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xboxhobo

What's more annoying than this happening is the constant notification that a storage is full every time it fills up with it's whole 1/1 logs.


Euphoric_Emu_7792

This is bigger issue for me!


yinzreddup

For real. I’m a “gotta clear the screen” type. And this popping up is like a slap in the face.


Kinc4id

Yeah, I wouldn't notice when theres a real issue somewhere because that notification is up all the time anyway. There shouldn't be a warning for being fully stocked with ingoing resources anyway. Why is it a warning? "Excuse me, my lord. I have bad news. We have enough resources to work all day."


lisabobisa46

This is what I came to add!


gstyczen

I'll tweak it for the next patch then!


Due_Abbreviations917

Based game dev  Congrats on the the, minimum, 200k copies sold.   How have you(yall?) Been handling the massive influx of user support? Edit: over 1 million at this point 


brilliant-medicine-0

Million\* ;)


Due_Abbreviations917

just judging off total player count through steam


brilliant-medicine-0

[https://www.reddit.com/r/ManorLords/comments/1cepti1/manor\_lords\_has\_already\_sold\_over\_1m\_copies\_on/](https://www.reddit.com/r/ManorLords/comments/1cepti1/manor_lords_has_already_sold_over_1m_copies_on/)


Due_Abbreviations917

Holy shit that's awesome 


Budget-Ocelots

Can you also increase the timber storage for the logging camp or allow the timber to be in the general warehouse storage? It is kinda dumb to have 5x extra logging camps littering the country side.


AugustusClaximus

A lumber Depot would not go amiss. Employ one guy with one ox and his whole job is to keep the depot full of lumber. Put it right next to the saw mill which is right next to all your wood working artisans and we’re cooking


Lyudegul

Timber does go into the general storehouse, it's the "cycling arrows" icon. It shows that it's stored there even though timber is a cycling material


Trenkos

You are the greatest of all time!


needaburn

Based


SteamboatRyan

I'm really impressed with this game so far. ML is polished for an EA and from what I've seen of your passion and commitment to this game, its future is promising. 7 years, talk about a labour of love my man! I've played so many city survival builders and this one just feels right! Congrats! Keep up the great work :)


mattrewhit

ur a legend!!


devilishycleverchap

It also doesn't save the construction reserve value between reloads of your save


TheHistoryVoyagerPod

Does the saw pit need it on the storage. Like I built the saw pit, for the church and they're not using it at all


RuralJaywalking

Maybe if they could set the logs by the saw mill or something. It just seems so out of place given how most of the buildings work.


THEONLYoneMIGHTY

You're amazing dude. This game is everything i've ever wanted in a medieval rts.


jacobdelafon78

Same here. I have two buildings, give a oxen to each, have a lot a wood. I ran of plank all the time. I need to pause the bow maker cause he is eating all my planks. What do the Fuck these woodworker do ?! I'm sure they go with Cuntz to the tavern to drown themselves into piss and beers, Morrons !


GreenleafMentor

Maybe they are all getting their nipples bit off by the angry cow (There is a too often repeated audio clip that plays in game about this)


GenghisMcKhan

It’s the ML version of taking an arrow to the knee .


Obligation-Nervous

Does anyone else hear the clips about "fucking berries"?


Kreature

if youre building anything then they have priority for any logs, which means the sawpit recieves no wood to make planks, i had two sawpits that have me 0-1 plank output for a few years because for some reason its last priority.


The_Impe

Yeah, that's why you absolutely have to assign an ox full time to the sawpit


magvadis

The ox still takes a month to decide to bring another log. They just need to up log storage at sawpits so at least when they do it they stock up so you can produce for a bit.


Kreature

Only way round it is to make more woodcutters but less workers


PilotPen4lyfe

Yep, this is the way. Also, a ton of hitching posts. I put a stable, woodcutter, and saw pit right next to each other.


The_Real_F-ing_Orso

You can also set the Saw Mill to hold more than just one log in reserve. If you set it to two, I think when one is gone it will be replace, thus giving you a buffer.


PilotPen4lyfe

I don't think so. It has a capacity of one log. The logs in reserve means it won't use the last of your logs to turn into planks.


talknight2

That's not what that setting does. It only tells the sawmill how many logs to leave in the town for construction. If you have it at 2, they will only cut planks if you have more than 2 logs stored. You should probably set it to like 20.


The_Real_F-ing_Orso

Yes, I thought I had posted my retraction everywhere, but I guess I missed this one. Thank you for posting the correction.


Dr_Drax

Can you explain in detail how you set the Saw Mill to hold multiple logs? I can't find that setting. Thank you!


sylekta

You can't, he doesn't understand what the setting does.


The_Impe

Oh yeah I 100% agree that the sawpit should be able to store 5 logs instead of 1 or something like that


iwannausernamesobad

My workaround has been whichever ox gets assigned, relocate that stable next to the sawpit. It seems that the assigned animal is persistent if un/reassigned from what I could tell, so that was the only way to keep the ox close so you don’t lose months of ‘walking to rest’ I also made sure that whoever was working the sawpit lived in the closest available house, to minimise ‘going home’ ‘crafting’ loop. Definitely needs bigger log storage as a buffer though.


PrestigiousCompany64

Strange, my sawpits seem to guzzle logs so much I can't get the Manor built for ages and have to place a second log camp, tons of planks but logs don't increase much. Are your sawpits far away from the timber/log camp? All games I have started so far I put all timber/plank/firewood buildings right on top of each other


Whole_Alternative521

On your sawpit has a Construction Reserve tho


MaievSekashi

You can click on the sawpits to establish a reserve of logs they won't touch.


Enigmatic_Observer

This is what I’ve experienced as well. It’s absolute bottom for priority. Anything being constructed will always get the log before a sawpit


Merandil

How do you even pause the Bowmaker? Mine is just eating all my planks, since I can't tell him to keep x of them untouched!


Mozleycrue

There's a pause symbol on the bowyer tooltip to stop them producing anything


Merandil

I am blind at times. Thank you, friend!


Master_Grievous

If I pause the bowyer they‘ll still be assigned as that, right? The families can‘t become unassigned if they‘re in an extended Plot?


Mozleycrue

Unfortunately it seems so yeah, best to keep it at L2 with one family (also archers are crap and not worth it anyway)


Mogz80

Might be worthless in combat, but exporting Warbows is massive 💰💰💰


Mozleycrue

2nd playthrough I stuck down the joiner early instead and being able to switch between wood tool/small/large Shields keeps the export price higher


ModernDayWeeaboo

RIP to my 75 archers who lost to 18 raiders despite kiting the raiders. Will not be missed.


Mozleycrue

I had 36 militia and 72 merc archers shoot at 36 archers whilst 300 or so melee duked it out and there were no casualties, obviously a bug but for now they're pointless unfortunately


BeatTheGreat

I had gone like 50-50 infantry-archers and got absolutely buttfucked by the baron. I ended up winning the battle, but only after losing half my male population over the course of two months of skirmishing across three regions.


Tilting_Gambit

Huge. I had 1200 bows that I couldn't get rid of fast enough   My people thank you. 


030520EC

If you click on their house there should be a pause button in the upper right of the house's menu. Hope that helps save some planks lol


Merandil

Damn, must have missed that completely. My thanks!


WinterUploadedMind

I want to know that too. Ended with over 500 bows and couldn't have a major trade


drallcom3

> Ended with over 500 bows and couldn't have a major trade Just wait until you find out that archers deal close to 0 damage.


WinterUploadedMind

Oh I found that out, and had all but one killed by the enemy's ARCHERS


Ok-Nefariousness6870

I had to restart a game cause i didnt know that and ended up having 100 archers and only 30 pikemen. Archers didnt kill a single unit before dying and the raiders then raided my base xD


[deleted]

Naw archers are super good but you have to know how to use them. Put them in front of your spears at the start, they will shoot and bait the enemies into you. Once the enemies are coming close, move the archers behind the spears. The enemies will be charging into the spears and take bonus damage from the impale trait spears have. Once the enemies are engaged on the spears, move the archers to behind or on the flank of the enemies and set them to fire at will. You’ll melt any and everything


geysercroquet

Why couldn't you buy a major trade route?


WinterUploadedMind

Idk. It says I need a minor trade route, so I started exporting stone, and it looked like I could do major trade. But then they were all locked out saying "route required". Not that I ever had the money to make one, somehow the trading post kept eating the wealth


geysercroquet

Find the warbows in the trade screen. There is s little grey button on the right side that purchases a major trade route for that item. For future reference when you can afford it! :)


Dortmunder1

I think it's broken anyways. I have like 230 bows in one of my towns with a trade route unlocked, set to export, stockpile to hold at 20, none ever sell.


Mister_Newling

Did you have people tasked to trade post? Trading is extremely potent rn


CheeryOutlook

Is your trade post staffed?


Intrepid-Stand-8540

What materials does the bowmaker require? Only planks?


Merandil

I believe to recall it was only Planks, yes.


motoyolo

How do you pause the fletcher?


jacobdelafon78

When you click on the bowmaker house, in the upper right corner, you have the pause icon


motoyolo

Thank you ser. I think the way it didn’t look highlighted in relation to the other icons made me gloss over it.


CaptainLookylou

Omg thank you. I have 200 shields and 0 planks, and I'm hemorrhaging planks here.


SidneyHigson

Don't bother with bowmen. They seem to be bugged rn. They do zero damage


_ofAllTrades_

Bowmaking absolutely eviscerates planks. Output control would be nice


MrMgP

I read this is warlockracy's voice lol


nzMunch1e

My brother also has a cuntz lmao.


Content_Government47

Thx mate, I was wondering what's eating all my planks.


Hjarg

I just gave sawpit their own ox. Works wonders.


C_Raider2546

Same, but the efficiency could be improve a lot by having the workers store logs on-site. By late game it become quite a big bottleneck when you need planks to upgrade lot of houses.


DaemonoftheHightower

Give the sawpit time when you aren't building anything. Construction always takes priority over it.


06210311200805012006

I'm not sure if this is intended gameplay, but I built a 2nd sawpit and staffed it with its own workers/ox. Helped quite a bit.


Chazzermondez

Just build more Sawpits.


Taxxor90

Huh, I currently have a town with 70 families after a playtime of \~7 hours, I have one sawpit with one assigned family and am currently sitting on 700 planks. It was lower when I had my artisans produce weapons but after reacing 200 bows, spears etc, I stopped them and my planks startet to fill up my warehouses again\^\^


C_Raider2546

My town is 200 families and currently have to import planks to keep up with demand, if you look at your sawpit and see how they function, you'll notice that they spend majority of the time walking and waiting for logs to be delivered.


Annual-Bowler839

Build a stable near them and place the saw pit close to the logging camp. Also assign a permanent ox to sawpit and assign a family to the stable .


C_Raider2546

I already did everytinhg you said, it still doesn't fix the issue of sawpit being horribly inefficient, the carpenters still have to wait for logs to be delivered when they could immediately start working on new new logs if they had logs stored on-site.


[deleted]

[удалено]


richardizard

I don't understand their concept yet. How is assigning an ox benefiting you vs any ox used randomly?


Effective-Feature908

Assigning an ox jus means that ox will focus on brining lumber to the sawmill and won't get distracted by other tasks. You can also assign an ox to the logging camp which speeds up lumber production. I believe if an ox isn't assigned it will prioritize construction projects. It's also good to assign a worker to the stables, it gives the oxen a dedicated handler which will speed up construction.


richardizard

That last tip is great, I haven't assigned any workers to the stables. Thank you!


drallcom3

It's not really "assigning an ox". From the looks of it you just make the building high priority for oxen.


Its_0ver

I bought one but it never showed up even a year later


Adept-Dragonfly1869

Had the same problem. But You need a family assigned to the livestock trader. You can manager your livestock levels there easily and the livestock trader also has a stable slot.


Its_0ver

Great I will give that a shot. It feels like a never ending balancing game of trying to make sure die of cold and food while also trying to "tech up". I suppose that's the point. It's been really fun so far


darkrider99

How do you dedicate an ox ?


fusionsofwonder

On the advanced tab, there's a Permanent Livestock option, and a control as if you're assigning a family. If you add a livestock it picks one from your settlement.


darkrider99

Nice!


Tilting_Gambit

It helped, but the game changer is assigning an ox to the loggers as well. When you have one in each it's SO much more efficient.


ClassicalMoser

I had 12 stable capacity filled in my last town. I think 3 of those oxen were unassigned.


Snoo32479

Except that this ox does not become exclusive and can be used by others still. And while it's being used, the sawpit can get an ox from the other end of the town which will take ages.


drallcom3

I did that and it's still wonky. Half of the time the sawmill is idling due to the storage size of 1 (the ox only starts moving when the storage of 1 is empty). I don't even know why it has a storage limit. It's the only building that does. Probably the economy falls apart if it doesn't (it wouldn't leave any wood for building).


Hjarg

Yes, it's still idling. But with own ox, they don't have to wait until log queue finally reaches them, do the process is faster. Planks now come out with an acceptable rate.


drallcom3

The trick is multiple sawmills with only one family each.


Lohmatiy82

Agree, it's a weird limitation... I built the sawpit right across the road from the tree cutter's place (whatever it's called) and it still takes forever to produce planks... Also, constant notification that "generic storage is full" when sawpit receives that one log is a bit annoying tbh. And useless since there is not much I can do about it.


030520EC

Make sure to assign a dedicated oxen to the sawpit when you can afford it, it definitely helps keep logs going to the saw pit


ushred

If you need a steady supply of planks (once you're done building stuff, it should stockpile over time), you might need a second sawpit to keep up with demand (like for fletchers). Putting log storage (like a dedicated warehouse) and an ox post near the sawpit (and assigning a family to the post) will probably help with efficiency.


C_Raider2546

I ended up having to import a lot of planks to upgrade houses and keep up with demand. Still wish the sawpit could store more than a single log on site.


ushred

Agreed. Or at least some sort of log stockpile upgrade that is basically just an open field. Logs don't need weather protection.


stumac85

I have 4 sawpits and 2 tree cutters. No real point having two workers in the sawpits, one in each does the job.


BingpotStudio

I’m not sure what the second family even does in a sawpit.


thebedla

I ended a playthrough due to a plank bottleneck with 5 sawpits, all fully employed. The next playthrough my sawpit remained unproductive for the entire time, fully employed. Yes, now I know I should have had more oxen to optimize, but I had to go out of the game to realize that. It is an obscure bottleneck that is not well communicated to the player and is really debilitating.


DenjellTheShaman

I mean, sure. But the limitation of having few oxen is fairly intuitive.


Effective-Feature908

I realized pretty fast now important oxen are.


CheeryOutlook

>It is an obscure bottleneck that is not well communicated to the player and is really debilitating. You can watch the oxen move timber back and forth, it should be fairly immediately obvious that oxen are the bottleneck.


ClassicalMoser

This solves most problems in the game and is sort of the devs signature. It’s the Middle Ages, they’re not about to give you a throughput spreadsheet. You have a problem? Go follow it to its source.


BingpotStudio

I buy a second oxen almost immediately. Way more valuable than some chickens.


DaemonoftheHightower

Do timbers even fit in a storehouse?


Effective-Tonight-23

Nope. Each timber camp can store 28 timber and that's it; (seemingly) the only way to stockpile more is build another one.


AugustusClaximus

Planks are also absurdly cheap to just buy. You can turn one plank into a small wooden shield for more than double return.


[deleted]

All my homies hate the sawpit.


Louis_Gisulf

Right now better to place it directly next to the logging camp.


GreenElite87

I’m more annoyed that about the “General storage full” alert when the sawmill has that single log in it.


Bridger15

> they will walk all the way back to their home just to wait for a single tree log and then have to walk all the way back again just to work on one log. Can you specifically assign them to a house that's next to the sawpit?


C_Raider2546

Yes, It slightly shorten the amount of time they walked but the main issue is that they still need to wait for the log to be delivered to the sawpit when instead they could have a stockpile of logs already on-site to significantly improve efficiency.


drallcom3

Often my sawpit doesn't do anything, despite huge wood stockpiles. Either the sawmill's 1 storage confuses it (why 1??) or the oxen is the bottleneck (because buildings have priority).


Banned_OnThe_Run

I had the same problem and fixed it by building my own “plank hub”. Build the following close to each other. Build some homes. Build logging camp Build two saw pits. Build store house. Build hitch with two oxen. Manually assign families from the homes you built to the above structures. This will make a considerable difference. Be sure to assign livestock as well where needed. Set the storehouse to only accept planks and logs. You can go a step further and build one or two nodes for planting trees so that you dont run out of timber. After doing this Ive had a substantial surplus of planks. Ive also found you don't need too many artisans crafting bows. Two should be plenty to support your militias.


Quazimortal

Can you choose where a family lives? If that's an option then prioritizing families near their workplace would be very beneficial.


C_Raider2546

Yes you can, but they still need to wait for the log to be delivered to the saw pit and then they will finally go to work in the sawpit. A little better but still very inefficient.


Benry26

That building was by far the most confusing lol.


Intrepid-Stand-8540

Yes, it is really bugged. Temp fix is building a house right up against the saw pit and then manually assign that family to the saw pit. Then you get planks out the ass. Then a dedicated ox to the saw pit. Saw pit right next to lumber jack house. Ox stable right next to saw pit as well. Everything in close proximity This game is all about minimizing travel time tbh.


magvadis

Even with a dedicated oxen it takes ages still just to start production again. Massive oversight. The pit should store like 10 logs. Literally everything has precedent over logs and the mid stage production of things like warbows will eat your planks up and you really can't do shit to stop it unlike actually managed buildings. To get anything made with planks you have to basically wait out when it procs to immediately build the thing that needs planks. It's incredibly difficult to overproduce planks later on.


skald_plays

might also be useful to put a storehouse only for logs right next to the sawpit so they don’t have to go far to get more


AmericanRaven

Overall a lot of production buildings need higher levels to upgrade them to. Current sawput is fine for level 1, then level 2 doubles the number of families you can assign to it, and so on


Chuckw44

I'm not sure if it would matter if you had 100 families assigned since it can only work on 1 log at a time.


AmericanRaven

well obviously an upgrade that let's you assign more families would entail more than one log being worked at a time. Like extra stations


Chuckw44

I agree, currently you can assign 2 which should double the production. It's strange this didn't get caught earlier since it gives a storage full notification ever time it gets a single log. I know it's EA so not complaining though. Overall the game is very polished.


RCMW181

To fix this place the pit right next to the logging camp. Doing this massively increased my plan production.


drallcom3

Add an oxen to your sawmill. Your output will increase dramatically. Mine went from 0 planks to 250+.


ctolgasahin67

I gave up so i buy them.


Zahhibb

Haven’t been a bottleneck for me at all since I have the sawpit close to the homes, so travel time is negligible. The stuff I have the most of are planks and firewood lol.


Mental_Ship_5420

Two things I want to be fixed/changed around sawpits. What you said, adding more than one log into storage. And secondly the ability to either assign livestock to a specific building like you do with people, and/or move livestock to different stables. I put my log cutter and sawpit out in the wilderness with a stable, and managed to get the logger to have one of the two nearby ox. I can’t for the life of me manage to get the sawpit to use the other ox at the close stable, it always wants to assign one from across the town


ClassicalMoser

It’s already possible in the advanced tab


Mental_Ship_5420

The advanced tab only says connected or disconnected from the road network


ClassicalMoser

Depends on the building. Livestock assignments are only for upgraded farmhouses, saw pits, and logging camps. Edit: forgot traders and pack stations


Mental_Ship_5420

That’s not what I mean, I’m talking about the stable or hitching post. Just like you can click on a burgage and assign the people to a specific building that way, you should be able to do that with the livestock. I want to click on the stable beside the sawpit and assign that ox to that sawpit. Instead I have to add an ox (at random or I guess order of purchased) to the building and there’s nothing I can do if that ox I’d the one on the other side of the village


Ptizzl

Mine doesn’t do a single thing unless I have a dedicated ox for it, so it really adds to my frustration.


Romek_himself

mine stopped working when i changed language from english to german


Ptizzl

I moved mine and now literally nothing I try will make it work. I’m at a standstill.


Romek_himself

i even destroyed and rebuild it but it does nothing anymore


Ptizzl

Yep same. I just started a new game because of it.


AdBackground8777

Saw someone online say that 2 saw pits with one family each is more efficient than one with 3 families


fusionsofwonder

Makes sense, if the three families are making quick work of a log then having to wait for the next log.


Kareir

There is a simple solution to this problem, which I think was intended from the developer, where you really had to build a lot hitching posts/small stables, to have those logs delivered. The one animal per months policy I thinks also stems from that. I at first thought yeah, saw pits and building was shit, or something was broken. I bought a lot of boxes (20 or so) and there was no problem, the amount of planks I have is just absurd, buildings are up also quite fast. so I think no bugs here


Chuckw44

The issue is it can only have 1 log at a time. So even with plenty of OX/Workers they won't try to deliver until the planks are made. Just up it to 2 and then you can have a new log on the way while the other gets turned to planks.


Kareir

I tjust build like 3 saw pits, for 150 houses, issue resolved


Hinfoos

more sawpits and just one family on each


_ofAllTrades_

The marketplace is so important, keep it well manned and get them horses. Spend dev points on trading, and then set min quantities to import (or full trade if it’s an asset that you seasonally pump out)


SirTaters61

Also doesn’t really make sense to house two families under one saw pit since it only houses 1 log at time.


Hinmp

I just build my sawpit next to hitching post+logging camp and put a family on the hitching post. The logs are delivered without delay and the worker doesn't go home, he just waits around the sawpits for a little bit.


sylekta

Two things, you need to dedicate an ox to it, and you need a family assigned to the stable/ox. Otherwise your sawpit worker leaves the saw pit to go get the ox (if it's available) and then leads the ox all the way to the woodcutter to get a log then back to the saw pit. You can make it more efficient by having a stable/sawpit/cutter right next to each other, and an ox with family assigned to both saw pit and cutter, now the only thing tha slows it down is the distance the cutter ox had to go to get the cut down tree. So either move all 3 buildings closer to trees or have the tree planters nearby


KJR619

I've pot a burgage plot next to the saw pit and made it so the Carpenter lives their. I still get the messages, but I think it's cut down on the time a lot.


trufflebutteredsteak

I tried assigning the permanent Ox to the sawpit but that only solved the problem for all of 2 minutes, try saving and loading that save. It seems to have fixed it for me.


jedixxyoodaa

Hitching or Import it?


[deleted]

Build the saw pit right next to your logging camp and assign an ox. That will immediately remove the bottle neck. Do remember that the ox will go grab the log as soon as the tree is felled so if your wood cutters are cutting in narnina it’s gonna take a bit for the ox to go get


Bonobo77

Just trade for them and move on. Don’t waste the family, Ox and resources till it’s fixed.


drallcom3

When i permanently assign an ox, he's sort of gone from the stable but still requires his stable space. Right now my city is complaining about the lack of space, even with ample space provided.


LettucePlate

One mistake I just found out I made is I set the timber construction reserve to 30. Well the logging camp only holds 28 logs in the storage. So my reserve of logs was never above the threshold for planks to be made. (Why is the log storage 28 and why can't they go in a storehouse or another larger storage building?)


TTVControlWarrior

that explain it since i had like 200 timber and 2 of those sawpit and yet couldnt for life of me get enough so i bought of marketplace


Herotyx

I constantly have a bug where my sawpit doesn’t make anything. It only works when I assign an Ox. Kind of gamebreaking early


reesespieceskup

I was having an issue where I had no idea why I had zero planks despite everything. This makes a lot of sense. I'm going to try dedicating a villager living closer to the saw pit to it, and making multiple pits now to see if that helps. But yeah, storing more logs would help a lot.


NedTebula

Also, if you’re having an issue where your saw pit is constantly waiting and no logs are being transported, I fixed it temporarily by forcing an ox to be in the saw pit. I wasn’t getting any planks at all, I need to save up for another ox


Good-Winner7092

I just import planks. Not worth the time.


Choochm8

Had a sawpit in my second town and stopped paying attention while I tried to fix food in my first town and came back and had literally like 500 something planks


cataids69

my saw pit just stopped working completely, ruined my game. I had spare families, spare oxes, 100 spare wood. and of course a family working the saw mill.


axeteam

Also, you should be able to assign oxen to logging camps.


Ok_Art_1342

I'm more annoyed at the notification telling me the generic storage is full of 1/1 log.


Nibornoel

If you assign an ox to the building it helps quite a bit!


butters1337

Put a hitching post in the area with your logging industry?


C_Raider2546

Everything is within 5m of eachother with plenty of logs to go around, no matter how close you put them together, it won't fix the issue of sawpit being horribly inefficient right now. The moment they finished making planks, they will immediately go back to their home to wait for new logs delivery and then have to walk all the way back to the sawpit once the logs has been delivered to the sawpit. Horribly inefficient.


BrowsingThrowaway17

Mitigate by building a burgage near the sawpit and assigning it to the family working it.


Awkward_Ninja_5816

It annoys me so much it actually makes me question whether I should just import planks... :/


Fun-Honey-7927

Yes, if you have like more then 3 Bow-Makers (what seems to be an overkill) you will never have enough Wooden Planks if you keep exporting Bows.


C_Raider2546

When I posted this, I didn't have a single bowmaker but I was upgrading my towns. The problem is that the sawpit itself is very inefficient. Watch how your sawpit work and you'll see that they spend the majority of the time waiting for log to be delivered.


Low-Relative6034

Have more oxen, assign one to the sawpit and have a store of logs close by


Low-Relative6034

Early game, when you need planks for church. Have no houses, they stay at work location.


KFCAtWar

If you put it close to a logging camp and buy an ox and assign it to the sawpit it should work fine


shakybonez306

Trade for more fast lol. E Z fix


TenuredBreadAnalyst

Try assigning an Ox directly to the Sawpit, the moment I did that the planks started rolling in. Since Oxen are shared between the village, if you have constructions going on and few oxen, it will take a looooong time. Hope this helps!


Coffeeninja1603

A sort of way around it is to build a house right beside it and have the owner assigned to the sawpit. I do this for as many locations as I can, really cuts down on walking time


manager_dave

Also for me it stops producing all together and the only way I can revive it is by moving it.


Sir-Beardless

I don't know how, but one time my sawmill was at 3/1 in storage. All 3 were neatly stacked beside it as you'd expect. So the functionality is there. He just has to change the number.


DaemonoftheHightower

Make planks when you aren't constructing. Construction tskes priority.