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RK Editor's Choice - Any guide to Stockpile types?

Started by illys, November 25, 2018, 05:46:54 AM

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illys

Hi! I just downloaded RedKetchup's Editor's Choice mod, and am loving it so far. :) I'd like to ask if there is any posts / charts / guides to, for example, pairing stockpiles with the industrial buildings? I'm experimenting so far, and have always loved the specialised stockpiles for streamlining things (this collection mod sure ups things a notch).

smurphys7

Are you looking for a list of items and which items are which category?

Are you looking for general tips on how to best use these stockpiles for efficiency?

RedKetchup

i am sorry there is no chart for RKEC ...

which info you are searching ?
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illys

#3
>Are you looking for a list of items and which items are which category?

Yes, a list of what is in each category would work nicely!
I'm posting specifically about the grouped/ specialised stockpiles.
These specifically:


I'd like to work out how to use them effectively.

Thanks for your reply, RK. :)


I ran into an issue with my Forester hut today-

Looks like the forester is collecting everything inside the building's range.

Feature, or perhaps a categorisation issue?
Wonder if it's behaving this way on only my system.

RedKetchup

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illys

Hmm.. Yes and no. I think the best that can be done at this point is a big array of test piles and some good old-fashioned villager-watching.
If I make a document with the types listed (as to which piles what items are put in), might you be able to use it?

brads3

as the forester plants he colects what is in his way. so if a flower happens to be on the space he plants a tree,he collects that flower.it isn't that he randomly picks items up.over time there will be more trees and less of the rocks.when they have time, i do send laborers to clear some of these rocks to help the forester.

   as for the chart or  stategy guide to storage, everyone plays different and has different mods.much is by what your village or map needs.try not to overfill the original storage pile. i usually keep it under 90%. the laborers need space to move items as they clear land for building.they will stop work and slow down constuction projects if they have no where to move items. you have 3 options to solve this. 1> you can lay out another pile on empty space. 2> use a market or material storage to back that pile up. an industrial market or a mineral and log cart helps. remember not all storage will store all items.even now you want that original generic pile to have some room.while you are busy somewhere else it can fill with grass,etc.might not stop all construction but a piece of grass could stop the building you are waiting for. 3> place a firewood storage between the pile and the 1st wood chopper.as the chopper cuts wood,he makes more firewood.if he is putting that into the pile,he will fill it.once he has firewood he cant unload, he stops working.

        we have many options nowadays.RED has expanded his storage sets too. the forest barn storage is handy near forests as it stores so many items.it works super out there.with mods there is very little need for piles except the original start pile.you can however put a stone or mineral storage near the quarries and mines or sand pits.a fuel pile near woodchoppers with a log cart.the cart will give you a worker to carry logs to keep the wood cutter supplied.this will work to speed up the firewood.saves hm running to find logs.an EB small market or RED's material market or some carts can be used to supply a blacksmitth.again much depends on the layout and what you need.

       a lot is by trial and error and as you play you will develop your own style. not all markets are the same.this includes general markets.some will store more food and less materials.some will try to look for materials and have less food in them.marhet vendors do have minds of their own and act differently.  some will help the workers more and others will stand in the cemetary or waunder the woods.some will be content and happy, others will want to quit and replace workers constantly.

            i try to keep extra laborers scattered around the map.these workers will drop items as they go back and forth to their homes.this helps move logs,clothing,firewood,tools,etc to out of the way areas. a laborer or 2 near the forest might drop tools and grain.this can help health and save the workers some time.without this bannies are known to scatter items anyhow.1 way to use it to an advantage.

illys

Excellent tip Brads, thank you very much! :D
I'll be following up on them, just started a fresh village and want to try and hit 500 villagers.

The stockpile issue can be a bugger at first, I've found myself relying mainly on the FireLogs and IronMinerals stockpiles budged up against the relevant industrial buildings, up until this point.

Thanks for explaining the benefits of using the storage buildings as well, I'll start with some right away. Attendants to keep them stocked are a benefit I hadn't thought of. :>

brads3

we do have covers for over the piles.you dont have to send a worker to the suppy markets.the workers will drop items off at them.in the early parts of games,i eave the supply markets without a worker.many times i rotate a worker to keep food moving between several markets. much depends on where you are working in relation to the main pile and markets.