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There's a few "consumption only" building both in the last CC (in themed sets if I recall correctly) and in MM to try and get around that problem.
I last played about 5 years ago, both CC and MM; and my endgames always sadquit after brute force testing every means of having mod luxuries consumed. I even tried trapping ale wenches and others within a walled area with nothing but luxuries such as scotch and chocolate, various storages including mod Luxuries Cellar / Cart (?), and of course the different mod consumption buildings.
Are you saying you've personally seen a working solution to the problem? What exactly do I need to do?
In another CC town I had just the monastery producing some form of booze, and a small tavern for the consumption. That seemed to work too but if I remember right, that town also had no church kind of building.
In Banished, "happiness" never worked quite right. People only consume luxuries to raise that stat, in the same way they'll only consume herbs at the herbalist if their health is not at 5 hearts. So if you have a cemetery, a church, good food variety and not too many people living between mines, you have a happy town, where no one will feel like using the luxuries. That might be why nothing you were doing seemed to work : people simply had no wish to consume anything.
The easiest way to crush happiness would be to destroy (or not build) the cemetery. You could try that and see if people then go use the luxuries!
Maybe exporting all the ale will create space in taverns for different luxuries? I'd like to automate as much as possible.
Last question: Is anyone besides ale wench able to haul luxuries to consumption buildings?