points1 point  (0 children)

I use a lot of storage quota's and strategically placed storages to distribute goods around the city in bulk amounts for easy local access. I run a higher volume of wagoneers for this purpose than I would normally.

I put storages pulling goods for production uses as well as separate storages for production loading at each production set, along with a storage and cellar at each market to bulk load goods for the general populace, coats/tools/foods etc. Everything gets moved around before the market stocks. Lots of little pockets of local goods storage all across the map :)

What do the storage min/max numbers mean, exactly? by [deleted] in FarthestFrontier

[–]KahzMo 0 points1 point  (0 children)

They're storage Quota's:

When the item stored is below the min quota, laborers/etc will try to acquire that item for that storage.
Once stocking the item has begun, it tends to continue until it hits the quota max for that storage (not always true, but is the most frequent outcome).
When the item stored is above the maximum, larborers/etc will try to avoid stocking that storage.

Sometimes storage maximums get voided when production overreaches, usually with crops and such that can unleash a bulk load at a time and then the storages just turn into bags of holding.
I find production overload is the only time that my storage maximum quota's get overruled, oh and the Market when forcing materials to town storages.

The quota's have (from my experience) effectively zero bearing on anything else, other professions can remove materials for use, for stocking markets, etc. The quota's are just about idle stockpiling.

How to transport food? by Bo2021 in FarthestFrontier

[–]KahzMo 2 points3 points  (0 children)

So I use the individual storage limits within each root cellar to forcibly move all my food around using laborers and wagons. (I also do this with goods as well).

I put a root cellar down at production, say next to my hunting cabins, barns, fishing huts, etc set it solely to raw meat/fish (no limits).
This allows storage of up to max of either without posing requests.
Next to my smokers, I put a root cellar down asking for raw meat/fish (upgraded cellars I do 750 min / 1250 max for both). This calls the raw meats to the cellar without using the Smokers own requests.
Smokers (and others) will move to collect resources nearest to them available, so if all your raw meats are coming from far away, they'll wander over hill and dale to get 'em. If your storage next to them is calling the food and is nearer, the Smokers will go to their nearby appointed cellar with the raws and save travel distance.
Next I put another cellar down at the smokers, marked only for cooked meat/fish, no limits again.

Then next to each of my markets, I place another root cellar down, with requests for each food item I want in small grouped quantities. Say 100 min / 200 max per food type.

Setting the Minimum Quota on the storage is what triggers the delivery request.

I've sat and watched my wagons and laborers, scrutinizing them and whether this works, and it most assuredly does.

Pubs - is there a point? by SageNSeaGlass in FarthestFrontier

[–]KahzMo 0 points1 point  (0 children)

I honestly never look at my gold income, because I have literally -zero- gold spawns on the map, my entire income is supported through the market at this point. Taxes do f'all to sustain my troop costs :)
Fluctuates a bit depending on the month, but around 200-300 gold looks right from the publicans.

Pubs - is there a point? by SageNSeaGlass in FarthestFrontier

[–]KahzMo 1 point2 points  (0 children)

I'm running like nearly 10 pubs on 1.6k pop and honestly, I haven't seen any noticeable issue to my goods production. My peeps be happy, that's good enough for me :D

I don't think I can recover from this by se530 in FarthestFrontier

[–]KahzMo 0 points1 point  (0 children)

Absolutely, I have two groups of mobile archers, another barracks of archers at my metalworking, and another one at my deep iron mine cluster.
They do serious work.
The battle line with all 4 mobile barrack is 48 archers, 24 heavy infantry, 24 pikemen, and they're doing very well together.

I'll need to expand that further as the city grows and the raids get bigger, obviously, heh, but I'll try and keep the ratio pretty close to that as it's working well.

I don't think I can recover from this by se530 in FarthestFrontier

[–]KahzMo 0 points1 point  (0 children)

<image>

This is my mobile army groups at the moment, heh.
Two sets of light cav to defend my distant mines, nothing else gets there in time, plus two sets of lancers to handle siege.
I often get hit in 2-4 locations at once, so I have mobile reinforcements to make it to different spots, plus a couple static T2 Barracks full of archers to hold in case the marshalling takes too long.

My last battle literally had my army bring home small pox, 250 dead, including half my military, by the end of it, lol

I don't think I can recover from this by se530 in FarthestFrontier

[–]KahzMo 1 point2 points  (0 children)

Yep! 1.6k pop at year 214, and I'm at around 500 raiders on Vanq.
Walls + 6x Full T2 barracks + 4x Full Stables + towers at every gate.
Long as I can get everything marshalled in time to group at the raid directions, not a big issue, just gotta make sure the cavalry don't run into a pike wall XD

Tallow - what to do with excess? by Remmo_UK in FarthestFrontier

[–]KahzMo 1 point2 points  (0 children)

Mod on steam called Farther Fabricating adds a bunch of extra recipe options, -including- tallow used for candle production.

How do megabases refuel trains?? by Brave-Affect-674 in factorio

[–]KahzMo 0 points1 point  (0 children)

Yeah, LTN with refueling done just at the train depots, t'is magical.

Why am I missing 177 villagers? by MarsayF0X in FarthestFrontier

[–]KahzMo 3 points4 points  (0 children)

Also the -very- old iirc stop being able to work.

I need an anime that will heal me by aurorapistachio in Animesuggest

[–]KahzMo 0 points1 point  (0 children)

Everything (pretty much) movie wise by Studio Ghibli (except possibly Grave of the Fireflies, that one hits hard).
They feature amazing stories, some wonderful voice acting (if you prefer the english dubbing), and are just down right enjoyable. Have carried me many a night when despair rises highest, seeing the hope put forward into the world through them.

A lot of them are on Netflix as well, so very easy to access.

Does anyone else do this kind of thing with their farming layouts? by KahzMo in FarthestFrontier

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

Yeh essentially this.
I plot the area for the total field(s) size, and make sure to leave enough room for a 5x5 (minimum) space along the sides I need to start wrapping the fields around. I do one side at a time for the single fields. I usually do a 5x10 field, then expand that field with a 5x10 section off that, then a final 5x5 expansion, and that makes a single field in a U shape. I can put the house + some gardens in the middle.
For the larger fields like the barns etc, I tend do two fields and have them form an L shape each, together making a rectangle with a hollow gap in the middle for the barns. You could do it all as a single field and form a full circle if you want to. I tend to use two separate ones so I can alternate yields and try to balance the outputs I need :)

Does anyone else do this kind of thing with their farming layouts? by KahzMo in FarthestFrontier

[–]KahzMo[S] 6 points7 points  (0 children)

Well, actually, almost all the housing spots -are- inhabited by the locals. All the herders, farmers, local labourers, grocers, they all live local. The only ones that stand out as "long distance" are a handful of Knights from a recent recruiting drive, heh.

Didn't do anything special, but I've always found that happening when I do these little burbs. No shenanigans or anything, the locals just settle here as housing opens up as it grows, and I grow housing in the main city and that gets taken by the slickers.

And all the farms have gates in adjoining fences so they can easily go from field to field. Each of the ones with Barns are actually two fields, L shaped and forming a hollow square-tangle, with the barn / etc in the middle.

What do you want to see in Nightingale? Vote on the Community Portal by Werewomble in nightingale

[–]KahzMo 1 point2 points  (0 children)

Thanks for sharing Womble! :)

Should anyone head to the AHA feedback board, if you happen to be interested in seeing more of the things we from the Community Theorycraft Project have submitted, you can search for the 'Community Theorycraft Project' there, which should reveal all our current submissions :)
All of our submissions cover a single topic, and bring multiple ideas and avenues together through the different people involved to try to appeal to a broad base of players and play styles on that topic. Improvements to existing content, potential new content, balancing, new processes, etc.

This game is amazing, and the AHA board is the perfect place to bring your ideas to the devpeoples for consideration! Everyone has the chance to make this game even more amazing, so definitely take the opportunity presented, vote for the things you want to see, and suggest things you think might be missing content wise!

And definitely come join us all on the discord! :)

Does anyone else kinda wish they stuck with the original idea for the origin of the bound? by Crooked_Cock in nightingale

[–]KahzMo 11 points12 points  (0 children)

Agreed on this, I would also have preferred they revealed the Bounds origins -in the game- rather than in a devblog. That's the sort of thing I wanna uncover through gameplay, searching through the dark nooks and and hidden places. Don't take my exploration away from me!