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Storage chaos

I've been trying to fine tune the storage in my town by building the specialised storage sheds for wood, stone, fuel, industrial fuel, raw materials, construction, crafted items etc and I have noticed a few things. Roof tiles are stored as minerals along with coal and iron ore. Jade and marble end up all over the place, usually in the minerals shed but they can end up in the raw materials shed too. If the bannies have the option to use a generic stockpile they will, even if it is on the opposite side of town. I have a fuel refiner with an industrial fuel storage shed immediately next door, it remained empty while the bannies crossed three bridges to store around 300 furnace fuel in a generic stockpile miles away. It was only when I demolished the stockpile that they dragged the furnace fuel back to the correct storage shed. This is not a whinge, just an observation, it was kinda fun trying to work out what was going on and trying to work out how to get the bannies to do what I want. Anybody else noticed this?

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Sounds like a problem with the new vs. old flags (think "categories").  The most current versions of everything require Banished 1.0.7 Beta and need to be loaded in this order:

  • 1.0.7 Compatibility Mod
  • Colonial Charter 1.75
  • MegaMod .07
  • MegaMod .07 Deco

Let us know if you are using something different.

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That is what I am using. There is another thing I noticed today. I built a root cellar next to my food trader, thinking that it was a good place for all the veggies I buy but it has remained empty for years. The bannies will choose the vegetable lean-tos that I put near the crops so the farmers have somewhere close by to store their harvest, for efficiency. Now these lean-tos are full of veggies that I bought from the traders so the farmers have to take the harvest to the nearest barn, they always choose a generic barn, never the root cellar- which remains empty.

banished mods shot.jpg

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Did you verify that you are using the beta version of Banished?  Should be 1.0.7 beta.


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2 hours ago, Jafar_the_Barmecide said:

I don't know what the build number means

The build number gives you the date of release (year-month-day), here: March 20 2017  :-)


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Right, thanks @Paeng that makes sense, I should have known. The only other mod I am using is the AMAZING D20 medieval houses. 

banished mods shot latest.jpg

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Hi @Jafar_the_Barmecide,

Bannies are notorious for their laziness, their 'oh, quick, over there, drop everything' things, and so on, and they are extremely frustrating!! :)  They will change jobs, move houses, move items, do odds and bobs throughout their lifetime and in doing so, they will pickup and drop off their goods as they go.

The other thing is, gain control (reasonable, haha), using specialised markets, trading posts, distributions centres & warehouses.  I wrote this post last week, it may be of some help for you.




You can do a couple of things:

1)  Build a trading post, even a small one, straight away:
Build your production line around that area, and have a very large number set in the trading post for your goods - so the traders are constantly looking to fill the orders (even if you're not ready to sell yet).
Tinned Vegetables = 10000; Flour = 50000 etc etc

2)  Build a specialist warehouse, or similar (depends on what mods you have):
This is my preferred way (for me, so I don't get early traders) that use workers to staff it and hold the stock, just like a trading post, but it's a warehouse.  The Bannies can't access these resources until you 0 the amounts (just like a trading post).  
--  Included in CC is a Resource Depot ,
--  Included in MM is Warehouse Inc. v1.0:   Adds a warehouse staffed by stockers. Tell them how much of each item you want to be stored (tools, clothing, food, etc.) and they will find those items and put them in storage until you release those items. Use multiple Warehouses to move items to various map locations.
--  I personally use a mod by @Ketchup The Warehouse Inc 2.0 which is excellent & has a good size storage amount (it doesn't require additional building elements which make it excellent for early game development). it is by the same modder who did Warehouse Inc v1.0 included in MM.  Ketchup has a huge range of other mods as well :)

3) Inedible Foods:
Use the 'inedible' range of mods that are available, not all food is covered, but it may help you at least at the start to get some of the production under control.

4)  Specialised markets:
Set up 1 right next to the trading post / warehouse, and the market vendor will chase the map looking for the range of products you need.
Once you have enough in the market.  0 the builders, then 'demolish' the market, the good will go to the local storage & picked up by the Warehouse.  Then reclaim the market (they won't pick up the goods because the vendors can't access the Warehouses).

Using the above 3/4 methods you can get a really good system in place, you can't prevent some items for making it into homes, but you have a good fighting chance of making sure you get the lion's share for the trading posts. :)

To move stock around, set up 2 (or 3 points), with at least 1 Warehouse next to the trading dock.
If you have a production centre on one side of the map, set up a warehouse there, and another next to the dock you want to trade from, when you need to move the goods - set the trading post to a higher number, and the next door warehouse (so you double the Bannies looking to gather the resources), then either 0 or just lessen the original amount in the 1st warehouse, so: Warehouse A, Warehouse B & Trading:
Warehouse A = 50000 -> 45000 (-5000)
Warehouse B = 50000
Trading Post = 50000 

Warehouse B & Trading Post will rush off to pick up the 5000 you just released, then you can move from warehouse B to trading post

It's not elegant, and no doubt there are other more interesting ideas people use :)  But this is how I move goods around when I need to.  I cleared the map of charcoal yesterday this way :D

Good luck :D




It talks about controlling food, but the basics still apply :) and it still doesn't stop silly Bannies;)

Where all else fails, use exclusively custom/specialised storage, don't use general storage (at all), if you can help it.
If there is a mod, that has some storage, but not enough of what you are after, pop into the thread, or create a new one (if it's here), over on WoB there are many modder posts to jump into, and ask for what you want, if you can describe it, and if you can, why.  Ultimately, it's fairly simple when it comes to custom specialized storage, but you get the idea ;) 

Good luck :)  



Edited by QueryEverything
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