World of Banished

Conversations => General Discussion => Topic started by: mrbisonm on February 22, 2016, 10:54:54 AM

Title: Horses need stables?
Post by: mrbisonm on February 22, 2016, 10:54:54 AM
I finally was able to buy some horses, although I have no idea where they came from, but now I am stuck with them in the boxstall of the traders and no place where to put them. I build a animal pen and a lot of choices came up. Cows, Llamas, Sheep, Chicken, Bison, Pigs etc were there, but no horses.
So......does anyone know where to put them?
Thanks

Fred
Title: Re: Horses need stables?
Post by: Glenn on February 22, 2016, 03:58:06 PM
Horses normally show as an animal available for placing in a animal enclosure.

However, I have seen a new animal purchase disappear because you left the animal at the trader for too long and you either have to buy the animal again or use the debug ( extra animals ) to create more livestock.

The debug will allow you to have replacements for any animal you have lost this way.

As a thought you could build three joining fenceless enclosures '' T'' shaped with a gap  between the horizontal and vertical enclosures and use the covering mod to build a horse shelter.

I use this mod all the time and only wish it was available in a variety of textures.
Title: Re: Horses need stables?
Post by: mrbisonm on February 23, 2016, 08:33:36 AM
Quote from: Glenn on February 22, 2016, 03:58:06 PM
Horses normally show as an animal available for placing in a animal enclosure.

However, I have seen a new animal purchase disappear because you left the animal at the trader for too long and you either have to buy the animal again or use the debug ( extra animals ) to create more livestock.

The debug will allow you to have replacements for any animal you have lost this way.

As a thought you could build three joining fenceless enclosures '' T'' shaped with a gap  between the horizontal and vertical enclosures and use the covering mod to build a horse shelter.

I use this mod all the time and only wish it was available in a variety of textures.

Thanks for replying. The horses are in the boxstall for less than a minute when I tried to find a place to "store" them. So the problem of too long at the trader's place is out of question. And to wait to get another chance to buy horses may take ages. It took me 24 gameyears to have the first offer, even when I ordered them.
Then, the "T" method, I did not understand, wondering what it is and not knowing what you meant by the "covering mod". Is this a placable mod? I tried to look for it, but couldn't find anything.

Thanks

Fred
Title: Re: Horses need stables?
Post by: A Nonny Moose on February 23, 2016, 08:36:43 AM
Looks like the mod that added the horses should have included adding horses to the pasture list.  Since I don't mod this game, I don't know how difficult this would be, but is sounds like simply adding to a list box with appropriate changes to the Pasture object.

I suppose one could take the Storage Bin object and modify it to be a Horse Barn.  A stable might turn out to be a little more complex if you want a cupola and all the other bells and whistles like a wind vane.  But I should think that racing stock would not be added to a farming community.

What kind of horses did you get?  I suspect something on the order of Belgians would be appropriate, but some fancy modelling could produce some Clydesdales.  In any case, farmers want big horses, not delicate riding ladies.
Title: Re: Horses need stables?
Post by: RedKetchup on February 23, 2016, 08:43:34 AM
but on colonial Charter Wiki they say it should go in pastures

http://colonialcharter.com/index.php/wiki/17-animals/282-horse-2 (http://colonialcharter.com/index.php/wiki/17-animals/282-horse-2)
Title: Re: Horses need stables?
Post by: mrbisonm on February 23, 2016, 08:58:27 AM
Quote from: A Nonny Moose on February 23, 2016, 08:36:43 AM
What kind of horses did you get?

If you tell me how to make an ingame picture, I will show you. ;)

Quote from: RedKetchup on February 23, 2016, 08:43:34 AM
but on colonial Charter Wiki they say it should go in pastures

http://colonialcharter.com/index.php/wiki/17-animals/282-horse-2 (http://colonialcharter.com/index.php/wiki/17-animals/282-horse-2)

That's what I thought and have read also, but none are available in the pasture list, although all the other animals I have, they exist on that list.

Thanks

Fred
Title: Re: Horses need stables?
Post by: michbret on February 23, 2016, 09:08:58 AM
I can confirm that in CC1.6, horses go into pasture like cows, sheeps, lamas, ...
Title: Re: Horses need stables?
Post by: RedKetchup on February 23, 2016, 10:00:50 AM
horses should be 3rd in the list of pastures.

do you have other mods that add animals or modify pastures ?

Title: Re: Horses need stables?
Post by: A Nonny Moose on February 23, 2016, 12:09:29 PM
Fred:

To take an in game picture you use the key sequences outlined in Options under the Input page.  Mine says Print Screen does it without the UI, and Scroll Lock with the UI.

Looking forward to seeing your horses.  From the replies above it seems you have a mod conflict.

John.
Title: Re: Horses need stables?
Post by: mrbisonm on February 23, 2016, 05:37:37 PM
@Nonny Moose

Here's a picture of these horses. They look like some sort of Pintos.....

(http://s14.postimg.org/o95ohwlkx/horses1.jpg)

@RedKetchup

I will have a look at what mod might be causing this, although I never had any other game problems besides some trader's item not showing what it is (like blank and empty boxes)

I will come back later this week.

Fred
Title: Re: Horses need stables?
Post by: Glenn on February 23, 2016, 07:07:45 PM
The covering is available from this link

http://colonialcharter.com/index.php/forum/kralyergs-kave-of-krazy-kontraptions/1514-covering

It simply allows you an alternative for an animal shelter.

I build several paddocks linked together with a small block of land with trees on it, or laneways.

On this block you can place individual animals  -- the same as in the actual paddocks

I then build a fence around the whole thing with a gate or two.

If you use fenceless enclosures with no shelter shed you can create the illusion of one large enclosure with trees for protection from the sun and storms.


With your problem with the horses -- is the mod in the correct position in relation to the CC mod  -- most of these extra mods for CC have to either above or below CC in the mods folder
Title: Re: Horses need stables?
Post by: mrbisonm on February 24, 2016, 04:21:23 AM
Thanks for the linkie, Glenn. Interesting, I did not know about this yet.

I have no idea if the horses are in a correct position in relation of the CCmod, most simply that I don't know which mod contains the horses. But I will do a lot of experimenting this weekend and maybe even clean up my DATA folder.
Thanks for the reply.

Fred
Title: Re: Horses need stables?
Post by: A Nonny Moose on February 24, 2016, 07:19:06 AM
Thanks for the screenshot, Fred.

Those guys look like regular draft horses you'd find on some European farms.  Never seen any around here (SW Ontario) marked like that.

John.
Title: Re: Horses need stables?
Post by: Paeng on February 24, 2016, 01:01:21 PM
Quote from: mrbisonm on February 24, 2016, 04:21:23 AMI have no idea if the horses are in a correct position in relation of the CCmod
Actually the horses are integral part of CC, so there is no right or wrong position  :)

Not sure why they don't show in your menu - what CC version are you using?


Horse pasture (transparent, no fencing...
(https://dl.dropboxusercontent.com/u/5012419/Banished/lechelix/leche28.jpg)


Btw: there are some variations (skins) for the horses, iirc a brown and a black... they are companion mods (find them in the Krazy Kave), and those need to load above CC...
Title: Re: Horses need stables?
Post by: mrbisonm on February 26, 2016, 04:56:51 AM
Ok, I have tried to play around with some of my mods in the DATA folder, and everytime I touch something or replace it either higher or lower on the list, the game crashes. Never had a crash with this game before.so I decided to leave it as it is and simply continue to play with what I have.

There are three versions of CC in the folder, but obly the CC Excellent adventure (I hope that this is the latest) is hooked on the list. But also I must say, that there are dozens of red coloured mods on the same list and as soon as I unhook one of them, things are either missing on the ingame menu or the game game crashes during reloading.

I don't exactly know what to keep and what not to keep to keep everything that I have ingame and I don't want to learn neither how this can be arranged nor bother with all this. Cleraning up the folder is too complicated and not associated with fun, which is what all this game is supposed to be about. And as long as I keep everything as they are, the game plays perfectly, exept for the horses, and I can easily do without them.

So, I decided to continue to have fun and forget about the horses.
Thanks everyone for helping and counseling, very muchg appreciated to leanr something new from other experienced players.

Fred


my list in the DATA folder: probably a big mess.......lol, right?

(http://s29.postimg.org/mpaqh2huv/list.jpg)

EDIT: BTW Paeng, where did you get those teepees from? If I may ask........... ;)



Title: Re: Horses need stables?
Post by: RedKetchup on February 26, 2016, 05:01:59 AM
just do a little test :

start a new city with just CC and go check if horses is there
Title: Re: Horses need stables?
Post by: RedKetchup on February 26, 2016, 05:06:44 AM
about cc version :

1620 => iron curtain => excellent adventure => curse of golden lama => new frontier => the forge awaken
Title: Re: Horses need stables?
Post by: mrbisonm on February 26, 2016, 06:30:58 AM
Start a new game? It will take ages before I find out if the trader will offer horses.......lol

So, I suppose Iron Curtain is the last one, right?

Thanks

Fred
Title: Re: Horses need stables?
Post by: RedKetchup on February 26, 2016, 09:04:42 AM
the forge awaken is the last one : 1.6
new frontier is the 1.5
lama = 1.4
ea = 1.3
curtain 1.2

and so on
Title: Re: Horses need stables?
Post by: A Nonny Moose on February 26, 2016, 10:14:57 AM
Fred,

Good luck.  To straighten out your plugins would be a major effort, and if you can live without those equiform cows, I think you are better off.

To really get a handle on it, you would have to restore the game to its original set up with no plugins, then drop them in a few at a time, testing after each add until you determined which ones you really need and want.

You and I both know what a horrible mess you can get into by loading up too many plugins, for example, in SimCity 4.  We have bailed out several players of that game by advising a restart using a binary search algorithm to isolate disagreeable adds, and you might consider using the same technique here.

I have very few plugins in Banished.  You can probably count them on one hand, because I am ultra cautious, and when I get to where I want to be, I simply stop adding.

So, have a good time, my friend, and if you do find the time you might consider why you have three copies of the CC mod.

John
Title: Re: Horses need stables?
Post by: mrbisonm on February 26, 2016, 03:34:28 PM
Quote from: RedKetchup on February 26, 2016, 09:04:42 AM
the forge awaken is the last one : 1.6
new frontier is the 1.5
lama = 1.4
ea = 1.3
curtain 1.2

and so on

Wow, and I thought I had all three existing ones. Didn't even know about the frontier and the forge........(slap in the face)

Nonny Moose, I am doing fine with all those plugins, have all kinds of things in my game and enjoying it quite well, but you're right, three copies of CC is too much. The problem is though that I can't take one out with saved games, it will crash.
But for my future starts I will do what you said, taking in one by one. ;)

Btw, I still have those freaking 14 Gb's of Lots and props in my Plugin of SC4, having fun like nuts with them too, and even more, I think 27 Gb's in my modfolder of FS 2013.....lol....You see, I didn't start this "collecting " stuff with Banished. ;)

Fred
Title: Re: Horses need stables?
Post by: Paeng on February 26, 2016, 06:52:34 PM
Quote from: mrbisonm on February 26, 2016, 03:34:28 PMthree copies of CC is too much.

Yes, you should only load one , you can not enable three versions of CC at the same time - choose just one.

Actually it makes sense to load only the latest (The Forge Awakens, v1.6), it contains everything from the previous version(s).

The only reason to use an older version would be if for some reason you do not want to patch to the Banished Beta (BanishedPatch_1.0.4_To_1.0.5.151214.Beta) yet... in that case I'd recommend to use the New Frontier (v1.55) on top of the last full Banished version (BanishedInstaller_1.0.4_x64.msi).

Title: Re: Horses need stables?
Post by: mrbisonm on February 26, 2016, 07:51:05 PM
Thanks Paeng, good advice. ;) I will get the Frontier for the New games.


Fred
Title: Re: Horses need stables?
Post by: A Nonny Moose on February 27, 2016, 05:54:17 AM
Well, Fred, I guess I am simply more anal than you.  I don't keep old games that I consider either finished or dead for one reason or another.  I actually have a Linux script that cleans off my saved files completely except for the header (wipeBanished).  I do hourly saves (usually) so this can lead to a lot of junk laying around.
Title: Re: Horses need stables?
Post by: mrbisonm on February 27, 2016, 04:59:57 PM
Quote from: A Nonny Moose on February 27, 2016, 05:54:17 AM
..........so this can lead to a lot of junk laying around.

Maybe I'm a "Junky".......lol.......no actually I am a "conservateur". I still have my first game I played on a computer and sometimes even fired it up......Serf City....Remember this one? Windows didn't exist at that time, nor Linux. That's when I discovered Computers.

Back to my Banished. I just started a new game with new Plugins/Mods or whatever we call them. Way less than before and none interefering with each other. Just waiting for the right Trader to come by offering me horses.
;)

Fred
Title: Re: Horses need stables?
Post by: A Nonny Moose on February 28, 2016, 06:36:14 AM
Well, if the horses are present in the game, you should get them.  Question is whether they are now included in your pasture list box.  Hope so.

What were you going to do with the horses?  Far as I can tell, they appear to be meat animals.
Title: Re: Horses need stables?
Post by: mrbisonm on February 28, 2016, 08:01:40 AM
Quote from: A Nonny Moose on February 28, 2016, 06:36:14 AM
What were you going to do with the horses?  Far as I can tell, they appear to be meat animals.

I don't know yet what to do with them, but I have read somewhere that they can be used as trade animals and pay a lot. Besides, I am curious, I always like new things and see what, why, how and when they do. ;)

Fred
Title: Re: Horses need stables?
Post by: Paeng on February 28, 2016, 11:16:52 PM
Quote from: mrbisonm on February 28, 2016, 08:01:40 AMI have read somewhere that they can be used as trade animals and pay a lot.

Yeah, that might be one of the companion mods though... yep, here -
https://drive.google.com/file/d/0B2oKJ9gdaP7deUlhYjdpbWh5N1k/view?usp=sharing

Had to be done after a small uproar in the forum, like "How could anyone eat noble horses"...  ;)
Title: Re: Horses need stables?
Post by: mrbisonm on February 29, 2016, 05:04:24 AM
Quote from: Paeng on February 28, 2016, 11:16:52 PM
Quote from: mrbisonm on February 28, 2016, 08:01:40 AMI have read somewhere that they can be used as trade animals and pay a lot.

Yeah, that might be one of the companion mods though... yep, here -
https://drive.google.com/file/d/0B2oKJ9gdaP7deUlhYjdpbWh5N1k/view?usp=sharing

Had to be done after a small uproar in the forum, like "How could anyone eat noble horses"...  ;)


Interesting, thanks Paeng for the Linkie!

Fred
Title: Re: Horses need stables?
Post by: A Nonny Moose on February 29, 2016, 06:01:27 AM
Horses are perfectly good meat animals.  Ask the French.

The North American culture sees horses as pets, and we don't eat dogs and cats either.  (except for the occasional roof rabbit).
Title: Re: Horses need stables?
Post by: irrelevant on February 29, 2016, 08:37:35 AM
Quote from: A Nonny Moose on February 29, 2016, 06:01:27 AM
Horses are perfectly good meat animals.  Ask the French.

The North American culture sees horses as pets, and we don't eat dogs and cats either.  (except for the occasional roof rabbit).

Steak de cheval is yummy! ;)
Title: Re: Horses need stables?
Post by: RedKetchup on February 29, 2016, 09:51:27 AM
it is called: "viande chevaline"
Title: Re: Horses need stables?
Post by: kid1293 on February 29, 2016, 10:11:24 AM
Before you all go 'culinaire', is there any free-standing horse mod, except for trade-horses?
(not using CC)
Title: Re: Horses need stables?
Post by: RedKetchup on February 29, 2016, 10:38:46 AM
not at my knowledge
Title: Re: Horses need stables?
Post by: Paeng on February 29, 2016, 12:16:07 PM
Quote from: kid1293 on February 29, 2016, 10:11:24 AMis there any free-standing horse mod, except for trade-horses?

I only know the ones in CC - either as a pasture beast, or in a special mod as a trade item. There are also about 5 or 6 horses (with different colors) in the decorations tab (pure plops, also available as "ghost" decorations)...
Title: Re: Horses need stables?
Post by: A Nonny Moose on February 29, 2016, 02:12:27 PM
Actually, horses as simple pasture beasts is rather disappointing.  If you have horses you should be able to use them as farm beasts to increase productivity in plowing fields, hauling cargo, etc.  I've missed them from the beginning.

I suppose this would take a huge revision of the program itself and not just a mod, since it requires a general culture change.  Even in hard mode, the cart should arrive with at least one horse to pull it.  The initial premise appears to be that the cart is drawn by the bannies themselves, which is quite plausible, but a horse could also solve many problems including fertilizer.
Title: Re: Horses need stables?
Post by: kid1293 on February 29, 2016, 03:05:30 PM
I guess they ate them already? ???

I agree that any beast of burden could enhance the game.
We can't even use the vendors cart...
Title: Re: Horses need stables?
Post by: mrbisonm on February 29, 2016, 07:51:20 PM
Yeah, those carts can't be moved although that it has wheels, a thing that I found ridiculous right from the beginning.

Btw, we eat a lot of horsemeat in our family since centuries. Born in Sweden, raised in Germany and living in Québec/Canada are places where the "viande chevaline" is commonly available, quite expensive too. In Quebec the horsemeat cannot be sold publically with other meats such as beef or porc, but has to be either totally sealed off airtight in general foodstores (épiceries) or sold in specialized stores together with other restricted meats, such as caribou, rabbits, wild boar, red stag, etc. That's the law here.
I love the horsemeat because it ressembles a lot like moose (not the Nonny Moose kind though ;) ), which I go hunting every year.

In my new game I just bought horses from the trader. and they were able to be placed into pastures. Now I will have to wait until I have enough and see what happens.
So, this is clearly a fact that there were some conflicts with other mods in my previous games. Unfortunetly I have a lot less diversity available ingame, so eventually I will go back with the former mod quantity I had before once I am finished with this one.

Fred
Title: Re: Horses need stables?
Post by: RedKetchup on March 01, 2016, 01:31:24 AM
so, at least you discovered that was a mod conflict. just need to know which one and kick the culprit :)

horsemeat has same status as ostrich, lamb, rabbit, and etc. exotic flavor lol
Title: Re: Horses need stables?
Post by: mrbisonm on March 01, 2016, 04:50:59 AM
Quote from: RedKetchup on March 01, 2016, 01:31:24 AM
...just need to know which one and kick the culprit :)



lol...yeh, it'll take a whole evening to find that one......

Fred
Title: Re: Horses need stables?
Post by: Paeng on March 01, 2016, 05:33:17 AM
Quote from: mrbisonm on February 29, 2016, 07:51:20 PMUnfortunetly I have a lot less diversity available ingame

Really? I must say that I reduced my load of mods tremendously, between CC and NMT there is not much that I miss... On the other hand, I know of very few mods that are truly incompatible (in a game-breaking sense) - in many cases it might just be a problem with load order (?)...

Plus I may add that Banished is a bit picky about changes you make in a running game - adding and/or removing mods in an established town is far more "dangerous" than we are used to, e.g. from SC... I found it most reliable to choose the wanted mods before starting a new game and then stick to that. Adding more mods later may work, as long as they are not mods that heavily alter mechanics... but I definitely avoid removing mods from a running game, even if I have not yet built any structures with them.

Title: Re: Horses need stables?
Post by: mrbisonm on March 01, 2016, 07:05:27 PM
Quote from: Paeng on March 01, 2016, 05:33:17 AM
... but I definitely avoid removing mods from a running game, even if I have not yet built any structures with them.

That's exactly the reason why I haven't done this yet. I am playing three games regularily. Once they're finished I will do what you recommend and do some "heavy" cleaning. One thing I will hate is the working order in the "loading tree". How will I know which is what and where is why.......

We'll see how that goes, meanwhile I play with the "whole mess" which seems to work sooooo perfectly at the moment without ever having had a crash......


Fred
Title: Re: Horses need stables?
Post by: Paeng on March 02, 2016, 05:35:16 AM
Quote from: mrbisonm on March 01, 2016, 07:05:27 PMHow will I know which is what and where is why...

I know, I still struggle with that once in a while, too... ::)

First thing is to wrap your head around the fact that Banished loads the "wrong" way around - items on top of the mod list load last (opposite to SC). So everything you load above CC will have priority. In most cases though 3rd party stuff goes below CC.

Dig through the Krazy Kave - dozens of mods that address those little things that much older mods used to do, but the KK items usually are  cleaner (code-wise), and have instructions about load order, too.
http://www.colonialcharter.com/index.php/forum/kralyergs-kave-of-krazy-kontraptions

A special case are the NMT items - thanks to strong cooperation, they work well both ways, either above or below CC... so here you truly have a choice, set the one on top that you want to have preference. Here is a good list to help you decide -
http://www.colonialcharter.com/index.php/forum/help-support/2427-cc-1-6-compatibility-with-nmt-2-01


My recommendation would be to run for a while with nothing but CC and NMT, see what you really miss, if any.
Then add just buildings, like the items from EmbX, Kid1293, Afwings and so on - things that don't screw around with the numbers too much...
Later add things that really heavily change mechanics like age, school time and so on... your mileage may vary, but with those you really need to check whether the long-term effects are what you need/want.

Last - personally I stay away from all the (risky?) little cheats that just add "more of this and more of that"... specially if you use CC and NMT, there should be no need for those, it's more fun to really work out all the different production chains  ;)
Title: Re: Horses need stables?
Post by: mrbisonm on March 02, 2016, 06:37:12 PM
Thanks for the recommendations and the linkies, Paeng. Just one question though, what is NMT (or what does it stand for)? Seen it a few times.

Fred
Title: Re: Horses need stables?
Post by: RedKetchup on March 02, 2016, 09:27:03 PM
New Medieval Town
Title: Re: Horses need stables?
Post by: mrbisonm on March 03, 2016, 05:51:34 AM
Quote from: RedKetchup on March 02, 2016, 09:27:03 PM
New Medieval Town

Oh Geeeez, should have thought a little more............  :-\ Thanks RK.

Fred