Author Topic: An odd problem with "cow"  (Read 1905 times)

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Offline Oona

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An odd problem with "cow"
« on: September 22, 2017, 11:55:53 AM »
I'm playing the Steam version of Banished. I'm running Red's New Medieval Town mod with a few other minor mods. (List available on request. Kid's cow mod is in my WinData folder but not showing on the mod list, so not activated.) I have 20 x 20 pastures with sheep, chickens, vanilla cattle and one empty 20 x 20 pasture. The trader came with "cattle" and "cow" for sale. I bought 8 "cows." I set a herdsman to work in the pasture before completing the trade.

But the "cows" won't leave the trading post.

I tried:
- moving the vanilla cattle to the empty pasture.
- stopping work in the pasture and restarting it.
- firing all my herdsmen and rehiring them.
- setting the pasture to be destroyed and then reclaiming it.
- actually destroying the trading post, thinking the "cows" might be glitched in it.

They don't seem to move around the trading post paddock. Sometimes I think I see them begin to move and then pop back to their original spot. Maybe my imagination.

Do the cattle need something special that I have missed learning about? I must have done something to cause this but I can't figure out what...
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Offline galensgranny

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Re: An odd problem with "cow"
« Reply #1 on: September 22, 2017, 12:07:33 PM »
I have only been playing banished for a few months so am not an expert at all, but sometimes what helped me when things didn't seem to be going well is to exit Steam completely, then start it again.

I have Kid's black and white cows and bought some from the trader and they did move to a pasture, so the cows themselves do work in the game without needing anything special.

Offline brads3

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Re: An odd problem with "cow"
« Reply #2 on: September 22, 2017, 02:28:10 PM »
i am assuming you mean you have 4 pastures: chickens,sheep,vanilla cattle and 1 more.after you bought the new cows,does the pasture give you a new slot that says "cows"?if yes,then it might be they are being moved but slower than you expect. if there is no new slot then there is a issue. i believe you have 2 cows,RED's and KID.s since i think there is black and white cows in NMT. it might depend on versions.if you still have an issue,there is 2 things to try. 1 is reverse KID's cows and RED's NMT mods in mod order. the other is load the old compatibility BUILDINGS mod.it was primarily made for CC,but the mod compensates for items and buildings having the same name. hopefully it is just the cows being slow and taking their time moving.

Offline Oona

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Re: An odd problem with "cow"
« Reply #3 on: September 22, 2017, 06:29:11 PM »
I thought I had Kid's mod in my WinData folder but I don't. The cows come from NMT. Ill try waiting more. Game speed is 10x, though.
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Offline Oona

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Re: An odd problem with "cow"
« Reply #4 on: September 24, 2017, 05:59:10 PM »
Well, I left the "cows" alone for an in-game year and they are definitely stuck. I wonder if they can die...
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Offline Goblin Girl

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Re: An odd problem with "cow"
« Reply #5 on: September 25, 2017, 10:12:35 AM »
I don't have the steam version of the game, but it's possible this could still be your problem:

I noticed that there are Frisian cows and Frysian cows.  One comes from Colonial Charter, and the other one comes from...I have no idea, honestly.  But, the game doesn't see them as the same thing, so they won't live in a pasture set up for the  other one.  I was having some other problems that I was trying to solve with load order, and one of the changes I made got rid of  the Frysian cow option, and put it back to the Frisian cow. 


Offline brads3

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Re: An odd problem with "cow"
« Reply #6 on: September 25, 2017, 11:10:21 AM »
@Oona  are yoiu using the compatability mods? and in the right order? i say that because i am guilty myself of placing the older compat building mod above CC and it has to be below it to work.
https://drive.google.com/file/d/0B2oKJ9gdaP7dVlIxUWdEMTVZekE/view?usp=sharing

Offline adelegarland

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Re: An odd problem with "cow"
« Reply #7 on: December 17, 2017, 12:09:44 PM »
OK, now it's happening to me...  the red Friesians are staying in the trader for eternity.   I can't get the little buggers to move.   Load order:

Storage Stash
Plain
EB SV Vanilla Mine Override
Unlimited Mines and Quarries
Flax Patch
New Pine Flora
Pine Set
Natural Diversity 1.1
1.07 Compatibility
Reindeer Hides (Which still don't show up in game)
RK Vanilla TP for 1.07
Red Creamery Cows for 1.07
RK wood Bakery
Medieval town v2.041.1.0.6

All DS's, Kid's, Necora's, and Red's stuff

And many many more

And so on......


Has anyone figured this out?    I had the impression that someone had included red Friesians in their mod, other than Red but can't remember who and which mod.  I think this started when Red updated the red creamery mod the last time,  The Friesians have been staying at the trader for a while but I'm just now reporting it cuz I'm getting really annoyed!    I thought it might get fixed in a new update or something, but hey, what do I know!?!?   LOL

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Offline brads3

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Re: An odd problem with "cow"
« Reply #8 on: December 17, 2017, 12:42:47 PM »
did you try the reindeer hide mod above all the pine mods including the flax patch? the pine does affect clothing with the fglax so that might help solve that issue.i take it from your list you are not using CC but are using  parts like the plain start.i would try the plain below the nat div. if that doesn't fix it my suggestion would be to add the compatability buildings mod below the compatability 1.07 mod.i use the old mod to offset cow problems and have not had this issue.usually hear of the cows being stuck with other CC mods like the trading cows. surprised it is happening without them or CC.

https://drive.google.com/file/d/0B2oKJ9gdaP7dVlIxUWdEMTVZekE/view?usp=sharing

Offline adelegarland

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Re: An odd problem with "cow"
« Reply #9 on: December 17, 2017, 01:17:20 PM »
Thanks @brads3
I moved the reindeer hides to the top.
No, I'm not using CC but have some of the individual CC mods that have been released, CC Dock set, CC transport and various farm animals that have been released as individual mods.  I have the CC Compatible Buildings mod, it's enabled but below all the CC stuff (I saw that in the directions for that mod - that it needs to be below the CC mods) 
When you say "Old Mod" which one are you referring to?
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Offline RedKetchup

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Re: An odd problem with "cow"
« Reply #10 on: December 17, 2017, 02:18:08 PM »
i ve seen that last week.... i thought was more a trading post issue .... will give you more news on this during the week.
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Offline brads3

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Re: An odd problem with "cow"
« Reply #11 on: December 17, 2017, 02:26:39 PM »
there is 2 compatability mods. you show the compatability 1.07. the other "older" mod is the compatability buildings mod. that i gave the link for.the  compatability buildings mod fixes differences among mods where in the cmod coding a building or in your case animal has the same name and the game program gets them confused.the compatability 1.07 mod fixes issues where mods have old flags allowing them to work with the new limits.in the case of NMT clay and CC bricks.without this mod a new building won't use version 1.06 materials.or vise versa. these are 2 different mods 1 does not replace the other.
      when using CC,i put the buildings 1 below CC and the 1.07 above CC. i would also move  RED's trading post fix to the very top.

Offline adelegarland

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Re: An odd problem with "cow"
« Reply #12 on: December 17, 2017, 02:45:15 PM »
Thanks for clarifying but I am using BOTH mods in my startup,  the 1.07 compatibility is at the top just after Natural Diversity and the Compatibility BUILDINGS Mod is just after the individual CC mods that have been released, CC Dock set, CC transport and various farm animals .
I think it may be the RK Vanilla TP that is the issue...   starting a new game with that one below the red creamery cows, wish me luck!
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Offline Maldrick

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Re: An odd problem with "cow"
« Reply #13 on: December 17, 2017, 03:18:26 PM »
Using a lot of the same mods in a set I collated.  With Red's Fresian cows from Red Creamery, as well.  Ran a quick test using Kid's Rowhouse specialized traders and had no issues with either Fresian cows or the vanilla cattle.

Can give it a look with vanilla tradepost also if that would be helpful?
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Offline RedKetchup

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Re: An odd problem with "cow"
« Reply #14 on: December 22, 2017, 02:36:42 PM »
the Red Fresian of Red Creamery: Cows was bug and lost all its animations including the walking animations. since it lost its walking animations, it couldnt walked out of the trading post.
please redownload the new version with the Red Fresian fixed.

http://worldofbanished.com/index.php?topic=1498.0
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