World of Banished

Conversations => General Discussion => Topic started by: Oenanthe on July 31, 2015, 04:59:22 AM

Title: Markets and Warehouses
Post by: Oenanthe on July 31, 2015, 04:59:22 AM
I can understand that the workers deposit their goods in the nearest warehouse and the  vendors visit the warehouses to get the goods, and finally the people living inside the markets yellow circle go to the market to get what they need.  I normally try and plan a town so that each market has at least 4 warehouses just inside its perimeter, and each warehouse is overlapped by 4 market circles.  (it very rarely ends up that neatly). 

So what I need to know is will the vendors go as far as necessary to find what they need for their market or are they limited to what is in the warehouses inside their market's circle.  If for example I only have 1 blacksmith, will the tools only be available in the nearest market or will the vendors from the other side of the map visit the warehouse next to the blacksmith so that the people near their market don't have to walk across the map to collect a new tool.
Title: Re: Markets and Warehouses
Post by: irrelevant on July 31, 2015, 06:00:33 AM
Quote from: Oenanthe on July 31, 2015, 04:59:22 AM
....will the vendors go as far as necessary to find what they need for their market ....
@Oenanthe, welcome to WoB! Yes, the vendors will go wherever they need to go to keep their market stocked to basic levels, those being approximately 27 logs, 8 iron, 20-30 each of tools and coats, 125 firewood, and some each of every type of food. There may be lots more, for example, of firewood stored in a market if there is a woodcutter nearby, and the market is the nearest storage location.
Title: Re: Markets and Warehouses
Post by: Tilleen on September 21, 2015, 12:36:39 AM
If a wood chopper stores all his chopped wood in a local market rather than a barn, does that mean that other vendors from other market places will not be able access these chopped wood?
Title: Re: Markets and Warehouses
Post by: Nilla on September 21, 2015, 01:51:32 AM
I think so, yes. I have never seen any vendors "steeling" from each other. That's in fact the tricky thing, if you use the NMT markets. They hold a lot of stuff. The vendor that first get his hands on something, put it in his market, that might be more or less full if it has a good location, while others are empty.
Title: Re: Markets and Warehouses
Post by: Tilleen on September 21, 2015, 02:14:46 AM
It would be really good to be able to set maximums for each product or type of product, similar to wide lands, but I suspect there is no facility for that.

It does mean that I will have to have farms and other resource gathering, distributed around the map to help equalize things.

Title: Re: Markets and Warehouses
Post by: Nilla on September 21, 2015, 02:39:16 AM
Quote from: Tilleen on September 21, 2015, 02:14:46 AM
It would be really good to be able to set maximums for each product or type of product, similar to wide lands, but I suspect there is no facility for that.


There are stores where you can order the things you put into it. @RedKetchup made one and there´s also one in the CC. But they work as a trading port. It´s just a store. The citizens have no access to them.

I think I saw some discussion, that it wasn´t possible to have both; decide what is put into the store and a free access for the citizens. I´m sure the "moddlers" can answer that question better.

Title: Re: Markets and Warehouses
Post by: RedKetchup on September 21, 2015, 05:24:18 AM
the trading post UI with the amount of each ressource controlled by the player is very 'tight' and cant be alterated. you cannot even delete the merchant part of it.
and trading post dont let any citizens or professionals to pickup anything from it and will let the world die instead to let anything go ^^

unfortunatly, we cannot have a market with that UI :(
Title: Re: Markets and Warehouses
Post by: Gatherer on September 21, 2015, 02:07:42 PM
But could there be a market that has types of food stored by a percentage of total capacity? Or even of different foodstuffs from the same food category?
Title: Re: Markets and Warehouses
Post by: embx61 on September 21, 2015, 02:17:03 PM
Quote from: Gatherer on September 21, 2015, 02:07:42 PM
But could there be a market that has types of food stored by a percentage of total capacity? Or even of different foodstuffs from the same food category?

Percentage of total capacity is possible and already used in many mods.
However only the flags can be used.

For example:
Protein 6.8%
Fruit 6.8%
Vegetable 10%
Clothing 5% e.g.

But say Walnut(Protein) 7% or Wool(Textile) 6.8% is not possible.

So there is a possibility that if you set fruit to 8% and apples are loaded till 8% the other fruits will not be loaded till some of the apples are taken away by vendor or citizen.
Title: Re: Markets and Warehouses
Post by: RedKetchup on September 21, 2015, 02:22:52 PM
yup markets works with flags
Title: Re: Markets and Warehouses
Post by: Tilleen on September 21, 2015, 02:35:56 PM
So, since the vendors do not get rid of excess good, the last thing you want is for a citizen to dump their stock into the market place, it would be better for them to dump it into a warehouse, and let the vendor work out what is needed in the market.

If a producer is within the circle that the market supplies, will they dump the product in a closer warehouse or take it to the market?
Title: Re: Markets and Warehouses
Post by: RedKetchup on September 21, 2015, 02:43:03 PM
no, they cannot drop it in a warehouse, they will go for a barn, or a market if it is closer. only the warehouse employees can put or take something from the warehouse.
Title: Re: Markets and Warehouses
Post by: Tilleen on September 21, 2015, 04:01:14 PM
I think I am confused.

I thought your vendor houses were markets, therefore citizens would drop products into them. Are they warehouses?

I did not realize that there was a difference between warehouses and barns.
Title: Re: Markets and Warehouses
Post by: chillzz on September 21, 2015, 04:09:30 PM
Redketchup does have markets / shops in the NMT mod
Redketchup has a warehouse, which has a system that works like the trader.. only in, you decide what gets out


Barn / Silo are storage places where anyone can put in and get out.
Market / shop everyone can get items in and out, but has a worker ("vendor") which always collects needed items from other storage.
Title: Re: Markets and Warehouses
Post by: RedKetchup on September 21, 2015, 05:10:42 PM
Quote from: Tilleen on September 21, 2015, 04:01:14 PM
I think I am confused.

I thought your vendor houses were markets, therefore citizens would drop products into them. Are they warehouses?

I did not realize that there was a difference between warehouses and barns.

the vendor houses are markets :) but the game is made the way to always go for barn unless market is nearer. if i say that this is because we often saw some strange behavior which made us doubt this citation : 'always go for nearest'
Title: Re: Markets and Warehouses
Post by: Tilleen on September 22, 2015, 02:32:44 PM
Last night I decided to see what would happen to some grain that was delivered to one of the trading posts. I purchased 2000 units and watched where the traders distributed it to.

The first 500 went to a small barn not far away.
The second 500 went to a grain market about the same distance away.
The third 500 went to the same grain market.
The forth 500 went to a grain market on the other side of the river about 3 times as far away.

The first 500 vanished before the third was delivered and I don't know where it went after the barn. I am assuming another vendor picked it up.
Title: Re: Markets and Warehouses
Post by: RedKetchup on September 22, 2015, 02:38:34 PM
yeah thats pretty ramdom ^^
Title: Re: Markets and Warehouses
Post by: chillzz on September 22, 2015, 05:40:10 PM
also depends on the whereabouts of the vendor.
If the vendor of the market furthest away was already nearby the small barn, it will grab it to fulfill the needs of his/her market/shop.
Title: Re: Markets and Warehouses
Post by: A Nonny Moose on September 23, 2015, 10:46:41 AM
The randomizers in this game are pretty good, and fast too.
Title: Re: Markets and Warehouses
Post by: Tilleen on September 23, 2015, 03:29:20 PM
This morning for some reason a vendor dumped some coal into a stock pile that was, the furthest away from where the coal was being mined. There are plenty of empty ones between it and the coal mine and between the vendors home and this stock pile.

I forgot to look which market place the vendor came from.

It is bizarre.
Title: Re: Markets and Warehouses
Post by: chillzz on September 23, 2015, 04:21:15 PM
Quote from: Tilleen on September 23, 2015, 03:29:20 PM
This morning for some reason a vendor dumped some coal into a stock pile that was, the furthest away from where the coal was being mined. There are plenty of empty ones between it and the coal mine and between the vendors home and this stock pile.

I forgot to look which market place the vendor came from.

It is bizarre.
was it really a vendor? a vendor will actually grab from stockpile and dumb into market.
if it was a labourer it could have picked up the coal, then got another job assigned (clearing, cutting whatever) and will drop the coal of at the nearest pile next to the job assignment

Title: Re: Markets and Warehouses
Post by: Tilleen on September 23, 2015, 04:38:13 PM
Definitely a vendor, although to be fair the citizen may have changed jobs directly afterwards, had a cart and all.

I have seem many other citizens act as general laborers for some reason. I suppose they get bored. :-)

Title: Re: Markets and Warehouses
Post by: chillzz on September 23, 2015, 04:57:37 PM
Quote from: Tilleen on September 23, 2015, 04:38:13 PM
Definitely a vendor, although to be fair the citizen may have changed jobs directly afterwards, had a cart and all.
strange, because a vendor will always drop in market.


Quote from: Tilleen on September 23, 2015, 04:38:13 PM
I have seem many other citizens act as general laborers for some reason. I suppose they get bored. :-)
yes this is absolutely possible. farmer will do general labour when finished with farming.
i think all citizens with a dedicated task, will be a general labourer too, when certain targets (max firewood / max tools etc) are reached.
And then there is the random job and housing switch if something closer comes available.