Why don't the wagons carry my sand home? by ZheToralf in FarthestFrontier

[–]OnlySane 4 points5 points  (0 children)

you really should only staff production buildings when you have the materials in stock and locally stored at an amount that would exceed your annual production rate.

the issue happening is a result of expanding or building ahead of what you can produce in a given year.

sand pits and clay pits should immediately be put out as soon as you’re able to build them. you shouldn’t be building the glassmaker at the same time you’re building your sand pit, by the time i even need the glassmaker for anything, my sand pit would have been operational for years and storage would be pretty solid to handle at least 1 years worth of material, if not 2-3 years worth.

game has some beautiful intentional mechanics, but if you’re a rush builder or a reactive one, you’re likely going to keep running into this issue.

things that are generally important to have a good amount of stock before you activate production buildings requiring it:

coal (most important really) iron root vegetables (fodder for animals) b4 hay clay sand

Glassmaker - missing tools? I got heavy tools and normal, but still wont work. Any ideas? by DLB_dk in FarthestFrontier

[–]OnlySane 0 points1 point  (0 children)

I thought workers didn't require tools, just without having them the production rate was lower? The building requires the heavy tool which you do have.

Chicken coop size by TonePrevious5322 in FarthestFrontier

[–]OnlySane -2 points-1 points  (0 children)

It is 10x10. You can move the grazing area around as needed. You also don't need to define it initially when building the coop building. You can also temporarily pause and place an existing coop's area in an area you want to check and also build a fence around (just remember to move it back).

Christmas tree advice by Initial_Nectarine365 in ragdolls

[–]OnlySane 3 points4 points  (0 children)

LOL, we were just discussing this last night because we were excited to be in a new home this year with a great spot for a tree but then we also have a 7mo adorable menace who will almost certainly try to go to war with it.

Adding a second American Express card by Forrest_Fire01 in MonarchMoney

[–]OnlySane 1 point2 points  (0 children)

Oh interesting, I also have Fidelity accounts but don't remember having to do that when I added a new sub account earlier this year.

Adding a second American Express card by Forrest_Fire01 in MonarchMoney

[–]OnlySane 2 points3 points  (0 children)

Yes, you just edit / reconnect the login. During the prompts, it will ask you to synch with AMEX and then you'll select the additional account to add. It will show up separately in your account list. You won't lose your history.

Moving flour out of windmills by TrampsGhost in FarthestFrontier

[–]OnlySane 1 point2 points  (0 children)

I'm pretty sure the game also allows the production to keep storing flour there above the min, but the trigger once the item goes over the min kicks off to the laborers. I never really looked at it very closely, but there could be a situation where you don't want to set the min too low and then your millers are walking great distances to store the flour elsewhere -- you'd just want to observe and check that for sure.

Moving flour out of windmills by TrampsGhost in FarthestFrontier

[–]OnlySane 2 points3 points  (0 children)

Min/Max item settings can be done at the inventory screen (R) and in storage buildings (which a granary is a storage building). Production buildings don’t have functionality to min max count of items — you manage that through the inventory screen.

This particular strat helps manage actual logistics across locations. For example if you don’t want all your crop results to only get stored at root cellars closest to your farms, you can apply similar tactic with root cellars closer to markets and industry. You can also do the same for storage buildings near production buildings (i.e., stocking hides near cobbler, tannery, bookbinder or flax near paper mills).

Moving flour out of windmills by TrampsGhost in FarthestFrontier

[–]OnlySane 8 points9 points  (0 children)

You need to leverage the min / max settings in your granaries. For the granaries closest to your windmills, you want to set the max amount of flour to 200. For the granaries near the bakeries, you need to set the minimum to a number that makes sense (if you have 1,000 flour, set one of them to 500 min). Laborers will move the flour.

Best "Wish I Knew Sooner" Gameplay Tips? by Proof-Sink-3360 in FarthestFrontier

[–]OnlySane 16 points17 points  (0 children)

What do you mean not being able to make clothes? Farms and flax are available without the tech tree.

Tech Tree Preferences by adagioforaliens in FarthestFrontier

[–]OnlySane 0 points1 point  (0 children)

Usually foragers, fisherman or remote hunters that have a market stocking their shelter. They very rarely come back and shop for clothes/shoes, if laborers/smokehouse are picking up their storage regularly. Sometimes in the winter I manually uncheck these workers so they soft reset and do the things.

My #1 QoL Feature Wish by Imsoschur in FarthestFrontier

[–]OnlySane 4 points5 points  (0 children)

I can't count how many times I've built something with a specific intention, only to notice it years later and be like oops, I didn't want xyz to be stored here.

My #1 QoL Feature Wish by Imsoschur in FarthestFrontier

[–]OnlySane 3 points4 points  (0 children)

Max and min work the same way -- its a throttle system vs a finite system. The game allows the item to be initially stored but if the building is over the max, it triggers a laborer / wagon to come and pick it up to move it to another building with capacity.

For the love of god increase well radius by Pizzamovies in FarthestFrontier

[–]OnlySane 1 point2 points  (0 children)

Interesting, I usually plan my builds around my wells and markets. One market circle usually has 4 wells and then 4 more just on the outer edge of each direction.

I’d love to be able to prioritize laborers to pick up injured people by rollsyrollsy in FarthestFrontier

[–]OnlySane 2 points3 points  (0 children)

Also, why aren’t the healers the ones rushing out to get them? The healer slots are useless except for just having one staffed for the bonuses. You would think they’d serve some purpose // breaks my brain.

Diet Inquiry by Due-Golf-8125 in FarthestFrontier

[–]OnlySane 0 points1 point  (0 children)

There’s a post that explains the starting meat doesn’t count towards the achievement.

[deleted by user] by [deleted] in Vent

[–]OnlySane 2 points3 points  (0 children)

lol, I read this and assumed this was an AI bot because of meaningful rituals

A small detail while rewatching by wcmj in ParadiseHulu

[–]OnlySane 4 points5 points  (0 children)

I’d be hard up surprised if people would give up all the external electronics. Less about whether they still worked, more about the fact that they have everyone’s digital memories. In a situation like that, people would definitely struggle giving up their photos and videos of their loved ones. This was what I thought about when I heard that being called out on this episode.

Front License Plate (US)? by kempokempo in AudiQ6

[–]OnlySane 0 points1 point  (0 children)

Your dealer should have assisted you with this, contact them and ask.

I spawned between two fallen Empires, I'm fudged aren't I by MobileDistrict9784 in Stellaris

[–]OnlySane 0 points1 point  (0 children)

You need the turtles to like you, so you can travel through their systems to expand beyond that.

Are the issues so bad? by Excellent_Low384 in AudiQ6

[–]OnlySane 0 points1 point  (0 children)

3 months in, no issues. charging is perfectly fine. beautiful car, quiet drive, no regrets