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If there were an award for Steam Forum Posts, I'd nominate this one.
Well, rest assured that, for this one post at least, that's not the case. Seventy years from now, when Steam is being sustained by the great, great, great, great grandchildren of today's staff, and we Steam users most stay and buy and play "new" games as well as old to relive the good ol' days, I'll deliberately be coming back to this particular thread, for this particular mod collection, for TaleWorlds' particular game, to re-read this particular post.
When produces goods, if all probabilities is set zero, warband will produce assigned number of last item on list, so batter. In native, in the village is bound the castle, before all probabilities are set zero, they are divided zero, and set 40000000; error code or something. So in native all goods are produced though error message is displayed. But if fix div0 as like this mod, you meet batter rush.
I set not bound castle but market town, because castles don't have production settings and villagers walk to their market town.