Life is Feudal: Forest Village

Life is Feudal: Forest Village

Storage Management
92 Comments
ochvatk 16 Feb, 2023 @ 6:02am 
Genial. This was missing.:steamthis:
MEGADORI  [author] 23 Oct, 2022 @ 11:01pm 
Beast of Nation - Wenn du damit Warennamen aus anderen Mods meinst, müsstest du dazu die jeweiligen Mod-Autoren kontaktieren, da die Übersetzung mit den Mods kommt :-)
PhisbloX 23 Oct, 2022 @ 4:05pm 
Guten Abend,
ich könnte ggf deine Hilf gebrauchen. Ich würde gerne Warennamen umbenennen bzw übersetzen die auf Englisch sind. Ist das ohne weiteres möglich? Vielleicht können wir mal texten. LG
ThePlayingTiger 10 Mar, 2021 @ 3:57pm 
thanks for the response.

I've been using the Village reserve mod to handle it, but there are times when I'd like to make a pile of 500 items instead of the 1000s, to force distribution to multiple building :)

have you considered(if it can even be done) a 'deactivate/activate' all items button?
MEGADORI  [author] 7 Mar, 2021 @ 10:18am 
kindar1 - Glad you like it! I have no plans to expand the mod for such a funcionality, because I would have to create an extensive dynamic (for resources from other mods) interface and data managing thing from scratch and I don't have enough free time for that sort of thing :-/ The method I use for micromanaging production chains and the like is using clusters of small storage buildings (like the storage carts, check them out if you haven't got them already :-) in my workshop) each set to one specific resource
ThePlayingTiger 3 Mar, 2021 @ 3:20pm 
I love the mob, but I'm curious if there are plans to add an ability to control how much of each item a storage can hold, instead of having it fill more or less randomly of everything permitted until it's full
Macapek 31 Jan, 2021 @ 11:43am 
you don't apologize to me. It's not your fault that the game is poorly optimized

if the memory you mean RAM so the game only uses units of percent of my RAM some little boost shouldn't affect.

I turned on the game without MODS and no change so it's not MODS but the game itself.

It's a pity that the game uses only a fraction of the power of the computer, but it cuts.

The stupid thing is that if the game ran as it should, I would enjoy it :(
MEGADORI  [author] 31 Jan, 2021 @ 5:35am 
Macapek - That's unfortunately true :( This game is not optimized for stability and performance, and the develepors have sadly not been able to fix the problems or provide any support to modders so that mods will not make more memory load. It works for many players to be enjoyable still, but if there are issues, there are no real fixes. Sorry it's not fun for you :(
Macapek 31 Jan, 2021 @ 5:13am 
https://steamhost.cn/steamcommunity_com/app/496460/discussions/0/4403925145432152706/

I talked about this problem, but the game itself is not to blame, not this mod

sorry
Macapek 31 Jan, 2021 @ 5:09am 
I'll delete it
Macapek 31 Jan, 2021 @ 5:08am 
sorry I found out that this is the game itself and not this mod
MEGADORI  [author] 31 Jan, 2021 @ 4:51am 
Macapek - I'm sorry, but there is no way for me to optimise this mod for better performance, because the relevant game files are not available to modders :( I don't know what loaded at 25% power means, but if you are saing that you have capped memory use at 25%, I recommend disabling that because this game is very hard on RAM and each mod that adds game features increases the load.
EasTxRedHead 24 Jan, 2021 @ 11:15am 
"Teenagers do not care about your stupid storage rules." LOL, so this is why have veggies and nuts in my designated Tool shack.
MEGADORI  [author] 5 Sep, 2020 @ 4:40am 
GentleGerbil - Thanks :-) In fact, in case any bugs are reported in the linked mod, it would be great if the reports could be forwared to me so I can weed them out, as the code is still experimental (meaning there are bugs that I don't know the reason for as the relevant game code sadly is not available to modders). As eien's mods have my code, they are basically extended testing instances :-)
GentleGerbil 4 Sep, 2020 @ 2:24pm 
@Korovo, I use an improved version and my game works perfect
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1810684893

It's from leading modder - eien no shikaku
MEGADORI  [author] 24 Aug, 2020 @ 11:12pm 
Korovo - Sorry to hear that. In testing I have not seen any performance problems, however this mod does add additional steps to the logistics AI, so it could be possible. Could you please list for me what other mods you are using? There might be some kind of incompatibility
Korovo 20 Aug, 2020 @ 4:37am 
I experience very poor performance with this mode. UX is awesome but it really makes the game slow.
Flexible Knot 29 Sep, 2019 @ 4:42pm 
Megadori, by the way, thank you for your offer below to add a mod option. While I am not requesting such an option, I do appreciate your generosity with your time.
MEGADORI  [author] 28 Sep, 2019 @ 9:54am 
Flexible Knot - Great to hear that, thank you for repoting back with that info :-) I'll add it to the description.
Flexible Knot 26 Sep, 2019 @ 6:14pm 
Hello Megadori,

Changing the mod order did the trick; your mod is now working as intended. :D
MEGADORI  [author] 19 Sep, 2019 @ 12:26pm 
I could theoretically alter this mod so that gatherers would first look for a storage building that allows a ressource they can pick, before they decide if they will gather that resource. That would mean that only ressources that are allowed at nearby barns get picked and stored there (but it could lead to less food if no fruit/veggie storage is allowed), and I'm not quite sure but it could potentially cause a bit of lag for maps with very many gatherers. Let me know if you'd be interested in such a mod option :-)
Flexible Knot 19 Sep, 2019 @ 12:18pm 
Hello Megadori,

I'll move the mod order as you recommend.

To answer your question, I had a "food" barn going at the time, but even then, the gatherers would just put food into the wrong (and closest) shack.

Perhaps it's all to do with load order. I'll report back once I try out the new mod order.
MEGADORI  [author] 19 Sep, 2019 @ 8:27am 
Flexible Knot - Thanks for the info :-) I was hoping that you have the building mod before the storage management mod, because that supports my suspicion that the issue may stem from that. Please try putting the material shack mod (nr. 5 in your list) after storage management (nr. 12), this should solve any issues with the storage buildings not retaining the storage rules.
As for the gatherers, do you have nearby storage building(s) where the gathered fruit and veggies are allowed? Gatherers will pick whatever ressource they find, and only then look for the nearest possible storage. If they can't find a storage building that allows their ressource, they will disregard the rules and put it in anyway if there is space. This is intended, because otherwise the ressources would be lost (and I didn't want to change the gatherers work instructions as there is a different mod for that already)
Might that explain your observations?
Flexible Knot 19 Sep, 2019 @ 8:13am 
Just to be clear, my mod list is:
1. More Complex Building Materials
2. Trade Empire
3. Castle Kitchen
4. Clay Pit
5. Material Shack
6. Builders' Yard
7. Village Header & Herb Garden
8. Church
9. Trade Dock
10. Research & Academy
11. Caravan Extended
12. Storage Management
13. Nordic Medieval Music
Flexible Knot 19 Sep, 2019 @ 8:07am 
Hello Megadori,

My storage shacks mod is above the Storage Management mod. All your mods are generally above Storage Management in my mod order.
MEGADORI  [author] 19 Sep, 2019 @ 2:53am 
octance , Flexible Knot - Actually, I have another question: What is the loading order for this mod and the storage shacks mod? I haven't thought about it earlier but it is possible that this mod (storage management) needs to load before mods which add storage buildings, so that those can correctly adopt the changes
MEGADORI  [author] 19 Sep, 2019 @ 2:21am 
octance - Thanks for reporting the issue. The reason some mod storage buildings aren't fully compatible with the Storage management is that they lack a function that saves and loads data, so the storage regulations made for the building can't be saved. Buildings which are reskins of the original barn/warehouse building from the game automatically include the saving and loading, but some mod buildings are made differently. Unfortunately, the creator of the "storage shed" mod is no longer active, so it will most likely not be updated to be compatible with the Storage Manangement :-(

Flexible Knot - Thanks for the information :-) I'm trying to get behind the issue. It's not something to do with the storage shacks, rather seems to be a worker issue
Flexible Knot 16 Sep, 2019 @ 5:45pm 
Hello Megadori,

My gatherers and labourers ignore the rules for Vegetables, Fruit and Meat, and store it anywhere they want.

They are doing this to my small barns from your Storage Shacks mod.

If you can't reproduce it, do I just have a conflict with another mod?
JohnNav 15 Sep, 2019 @ 11:35am 
Thanks Octane I went looking for it the other day and could not find it!
This one is up to date from Megadori :)
octance 15 Sep, 2019 @ 11:08am 
Just tried with this one from the same author : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1133984813 and work like a charm :) !
octance 12 Sep, 2019 @ 4:38am 
Very useful mod. I played during several hours without problem. It seems to work with this mod also : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=933633167 . However when I reload a saved game, the restiction list of my small shed building is reset. Is there a possibility to fix it ?

Thanks a lot !
MEGADORI  [author] 21 Jul, 2019 @ 5:01am 
Flexible Knot - Sorry for replying late. I can not seem to reproduce the issue. Could you give me some more info about your specific situation, like whch ressources are being stored against the rules, and who the workers are that bring them to the root cellar (their work building)? Thanks :)

Virtualalex67 - Is the icon also blank in your town overview window?
eien no shikaku 永遠の刺客 21 Jul, 2019 @ 12:44am 
@Virtualalex67, blank tile is 81, it will be fixed shortly :)
eien no shikaku 永遠の刺客 16 Jul, 2019 @ 9:43pm 
@Virtualalex67, I checked and I do have tallow and it's not in blank space, can you check again if this is really tallow icon in there? Maybe different resource?
Vimes 27 Jun, 2019 @ 7:58am 
It is indeed an exceptional mod and so very useful. Thanks for sharing.
Virtualalex67 27 Jun, 2019 @ 4:38am 
This is a very useful mod thanks! There seems to be a problem with storing tallow. The villagers won't obey the "no tallow here" rule. Also there is a blank space where the tallow icon would be. Is this fixable? I don't want tallow stored in random places around the settlement!
Flexible Knot 20 Jun, 2019 @ 9:51pm 
Hello Megadori,
My Root Cellar does not seem to be following the rules!
Dirty gatherers are stashing their fruits and veggies in there when it isn't allowed.

Could you please spank the villagers, or otherwise post a sign outside the Root Cellar that clearly explains the rules?
MEGADORI  [author] 11 Jun, 2019 @ 11:27pm 
white_knight_leo - Thanks for checking :-) Some mod storage buildings do need additional code in order to be fully compatible, but unfortunately cstoneburner is not active any more, so an update to the small shed is not likely. I can only suggest the material shack from this mod as replacement: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1133984813
white_knight_leo 11 Jun, 2019 @ 3:30pm 
reply to MEGADORI

I checked - it *did* save the preferences for my Barn. So maybe the mod shed is just one of the incompatible ones.
white_knight_leo 11 Jun, 2019 @ 1:53pm 
One of the modded storage buildings: the Small Shed (mod cstoneburner) - I was able to set the storage preferences but it didn't save them when I closed the game. Might be a compatibility issue or just a load order.

I don't think it saved for my starting Barn either, but I actually don't remember. I'll check and get back to you.
MEGADORI  [author] 11 Jun, 2019 @ 3:10am 
white_knight_leo - Thanks for reporting the issue. Do you remember which storage buildings are affected?
white_knight_leo 9 Jun, 2019 @ 6:44pm 
This worked - but it didn't save the profiles when I closed the game. Not sure why.
Girlhawk 3 Jun, 2019 @ 1:59pm 
'* Compatible but not not compliant: "Productive Teens" by Neophir. Teenagers do not care about your stupid storage rules.'
This made me laugh so much
Thanks for your mod!:steamhappy:
JohnNav 25 May, 2019 @ 3:01pm 
Totally agree with Vimes! :)
Vimes 25 May, 2019 @ 2:58pm 
Fantastic mod and works very well to offer storage choices, most useful.
Dantor 29 Apr, 2019 @ 7:27pm 
Danke, das wusste ich noch gar nicht. :) Dann hat sich meine Frage natürlich erübrigt.
MEGADORI  [author] 29 Apr, 2019 @ 1:16pm 
Chewie - Meinst du in einzelnen Lagern die Entnahme sperren? Generell kannst du Waren sperren durch Doppelklick in der Stadt-Übersicht (das kleine Schloss-Symbol am Waren-Icon), so dass die Ware nur noch zur Weiterverarbeitung benutzt werden kann. Da es diese Funktion gibt hielt ich es nicht für notwendig das für einzelne Lagergebäude zu modden.
[GV]Grey_Cat 29 Apr, 2019 @ 6:43am 
thanks! Great idea
Dantor 24 Apr, 2019 @ 3:22am 
Hi Megadori. Zunächst mal vielen Dank für deine Mods. Die machen das Spiel gleich viel besser.
Frage: Gäbe es die Möglichkeit, Items in den Lagern zu sperren, so daß diese nicht mehr von den Bewohnern entnommen werden? Ich denke hier z.B. an rohen Fisch und Fleisch, die ich erst räuchern möchte, ehe sich die Bewohner damit versorgen. Zur Weiterverarbeitung müssten die natürlich entnommen werden können.