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Possible CC Mod Issue
I'm using the CC 1.75 mod, and running into a frustrating issue. After creating one of the CC buildings (Smokehouse, Cooper, Joiner, etc.) and assigning labor, they will gather the materials they need, but never produce anything. For example, I built a Cooper and assigned 2 workers to build barrels. They got 12 logs from the Stockpile (which has more than 500 logs), look like they are working (no indication that more materials are needed), but never produce any barrels. It doesn't matter if I change it to another product, like crates, they never produce anything - ever.

The strange thing is that this problem is not always the Cooper or any particular building all the time, but it is always only the CC buildings. Sometimes it is the Joiner, or the Potter. The problem is frustrating because it makes the game unplayable. At least while using the CC mod.

Has anyone else experienced this issue, or is my computer on drugs?
Last edited by Alaskan Glitch; 9 Apr, 2018 @ 11:40pm
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Showing 1-12 of 12 comments
Vrayna 11 Apr, 2018 @ 4:16am 
It sounds like a flag issue, where the stuff they are making cannot be brought to storage because the storage isn't flagged to accept those items.
Are you using mods that alter storage size?
Alaskan Glitch 11 Apr, 2018 @ 4:44am 
Originally posted by Vrayna:
It sounds like a flag issue, where the stuff they are making cannot be brought to storage because the storage isn't flagged to accept those items.
Are you using mods that alter storage size?
I thought of that, but there were two reasons why I ruled it out: 1) After the building was built and workers assigned they went first to the building then to the Stockpile and retreived the resources needed to make whatever product; and 2) The problem does not occur with the same building in the same location every time.

The example I used just happened to be a Cooper (I always place my Cooper adjacent to both the Log Stockpile and a Storage Barn since I need their products for several other resources), but it has also happened with the Joiner, Glassworker, and other buildings, but only the CC buildings.

They are all adjacent to the Stockpile, so access is not a problem. They always get the materials they need, but they never produce a product. I've had 500+ clay in the Stockpile and the Brickmaker had 32 clay in his workshop, and they just sat there. The worker looks like he is busy making brick, and there is smoke coming out of the smokestacks, indicating that the building is working, but it never produces anything.

If I destroy the building and rebuild it, or build the same building in another location, the same problem occurs. However, the problem occurs in a different CC building for every game.

I do not have any mods that expands my Stockpile, but the CC mod does increase the amount of resources obtained from the vanilla version. I also made certain that none of my mods conflict with any other mod, particularly the CC mod.
Last edited by Alaskan Glitch; 11 Apr, 2018 @ 4:50am
Vrayna 11 Apr, 2018 @ 9:43am 
The problem might not be with the building themselves, but the fact that waht they produce has nowhere to go, so while it does get made, it "evaporates" into nothingness because your barns can't handle what has been made. That's what I meant with "flag issue".
Sounds super weird though. Your Banished version is 1.0.7, and CC Journey is 1.75, correct?
Alaskan Glitch 11 Apr, 2018 @ 10:52am 
Originally posted by Vrayna:
The problem might not be with the building themselves, but the fact that waht they produce has nowhere to go, so while it does get made, it "evaporates" into nothingness because your barns can't handle what has been made. That's what I meant with "flag issue".
Sounds super weird though. Your Banished version is 1.0.7, and CC Journey is 1.75, correct?
If they were actually making a product then the resources would be getting smaller. Not all the products end up in Storage Barns either. The Glassworker, Brickmaker, and the various CC mines (Tin mine, Copper mine, etc.) place their products back in the Stockpile (when they work).

Correct, I am running Banished version 1.0.7 with CC Journey mod version 1.75. What makes this problem particularly frustrating is that it is not consistent. That makes tracking down this issue more difficult.

I have played the game with CC disabled, but as you know that is a completely different game. However, I do not have any issues when CC is disabled. I only have issues when CC is enabled, and only from random CC buildings.

I appreciate your attempts to help.
Vrayna 11 Apr, 2018 @ 2:41pm 
It's "funny" because I remember someone else having the same issue with random buildings not working very recently, but I can't remember what was causing it or how we fixed it. x_x
Alaskan Glitch 11 Apr, 2018 @ 5:37pm 
It appears to be random to me, but that may only be because I am not aware of what triggers the problem. There may be a very simple and logical solution that I'm not seeing.

If this was a problem with the CC mod it would render the mod unplayable and a lot more people than just I would be reporting it. This leads me to believe that it may be an environment issue, specific to my PC.
Last edited by Alaskan Glitch; 11 Apr, 2018 @ 5:38pm
Vrayna 12 Apr, 2018 @ 6:19am 
Something Glitchy (pun intended!) is definitely happening.
Which other mods are you using? Do you have One Year is One Year or something that alters how long people work or how much they eat?
Alaskan Glitch 12 Apr, 2018 @ 2:00pm 
Originally posted by Vrayna:
Something Glitchy (pun intended!) is definitely happening.
Which other mods are you using? Do you have One Year is One Year or something that alters how long people work or how much they eat?
The other mods that I am running include:
  • Adriana's College - Increases the student and teacher capacity;
  • Intensified Fishing Dock - Increases the radius and quantity of fish caught;
  • Better Stock Piles - A texture only mod, for appearance;
  • NewUI StatusBar;
  • Flatten Terrain Tool;
  • Fish Farm - Allows for fishing when not near a lake or river; and
  • One Year is One Year;
None of the above mods indicate that there is a possible conflict.

I did have the Stone Bridge mod enabled, even though that showed a conflict with the CC mod, but once this problem started showing up that was the first thing I disabled. I wanted to make certain that there were no conflicts with the CC mod.

Just to be certain, I will disable all other mods and only use the CC mod. I will use the same random number and the same layout for my town and see if this problem persists. That is something I haven't tried yet.
Last edited by Alaskan Glitch; 12 Apr, 2018 @ 2:04pm
Alaskan Glitch 12 Apr, 2018 @ 3:33pm 
Even with the CC mod as the only active mod the problem persists. This time it happened fairly early in the game with the Waterwheel Sawmill. It was the first CC mod building I constructed. I had others placed, but on pause. I hadn't even built the Cooper yet.

I assigned the maximum of 3 workers to the Sawmill, and selected Lumber as the product. All three workers went straight to the building, then to the Log Stockpile across the street and loaded up with 26 logs. They started to build Lumber (the 26 logs in the Sawmill was reduced to 14), but then they stopped working altogether and did not deliver any product to the Stockpile. I switched the product to Firewood, and nothing changed. There was no Lumber or Firewood in the Stockpile either.

Like I said, this problem makes the CC mod completely unplayable. Which is really too bad since I can't stand the vanilla version of this game. If not for the mods, the CC mod in particular, I would have stopped playing Banished a long time ago.
Last edited by Alaskan Glitch; 12 Apr, 2018 @ 3:38pm
Vrayna 13 Apr, 2018 @ 5:01am 
The mod that alters the stockpiles aspect might be overwriting the whole stockpiles stuff, and preventing them from using the flags added to them by CC. You could try disabling it and replacing all your existing stockpiles in game to see if it helps. Wouldn't explain the weirdness of resources not being consumed while people are working though.


My gut instinct would be trying to replace One Year is One Year with RealTimeAging.

1 year is 1 year has a lot more hidden changes than just aging speed and threshold ages. One of the things it changes if I remember right is the distance workers can go to/from job sites / housing, and alters time they can spend working. Since the last Banished patch, it has been causing some kind of really weird issues, with things randomly not working for no apparent reason. I think when the same problem you're having popped up last time, we worked our way through the mod list and it ended up being this one causing the weirdness.

You can find RealTimeAging here on BanishedInfo[banishedinfo.com]. As far as I'm aware, RTA can be disabled/enabled mid-game without instantly crashing your game. You might still get a crash on exiting the game though, but it should work for testing purpose and only be a mild annoyance until you take the time to enable it in main menu and exiting/restarting the game before opening a town.

The fact that it persists after you disable mods is puzzling though. After disabling the mods, did you take the time to entirely exit Banished and relaunch before restarting your town? Could be some kind of ghosted stuff that didn't get correctly disabled if you didn't take that extra step. (Same reason why when making a change to the mod list and starting to play directly will lead to crashes when exiting the town. Game doesn't handle the changes to the mod list correctly without that extra quit/relaunch step)
Last edited by Vrayna; 13 Apr, 2018 @ 5:04am
Alaskan Glitch 13 Apr, 2018 @ 1:30pm 
The Better Stock Piles mod only alters the textures, nothing more. It does not enhance or otherwise modify Stockpiles, other than changing the appearance of the piles of logs, stone, etc.

I did not take that extra step, by exiting the game completely, after disabling all the other mods. So I went back into the game to try it again. I started a new game and noticed that the NewUI StatusBar mod and Flatten Terrain Tool mod were still active, even though they showed as being disabled. I thought about what you said about mods "ghosting" in memory, so I decided to take it one step further and completely unsubscribed to every mod, except for CC Journey 1.75.

That was when I realized that the CC Journey 1.75 mod included both the NewUI StatusBar mod and Flatten Terrain Tool mod. :steamfacepalm:

I played the game until I had most (I didn't do the upgrades) of the CC buildings built and I did not experience any problems. Everyone behaved precisely as they should. Resources were being collected, products were being manufactured, and delivered to the appropriate locations.

I will add the RealTimeAging mod you suggested instead of the One Year is One Year mod. I also like the Intensified Fishing Dock mod, but otherwise I don't need any of the other mods I listed above. The important thing is to keep the CC mod functioning correctly.

Thank you for your assistance. I do appreciate the time you've taken to help me resolve this problem.
Vrayna 15 Apr, 2018 @ 1:21am 
Glad to hear things are working smoothly now! Happy building! :)
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